def get_proj(self): """Create the projection matrix from the current viewing position. elev stores the elevation angle in the z plane azim stores the azimuth angle in the x,y plane dist is the distance of the eye viewing point from the object point. """ relev, razim = np.pi * self.elev/180, np.pi * self.azim/180 xmin, xmax = self.get_xlim3d() ymin, ymax = self.get_ylim3d() zmin, zmax = self.get_zlim3d() worldM = proj3d.world_transformation(xmin, xmax, ymin, ymax, zmin, zmax) R = np.array([0.5, 0.5, 0.5]) xp = R[0] + np.cos(razim) * np.cos(relev) * self.dist yp = R[1] + np.sin(razim) * np.cos(relev) * self.dist zp = R[2] + np.sin(relev) * self.dist E = np.array((xp, yp, zp)) self.eye = E self.vvec = R - E self.vvec = self.vvec / proj3d.mod(self.vvec) if abs(relev) > np.pi/2: V = np.array((0, 0, -1)) else: V = np.array((0, 0, 1)) zfront, zback = -self.dist, self.dist viewM = proj3d.view_transformation(E, R, V) perspM = proj3d.persp_transformation(zfront, zback) M0 = np.dot(viewM, worldM) M = np.dot(perspM, M0) return M
def _shade_colors(self, color, normals): """ Shade *color* using normal vectors given by *normals*. *color* can also be an array of the same length as *normals*. """ shade = [] for n in normals: n = n / proj3d.mod(n) shade.append(np.dot(n, [-1, -1, 0.5])) shade = np.array(shade) mask = ~np.isnan(shade) if len(shade[mask]) > 0: norm = Normalize(min(shade[mask]), max(shade[mask])) if art3d.iscolor(color): color = color.copy() color[3] = 1 colors = [color * (0.5 + norm(v) * 0.5) for v in shade] else: colors = [np.array(colorConverter.to_rgba(c)) * (0.5 + norm(v) * 0.5) for c, v in zip(color, shade)] else: colors = color.copy() return colors
def _shade_colors(self, color, normals): ''' Shade *color* using normal vectors given by *normals*. *color* can also be an array of the same length as *normals*. ''' shade = [] for n in normals: n = n / proj3d.mod(n) shade.append(np.dot(n, [-1, -1, 0.5])) shade = np.array(shade) mask = ~np.isnan(shade) if len(shade[mask]) > 0: norm = Normalize(min(shade[mask]), max(shade[mask])) if art3d.iscolor(color): color = color.copy() color[3] = 1 colors = [color * (0.5 + norm(v) * 0.5) for v in shade] else: colors = [np.array(colorConverter.to_rgba(c)) * \ (0.5 + norm(v) * 0.5) \ for c, v in zip(color, shade)] else: colors = color.copy() return colors
def plot_surface(self, X, Y, Z, *args, **kwargs): had_data = self.has_data() rows, cols = Z.shape tX, tY, tZ = np.transpose(X), np.transpose(Y), np.transpose(Z) rstride = cbook.popd(kwargs, 'rstride', 10) cstride = cbook.popd(kwargs, 'cstride', 10) # polys = [] boxes = [] for rs in np.arange(0, rows - 1, rstride): for cs in np.arange(0, cols - 1, cstride): ps = [] corners = [] for a, ta in [(X, tX), (Y, tY), (Z, tZ)]: ztop = a[rs][cs:min(cols, cs + cstride + 1)] zleft = ta[min(cols - 1, cs + cstride)][rs:min(rows, rs + rstride + 1)] zbase = a[min(rows - 1, rs + rstride)][cs:min(cols, cs + cstride + 1):] zbase = zbase[::-1] zright = ta[cs][rs:min(rows, rs + rstride + 1):] zright = zright[::-1] corners.append([ztop[0], ztop[-1], zbase[0], zbase[-1]]) z = np.concatenate((ztop, zleft, zbase, zright)) ps.append(z) boxes.append(map(np.array, zip(*corners))) polys.append(zip(*ps)) # lines = [] shade = [] for box in boxes: n = proj3d.cross(box[0] - box[1], box[0] - box[2]) n = n / proj3d.mod(n) * 5 shade.append(np.dot(n, [-1, -1, 0.5])) lines.append((box[0], n + box[0])) # color = np.array([0, 0, 1, 1]) norm = Normalize(min(shade), max(shade)) colors = [color * (0.5 + norm(v) * 0.5) for v in shade] for c in colors: c[3] = 1 polyc = art3d.Poly3DCollection(polys, facecolors=colors, *args, **kwargs) polyc._zsort = 1 self.add_collection(polyc) # self.auto_scale_xyz(X, Y, Z, had_data) return polyc
