Struct re_types::archetypes::Mesh3D
source · pub struct Mesh3D {
pub vertex_positions: Vec<Position3D>,
pub triangle_indices: Option<Vec<TriangleIndices>>,
pub vertex_normals: Option<Vec<Vector3D>>,
pub vertex_colors: Option<Vec<Color>>,
pub vertex_texcoords: Option<Vec<Texcoord2D>>,
pub albedo_factor: Option<AlbedoFactor>,
pub albedo_texture_buffer: Option<ImageBuffer>,
pub albedo_texture_format: Option<ImageFormat>,
pub class_ids: Option<Vec<ClassId>>,
}
Expand description
Archetype: A 3D triangle mesh as specified by its per-mesh and per-vertex properties.
See also archetypes::Asset3D
.
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.
§Examples
§Simple indexed 3D mesh
fn main() -> Result<(), Box<dyn std::error::Error>> {
let rec = rerun::RecordingStreamBuilder::new("rerun_example_mesh3d_indexed").spawn()?;
rec.log(
"triangle",
&rerun::Mesh3D::new([[0.0, 1.0, 0.0], [1.0, 0.0, 0.0], [0.0, 0.0, 0.0]])
.with_vertex_normals([[0.0, 0.0, 1.0]])
.with_vertex_colors([0x0000FFFF, 0x00FF00FF, 0xFF0000FF])
.with_triangle_indices([[2, 1, 0]]),
)?;
Ok(())
}
§3D mesh with instancing
fn main() -> Result<(), Box<dyn std::error::Error>> {
let rec = rerun::RecordingStreamBuilder::new("rerun_example_mesh3d_instancing").spawn()?;
rec.set_time_sequence("frame", 0);
rec.log(
"shape",
&rerun::Mesh3D::new([
[1.0, 1.0, 1.0],
[-1.0, -1.0, 1.0],
[-1.0, 1.0, -1.0],
[1.0, -1.0, -1.0],
])
.with_triangle_indices([[0, 1, 2], [0, 1, 3], [0, 2, 3], [1, 2, 3]])
.with_vertex_colors([0xFF0000FF, 0x00FF00FF, 0x00000FFFF, 0xFFFF00FF]),
)?;
// This box will not be affected by its parent's instance poses!
rec.log(
"shape/box",
&rerun::Boxes3D::from_half_sizes([[5.0, 5.0, 5.0]]),
)?;
for i in 0..100 {
rec.set_time_sequence("frame", i);
rec.log(
"shape",
&rerun::InstancePoses3D::new()
.with_translations([
[2.0, 0.0, 0.0],
[0.0, 2.0, 0.0],
[0.0, -2.0, 0.0],
[-2.0, 0.0, 0.0],
])
.with_rotation_axis_angles([rerun::RotationAxisAngle::new(
[0.0, 0.0, 1.0],
rerun::Angle::from_degrees(i as f32 * 2.0),
)]),
)?;
}
Ok(())
}
Fields§
§vertex_positions: Vec<Position3D>
The positions of each vertex.
If no triangle_indices
are specified, then each triplet of positions is interpreted as a triangle.
triangle_indices: Option<Vec<TriangleIndices>>
Optional indices for the triangles that make up the mesh.
vertex_normals: Option<Vec<Vector3D>>
An optional normal for each vertex.
vertex_colors: Option<Vec<Color>>
An optional color for each vertex.
vertex_texcoords: Option<Vec<Texcoord2D>>
An optional uv texture coordinate for each vertex.
albedo_factor: Option<AlbedoFactor>
A color multiplier applied to the whole mesh.
albedo_texture_buffer: Option<ImageBuffer>
Optional albedo texture.
Used with the components::Texcoord2D
of the mesh.
Currently supports only sRGB(A) textures, ignoring alpha.
(meaning that the tensor must have 3 or 4 channels and use the u8
format)
albedo_texture_format: Option<ImageFormat>
The format of the albedo_texture_buffer
, if any.
class_ids: Option<Vec<ClassId>>
Optional class Ids for the vertices.
