[docs]classScene(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=skyboxself.__skybox_actor=Noneifskybox:self.AutomaticLightCreationOff()self.UseImageBasedLightingOn()self.UseSphericalHarmonicsOff()self.SetEnvironmentTexture(self.__skybox)self.skybox()
[docs]defbackground(self,color):"""Set a background color."""self.SetBackground(color)
[docs]@warn_on_args_to_kwargs()defskybox(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. """ifself.__skybox:ifvisible:ifself.__skybox_actorisNone:self.__skybox_actor=Skybox()self.__skybox_actor.SetTexture(self.__skybox)ifgamma_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]defadd(self,*actors):"""Add an actor to the scene."""foractorinactors:ifisinstance(actor,Volume):self.AddVolume(actor)elifisinstance(actor,Actor2D):self.AddActor2D(actor)elifhasattr(actor,"add_to_scene"):actor.add_to_scene(self)else:self.AddActor(actor)
[docs]defrm(self,*actors):"""Remove more than once actors at once."""foractorinactors:self.RemoveActor(actor)
[docs]defclear(self):"""Remove all actors from the scene."""self.RemoveAllViewProps()
[docs]defrm_all(self):"""Remove all actors from the scene."""self.RemoveAllViewProps()
[docs]@warn_on_args_to_kwargs()defprojection(self,*,proj_type="perspective"):"""Decide between parallel or perspective projection. Parameters ---------- proj_type : str Can be 'parallel' or 'perspective' (default). """ifproj_type=="parallel":self.GetActiveCamera().ParallelProjectionOn()else:self.GetActiveCamera().ParallelProjectionOff()
[docs]defreset_camera(self):"""Reset the camera to an automatic position given by the engine."""self.ResetCamera()
[docs]@warn_on_args_to_kwargs()defreset_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-Y1center=np.array((X1+width/2.0,Y1+height/2.0,0))angle=np.pi*cam.GetViewAngle()/180.0dist=max(width/aspect[0],height)/np.sin(angle/2.0)/2.0position=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)/2.0cam.SetParallelScale(parallelScale*margin_factor)
[docs]defreset_clipping_range(self):"""Reset the camera to an automatic position given by the engine."""self.ResetCameraClippingRange()
[docs]defcamera(self):"""Return the camera object."""returnself.GetActiveCamera()
[docs]defget_camera(self):"""Return Camera information: Position, Focal Point, View Up."""cam=self.GetActiveCamera()returncam.GetPosition(),cam.GetFocalPoint(),cam.GetViewUp()
[docs]defcamera_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()defset_camera(self,*,position=None,focal_point=None,view_up=None):"""Set up camera position / Focal Point / View Up."""ifpositionisnotNone:self.GetActiveCamera().SetPosition(*position)iffocal_pointisnotNone:self.GetActiveCamera().SetFocalPoint(*focal_point)ifview_upisnotNone:self.GetActiveCamera().SetViewUp(*view_up)self.ResetCameraClippingRange()
[docs]defzoom(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]defazimuth(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]defyaw(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]defelevation(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]defpitch(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]defroll(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]defdolly(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]defcamera_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. """returnself.GetActiveCamera().GetDirectionOfProjection()
@propertydeflast_render_time(self):"""Returns the last render time in seconds."""returnself.GetLastRenderTimeInSeconds()
[docs]classShowManager:"""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() """ifsceneisNone:scene=Scene()self.scene=sceneself.title=titleself.size=sizeself.png_magnify=png_magnifyself.reset_camera=reset_cameraself.order_transparent=order_transparentself.interactor_style=interactor_styleself.stereo=stereoself.timers=[]self.mutex=Lock()self._fps=0self._last_render_time=0ifself.reset_camera:self.scene.ResetCamera()self.window=RenderWindow()ifself.stereo.lower()!="off":enable_stereo(self.window,self.stereo)self.window.AddRenderer(scene)self.window.SetSize(size[0],size[1])ifself.order_transparent:occlusion_ratio=occlusion_ratioor0.1antialiasing(self.scene,self.window,multi_samples=multi_samples,max_peels=max_peels,occlusion_ratio=occlusion_ratio,)ifself.interactor_style=="image":self.style=InteractorStyleImage()elifself.interactor_style=="trackball":self.style=InteractorStyleTrackballCamera()elifself.interactor_style=="custom":self.style=CustomInteractorStyle()else:self.style=interactor_styleself.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
