def plot_each_shell(ms, plot_sym_vecs=True, use_sphere=True, same_color=False, rad=0.025, opacity=1.0, ofile=None, ores=(300, 300)): """ Plot each shell Parameters ---------- ms: list of numpy.ndarray bvecs for each bval plot_sym_vecs: boolean Plot symmetrical vectors use_sphere: boolean rendering of the sphere same_color: boolean use same color for all shell rad: float radius of each point opacity: float opacity for the shells ofile: str output filename ores: tuple resolution of the output png Return ------ """ if len(ms) > 10: vtkcolors = fury.colormap.distinguishable_colormap(nb_colors=len(ms)) if use_sphere: sphere = get_sphere('symmetric724') shape = (1, 1, 1, sphere.vertices.shape[0]) fid, fname = mkstemp(suffix='_odf_slicer.mmap') odfs = np.memmap(fname, dtype=np.float64, mode='w+', shape=shape) odfs[:] = 1 odfs[..., 0] = 1 affine = np.eye(4) for i, shell in enumerate(ms): if same_color: i = 0 ren = window.Renderer() ren.SetBackground(1, 1, 1) if use_sphere: sphere_actor = actor.odf_slicer(odfs, affine, sphere=sphere, colormap='winter', scale=1.0, opacity=opacity) ren.add(sphere_actor) pts_actor = actor.point(shell, vtkcolors[i], point_radius=rad) ren.add(pts_actor) if plot_sym_vecs: pts_actor = actor.point(-shell, vtkcolors[i], point_radius=rad) ren.add(pts_actor) window.show(ren) if ofile: window.snapshot(ren, fname=ofile + '_shell_' + str(i) + '.png', size=ores)
def test_points(interactive=False): points = np.array([[0, 0, 0], [0, 1, 0], [1, 0, 0]]) colors = np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]]) points_actor = actor.point(points, colors) scene = window.Scene() scene.add(points_actor) scene.reset_camera() scene.reset_clipping_range() if interactive: window.show(scene, reset_camera=False) npt.assert_equal(scene.GetActors().GetNumberOfItems(), 1) arr = window.snapshot(scene) report = window.analyze_snapshot(arr, colors=colors) npt.assert_equal(report.objects, 3)
shaft_radius=0.005) scene.add(arrow_actor) ############################################################################### # Initializing the initial coordinates of the particle x = initial_velocity*time + 0.5*acc*(time**2) y = np.sin(angular_frq*time + phase_angle) z = np.cos(angular_frq*time + phase_angle) ############################################################################### # Initializing point actor which will represent the charged particle color_particle = window.colors.red # color of particle can be manipulated pts = np.array([[x, y, z]]) charge_actor = actor.point(pts, color_particle, point_radius=radius_particle) scene.add(charge_actor) vertices = utils.vertices_from_actor(charge_actor) vcolors = utils.colors_from_actor(charge_actor, 'colors') no_vertices_per_point = len(vertices) initial_vertices = vertices.copy() - \ np.repeat(pts, no_vertices_per_point, axis=0) ############################################################################### # Initializing text box to display the name of the animation tb = ui.TextBlock2D(bold=True, position=(100, 90)) m1 = "Motion of a charged particle in a " m2 = "combined electric and magnetic field"
def test_manifest_standard(interactive=False): scene = window.Scene() # Setup scene # Setup surface surface_actor = _generate_surface() material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(surface_actor) arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 1) scene.clear() # Reset scene # Contour from roi setup data = np.zeros((50, 50, 50)) data[20:30, 25, 25] = 1. data[25, 20:30, 25] = 1. affine = np.eye(4) surface = actor.contour_from_roi(data, affine, color=np.array([1, 0, 1])) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(surface) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 1) scene.clear() # Reset scene # Contour from label setup data = np.zeros((50, 50, 50)) data[5:15, 1:10, 25] = 1. data[25:35, 1:10, 25] = 2. data[40:49, 1:10, 25] = 3. color = np.array([[255, 0, 0], [0, 255, 0], [0, 0, 255]]) surface = actor.contour_from_label(data, color=color) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(surface) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 3) scene.clear() # Reset scene # Streamtube setup data1 = np.array([[0, 0, 0], [1, 1, 1], [2, 2, 2.]]) data2 = data1 + np.array([0.5, 0., 0.]) data = [data1, data2] colors = np.array([[1, 0, 0], [0, 0, 1.]]) tubes = actor.streamtube(data, colors, linewidth=.1) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(tubes) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 2) scene.clear() # Reset scene # ODF slicer setup if have_dipy: from dipy.data import get_sphere from tempfile import mkstemp sphere = get_sphere('symmetric362') shape = (11, 11, 11, sphere.vertices.shape[0]) fid, fname = mkstemp(suffix='_odf_slicer.mmap') odfs = np.memmap(fname, dtype=np.float64, mode='w+', shape=shape) odfs[:] = 1 affine = np.eye(4) mask = np.ones(odfs.shape[:3]) mask[:4, :4, :4] = 0 odfs[..., 0] = 1 odf_actor = actor.odf_slicer(odfs, affine, mask=mask, sphere=sphere, scale=.25, colormap='blues') material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) k = 5 I, J, _ = odfs.shape[:3] odf_actor.display_extent(0, I, 0, J, k, k) odf_actor.GetProperty().SetOpacity(1.0) scene.add(odf_actor) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 11 * 11) scene.clear() # Reset scene # Tensor slicer setup if have_dipy: from dipy.data import get_sphere sphere = get_sphere('symmetric724') evals = np.array([1.4, .35, .35]) * 10 ** (-3) evecs = np.eye(3) mevals = np.zeros((3, 2, 4, 3)) mevecs = np.zeros((3, 2, 4, 3, 3)) mevals[..., :] = evals mevecs[..., :, :] = evecs affine = np.eye(4) scene = window.Scene() tensor_actor = actor.tensor_slicer(mevals, mevecs, affine=affine, sphere=sphere, scale=.3) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) _, J, K = mevals.shape[:3] tensor_actor.display_extent(0, 1, 0, J, 0, K) scene.add(tensor_actor) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 4) scene.clear() # Reset scene # Point setup points = np.array([[0, 0, 0], [0, 1, 0], [1, 0, 0]]) colors = np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]]) opacity = 0.5 points_actor = actor.point(points, colors, opacity=opacity) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(points_actor) arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 3) scene.clear() # Reset scene # Sphere setup xyzr = np.array([[0, 0, 0, 10], [100, 0, 0, 25], [200, 0, 0, 50]]) colors = np.array([[1, 0, 0, 0.3], [0, 1, 0, 0.4], [0, 0, 1., 0.99]]) opacity = 0.5 sphere_actor = actor.sphere(centers=xyzr[:, :3], colors=colors[:], radii=xyzr[:, 3], opacity=opacity) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(sphere_actor) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 3) scene.clear() # Reset scene # Advanced geometry actors setup (Arrow, cone, cylinder) xyz = np.array([[0, 0, 0], [50, 0, 0], [100, 0, 0]]) dirs = np.array([[0, 1, 0], [1, 0, 0], [0, 0.5, 0.5]]) colors = np.array([[1, 0, 0, 0.3], [0, 1, 0, 0.4], [1, 1, 0, 1]]) heights = np.array([5, 7, 10]) actor_list = [[actor.cone, {'directions': dirs, 'resolution': 8}], [actor.arrow, {'directions': dirs, 'resolution': 9}], [actor.cylinder, {'directions': dirs}]] for act_func, extra_args in actor_list: aga_actor = act_func(centers=xyz, colors=colors[:], heights=heights, **extra_args) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(aga_actor) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 3) scene.clear() # Basic geometry actors (Box, cube, frustum, octagonalprism, rectangle, # square) centers = np.array([[4, 0, 0], [0, 4, 0], [0, 0, 0]]) colors = np.array([[1, 0, 0, 0.4], [0, 1, 0, 0.8], [0, 0, 1, 0.5]]) directions = np.array([[1, 1, 0]]) scale_list = [1, 2, (1, 1, 1), [3, 2, 1], np.array([1, 2, 3]), np.array([[1, 2, 3], [1, 3, 2], [3, 1, 2]])] actor_list = [[actor.box, {}], [actor.cube, {}], [actor.frustum, {}], [actor.octagonalprism, {}], [actor.rectangle, {}], [actor.square, {}]] for act_func, extra_args in actor_list: for scale in scale_list: scene = window.Scene() bga_actor = act_func(centers=centers, directions=directions, colors=colors, scales=scale, **extra_args) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(bga_actor) arr = window.snapshot(scene) report = window.analyze_snapshot(arr) msg = 'Failed with {}, scale={}'.format(act_func.