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Classmethod to create a quaternion given the euler angles. def create_from_euler_angles(cls, rx, ry, rz, degrees=False): """ Classmethod to create a quaternion given the euler angles. """ if degrees: rx, ry, rz = np.radians([rx, ry, rz]) # Obtain quaternions qx = Quaternion(np.cos(rx/2), 0, 0, np.sin(rx/2)) qy = Quaternion(np.cos(ry/2), 0, np.sin(ry/2), 0) qz = Quaternion(np.cos(rz/2), np.sin(rz/2), 0, 0) # Almost done return qx*qy*qz
Turn a possibly string enum into an integer enum. def as_enum(enum): """ Turn a possibly string enum into an integer enum. """ if isinstance(enum, string_types): try: enum = getattr(gl, 'GL_' + enum.upper()) except AttributeError: try: enum = _internalformats['GL_' + enum.upper()] except KeyError: raise ValueError('Could not find int value for enum %r' % enum) return enum
Modify shading code so that we can write code once and make it run "everywhere". def convert_shaders(convert, shaders): """ Modify shading code so that we can write code once and make it run "everywhere". """ # New version of the shaders out = [] if convert == 'es2': for isfragment, shader in enumerate(shaders): has_version = False has_prec_float = False has_prec_int = False lines = [] # Iterate over lines for line in shader.lstrip().splitlines(): if line.startswith('#version'): has_version = True continue if line.startswith('precision '): has_prec_float = has_prec_float or 'float' in line has_prec_int = has_prec_int or 'int' in line lines.append(line.rstrip()) # Write # BUG: fails on WebGL (Chrome) # if True: # lines.insert(has_version, '#line 0') if not has_prec_float: lines.insert(has_version, 'precision highp float;') if not has_prec_int: lines.insert(has_version, 'precision highp int;') # BUG: fails on WebGL (Chrome) # if not has_version: # lines.insert(has_version, '#version 100') out.append('\n'.join(lines)) elif convert == 'desktop': for isfragment, shader in enumerate(shaders): has_version = False lines = [] # Iterate over lines for line in shader.lstrip().splitlines(): has_version = has_version or line.startswith('#version') if line.startswith('precision '): line = '' for prec in (' highp ', ' mediump ', ' lowp '): line = line.replace(prec, ' ') lines.append(line.rstrip()) # Write if not has_version: lines.insert(0, '#version 120\n') out.append('\n'.join(lines)) else: raise ValueError('Cannot convert shaders to %r.' % convert) return tuple(out)
Modify a desktop command so it works on es2. def as_es2_command(command): """ Modify a desktop command so it works on es2. """ if command[0] == 'FUNC': return (command[0], re.sub(r'^gl([A-Z])', lambda m: m.group(1).lower(), command[1])) + command[2:] if command[0] == 'SHADERS': return command[:2] + convert_shaders('es2', command[2:]) if command[0] == 'UNIFORM': return command[:-1] + (command[-1].tolist(),) return command
Helper to ensure users have OpenGL for 3D texture support (for now) def _check_pyopengl_3D(): """Helper to ensure users have OpenGL for 3D texture support (for now)""" global USE_TEX_3D USE_TEX_3D = True try: import OpenGL.GL as _gl except ImportError: raise ImportError('PyOpenGL is required for 3D texture support') return _gl
Print the list of commands currently in the queue. If filter is given, print only commands that match the filter. def show(self, filter=None): """ Print the list of commands currently in the queue. If filter is given, print only commands that match the filter. """ for command in self._commands: if command[0] is None: # or command[1] in self._invalid_objects: continue # Skip nill commands if filter and command[0] != filter: continue t = [] for e in command: if isinstance(e, np.ndarray): t.append('array %s' % str(e.shape)) elif isinstance(e, str): s = e.strip() if len(s) > 20: s = s[:18] + '... %i lines' % (e.count('\n')+1) t.append(s) else: t.append(e) print(tuple(t))
Flush all current commands to the GLIR interpreter. def flush(self, parser): """ Flush all current commands to the GLIR interpreter. """ if self._verbose: show = self._verbose if isinstance(self._verbose, str) else None self.show(show) parser.parse(self._filter(self.clear(), parser))
Filter DATA/SIZE commands that are overridden by a SIZE command. def _filter(self, commands, parser): """ Filter DATA/SIZE commands that are overridden by a SIZE command. """ resized = set() commands2 = [] for command in reversed(commands): if command[0] == 'SHADERS': convert = parser.convert_shaders() if convert: shaders = self._convert_shaders(convert, command[2:]) command = command[:2] + shaders elif command[1] in resized: if command[0] in ('SIZE', 'DATA'): continue # remove this command elif command[0] == 'SIZE': resized.add(command[1]) commands2.append(command) return list(reversed(commands2))
Merge this queue with another. Both queues will use a shared command list and either one can be used to fill or flush the shared queue. def associate(self, queue): """Merge this queue with another. Both queues will use a shared command list and either one can be used to fill or flush the shared queue. """ assert isinstance(queue, GlirQueue) if queue._shared is self._shared: return # merge commands self._shared._commands.extend(queue.clear()) self._shared._verbose |= queue._shared._verbose self._shared._associations[queue] = None # update queue and all related queues to use the same _shared object for ch in queue._shared._associations: ch._shared = self._shared self._shared._associations[ch] = None queue._shared = self._shared
Parse a single command. def _parse(self, command): """ Parse a single command. """ cmd, id_, args = command[0], command[1], command[2:] if cmd == 'CURRENT': # This context is made current self.env.clear() self._gl_initialize() self.env['fbo'] = args[0] gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, args[0]) elif cmd == 'FUNC': # GL function call args = [as_enum(a) for a in args] try: getattr(gl, id_)(*args) except AttributeError: logger.warning('Invalid gl command: %r' % id_) elif cmd == 'CREATE': # Creating an object if args[0] is not None: klass = self._classmap[args[0]] self._objects[id_] = klass(self, id_) else: self._invalid_objects.add(id_) elif cmd == 'DELETE': # Deleting an object ob = self._objects.get(id_, None) if ob is not None: self._objects[id_] = JUST_DELETED ob.delete() else: # Doing somthing to an object ob = self._objects.get(id_, None) if ob == JUST_DELETED: return if ob is None: if id_ not in self._invalid_objects: raise RuntimeError('Cannot %s object %i because it ' 'does not exist' % (cmd, id_)) return # Triage over command. Order of commands is set so most # common ones occur first. if cmd == 'DRAW': # Program ob.draw(*args) elif cmd == 'TEXTURE': # Program ob.set_texture(*args) elif cmd == 'UNIFORM': # Program ob.set_uniform(*args) elif cmd == 'ATTRIBUTE': # Program ob.set_attribute(*args) elif cmd == 'DATA': # VertexBuffer, IndexBuffer, Texture ob.set_data(*args) elif cmd == 'SIZE': # VertexBuffer, IndexBuffer, ob.set_size(*args) # Texture[1D, 2D, 3D], RenderBuffer elif cmd == 'ATTACH': # FrameBuffer ob.attach(*args) elif cmd == 'FRAMEBUFFER': # FrameBuffer ob.set_framebuffer(*args) elif cmd == 'SHADERS': # Program ob.set_shaders(*args) elif cmd == 'WRAPPING': # Texture1D, Texture2D, Texture3D ob.set_wrapping(*args) elif cmd == 'INTERPOLATION': # Texture1D, Texture2D, Texture3D ob.set_interpolation(*args) else: logger.warning('Invalid GLIR command %r' % cmd)