@propertydeftimelines(self):"""Return a list of Timelines that were added to the ShowManager. Returns ------- list[Timeline]: List of Timelines. """returnself._timelines@propertydefanimations(self):"""Return a list of Animations that were added to the ShowManager. Returns ------- list[Animation]: List of Animations. """returnself._animations
[docs]defadd_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)ifisinstance(animation,anim.Animation):ifanimationinself._animations:returnself._animations.append(animation)elifisinstance(animation,anim.Timeline):ifanimationinself._timelines:returnself._timelines.append(animation)ifself._animation_callbackisnotNone:returndefanimation_cbk(_obj,_event):[tl.update()fortlinself._timelines][anim.update_animation()foraniminself._animations]self.render()self._animation_callback=self.add_timer_callback(True,10,animation_cbk)
[docs]defremove_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. """ifanimationinself.timelinesoranimationinself.animations:animation.remove_from_scene(self.scene)ifisinstance(animation,anim.Animation):self._animations.remove(animation)elifisinstance(animation,anim.Timeline):self._timelines.remove(animation)ifnot(len(self.timelines)orlen(self.animations)):self.iren.DestroyTimer(self._animation_callback)self._animation_callback=None
[docs]defrender(self):"""Render only once."""self.window.Render()# calculate the FPSself._fps=1.0/(time.perf_counter()-self._last_render_time)self._last_render_time=time.perf_counter()
[docs]defis_done(self):"""Check if show manager is done."""try:returnself.iren.GetDone()exceptAttributeError:returnTrue
[docs]@warn_on_args_to_kwargs()defstart(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:ifself.title.upper()=="FURY":self.window.SetWindowName(self.title+" "+fury_version)else:self.window.SetWindowName(self.title)ifmultithreaded:whileself.iren.GetDone()isFalse:start_time=time.perf_counter()self.lock()self.window.MakeCurrent()self.iren.ProcessEvents()# Check if we can really do thatself.window.Render()release_context(self.window)self.release_lock()end_time=time.perf_counter()# throttle to 60fps to avoid busy waittime_per_frame=1.0/desired_fpsifend_time-start_time<time_per_frame:time.sleep(time_per_frame-(end_time-start_time))else:self.render()self.iren.Start()exceptAttributeError: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()ifself.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()delself.irendelself.window
[docs]deflock(self):"""Lock the render window."""self.mutex.acquire()
[docs]defrelease_lock(self):"""Release the lock of the render window."""self.mutex.release()
[docs]deflock_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. """ifself.is_done():returnFalseifnothasattr(self,"window"):returnFalsetry:self.lock()self.window.MakeCurrent()returnTrueexceptAttributeError:returnFalse
[docs]defrelease_current(self):"""Release the window context and lock of the render window."""release_context(self.window)self.release_lock()
[docs]defwait(self):"""Wait for thread to finish."""ifself.thread:self.thread.join()
@propertydefframe_rate(self):"""Returns number of frames per second."""returnself._fps
[docs]defrecord_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. """withInTemporaryDirectory():filename="recorded_events.log"recorder=InteractorEventRecorder()recorder.SetInteractor(self.iren)recorder.SetFileName(filename)def_stop_recording_and_close(_obj,_evt):ifrecorder: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.withopen(filename,"r")asf:events=f.read()returnevents
[docs]@warn_on_args_to_kwargs()defrecord_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 needediffilename.endswith(".gz"):withgzip.open(filename,"wb")asfgz:fgz.write(asbytes(events))else:withopen(filename,"w")asf:f.write(events)
[docs]defplay_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]defplay_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.iffilename.endswith(".gz"):withgzip.open(filename,"r")asf:events=f.read()else:withopen(filename)asf:events=f.read()self.play_events(events)
