# -*- coding: utf-8 -*-
import gzip
from tempfile import TemporaryDirectory as InTemporaryDirectory
from threading import Lock
import time
from warnings import warn
import numpy as np
from scipy import ndimage
from fury import __version__ as fury_version
import fury.animation as anim
from fury.decorators import warn_on_args_to_kwargs
from fury.interactor import CustomInteractorStyle
from fury.io import load_image, save_image
from fury.lib import (
Actor2D,
Command,
InteractorEventRecorder,
InteractorStyleImage,
InteractorStyleTrackballCamera,
OpenGLRenderer,
RenderLargeImage,
RenderWindow,
RenderWindowInteractor,
Skybox,
Volume,
WindowToImageFilter,
colors,
numpy_support,
)
from fury.shaders.base import GL_NUMBERS as _GL
from fury.utils import asbytes
[docs]
class Scene(OpenGLRenderer):
"""Your scene class.
This is an important object that is responsible for preparing objects
e.g. actors and volumes for rendering. This is a more pythonic version
of ``vtkRenderer`` providing simple methods for adding and removing actors
but also it provides access to all the functionality
available in ``vtkRenderer`` if necessary.
"""
@warn_on_args_to_kwargs()
def __init__(self, *, background=(0, 0, 0), skybox=None):
self.__skybox = skybox
self.__skybox_actor = None
if skybox:
self.AutomaticLightCreationOff()
self.UseImageBasedLightingOn()
self.UseSphericalHarmonicsOff()
self.SetEnvironmentTexture(self.__skybox)
self.skybox()
[docs]
def background(self, color):
"""Set a background color."""
self.SetBackground(color)
[docs]
@warn_on_args_to_kwargs()
def skybox(self, *, visible=True, gamma_correct=True):
"""Show or hide the skybox.
Parameters
----------
visible : bool
Whether to show the skybox or not.
gamma_correct : bool
Whether to apply gamma correction to the skybox or not.
"""
if self.__skybox:
if visible:
if self.__skybox_actor is None:
self.__skybox_actor = Skybox()
self.__skybox_actor.SetTexture(self.__skybox)
if gamma_correct:
self.__skybox_actor.GammaCorrectOn()
self.add(self.__skybox_actor)
else:
self.rm(self.__skybox_actor)
else:
warn(
"Scene created without a skybox. Nothing to show or hide.", stacklevel=2
)
[docs]
def add(self, *actors):
"""Add an actor to the scene."""
for actor in actors:
if isinstance(actor, Volume):
self.AddVolume(actor)
elif isinstance(actor, Actor2D):
self.AddActor2D(actor)
elif hasattr(actor, "add_to_scene"):
actor.add_to_scene(self)
else:
self.AddActor(actor)
[docs]
def rm(self, *actors):
"""Remove more than once actors at once."""
for actor in actors:
self.RemoveActor(actor)
[docs]
def clear(self):
"""Remove all actors from the scene."""
self.RemoveAllViewProps()
[docs]
def rm_all(self):
"""Remove all actors from the scene."""
self.RemoveAllViewProps()
[docs]
@warn_on_args_to_kwargs()
def projection(self, *, proj_type="perspective"):
"""Decide between parallel or perspective projection.
Parameters
----------
proj_type : str
Can be 'parallel' or 'perspective' (default).
"""
if proj_type == "parallel":
self.GetActiveCamera().ParallelProjectionOn()
else:
self.GetActiveCamera().ParallelProjectionOff()
[docs]
def reset_camera(self):
"""Reset the camera to an automatic position given by the engine."""
self.ResetCamera()
[docs]
@warn_on_args_to_kwargs()
def reset_camera_tight(self, *, margin_factor=1.02):
"""Resets camera so the content fit tightly within the window.
Parameters
----------
margin_factor : float (optional)
Margin added around the content. Default: 1.02.
"""
self.ComputeAspect()
cam = self.GetActiveCamera()
aspect = self.GetAspect()
X1, X2, Y1, Y2, Z1, Z2 = self.ComputeVisiblePropBounds()
width, height = X2 - X1, Y2 - Y1
center = np.array((X1 + width / 2.0, Y1 + height / 2.0, 0))
angle = np.pi * cam.GetViewAngle() / 180.0
dist = max(width / aspect[0], height) / np.sin(angle / 2.0) / 2.0
position = center + np.array((0, 0, dist * margin_factor))
cam.SetViewUp(0, 1, 0)
cam.SetPosition(*position)
cam.SetFocalPoint(*center)
self.ResetCameraClippingRange(X1, X2, Y1, Y2, Z1, Z2)
parallelScale = max(width / aspect[0], height) / 2.0
cam.SetParallelScale(parallelScale * margin_factor)
[docs]
def reset_clipping_range(self):
"""Reset the camera to an automatic position given by the engine."""
self.ResetCameraClippingRange()
[docs]
def camera(self):
"""Return the camera object."""
return self.GetActiveCamera()
[docs]
def get_camera(self):
"""Return Camera information: Position, Focal Point, View Up."""
cam = self.GetActiveCamera()
return cam.GetPosition(), cam.GetFocalPoint(), cam.GetViewUp()
[docs]
def camera_info(self):
"""Return Camera information."""