Parse a list of commands. def parse(self, commands): """ Parse a list of commands. """ # Get rid of dummy objects that represented deleted objects in # the last parsing round. to_delete = [] for id_, val in self._objects.items(): if val == JUST_DELETED: to_delete.append(id_) for id_ in to_delete: self._objects.pop(id_) for command in commands: self._parse(command)
Deal with compatibility; desktop does not have sprites enabled by default. ES has. def _gl_initialize(self): """ Deal with compatibility; desktop does not have sprites enabled by default. ES has. """ if '.es' in gl.current_backend.__name__: pass # ES2: no action required else: # Desktop, enable sprites GL_VERTEX_PROGRAM_POINT_SIZE = 34370 GL_POINT_SPRITE = 34913 gl.glEnable(GL_VERTEX_PROGRAM_POINT_SIZE) gl.glEnable(GL_POINT_SPRITE) if self.capabilities['max_texture_size'] is None: # only do once self.capabilities['gl_version'] = gl.glGetParameter(gl.GL_VERSION) self.capabilities['max_texture_size'] = \ gl.glGetParameter(gl.GL_MAX_TEXTURE_SIZE) this_version = self.capabilities['gl_version'].split(' ')[0] this_version = LooseVersion(this_version)
Avoid overhead in calling glUseProgram with same arg. Warning: this will break if glUseProgram is used somewhere else. Per context we keep track of one current program. def activate(self): """ Avoid overhead in calling glUseProgram with same arg. Warning: this will break if glUseProgram is used somewhere else. Per context we keep track of one current program. """ if self._handle != self._parser.env.get('current_program', False): self._parser.env['current_program'] = self._handle gl.glUseProgram(self._handle)
Avoid overhead in calling glUseProgram with same arg. Warning: this will break if glUseProgram is used somewhere else. Per context we keep track of one current program. def deactivate(self): """ Avoid overhead in calling glUseProgram with same arg. Warning: this will break if glUseProgram is used somewhere else. Per context we keep track of one current program. """ if self._parser.env.get('current_program', 0) != 0: self._parser.env['current_program'] = 0 gl.glUseProgram(0)
This function takes care of setting the shading code and compiling+linking it into a working program object that is ready to use. def set_shaders(self, vert, frag): """ This function takes care of setting the shading code and compiling+linking it into a working program object that is ready to use. """ self._linked = False # Create temporary shader objects vert_handle = gl.glCreateShader(gl.GL_VERTEX_SHADER) frag_handle = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) # For both vertex and fragment shader: set source, compile, check for code, handle, type_ in [(vert, vert_handle, 'vertex'), (frag, frag_handle, 'fragment')]: gl.glShaderSource(handle, code) gl.glCompileShader(handle) status = gl.glGetShaderParameter(handle, gl.GL_COMPILE_STATUS) if not status: errors = gl.glGetShaderInfoLog(handle) errormsg = self._get_error(code, errors, 4) raise RuntimeError("Shader compilation error in %s:\n%s" % (type_ + ' shader', errormsg)) # Attach shaders gl.glAttachShader(self._handle, vert_handle) gl.glAttachShader(self._handle, frag_handle) # Link the program and check gl.glLinkProgram(self._handle) if not gl.glGetProgramParameter(self._handle, gl.GL_LINK_STATUS): raise RuntimeError('Program linking error:\n%s' % gl.glGetProgramInfoLog(self._handle)) # Now we can remove the shaders. We no longer need them and it # frees up precious GPU memory: # http://gamedev.stackexchange.com/questions/47910 gl.glDetachShader(self._handle, vert_handle) gl.glDetachShader(self._handle, frag_handle) gl.glDeleteShader(vert_handle) gl.glDeleteShader(frag_handle) # Now we know what variables will be used by the program self._unset_variables = self._get_active_attributes_and_uniforms() self._handles = {} self._known_invalid = set() self._linked = True
Retrieve active attributes and uniforms to be able to check that all uniforms/attributes are set by the user. Other GLIR implementations may omit this. def _get_active_attributes_and_uniforms(self): """ Retrieve active attributes and uniforms to be able to check that all uniforms/attributes are set by the user. Other GLIR implementations may omit this. """ # This match a name of the form "name[size]" (= array) regex = re.compile("""(?P<name>\w+)\s*(\[(?P<size>\d+)\])\s*""") # Get how many active attributes and uniforms there are cu = gl.glGetProgramParameter(self._handle, gl.GL_ACTIVE_UNIFORMS) ca = gl.glGetProgramParameter(self.handle, gl.GL_ACTIVE_ATTRIBUTES) # Get info on each one attributes = [] uniforms = [] for container, count, func in [(attributes, ca, gl.glGetActiveAttrib), (uniforms, cu, gl.glGetActiveUniform)]: for i in range(count): name, size, gtype = func(self._handle, i) m = regex.match(name) # Check if xxx[0] instead of xx if m: name = m.group('name') for i in range(size): container.append(('%s[%d]' % (name, i), gtype)) else: container.append((name, gtype)) #return attributes, uniforms return set([v[0] for v in attributes] + [v[0] for v in uniforms])
Parses a single GLSL error and extracts the linenr and description Other GLIR implementations may omit this. def _parse_error(self, error): """ Parses a single GLSL error and extracts the linenr and description Other GLIR implementations may omit this. """ error = str(error) # Nvidia # 0(7): error C1008: undefined variable "MV" m = re.match(r'(\d+)\((\d+)\)\s*:\s(.*)', error) if m: return int(m.group(2)), m.group(3) # ATI / Intel # ERROR: 0:131: '{' : syntax error parse error m = re.match(r'ERROR:\s(\d+):(\d+):\s(.*)', error) if m: return int(m.group(2)), m.group(3) # Nouveau # 0:28(16): error: syntax error, unexpected ')', expecting '(' m = re.match(r'(\d+):(\d+)\((\d+)\):\s(.*)', error) if m: return int(m.group(2)), m.group(4) # Other ... return None, error
