Struct re_sdk::Asset3D

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pub struct Asset3D {
    pub blob: Blob,
    pub media_type: Option<MediaType>,
    pub transform: Option<OutOfTreeTransform3D>,
}
Expand description

Archetype: A prepacked 3D asset (.gltf, .glb, .obj, etc.).

See also Mesh3D.

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]>", args[0]);
    };

    let rec = rerun::RecordingStreamBuilder::new("rerun_example_asset3d_simple").spawn()?;

    rec.log_timeless("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/obj (.mtl material files are not supported yet, references are silently ignored)

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.

§transform: Option<OutOfTreeTransform3D>

An out-of-tree transform.

Applies a transformation to the asset itself without impacting its children.

Implementations§

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impl Asset3D

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pub const NUM_COMPONENTS: usize = 5usize

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impl Asset3D

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pub fn new(blob: impl Into<Blob>) -> Asset3D

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pub fn with_media_type(self, media_type: impl Into<MediaType>) -> Asset3D

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pub fn with_transform( self, transform: impl Into<OutOfTreeTransform3D> ) -> Asset3D

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impl Asset3D

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pub fn from_file(path: 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.

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pub fn from_bytes( bytes: impl AsRef<[u8]>, media_type: Option<impl Into<MediaType>> ) -> Asset3D

Creates a new Asset3D from the given bytes.

The MediaType will be guessed from magic bytes in the data.

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.

Trait Implementations§

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impl Archetype for Asset3D

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type Indicator = GenericIndicatorComponent<Asset3D>

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 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( arrow_data: impl IntoIterator<Item = (Field, Box<dyn Array>)> ) -> Result<Asset3D, DeserializationError>

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 Asset3D

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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 num_instances(&self) -> usize

The number of instances in each batch. 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 Asset3D

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fn clone(&self) -> Asset3D

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 Asset3D

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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 Asset3D

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fn eq(&self, other: &Asset3D) -> 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 StructuralPartialEq for Asset3D

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