Exemple #1
0
    def __init__(self):
        app.Canvas.__init__(self, keys='interactive', size=(800, 550))

        self.meshes = []
        self.rotation = AffineTransform()

        # Generate some data to work with
        global mdata
        mdata = create_sphere(20, 40, 1.0)

        # Mesh with pre-indexed vertices, uniform color
        self.meshes.append(visuals.MeshVisual(meshdata=mdata, color='r'))

        ## Mesh with pre-indexed vertices, per-face color
        ##   Because vertices are pre-indexed, we get a different color
        ##   every time a vertex is visited, resulting in sharp color
        ##   differences between edges.
        verts = mdata.get_vertices(indexed='faces')
        nf = verts.size // 9
        fcolor = np.ones((nf, 3, 4), dtype=np.float32)
        fcolor[..., 0] = np.linspace(1, 0, nf)[:, np.newaxis]
        fcolor[..., 1] = np.random.normal(size=nf)[:, np.newaxis]
        fcolor[..., 2] = np.linspace(0, 1, nf)[:, np.newaxis]
        mesh = visuals.MeshVisual(vertices=verts, face_colors=fcolor)
        self.meshes.append(mesh)

        ## Mesh with unindexed vertices, per-vertex color
        ##   Because vertices are unindexed, we get the same color
        ##   every time a vertex is visited, resulting in no color differences
        ##   between edges.
        verts = mdata.get_vertices()
        faces = mdata.get_faces()
        nv = verts.size // 3
        vcolor = np.ones((nv, 4), dtype=np.float32)
        vcolor[:, 0] = np.linspace(1, 0, nv)
        vcolor[:, 1] = np.random.normal(size=nv)
        vcolor[:, 2] = np.linspace(0, 1, nv)
        self.meshes.append(visuals.MeshVisual(verts, faces, vcolor))
        self.meshes.append(
            visuals.MeshVisual(verts, faces, vcolor, shading='flat'))
        self.meshes.append(
            visuals.MeshVisual(verts, faces, vcolor, shading='smooth'))

        # Lay out meshes in a grid
        grid = (3, 3)
        s = 300. / max(grid)
        for i, mesh in enumerate(self.meshes):
            x = 800. * (i % grid[0]) / grid[0] + 400. / grid[0] - 2
            y = 800. * (i // grid[1]) / grid[1] + 400. / grid[1] + 2
            transform = ChainTransform([
                STTransform(translate=(x, y), scale=(s, s, 1)), self.rotation
            ])
            tr_sys = visuals.transforms.TransformSystem(self)
            tr_sys.visual_to_document = transform
            mesh.tr_sys = tr_sys

        self.show()

        self.timer = app.Timer(connect=self.rotate)
        self.timer.start(0.016)
Exemple #2
0
    def __init__(self):
        app.Canvas.__init__(self, keys='interactive', size=(800, 550))

        self.meshes = []
        self.rotation = MatrixTransform()

        # Generate some data to work with
        global mdata
        mdata = create_sphere(20, 40, 1.0)

        # Mesh with pre-indexed vertices, uniform color
        self.meshes.append(visuals.MeshVisual(meshdata=mdata, color='b'))

        # Mesh with pre-indexed vertices, per-face color
        # Because vertices are pre-indexed, we get a different color
        # every time a vertex is visited, resulting in sharp color
        # differences between edges.
        rng = np.random.RandomState(0)
        verts = mdata.get_vertices(indexed='faces')
        nf = verts.size // 9
        fcolor = np.ones((nf, 3, 4), dtype=np.float32)
        fcolor[..., 0] = np.linspace(1, 0, nf)[:, np.newaxis]
        fcolor[..., 1] = rng.randn(nf, 1)
        fcolor[..., 2] = np.linspace(0, 1, nf)[:, np.newaxis]
        mesh = visuals.MeshVisual(vertices=verts, face_colors=fcolor)
        self.meshes.append(mesh)

        # Mesh with unindexed vertices, per-vertex color
        # Because vertices are unindexed, we get the same color
        # every time a vertex is visited, resulting in no color differences
        # between edges.
        verts = mdata.get_vertices()
        faces = mdata.get_faces()
        nv = verts.size // 3
        vcolor = np.ones((nv, 4), dtype=np.float32)
        vcolor[:, 0] = np.linspace(1, 0, nv)
        vcolor[:, 1] = rng.randn(nv)
        vcolor[:, 2] = np.linspace(0, 1, nv)
        self.meshes.append(visuals.MeshVisual(verts, faces, vcolor))
        self.meshes.append(
            visuals.MeshVisual(verts, faces, vcolor, shading='flat'))
        self.meshes.append(
            visuals.MeshVisual(verts, faces, vcolor, shading='smooth'))

        # Mesh with color indexed into a colormap
        verts = mdata.get_vertices(None)
        faces = mdata.get_faces()
        values = rng.randn(len(verts))
        mesh = visuals.MeshVisual(vertices=verts,
                                  faces=faces,
                                  vertex_values=values,
                                  shading='smooth')
        mesh.clim = [-1, 1]
        mesh.cmap = 'viridis'
        mesh.shininess = 0.01
        self.meshes.append(mesh)

        # Lay out meshes in a grid
        grid = (3, 3)
        s = 300. / max(grid)
        for i, mesh in enumerate(self.meshes):
            x = 800. * (i % grid[0]) / grid[0] + 400. / grid[0] - 2
            y = 800. * (i // grid[1]) / grid[1] + 400. / grid[1] + 2
            transform = ChainTransform([
                STTransform(translate=(x, y), scale=(s, s, s)), self.rotation
            ])
            mesh.transform = transform
            mesh.transforms.scene_transform = STTransform(scale=(1, 1, 0.01))

        self.show()

        self.timer = app.Timer(connect=self.rotate)
        self.timer.start(0.016)