Get error and show the faulty line + some context Other GLIR implementations may omit this. def _get_error(self, code, errors, indentation=0): """Get error and show the faulty line + some context Other GLIR implementations may omit this. """ # Init results = [] lines = None if code is not None: lines = [line.strip() for line in code.split('\n')] for error in errors.split('\n'): # Strip; skip empy lines error = error.strip() if not error: continue # Separate line number from description (if we can) linenr, error = self._parse_error(error) if None in (linenr, lines): results.append('%s' % error) else: results.append('on line %i: %s' % (linenr, error)) if linenr > 0 and linenr < len(lines): results.append(' %s' % lines[linenr - 1]) # Add indentation and return results = [' ' * indentation + r for r in results] return '\n'.join(results)
Set a texture sampler. Value is the id of the texture to link. def set_texture(self, name, value): """ Set a texture sampler. Value is the id of the texture to link. """ if not self._linked: raise RuntimeError('Cannot set uniform when program has no code') # Get handle for the uniform, first try cache handle = self._handles.get(name, -1) if handle < 0: if name in self._known_invalid: return handle = gl.glGetUniformLocation(self._handle, name) self._unset_variables.discard(name) # Mark as set self._handles[name] = handle # Store in cache if handle < 0: self._known_invalid.add(name) logger.info('Variable %s is not an active uniform' % name) return # Program needs to be active in order to set uniforms self.activate() if True: # Sampler: the value is the id of the texture tex = self._parser.get_object(value) if tex == JUST_DELETED: return if tex is None: raise RuntimeError('Could not find texture with id %i' % value) unit = len(self._samplers) if name in self._samplers: unit = self._samplers[name][-1] # Use existing unit self._samplers[name] = tex._target, tex.handle, unit gl.glUniform1i(handle, unit)
Set a uniform value. Value is assumed to have been checked. def set_uniform(self, name, type_, value): """ Set a uniform value. Value is assumed to have been checked. """ if not self._linked: raise RuntimeError('Cannot set uniform when program has no code') # Get handle for the uniform, first try cache handle = self._handles.get(name, -1) count = 1 if handle < 0: if name in self._known_invalid: return handle = gl.glGetUniformLocation(self._handle, name) self._unset_variables.discard(name) # Mark as set # if we set a uniform_array, mark all as set if not type_.startswith('mat'): count = value.nbytes // (4 * self.ATYPEINFO[type_][0]) if count > 1: for ii in range(count): if '%s[%s]' % (name, ii) in self._unset_variables: self._unset_variables.discard('%s[%s]' % (name, ii)) self._handles[name] = handle # Store in cache if handle < 0: self._known_invalid.add(name) logger.info('Variable %s is not an active uniform' % name) return # Look up function to call funcname = self.UTYPEMAP[type_] func = getattr(gl, funcname) # Program needs to be active in order to set uniforms self.activate() # Triage depending on type if type_.startswith('mat'): # Value is matrix, these gl funcs have alternative signature transpose = False # OpenGL ES 2.0 does not support transpose func(handle, 1, transpose, value) else: # Regular uniform func(handle, count, value)
Set an attribute value. Value is assumed to have been checked. def set_attribute(self, name, type_, value): """ Set an attribute value. Value is assumed to have been checked. """ if not self._linked: raise RuntimeError('Cannot set attribute when program has no code') # Get handle for the attribute, first try cache handle = self._handles.get(name, -1) if handle < 0: if name in self._known_invalid: return handle = gl.glGetAttribLocation(self._handle, name) self._unset_variables.discard(name) # Mark as set self._handles[name] = handle # Store in cache if handle < 0: self._known_invalid.add(name) if value[0] != 0 and value[2] > 0: # VBO with offset return # Probably an unused element in a structured VBO logger.info('Variable %s is not an active attribute' % name) return # Program needs to be active in order to set uniforms self.activate() # Triage depending on VBO or tuple data if value[0] == 0: # Look up function call funcname = self.ATYPEMAP[type_] func = getattr(gl, funcname) # Set data self._attributes[name] = 0, handle, func, value[1:] else: # Get meta data vbo_id, stride, offset = value size, gtype, dtype = self.ATYPEINFO[type_] # Get associated VBO vbo = self._parser.get_object(vbo_id) if vbo == JUST_DELETED: return if vbo is None: raise RuntimeError('Could not find VBO with id %i' % vbo_id) # Set data func = gl.glVertexAttribPointer args = size, gtype, gl.GL_FALSE, stride, offset self._attributes[name] = vbo.handle, handle, func, args
Draw program in given mode, with given selection (IndexBuffer or first, count). def draw(self, mode, selection): """ Draw program in given mode, with given selection (IndexBuffer or first, count). """ if not self._linked: raise RuntimeError('Cannot draw program if code has not been set') # Init gl.check_error('Check before draw') mode = as_enum(mode) # Draw if len(selection) == 3: # Selection based on indices id_, gtype, count = selection if count: self._pre_draw() ibuf = self._parser.get_object(id_) ibuf.activate() gl.glDrawElements(mode, count, as_enum(gtype), None) ibuf.deactivate() else: # Selection based on start and count first, count = selection if count: self._pre_draw() gl.glDrawArrays(mode, first, count) # Wrap up gl.check_error('Check after draw') self._post_draw()
Simplify a transform to a single matrix transform, which makes it a lot faster to compute transformations. Raises a TypeError if the transform cannot be simplified. def as_matrix_transform(transform): """ Simplify a transform to a single matrix transform, which makes it a lot faster to compute transformations. Raises a TypeError if the transform cannot be simplified. """ if isinstance(transform, ChainTransform): matrix = np.identity(4) for tr in transform.transforms: # We need to do the matrix multiplication manually because VisPy # somehow doesn't mutliply matrices if there is a perspective # component. The equation below looks like it's the wrong way # around, but the VisPy matrices are transposed. matrix = np.matmul(as_matrix_transform(tr).matrix, matrix) return MatrixTransform(matrix) elif isinstance(transform, InverseTransform): matrix = as_matrix_transform(transform._inverse) return MatrixTransform(matrix.inv_matrix) elif isinstance(transform, NullTransform): return MatrixTransform() elif isinstance(transform, STTransform): return transform.as_matrix() elif isinstance(transform, MatrixTransform): return transform else: raise TypeError("Could not simplify transform of type {0}".format(type(transform)))