The components::ClassId
provides colors and labels if not specified explicitly.
Implementations§
source§impl Mesh3D
impl Mesh3D
sourcepub const NUM_COMPONENTS: usize = 10usize
pub const NUM_COMPONENTS: usize = 10usize
The total number of components in the archetype: 1 required, 3 recommended, 6 optional
source§impl Mesh3D
impl Mesh3D
sourcepub fn new(
vertex_positions: impl IntoIterator<Item = impl Into<Position3D>>
) -> Self
pub fn new( vertex_positions: impl IntoIterator<Item = impl Into<Position3D>> ) -> Self
Create a new Mesh3D
.
sourcepub fn with_triangle_indices(
self,
triangle_indices: impl IntoIterator<Item = impl Into<TriangleIndices>>
) -> Self
pub fn with_triangle_indices( self, triangle_indices: impl IntoIterator<Item = impl Into<TriangleIndices>> ) -> Self
Optional indices for the triangles that make up the mesh.
sourcepub fn with_vertex_normals(
self,
vertex_normals: impl IntoIterator<Item = impl Into<Vector3D>>
) -> Self
pub fn with_vertex_normals( self, vertex_normals: impl IntoIterator<Item = impl Into<Vector3D>> ) -> Self
An optional normal for each vertex.
sourcepub fn with_vertex_colors(
self,
vertex_colors: impl IntoIterator<Item = impl Into<Color>>
) -> Self
pub fn with_vertex_colors( self, vertex_colors: impl IntoIterator<Item = impl Into<Color>> ) -> Self
An optional color for each vertex.
sourcepub fn with_vertex_texcoords(
self,
vertex_texcoords: impl IntoIterator<Item = impl Into<Texcoord2D>>
) -> Self
pub fn with_vertex_texcoords( self, vertex_texcoords: impl IntoIterator<Item = impl Into<Texcoord2D>> ) -> Self
An optional uv texture coordinate for each vertex.
sourcepub fn with_albedo_factor(self, albedo_factor: impl Into<AlbedoFactor>) -> Self
pub fn with_albedo_factor(self, albedo_factor: impl Into<AlbedoFactor>) -> Self
A color multiplier applied to the whole mesh.
sourcepub fn with_albedo_texture_buffer(
self,
albedo_texture_buffer: impl Into<ImageBuffer>
) -> Self
pub fn with_albedo_texture_buffer( self, albedo_texture_buffer: impl Into<ImageBuffer> ) -> Self
Optional albedo texture.
Used with the components::Texcoord2D
of the mesh.
Currently supports only sRGB(A) textures, ignoring alpha.
(meaning that the tensor must have 3 or 4 channels and use the u8
format)
sourcepub fn with_albedo_texture_format(
self,
albedo_texture_format: impl Into<ImageFormat>
) -> Self
pub fn with_albedo_texture_format( self, albedo_texture_format: impl Into<ImageFormat> ) -> Self
The format of the albedo_texture_buffer
, if any.
sourcepub fn with_class_ids(
self,
class_ids: impl IntoIterator<Item = impl Into<ClassId>>
) -> Self
pub fn with_class_ids( self, class_ids: impl IntoIterator<Item = impl Into<ClassId>> ) -> Self
Optional class Ids for the vertices.