__name__, scale) npt.assert_equal(report.objects, 3, err_msg=msg) scene.clear() # Cone setup using vertices centers = np.array([[0, 0, 0], [20, 0, 0], [40, 0, 0]]) directions = np.array([[0, 1, 0], [1, 0, 0], [0, 0, 1]]) colors = np.array([[1, 0, 0, 0.3], [0, 1, 0, 0.4], [0, 0, 1., 0.99]]) vertices = np.array([[0.0, 0.0, 0.0], [0.0, 10.0, 0.0], [10.0, 0.0, 0.0], [0.0, 0.0, 10.0]]) faces = np.array([[0, 1, 3], [0, 1, 2]]) cone_actor = actor.cone(centers=centers, directions=directions, colors=colors[:], vertices=vertices, faces=faces) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(cone_actor) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 3) scene.clear() # Reset scene # Superquadric setup centers = np.array([[8, 0, 0], [0, 8, 0], [0, 0, 0]]) colors = np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]]) directions = np.random.rand(3, 3) scales = [1, 2, 3] roundness = np.array([[1, 1], [1, 2], [2, 1]]) sq_actor = actor.superquadric(centers, roundness=roundness, directions=directions, colors=colors.astype(np.uint8), scales=scales) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(sq_actor) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) ft.assert_greater_equal(report.objects, 3) scene.clear() # Reset scene # Label setup text_actor = actor.label("Hello") material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(text_actor) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 5) scene.clear() # Reset scene # Texture setup arr = (255 * np.ones((512, 212, 4))).astype('uint8') arr[20:40, 20:40, :] = np.array([255, 0, 0, 255], dtype='uint8') tp2 = actor.texture(arr) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(tp2) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 1) scene.clear() # Reset scene # Texture on sphere setup arr = 255 * np.ones((810, 1620, 3), dtype='uint8') rows, cols, _ = arr.shape rs = rows // 2 cs = cols // 2 w = 150 // 2 arr[rs - w: rs + w, cs - 10 * w: cs + 10 * w] = np.array([255, 127, 0]) tsa = actor.texture_on_sphere(arr) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(tsa) scene.reset_camera() scene.reset_clipping_range() arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 1) # NOTE: From this point on, these actors don't have full support for PBR # interpolation. This is, the test passes but there is no evidence of the # desired effect. """ # Setup slicer data = (255 * np.random.rand(50, 50, 50)) affine = np.eye(4) slicer = actor.slicer(data, affine, value_range=[data.min(), data.max()]) slicer.display(None, None, 25) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(slicer) """ """ # Line setup data1 = np.array([[0, 0, 0], [1, 1, 1], [2, 2, 2.]]) data2 = data1 + np.array([0.5, 0., 0.]) data = [data1, data2] colors = np.array([[1, 0, 0], [0, 0, 1.]]) lines = actor.line(data, colors, linewidth=5) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(lines) """ """ # Scalar bar setup lut = actor.colormap_lookup_table( scale_range=(0., 100.), hue_range=(0., 0.1), saturation_range=(1, 1), value_range=(1., 1)) sb_actor = actor.scalar_bar(lut, ' ') material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(sb_actor) """ """ # Axes setup axes = actor.axes() material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(axes) """ """ # Peak slicer setup _peak_dirs = np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]], dtype='f4') # peak_dirs.shape = (1, 1, 1) + peak_dirs.shape peak_dirs = np.zeros((11, 11, 11, 3, 3)) peak_dirs[:, :, :] = _peak_dirs peak_actor = actor.peak_slicer(peak_dirs) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(peak_actor) """ """ # Dots setup points = np.array([[0, 0, 0], [0, 1, 0], [1, 0, 0]]) dots_actor = actor.dots(points, color=(0, 255, 0)) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(dots_actor) """ """ # Text3D setup msg = 'I \nlove\n FURY' txt_actor = actor.text_3d(msg) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(txt_actor) """ """ # Figure setup arr = (255 * np.ones((512, 212, 4))).astype('uint8') arr[20:40, 20:40, 3] = 0 tp = actor.figure(arr) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(tp) """ """ # SDF setup centers = np.array([[2, 0, 0], [0, 2, 0], [0, 0, 0]]) * 11 colors = np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]]) directions = np.array([[0, 1, 0], [1, 0, 0], [0, 0, 1]]) scales = [1, 2, 3] primitive = ['sphere', 'ellipsoid', 'torus'] sdf_actor = actor.sdf(centers, directions=directions, colors=colors, primitives=primitive, scales=scales) material.manifest_standard(surface_actor, ambient_level=.3, diffuse_level=.25) scene.add(sdf_actor) """ # NOTE: For these last set of actors, there is not support for PBR # interpolation at all. """ # Billboard setup centers = np.array([[0, 0, 0], [5, -5, 5], [-7, 7, -7], [10, 10, 10], [10.5, 11.5, 11.5], [12, -12, -12], [-17, 17, 17], [-22, -22, 22]]) colors = np.array([[1, 1, 0], [0, 0, 0], [1, 0, 1], [0, 0, 1], [1, 1, 1], [1, 0, 0], [0, 1, 0], [0, 1, 1]]) scales = [6, .4, 1.2, 1, .2, .7, 3, 2] """ fake_sphere = \ """ float len = length(point); float radius = 1.; if (len > radius) discard; vec3 normalizedPoint = normalize(vec3(point.xy, sqrt(1. - len))); vec3 direction = normalize(vec3(1., 1., 1.)); float df_1 = max(0, dot(direction, normalizedPoint)); float sf_1 = pow(df_1, 24); fragOutput0 = vec4(max(df_1 * color, sf_1 * vec3(1)), 1); """ """ billboard_actor = actor.billboard(centers, colors=colors, scales=scales, fs_impl=fake_sphere) material.manifest_pbr(billboard_actor) scene.add(billboard_actor) """ if interactive: window.show(scene)
def structural_plotting(conn_matrix, uatlas, streamlines_mni, template_mask, interactive=False): """ :param conn_matrix: :param uatlas: :param streamlines_mni: :param template_mask: :param interactive: :return: """ import nibabel as nib import numpy as np import networkx as nx import os import pkg_resources from nibabel.affines import apply_affine from fury import actor, window, colormap, ui from dipy.tracking.utils import streamline_near_roi from nilearn.plotting import find_parcellation_cut_coords from nilearn.image import resample_to_img from pynets.thresholding import normalize from pynets.nodemaker import mmToVox ch2better_loc = pkg_resources.resource_filename( "pynets", "templates/ch2better.nii.gz") # Instantiate scene r = window.Renderer() # Set camera r.set_camera(position=(-176.42, 118.52, 128.20), focal_point=(113.30, 128.31, 76.56), view_up=(0.18, 0.00, 0.98)) # Load atlas rois atlas_img = nib.load(uatlas) atlas_img_data = atlas_img.get_data() # Collapse list of connected streamlines for visualization streamlines = nib.streamlines.load(streamlines_mni).streamlines parcels = [] i = 0 for roi in np.unique(atlas_img_data)[1:]: parcels.append(atlas_img_data == roi) i = i + 1 # Add streamlines as cloud of 'white-matter' streamlines_actor = actor.line(streamlines, colormap.create_colormap(np.ones( [len(streamlines)]), name='Greys_r', auto=True), lod_points=10000, depth_cue=True, linewidth=0.2, fake_tube=True, opacity=1.0) r.add(streamlines_actor) # Creat palette of roi colors and add them to the scene as faint contours roi_colors = np.random.rand(int(np.max(atlas_img_data)), 3) parcel_contours = [] i = 0 for roi in np.unique(atlas_img_data)[1:]: include_roi_coords = np.array(np.where(atlas_img_data == roi)).T x_include_roi_coords = apply_affine(np.eye(4), include_roi_coords) bool_list = [] for sl in streamlines: bool_list.append( streamline_near_roi(sl, x_include_roi_coords, tol=1.0, mode='either_end')) if sum(bool_list) > 0: print('ROI: ' + str(i)) parcel_contours.append( actor.contour_from_roi(atlas_img_data == roi, color=roi_colors[i], opacity=0.2)) else: pass i = i + 1 for vol_actor in parcel_contours: r.add(vol_actor) # Get voxel coordinates of parcels and add them as 3d spherical centroid nodes [coords, labels] = find_parcellation_cut_coords(atlas_img, background_label=0, return_labels=True) coords_vox = [] for i in coords: coords_vox.append(mmToVox(atlas_img.affine, i)) coords_vox = list(set(list(tuple(x) for x in coords_vox))) # Build an edge list of 3d lines G = nx.from_numpy_array(normalize(conn_matrix)) for i in G.nodes(): nx.set_node_attributes(G, {i: coords_vox[i]}, labels[i]) G.remove_nodes_from(list(nx.isolates(G))) G_filt = nx.Graph() fedges = filter(lambda x: G.degree()[x[0]] > 0 and G.degree()[x[1]] > 0, G.edges()) G_filt.add_edges_from(fedges) coord_nodes = [] for i in range(len(G.edges())): edge = list(G.edges())[i] [x, y] = edge x_coord = list(G.nodes[x].values())[0] x_label = list(G.nodes[x].keys())[0] l_x = actor.label(text=str(x_label), pos=x_coord, scale=(1, 1, 