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
.
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.
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.
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staticconstexpr |