The components::ClassId
provides colors and labels if not specified explicitly.
source§impl Mesh3D
impl Mesh3D
sourcepub fn with_albedo_texture_image(self, image: impl Into<Image>) -> Self
pub fn with_albedo_texture_image(self, image: impl Into<Image>) -> Self
Use this image as the albedo texture.
sourcepub fn with_albedo_texture(
self,
image_format: impl Into<ImageFormat>,
image_buffer: impl Into<ImageBuffer>
) -> Self
pub fn with_albedo_texture( self, image_format: impl Into<ImageFormat>, image_buffer: impl Into<ImageBuffer> ) -> Self
Use this image as the albedo texture.
sourcepub fn sanity_check(&self) -> Result<(), Mesh3DError>
pub fn sanity_check(&self) -> Result<(), Mesh3DError>
Check that this is a valid mesh, e.g. that the vertex indices are within bounds and that we have the same number of positions and normals (if any).
sourcepub fn num_vertices(&self) -> usize
pub fn num_vertices(&self) -> usize
The total number of vertices.
sourcepub fn num_triangles(&self) -> usize
pub fn num_triangles(&self) -> usize
The total number of triangles.
Trait Implementations§
source§impl Archetype for Mesh3D
impl Archetype for Mesh3D
§type Indicator = GenericIndicatorComponent<Mesh3D>
type Indicator = GenericIndicatorComponent<Mesh3D>
source§fn name() -> ArchetypeName
fn name() -> ArchetypeName
rerun.archetypes.Points2D
.source§fn display_name() -> &'static str
fn display_name() -> &'static str
source§fn indicator() -> MaybeOwnedComponentBatch<'static>
fn indicator() -> MaybeOwnedComponentBatch<'static>
source§fn required_components() -> Cow<'static, [ComponentName]>
fn required_components() -> Cow<'static, [ComponentName]>
source§fn recommended_components() -> Cow<'static, [ComponentName]>
fn recommended_components() -> Cow<'static, [ComponentName]>
source§fn optional_components() -> Cow<'static, [ComponentName]>
fn optional_components() -> Cow<'static, [ComponentName]>
source§fn all_components() -> Cow<'static, [ComponentName]>
fn all_components() -> Cow<'static, [ComponentName]>
source§fn from_arrow_components(
arrow_data: impl IntoIterator<Item = (ComponentName, Box<dyn Array>)>
) -> DeserializationResult<Self>
fn from_arrow_components( arrow_data: impl IntoIterator<Item = (ComponentName, Box<dyn Array>)> ) -> DeserializationResult<Self>
ComponentNames
, deserializes them
into this archetype. Read moresource§fn from_arrow(
data: impl IntoIterator<Item = (Field, Box<dyn Array>)>
) -> Result<Self, DeserializationError>where
Self: Sized,
fn from_arrow(
data: impl IntoIterator<Item = (Field, Box<dyn Array>)>
) -> Result<Self, DeserializationError>where
Self: Sized,
source§impl AsComponents for Mesh3D
impl AsComponents for Mesh3D
source§fn as_component_batches(&self) -> Vec<MaybeOwnedComponentBatch<'_>>
fn as_component_batches(&self) -> Vec<MaybeOwnedComponentBatch<'_>>
ComponentBatch
s. Read moresource§impl PartialEq for Mesh3D
impl PartialEq for Mesh3D
source§impl SizeBytes for Mesh3D
impl SizeBytes for Mesh3D
source§fn heap_size_bytes(&self) -> u64
fn heap_size_bytes(&self) -> u64
self
on the heap, in bytes.source§fn total_size_bytes(&self) -> u64
fn total_size_bytes(&self) -> u64
self
in bytes, accounting for both stack and heap space.source§fn stack_size_bytes(&self) -> u64
fn stack_size_bytes(&self) -> u64
self
on the stack, in bytes. Read moreimpl ArchetypeReflectionMarker for Mesh3D
impl StructuralPartialEq for Mesh3D
Auto Trait Implementations§
impl Freeze for Mesh3D
impl RefUnwindSafe for Mesh3D
impl Send for Mesh3D
impl Sync for Mesh3D
impl Unpin for Mesh3D
impl UnwindSafe for Mesh3D
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
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impl<T> CheckedAs for T
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T: CheckedCast<Dst>,
fn checked_as<Dst>(self) -> Option<Dst>where
T: CheckedCast<Dst>,
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Src: CheckedCast<Dst>,
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source§impl<T> IntoEither for T
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