window#

Scene(*[, background, skybox])

Your scene class.

ShowManager(*[, scene, title, size, ...])

Class interface between the scene, the window and the interactor.

show(scene, *[, title, size, png_magnify, ...])

Show window with current scene.

record(*[, scene, cam_pos, cam_focal, ...])

Record a video of your scene.

antialiasing(scene, win, *[, multi_samples, ...])

Enable anti-aliasing and ordered transparency.

snapshot(scene, *[, fname, size, offscreen, ...])

Save a snapshot of the scene in a file or in memory.

analyze_scene(scene)

analyze_snapshot(im, *[, bg_color, colors, ...])

Analyze snapshot from memory or file.

enable_stereo(renwin, stereo_type)

Enable the given stereo type on the RenderWindow.

gl_get_current_state(gl_state)

Returns a dict which describes the current state of the opengl context

gl_reset_blend(gl_state)

Redefines the state of the OpenGL context related with how the RGBA channels will be combined.

gl_enable_depth(gl_state)

Enable OpenGl depth test

gl_disable_depth(gl_state)

Disable OpenGl depth test

gl_enable_blend(gl_state)

Enable OpenGl blending

gl_disable_blend(gl_state)

This it will disable any gl behavior which has no function for opaque objects.

gl_set_additive_blending(gl_state)

Enable additive blending

gl_set_additive_blending_white_background(...)

Enable additive blending for a white background

gl_set_normal_blending(gl_state)

Enable normal blending

gl_set_multiplicative_blending(gl_state)

Enable multiplicative blending

gl_set_subtractive_blending(gl_state)

Enable subtractive blending

release_context(window)

Release the context of the window

Scene#

class fury.window.Scene(*, background=(0, 0, 0), skybox=None)[source]#

Bases: vtkOpenGLRenderer

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.

add(*actors)[source]#

Add an actor to the scene.

azimuth(angle)[source]#

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.

background(color)[source]#

Set a background color.

camera()[source]#

Return the camera object.

camera_direction()[source]#

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.

camera_info()[source]#

Return Camera information.

clear()[source]#

Remove all actors from the scene.

dolly(value)[source]#

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.

elevation(angle)[source]#

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.

fxaa_off()[source]#
fxaa_on()[source]#
get_camera()[source]#

Return Camera information: Position, Focal Point, View Up.

property last_render_time#

Returns the last render time in seconds.

pitch(angle)[source]#

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.

projection(*, proj_type='perspective')[source]#

Decide between parallel or perspective projection.

Parameters:
proj_typestr

Can be ‘parallel’ or ‘perspective’ (default).

reset_camera()[source]#

Reset the camera to an automatic position given by the engine.

reset_camera_tight(*, margin_factor=1.02)[source]#

Resets camera so the content fit tightly within the window.

Parameters:
margin_factorfloat (optional)

Margin added around the content. Default: 1.02.

reset_clipping_range()[source]#

Reset the camera to an automatic position given by the engine.

rm(*actors)[source]#

Remove more than once actors at once.

rm_all()[source]#

Remove all actors from the scene.

roll(angle)[source]#

Roll scene’s camera.

Rotate the camera about the direction of projection. This will spin the camera about its axis.

set_camera(*, position=None, focal_point=None, view_up=None)[source]#

Set up camera position / Focal Point / View Up.

size()[source]#

Scene size.

skybox(*, visible=True, gamma_correct=True)[source]#

Show or hide the skybox.

Parameters:
visiblebool

Whether to show the skybox or not.

gamma_correctbool

Whether to apply gamma correction to the skybox or not.

yaw(angle)[source]#

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.

zoom(value)[source]#

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.

ShowManager#

class fury.window.ShowManager(*, 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)[source]#

Bases: object

Class interface between the scene, the window and the interactor.

add_animation(animation)[source]#

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:
animationAnimation or Timeline

The Animation or Timeline to be added to the ShowManager.

add_iren_callback(iren_callback, *, event='MouseMoveEvent')[source]#
add_timer_callback(repeat, duration, timer_callback)[source]#
add_window_callback(win_callback, *, event=33)[source]#

Add window callbacks.

property animations#

Return a list of Animations that were added to the ShowManager.

Returns:
list[Animation]:

List of Animations.

destroy_timer(timer_id)[source]#
destroy_timers()[source]#
exit()[source]#

Close window and terminate interactor.

property frame_rate#

Returns number of frames per second.

initialize()[source]#

Initialize interaction.

is_done()[source]#

Check if show manager is done.

lock()[source]#

Lock the render window.

lock_current()[source]#

Lock the render window and acquire the current context and check if the lock was successfully acquired.

Returns:
successfulbool
Returns if the lock was acquired.
play_events(events)[source]#

Play recorded events of a past interaction.

The VTK events that happened during the recorded interaction will be played back.

Parameters:
eventsstr

Recorded events (one per line).

play_events_from_file(filename)[source]#

Play recorded events of a past interaction.

The VTK events that happened during the recorded interaction will be played back from filename.

Parameters:
filenamestr

Name of the file containing the recorded events (.log|.log.gz).

record_events()[source]#

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:
eventsstr

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.

record_events_to_file(*, filename='record.log')[source]#

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:
filenamestr

Name of the file that will contain the recording (.log|.log.gz).

release_current()[source]#

Release the window context and lock of the render window.

release_lock()[source]#

Release the lock of the render window.

remove_animation(animation)[source]#

Remove an Animation or a Timeline from the ShowManager.

Animation will be removed from the Scene as well as from the ShowManager.

Parameters:
animationAnimation or Timeline

The Timeline to be removed.

render()[source]#

Render only once.

save_screenshot(fname, *, magnification=1, size=None, stereo=None)[source]#

Save a screenshot of the current window in the specified filename.

