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Post-processing tools 2024 R2

ensightservice::UpdatePart Struct Reference

Last update: 16.07.2025

Public Types

enum  RenderingMode { NODES = 0 , CONNECTIVITY = 1 }
 
enum  ShadingMode { ELEMENTAL = 0 , NODAL = 1 }
 
enum  TextureWrapMode { REPEAT = 0 , CLAMP = 1 , CLAMP_TEXTURE = 2 }
 
enum  TextureApplyMode { REPLACE = 0 , DECAL = 1 , MODULATE = 2 }
 
enum  TextureSampleMode { NEAREST = 0 , LINEAR = 1 }
 

Public Attributes

uint64 id = 1
 
uint64 parent_id = 2
 
string name = 3
 
repeated float matrix4x4 = 4
 
repeated float fill_color = 5
 
repeated float line_color = 6
 
RenderingMode render = 7
 
ShadingMode shading = 8
 
float ambient = 9
 
float diffuse = 10
 
float specular_shine = 11
 
float specular_intensity = 12
 
string material_name = 13
 
float node_size_default = 14
 
uint64 color_variableid = 15
 
uint64 alpha_variableid = 16
 
uint64 node_size_variableid = 17
 
uint64 displacement_variableid = 18
 
uint64 texture_id = 19
 
TextureWrapMode texture_wrap_mode = 20
 
TextureApplyMode texture_apply_mode = 21
 
TextureSampleMode texture_sample_mode = 22
 
string hash = 23
 

Detailed Description

Sent to update part rendering attributes. Parts have Geom entity children that define the bulk data arrays.

The material name needs additional work. If 'steel' or 'glass' are specified, are we expecting the client to come up with shaders for those materials, or just informing that fill_color and shininess parameters are steel-like or glass-like. General thinking is to use common namespaces (e.g. granta, etc) for known material specifications and namespace prefixed JSON for others (e.g. ensight:{json payload}

Definition at line 269 of file dynamic_scene_graph.proto.

Member Enumeration Documentation

◆ RenderingMode

The rendering mode is actually a bit field, defining what should be rendered.

Enumerator
NODES 

render the nodes of the connectivity (spheres)

CONNECTIVITY 

render the elements defined by the connectivity, triangles or lines. Note: if edgeflags are specified and the connectivity is triangle, element boundaries are to be outlined

Definition at line 272 of file dynamic_scene_graph.proto.

◆ ShadingMode

Define the location of normals

Enumerator
ELEMENTAL 

Normals are specified per element face (e.g. one normal per triangle).

NODAL 

Normals are specified per node.

Definition at line 278 of file dynamic_scene_graph.proto.

◆ TextureApplyMode

2D texture options for combining texture color with part color, lighting, color by var

Enumerator
REPLACE 

2D texture color replaces all other color. No lighting. Same as DECAL unless wrap mode is CLAMP.

DECAL 

2D texture color replaces all other color. No lighting.

MODULATE 

Color as usual with part color, lighting, color by var, etc. Then multiply by the 2D texture color.

Definition at line 291 of file dynamic_scene_graph.proto.

◆ TextureSampleMode

2D texture interpolation

Enumerator
NEAREST 

Like GL_NEAREST.

LINEAR 

Like GL_LINEAR.

Definition at line 298 of file dynamic_scene_graph.proto.

◆ TextureWrapMode

2D texture options for tex coords outside [0,1]

Enumerator
REPEAT 

Like GL_REPEAT.

CLAMP 

Like GL_CLAMP_TO_BORDER, except values outside [0,1] get the usual part color/lighting/color by var in DECAL mode, and killed in REPLACE or MODULATE mode.

CLAMP_TEXTURE 

Like GL_CLAMP_TO_EDGE.

Definition at line 284 of file dynamic_scene_graph.proto.

Member Data Documentation

◆ alpha_variableid

uint64 ensightservice::UpdatePart::alpha_variableid = 16

If this is set, transparency varies over the part, and comes from the alpha channel for alpha_variableid. It supercedes the alpha value in fill_color.

Definition at line 317 of file dynamic_scene_graph.proto.

◆ ambient

float ensightservice::UpdatePart::ambient = 9

OpenGL style ambient coloring factor: GL_AMBIENT.