Places all nodes on a single circle. Parameters ---------- adjacency_mat : matrix or sparse The graph adjacency matrix directed : bool Whether the graph is directed. If this is True, is will also generate the vertices for arrows, which can be passed to an ArrowVisual. Yields ------ (node_vertices, line_vertices, arrow_vertices) : tuple Yields the node and line vertices in a tuple. This layout only yields a single time, and has no builtin animation def circular(adjacency_mat, directed=False): """Places all nodes on a single circle. Parameters ---------- adjacency_mat : matrix or sparse The graph adjacency matrix directed : bool Whether the graph is directed. If this is True, is will also generate the vertices for arrows, which can be passed to an ArrowVisual. Yields ------ (node_vertices, line_vertices, arrow_vertices) : tuple Yields the node and line vertices in a tuple. This layout only yields a single time, and has no builtin animation """ if issparse(adjacency_mat): adjacency_mat = adjacency_mat.tocoo() num_nodes = adjacency_mat.shape[0] t = np.linspace(0, 2 * np.pi, num_nodes, endpoint=False, dtype=np.float32) # Visual coordinate system is between 0 and 1, so generate a circle with # radius 0.5 and center it at the point (0.5, 0.5). node_coords = (0.5 * np.array([np.cos(t), np.sin(t)]) + 0.5).T line_vertices, arrows = _straight_line_vertices(adjacency_mat, node_coords, directed) yield node_coords, line_vertices, arrows
Append a new set of vertices to the collection. For kwargs argument, n is the number of vertices (local) or the number of item (shared) Parameters ---------- P : np.array Vertices positions of the path(s) to be added closed: bool Whether path(s) is/are closed itemsize: int or None Size of an individual path caps : list, array or 2-tuple Path start /end cap join : list, array or float path segment join color : list, array or 4-tuple Path color miter_limit : list, array or float Miter limit for join linewidth : list, array or float Path linewidth antialias : list, array or float Path antialias area def append(self, P, closed=False, itemsize=None, **kwargs): """ Append a new set of vertices to the collection. For kwargs argument, n is the number of vertices (local) or the number of item (shared) Parameters ---------- P : np.array Vertices positions of the path(s) to be added closed: bool Whether path(s) is/are closed itemsize: int or None Size of an individual path caps : list, array or 2-tuple Path start /end cap join : list, array or float path segment join color : list, array or 4-tuple Path color miter_limit : list, array or float Miter limit for join linewidth : list, array or float Path linewidth antialias : list, array or float Path antialias area """ itemsize = itemsize or len(P) itemcount = len(P) / itemsize # Computes the adjacency information n, p = len(P), P.shape[-1] Z = np.tile(P, 2).reshape(2 * len(P), p) V = np.empty(n, dtype=self.vtype) V['p0'][1:-1] = Z[0::2][:-2] V['p1'][:-1] = Z[1::2][:-1] V['p2'][:-1] = Z[1::2][+1:] V['p3'][:-2] = Z[0::2][+2:] # Apply default values on vertices for name in self.vtype.names: if name not in ['collection_index', 'p0', 'p1', 'p2', 'p3']: V[name] = kwargs.get(name, self._defaults[name]) # Extract relevant segments only V = (V.reshape(n / itemsize, itemsize)[:, :-1]) if closed: V['p0'][:, 0] = V['p2'][:, -1] V['p3'][:, -1] = V['p1'][:, 0] else: V['p0'][:, 0] = V['p1'][:, 0] V['p3'][:, -1] = V['p2'][:, -1] V = V.ravel() # Quadruple each point (we're using 2 triangles / segment) # No shared vertices between segment because of joins V = np.repeat(V, 4, axis=0).reshape((len(V), 4)) V['uv'] = (-1, -1), (-1, +1), (+1, -1), (+1, +1) V = V.ravel() n = itemsize if closed: # uint16 for WebGL I = np.resize( np.array([0, 1, 2, 1, 2, 3], dtype=np.uint32), n * 2 * 3) I += np.repeat(4 * np.arange(n, dtype=np.uint32), 6) I[-6:] = 4 * n - 6, 4 * n - 5, 0, 4 * n - 5, 0, 1 else: I = np.resize( np.array([0, 1, 2, 1, 2, 3], dtype=np.uint32), (n - 1) * 2 * 3) I += np.repeat(4 * np.arange(n - 1, dtype=np.uint32), 6) I = I.ravel() # Uniforms if self.utype: U = np.zeros(itemcount, dtype=self.utype) for name in self.utype.names: if name not in ["__unused__"]: U[name] = kwargs.get(name, self._defaults[name]) else: U = None Collection.append(self, vertices=V, uniforms=U, indices=I, itemsize=itemsize * 4 - 4)
Draw collection def draw(self, mode="triangles"): """ Draw collection """ gl.glDepthMask(0) Collection.draw(self, mode) gl.glDepthMask(1)
Set the data used to display this visual. Parameters ---------- pos : array The array of locations to display each symbol. symbol : str The style of symbol to draw (see Notes). size : float or array The symbol size in px. edge_width : float | None The width of the symbol outline in pixels. edge_width_rel : float | None The width as a fraction of marker size. Exactly one of `edge_width` and `edge_width_rel` must be supplied. edge_color : Color | ColorArray The color used to draw each symbol outline. face_color : Color | ColorArray The color used to draw each symbol interior. scaling : bool If set to True, marker scales when rezooming. Notes ----- Allowed style strings are: disc, arrow, ring, clobber, square, diamond, vbar, hbar, cross, tailed_arrow, x, triangle_up, triangle_down, and star. def set_data(self, pos=None, symbol='o', size=10., edge_width=1., edge_width_rel=None, edge_color='black', face_color='white', scaling=False): """ Set the data used to display this visual. Parameters ---------- pos : array The array of locations to display each symbol. symbol : str The style of symbol to draw (see Notes). size : float or array The symbol size in px. edge_width : float | None The width of the symbol outline in pixels. edge_width_rel : float | None The width as a fraction of marker size. Exactly one of `edge_width` and `edge_width_rel` must be supplied. edge_color : Color | ColorArray The color used to draw each symbol outline. face_color : Color | ColorArray