cam = self.camera()
print("# Active Camera")
print(" Position (%.2f, %.2f, %.2f)" % cam.GetPosition())
print(" Focal Point (%.2f, %.2f, %.2f)" % cam.GetFocalPoint())
print(" View Up (%.2f, %.2f, %.2f)" % cam.GetViewUp())
[docs]
@warn_on_args_to_kwargs()
def set_camera(self, *, position=None, focal_point=None, view_up=None):
"""Set up camera position / Focal Point / View Up."""
if position is not None:
self.GetActiveCamera().SetPosition(*position)
if focal_point is not None:
self.GetActiveCamera().SetFocalPoint(*focal_point)
if view_up is not None:
self.GetActiveCamera().SetViewUp(*view_up)
self.ResetCameraClippingRange()
[docs]
def size(self):
"""Scene size."""
return self.GetSize()
[docs]
def zoom(self, value):
"""Rescale scene's camera.
In perspective mode, decrease the view angle by the specified
factor. In parallel mode, decrease the parallel scale by the specified
factor. A value greater than 1 is a zoom-in, a value less than 1 is a
zoom-out.
"""
self.GetActiveCamera().Zoom(value)
[docs]
def azimuth(self, angle):
"""Rotate scene's camera.
Rotate the camera about the view up vector centered at the focal
point. Note that the view up vector is whatever was set via SetViewUp,
and is not necessarily perpendicular to the direction of projection.
The result is a horizontal rotation of the camera.
"""
self.GetActiveCamera().Azimuth(angle)
[docs]
def yaw(self, angle):
"""Yaw scene's camera.
Rotate the focal point about the view up vector, using the camera's
position as the center of rotation. Note that the view up vector is
whatever was set via SetViewUp, and is not necessarily perpendicular
to the direction of projection. The result is a horizontal rotation of
the scene.
"""
self.GetActiveCamera().Yaw(angle)
[docs]
def elevation(self, angle):
"""Elevate scene's camera.
Rotate the camera about the cross product of the negative of the
direction of projection and the view up vector, using the focal point
as the center of rotation. The result is a vertical rotation of the
scene.
"""
self.GetActiveCamera().Elevation(angle)
[docs]
def pitch(self, angle):
"""Pitch scene's camera.
Rotate the focal point about the cross product of the view up
vector and the direction of projection, using the camera's position as
the center of rotation. The result is a vertical rotation of the
camera.
"""
self.GetActiveCamera().Pitch(angle)
[docs]
def roll(self, angle):
"""Roll scene's camera.
Rotate the camera about the direction of projection. This will
spin the camera about its axis.
"""
self.GetActiveCamera().Roll(angle)
[docs]
def dolly(self, value):
"""Dolly In/Out scene's camera.
Divide the camera's distance from the focal point by the given
dolly value. Use a value greater than one to dolly-in toward the focal
point, and use a value less than one to dolly-out away from the focal
point.
"""
self.GetActiveCamera().Dolly(value)
[docs]
def camera_direction(self):
"""Get camera direction.
Get the vector in the direction from the camera position to the
focal point. This is usually the opposite of the ViewPlaneNormal, the
vector perpendicular to the screen, unless the view is oblique.
"""
return self.GetActiveCamera().GetDirectionOfProjection()
@property
def last_render_time(self):
"""Returns the last render time in seconds."""
return self.GetLastRenderTimeInSeconds()
[docs]
def fxaa_on(self):
self.SetUseFXAA(True)
[docs]
def fxaa_off(self):
self.SetUseFXAA(False)
[docs]
class ShowManager:
"""Class interface between the scene, the window and the interactor."""
@warn_on_args_to_kwargs()
def __init__(
self,
*,
scene=None,
title="FURY",
size=(300, 300),
png_magnify=1,
reset_camera=True,
order_transparent=False,
interactor_style="custom",
stereo="off",
multi_samples=8,
max_peels=4,
occlusion_ratio=0.0,
):
"""Manage the visualization pipeline.
Parameters
----------
scene : Scene() or vtkRenderer()
The scene that holds all the actors.
title : string
A string for the window title bar.
size : (int, int)
``(width, height)`` of the window. Default is (300, 300).
png_magnify : int
Number of times to magnify the screenshot. This can be used to save
high resolution screenshots when pressing 's' inside the window.
reset_camera : bool
Default is True. You can change this option to False if you want to
keep the camera as set before calling this function.
order_transparent : bool
True is useful when you want to order transparent
actors according to their relative position to the camera. The
default option which is False will order the actors according to
the order of their addition to the Scene().
interactor_style : str or vtkInteractorStyle
If str then if 'trackball' then vtkInteractorStyleTrackballCamera()
is used, if 'image' then vtkInteractorStyleImage() is used (no
rotation) or if 'custom' then CustomInteractorStyle is used.
Otherwise you can input your own interactor style.
stereo: string
Set the stereo type. Default is 'off'. Other types include:
* 'opengl': OpenGL frame-sequential stereo. Referred to as
'CrystalEyes' by VTK.
* 'anaglyph': For use with red/blue glasses. See VTK docs to
use different colors.
* 'interlaced': Line interlaced.
* 'checkerboard': Checkerboard interlaced.
* 'left': Left eye only.
* 'right': Right eye only.
* 'horizontal': Side-by-side.
multi_samples : int
Number of samples for anti-aliazing (Default 8).
