Migrating from 0.17 to 0.18 (unreleased)
NOTE! Rerun 0.18 has not yet been released
⚠️ Breaking changes -breaking-changes
DepthImage
and SegmentationImage
depthimagehttpsreruniodocsreferencetypesarchetypesdepthimage-and-segmentationimagehttpsreruniodocsreferencetypesarchetypessegmentationimage
The DepthImage
and SegmentationImage
archetypes used to be encoded as a tensor, but now it is encoded as a blob of bytes, a resolution, and a datatype.
The constructs have changed to now expect the shape in [width, height]
order.
Image
imagehttpsreruniodocsreferencetypesarchetypesimage
Image.compress
has been replaced byImageEncoded.compress
Image
now support chroma-downsampled images
Image(…)
now require a color_model argument, e.g. "RGB" or "L"
- Before:
rr.Image(image_rgb)
- Now:
rr.Image(image_rgb, "RGB")
ImageEncoded
imageencodedhttpsreruniodocsreferencetypesarchetypesimageencodedspeculativelink
ImageEncoded
is our new archetype for logging an image file, e.g. a PNG or JPEG.
Python
In Python we already had a ImageEncoded
class, but this has now been replaced with the new archetype.
- Python:
NV12/YUY2
are now logged with the newImage
:
rr.log(
"my_image",
rr.Image(
bytes=…,
width=…,
height=…,
pixel_format=rr.PixelFormat.Nv12,
),
)
ImageEncoded
:sformat
parameter has been replaced withmedia_type
(MIME)ImageFormat
is now only forNV12/YUY2
Rust rust
- Removed
TensorBuffer::JPEG
- Removed
TensorData::from_jpeg_bytes
- Deprecated
Image::from_file_path
andfrom_file_contents
For all of these, use ImageEncoded
instead.
mesh_material: Material
has been renamed to albedo_factor: AlbedoFactor
#6841 meshmaterial-material-has-been-renamed-to-albedofactor-albedofactor-6841httpsgithubcomreruniorerunpull6841
The field mesh_material
in Mesh3D
is now named albedo_factor
and wraps a datatypes.Rgba32
.
When constructing a Mesh3D
:
- C++ & Rust:
.with_mesh_material(Material::from_albedo_factor(color))
->with_albedo_factor(color)
- Python:
mesh_material=rr.Material(albedo_factor=color)
->albedo_factor=color
Overhaul of Transform3D
overhaul-of-transform3dhttpsreruniodocsreferencetypesarchetypestransform3d
In order to simplify the Arrow schema (which determines how data is stored and retrieved) wide reaching changes have been made to the Transform3D API.
Previously, the transform component was represented as one of several variants (an Arrow union, enum
in Rust) depending on how the transform was expressed, sometimes nested within.
(for instance, the TranslationRotationScale3D
variant had internally several variants for rotation & scale).
Instead, there are now several components for translation/scale/rotation/matrices that can live side-by-side in the 3D transform archetype.
For this purpose TranslationRotationScale3D
and TranslationAndMat3x3
datatypes & components have been removed and split up into new components:
Translation3D
TransformMat3x3
Scale3D
RotationAxisAngle
- uses existing datatype with the same name
RotationQuat
- uses existing
Quaternion
datatype
- uses existing
TransformRelation
- this replaces the previous
from_parent
bool from_parent
is still available in all SDK languages, but deprecated
- this replaces the previous
All components are applied to the final transform in the opposite order they're listed in. E.g. if both a 4x4 matrix and a translation is set, the entity is first translated and then transformed with the matrix. If translation, rotation & scale are applied, then (just as in prior versions), from the point of view of the parent space the object is first scaled, then rotated and then translated.
Other changes in data representation:
- Scaling no longer distinguishes uniform and 3D scaling in its data representation, it is now always expressed as 3 floats with the same value. Helper functions are provided to build uniform scales.
- Angles (as used in
RotationAxisAngle
) are now always stored in radians, conversion functions for degrees are provided. Scaling no longer distinguishes uniform and 3D scaling in its data representation. Uniform scaling is now always expressed as 3 floats with the same value.
OutOfTreeTransform3D
got removed. Instead, there is now a new LeafTransforms3D
. archetype which fulfills the same role, but works more similar to the Transform3D
archetype and is supported by all 3D spatial primitives.
Python
The Transform3D
archetype no longer has a transform
argument. Use one of the other arguments instead.
