def __init__(self, bead, color, **kwargs): super().__init__(geometry=three.SphereGeometry(radius=3, widthSegments=10, heightSegments=10), material=three.MeshLambertMaterial(color=color), position=bead.position.tolist(), **kwargs) self.bead = bead
def __init__(self): # TODO: arguments for width/height self._width = 600 self._height = 400 self._ball = _three.Mesh( geometry=_three.SphereGeometry( radius=1, widthSegments=30, heightSegments=20, ), material=_three.MeshLambertMaterial(color='lightgray'), ) self._axes = _three.AxesHelper(size=1.2) self._ambient_light = _three.AmbientLight( intensity=0.5, ) self._directional_light1 = _three.DirectionalLight( position=[0, 0, 1], intensity=0.6, ) self._directional_light2 = _three.DirectionalLight( position=[0, 0, -1], intensity=0.6, ) self._scene = _three.Scene( children=[ self._ball, self._axes, self._ambient_light, self._directional_light1, self._directional_light2, ], ) self._camera = _three.PerspectiveCamera( position=[0, 0, 2.4], up=[0, 0, 1], aspect=self._width/self._height, ) self._controls = _three.OrbitControls(controlling=self._camera) self._renderer = _three.Renderer( camera=self._camera, scene=self._scene, controls=[self._controls], width=self._width, height=self._height, #alpha=True, #clearOpacity=0.5, )
def _render_obj(self, rendered_obj, **kw): obj_geometry = pjs.BufferGeometry(attributes=dict( position=pjs.BufferAttribute(rendered_obj.plot_verts), color=pjs.BufferAttribute(rendered_obj.base_cols), normal=pjs.BufferAttribute( rendered_obj.face_normals.astype('float32')))) vertices = rendered_obj.vertices # Create a mesh. Note that the material need to be told to use the vertex colors. my_object_mesh = pjs.Mesh( geometry=obj_geometry, material=pjs.MeshLambertMaterial(vertexColors='VertexColors'), position=[0, 0, 0], ) line_material = pjs.LineBasicMaterial(color='#ffffff', transparent=True, opacity=0.3, linewidth=1.0) my_object_wireframe_mesh = pjs.LineSegments( geometry=obj_geometry, material=line_material, position=[0, 0, 0], ) n_vert = vertices.shape[0] center = vertices.mean(axis=0) extents = self._get_extents(vertices) max_delta = np.max(extents[:, 1] - extents[:, 0]) camPos = [center[i] + 4 * max_delta for i in range(3)] light_pos = [center[i] + (i + 3) * max_delta for i in range(3)] # Set up a scene and render it: camera = pjs.PerspectiveCamera(position=camPos, fov=20, children=[ pjs.DirectionalLight( color='#ffffff', position=light_pos, intensity=0.5) ]) camera.up = (0, 0, 1) v = [0.0, 0.0, 0.0] if n_vert > 0: v = vertices[0].tolist() select_point_geom = pjs.SphereGeometry(radius=1.0) select_point_mesh = pjs.Mesh( select_point_geom, material=pjs.MeshBasicMaterial(color=SELECTED_VERTEX_COLOR), position=v, scale=(0.0, 0.0, 0.0)) #select_edge_mesh = pjs.ArrowHelper(dir=pjs.Vector3(1.0, 0.0, 0.0), origin=pjs.Vector3(0.0, 0.0, 0.0), length=1.0, # hex=SELECTED_EDGE_COLOR_INT, headLength=0.1, headWidth=0.05) arrow_cyl_mesh = pjs.Mesh(geometry=pjs.SphereGeometry(radius=0.01), material=pjs.MeshLambertMaterial()) arrow_head_mesh = pjs.Mesh(geometry=pjs.SphereGeometry(radius=0.001), material=pjs.MeshLambertMaterial()) scene_things = [ my_object_mesh, my_object_wireframe_mesh, select_point_mesh, arrow_cyl_mesh, arrow_head_mesh, camera, pjs.AmbientLight(color='#888888') ] if self.draw_grids: grids, space = self._get_grids(vertices) scene_things.append(grids) scene = pjs.Scene(children=scene_things, background=BACKGROUND_COLOR) click_picker = pjs.Picker(controlling=my_object_mesh, event='dblclick') out = Output() top_msg = HTML() def on_dblclick(change): if change['name'] == 'point': try: point = np.array(change['new']) face = click_picker.faceIndex face_points = rendered_obj.face_verts[face] face_vecs = face_points - np.roll(face_points, 1, axis=0) edge_lens = np.sqrt((face_vecs**2).sum(axis=1)) point_vecs = face_points - point[np.newaxis, :] point_dists = (point_vecs**2).sum(axis=1) min_point = np.argmin(point_dists) v1s = point_vecs.copy() v2s = np.roll(v1s, -1, axis=0) edge_mids = 0.5 * (v2s + v1s) edge_mid_dists = (edge_mids**2).sum(axis=1) min_edge_point = np.argmin(edge_mid_dists) edge_start = min_edge_point edge = face * 3 + edge_start close_vert = rendered_obj.face_verts[face, min_point] edge_start_vert = rendered_obj.face_verts[face, edge_start] edge_end_vert = rendered_obj.face_verts[face, (edge_start + 1) % 3] vertex = face * 3 + min_point radius = min( [edge_lens.max() * 0.02, 0.1 * edge_lens.min()]) edge_head_length = radius * 4 edge_head_width = radius * 2 select_point_mesh.scale = (radius, radius, radius) top_msg.value = '<font color="{}">selected face: {}</font>, <font color="{}">edge: {}</font>, <font color="{}"> vertex: {}</font>'.format( SELECTED_FACE_COLOR, face, SELECTED_EDGE_COLOR, edge, SELECTED_VERTEX_COLOR, vertex) newcols = rendered_obj.base_cols.copy() newcols[face * 3:(face + 1) * 3] = np.array( SELECTED_FACE_RGB, dtype='float32') select_point_mesh.position = close_vert.tolist() obj_geometry.attributes['color'].array = newcols with out: make_arrow(arrow_cyl_mesh, arrow_head_mesh, edge_start_vert, edge_end_vert, radius / 2, radius, radius * 3, SELECTED_EDGE_COLOR) except: with out: print(traceback.format_exc()) click_picker.observe(on_dblclick, names=['point']) renderer_obj = pjs.Renderer( camera=camera, background='#cccc88', background_opacity=0, scene=scene, controls=[pjs.OrbitControls(controlling=camera), click_picker], width=self.width, height=self.height) display_things = [top_msg, renderer_obj, out] if self.draw_grids: s = """ <svg width="{}" height="30"> <rect width="20" height="20" x="{}" y="0" style="fill:none;stroke-width:1;stroke:rgb(0,255,0)" /> <text x="{}" y="15">={:.1f}</text> Sorry, your browser does not support inline SVG. </svg>""".format(self.width, self.width // 2, self.width // 2 + 25, space) display_things.append(HTML(s)) display(VBox(display_things))
# delta = cloth1.time_step() # mesh.geometry.attributes['position'].array = mesh.geometry.attributes['position'].array + delta # t += 1 # %% # mesh.geometry.attributes['position'].array = x0 # cloth2 = cloth(x0, N, t2=True, d=False) # cloth2.add_springs() # cloth2.cuff_cloth() # t = 0 # while t < 500: # delta = cloth2.time_step() # mesh.geometry.attributes['position'].array = mesh.geometry.attributes['position'].array + delta # t += 1 # %% mesh.geometry.attributes['position'].array = x0 cloth3 = cloth(x0, N, t2=True, d=True) cloth3.add_springs() cloth3.cuff_cloth() cloth3.add_ball() t = 0 sphere_geo = THREE.SphereGeometry(2.5, 8, 8) sphere = THREE.Mesh(sphere_geo, THREE.MeshStandardMaterial(wireframe=True)) sphere.position = (5, -5, 5) viewer.scene.add(sphere) while t < 300: delta = cloth3.time_step() mesh.geometry.attributes[ 'position'].array = mesh.geometry.attributes['position'].array + delta t += 1 # %%