For no anti-aliasing use 0.
max_peels : int
Maximum number of peels for depth peeling (Default 4).
occlusion_ratio : float
Occlusion ration for depth peeling (Default 0 - exact image).
Attributes
----------
scene : Scene() or vtkRenderer()
iren : vtkRenderWindowInteractor()
style : vtkInteractorStyle()
window : vtkRenderWindow()
Examples
--------
>>> from fury import actor, window
>>> scene = window.Scene()
>>> scene.add(actor.axes())
>>> showm = window.ShowManager(scene)
>>> # showm.render()
>>> # showm.start()
"""
if scene is None:
scene = Scene()
self.scene = scene
self.title = title
self.size = size
self.png_magnify = png_magnify
self.reset_camera = reset_camera
self.order_transparent = order_transparent
self.interactor_style = interactor_style
self.stereo = stereo
self.timers = []
self.mutex = Lock()
self._fps = 0
self._last_render_time = 0
if self.reset_camera:
self.scene.ResetCamera()
self.window = RenderWindow()
if self.stereo.lower() != "off":
enable_stereo(self.window, self.stereo)
self.window.AddRenderer(scene)
self.window.SetSize(size[0], size[1])
if self.order_transparent:
occlusion_ratio = occlusion_ratio or 0.1
antialiasing(
self.scene,
self.window,
multi_samples=multi_samples,
max_peels=max_peels,
occlusion_ratio=occlusion_ratio,
)
if self.interactor_style == "image":
self.style = InteractorStyleImage()
elif self.interactor_style == "trackball":
self.style = InteractorStyleTrackballCamera()
elif self.interactor_style == "custom":
self.style = CustomInteractorStyle()
else:
self.style = interactor_style
self.iren = RenderWindowInteractor()
self.style.SetCurrentRenderer(self.scene)
# Hack: below, we explicitly call the Python version of SetInteractor.
self.style.SetInteractor(self.iren)
self.iren.SetInteractorStyle(self.style)
self.iren.SetRenderWindow(self.window)
self._timelines = []
self._animations = []
self._animation_callback = None
[docs]
def initialize(self):
"""Initialize interaction."""
self.iren.Initialize()
@property
def timelines(self):
"""Return a list of Timelines that were added to the ShowManager.
Returns
-------
list[Timeline]:
List of Timelines.
"""
return self._timelines
@property
def animations(self):
"""Return a list of Animations that were added to the ShowManager.
Returns
-------
list[Animation]:
List of Animations.
"""
return self._animations
[docs]
def add_animation(self, animation):
"""Add an Animation or a Timeline to the ShowManager.
Adding an Animation or a Timeline to the ShowManager ensures that it
gets added to the scene, gets updated and rendered without any extra
code.
Parameters
----------
animation : Animation or Timeline
The Animation or Timeline to be added to the ShowManager.
"""
animation.add_to_scene(self.scene)
if isinstance(animation, anim.Animation):
if animation in self._animations:
return
self._animations.append(animation)
elif isinstance(animation, anim.Timeline):
if animation in self._timelines:
return
self._timelines.append(animation)
if self._animation_callback is not None:
return
def animation_cbk(_obj, _event):
[tl.update() for tl in self._timelines]
[anim.update_animation() for anim in self._animations]
self.render()
self._animation_callback = self.add_timer_callback(True, 10, animation_cbk)
[docs]
def remove_animation(self, animation):
"""Remove an Animation or a Timeline from the ShowManager.
Animation will be removed from the Scene as well as from the
ShowManager.
Parameters
----------
animation : Animation or Timeline
The Timeline to be removed.
"""
if animation in self.timelines or animation in self.animations:
animation.remove_from_scene(self.scene)
if isinstance(animation, anim.Animation):
self._animations.remove(animation)
elif isinstance(animation, anim.Timeline):
self._timelines.remove(animation)
if not (len(self.timelines) or len(self.animations)):
self.iren.DestroyTimer(self._animation_callback)
self._animation_callback = None
[docs]
def render(self):
"""Render only once."""
self.window.Render()
# calculate the FPS
self._fps = 1.0 / (time.perf_counter() - self._last_render_time)
self._last_render_time = time.perf_counter()
[docs]
def is_done(self):
"""Check if show manager is done."""
try:
return self.iren.GetDone()
except AttributeError:
return True
[docs]
@warn_on_args_to_kwargs()
def start(self, *, multithreaded=False, desired_fps=60):
"""Start interaction.
Parameters
----------
multithreaded : bool
Whether to use multithreading. (Default False)
desired_fps : int
Desired frames per second when using multithreading is enabled.
