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Struct re_types::archetypes::Mesh3D

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pub struct Mesh3D {
    pub vertex_positions: Vec<Position3D>,
    pub mesh_properties: Option<MeshProperties>,
    pub vertex_normals: Option<Vec<Vector3D>>,
    pub vertex_colors: Option<Vec<Color>>,
    pub mesh_material: Option<Material>,
    pub class_ids: Option<Vec<ClassId>>,
    pub instance_keys: Option<Vec<InstanceKey>>,
}
Expand description

Archetype: A 3D triangle mesh as specified by its per-mesh and per-vertex properties.

See also Asset3D.

Example

Simple indexed 3D mesh

//! Log a simple colored triangle with indexed drawing.

fn main() -> Result<(), Box<dyn std::error::Error>> {
    let (rec, storage) =
        rerun::RecordingStreamBuilder::new("rerun_example_mesh3d_indexed").memory()?;

    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_mesh_properties(rerun::MeshProperties::from_triangle_indices([[2, 1, 0]]))
            .with_mesh_material(rerun::Material::from_albedo_factor(0xCC00CCFF)),
    )?;

    rerun::native_viewer::show(storage.take())?;
    Ok(())
}

Fields§

§vertex_positions: Vec<Position3D>

The positions of each vertex.

If no indices are specified, then each triplet of positions is interpreted as a triangle.

§mesh_properties: Option<MeshProperties>

Optional properties for the mesh as a whole (including indexed drawing).

§vertex_normals: Option<Vec<Vector3D>>

An optional normal for each vertex.

If specified, this must have as many elements as vertex_positions.

§vertex_colors: Option<Vec<Color>>

An optional color for each vertex.

§mesh_material: Option<Material>

Optional material properties for the mesh as a whole.

§class_ids: Option<Vec<ClassId>>

Optional class Ids for the vertices.

The class ID provides colors and labels if not specified explicitly.

§instance_keys: Option<Vec<InstanceKey>>

Unique identifiers for each individual vertex in the mesh.

Implementations§

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impl Mesh3D

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pub const NUM_COMPONENTS: usize = 8usize

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impl Mesh3D

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

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pub fn with_mesh_properties( self, mesh_properties: impl Into<MeshProperties> ) -> Self

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

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

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pub fn with_mesh_material(self, mesh_material: impl Into<Material>) -> Self

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

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pub fn with_instance_keys( self, instance_keys: impl IntoIterator<Item = impl Into<InstanceKey>> ) -> Self

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impl Mesh3D

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pub fn sanity_check(&self) -> Result<(), Mesh3DError>

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pub fn num_vertices(&self) -> usize

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pub fn num_triangles(&self) -> usize

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 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>)> ) -> DeserializationResult<Self>

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 num_instances(&self) -> usize

The number of instances in each batch. Read more
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fn to_arrow(&self) -> SerializationResult<Vec<(Field, Box<dyn Array>)>>

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

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 StructuralPartialEq for Mesh3D

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> DynClone for T
where T: Clone,

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fn __clone_box(&self, _: Private) -> *mut ()

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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Performs the conversion.
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