The color used to draw each symbol interior. scaling : bool If set to True, marker scales when rezooming. Notes ----- Allowed style strings are: disc, arrow, ring, clobber, square, diamond, vbar, hbar, cross, tailed_arrow, x, triangle_up, triangle_down, and star. """ assert (isinstance(pos, np.ndarray) and pos.ndim == 2 and pos.shape[1] in (2, 3)) if (edge_width is not None) + (edge_width_rel is not None) != 1: raise ValueError('exactly one of edge_width and edge_width_rel ' 'must be non-None') if edge_width is not None: if edge_width < 0: raise ValueError('edge_width cannot be negative') else: if edge_width_rel < 0: raise ValueError('edge_width_rel cannot be negative') self.symbol = symbol self.scaling = scaling edge_color = ColorArray(edge_color).rgba if len(edge_color) == 1: edge_color = edge_color[0] face_color = ColorArray(face_color).rgba if len(face_color) == 1: face_color = face_color[0] n = len(pos) data = np.zeros(n, dtype=[('a_position', np.float32, 3), ('a_fg_color', np.float32, 4), ('a_bg_color', np.float32, 4), ('a_size', np.float32, 1), ('a_edgewidth', np.float32, 1)]) data['a_fg_color'] = edge_color data['a_bg_color'] = face_color if edge_width is not None: data['a_edgewidth'] = edge_width else: data['a_edgewidth'] = size*edge_width_rel data['a_position'][:, :pos.shape[1]] = pos data['a_size'] = size self.shared_program['u_antialias'] = self.antialias # XXX make prop self._data = data self._vbo.set_data(data) self.shared_program.bind(self._vbo) self.update()
Handle a hook upate. def hook_changed(self, hook_name, widget, new_data): """Handle a hook upate.""" if hook_name == 'song': self.song_changed(widget, new_data) elif hook_name == 'state': self.state_changed(widget, new_data) elif hook_name == 'elapsed_and_total': elapsed, total = new_data self.time_changed(widget, elapsed, total)
Update the signature of func with the data in self def update(self, func, **kw): "Update the signature of func with the data in self" func.__name__ = self.name func.__doc__ = getattr(self, 'doc', None) func.__dict__ = getattr(self, 'dict', {}) func.__defaults__ = getattr(self, 'defaults', ()) func.__kwdefaults__ = getattr(self, 'kwonlydefaults', None) func.__annotations__ = getattr(self, 'annotations', None) callermodule = sys._getframe(3).f_globals.get('__name__', '?') func.__module__ = getattr(self, 'module', callermodule) func.__dict__.update(kw)
Make a new function from a given template and update the signature def make(self, src_templ, evaldict=None, addsource=False, **attrs): "Make a new function from a given template and update the signature" src = src_templ % vars(self) # expand name and signature evaldict = evaldict or {} mo = DEF.match(src) if mo is None: raise SyntaxError('not a valid function template\n%s' % src) name = mo.group(1) # extract the function name names = set([name] + [arg.strip(' *') for arg in self.shortsignature.split(',')]) for n in names: if n in ('_func_', '_call_'): raise NameError('%s is overridden in\n%s' % (n, src)) if not src.endswith('\n'): # add a newline just for safety src += '\n' # this is needed in old versions of Python try: code = compile(src, '<string>', 'single') # print >> sys.stderr, 'Compiling %s' % src exec(code, evaldict) except: print('Error in generated code:', file=sys.stderr) print(src, file=sys.stderr) raise func = evaldict[name] if addsource: attrs['__source__'] = src self.update(func, **attrs) return func
Create a function from the strings name, signature and body. evaldict is the evaluation dictionary. If addsource is true an attribute __source__ is added to the result. The attributes attrs are added, if any. def create(cls, obj, body, evaldict, defaults=None, doc=None, module=None, addsource=True, **attrs): """ Create a function from the strings name, signature and body. evaldict is the evaluation dictionary. If addsource is true an attribute __source__ is added to the result. The attributes attrs are added, if any. """ if isinstance(obj, str): # "name(signature)" name, rest = obj.strip().split('(', 1) signature = rest[:-1] #strip a right parens func = None else: # a function name = None signature = None func = obj self = cls(func, name, signature, defaults, doc, module) ibody = '\n'.join(' ' + line for line in body.splitlines()) return self.make('def %(name)s(%(signature)s):\n' + ibody, evaldict, addsource, **attrs)
Set the scalar array data Parameters ---------- data : ndarray A 3D array of scalar values. The isosurface is constructed to show all locations in the scalar field equal to ``self.level``. vertex_colors : array-like | None Colors to use for each vertex. face_colors : array-like | None Colors to use for each face. color : instance of Color The color to use. def set_data(self, data=None, vertex_colors=None, face_colors=None, color=None): """ Set the scalar array data Parameters ---------- data : ndarray A 3D array of scalar values. The isosurface is constructed to show all locations in the scalar field equal to ``self.level``. vertex_colors : array-like | None Colors to use for each vertex. face_colors : array-like | None Colors to use for each face. color : instance of Color The color to use. """ # We only change the internal variables if they are provided if data is not None: self._data = data self._recompute = True if vertex_colors is not None: self._vertex_colors = vertex_colors self._update_meshvisual = True if face_colors is not None: self._face_colors = face_colors self._update_meshvisual = True if color is not None: self._color = Color(color) self._update_meshvisual = True self.update()
Get the total bounds based on the visuals present in the scene Parameters ---------- dim : int | None Dimension to return. Returns ------- bounds : list | tuple If ``dim is None``, Returns a list of 3 tuples, otherwise the bounds for the requested dimension. def get_scene_bounds(self, dim=None): """Get the total bounds based on the visuals present in the scene Parameters ---------- dim : int | None Dimension to return. Returns ------- bounds : list | tuple If ``dim is None``, Returns a list of 3 tuples, otherwise the bounds for the requested dimension. """ # todo: handle sub-children # todo: handle transformations # Init bounds = [(np.inf, -np.inf), (np.inf, -np.inf), (np.inf, -np.inf)] # Get bounds of all children for ob in self.scene.children: if hasattr(ob, 'bounds'): for axis in (0, 1, 2): if (dim is not None) and dim != axis: continue b = ob.bounds(axis) if b is not None: b = min(b), max(b) # Ensure correct order bounds[axis] = (min(bounds[axis][0], b[0]), max(bounds[axis][1], b[1])) # Set defaults for axis in (0, 1, 2): if any(np.isinf(bounds[axis])): bounds[axis] = -1, 1 if dim is not None: return bounds[dim] else: return bounds
