pub struct Mesh3D {
pub vertex_positions: Option<SerializedComponentBatch>,
pub triangle_indices: Option<SerializedComponentBatch>,
pub vertex_normals: Option<SerializedComponentBatch>,
pub vertex_colors: Option<SerializedComponentBatch>,
pub vertex_texcoords: Option<SerializedComponentBatch>,
pub albedo_factor: Option<SerializedComponentBatch>,
pub albedo_texture_buffer: Option<SerializedComponentBatch>,
pub albedo_texture_format: Option<SerializedComponentBatch>,
pub class_ids: Option<SerializedComponentBatch>,
}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.
The viewer draws meshes always two-sided. However, for transparency ordering front faces are assumed to those with counter clockwise triangle winding order (this is the same as in the GLTF specification).
§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, 2, 1], [0, 3, 1], [0, 3, 2], [1, 3, 2]])
.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: Option<SerializedComponentBatch>The positions of each vertex.
If no triangle_indices are specified, then each triplet of positions is interpreted as a triangle.
triangle_indices: Option<SerializedComponentBatch>Optional indices for the triangles that make up the mesh.
vertex_normals: Option<SerializedComponentBatch>An optional normal for each vertex.
vertex_colors: Option<SerializedComponentBatch>An optional color for each vertex.
The alpha channel is ignored.
vertex_texcoords: Option<SerializedComponentBatch>An optional uv texture coordinate for each vertex.
albedo_factor: Option<SerializedComponentBatch>A color multiplier applied to the whole mesh.
Alpha channel governs the overall mesh transparency.
albedo_texture_buffer: Option<SerializedComponentBatch>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)
The alpha channel is ignored.
albedo_texture_format: Option<SerializedComponentBatch>The format of the albedo_texture_buffer, if any.
class_ids: Option<SerializedComponentBatch>Optional class Ids for the vertices.
The components::ClassId provides colors and labels if not specified explicitly.
Implementations§
Source§impl Mesh3D
impl Mesh3D
Sourcepub fn descriptor_vertex_positions() -> ComponentDescriptor
pub fn descriptor_vertex_positions() -> ComponentDescriptor
Returns the ComponentDescriptor for Self::vertex_positions.
The corresponding component is crate::components::Position3D.
Sourcepub fn descriptor_triangle_indices() -> ComponentDescriptor
pub fn descriptor_triangle_indices() -> ComponentDescriptor
Returns the ComponentDescriptor for Self::triangle_indices.
The corresponding component is crate::components::TriangleIndices.
Sourcepub fn descriptor_vertex_normals() -> ComponentDescriptor
pub fn descriptor_vertex_normals() -> ComponentDescriptor
Returns the ComponentDescriptor for Self::vertex_normals.
The corresponding component is crate::components::Vector3D.
Sourcepub fn descriptor_vertex_colors() -> ComponentDescriptor
pub fn descriptor_vertex_colors() -> ComponentDescriptor
Returns the ComponentDescriptor for Self::vertex_colors.
The corresponding component is crate::components::Color.
Sourcepub fn descriptor_vertex_texcoords() -> ComponentDescriptor
pub fn descriptor_vertex_texcoords() -> ComponentDescriptor
Returns the ComponentDescriptor for Self::vertex_texcoords.
The corresponding component is crate::components::Texcoord2D.
Sourcepub fn descriptor_albedo_factor() -> ComponentDescriptor
pub fn descriptor_albedo_factor() -> ComponentDescriptor
Returns the ComponentDescriptor for Self::albedo_factor.
The corresponding component is crate::components::AlbedoFactor.
Sourcepub fn descriptor_albedo_texture_buffer() -> ComponentDescriptor
pub fn descriptor_albedo_texture_buffer() -> ComponentDescriptor
Returns the ComponentDescriptor for Self::albedo_texture_buffer.
The corresponding component is crate::components::ImageBuffer.
Sourcepub fn descriptor_albedo_texture_format() -> ComponentDescriptor
pub fn descriptor_albedo_texture_format() -> ComponentDescriptor
Returns the ComponentDescriptor for Self::albedo_texture_format.
The corresponding component is crate::components::ImageFormat.
Sourcepub fn descriptor_class_ids() -> ComponentDescriptor
pub fn descriptor_class_ids() -> ComponentDescriptor
Returns the ComponentDescriptor for Self::class_ids.
The corresponding component is crate::components::ClassId.
Source§impl Mesh3D
impl Mesh3D
Sourcepub const NUM_COMPONENTS: usize = 9usize
pub const NUM_COMPONENTS: usize = 9usize
The total number of components in the archetype: 1 required, 2 recommended, 6 optional
Source§impl Mesh3D
impl Mesh3D
Sourcepub fn new(
vertex_positions: impl IntoIterator<Item = impl Into<Position3D>>,
) -> Mesh3D
pub fn new( vertex_positions: impl IntoIterator<Item = impl Into<Position3D>>, ) -> Mesh3D
Create a new Mesh3D.
