ensightservice::UpdatePart Struct Reference
Last update: 17.04.2023Update a Part entity. More...
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 |
The Part entity id. | |
uint64 | parent_id = 2 |
Parent Group id. | |
string | name = 3 |
The name of the Part. | |
repeated float | matrix4x4 = 4 |
Rigid body motion. | |
repeated float | 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. | |
repeated float | line_color = 6 |
Used for rendering line connectivity and element boundaries if edgeflags are specified. | |
RenderingMode | render = 7 |
What to aspect of the mesh to render. | |
ShadingMode | shading = 8 |
Defines the location of the normals. If normals are specified per-element, triangles should be shaded as "flat". | |
float | ambient = 9 |
OpenGL style ambient coloring factor: GL_AMBIENT. | |
float | diffuse = 10 |
OpenGL style diffuse coloring rgb: GL_DIFFUSE. | |
float | specular_shine = 11 |
OpenGL style specular factor: GL_SHININESS. | |
float | specular_intensity = 12 |
OpenGL style specular factor: GL_SPECULAR. | |
string | material_name = 13 |
The material name specification. | |
float | node_size_default = 14 |
If node rendering is specified, the base size of each node. | |
uint64 | color_variableid = 15 |
per-node or per-element coloring specification | |
uint64 | 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. | |
uint64 | 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. | |
uint64 | displacement_variableid = 18 |
if this is set, the vector variable should be added to the coordinate variable to generate the final coordinate. | |
uint64 | texture_id = 19 |
2D texture to apply. | |
TextureWrapMode | texture_wrap_mode = 20 |
2D texture wrapping options | |
TextureApplyMode | texture_apply_mode = 21 |
2D texture color blending options | |
TextureSampleMode | texture_sample_mode = 22 |
2D texture sampling options | |
string | hash = 23 |
hash for this message payload | |
Detailed Description
Update a Part entity.
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.
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
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]
Definition at line 284 of file dynamic_scene_graph.proto.
The documentation for this struct was generated from the following file:
- D:/ANSYSDev/NoBackup/branches/EnSight-Second-Coming/ensight/client/rpc_interface/dynamic_scene_graph.proto