Rerun C++ SDK
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Archetype: One or more transforms between the current entity and its parent. More...
#include <rerun/archetypes/instance_poses3d.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 | |
InstancePoses3D (InstancePoses3D &&other)=default | |
InstancePoses3D | with_translations (Collection< rerun::components::PoseTranslation3D > _translations) && |
Translation vectors. | |
InstancePoses3D | with_rotation_axis_angles (Collection< rerun::components::PoseRotationAxisAngle > _rotation_axis_angles) && |
Rotations via axis + angle. | |
InstancePoses3D | with_quaternions (Collection< rerun::components::PoseRotationQuat > _quaternions) && |
Rotations via quaternion. | |
InstancePoses3D | with_scales (Collection< rerun::components::PoseScale3D > _scales) && |
Scaling factors. | |
InstancePoses3D | with_mat3x3 (Collection< rerun::components::PoseTransformMat3x3 > _mat3x3) && |
3x3 transformation matrices. | |
Public Attributes | |
std::optional< Collection< rerun::components::PoseTranslation3D > > | translations |
Translation vectors. | |
std::optional< Collection< rerun::components::PoseRotationAxisAngle > > | rotation_axis_angles |
Rotations via axis + angle. | |
std::optional< Collection< rerun::components::PoseRotationQuat > > | quaternions |
Rotations via quaternion. | |
std::optional< Collection< rerun::components::PoseScale3D > > | scales |
Scaling factors. | |
std::optional< Collection< rerun::components::PoseTransformMat3x3 > > | mat3x3 |
3x3 transformation matrices. | |
Static Public Attributes | |
static constexpr const char | IndicatorComponentName [] |
Archetype: One or more transforms between the current entity and its parent.
Unlike archetypes::Transform3D
, it is not propagated in the transform hierarchy.
If both archetypes::InstancePoses3D
and archetypes::Transform3D
are present, first the tree propagating archetypes::Transform3D
is applied, then archetypes::InstancePoses3D
.
From the point of view of the entity's coordinate system, all components are applied in the inverse order they are listed here. E.g. if both a translation and a max3x3 transform are present, the 3x3 matrix is applied first, followed by the translation.
Currently, many visualizers support only a single instance transform per entity. Check archetype documentations for details - if not otherwise specified, only the first instance transform is applied. Some visualizers like the mesh visualizer used for [archetype.Mesh3D
], will draw an object for every pose, a behavior also known as "instancing".
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staticconstexpr |