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Rerun C++ SDK
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Archetype: A prepacked 3D asset (.gltf, .glb, .obj, .stl, etc.).
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#include <rerun/archetypes/asset3d.hpp>
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 Result< Asset3D > | from_file_path (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 | from_file_contents (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 | ArchetypeName [] = "rerun.archetypes.Asset3D" |
The name of the archetype as used in ComponentDescriptors. | |
| 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.
from_file_path instead.
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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.
from_file_contents instead.
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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-binarymodel/gltf+jsonmodel/obj (.mtl material files are not supported yet, references are silently ignored)model/stlIf omitted, the viewer will try to guess from the data blob. If it cannot guess, it won't be able to render the asset.
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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.
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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).
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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 ComponentColumns 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-binarymodel/gltf+jsonmodel/obj (.mtl material files are not supported yet, references are silently ignored)model/stlIf 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.