Convert user string or hex color to color array (length 3 or 4) def _string_to_rgb(color): """Convert user string or hex color to color array (length 3 or 4)""" if not color.startswith('#'): if color.lower() not in _color_dict: raise ValueError('Color "%s" unknown' % color) color = _color_dict[color] assert color[0] == '#' # hex color color = color[1:] lc = len(color) if lc in (3, 4): color = ''.join(c + c for c in color) lc = len(color) if lc not in (6, 8): raise ValueError('Hex color must have exactly six or eight ' 'elements following the # sign') color = np.array([int(color[i:i+2], 16) / 255. for i in range(0, lc, 2)]) return color
Convert color(s) from any set of fmts (str/hex/arr) to RGB(A) array def _user_to_rgba(color, expand=True, clip=False): """Convert color(s) from any set of fmts (str/hex/arr) to RGB(A) array""" if color is None: color = np.zeros(4, np.float32) if isinstance(color, string_types): color = _string_to_rgb(color) elif isinstance(color, ColorArray): color = color.rgba # We have to treat this specially elif isinstance(color, (list, tuple)): if any(isinstance(c, string_types) for c in color): color = [_user_to_rgba(c, expand=expand, clip=clip) for c in color] if any(len(c) > 1 for c in color): raise RuntimeError('could not parse colors, are they nested?') color = [c[0] for c in color] color = np.atleast_2d(color).astype(np.float32) if color.shape[1] not in (3, 4): raise ValueError('color must have three or four elements') if expand and color.shape[1] == 3: # only expand if requested color = np.concatenate((color, np.ones((color.shape[0], 1))), axis=1) if color.min() < 0 or color.max() > 1: if clip: color = np.clip(color, 0, 1) else: raise ValueError("Color values must be between 0 and 1 (or use " "clip=True to automatically clip the values).") return color
Helper to turn val into array and clip between 0 and 1 def _array_clip_val(val): """Helper to turn val into array and clip between 0 and 1""" val = np.array(val) if val.max() > 1 or val.min() < 0: logger.warning('value will be clipped between 0 and 1') val[...] = np.clip(val, 0, 1) return val
Extend a ColorArray with new colors Parameters ---------- colors : instance of ColorArray The new colors. def extend(self, colors): """Extend a ColorArray with new colors Parameters ---------- colors : instance of ColorArray The new colors. """ colors = ColorArray(colors) self._rgba = np.vstack((self._rgba, colors._rgba)) return self
Set the color using an Nx4 array of RGBA floats def rgba(self, val): """Set the color using an Nx4 array of RGBA floats""" # Note: all other attribute sets get routed here! # This method is meant to do the heavy lifting of setting data rgba = _user_to_rgba(val, expand=False) if self._rgba is None: self._rgba = rgba # only on init else: self._rgba[:, :rgba.shape[1]] = rgba
Set the color using an Nx4 array of RGBA uint8 values def RGBA(self, val): """Set the color using an Nx4 array of RGBA uint8 values""" # need to convert to normalized float val = np.atleast_1d(val).astype(np.float32) / 255 self.rgba = val
Set the color using an Nx3 array of RGB uint8 values def RGB(self, val): """Set the color using an Nx3 array of RGB uint8 values""" # need to convert to normalized float val = np.atleast_1d(val).astype(np.float32) / 255. self.rgba = val
Set the color using length-N array of (from HSV) def value(self, val): """Set the color using length-N array of (from HSV)""" hsv = self._hsv hsv[:, 2] = _array_clip_val(val) self.rgba = _hsv_to_rgb(hsv)
Produce a lighter color (if possible) Parameters ---------- dv : float Amount to increase the color value by. copy : bool If False, operation will be carried out in-place. Returns ------- color : instance of ColorArray The lightened Color. def lighter(self, dv=0.1, copy=True): """Produce a lighter color (if possible) Parameters ---------- dv : float Amount to increase the color value by. copy : bool If False, operation will be carried out in-place. Returns ------- color : instance of ColorArray The lightened Color. """ color = self.copy() if copy else self color.value += dv return color
Produce a darker color (if possible) Parameters ---------- dv : float Amount to decrease the color value by. copy : bool If False, operation will be carried out in-place. Returns ------- color : instance of ColorArray The darkened Color. def darker(self, dv=0.1, copy=True): """Produce a darker color (if possible) Parameters ---------- dv : float Amount to decrease the color value by. copy : bool If False, operation will be carried out in-place. Returns ------- color : instance of ColorArray The darkened Color. """ color = self.copy() if copy else self color.value -= dv return color
The ViewBox received a mouse event; update transform accordingly. Default implementation adjusts scale factor when scolling. Parameters ---------- event : instance of Event The event. def viewbox_mouse_event(self, event): """ The ViewBox received a mouse event; update transform accordingly. Default implementation adjusts scale factor when scolling. Parameters ---------- event : instance of Event The event. """ BaseCamera.viewbox_mouse_event(self, event) if event.type == 'mouse_wheel': s = 1.1 ** - event.delta[1] self._scale_factor *= s if self._distance is not None: self._distance *= s self.view_changed()
Reset the camera view using the known limits. def _set_range(self, init): """ Reset the camera view using the known limits. """ if init and (self._scale_factor is not None): return # We don't have to set our scale factor # Get window size (and store factor now to sync with resizing) w, h = self._viewbox.size w, h = float(w), float(h) # Get range and translation for x and y x1, y1, z1 = self._xlim[0], self._ylim[0], self._zlim[0] x2, y2, z2 = self._xlim[1], self._ylim[1], self._zlim[1] rx, ry, rz = (x2 - x1), (y2 - y1), (z2 - z1) # Correct ranges for window size. Note that the window width # influences the x and y data range, while the height influences # the z data range. if w / h > 1: rx /= w / h ry /= w / h else: rz /= h / w # Convert to screen coordinates. In screen x, only x and y have effect. # In screen y, all three dimensions have effect. The idea of the lines # below is to calculate the range on screen when that will fit the # data under any rotation. rxs = (rx**2 + ry**2)**0.5 rys = (rx**2 + ry**2 + rz**2)**0.5 self.scale_factor = max(rxs, rys) * 1.04
