Struct re_types::archetypes::Mesh3D
source · 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§
source§impl Mesh3D
impl Mesh3D
pub fn new( vertex_positions: impl IntoIterator<Item = impl Into<Position3D>> ) -> Self
pub fn with_mesh_properties( self, mesh_properties: impl Into<MeshProperties> ) -> Self
pub fn with_vertex_normals( self, vertex_normals: impl IntoIterator<Item = impl Into<Vector3D>> ) -> Self
pub fn with_vertex_colors( self, vertex_colors: impl IntoIterator<Item = impl Into<Color>> ) -> Self
pub fn with_mesh_material(self, mesh_material: impl Into<Material>) -> Self
pub fn with_class_ids( self, class_ids: impl IntoIterator<Item = impl Into<ClassId>> ) -> Self
pub fn with_instance_keys( self, instance_keys: impl IntoIterator<Item = impl Into<InstanceKey>> ) -> Self
source§impl Mesh3D
impl Mesh3D
pub fn sanity_check(&self) -> Result<(), Mesh3DError>
pub fn num_vertices(&self) -> usize
pub fn num_triangles(&self) -> usize
Trait Implementations§
source§impl Archetype for Mesh3D
impl Archetype for Mesh3D
§type Indicator = GenericIndicatorComponent<Mesh3D>
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
source§fn name() -> ArchetypeName
fn name() -> ArchetypeName
The fully-qualified name of this archetype, e.g.
rerun.archetypes.Points2D.source§fn indicator() -> MaybeOwnedComponentBatch<'static>
fn indicator() -> MaybeOwnedComponentBatch<'static>
source§fn required_components() -> Cow<'static, [ComponentName]>
fn required_components() -> Cow<'static, [ComponentName]>
Returns the names of all components that must be provided by the user when constructing
this archetype.
source§fn recommended_components() -> Cow<'static, [ComponentName]>
fn recommended_components() -> Cow<'static, [ComponentName]>
Returns the names of all components that should be provided by the user when constructing
this archetype.
source§fn optional_components() -> Cow<'static, [ComponentName]>
fn optional_components() -> Cow<'static, [ComponentName]>
Returns the names of all components that may be provided by the user when constructing
this archetype.
source§fn all_components() -> Cow<'static, [ComponentName]>
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
source§fn from_arrow(
arrow_data: impl IntoIterator<Item = (Field, Box<dyn Array>)>
) -> DeserializationResult<Self>
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
source§impl AsComponents for Mesh3D
impl AsComponents for Mesh3D
source§fn as_component_batches(&self) -> Vec<MaybeOwnedComponentBatch<'_>>
fn as_component_batches(&self) -> Vec<MaybeOwnedComponentBatch<'_>>
Exposes the object’s contents as a set of
ComponentBatchs. Read moresource§fn num_instances(&self) -> usize
fn num_instances(&self) -> usize
The number of instances in each batch. Read more
source§impl PartialEq for Mesh3D
impl PartialEq for Mesh3D
impl StructuralPartialEq for Mesh3D
Auto Trait Implementations§
impl RefUnwindSafe for Mesh3D
impl Send for Mesh3D
impl Sync for Mesh3D
impl Unpin for Mesh3D
impl UnwindSafe for Mesh3D
Blanket Implementations§
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
Mutably borrows from an owned value. Read more