(Default 60)
"""
try:
if self.title.upper() == "FURY":
self.window.SetWindowName(self.title + " " + fury_version)
else:
self.window.SetWindowName(self.title)
if multithreaded:
while self.iren.GetDone() is False:
start_time = time.perf_counter()
self.lock()
self.window.MakeCurrent()
self.iren.ProcessEvents() # Check if we can really do that
self.window.Render()
release_context(self.window)
self.release_lock()
end_time = time.perf_counter()
# throttle to 60fps to avoid busy wait
time_per_frame = 1.0 / desired_fps
if end_time - start_time < time_per_frame:
time.sleep(time_per_frame - (end_time - start_time))
else:
self.render()
self.iren.Start()
except AttributeError:
self.__init__(
self.scene,
self.title,
size=self.size,
png_magnify=self.png_magnify,
reset_camera=self.reset_camera,
order_transparent=self.order_transparent,
interactor_style=self.interactor_style,
)
self.render()
if self.title.upper() == "FURY":
self.window.SetWindowName(self.title + " " + fury_version)
else:
self.window.SetWindowName(self.title)
self.iren.Start()
self.window.RemoveRenderer(self.scene)
self.scene.SetRenderWindow(None)
self.window.Finalize()
del self.iren
del self.window
[docs]
def lock(self):
"""Lock the render window."""
self.mutex.acquire()
[docs]
def release_lock(self):
"""Release the lock of the render window."""
self.mutex.release()
[docs]
def lock_current(self):
"""Lock the render window and acquire the current context and
check if the lock was successfully acquired.
Returns
-------
successful : bool
Returns if the lock was acquired.
"""
if self.is_done():
return False
if not hasattr(self, "window"):
return False
try:
self.lock()
self.window.MakeCurrent()
return True
except AttributeError:
return False
[docs]
def release_current(self):
"""Release the window context and lock of the render window."""
release_context(self.window)
self.release_lock()
[docs]
def wait(self):
"""Wait for thread to finish."""
if self.thread:
self.thread.join()
@property
def frame_rate(self):
"""Returns number of frames per second."""
return self._fps
[docs]
def record_events(self):
"""Record events during the interaction.
The recording is represented as a list of VTK events that happened
during the interaction. The recorded events are then returned.
Returns
-------
events : str
Recorded events (one per line).
Notes
-----
Since VTK only allows recording events to a file, we use a
temporary file from which we then read the events.
"""
with InTemporaryDirectory():
filename = "recorded_events.log"
recorder = InteractorEventRecorder()
recorder.SetInteractor(self.iren)
recorder.SetFileName(filename)
def _stop_recording_and_close(_obj, _evt):
if recorder:
recorder.Stop()
self.iren.TerminateApp()
self.iren.AddObserver("ExitEvent", _stop_recording_and_close)
recorder.EnabledOn()
recorder.Record()
self.render()
self.iren.Start()
# Deleting this object is the unique way
# to close the file.
recorder = None
# Retrieved recorded events.
with open(filename, "r") as f:
events = f.read()
return events
[docs]
@warn_on_args_to_kwargs()
def record_events_to_file(self, *, filename="record.log"):
"""Record events during the interaction.
The recording is represented as a list of VTK events
that happened during the interaction. The recording is
going to be saved into `filename`.
Parameters
----------
filename : str
Name of the file that will contain the recording (.log|.log.gz).
"""
events = self.record_events()
# Compress file if needed
if filename.endswith(".gz"):
with gzip.open(filename, "wb") as fgz:
fgz.write(asbytes(events))
else:
with open(filename, "w") as f:
f.write(events)
[docs]
def play_events(self, events):
"""Play recorded events of a past interaction.
The VTK events that happened during the recorded interaction will be
played back.
Parameters
----------
events : str
Recorded events (one per line).
"""
recorder = InteractorEventRecorder()
recorder.SetInteractor(self.iren)
recorder.SetInputString(events)
recorder.ReadFromInputStringOn()
self.initialize()
# self.render()
recorder.Play()
# Finalize seems very important otherwise
# the recording window will not close.
self.window.RemoveRenderer(self.scene)
self.scene.SetRenderWindow(None)
self.window.Finalize()
self.exit()
# print('After Finalize and Exit')
# del self.iren
# del self.window
[docs]
def play_events_from_file(self, filename):
"""Play recorded events of a past interaction.
The VTK events that happened during the recorded interaction will be
played back from `filename`.
Parameters
----------
filename : str
Name of the file containing the recorded events (.log|.log.gz).
"""
# Uncompress file if needed.
if filename.endswith(".gz"):
with gzip.open(filename, "r") as f:
events = f.read()
else:
with open(filename) as f:
events = f.read()
self.play_events(events)
[docs]
@warn_on_args_to_kwargs()
def add_window_callback(self, win_callback, *, event=Command.ModifiedEvent):
"""Add window callbacks."""
self.window.AddObserver(event, win_callback)
self.window.Render()
[docs]
def add_timer_callback(self, repeat, duration, timer_callback):
if not self.iren.GetInitialized():
self.initialize()
self.iren.AddObserver("TimerEvent", timer_callback)
if repeat:
timer_id = self.iren.CreateRepeatingTimer(duration)
else:
timer_id = self.iren.CreateOneShotTimer(duration)
self.timers.append(timer_id)
return timer_id
[docs]
@warn_on_args_to_kwargs()
def add_iren_callback(self, iren_callback, *, event="MouseMoveEvent"):
if not self.iren.GetInitialized():
self.initialize()
self.iren.AddObserver(event, iren_callback)
[docs]
def destroy_timer(self, timer_id):
self.iren.DestroyTimer(timer_id)
del self.timers[self.timers.index(timer_id)]
[docs]
def destroy_timers(self):
for timer_id in self.timers:
self.destroy_timer(timer_id)
[docs]
def exit(self):
"""Close window and terminate interactor."""
