def test_polydata_polygon(interactive=False): # Create a cube my_triangles = np.array([[0, 6, 4], [0, 2, 6], [0, 3, 2], [0, 1, 3], [2, 7, 6], [2, 3, 7], [4, 6, 7], [4, 7, 5], [0, 4, 5], [0, 5, 1], [1, 5, 7], [1, 7, 3]], dtype='i8') my_vertices = np.array([[0.0, 0.0, 0.0], [0.0, 0.0, 1.0], [0.0, 1.0, 0.0], [0.0, 1.0, 1.0], [1.0, 0.0, 0.0], [1.0, 0.0, 1.0], [1.0, 1.0, 0.0], [1.0, 1.0, 1.0]]) colors = my_vertices * 255 my_polydata = vtk.vtkPolyData() utils.set_polydata_vertices(my_polydata, my_vertices) utils.set_polydata_triangles(my_polydata, my_triangles) npt.assert_equal(len(my_vertices), my_polydata.GetNumberOfPoints()) npt.assert_equal(len(my_triangles), my_polydata.GetNumberOfCells()) npt.assert_equal(utils.get_polydata_normals(my_polydata), None) res_triangles = utils.get_polydata_triangles(my_polydata) res_vertices = utils.get_polydata_vertices(my_polydata) npt.assert_array_equal(my_vertices, res_vertices) npt.assert_array_equal(my_triangles, res_triangles) utils.set_polydata_colors(my_polydata, colors) npt.assert_equal(utils.get_polydata_colors(my_polydata), colors) utils.update_polydata_normals(my_polydata) normals = utils.get_polydata_normals(my_polydata) npt.assert_equal(len(normals), len(my_vertices)) mapper = utils.get_polymapper_from_polydata(my_polydata) actor1 = utils.get_actor_from_polymapper(mapper) actor2 = utils.get_actor_from_polydata(my_polydata) scene = window.Scene() for actor in [actor1, actor2]: scene.add(actor) if interactive: window.show(scene) arr = window.snapshot(scene) report = window.analyze_snapshot(arr) npt.assert_equal(report.objects, 1)
############################################################################### # Let's download and load the model from fury.data.fetcher import fetch_viz_models, read_viz_models fetch_viz_models() model = read_viz_models('utah.obj') ############################################################################### # # Let's start by loading the polydata of choice. # For this example we use the standard utah teapot model. # currently supported formats include OBJ, VKT, FIB, PLY, STL and XML utah = io.load_polydata(model) utah = utils.get_polymapper_from_polydata(utah) utah = utils.get_actor_from_polymapper(utah) mapper = utah.GetMapper() ############################################################################### # To change the default shader we add a shader replacement. # Specify vertex shader using vtkShader.Vertex # Specify fragment shader using vtkShader.Fragment mapper.AddShaderReplacement( vtk.vtkShader.Vertex, "//VTK::ValuePass::Dec", True, """ //VTK::ValuePass::Dec out vec4 myVertexVC; """, False) mapper.AddShaderReplacement(