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NF: Sphere, Geometry & Material #946
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import numpy as np | ||
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from fury.geometry import buffer_to_geometry, create_mesh | ||
from fury.material import _create_mesh_material | ||
import fury.primitive as fp | ||
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def sphere( | ||
centers, | ||
colors, | ||
*, | ||
radii=1.0, | ||
phi=16, | ||
theta=16, | ||
opacity=None, | ||
material="phong", | ||
enable_picking=True, | ||
): | ||
""" | ||
Visualize one or many spheres with different colors and radii. | ||
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Parameters | ||
---------- | ||
centers : ndarray, shape (N, 3) | ||
Spheres positions. | ||
colors : ndarray, shape (N, 3) or (N, 4) or tuple (3,) or tuple (4,) | ||
RGB or RGBA (for opacity) R, G, B, and A should be in the range [0, 1]. | ||
radii : float or ndarray, shape (N,) | ||
Sphere radius. Can be a single value for all spheres or an array of | ||
radii for each sphere. | ||
phi : int, optional | ||
The number of segments in the longitude direction. | ||
theta : int, optional | ||
The number of segments in the latitude direction. | ||
opacity : float, optional | ||
Takes values from 0 (fully transparent) to 1 (opaque). | ||
If both `opacity` and RGBA are provided, the final alpha will be: | ||
final_alpha = alpha_in_RGBA * opacity | ||
material : str, optional | ||
The material type for the spheres. Options are 'phong' and 'basic'. | ||
enable_picking : bool, optional | ||
Whether the spheres should be pickable in a 3D scene. | ||
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Returns | ||
------- | ||
mesh_actor : Actor | ||
A mesh actor containing the generated spheres, with the specified | ||
material and properties. | ||
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Examples | ||
-------- | ||
>>> from fury import window, actor | ||
>>> scene = window.Scene() | ||
>>> centers = np.random.rand(5, 3) | ||
>>> colors = np.random.rand(5, 3) | ||
>>> sphere_actor = actor.sphere(centers, colors, radii=0.5) | ||
>>> scene.add(sphere_actor) | ||
>>> # window.show(scene) | ||
""" | ||
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scales = radii | ||
directions = (1, 0, 0) | ||
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vertices, faces = fp.prim_sphere(phi=phi, theta=theta) | ||
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res = fp.repeat_primitive( | ||
vertices, | ||
faces, | ||
directions=directions, | ||
centers=centers, | ||
colors=colors, | ||
scales=scales, | ||
) | ||
big_vertices, big_faces, big_colors, _ = res | ||
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prim_count = len(centers) | ||
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big_colors = big_colors / 255.0 | ||
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if isinstance(opacity, (int, float)): | ||
if big_colors.shape[1] == 3: | ||
big_colors = np.hstack( | ||
(big_colors, np.full((big_colors.shape[0], 1), opacity)) | ||
) | ||
else: | ||
big_colors[:, 3] *= opacity | ||
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geo = buffer_to_geometry( | ||
indices=big_faces.astype("int32"), | ||
positions=big_vertices.astype("float32"), | ||
texcoords=big_vertices.astype("float32"), | ||
colors=big_colors.astype("float32"), | ||
) | ||
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mat = _create_mesh_material(material=material, enable_picking=enable_picking) | ||
obj = create_mesh(geometry=geo, material=mat) | ||
obj.local.position = centers[0] | ||
obj.prim_count = prim_count | ||
return obj |
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from pygfx import Geometry, Mesh | ||
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def buffer_to_geometry(positions, **kwargs): | ||
""" | ||
Convert a buffer to a geometry object. | ||
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Parameters | ||
---------- | ||
positions : array_like | ||
The positions buffer. | ||
kwargs : dict | ||
A dict of attributes to define on the geometry object. Keys can be | ||
"colors", "normals", "texcoords", | ||
"indices", ... | ||
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Returns | ||
------- | ||
geo : Geometry | ||
The geometry object. | ||
""" | ||
geo = Geometry(positions=positions, **kwargs) | ||
return geo | ||
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def create_mesh(geometry, material): | ||
""" | ||
Create a mesh object. | ||
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Parameters | ||
---------- | ||
geometry : Geometry | ||
The geometry object. | ||
material : Material | ||
The material object. | ||
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Returns | ||
------- | ||
mesh : Mesh | ||
The mesh object. | ||
""" | ||
mesh = Mesh(geometry=geometry, material=material) | ||
return mesh |
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import pygfx as gfx | ||
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def _create_mesh_material( | ||
*, material="phong", enable_picking=True, color=None, opacity=1.0, mode="vertex" | ||
): | ||
""" | ||
Create a mesh material. | ||
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Parameters | ||
---------- | ||
material : str, optional | ||
The type of material to create. Options are 'phong' (default) and | ||
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'basic'. | ||
enable_picking : bool, optional | ||
Whether the material should be pickable in a scene. | ||
color : tuple or None, optional | ||
The color of the material, represented as an RGBA tuple. If None, the | ||
default color is used. | ||
opacity : float, optional | ||
The opacity of the material, from 0 (transparent) to 1 (opaque). | ||
If RGBA is provided, the final alpha will be: | ||
final_alpha = alpha_in_RGBA * opacity | ||
mode : str, optional | ||
The color mode of the material. Options are 'auto' and 'vertex'. | ||
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Returns | ||
------- | ||
gfx.MeshMaterial | ||
A mesh material object of the specified type with the given properties. | ||
""" | ||
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if not (0 <= opacity <= 1): | ||
raise ValueError("Opacity must be between 0 and 1.") | ||
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if color is None and mode == "auto": | ||
raise ValueError("Color must be specified when mode is 'auto'.") | ||
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elif color is not None: | ||
if len(color) == 3: | ||
color = (*color, opacity) | ||
elif len(color) == 4: | ||
color = color | ||
color[3] *= opacity | ||
else: | ||
raise ValueError("Color must be a tuple of length 3 or 4.") | ||
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if mode == "vertex": | ||
color = (1, 1, 1) | ||
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if material == "phong": | ||
return gfx.MeshPhongMaterial( | ||
pick_write=enable_picking, | ||
color_mode=mode, | ||
color=color, | ||
) | ||
elif material == "basic": | ||
return gfx.MeshBasicMaterial( | ||
pick_write=enable_picking, | ||
color_mode=mode, | ||
color=color, | ||
) | ||
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else: | ||
raise ValueError(f"Unsupported material type: {material}") |
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you just missed this one