Struct rerun::archetypes::Asset3D
source · pub struct Asset3D {
pub blob: Blob,
pub media_type: Option<MediaType>,
pub albedo_factor: Option<AlbedoFactor>,
}
Expand description
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.
§Example
§Simple 3D asset
use rerun::external::anyhow;
fn main() -> anyhow::Result<()> {
let args = std::env::args().collect::<Vec<_>>();
let Some(path) = args.get(1) else {
anyhow::bail!("Usage: {} <path_to_asset.[gltf|glb|obj|stl]>", args[0]);
};
let rec = rerun::RecordingStreamBuilder::new("rerun_example_asset3d").spawn()?;
rec.log_static("world", &rerun::ViewCoordinates::RIGHT_HAND_Z_UP)?; // Set an up-axis
rec.log("world/asset", &rerun::Asset3D::from_file(path)?)?;
Ok(())
}
Fields§
§blob: Blob
The asset’s bytes.
media_type: Option<MediaType>
The Media Type of the asset.
Supported values:
model/gltf-binary
model/gltf+json
model/obj
(.mtl material files are not supported yet, references are silently ignored)model/stl
If omitted, the viewer will try to guess from the data blob. If it cannot guess, it won’t be able to render the asset.
albedo_factor: Option<AlbedoFactor>
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).
Implementations§
source§impl Asset3D
impl Asset3D
sourcepub const NUM_COMPONENTS: usize = 4usize
pub const NUM_COMPONENTS: usize = 4usize
The total number of components in the archetype: 1 required, 2 recommended, 1 optional
source§impl Asset3D
impl Asset3D
sourcepub fn with_media_type(self, media_type: impl Into<MediaType>) -> Asset3D
pub fn with_media_type(self, media_type: impl Into<MediaType>) -> Asset3D
The Media Type of the asset.
Supported values:
model/gltf-binary
model/gltf+json
model/obj
(.mtl material files are not supported yet, references are silently ignored)model/stl
If omitted, the viewer will try to guess from the data blob. If it cannot guess, it won’t be able to render the asset.
sourcepub fn with_albedo_factor(
self,
albedo_factor: impl Into<AlbedoFactor>
) -> Asset3D
pub fn with_albedo_factor( self, albedo_factor: impl Into<AlbedoFactor> ) -> Asset3D
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).
source§impl Asset3D
impl Asset3D
sourcepub fn from_file(filepath: impl AsRef<Path>) -> Result<Asset3D, Error>
pub fn from_file(filepath: impl AsRef<Path>) -> Result<Asset3D, Error>
Creates a new Asset3D
from the file contents at path
.
The MediaType
will first be guessed from the file extension, then from the file
contents if needed.
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.
Returns an error if the file cannot be read.
Trait Implementations§
source§impl Archetype for Asset3D
impl Archetype for Asset3D
§type Indicator = GenericIndicatorComponent<Asset3D>
type Indicator = GenericIndicatorComponent<Asset3D>
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>)>
) -> Result<Asset3D, DeserializationError>
fn from_arrow_components( arrow_data: impl IntoIterator<Item = (ComponentName, Box<dyn Array>)> ) -> Result<Asset3D, DeserializationError>
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 Asset3D
impl AsComponents for Asset3D
source§fn as_component_batches(&self) -> Vec<MaybeOwnedComponentBatch<'_>>
fn as_component_batches(&self) -> Vec<MaybeOwnedComponentBatch<'_>>
ComponentBatch
s. Read moresource§impl PartialEq for Asset3D
impl PartialEq for Asset3D
source§impl SizeBytes for Asset3D
impl SizeBytes for Asset3D
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 Asset3D
impl Eq for Asset3D
impl StructuralPartialEq for Asset3D
Auto Trait Implementations§
impl Freeze for Asset3D
impl RefUnwindSafe for Asset3D
impl Send for Asset3D
impl Sync for Asset3D
impl Unpin for Asset3D
impl UnwindSafe for Asset3D
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T: ?Sized,
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Src: CheckedCast<Dst>,
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