The viewbox received a mouse event; update transform accordingly. Parameters ---------- event : instance of Event The event. def viewbox_mouse_event(self, event): """ The viewbox received a mouse event; update transform accordingly. Parameters ---------- event : instance of Event The event. """ if event.handled or not self.interactive: return PerspectiveCamera.viewbox_mouse_event(self, event) if event.type == 'mouse_release': self._event_value = None # Reset elif event.type == 'mouse_press': event.handled = True elif event.type == 'mouse_move': if event.press_event is None: return modifiers = event.mouse_event.modifiers p1 = event.mouse_event.press_event.pos p2 = event.mouse_event.pos d = p2 - p1 if 1 in event.buttons and not modifiers: # Rotate self._update_rotation(event) elif 2 in event.buttons and not modifiers: # Zoom if self._event_value is None: self._event_value = (self._scale_factor, self._distance) zoomy = (1 + self.zoom_factor) ** d[1] self.scale_factor = self._event_value[0] * zoomy # Modify distance if its given if self._distance is not None: self._distance = self._event_value[1] * zoomy self.view_changed() elif 1 in event.buttons and keys.SHIFT in modifiers: # Translate norm = np.mean(self._viewbox.size) if self._event_value is None or len(self._event_value) == 2: self._event_value = self.center dist = (p1 - p2) / norm * self._scale_factor dist[1] *= -1 # Black magic part 1: turn 2D into 3D translations dx, dy, dz = self._dist_to_trans(dist) # Black magic part 2: take up-vector and flipping into account ff = self._flip_factors up, forward, right = self._get_dim_vectors() dx, dy, dz = right * dx + forward * dy + up * dz dx, dy, dz = ff[0] * dx, ff[1] * dy, dz * ff[2] c = self._event_value self.center = c[0] + dx, c[1] + dy, c[2] + dz elif 2 in event.buttons and keys.SHIFT in modifiers: # Change fov if self._event_value is None: self._event_value = self._fov fov = self._event_value - d[1] / 5.0 self.fov = min(180.0, max(0.0, fov))
Set the camera position and orientation def _update_camera_pos(self): """ Set the camera position and orientation""" # transform will be updated several times; do not update camera # transform until we are done. ch_em = self.events.transform_change with ch_em.blocker(self._update_transform): tr = self.transform tr.reset() up, forward, right = self._get_dim_vectors() # Create mapping so correct dim is up pp1 = np.array([(0, 0, 0), (0, 0, -1), (1, 0, 0), (0, 1, 0)]) pp2 = np.array([(0, 0, 0), forward, right, up]) tr.set_mapping(pp1, pp2) tr.translate(-self._actual_distance * forward) self._rotate_tr() tr.scale([1.0/a for a in self._flip_factors]) tr.translate(np.array(self.center))
Determine if the user requested interactive mode. def is_interactive(self): """ Determine if the user requested interactive mode. """ # The Python interpreter sets sys.flags correctly, so use them! if sys.flags.interactive: return True # IPython does not set sys.flags when -i is specified, so first # check it if it is already imported. if '__IPYTHON__' not in dir(six.moves.builtins): return False # Then we check the application singleton and determine based on # a variable it sets. try: from IPython.config.application import Application as App return App.initialized() and App.instance().interact except (ImportError, AttributeError): return False
Enter the native GUI event loop. Parameters ---------- allow_interactive : bool Is the application allowed to handle interactive mode for console terminals? By default, typing ``python -i main.py`` results in an interactive shell that also regularly calls the VisPy event loop. In this specific case, the run() function will terminate immediately and rely on the interpreter's input loop to be run after script execution. def run(self, allow_interactive=True): """ Enter the native GUI event loop. Parameters ---------- allow_interactive : bool Is the application allowed to handle interactive mode for console terminals? By default, typing ``python -i main.py`` results in an interactive shell that also regularly calls the VisPy event loop. In this specific case, the run() function will terminate immediately and rely on the interpreter's input loop to be run after script execution. """ if allow_interactive and self.is_interactive(): inputhook.set_interactive(enabled=True, app=self) else: return self._backend._vispy_run()
Select a backend by name. See class docstring for details. def _use(self, backend_name=None): """Select a backend by name. See class docstring for details. """ # See if we're in a specific testing mode, if so DONT check to see # if it's a valid backend. If it isn't, it's a good thing we # get an error later because we should have decorated our test # with requires_application() test_name = os.getenv('_VISPY_TESTING_APP', None) # Check whether the given name is valid if backend_name is not None: if backend_name.lower() == 'default': backend_name = None # Explicitly use default, avoid using test elif backend_name.lower() not in BACKENDMAP: raise ValueError('backend_name must be one of %s or None, not ' '%r' % (BACKEND_NAMES, backend_name)) elif test_name is not None: backend_name = test_name.lower() assert backend_name in BACKENDMAP # Should we try and load any backend, or just this specific one? try_others = backend_name is None # Get backends to try ... imported_toolkits = [] # Backends for which the native lib is imported backends_to_try = [] if not try_others: # We should never hit this, since we check above assert backend_name.lower() in BACKENDMAP.keys() # Add it backends_to_try.append(backend_name.lower()) else: # See if a backend is loaded for name, module_name, native_module_name in CORE_BACKENDS: if native_module_name and native_module_name in sys.modules: imported_toolkits.append(name.lower()) backends_to_try.append(name.lower()) # See if a default is given default_backend = config['default_backend'].lower() if default_backend.lower() in BACKENDMAP.keys(): if default_backend not in backends_to_try: backends_to_try.append(default_backend) # After this, try each one for name, module_name, native_module_name in CORE_BACKENDS: name = name.lower() if name not in backends_to_try: backends_to_try.append(name) # Now try each one for key in backends_to_try: name, module_name, native_module_name = BACKENDMAP[key] TRIED_BACKENDS.append(name) mod_name = 'backends.' + module_name __import__(mod_name, globals(), level=1) mod = getattr(backends, module_name) if not mod.available: msg = ('Could not import backend "%s":\n%s' % (name, str(mod.why_not))) if not try_others: # Fail if user wanted to use a specific backend raise RuntimeError(msg) elif key in imported_toolkits: # Warn if were unable to use an already imported toolkit msg = ('Although %s is already imported, the %s backend ' 'could not\nbe used ("%s"). \nNote that running ' 'multiple GUI toolkits simultaneously can cause ' 'side effects.' % (native_module_name, name, str(mod.why_not))) logger.warning(msg) else: # Inform otherwise logger.info(msg) else: # Success! self._backend_module = mod logger.debug('Selected backend %s' % module_name) break else: raise RuntimeError('Could not import any of the backends. ' 'You need to install any of %s. We recommend ' 'PyQt' % [b[0] for b in CORE_BACKENDS]) # Store classes for app backend and canvas backend self._backend = self.backend_module.ApplicationBackend()
