Rerun C++ SDK
|
Archetype: A prepacked 3D asset (.gltf
, .glb
, .obj
, .stl
, etc.).
More...
#include <rerun/archetypes/asset3d.hpp>
Public Types | |
using | IndicatorComponent = rerun::components::IndicatorComponent< IndicatorComponentName > |
Indicator component, used to identify the archetype when converting to a list of components. | |
Public Member Functions | |
Asset3D (Asset3D &&other)=default | |
Asset3D (const Asset3D &other)=default | |
Asset3D & | operator= (const Asset3D &other)=default |
Asset3D & | operator= (Asset3D &&other)=default |
Asset3D (rerun::components::Blob _blob) | |
Asset3D | with_blob (const rerun::components::Blob &_blob) && |
The asset's bytes. | |
Asset3D | with_many_blob (const Collection< rerun::components::Blob > &_blob) && |
This method makes it possible to pack multiple blob in a single component batch. | |
Asset3D | with_media_type (const rerun::components::MediaType &_media_type) && |
The Media Type of the asset. | |
Asset3D | with_many_media_type (const Collection< rerun::components::MediaType > &_media_type) && |
This method makes it possible to pack multiple media_type in a single component batch. | |
Asset3D | with_albedo_factor (const rerun::components::AlbedoFactor &_albedo_factor) && |
A color multiplier applied to the whole asset. | |
Asset3D | with_many_albedo_factor (const Collection< rerun::components::AlbedoFactor > &_albedo_factor) && |
This method makes it possible to pack multiple albedo_factor in a single component batch. | |
Collection< ComponentColumn > | columns (const Collection< uint32_t > &lengths_) |
Partitions the component data into multiple sub-batches. | |
Collection< ComponentColumn > | columns () |
Partitions the component data into unit-length sub-batches. | |
Static Public Member Functions | |
static Result< Asset3D > | from_file (const std::filesystem::path &path) |
Creates a new Asset3D from the file contents at path . | |
static Asset3D | from_bytes (rerun::Collection< uint8_t > bytes, std::optional< rerun::components::MediaType > media_type={}) |
Creates a new Asset3D from the given bytes . | |
static Asset3D | update_fields () |
Update only some specific fields of a Asset3D . | |
static Asset3D | clear_fields () |
Clear all the fields of a Asset3D . | |
Public Attributes | |
std::optional< ComponentBatch > | blob |
The asset's bytes. | |
std::optional< ComponentBatch > | media_type |
The Media Type of the asset. | |
std::optional< ComponentBatch > | albedo_factor |
A color multiplier applied to the whole asset. | |
Static Public Attributes | |
static constexpr const char | IndicatorComponentName [] = "rerun.components.Asset3DIndicator" |
static constexpr const char | ArchetypeName [] = "rerun.archetypes.Asset3D" |
The name of the archetype as used in ComponentDescriptor s. | |
static constexpr auto | Descriptor_blob |
ComponentDescriptor for the blob field. | |
static constexpr auto | Descriptor_media_type |
ComponentDescriptor for the media_type field. | |
static constexpr auto | Descriptor_albedo_factor |
ComponentDescriptor for the albedo_factor field. | |
Archetype: A prepacked 3D asset (.gltf
, .glb
, .obj
, .stl
, etc.).
See also archetypes::Mesh3D
.
If there are multiple archetypes::InstancePoses3D
instances logged to the same entity as a mesh, an instance of the mesh will be drawn for each transform.
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static |
Creates a new Asset3D
from the file contents at path
.
The MediaType
will be guessed from the file extension.
If no MediaType
can be guessed at the moment, the Rerun Viewer will try to guess one from the data at render-time. If it can't, rendering will fail with an error.
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inlinestatic |
Creates a new Asset3D
from the given bytes
.
If no MediaType
is specified, the Rerun Viewer will try to guess one from the data at render-time. If it can't, rendering will fail with an error.
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inline |
This method makes it possible to pack multiple blob
in a single component batch.
This only makes sense when used in conjunction with columns
. with_blob
should be used when logging a single row's worth of data.
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inline |
The Media Type of the asset.
Supported values:
model/gltf-binary
model/gltf+json
model/obj
(.mtl material files are not supported yet, references are silently ignored)model/stl
If omitted, the viewer will try to guess from the data blob. If it cannot guess, it won't be able to render the asset.
|
inline |
This method makes it possible to pack multiple media_type
in a single component batch.
This only makes sense when used in conjunction with columns
. with_media_type
should be used when logging a single row's worth of data.
|
inline |
A color multiplier applied to the whole asset.
For mesh who already have albedo_factor
in materials, it will be overwritten by actual albedo_factor
of archetypes::Asset3D
(if specified).
|
inline |
This method makes it possible to pack multiple albedo_factor
in a single component batch.
This only makes sense when used in conjunction with columns
. with_albedo_factor
should be used when logging a single row's worth of data.
Collection< ComponentColumn > rerun::archetypes::Asset3D::columns | ( | const Collection< uint32_t > & | lengths_ | ) |
Partitions the component data into multiple sub-batches.
Specifically, this transforms the existing ComponentBatch
data into ComponentColumn
s instead, via ComponentBatch::partitioned
.
This makes it possible to use RecordingStream::send_columns
to send columnar data directly into Rerun.
The specified lengths
must sum to the total length of the component batch.
Collection< ComponentColumn > rerun::archetypes::Asset3D::columns | ( | ) |
Partitions the component data into unit-length sub-batches.
This is semantically similar to calling columns
with std::vector<uint32_t>(n, 1)
, where n
is automatically guessed.
std::optional<ComponentBatch> rerun::archetypes::Asset3D::media_type |
The Media Type of the asset.
Supported values:
model/gltf-binary
model/gltf+json
model/obj
(.mtl material files are not supported yet, references are silently ignored)model/stl
If omitted, the viewer will try to guess from the data blob. If it cannot guess, it won't be able to render the asset.
std::optional<ComponentBatch> rerun::archetypes::Asset3D::albedo_factor |
A color multiplier applied to the whole asset.
For mesh who already have albedo_factor
in materials, it will be overwritten by actual albedo_factor
of archetypes::Asset3D
(if specified).
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staticconstexpr |
ComponentDescriptor
for the blob
field.
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staticconstexpr |
ComponentDescriptor
for the media_type
field.
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staticconstexpr |
ComponentDescriptor
for the albedo_factor
field.