def makeMesh(self): if self.Xs.shape[2] == 0: return X = self.Xs[:, :, 0] Y = self.Ys[:, :, 0] Z = self.Zs[:, :, 0] mesh = PolyMesh() #Come up with vertex indices in the mask Mask = np.array(self.Mask, dtype=np.int32) nV = np.sum(Mask) Mask[self.Mask > 0] = np.arange(nV) + 1 Mask = Mask - 1 VPos = np.zeros((nV, 3)) VPos[:, 0] = X[self.Mask > 0] VPos[:, 1] = Y[self.Mask > 0] VPos[:, 2] = -Z[self.Mask > 0] #Add lower right triangle v1 = Mask[0:-1, 0:-1].flatten() v2 = Mask[1:, 0:-1].flatten() v3 = Mask[1:, 1:].flatten() N = v1.size ITris1 = np.concatenate((np.reshape(v1, [N, 1]), np.reshape( v2, [N, 1]), np.reshape(v3, [N, 1])), 1) #Add upper right triangle v1 = Mask[0:-1, 0:-1].flatten() v2 = Mask[1:, 1:].flatten() v3 = Mask[0:-1, 1:].flatten() N = v1.size ITris2 = np.concatenate((np.reshape(v1, [N, 1]), np.reshape( v2, [N, 1]), np.reshape(v3, [N, 1])), 1) ITris = np.concatenate((ITris1, ITris2), 0) #Only retain triangles which have all three points ITris = ITris[np.sum(ITris == -1, 1) == 0, :] mesh.VPos = VPos mesh.ITris = ITris mesh.VColors = 0.5 * np.ones(mesh.VPos.shape) mesh.updateNormalBuffer() mesh.VPosVBO = vbo.VBO(np.array(mesh.VPos, dtype=np.float32)) mesh.VNormalsVBO = vbo.VBO(np.array(mesh.VNormals, dtype=np.float32)) mesh.VColorsVBO = vbo.VBO(np.array(mesh.VColors, dtype=np.float32)) mesh.IndexVBO = vbo.VBO(mesh.ITris, target=GL_ELEMENT_ARRAY_BUFFER) mesh.needsDisplayUpdate = False self.mesh = mesh
def makeMesh(self): if self.Xs.shape[2] == 0: return X = self.Xs[:, :, 0] Y = self.Ys[:, :, 0] Z = self.Zs[:, :, 0] mesh = PolyMesh() #Come up with vertex indices in the mask Mask = np.array(self.Mask, dtype=np.int32) nV = np.sum(Mask) Mask[self.Mask > 0] = np.arange(nV) + 1 Mask = Mask - 1 VPos = np.zeros((nV, 3)) VPos[:, 0] = X[self.Mask > 0] VPos[:, 1] = Y[self.Mask > 0] VPos[:, 2] = -Z[self.Mask > 0] #Add lower right triangle v1 = Mask[0:-1, 0:-1].flatten() v2 = Mask[1:, 0:-1].flatten() v3 = Mask[1:, 1:].flatten() N = v1.size ITris1 = np.concatenate((np.reshape(v1, [N, 1]), np.reshape(v2, [N, 1]), np.reshape(v3, [N, 1])), 1) #Add upper right triangle v1 = Mask[0:-1, 0:-1].flatten() v2 = Mask[1:, 1:].flatten() v3 = Mask[0:-1, 1:].flatten() N = v1.size ITris2 = np.concatenate((np.reshape(v1, [N, 1]), np.reshape(v2, [N, 1]), np.reshape(v3, [N, 1])), 1) ITris = np.concatenate((ITris1, ITris2), 0) #Only retain triangles which have all three points ITris = ITris[np.sum(ITris == -1, 1) == 0, :] mesh.VPos = VPos mesh.ITris = ITris mesh.VColors = 0.5*np.ones(mesh.VPos.shape) mesh.updateNormalBuffer() mesh.VPosVBO = vbo.VBO(np.array(mesh.VPos, dtype=np.float32)) mesh.VNormalsVBO = vbo.VBO(np.array(mesh.VNormals, dtype=np.float32)) mesh.VColorsVBO = vbo.VBO(np.array(mesh.VColors, dtype=np.float32)) mesh.IndexVBO = vbo.VBO(mesh.ITris, target=GL_ELEMENT_ARRAY_BUFFER) mesh.needsDisplayUpdate = False self.mesh = mesh