# if is_osx and self.timers:
# OSX seems to not destroy correctly timers
# segfault 11 appears sometimes if we do not do it manually.
# self.iren.GetRenderWindow().Finalize()
self.iren.TerminateApp()
self.destroy_timers()
self.timers.clear()
[docs]
@warn_on_args_to_kwargs()
def save_screenshot(self, fname, *, magnification=1, size=None, stereo=None):
"""Save a screenshot of the current window in the specified filename.
Parameters
----------
fname : str or None
File name where to save the screenshot.
magnification : int, optional
Applies a magnification factor to the scene before taking the
screenshot which improves the quality. A value greater than 1
increases the quality of the image. However, the output size will
be larger. For example, 200x200 image with magnification of 2 will
result in a 400x400 image. Default is 1.
size : tuple of 2 ints, optional
Size of the output image in pixels. If None, the size of the scene
will be used. If magnification > 1, then the size will be
determined by the magnification factor. Default is None.
stereo : str, optional
Set the type of stereo for the screenshot. Supported values are:
* 'opengl': OpenGL frame-sequential stereo. Referred to as
'CrystalEyes' by VTK.
* 'anaglyph': For use with red/blue glasses. See VTK docs to
use different colors.
* 'interlaced': Line interlaced.
* 'checkerboard': Checkerboard interlaced.
* 'left': Left eye only.
* 'right': Right eye only.
* 'horizontal': Side-by-side.
"""
if size is None:
size = self.size
if stereo is None:
stereo = self.stereo.lower()
record(
scene=self.scene,
out_path=fname,
magnification=magnification,
size=size,
stereo=stereo,
)
[docs]
@warn_on_args_to_kwargs()
def show(
scene,
*,
title="FURY",
size=(300, 300),
png_magnify=1,
reset_camera=True,
order_transparent=False,
stereo="off",
multi_samples=8,
max_peels=4,
occlusion_ratio=0.0,
):
"""Show window with current scene.
Parameters
----------
scene : Scene() or vtkRenderer()
The scene that holds all the actors.
title : string
A string for the window title bar. Default is FURY and current version.
size : (int, int)
``(width, height)`` of the window. Default is (300, 300).
png_magnify : int
Number of times to magnify the screenshot. Default is 1. This can be
used to save high resolution screenshots when pressing 's' inside the
window.
reset_camera : bool
Default is True. You can change this option to False if you want to
keep the camera as set before calling this function.
order_transparent : bool
True is useful when you want to order transparent
actors according to their relative position to the camera. The default
option which is False will order the actors according to the order of
their addition to the Scene().
stereo : string
Set the stereo type. Default is 'off'. Other types include:
* 'opengl': OpenGL frame-sequential stereo. Referred to as
'CrystalEyes' by VTK.
* 'anaglyph': For use with red/blue glasses. See VTK docs to
use different colors.
* 'interlaced': Line interlaced.
* 'checkerboard': Checkerboard interlaced.
* 'left': Left eye only.
* 'right': Right eye only.
* 'horizontal': Side-by-side.
multi_samples : int
Number of samples for anti-aliazing (Default 8).
For no anti-aliasing use 0.
max_peels : int
Maximum number of peels for depth peeling (Default 4).
occlusion_ratio : float
Occlusion ration for depth peeling (Default 0 - exact image).
Examples
--------
>>> import numpy as np
>>> from fury import window, actor
>>> r = window.Scene()
>>> lines=[np.random.rand(10,3),np.random.rand(20,3)]
>>> colors=np.array([[0.2,0.2,0.2],[0.8,0.8,0.8]])
>>> c=actor.line(lines,colors)
>>> r.add(c)
>>> l=actor.vector_text(text="Hello")
>>> r.add(l)
>>> #window.show(r)
See Also
--------
fury.window.record
fury.window.snapshot
"""
show_manager = ShowManager(
scene=scene,
title=title,
size=size,
png_magnify=png_magnify,
reset_camera=reset_camera,
order_transparent=order_transparent,
stereo=stereo,
multi_samples=multi_samples,
max_peels=max_peels,
occlusion_ratio=occlusion_ratio,
)
show_manager.render()
show_manager.start()
[docs]
@warn_on_args_to_kwargs()
def record(
*,
scene=None,
cam_pos=None,
cam_focal=None,
cam_view=None,
out_path=None,
path_numbering=False,
n_frames=1,
az_ang=10,
magnification=1,
size=(300, 300),
reset_camera=True,
screen_clip=False,
stereo="off",
verbose=False,
):
"""Record a video of your scene.
Records a video as a series of ``.png`` files of your scene by rotating the
azimuth angle az_angle in every frame.
Parameters
----------
scene : Scene() or vtkRenderer() object
Scene instance
cam_pos : None or sequence (3,), optional
Camera's position. If None then default camera's position is used.
cam_focal : None or sequence (3,), optional
Camera's focal point. If None then default camera's focal point is
used.
cam_view : None or sequence (3,), optional
Camera's view up direction. If None then default camera's view up
vector is used.
out_path : str, optional
Output path for the frames. If None a default fury.png is created.
path_numbering : bool
When recording it changes out_path to out_path + str(frame number)
n_frames : int, optional
Number of frames to save, default 1
az_ang : float, optional
Azimuthal angle of camera rotation.
magnification : int, optional
How much to magnify the saved frame. Default is 1. A value greater
than 1 increases the quality of the image. However, the output
size will be larger. For example, 200x200 image with magnification
of 2 will be a 400x400 image.
size : (int, int)
``(width, height)`` of the window. Default is (300, 300).
screen_clip: bool
Clip the png based on screen resolution. Default is False.
reset_camera : bool
If True Call ``scene.reset_camera()``. Otherwise you need to set the
camera before calling this function.
stereo: string
Set the stereo type. Default is 'off'. Other types include:
* 'opengl': OpenGL frame-sequential stereo. Referred to as
'CrystalEyes' by VTK.