1), color=(50, 50, 50)) r.add(l_x) y_coord = list(G.nodes[y].values())[0] y_label = list(G.nodes[y].keys())[0] l_y = actor.label(text=str(y_label), pos=y_coord, scale=(1, 1, 1), color=(50, 50, 50)) r.add(l_y) coord_nodes.append(x_coord) coord_nodes.append(y_coord) c = actor.line([(x_coord, y_coord)], window.colors.coral, linewidth=100 * (float(G.get_edge_data(x, y)['weight'])) ^ 2) r.add(c) point_actor = actor.point(list(set(coord_nodes)), window.colors.grey, point_radius=0.75) r.add(point_actor) # Load glass brain template and resample to MNI152_2mm brain template_img = nib.load(ch2better_loc) template_target_img = nib.load(template_mask) res_brain_img = resample_to_img(template_img, template_target_img) template_img_data = res_brain_img.get_data().astype('bool') template_actor = actor.contour_from_roi(template_img_data, color=(50, 50, 50), opacity=0.05) r.add(template_actor) # Show scene if interactive is True: window.show(r, size=(600, 600), reset_camera=False) else: fig_path = os.path.dirname(streamlines_mni) + '/3d_connectome_fig.png' window.record(r, out_path=fig_path, size=(600, 600)) return
scene = window.Scene() ############################################################################## # The vertices are connected with triangles in order to specify the direction # of the surface normal. # ``prim_sphere`` provites a sphere with evenly distributed points vertices, triangles = primitive.prim_sphere(name='symmetric362', gen_faces=False) ############################################################################## # To be able to visualize the vertices, let's define a point actor with # green color. point_actor = actor.point(vertices, point_radius=0.01, colors=(0, 1, 0)) ############################################################################## # Normals are the vectors that are perpendicular to the surface at each # vertex. We specify the normals at the vertices to tell the system # whether triangles represent curved surfaces. normals = utils.normals_from_v_f(vertices, triangles) ############################################################################## # The normals are usually used to calculate how the light will bounce on # the surface of an object. However, here we will use them to direct the # spikes (represented with arrows). # So, let's create an arrow actor at the center of each vertex. arrow_actor = actor.arrow(centers=vertices,
import numpy as np from fury import window, utils, actor, primitive import itertools vertices, triangles = primitive.prim_star() colors = 255 * np.random.rand(*vertices.shape) point_actor = actor.point(vertices, point_radius=0.01, colors=colors / 255.) # this does not work #colors = np.array([255, 0. , 0.]) # this does work colors = np.array([[255, 0., 0.], [255, 0., 0.], [255, 0., 0.], [255, 0., 0.], [255, 0., 0.], [255, 0., 0.], [255, 0., 0.], [255, 0., 0.]]) frustum_actor = utils.get_actor_from_primitive(vertices=vertices, triangles=triangles, colors=colors, backface_culling=False) scene = window.Scene() scene.add(point_actor) scene.add(actor.axes()) scene.add(frustum_actor) # frustum_actor.GetProperty().SetOpacity(0.3) scene.set_camera(position=(10, 5, 7), focal_point=(0, 0, 0)) window.show(scene, size=(600, 600), reset_camera=False)
############################################################################### # Creating a scene object and configuring the camera's position scene = window.Scene() scene.set_camera(position=(0, 10, -1), focal_point=(0.0, 0.0, 0.0), view_up=(0.0, 0.0, 0.0)) showm = window.ShowManager(scene, size=(1920, 1080), order_transparent=True) showm.initialize() ############################################################################### # Creating vertices and points actors verts3D = rotate4D(verts4D) if not wireframe: points = actor.point(verts3D, colors=p_color) point_verts = utils.vertices_from_actor(points) no_vertices = len(point_verts) / 16 initial_verts = point_verts.copy() - \ np.repeat(verts3D, no_vertices, axis=0) scene.add(points) ############################################################################### # Connecting points with lines actor lines = connect_points(verts3D) edges = actor.line(lines=lines, colors=e_color, lod=False, fake_tube=True,