Definition at line 310 of file dynamic_scene_graph.proto.

◆ color_variableid

uint64 ensightservice::UpdatePart::color_variableid = 15

per-node or per-element coloring specification

Definition at line 316 of file dynamic_scene_graph.proto.

◆ diffuse

float ensightservice::UpdatePart::diffuse = 10

OpenGL style diffuse coloring rgb: GL_DIFFUSE.

Definition at line 311 of file dynamic_scene_graph.proto.

◆ displacement_variableid

uint64 ensightservice::UpdatePart::displacement_variableid = 18

if this is set, the vector variable should be added to the coordinate variable to generate the final coordinate.

Definition at line 319 of file dynamic_scene_graph.proto.

◆ fill_color

repeated float ensightservice::UpdatePart::fill_color = 5

Base color for the part (rgba). If color_variableid is not set, draw the part with this RGB. Even if color_variableid is set, combine RGB from color_variableid with A in fill_color.

Definition at line 306 of file dynamic_scene_graph.proto.

◆ hash

string ensightservice::UpdatePart::hash = 23

hash for this message payload

Definition at line 324 of file dynamic_scene_graph.proto.

◆ id

uint64 ensightservice::UpdatePart::id = 1

The Part entity id.

Definition at line 302 of file dynamic_scene_graph.proto.

◆ line_color

repeated float ensightservice::UpdatePart::line_color = 6

Used for rendering line connectivity and element boundaries if edgeflags are specified.

Definition at line 307 of file dynamic_scene_graph.proto.

◆ material_name

string ensightservice::UpdatePart::material_name = 13

The material name specification.

Definition at line 314 of file dynamic_scene_graph.proto.

◆ matrix4x4

repeated float ensightservice::UpdatePart::matrix4x4 = 4

Rigid body motion.

Definition at line 305 of file dynamic_scene_graph.proto.

◆ name

string ensightservice::UpdatePart::name = 3

The name of the Part.

Definition at line 304 of file dynamic_scene_graph.proto.

◆ node_size_default

float ensightservice::UpdatePart::node_size_default = 14

If node rendering is specified, the base size of each node.

Definition at line 315 of file dynamic_scene_graph.proto.

◆ node_size_variableid

uint64 ensightservice::UpdatePart::node_size_variableid = 17

If the 'render' variable has 'NODES' set, the size of rendered points can vary by the value of a variable instead of the node_size_default.

Definition at line 318 of file dynamic_scene_graph.proto.

◆ parent_id

uint64 ensightservice::UpdatePart::parent_id = 2

Parent Group id.

Definition at line 303 of file dynamic_scene_graph.proto.

◆ render

RenderingMode ensightservice::UpdatePart::render = 7

What to aspect of the mesh to render.

Definition at line 308 of file dynamic_scene_graph.proto.

◆ shading

ShadingMode ensightservice::UpdatePart::shading = 8

Defines the location of the normals. If normals are specified per-element, triangles should be shaded as "flat".

Definition at line 309 of file dynamic_scene_graph.proto.

◆ specular_intensity

float ensightservice::UpdatePart::specular_intensity = 12

OpenGL style specular factor: GL_SPECULAR.

Definition at line 313 of file dynamic_scene_graph.proto.

◆ specular_shine

float ensightservice::UpdatePart::specular_shine = 11

OpenGL style specular factor: GL_SHININESS.

Definition at line 312 of file dynamic_scene_graph.proto.

◆ texture_apply_mode

TextureApplyMode ensightservice::UpdatePart::texture_apply_mode = 21

2D texture color blending options

Definition at line 322 of file dynamic_scene_graph.proto.

◆ texture_id

uint64 ensightservice::UpdatePart::texture_id = 19

2D texture to apply.

Definition at line 320 of file dynamic_scene_graph.proto.

◆ texture_sample_mode

TextureSampleMode ensightservice::UpdatePart::texture_sample_mode = 22

2D texture sampling options

Definition at line 323 of file dynamic_scene_graph.proto.

◆ texture_wrap_mode

TextureWrapMode ensightservice::UpdatePart::texture_wrap_mode = 20

2D texture wrapping options

Definition at line 321 of file dynamic_scene_graph.proto.


The documentation for this struct was generated from the following file:

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