Sourcepub fn update_fields() -> Mesh3D
pub fn update_fields() -> Mesh3D
Update only some specific fields of a Mesh3D.
Sourcepub fn clear_fields() -> Mesh3D
pub fn clear_fields() -> Mesh3D
Clear all the fields of a Mesh3D.
Sourcepub fn columns<I>(
self,
_lengths: I,
) -> Result<impl Iterator<Item = SerializedComponentColumn>, SerializationError>
pub fn columns<I>( self, _lengths: I, ) -> Result<impl Iterator<Item = SerializedComponentColumn>, SerializationError>
Partitions the component data into multiple sub-batches.
Specifically, this transforms the existing SerializedComponentBatches data into SerializedComponentColumns
instead, via SerializedComponentBatch::partitioned.
This makes it possible to use RecordingStream::send_columns to send columnar data directly into Rerun.
The specified lengths must sum to the total length of the component batch.
Sourcepub fn columns_of_unit_batches(
self,
) -> Result<impl Iterator<Item = SerializedComponentColumn>, SerializationError>
pub fn columns_of_unit_batches( self, ) -> Result<impl Iterator<Item = SerializedComponentColumn>, SerializationError>
Helper to partition the component data into unit-length sub-batches.
This is semantically similar to calling Self::columns with std::iter::take(1).repeat(n),
where n is automatically guessed.
Sourcepub fn with_vertex_positions(
self,
vertex_positions: impl IntoIterator<Item = impl Into<Position3D>>,
) -> Mesh3D
pub fn with_vertex_positions( self, vertex_positions: impl IntoIterator<Item = impl Into<Position3D>>, ) -> Mesh3D
The positions of each vertex.
If no triangle_indices are specified, then each triplet of positions is interpreted as a triangle.
Sourcepub fn with_triangle_indices(
self,
triangle_indices: impl IntoIterator<Item = impl Into<TriangleIndices>>,
) -> Mesh3D
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.
Sourcepub fn with_vertex_normals(
self,
vertex_normals: impl IntoIterator<Item = impl Into<Vector3D>>,
) -> Mesh3D
pub fn with_vertex_normals( self, vertex_normals: impl IntoIterator<Item = impl Into<Vector3D>>, ) -> Mesh3D
An optional normal for each vertex.
Sourcepub fn with_vertex_colors(
self,
vertex_colors: impl IntoIterator<Item = impl Into<Color>>,
) -> Mesh3D
pub fn with_vertex_colors( self, vertex_colors: impl IntoIterator<Item = impl Into<Color>>, ) -> Mesh3D
An optional color for each vertex.
The alpha channel is ignored.
Sourcepub fn with_vertex_texcoords(
self,
vertex_texcoords: impl IntoIterator<Item = impl Into<Texcoord2D>>,
) -> Mesh3D
pub fn with_vertex_texcoords( self, vertex_texcoords: impl IntoIterator<Item = impl Into<Texcoord2D>>, ) -> Mesh3D
An optional uv texture coordinate for each vertex.
Sourcepub fn with_albedo_factor(
self,
albedo_factor: impl Into<AlbedoFactor>,
) -> Mesh3D
pub fn with_albedo_factor( self, albedo_factor: impl Into<AlbedoFactor>, ) -> Mesh3D
A color multiplier applied to the whole mesh.
Alpha channel governs the overall mesh transparency.
Sourcepub fn with_many_albedo_factor(
self,
albedo_factor: impl IntoIterator<Item = impl Into<AlbedoFactor>>,
) -> Mesh3D
pub fn with_many_albedo_factor( self, albedo_factor: impl IntoIterator<Item = impl Into<AlbedoFactor>>, ) -> Mesh3D
This method makes it possible to pack multiple crate::components::AlbedoFactor in a single component batch.
This only makes sense when used in conjunction with Self::columns. Self::with_albedo_factor should
be used when logging a single row’s worth of data.
Sourcepub fn with_albedo_texture_buffer(
self,
albedo_texture_buffer: impl Into<ImageBuffer>,
) -> Mesh3D
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)
The alpha channel is ignored.
Sourcepub fn with_many_albedo_texture_buffer(
self,
albedo_texture_buffer: impl IntoIterator<Item = impl Into<ImageBuffer>>,
) -> Mesh3D
pub fn with_many_albedo_texture_buffer( self, albedo_texture_buffer: impl IntoIterator<Item = impl Into<ImageBuffer>>, ) -> Mesh3D
This method makes it possible to pack multiple crate::components::ImageBuffer in a single component batch.
This only makes sense when used in conjunction with Self::columns. Self::with_albedo_texture_buffer should
be used when logging a single row’s worth of data.
Sourcepub fn with_albedo_texture_format(
self,
albedo_texture_format: impl Into<ImageFormat>,
) -> Mesh3D
pub fn with_albedo_texture_format( self, albedo_texture_format: impl Into<ImageFormat>, ) -> Mesh3D
The format of the albedo_texture_buffer, if any.