Parameters:
fnamestr or None

File name where to save the screenshot.

magnificationint, 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.

sizetuple 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.

stereostr, 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.

start(*, multithreaded=False, desired_fps=60)[source]#

Start interaction.

Parameters:
multithreadedbool

Whether to use multithreading. (Default False)

desired_fpsint

Desired frames per second when using multithreading is enabled. (Default 60)

property timelines#

Return a list of Timelines that were added to the ShowManager.

Returns:
list[Timeline]:

List of Timelines.

wait()[source]#

Wait for thread to finish.

show#

fury.window.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)[source]#

Show window with current scene.

Parameters:
sceneScene() or vtkRenderer()

The scene that holds all the actors.

titlestring

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_magnifyint

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_camerabool

Default is True. You can change this option to False if you want to keep the camera as set before calling this function.

order_transparentbool

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().

stereostring

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_samplesint

Number of samples for anti-aliazing (Default 8). For no anti-aliasing use 0.

max_peelsint

Maximum number of peels for depth peeling (Default 4).

occlusion_ratiofloat

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)

record#

fury.window.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)[source]#

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:
sceneScene() or vtkRenderer() object

Scene instance

cam_posNone or sequence (3,), optional

Camera’s position. If None then default camera’s position is used.

cam_focalNone or sequence (3,), optional

Camera’s focal point. If None then default camera’s focal point is used.

cam_viewNone or sequence (3,), optional

Camera’s view up direction. If None then default camera’s view up vector is used.

out_pathstr, optional

Output path for the frames. If None a default fury.png is created.

path_numberingbool

When recording it changes out_path to out_path + str(frame number)

n_framesint, optional

Number of frames to save, default 1

az_angfloat, optional

Azimuthal angle of camera rotation.

magnificationint, 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_camerabool
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.

verbosebool

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

antialiasing#

fury.window.antialiasing(scene, win, *, multi_samples=8, max_peels=4, occlusion_ratio=0.0)[source]#

Enable anti-aliasing and ordered transparency.

Parameters:
sceneScene
winWindow

Provided by ShowManager.window attribute.

multi_samplesint

Number of samples for anti-aliasing (Default 8). For no anti-aliasing use 0.

max_peelsint

Maximum number of peels for depth peeling (Default 4).

occlusion_ratiofloat

Occlusion ratio for depth peeling (Default 0 - exact image).

snapshot#

fury.window.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)[source]#

Save a snapshot of the scene in a file or in memory.

Parameters:
sceneScene() or vtkRenderer

Scene instance

fnamestr 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).

offscreenbool

Default True. Go stealth mode no window should appear.

order_transparentbool

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_samplesint

Number of samples for anti-aliazing (Default 8). For no anti-aliasing use 0.

max_peelsint

Maximum number of peels for depth peeling (Default 4).

occlusion_ratiofloat

Occlusion ration for depth peeling (Default 0 - exact image).

dpifloat or (float, float)

Dots per inch (dpi) for saved image. Single values are applied as dpi for both dimensions.

render_windowRenderWindow

If provided, use this window instead of creating a new one.

Returns:
arrndarray

Color array of size (width, height, 3) where the last dimension holds the RGB values.

analyze_scene#

fury.window.analyze_scene(scene)[source]#

analyze_snapshot#

fury.window.analyze_snapshot(im, *, bg_color=(0.0, 0.0, 0.0), colors=None, find_objects=True, strel=None)[source]#

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:
reportReportSnapshot

This is an object with attributes like colors_found that give information about what was found in the current snapshot array im.

enable_stereo#

fury.window.enable_stereo(renwin, stereo_type)[source]#

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.

gl_get_current_state#

fury.window.gl_get_current_state(gl_state)[source]#

Returns a dict which describes the current state of the opengl context

Parameters:
gl_statevtkOpenGLState

gl_reset_blend#

fury.window.gl_reset_blend(gl_state)[source]#

Redefines the state of the OpenGL context related with how the RGBA channels will be combined.

Parameters:
gl_statevtkOpenGLState

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

gl_enable_depth#

fury.window.gl_enable_depth(gl_state)[source]#

Enable OpenGl depth test

Parameters:
gl_statevtkOpenGLState

gl_disable_depth#

fury.window.gl_disable_depth(gl_state)[source]#

Disable OpenGl depth test

Parameters:
gl_statevtkOpenGLState

gl_enable_blend#

fury.window.gl_enable_blend(gl_state)[source]#

Enable OpenGl blending

Parameters:
gl_statevtkOpenGLState

gl_disable_blend#

fury.window.gl_disable_blend(gl_state)[source]#

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_statevtkOpenGLState

References

[1] https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glFrontFace.xhtml

gl_set_additive_blending#

fury.window.gl_set_additive_blending(gl_state)[source]#

Enable additive blending

Parameters:
gl_statevtkOpenGLState

gl_set_additive_blending_white_background#

fury.window.gl_set_additive_blending_white_background(gl_state)[source]#

Enable additive blending for a white background

Parameters:
gl_statevtkOpenGLState

gl_set_normal_blending#

fury.window.gl_set_normal_blending(gl_state)[source]#

Enable normal blending

Parameters:
gl_statevtkOpenGLState

gl_set_multiplicative_blending#

fury.window.gl_set_multiplicative_blending(gl_state)[source]#

Enable multiplicative blending

Parameters:
gl_statevtkOpenGLState

gl_set_subtractive_blending#

fury.window.gl_set_subtractive_blending(gl_state)[source]#

Enable subtractive blending

Parameters:
gl_statevtkOpenGLState

release_context#

fury.window.release_context(window)[source]#

Release the context of the window

Parameters:
windowvtkRenderWindow