Struct rerun::sdk::archetypes::Mesh3D

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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§

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impl Mesh3D

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pub const NUM_COMPONENTS: usize = 10usize

The total number of components in the archetype: 1 required, 3 recommended, 6 optional

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impl Mesh3D

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pub fn new( vertex_positions: impl IntoIterator<Item = impl Into<Position3D>> ) -> Mesh3D

Create a new Mesh3D.

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pub fn with_triangle_indices( self, triangle_indices: impl IntoIterator<Item = impl Into<TriangleIndices>> ) -> Mesh3D

Optional indices for the triangles that make up the mesh.

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pub fn with_vertex_normals( self, vertex_normals: impl IntoIterator<Item = impl Into<Vector3D>> ) -> Mesh3D

An optional normal for each vertex.

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pub fn with_vertex_colors( self, vertex_colors: impl IntoIterator<Item = impl Into<Color>> ) -> Mesh3D

An optional color for each vertex.

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pub fn with_vertex_texcoords( self, vertex_texcoords: impl IntoIterator<Item = impl Into<Texcoord2D>> ) -> Mesh3D

An optional uv texture coordinate for each vertex.

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pub fn with_albedo_factor( self, albedo_factor: impl Into<AlbedoFactor> ) -> Mesh3D

A color multiplier applied to the whole mesh.

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pub fn with_albedo_texture_buffer( self, albedo_texture_buffer: impl Into<ImageBuffer> ) -> Mesh3D

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)

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pub fn with_albedo_texture_format( self, albedo_texture_format: impl Into<ImageFormat> ) -> Mesh3D

The format of the albedo_texture_buffer, if any.

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pub fn with_class_ids( self, class_ids: impl IntoIterator<Item = impl Into<ClassId>> ) -> Mesh3D

Optional class Ids for the vertices.

The components::ClassId provides colors and labels if not specified explicitly.

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impl Mesh3D

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pub fn with_albedo_texture_image(self, image: impl Into<Image>) -> Mesh3D

Use this image as the albedo texture.

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pub fn with_albedo_texture( self, image_format: impl Into<ImageFormat>, image_buffer: impl Into<ImageBuffer> ) -> Mesh3D

Use this image as the albedo texture.

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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).

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pub fn num_vertices(&self) -> usize

The total number of vertices.

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pub fn num_triangles(&self) -> usize

The total number of triangles.

Trait Implementations§

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impl Archetype for Mesh3D

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type Indicator = GenericIndicatorComponent<Mesh3D>

The associated indicator component, whose presence indicates that the high-level archetype-based APIs were used to log the data. Read more
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fn name() -> ArchetypeName

The fully-qualified name of this archetype, e.g. rerun.archetypes.Points2D.
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fn display_name() -> &'static str

Readable name for displaying in ui.
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fn indicator() -> MaybeOwnedComponentBatch<'static>

Creates a ComponentBatch out of the associated Self::Indicator component. Read more
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fn required_components() -> Cow<'static, [ComponentName]>

Returns the names of all components that must be provided by the user when constructing this archetype.
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fn recommended_components() -> Cow<'static, [ComponentName]>

Returns the names of all components that should be provided by the user when constructing this archetype.
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fn optional_components() -> Cow<'static, [ComponentName]>

Returns the names of all components that may be provided by the user when constructing this archetype.
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fn all_components() -> Cow<'static, [ComponentName]>

Returns the names of all components that must, should and may be provided by the user when constructing this archetype. Read more
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fn from_arrow_components( arrow_data: impl IntoIterator<Item = (ComponentName, Box<dyn Array>)> ) -> Result<Mesh3D, DeserializationError>

Given an iterator of Arrow arrays and their respective ComponentNames, deserializes them into this archetype. Read more
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fn from_arrow( data: impl IntoIterator<Item = (Field, Box<dyn Array>)> ) -> Result<Self, DeserializationError>
where Self: Sized,

Given an iterator of Arrow arrays and their respective field metadata, deserializes them into this archetype. Read more
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impl AsComponents for Mesh3D

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fn as_component_batches(&self) -> Vec<MaybeOwnedComponentBatch<'_>>

Exposes the object’s contents as a set of ComponentBatchs. Read more
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fn to_arrow(&self) -> Result<Vec<(Field, Box<dyn Array>)>, SerializationError>

Serializes all non-null Components of this bundle into Arrow arrays. Read more
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impl Clone for Mesh3D

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fn clone(&self) -> Mesh3D

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Mesh3D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl PartialEq for Mesh3D

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fn eq(&self, other: &Mesh3D) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl SizeBytes for Mesh3D

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fn heap_size_bytes(&self) -> u64

Returns the total size of self on the heap, in bytes.
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fn is_pod() -> bool

Is Self just plain old data? Read more
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fn total_size_bytes(&self) -> u64

Returns the total size of self in bytes, accounting for both stack and heap space.
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fn stack_size_bytes(&self) -> u64

Returns the total size of self on the stack, in bytes. Read more
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impl ArchetypeReflectionMarker for Mesh3D

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impl StructuralPartialEq for Mesh3D

Auto Trait Implementations§

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impl Freeze for Mesh3D

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impl RefUnwindSafe for Mesh3D

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impl Send for Mesh3D

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impl Sync for Mesh3D

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impl Unpin for Mesh3D

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impl UnwindSafe for Mesh3D

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Gets the TypeId of self. Read more
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