Documentation
¶
Index ¶
- type Buffer
- type Collection
- type Command
- type DataAccessor
- type Operate
- type Permission
- type Resource
- type Schedule
- type View
- func (v View) AttributeLength() int
- func (v View) ScanFloat1Attribute(attribute string, f func(i int, v float64))
- func (v View) ScanFloat1AttributeParallel(attribute string, f func(i int, v float64))
- func (v View) ScanFloat1AttributeParallelWithPoolSize(attribute string, size int, f func(i int, v float64))
- func (v View) ScanFloat2Attribute(attribute string, f func(i int, v vector2.Float64))
- func (v View) ScanFloat2AttributeParallel(attribute string, f func(i int, v vector2.Float64))
- func (v View) ScanFloat2AttributeParallelWithPoolSize(attribute string, size int, f func(i int, v vector2.Float64))
- func (v View) ScanFloat3Attribute(attribute string, f func(i int, v vector3.Float64))
- func (v View) ScanFloat3AttributeParallel(attribute string, f func(i int, v vector3.Float64))
- func (v View) ScanFloat3AttributeParallelWithPoolSize(attribute string, size int, f func(i int, v vector3.Float64))
- func (v *View) SetFloat1Attribute(attribute string, data []float64)
- func (v *View) SetFloat2Attribute(attribute string, data []vector2.Float64)
- func (v *View) SetFloat3Attribute(attribute string, data []vector3.Float64)
- func (v View) VertexNeighborTable() modeling.VertexLUT
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Collection ¶
type Collection struct {
// contains filtered or unexported fields
}
func (Collection) GetVector3 ¶
func (c Collection) GetVector3(str string) DataAccessor[vector3.Float64]
type Command ¶
type Command struct {
// contains filtered or unexported fields
}
func NewCommand ¶
func NewCommand(readPermissions, writePermissions Permission, operator Operate) Command
type DataAccessor ¶
type DataAccessor[T any] interface{}
type Permission ¶
type Permission interface {
HasPrimitivePermission() bool
HasAttributePermission() bool
HasMaterialPermission() bool
HasFloat3Permission(attr string) bool
HasFloat2Permission(attr string) bool
HasFloat1Permission(attr string) bool
}
func PermissionForResources ¶
func PermissionForResources(resources ...Resource) Permission
type Resource ¶
type Resource struct {
// contains filtered or unexported fields
}
func RequireMeshPrimitive ¶
func RequireMeshPrimitive() Resource
type View ¶
type View struct {
// contains filtered or unexported fields
}
func (View) AttributeLength ¶
func (View) ScanFloat1Attribute ¶
func (View) ScanFloat1AttributeParallel ¶
func (View) ScanFloat1AttributeParallelWithPoolSize ¶
func (View) ScanFloat2Attribute ¶
func (View) ScanFloat2AttributeParallel ¶
func (View) ScanFloat2AttributeParallelWithPoolSize ¶
func (View) ScanFloat3Attribute ¶
func (View) ScanFloat3AttributeParallel ¶
func (View) ScanFloat3AttributeParallelWithPoolSize ¶
func (*View) SetFloat1Attribute ¶
func (*View) SetFloat2Attribute ¶
func (*View) SetFloat3Attribute ¶
func (View) VertexNeighborTable ¶
VertexNeighborTable
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