[docs]defexit(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()defsave_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. """ifsizeisNone:size=self.sizeifstereoisNone:stereo=self.stereo.lower()record(scene=self.scene,out_path=fname,magnification=magnification,size=size,stereo=stereo,)
[docs]@warn_on_args_to_kwargs()defshow(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()defrecord(*,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 """ifsceneisNone:scene=Scene()renWin=RenderWindow()renWin.SetOffScreenRendering(1)renWin.SetBorders(screen_clip)renWin.AddRenderer(scene)renWin.SetSize(size[0],size[1])# scene.GetActiveCamera().Azimuth(180)ifreset_camera:scene.ResetCamera()ifstereo.lower()!="off":enable_stereo(renWin,stereo)renderLarge=RenderLargeImage()renderLarge.SetInput(scene)renderLarge.SetMagnification(magnification)renderLarge.Update()ang=0ifcam_posisnotNone:cx,cy,cz=cam_posscene.GetActiveCamera().SetPosition(cx,cy,cz)ifcam_focalisnotNone:fx,fy,fz=cam_focalscene.GetActiveCamera().SetFocalPoint(fx,fy,fz)ifcam_viewisnotNone:ux,uy,uz=cam_viewscene.GetActiveCamera().SetViewUp(ux,uy,uz)cam=scene.GetActiveCamera()ifverbose: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())foriinrange(n_frames):scene.GetActiveCamera().Azimuth(ang)renderLarge=RenderLargeImage()renderLarge.SetInput(scene)renderLarge.SetMagnification(magnification)renderLarge.Update()ifpath_numbering:ifout_pathisNone:filename=str(i).zfill(6)+".png"else:filename=out_path+str(i).zfill(6)+".png"else:ifout_pathisNone:filename="fury.png"else:filename=out_patharr=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_angrenWin.RemoveRenderer(scene)renWin.Finalize()
[docs]@warn_on_args_to_kwargs()defantialiasing(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()defsnapshot(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=sizeifrender_windowisNone:render_window=RenderWindow()ifoffscreen:render_window.SetOffScreenRendering(1)ifstereo.lower()!="off":enable_stereo(render_window,stereo)render_window.AddRenderer(scene)render_window.SetSize(width,height)iforder_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)iffnameisNone:returnarrsave_image(arr,fname,dpi=dpi)render_window.RemoveRenderer(scene)render_window.Finalize()returnarr
[docs]@warn_on_args_to_kwargs()defanalyze_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``. """ifisinstance(im,str):im=load_image(im)classReportSnapshot:objects=Nonelabels=Nonecolors_found=Falsedef__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)returnmsgreport=ReportSnapshot()ifcolorsisnotNone:ifisinstance(colors,tuple):colors=[colors]flags=[False]*len(colors)fori,colinenumerate(colors):# find if the current color exist in the arrayflags[i]=np.any(np.any(np.all(np.equal(im[...,:3],col[:3]),axis=-1)))report.colors_found=flagsiffind_objectsisTrue:weights=[0.299,0.587,0.144]gray=np.dot(im[...,:3],weights)bg_color2=im[0,0]background=np.dot(bg_color2,weights)ifstrelisNone:strel=np.array([[1,1,1],[1,1,1],[1,1,1]])labels,objects=ndimage.label(gray!=background,strel)report.labels=labelsreport.objects=objectsreturnreport
[docs]defenable_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#L57stereo_type_dictionary={"opengl":1,"interlaced":3,"anaglyph":7,"checkerboard":8,"horizontal":9,}# default to horizontal since it is easy to see if it is workingifstereo_typenotinstereo_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]defgl_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)forglName,glNumberin_GL.items()}returnstate_description
[docs]defgl_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 """# noqagl_state.ResetGLBlendEquationState()gl_state.ResetGLBlendFuncState()
[docs]defgl_enable_depth(gl_state):"""Enable OpenGl depth test Parameters ---------- gl_state : vtkOpenGLState """gl_state.vtkglEnable(_GL["GL_DEPTH_TEST"])
[docs]defgl_disable_depth(gl_state):"""Disable OpenGl depth test Parameters ---------- gl_state : vtkOpenGLState """gl_state.vtkglDisable(_GL["GL_DEPTH_TEST"])
[docs]defgl_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]defgl_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]defgl_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"],)