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call it named transform frames rather than explicit
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12 files changed

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crates/store/re_types/definitions/rerun/archetypes/pinhole.fbs

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@@ -5,7 +5,7 @@ namespace rerun.archetypes;
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///
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/// If [archetypes.Transform3D] is logged for the same child/parent relationship (e.g. for the camera extrinsics), it takes precedence over [archetypes.Pinhole].
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///
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/// If you use explicit transform frames via the `child_frame` and `parent_frame` fields, you don't have to use [archetypes.CoordinateFrame]
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/// If you use named transform frames via the `child_frame` and `parent_frame` fields, you don't have to use [archetypes.CoordinateFrame]
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/// as it is the case with other visualizations: for any entity with an [archetypes.Pinhole] the viewer will always visualize it
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/// directly without needing a [archetypes.CoordinateFrame] to refer to the pinhole's child/parent frame.
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///

crates/store/re_types/src/archetypes/pinhole.rs

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crates/viewer/re_view_spatial/tests/topology_errors.rs

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@@ -14,7 +14,7 @@ struct TestScenario {
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}
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fn setup_scene(test_context: &mut TestContext) {
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// We're using explicit transform frames here because it can trigger more different errors,
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// We're using named transform frames here because it can trigger more different errors,
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// but most things work with implicit transform frames just as well.
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//
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// Transform frame forest:

docs/content/concepts/transforms.md

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@@ -13,7 +13,7 @@ This page details how the [different archetypes](https://rerun.io/docs/reference
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The [`Transform3D`](https://rerun.io/docs/reference/types/archetypes/transform3d) archetype allows you to specify how one coordinate system relates to another through translation, rotation, and scaling.
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The simplest way to use transforms is through entity path hierarchies, where each transform describes the relationship between an entity and its parent path.
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Note that by default, all entities are connected via identity transforms (to opt out of that, you have to use explicit transform frames, more on that later).
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Note that by default, all entities are connected via identity transforms (to opt out of that, you have to use named transform frames, more on that later).
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snippet: concepts/transform3d_hierarchy_simple
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@@ -25,10 +25,10 @@ In this hierarchy:
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This creates a transform hierarchy where transforms propagate down the entity tree. The moon's final position in the sun's coordinate system is 9 units away (6 + 3),
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because the transforms are applied sequentially.
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## Explicit transform frames
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## Named transform frames
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While entity path hierarchies work well for many cases, sometimes you need more flexibility in organizing your transforms.
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In particular for anyone familiar with ROS we recommend using explicit transform frames as it allows you to model
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In particular for anyone familiar with ROS we recommend using named transform frames as it allows you to model
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your data much closer to how it would be defined when using ROS' [tf2](https://wiki.ros.org/tf2) library.
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In a nutshell, by explicitly specifying transform frames, you can decouple the spatial relationships from the entity hierarchy.
@@ -44,10 +44,10 @@ TODO: make tested cross language snippet
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import rerun as rr
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import numpy as np
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rr.init("explicit_frames_example", spawn=True)
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rr.init("named_frames_example", spawn=True)
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rr.log("/", rr.ViewCoordinates.RIGHT_HAND_Z_UP, static=True)
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# Define entities with explicit coordinate frames
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# Define entities with named coordinate frames
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rr.log("sun", rr.Ellipsoids3D(centers=[0, 0, 0], half_sizes=[1, 1, 1], colors=[255, 200, 10]),
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rr.CoordinateFrame("sun_frame"))
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rr.log("planet", rr.Ellipsoids3D(centers=[0, 0, 0], half_sizes=[0.4, 0.4, 0.4], colors=[40, 80, 200]),
@@ -58,14 +58,14 @@ rr.log("moon", rr.Ellipsoids3D(centers=[0, 0, 0], half_sizes=[0.15, 0.15, 0.15],
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# Connect the viewer to the sun's coordinate frame
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rr.log("/", rr.CoordinateFrame("sun_frame"))
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# Define explicit frame relationships
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# Define frame relationships
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rr.log("planet_transform", rr.Transform3D(
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translation=[6.0, 0.0, 0.0],
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child_frame="planet_frame",
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parent_frame="sun_frame"
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))
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rr.log("moon_transform", rr.Transform3D(
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translation=[3.0, 0.0, 0.0],
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translation=[3.0, 0.0, 0.0],
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child_frame="moon_frame",
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parent_frame="planet_frame"
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))
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rr.CoordinateFrame("tf#/robot"),
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rr.Transform3D(
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translation=[1, 0, 0],
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child_frame="tf#/robot",
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child_frame="tf#/robot",
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parent_frame="tf#/"
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)
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)
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rr.log("robot/arm",
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rr.CoordinateFrame("tf#/robot/arm"),
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rr.Transform3D(
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translation=[0, 1, 0],
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child_frame="tf#/robot/arm",
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child_frame="tf#/robot/arm",
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parent_frame="tf#/robot"
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)
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)
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rr.log("robot/arm/gripper",
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rr.log("robot/arm/gripper",
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rr.CoordinateFrame("tf#/robot/arm/gripper"),
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rr.Points3D([0, 0, 0])
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)
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<source media="(max-width: 1024px)" srcset="https://static.rerun.io/transform_graph_translated/869b741ecce84c6b9af183922d32226a32a500bc/1024w.png">
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</picture>
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### Mixing explicit and implicit transform frames
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### Mixing named and implicit transform frames
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We generally do not recommend mixing explicit and implicit transform frames since it can get confusing,
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We generally do not recommend mixing named and implicit transform frames since it can get confusing,
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but doing so works seamlessly and can be useful in some situations.
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Example:
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In this example, the mesh at `"shape"` is instantiated four times with different translations and rotations.
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The box at `"shape/box"` is not affected by its parent's instance poses and appears only once.
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<!--
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<!--
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## Visualizing transforms
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TODO(andreas, grtlr): write about how transforms can be visualized
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## 2D Transforms
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TODO(#349): lack of 2d transforms
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TODO(#349): lack of 2D transforms
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-->

docs/content/reference/types/archetypes/pinhole.md

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