Beispiel #1
0
canvas = WgpuCanvas()
renderer = gfx.renderers.WgpuRenderer(canvas)
scene = gfx.Scene()

im = imageio.imread("imageio:chelsea.png")
tex = gfx.Texture(im, dim=2).get_view(filter="linear")

material = gfx.MeshBasicMaterial(map=tex)
geometry = gfx.box_geometry(100, 100, 100)
cubes = [gfx.Mesh(geometry, material) for i in range(8)]
for i, cube in enumerate(cubes):
    cube.position.set(350 - i * 100, 0, 0)
    scene.add(cube)

background = gfx.Background(None,
                            gfx.BackgroundMaterial((0, 1, 0, 1), (0, 1, 1, 1)))
scene.add(background)

camera = gfx.PerspectiveCamera(70, 16 / 9)
camera.position.z = 500


def animate():
    for i, cube in enumerate(cubes):
        rot = gfx.linalg.Quaternion().set_from_euler(
            gfx.linalg.Euler(0.01 * i, 0.02 * i))
        cube.rotation.multiply(rot)

    renderer.render(scene, camera)
    canvas.request_draw()
Beispiel #2
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"""
Example showing subdivided polyhedrons.
"""

import pygfx as gfx


scene = gfx.Scene()

material = gfx.MeshBasicMaterial(wireframe=True, side="FRONT")
geometries = [gfx.tetrahedron_geometry(subdivisions=i) for i in range(4)]

for i, geometry in enumerate(geometries):
    polyhedron = gfx.Mesh(geometry, material)
    polyhedron.position.set(6 - i * 3, 0, 0)
    scene.add(polyhedron)

background = gfx.Background(None, gfx.BackgroundMaterial((0, 1, 0, 1), (0, 1, 1, 1)))
scene.add(background)


if __name__ == "__main__":
    gfx.show(scene, up=gfx.linalg.Vector3(0, 0, 1))
Beispiel #3
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import numpy as np
from wgpu.gui.auto import WgpuCanvas, run
import pygfx as gfx


canvas = WgpuCanvas()
renderer = gfx.WgpuRenderer(canvas)

scene = gfx.Scene()

positions = np.random.normal(0, 0.5, (100, 3)).astype(np.float32)
sizes = np.random.rand(100).astype(np.float32) * 50
colors = np.random.rand(100, 4).astype(np.float32)
geometry = gfx.Geometry(positions=positions, sizes=sizes, colors=colors)

material = gfx.PointsMaterial(vertex_colors=True, vertex_sizes=True)
points = gfx.Points(geometry, material)
scene.add(points)

scene.add(
    gfx.Background(None, gfx.BackgroundMaterial((0.2, 0.0, 0, 1), (0, 0.0, 0.2, 1)))
)

camera = gfx.NDCCamera()


if __name__ == "__main__":
    canvas.request_draw(lambda: renderer.render(scene, camera))
    run()
Beispiel #4
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"""

import numpy as np
import imageio
from wgpu.gui.auto import WgpuCanvas, run
import pygfx as gfx


# First create the subscene, that reders into a texture

texture1 = gfx.Texture(dim=2, size=(200, 200, 1), format="rgba8unorm")

renderer1 = gfx.renderers.WgpuRenderer(texture1)
scene1 = gfx.Scene()

background1 = gfx.Background(None, gfx.BackgroundMaterial((0, 0.5, 0, 1)))
scene1.add(background1)

im = imageio.imread("imageio:bricks.jpg").astype(np.float32) / 255
tex = gfx.Texture(im, dim=2).get_view(filter="linear", address_mode="repeat")
geometry1 = gfx.box_geometry(200, 200, 200)
material1 = gfx.MeshPhongMaterial(map=tex, color=(1, 1, 0, 1.0))
cube1 = gfx.Mesh(geometry1, material1)
scene1.add(cube1)

camera1 = gfx.PerspectiveCamera(70, 16 / 9)
camera1.position.z = 300


# Then create the actual scene, in the visible canvas
Beispiel #5
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Example showing the axes and grid helpers with a perspective camera.

* The grid spans the x-z plane (orange and blue axis).
* The yellow axis (y) stick up from the plane.
* The red box fits snugly around the grid.
"""

from wgpu.gui.auto import WgpuCanvas, run
import pygfx as gfx

canvas = WgpuCanvas()
renderer = gfx.renderers.WgpuRenderer(canvas)
scene = gfx.Scene()

background = gfx.Background(
    None, gfx.BackgroundMaterial((0, 0.1, 0, 1), (0, 0.1, 0.1, 1)))
scene.add(background)

axes = gfx.AxesHelper(length=40)
scene.add(axes)

grid = gfx.GridHelper(size=100)
scene.add(grid)

box = gfx.BoxHelper(size=100)
scene.add(box)

camera = gfx.PerspectiveCamera(70, 16 / 9)
camera.position.set(75, 75, 75)
camera.look_at(gfx.linalg.Vector3())