* 'anaglyph': For use with red/blue glasses. See VTK docs to
use different colors.
* 'interlaced': Line interlaced.
* 'checkerboard': Checkerboard interlaced.
* 'left': Left eye only.
* 'right': Right eye only.
* 'horizontal': Side-by-side.
verbose : bool
print information about the camera. Default is False.
Examples
--------
>>> from fury import window, actor
>>> scene = window.Scene()
>>> a = actor.axes()
>>> scene.add(a)
>>> # uncomment below to record
>>> # window.record(scene)
>>> # check for new images in current directory
"""
if scene is None:
scene = Scene()
renWin = RenderWindow()
renWin.SetOffScreenRendering(1)
renWin.SetBorders(screen_clip)
renWin.AddRenderer(scene)
renWin.SetSize(size[0], size[1])
# scene.GetActiveCamera().Azimuth(180)
if reset_camera:
scene.ResetCamera()
if stereo.lower() != "off":
enable_stereo(renWin, stereo)
renderLarge = RenderLargeImage()
renderLarge.SetInput(scene)
renderLarge.SetMagnification(magnification)
renderLarge.Update()
ang = 0
if cam_pos is not None:
cx, cy, cz = cam_pos
scene.GetActiveCamera().SetPosition(cx, cy, cz)
if cam_focal is not None:
fx, fy, fz = cam_focal
scene.GetActiveCamera().SetFocalPoint(fx, fy, fz)
if cam_view is not None:
ux, uy, uz = cam_view
scene.GetActiveCamera().SetViewUp(ux, uy, uz)
cam = scene.GetActiveCamera()
if verbose:
print("Camera Position (%.2f, %.2f, %.2f)" % cam.GetPosition())
print("Camera Focal Point (%.2f, %.2f, %.2f)" % cam.GetFocalPoint())
print("Camera View Up (%.2f, %.2f, %.2f)" % cam.GetViewUp())
for i in range(n_frames):
scene.GetActiveCamera().Azimuth(ang)
renderLarge = RenderLargeImage()
renderLarge.SetInput(scene)
renderLarge.SetMagnification(magnification)
renderLarge.Update()
if path_numbering:
if out_path is None:
filename = str(i).zfill(6) + ".png"
else:
filename = out_path + str(i).zfill(6) + ".png"
else:
if out_path is None:
filename = "fury.png"
else:
filename = out_path
arr = numpy_support.vtk_to_numpy(
renderLarge.GetOutput().GetPointData().GetScalars()
)
w, h, _ = renderLarge.GetOutput().GetDimensions()
components = renderLarge.GetOutput().GetNumberOfScalarComponents()
arr = arr.reshape((h, w, components))
arr = np.flipud(arr)
save_image(arr, filename)
ang = +az_ang
renWin.RemoveRenderer(scene)
renWin.Finalize()
[docs]
@warn_on_args_to_kwargs()
def antialiasing(scene, win, *, multi_samples=8, max_peels=4, occlusion_ratio=0.0):
"""Enable anti-aliasing and ordered transparency.
Parameters
----------
scene : Scene
win : Window
Provided by ShowManager.window attribute.
multi_samples : int
Number of samples for anti-aliasing (Default 8).
For no anti-aliasing use 0.
max_peels : int
Maximum number of peels for depth peeling (Default 4).
occlusion_ratio : float
Occlusion ratio for depth peeling (Default 0 - exact image).
"""
# Use a render window with alpha bits
# as default is 0 (false))
win.SetAlphaBitPlanes(True)
# Force to not pick a framebuffer with a multisample buffer
# (default is 8)
win.SetMultiSamples(multi_samples)
# TODO: enable these but test
# win.SetBorders(True)
# win.LineSmoothingOn(True)
# win.PointSmoothingOn(True)
# win.PolygonSmoothingOn(True)
# Choose to use depth peeling (if supported)
# (default is 0 (false)):
scene.UseDepthPeelingOn()
# Set depth peeling parameters
# Set the maximum number of rendering passes (default is 4)
scene.SetMaximumNumberOfPeels(max_peels)
# Set the occlusion ratio (initial value is 0.0, exact image):
scene.SetOcclusionRatio(occlusion_ratio)
[docs]
@warn_on_args_to_kwargs()
def snapshot(
scene,
*,
fname=None,
size=(300, 300),
offscreen=True,
order_transparent=False,
stereo="off",
multi_samples=8,
max_peels=4,
occlusion_ratio=0.0,
dpi=(72, 72),
render_window=None,
):
"""Save a snapshot of the scene in a file or in memory.
Parameters
----------
scene : Scene() or vtkRenderer
Scene instance
fname : str or None
Save PNG file. If None return only an array without saving PNG.
size : (int, int)
``(width, height)`` of the window. Default is (300, 300).
offscreen : bool
Default True. Go stealth mode no window should appear.
order_transparent : bool
Default False. Use depth peeling to sort transparent objects.