Sourcepub fn with_many_albedo_texture_format(
self,
albedo_texture_format: impl IntoIterator<Item = impl Into<ImageFormat>>,
) -> Mesh3D
pub fn with_many_albedo_texture_format( self, albedo_texture_format: impl IntoIterator<Item = impl Into<ImageFormat>>, ) -> Mesh3D
This method makes it possible to pack multiple crate::components::ImageFormat in a single component batch.
This only makes sense when used in conjunction with Self::columns. Self::with_albedo_texture_format should
be used when logging a single row’s worth of data.
Sourcepub fn with_class_ids(
self,
class_ids: impl IntoIterator<Item = impl Into<ClassId>>,
) -> Mesh3D
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.
Source§impl Mesh3D
impl Mesh3D
Sourcepub fn with_albedo_texture_image(self, image: impl Into<Image>) -> Mesh3D
pub fn with_albedo_texture_image(self, image: impl Into<Image>) -> Mesh3D
Use this image as the albedo texture.
Sourcepub fn with_albedo_texture(
self,
image_format: impl Into<ImageFormat>,
image_buffer: impl Into<ImageBuffer>,
) -> Mesh3D
pub fn with_albedo_texture( self, image_format: impl Into<ImageFormat>, image_buffer: impl Into<ImageBuffer>, ) -> Mesh3D
Use this image as the albedo texture.
Sourcepub fn sanity_check(&self) -> Result<(), Mesh3DError>
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).
Only use this when logging a whole new mesh. Not meaningful for field updates!
Sourcepub fn num_vertices(&self) -> usize
pub fn num_vertices(&self) -> usize
The total number of vertices.
Sourcepub fn num_triangles(&self) -> usize
pub fn num_triangles(&self) -> usize
The total number of triangles.
Trait Implementations§
Source§impl Archetype for Mesh3D
impl Archetype for Mesh3D
Source§fn name() -> ArchetypeName
fn name() -> ArchetypeName
rerun.archetypes.Points2D.Source§fn display_name() -> &'static str
fn display_name() -> &'static str
Source§fn required_components() -> Cow<'static, [ComponentDescriptor]>
fn required_components() -> Cow<'static, [ComponentDescriptor]>
Source§fn recommended_components() -> Cow<'static, [ComponentDescriptor]>
fn recommended_components() -> Cow<'static, [ComponentDescriptor]>
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fn optional_components() -> Cow<'static, [ComponentDescriptor]>
Source§fn all_components() -> Cow<'static, [ComponentDescriptor]>
fn all_components() -> Cow<'static, [ComponentDescriptor]>
Source§fn from_arrow_components(
arrow_data: impl IntoIterator<Item = (ComponentDescriptor, Arc<dyn Array>)>,
) -> Result<Mesh3D, DeserializationError>
fn from_arrow_components( arrow_data: impl IntoIterator<Item = (ComponentDescriptor, Arc<dyn Array>)>, ) -> Result<Mesh3D, DeserializationError>
ComponentDescriptors, deserializes them
into this archetype. Read moreSource§fn all_component_identifiers() -> impl Iterator<Item = ComponentIdentifier>
fn all_component_identifiers() -> impl Iterator<Item = ComponentIdentifier>
Self::all_components to return all component identifiers.Source§fn from_arrow(
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) -> Result<Self, DeserializationError>where
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Source§impl AsComponents for Mesh3D
impl AsComponents for Mesh3D
Source§fn as_serialized_batches(&self) -> Vec<SerializedComponentBatch>
fn as_serialized_batches(&self) -> Vec<SerializedComponentBatch>
SerializedComponentBatches. Read moreSource§impl SizeBytes for Mesh3D
impl SizeBytes for Mesh3D
Source§fn heap_size_bytes(&self) -> u64
fn heap_size_bytes(&self) -> u64
self uses on the heap. Read moreSource§fn total_size_bytes(&self) -> u64
fn total_size_bytes(&self) -> u64
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fn stack_size_bytes(&self) -> u64
self on the stack, in bytes. Read moreSource§impl VisualizableArchetype for Mesh3D
impl VisualizableArchetype for Mesh3D
Source§fn visualizer(&self) -> Visualizer
fn visualizer(&self) -> Visualizer
impl ArchetypeReflectionMarker for Mesh3D
impl StructuralPartialEq for Mesh3D
Auto Trait Implementations§
impl Freeze for Mesh3D
impl !RefUnwindSafe for Mesh3D
impl Send for Mesh3D
impl Sync for Mesh3D
impl Unpin for Mesh3D
impl UnsafeUnpin for Mesh3D
impl !UnwindSafe for Mesh3D
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.tap_mut() only in debug builds, and is erased in release
builds.Source§fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
.tap_borrow() only in debug builds, and is erased in release
builds.Source§fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
.tap_borrow_mut() only in debug builds, and is erased in release
builds.Source§fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
.tap_ref() only in debug builds, and is erased in release
builds.Source§fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
.tap_ref_mut() only in debug builds, and is erased in release
builds.Source§fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
.tap_deref() only in debug builds, and is erased in release
builds.