pub struct Points2D {
pub positions: Vec<Position2D>,
pub radii: Option<Vec<Radius>>,
pub colors: Option<Vec<Color>>,
pub labels: Option<Vec<Text>>,
pub show_labels: Option<ShowLabels>,
pub draw_order: Option<DrawOrder>,
pub class_ids: Option<Vec<ClassId>>,
pub keypoint_ids: Option<Vec<KeypointId>>,
}
Expand description
Archetype: A 2D point cloud with positions and optional colors, radii, labels, etc.
§Examples
§Randomly distributed 2D points with varying color and radius
use rand::{distributions::Uniform, Rng as _};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let rec = rerun::RecordingStreamBuilder::new("rerun_example_points2d_random").spawn()?;
let mut rng = rand::thread_rng();
let dist = Uniform::new(-3., 3.);
rec.log(
"random",
&rerun::Points2D::new((0..10).map(|_| (rng.sample(dist), rng.sample(dist))))
.with_colors((0..10).map(|_| rerun::Color::from_rgb(rng.gen(), rng.gen(), rng.gen())))
.with_radii((0..10).map(|_| rng.gen::<f32>())),
)?;
// TODO(#5521): log VisualBounds2D
Ok(())
}
§Log points with radii given in UI points
fn main() -> Result<(), Box<dyn std::error::Error>> {
let rec = rerun::RecordingStreamBuilder::new("rerun_example_points2d_ui_radius").spawn()?;
// Two blue points with scene unit radii of 0.1 and 0.3.
rec.log(
"scene_units",
&rerun::Points2D::new([(0.0, 0.0), (0.0, 1.0)])
// By default, radii are interpreted as world-space units.
.with_radii([0.1, 0.3])
.with_colors([rerun::Color::from_rgb(0, 0, 255)]),
)?;
// Two red points with ui point radii of 40 and 60.
// UI points are independent of zooming in Views, but are sensitive to the application UI scaling.
// For 100% ui scaling, UI points are equal to pixels.
rec.log(
"ui_points",
&rerun::Points2D::new([(1.0, 0.0), (1.0, 1.0)])
// rerun::Radius::new_ui_points produces a radius that the viewer interprets as given in ui points.
.with_radii([
rerun::Radius::new_ui_points(40.0),
rerun::Radius::new_ui_points(60.0),
])
.with_colors([rerun::Color::from_rgb(255, 0, 0)]),
)?;
// TODO(#5521): log VisualBounds2D
Ok(())
}
Fields§
§positions: Vec<Position2D>
All the 2D positions at which the point cloud shows points.
radii: Option<Vec<Radius>>
Optional radii for the points, effectively turning them into circles.
colors: Option<Vec<Color>>
Optional colors for the points.
labels: Option<Vec<Text>>
Optional text labels for the points.
If there’s a single label present, it will be placed at the center of the entity. Otherwise, each instance will have its own label.
show_labels: Option<ShowLabels>
Optional choice of whether the text labels should be shown by default.
draw_order: Option<DrawOrder>
An optional floating point value that specifies the 2D drawing order.
Objects with higher values are drawn on top of those with lower values.
class_ids: Option<Vec<ClassId>>
Optional class Ids for the points.
The components::ClassId
provides colors and labels if not specified explicitly.
keypoint_ids: Option<Vec<KeypointId>>
Optional keypoint IDs for the points, identifying them within a class.
If keypoint IDs are passed in but no components::ClassId
s were specified, the components::ClassId
will
default to 0.
This is useful to identify points within a single classification (which is identified
with class_id
).
E.g. the classification might be ‘Person’ and the keypoints refer to joints on a
detected skeleton.
Implementations§
source§impl Points2D
impl Points2D
sourcepub const NUM_COMPONENTS: usize = 9usize
pub const NUM_COMPONENTS: usize = 9usize
The total number of components in the archetype: 1 required, 3 recommended, 5 optional
source§impl Points2D
impl Points2D
sourcepub fn new(
positions: impl IntoIterator<Item = impl Into<Position2D>>
) -> Points2D
pub fn new( positions: impl IntoIterator<Item = impl Into<Position2D>> ) -> Points2D
Create a new Points2D
.
sourcepub fn with_radii(
self,
radii: impl IntoIterator<Item = impl Into<Radius>>
) -> Points2D
pub fn with_radii( self, radii: impl IntoIterator<Item = impl Into<Radius>> ) -> Points2D
Optional radii for the points, effectively turning them into circles.
sourcepub fn with_colors(
self,
colors: impl IntoIterator<Item = impl Into<Color>>
) -> Points2D
pub fn with_colors( self, colors: impl IntoIterator<Item = impl Into<Color>> ) -> Points2D
Optional colors for the points.
sourcepub fn with_labels(
self,
labels: impl IntoIterator<Item = impl Into<Text>>
) -> Points2D
pub fn with_labels( self, labels: impl IntoIterator<Item = impl Into<Text>> ) -> Points2D
Optional text labels for the points.