If True also enables anti-aliasing.
stereo: string
Set the stereo type. Default is 'off'. Other types include:
* 'opengl': OpenGL frame-sequential stereo. Referred to as
'CrystalEyes' by VTK.
* 'anaglyph': For use with red/blue glasses. See VTK docs to
use different colors.
* 'interlaced': Line interlaced.
* 'checkerboard': Checkerboard interlaced.
* 'left': Left eye only.
* 'right': Right eye only.
* 'horizontal': Side-by-side.
multi_samples : int
Number of samples for anti-aliazing (Default 8).
For no anti-aliasing use 0.
max_peels : int
Maximum number of peels for depth peeling (Default 4).
occlusion_ratio : float
Occlusion ration for depth peeling (Default 0 - exact image).
dpi : float or (float, float)
Dots per inch (dpi) for saved image.
Single values are applied as dpi for both dimensions.
render_window : RenderWindow
If provided, use this window instead of creating a new one.
Returns
-------
arr : ndarray
Color array of size (width, height, 3) where the last dimension
holds the RGB values.
"""
width, height = size
if render_window is None:
render_window = RenderWindow()
if offscreen:
render_window.SetOffScreenRendering(1)
if stereo.lower() != "off":
enable_stereo(render_window, stereo)
render_window.AddRenderer(scene)
render_window.SetSize(width, height)
if order_transparent:
antialiasing(
scene,
render_window,
multi_samples=multi_samples,
max_peels=max_peels,
occlusion_ratio=occlusion_ratio,
)
render_window.Render()
window_to_image_filter = WindowToImageFilter()
window_to_image_filter.SetInput(render_window)
window_to_image_filter.Update()
vtk_image = window_to_image_filter.GetOutput()
h, w, _ = vtk_image.GetDimensions()
vtk_array = vtk_image.GetPointData().GetScalars()
components = vtk_array.GetNumberOfComponents()
arr = numpy_support.vtk_to_numpy(vtk_array).reshape(w, h, components).copy()
arr = np.flipud(arr)
if fname is None:
return arr
save_image(arr, fname, dpi=dpi)
render_window.RemoveRenderer(scene)
render_window.Finalize()
return arr
[docs]
def analyze_scene(scene):
class ReportScene:
bg_color = None
collection = None
actors = None
actors_classnames = None
report = ReportScene()
report.bg_color = scene.GetBackground()
report.collection = scene.GetActors()
report.actors = report.collection.GetNumberOfItems()
report.collection.InitTraversal()
report.actors_classnames = []
for _ in range(report.actors):
class_name = report.collection.GetNextActor().GetClassName()
report.actors_classnames.append(class_name)
return report
[docs]
@warn_on_args_to_kwargs()
def analyze_snapshot(
im, *, bg_color=colors.black, colors=None, find_objects=True, strel=None
):
"""Analyze snapshot from memory or file.
Parameters
----------
im: str or array
If string then the image is read from a file otherwise the image is
read from a numpy array. The array is expected to be of shape (X, Y, 3)
or (X, Y, 4) where the last dimensions are the RGB or RGBA values.
colors: tuple (3,) or list of tuples (3,)
List of colors to search in the image
find_objects: bool
If True it will calculate the number of objects that are different
from the background and return their position in a new image.
strel: 2d array
Structure element to use for finding the objects.
Returns
-------
report : ReportSnapshot
This is an object with attributes like ``colors_found`` that give
information about what was found in the current snapshot array ``im``.
"""
if isinstance(im, str):
im = load_image(im)
class ReportSnapshot:
objects = None
labels = None
colors_found = False
def __str__(self):
msg = "Report:\n-------\n"
msg += "objects: {}\n".format(self.objects)
msg += "labels: \n{}\n".format(self.labels)
msg += "colors_found: {}\n".format(self.colors_found)
return msg
report = ReportSnapshot()
if colors is not None:
if isinstance(colors, tuple):
colors = [colors]
flags = [False] * len(colors)
for i, col in enumerate(colors):
# find if the current color exist in the array
flags[i] = np.any(np.any(np.all(np.equal(im[..., :3], col[:3]), axis=-1)))
report.colors_found = flags
if find_objects is True:
weights = [0.299, 0.587, 0.144]
gray = np.dot(im[..., :3], weights)
bg_color2 = im[0, 0]
background = np.dot(bg_color2, weights)
if strel is None:
strel = np.array([[1, 1, 1], [1, 1, 1], [1, 1, 1]])
labels, objects = ndimage.label(gray != background, strel)
report.labels = labels
report.objects = objects
return report
[docs]
def enable_stereo(renwin, stereo_type):
"""Enable the given stereo type on the RenderWindow.
Parameters
----------
renwin: vtkRenderWindow
stereo_type: string
* 'opengl': OpenGL frame-sequential stereo. Referred to as
'CrystalEyes' by VTK.
* 'anaglyph': For use with red/blue glasses. See VTK docs to
use different colors.
* 'interlaced': Line interlaced.
* 'checkerboard': Checkerboard interlaced.
* 'left': Left eye only.
* 'right': Right eye only.
* 'horizontal': Side-by-side.