Before:
rr.log("myentity", rr.Transform3D(rr.TranslationRotationScale3D(translation=Vec3D([1, 2, 3]), from_parent=True)))
After:
rr.log("myentity", rr.Transform3D(translation=Vec3D([1, 2, 3]), relation=rr.TransformRelation.ChildFromParent))
Asset3D previously had a transform
argument, now you have to log either a LeafTransform3D
or a Transform3D
on the same entity:
Before:
rr.log("world/mesh", rr.Asset3D(
path=path,
transform=rr.OutOfTreeTransform3DBatch(
rr.TranslationRotationScale3D(translation=center, scale=scale)
)
))
After:
rr.log("world/mesh", rr.Asset3D(path=path))
rr.log("world/mesh", rr.LeafTransform3D(translation=center, scale=scale))
C++
Most of the previous constructors of rerun::Transform3D
archetype are still present. However,
most of them expect now concrete components which oftentimes makes automatic type conversion fail.
It's recommended to use the new explicit factory methods instead. For example:
Before:
rec.log("myentity", rerun::Transform3D({1.0f, 2.0f, 3.0f}));
After:
rec.log("myentity", rerun::Transform3D::from_translation({1.0f, 2.0f, 3.0f}));
Since all aspects of the transform archetypes are now granular, they can be chained with with_
functions:
rerun::Transform3D().with_mat3x3(matrix).with_translation(translation)
Note that the order of the method calls does not affect the order in which transformation is applied!
rerun::Transform3D::IDENTITY
has been removed, sue rerun::Transform3D()
to start out with
an empty archetype instead that you can populate (e.g. rerun::Transform3D().with_mat3x3(rerun::datatypes::Mat3x3::IDENTITY)
).
Scale is no longer an enum datatype but a component with a 3D vec: Before:
auto scale_uniform = rerun::Scale3D::Uniform(2.0);
auto scale_y = rerun::Scale3D::ThreeD([1.0, 2.0, 1.0]);
After:
auto scale_uniform = rerun::Scale3D::uniform(2.0);
auto scale_y = rerun::Scale3D::from([1.0, 2.0, 1.0]);
Asset3D previously had a transform
field, now you have to log either a LeafTransform3D
or a Transform3D
on the same entity:
Before:
rec.log("world/asset", rerun::Asset3D::from_file(path).value_or_throw()
.with_transform(rerun::OutOfTreeTransform3D(translation))
);
After:
rec.log("world/asset", rerun::Asset3D::from_file(path).value_or_throw());
rec.log("world/mesh", &rerun::archetypes::LeafTransform3D().with_translations(translation));
Rust
rerun::archetypes::Transform3D
no longer has a new
, use other factory methods instead, e.g. from_translation_rotation_scale
or from_mat3x3
Before:
rec.log("myentity", &rerun::archetypes::Transform3D::new(translation))?;
After:
rec.log("myentity", &rerun::archetypes::Transform3D::from_translation(translation))?;
Instead of building the now removed Transform3D
component, you often can use the archetype directly:
Before:
impl From<GltfTransform> for rerun::components::Transform3D {
fn from(transform: GltfTransform) -> Self {
rerun::components::Transform3D::from_translation_rotation_scale(
transform.t,
rerun::datatypes::Quaternion::from_xyzw(transform.r),
transform.s,
)
}
}
After:
impl From<GltfTransform> for rerun::Transform3D {
fn from(transform: GltfTransform) -> Self {
rerun::Transform3D::from_translation_rotation_scale(
transform.t,
rerun::Quaternion::from_xyzw(transform.r),
transform.s,
)
}
}
Since all aspects of the transform archetypes are now granular, they can be chained with with_
functions:
rerun::Transform3D::default().with_mat3x3(matrix).with_translation(translation)
Note that the order of the method calls does not affect the order in which transformation is applied!
rerun::Transform3D::IDENTITY
has been removed, sue rerun::Transform3D::default()
to start out with
an empty archetype instead that you can populate (e.g. rerun::Transform3D::default().with_mat3x3(rerun::datatypes::Mat3x3::IDENTITY)
).
Asset3D previously had a transform
field, now you have to log either a LeafTransform3D
or a Transform3D
on the same entity:
Before:
rec.log("world/mesh", &rerun::Asset3D::from_file(path)?
.with_transform(rerun::OutOfTreeTransform3D::from(rerun::TranslationRotationScale3D(translation)))
)?;
After:
rec.log("world/mesh", &rerun::Asset3D::from_file(path)?)?;
rec.log("world/mesh", &rerun::LeafTransform3D::default().with_translations([translation]))?;