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Rerun C++ SDK
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Archetype: The controls for the 3D eye in a spatial 3D view. More...
#include <rerun/blueprint/archetypes/eye_controls3d.hpp>
Public Member Functions | |
| EyeControls3D (EyeControls3D &&other)=default | |
| EyeControls3D (const EyeControls3D &other)=default | |
| EyeControls3D & | operator= (const EyeControls3D &other)=default |
| EyeControls3D & | operator= (EyeControls3D &&other)=default |
| EyeControls3D | with_kind (const rerun::blueprint::components::Eye3DKind &_kind) && |
| The kind of the eye for the spatial 3D view. | |
| EyeControls3D | with_position (const rerun::components::Position3D &_position) && |
| The cameras current position. | |
| EyeControls3D | with_look_target (const rerun::components::Position3D &_look_target) && |
| The position the camera is currently looking at. | |
| EyeControls3D | with_eye_up (const rerun::components::Vector3D &_eye_up) && |
| The up-axis of the eye itself, in world-space. | |
| EyeControls3D | with_speed (const rerun::components::LinearSpeed &_speed) && |
| Translation speed of the eye in the view (when using WASDQE keys to move in the 3D scene). | |
| EyeControls3D | with_tracking_entity (const rerun::components::EntityPath &_tracking_entity) && |
| Currently tracked entity. | |
| EyeControls3D | with_spin_speed (const rerun::blueprint::components::AngularSpeed &_spin_speed) && |
| What speed, if any, the camera should spin around the eye-up axis. | |
| 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 EyeControls3D | update_fields () |
Update only some specific fields of a EyeControls3D. | |
| static EyeControls3D | clear_fields () |
Clear all the fields of a EyeControls3D. | |
Public Attributes | |
| std::optional< ComponentBatch > | kind |
| The kind of the eye for the spatial 3D view. | |
| std::optional< ComponentBatch > | position |
| The cameras current position. | |
| std::optional< ComponentBatch > | look_target |
| The position the camera is currently looking at. | |
| std::optional< ComponentBatch > | eye_up |
| The up-axis of the eye itself, in world-space. | |
| std::optional< ComponentBatch > | speed |
| Translation speed of the eye in the view (when using WASDQE keys to move in the 3D scene). | |
| std::optional< ComponentBatch > | tracking_entity |
| Currently tracked entity. | |
| std::optional< ComponentBatch > | spin_speed |
| What speed, if any, the camera should spin around the eye-up axis. | |
Static Public Attributes | |
| static constexpr const char | ArchetypeName [] = "rerun.blueprint.archetypes.EyeControls3D" |
The name of the archetype as used in ComponentDescriptors. | |
| static constexpr auto | Descriptor_kind |
ComponentDescriptor for the kind field. | |
| static constexpr auto | Descriptor_position |
ComponentDescriptor for the position field. | |
| static constexpr auto | Descriptor_look_target |
ComponentDescriptor for the look_target field. | |
| static constexpr auto | Descriptor_eye_up |
ComponentDescriptor for the eye_up field. | |
| static constexpr auto | Descriptor_speed |
ComponentDescriptor for the speed field. | |
| static constexpr auto | Descriptor_tracking_entity |
ComponentDescriptor for the tracking_entity field. | |
| static constexpr auto | Descriptor_spin_speed |
ComponentDescriptor for the spin_speed field. | |
Archetype: The controls for the 3D eye in a spatial 3D view.
This configures the camera through which the 3D scene is viewed.
⚠ This type is unstable and may change significantly in a way that the data won't be backwards compatible.
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The kind of the eye for the spatial 3D view.
This controls how the eye movement behaves when the user interact with the view. Defaults to orbital.
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The position the camera is currently looking at.
If this is an orbital camera, this also is the center it orbits around.
By default this is the center of the scene bounds.
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The up-axis of the eye itself, in world-space.
Initially, the up-axis of the eye will be the same as the up-axis of the scene (or +Z if the scene has no up axis defined).
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inline |
Translation speed of the eye in the view (when using WASDQE keys to move in the 3D scene).
The default depends on the control kind. For orbit cameras it is derived from the distance to the orbit center. For first person cameras it is derived from the scene size.
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Currently tracked entity.
If this is a camera, it takes over the camera pose, otherwise follows the entity.
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What speed, if any, the camera should spin around the eye-up axis.
Defaults to zero, meaning no spinning.
| Collection< ComponentColumn > rerun::blueprint::archetypes::EyeControls3D::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::blueprint::archetypes::EyeControls3D::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::blueprint::archetypes::EyeControls3D::kind |
The kind of the eye for the spatial 3D view.
This controls how the eye movement behaves when the user interact with the view. Defaults to orbital.
| std::optional<ComponentBatch> rerun::blueprint::archetypes::EyeControls3D::look_target |
The position the camera is currently looking at.
If this is an orbital camera, this also is the center it orbits around.
By default this is the center of the scene bounds.
| std::optional<ComponentBatch> rerun::blueprint::archetypes::EyeControls3D::eye_up |
The up-axis of the eye itself, in world-space.
Initially, the up-axis of the eye will be the same as the up-axis of the scene (or +Z if the scene has no up axis defined).
| std::optional<ComponentBatch> rerun::blueprint::archetypes::EyeControls3D::speed |
Translation speed of the eye in the view (when using WASDQE keys to move in the 3D scene).
The default depends on the control kind. For orbit cameras it is derived from the distance to the orbit center. For first person cameras it is derived from the scene size.
| std::optional<ComponentBatch> rerun::blueprint::archetypes::EyeControls3D::tracking_entity |
Currently tracked entity.
If this is a camera, it takes over the camera pose, otherwise follows the entity.
| std::optional<ComponentBatch> rerun::blueprint::archetypes::EyeControls3D::spin_speed |
What speed, if any, the camera should spin around the eye-up axis.
Defaults to zero, meaning no spinning.
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staticconstexpr |
ComponentDescriptor for the kind field.
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staticconstexpr |
ComponentDescriptor for the position field.
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staticconstexpr |
ComponentDescriptor for the look_target field.
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staticconstexpr |
ComponentDescriptor for the eye_up field.
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staticconstexpr |
ComponentDescriptor for the speed field.
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staticconstexpr |
ComponentDescriptor for the tracking_entity field.
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staticconstexpr |
ComponentDescriptor for the spin_speed field.