"""
renwin.GetStereoCapableWindow()
renwin.StereoCapableWindowOn()
renwin.StereoRenderOn()
stereo_type = stereo_type.lower()
# stereo type ints from
# https://gitlab.kitware.com/vtk/vtk/blob/master/Rendering/Core/vtkRenderWindow.h#L57
stereo_type_dictionary = {
"opengl": 1,
"interlaced": 3,
"anaglyph": 7,
"checkerboard": 8,
"horizontal": 9,
}
# default to horizontal since it is easy to see if it is working
if stereo_type not in stereo_type_dictionary:
warn(
"Unknown stereo type provided. " "Setting stereo type to 'horizontal'.",
stacklevel=2,
)
stereo_type = "horizontal"
renwin.SetStereoType(stereo_type_dictionary[stereo_type])
[docs]
def gl_get_current_state(gl_state):
"""Returns a dict which describes the current state of the opengl
context
Parameters
----------
gl_state : vtkOpenGLState
"""
state_description = {
glName: gl_state.GetEnumState(glNumber) for glName, glNumber in _GL.items()
}
return state_description
[docs]
def gl_reset_blend(gl_state):
"""Redefines the state of the OpenGL context related with how the RGBA
channels will be combined.
Parameters
----------
gl_state : vtkOpenGLState
References
----------
[1] https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBlendEquation.xhtml
[2] https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBlendFunc.xhtml
vtk specification:
[3] https://gitlab.kitware.com/vtk/vtk/-/blob/master/Rendering/OpenGL2/vtkOpenGLState.cxx#L1705
""" # noqa
gl_state.ResetGLBlendEquationState()
gl_state.ResetGLBlendFuncState()
[docs]
def gl_enable_depth(gl_state):
"""Enable OpenGl depth test
Parameters
----------
gl_state : vtkOpenGLState
"""
gl_state.vtkglEnable(_GL["GL_DEPTH_TEST"])
[docs]
def gl_disable_depth(gl_state):
"""Disable OpenGl depth test
Parameters
----------
gl_state : vtkOpenGLState
"""
gl_state.vtkglDisable(_GL["GL_DEPTH_TEST"])
[docs]
def gl_enable_blend(gl_state):
"""Enable OpenGl blending
Parameters
----------
gl_state : vtkOpenGLState
"""
gl_state.vtkglEnable(_GL["GL_BLEND"])
[docs]
def gl_disable_blend(gl_state):
"""This it will disable any gl behavior which has no
function for opaque objects. This has the benefit of
speeding up the rendering of the image.
Parameters
----------
gl_state : vtkOpenGLState
References
----------
[1] https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glFrontFace.xhtml
"""
gl_state.vtkglDisable(_GL["GL_CULL_FACE"])
gl_state.vtkglDisable(_GL["GL_BLEND"])
[docs]
def gl_set_additive_blending(gl_state):
"""Enable additive blending
Parameters
----------
gl_state : vtkOpenGLState
"""
gl_reset_blend(gl_state)
gl_state.vtkglEnable(_GL["GL_BLEND"])
gl_state.vtkglDisable(_GL["GL_DEPTH_TEST"])
gl_state.vtkglBlendFunc(_GL["GL_SRC_ALPHA"], _GL["GL_ONE"])
[docs]
def gl_set_additive_blending_white_background(gl_state):
"""Enable additive blending for a white background
Parameters
----------
gl_state : vtkOpenGLState
"""
gl_reset_blend(gl_state)
gl_state.vtkglEnable(_GL["GL_BLEND"])
gl_state.vtkglDisable(_GL["GL_DEPTH_TEST"])
gl_state.vtkglBlendFuncSeparate(
_GL["GL_SRC_ALPHA"],
_GL["GL_ONE_MINUS_SRC_ALPHA"],
_GL["GL_ONE"],
_GL["GL_ZERO"],
)
[docs]
def gl_set_normal_blending(gl_state):
"""Enable normal blending
Parameters
----------
gl_state : vtkOpenGLState
"""
gl_state.vtkglEnable(_GL["GL_BLEND"])
gl_state.vtkglEnable(_GL["GL_DEPTH_TEST"])
gl_state.vtkglBlendFunc(_GL["GL_ONE"], _GL["GL_ONE"])
gl_state.vtkglBlendFuncSeparate(
_GL["GL_SRC_ALPHA"],
_GL["GL_ONE_MINUS_SRC_ALPHA"],
_GL["GL_ONE"],
_GL["GL_ONE_MINUS_SRC_ALPHA"],
)
[docs]
def gl_set_multiplicative_blending(gl_state):
"""Enable multiplicative blending
Parameters
----------
gl_state : vtkOpenGLState
"""
gl_reset_blend(gl_state)
gl_state.vtkglBlendFunc(_GL["GL_ZERO"], _GL["GL_SRC_COLOR"])
[docs]
def gl_set_subtractive_blending(gl_state):
"""Enable subtractive blending
Parameters
----------
gl_state : vtkOpenGLState
"""
gl_reset_blend(gl_state)
gl_state.vtkglBlendFunc(_GL["GL_ZERO"], _GL["GL_ONE_MINUS_SRC_COLOR"])
[docs]
def release_context(window):
"""Release the context of the window
Parameters
----------
window : vtkRenderWindow
"""
window.ReleaseCurrent()