def _shade_colors(self, color, normals): shade = [] for n in normals: n = n / proj3d.mod(n) * 5 shade.append(np.dot(n, [-1, -1, 0.5])) shade = np.array(shade) mask = ~np.isnan(shade) if len(shade[mask]) > 0: norm = Normalize(min(shade[mask]), max(shade[mask])) color = color.copy() color[3] = 1 colors = [color * (0.5 + norm(v) * 0.5) for v in shade] else: colors = color.copy() return colors
def get_proj(self): """Create the projection matrix from the current viewing position. elev stores the elevation angle in the z plane azim stores the azimuth angle in the x,y plane dist is the distance of the eye viewing point from the object point. """ relev,razim = npy.pi * self.elev/180, npy.pi * self.azim/180 xmin,xmax = self.get_w_xlim() ymin,ymax = self.get_w_ylim() zmin,zmax = self.get_w_zlim() # transform to uniform world coordinates 0-1.0,0-1.0,0-1.0 worldM = proj3d.world_transformation(xmin,xmax, ymin,ymax, zmin,zmax) # look into the middle of the new coordinates R = npy.array([0.5,0.5,0.5]) # xp = R[0] + npy.cos(razim)*npy.cos(relev)*self.dist yp = R[1] + npy.sin(razim)*npy.cos(relev)*self.dist zp = R[2] + npy.sin(relev)*self.dist E = npy.array((xp, yp, zp)) # self.eye = E self.vvec = R - E self.vvec = self.vvec / proj3d.mod(self.vvec) if abs(relev) > npy.pi/2: # upside down V = npy.array((0,0,-1)) else: V = npy.array((0,0,1)) zfront,zback = -self.dist,self.dist viewM = proj3d.view_transformation(E,R,V) perspM = proj3d.persp_transformation(zfront,zback) M0 = npy.dot(viewM,worldM) M = npy.dot(perspM,M0) return M
def plot_surface(self, X, Y, Z, *args, **kwargs): had_data = self.has_data() rows, cols = Z.shape tX,tY,tZ = npy.transpose(X), npy.transpose(Y), npy.transpose(Z) rstride = cbook.popd(kwargs, 'rstride', 10) cstride = cbook.popd(kwargs, 'cstride', 10) # polys = [] boxes = [] for rs in npy.arange(0,rows-1,rstride): for cs in npy.arange(0,cols-1,cstride): ps = [] corners = [] for a,ta in [(X,tX),(Y,tY),(Z,tZ)]: ztop = a[rs][cs:min(cols,cs+cstride+1)] zleft = ta[min(cols-1,cs+cstride)][rs:min(rows,rs+rstride+1)] zbase = a[min(rows-1,rs+rstride)][cs:min(cols,cs+cstride+1):] zbase = zbase[::-1] zright = ta[cs][rs:min(rows,rs+rstride+1):] zright = zright[::-1] corners.append([ztop[0],ztop[-1],zbase[0],zbase[-1]]) z = npy.concatenate((ztop,zleft,zbase,zright)) ps.append(z) boxes.append(map(npy.array,zip(*corners))) polys.append(zip(*ps)) # lines = [] shade = [] for box in boxes: n = proj3d.cross(box[0]-box[1], box[0]-box[2]) n = n/proj3d.mod(n)*5 shade.append(npy.dot(n,[-1,-1,0.5])) lines.append((box[0],n+box[0])) # color = npy.array([0,0,1,1]) norm = Normalize(min(shade),max(shade)) colors = [color * (0.5+norm(v)*0.5) for v in shade] for c in colors: c[3] = 1 polyc = art3d.Poly3DCollection(polys, facecolors=colors, *args, **kwargs) polyc._zsort = 1 self.add_collection(polyc) # self.auto_scale_xyz(X,Y,Z, had_data) return polyc
def _shade_colors(self, color, normals): ''' Shade *color* using normal vectors given by *normals*. *color* can also be an array of the same length as *normals*. ''' shade = np.array([np.dot(n / proj3d.mod(n), [-1, -1, 0.5]) for n in normals]) mask = ~np.isnan(shade) if len(shade[mask]) > 0: norm = Normalize(min(shade[mask]), max(shade[mask])) color = colorConverter.to_rgba_array(color) # shape of color should be (M, 4) (where M is number of faces) # shape of shade should be (M,) # colors should have final shape of (M, 4) alpha = color[:, 3] colors = (0.5 + norm(shade)[:, np.newaxis] * 0.5) * color colors[:, 3] = alpha else: colors = color.copy() return colors