If there’s a single label present, it will be placed at the center of the entity. Otherwise, each instance will have its own label.
sourcepub fn with_show_labels(self, show_labels: impl Into<ShowLabels>) -> Points2D
pub fn with_show_labels(self, show_labels: impl Into<ShowLabels>) -> Points2D
Optional choice of whether the text labels should be shown by default.
sourcepub fn with_draw_order(self, draw_order: impl Into<DrawOrder>) -> Points2D
pub fn with_draw_order(self, draw_order: impl Into<DrawOrder>) -> Points2D
An optional floating point value that specifies the 2D drawing order.
Objects with higher values are drawn on top of those with lower values.
sourcepub fn with_class_ids(
self,
class_ids: impl IntoIterator<Item = impl Into<ClassId>>
) -> Points2D
pub fn with_class_ids( self, class_ids: impl IntoIterator<Item = impl Into<ClassId>> ) -> Points2D
Optional class Ids for the points.
The components::ClassId
provides colors and labels if not specified explicitly.
sourcepub fn with_keypoint_ids(
self,
keypoint_ids: impl IntoIterator<Item = impl Into<KeypointId>>
) -> Points2D
pub fn with_keypoint_ids( self, keypoint_ids: impl IntoIterator<Item = impl Into<KeypointId>> ) -> Points2D
Optional keypoint IDs for the points, identifying them within a class.
If keypoint IDs are passed in but no components::ClassId
s were specified, the components::ClassId
will
default to 0.
This is useful to identify points within a single classification (which is identified
with class_id
).
E.g. the classification might be ‘Person’ and the keypoints refer to joints on a
detected skeleton.
Trait Implementations§
source§impl Archetype for Points2D
impl Archetype for Points2D
§type Indicator = GenericIndicatorComponent<Points2D>
type Indicator = GenericIndicatorComponent<Points2D>
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<Points2D, DeserializationError>
fn from_arrow_components( arrow_data: impl IntoIterator<Item = (ComponentName, Box<dyn Array>)> ) -> Result<Points2D, 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 Points2D
impl AsComponents for Points2D
source§fn as_component_batches(&self) -> Vec<MaybeOwnedComponentBatch<'_>>
fn as_component_batches(&self) -> Vec<MaybeOwnedComponentBatch<'_>>
ComponentBatch
s. Read moresource§impl PartialEq for Points2D
impl PartialEq for Points2D
source§impl SizeBytes for Points2D
impl SizeBytes for Points2D
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 Points2D
impl StructuralPartialEq for Points2D
Auto Trait Implementations§
impl Freeze for Points2D
impl RefUnwindSafe for Points2D
impl Send for Points2D
impl Sync for Points2D
impl Unpin for Points2D
impl UnwindSafe for Points2D
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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
fn borrow_mut(&mut self) -> &mut T
source§impl<T> CheckedAs for T
impl<T> CheckedAs for T
source§fn checked_as<Dst>(self) -> Option<Dst>where
T: CheckedCast<Dst>,
fn checked_as<Dst>(self) -> Option<Dst>where
T: CheckedCast<Dst>,
source§impl<Src, Dst> CheckedCastFrom<Src> for Dstwhere
Src: CheckedCast<Dst>,
impl<Src, Dst> CheckedCastFrom<Src> for Dstwhere
Src: CheckedCast<Dst>,
source§fn checked_cast_from(src: Src) -> Option<Dst>
fn checked_cast_from(src: Src) -> Option<Dst>
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T: Any,
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T: Any,
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(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
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(where Trait: Downcast
) to &Any
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’s vtable from &Trait
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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impl<T> DowncastSync for T
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impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
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source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
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into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
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if into_left(&self)
returns true
.
Converts self
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source§fn into_request(self) -> Request<T>
fn into_request(self) -> Request<T>
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in a tonic::Request