def draw(self, renderer): # draw the background patch self.axesPatch.draw(renderer) self._frameon = False # add the projection matrix to the renderer self.M = self.get_proj() renderer.M = self.M renderer.vvec = self.vvec renderer.eye = self.eye renderer.get_axis_position = self.get_axis_position # Calculate projection of collections and zorder them zlist = [(col.do_3d_projection(renderer), col) \ for col in self.collections] zlist.sort(reverse=True) for i, (z, col) in enumerate(zlist): col.zorder = getattr(col, '_force_zorder', i) # Calculate projection of patches and zorder them zlist = [(patch.do_3d_projection(renderer), patch) \ for patch in self.patches] zlist.sort(reverse=True) for i, (z, patch) in enumerate(zlist): patch.zorder = i self.w_xaxis.draw(renderer) self.w_yaxis.draw(renderer) self.w_zaxis.draw(renderer) Axes.draw(self, renderer)
def draw(self, renderer): # draw the background patch self.axesPatch.draw(renderer) self._frameon = False # add the projection matrix to the renderer self.M = self.get_proj() renderer.M = self.M renderer.vvec = self.vvec renderer.eye = self.eye renderer.get_axis_position = self.get_axis_position # Calculate projection of collections and zorder them zlist = [(col.do_3d_projection(renderer), col) for col in self.collections] zlist.sort() zlist.reverse() for i, (z, col) in enumerate(zlist): col.zorder = i # Calculate projection of patches and zorder them zlist = [(patch.do_3d_projection(renderer), patch) for patch in self.patches] zlist.sort() zlist.reverse() for i, (z, patch) in enumerate(zlist): patch.zorder = i axes = (self.w_xaxis, self.w_yaxis, self.w_zaxis) for ax in axes: ax.draw_pane(renderer) for ax in axes: ax.draw(renderer) Axes.draw(self, renderer)
def draw(self, renderer): if self._parent is not None: self.axes.viewLim.set(self._parent.viewLim) self.set_position(self._parent.get_position()) Axes.draw(self, renderer)
def draw(self, renderer): # draw the background patch self.axesPatch.draw(renderer) self._frameon = False # add the projection matrix to the renderer self.M = self.get_proj() renderer.M = self.M renderer.vvec = self.vvec renderer.eye = self.eye renderer.get_axis_position = self.get_axis_position # Calculate projection of collections and zorder them zlist = [(col.do_3d_projection(renderer), col) \ for col in self.collections] zlist.sort() zlist.reverse() for i, (z, col) in enumerate(zlist): col.zorder = i # Calculate projection of patches and zorder them zlist = [(patch.do_3d_projection(renderer), patch) \ for patch in self.patches] zlist.sort() zlist.reverse() for i, (z, patch) in enumerate(zlist): patch.zorder = i self.w_xaxis.draw(renderer) self.w_yaxis.draw(renderer) self.w_zaxis.draw(renderer) Axes.draw(self, renderer)
def draw(self, *args): ''' draw() is overridden here to allow the data transform to be updated before calling the Axes.draw() method. This allows resizes to be properly handled without registering callbacks. The amount of work done here is kept to a minimum. ''' self._update_data_transform() Axes.draw(self, *args)
def draw(self, renderer, *args, **kwargs): if self._capture is None or not self._enabled: Axes.draw(self.axes, renderer, *args, **kwargs) self._capture = RenderCapture(self.axes, renderer) else: self.axes.axesPatch.draw(renderer, *args, **kwargs) self._capture.draw(renderer, *args, **kwargs) self.axes.xaxis.draw(renderer, *args, **kwargs) self.axes.yaxis.draw(renderer, *args, **kwargs) for s in self.axes.spines.values(): s.draw(renderer, *args, **kwargs)
def draw(self, *args, **kwargs): thetamin, thetamax = self._realViewLim.intervalx thetamin *= 180 / np.pi thetamax *= 180 / np.pi if thetamin > thetamax: thetamin, thetamax = thetamax, thetamin rmin, rmax = self._realViewLim.intervaly - self.get_rorigin() if isinstance(self.patch, mpatches.Wedge): # Backwards-compatibility: Any subclassed Axes might override the # patch to not be the Wedge that PolarAxes uses. center = self.transWedge.transform_point((0.5, 0.5)) self.patch.set_center(center) self.patch.set_theta1(thetamin) self.patch.set_theta2(thetamax) edge, _ = self.transWedge.transform_point((1, 0)) radius = edge - center[0] width = min(radius * (rmax - rmin) / rmax, radius) self.patch.set_radius(radius) self.patch.set_width(width) inner_width = radius - width inner = self.spines.get('inner', None) if inner: inner.set_visible(inner_width != 0.0) visible = not _is_full_circle_deg(thetamin, thetamax) # For backwards compatibility, any subclassed Axes might override the # spines to not include start/end that PolarAxes uses. start = self.spines.get('start', None) end = self.spines.get('end', None) if start: start.set_visible(visible) if end: end.set_visible(visible) if visible: yaxis_text_transform = self._yaxis_transform else: yaxis_text_transform = self._r_label_position + self.transData if self._yaxis_text_transform != yaxis_text_transform: self._yaxis_text_transform.set(yaxis_text_transform) self.yaxis.reset_ticks() self.yaxis.set_clip_path(self.patch) Axes.draw(self, *args, **kwargs)
def draw(self, renderer): self.axesPatch.draw(renderer) self._frameon = False self.M = self.get_proj() renderer.M = self.M renderer.vvec = self.vvec renderer.eye = self.eye renderer.get_axis_position = self.get_axis_position zlist = [(col.do_3d_projection(renderer), col) \ for col in self.collections] zlist.sort() zlist.reverse() for i, (z, col) in enumerate(zlist): col.zorder = i zlist = [(patch.do_3d_projection(renderer), patch) \ for patch in self.patches] zlist.sort() zlist.reverse() for i, (z, patch) in enumerate(zlist): patch.zorder = i self.w_xaxis.draw(renderer) self.w_yaxis.draw(renderer) self.w_zaxis.draw(renderer) Axes.draw(self, renderer)
def draw(self, *args): '''Override Axes.draw() to first consider our buffer.''' self._check_buffer() Axes.draw(self, *args)