Struct rerun::external::re_renderer::renderer::DepthCloud
source · pub struct DepthCloud {
pub world_from_rdf: Affine3A,
pub depth_camera_intrinsics: Mat3,
pub world_depth_from_texture_depth: f32,
pub point_radius_from_world_depth: f32,
pub min_max_depth_in_world: [f32; 2],
pub depth_dimensions: UVec2,
pub depth_texture: GpuTexture2D,
pub colormap: Colormap,
pub outline_mask_id: OutlineMaskPreference,
pub picking_object_id: PickingLayerObjectId,
}
Fields§
§world_from_rdf: Affine3A
The extrinsics of the camera used for the projection, with a RDF coordinate system on the right-hand side.
depth_camera_intrinsics: Mat3
The intrinsics of the camera used for the projection.
Only supports pinhole cameras at the moment.
world_depth_from_texture_depth: f32
Multiplier to get world-space depth from whatever is in Self::depth_texture
.
point_radius_from_world_depth: f32
Point radius is calculated as world-space depth times this value.
min_max_depth_in_world: [f32; 2]
The minimum and maximum depth value in world-space, for use with the colormap.
depth_dimensions: UVec2
The dimensions of the depth texture in pixels.
depth_texture: GpuTexture2D
The actual data from the depth texture.
Only textures with sample type Float
are supported.
colormap: Colormap
Configures color mapping mode.
outline_mask_id: OutlineMaskPreference
Option outline mask id preference.
picking_object_id: PickingLayerObjectId
Picking object id that applies for the entire depth cloud.
Implementations§
source§impl DepthCloud
impl DepthCloud
sourcepub fn world_space_bbox(&self) -> BoundingBox
pub fn world_space_bbox(&self) -> BoundingBox
World-space bounding-box.
Assumes max extent to be the maximum depth used for colormapping but ignores the minimum depth, using the frustum’s origin instead.
Auto Trait Implementations§
impl Freeze for DepthCloud
impl !RefUnwindSafe for DepthCloud
impl Send for DepthCloud
impl Sync for DepthCloud
impl Unpin for DepthCloud
impl !UnwindSafe for DepthCloud
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