Set gl configuration def _set_config(c): """Set gl configuration""" gl_attribs = [glcanvas.WX_GL_RGBA, glcanvas.WX_GL_DEPTH_SIZE, c['depth_size'], glcanvas.WX_GL_STENCIL_SIZE, c['stencil_size'], glcanvas.WX_GL_MIN_RED, c['red_size'], glcanvas.WX_GL_MIN_GREEN, c['green_size'], glcanvas.WX_GL_MIN_BLUE, c['blue_size'], glcanvas.WX_GL_MIN_ALPHA, c['alpha_size']] gl_attribs += [glcanvas.WX_GL_DOUBLEBUFFER] if c['double_buffer'] else [] gl_attribs += [glcanvas.WX_GL_STEREO] if c['stereo'] else [] return gl_attribs
Helper to extract list of mods from event def _get_mods(evt): """Helper to extract list of mods from event""" mods = [] mods += [keys.CONTROL] if evt.ControlDown() else [] mods += [keys.ALT] if evt.AltDown() else [] mods += [keys.SHIFT] if evt.ShiftDown() else [] mods += [keys.META] if evt.MetaDown() else [] return mods
Helper to convert from wx keycode to vispy keycode def _process_key(evt): """Helper to convert from wx keycode to vispy keycode""" key = evt.GetKeyCode() if key in KEYMAP: return KEYMAP[key], '' if 97 <= key <= 122: key -= 32 if key >= 32 and key <= 127: return keys.Key(chr(key)), chr(key) else: return None, None
Check if a node is a child of the current node Parameters ---------- node : instance of Node The potential child. Returns ------- child : bool Whether or not the node is a child. def is_child(self, node): """Check if a node is a child of the current node Parameters ---------- node : instance of Node The potential child. Returns ------- child : bool Whether or not the node is a child. """ if node in self.children: return True for c in self.children: if c.is_child(node): return True return False
The first ancestor of this node that is a SubScene instance, or self if no such node exists. def scene_node(self): """The first ancestor of this node that is a SubScene instance, or self if no such node exists. """ if self._scene_node is None: from .subscene import SubScene p = self.parent while True: if isinstance(p, SubScene) or p is None: self._scene_node = p break p = p.parent if self._scene_node is None: self._scene_node = self return self._scene_node
Emit an event to inform listeners that properties of this Node have changed. Also request a canvas update. def update(self): """ Emit an event to inform listeners that properties of this Node have changed. Also request a canvas update. """ self.events.update() c = getattr(self, 'canvas', None) if c is not None: c.update(node=self)
Create a new transform of *type* and assign it to this node. All extra arguments are used in the construction of the transform. Parameters ---------- type_ : str The transform type. *args : tuple Arguments. **kwargs : dict Keywoard arguments. def set_transform(self, type_, *args, **kwargs): """ Create a new transform of *type* and assign it to this node. All extra arguments are used in the construction of the transform. Parameters ---------- type_ : str The transform type. *args : tuple Arguments. **kwargs : dict Keywoard arguments. """ self.transform = create_transform(type_, *args, **kwargs)
Called when has changed. This allows the node and its children to react (notably, VisualNode uses this to update its TransformSystem). Note that this method is only called when one transform is replaced by another; it is not called if an existing transform internally changes its state. def _update_trsys(self, event): """Called when has changed. This allows the node and its children to react (notably, VisualNode uses this to update its TransformSystem). Note that this method is only called when one transform is replaced by another; it is not called if an existing transform internally changes its state. """ for ch in self.children: ch._update_trsys(event) self.events.transform_change() self.update()
Return the list of parents starting from this node. The chain ends at the first node with no parents. def parent_chain(self): """ Return the list of parents starting from this node. The chain ends at the first node with no parents. """ chain = [self] while True: try: parent = chain[-1].parent except Exception: break if parent is None: break chain.append(parent) return chain
Helper function to actuall construct the tree def _describe_tree(self, prefix, with_transform): """Helper function to actuall construct the tree""" extra = ': "%s"' % self.name if self.name is not None else '' if with_transform: extra += (' [%s]' % self.transform.__class__.__name__) output = '' if len(prefix) > 0: output += prefix[:-3] output += ' +--' output += '%s%s\n' % (self.__class__.__name__, extra) n_children = len(self.children) for ii, child in enumerate(self.children): sub_prefix = prefix + (' ' if ii+1 == n_children else ' |') output += child._describe_tree(sub_prefix, with_transform) return output
Return the common parent of two entities If the entities have no common parent, return None. Parameters ---------- node : instance of Node The other node. Returns ------- parent : instance of Node | None The parent. def common_parent(self, node): """ Return the common parent of two entities If the entities have no common parent, return None. Parameters ---------- node : instance of Node The other node. Returns ------- parent : instance of Node | None The parent. """ p1 = self.parent_chain() p2 = node.parent_chain() for p in p1: if p in p2: return p return None
Return a list describing the path from this node to a child node If *node* is not a (grand)child of this node, then raise RuntimeError. Parameters ---------- node : instance of Node The child node. Returns ------- path : list | None The path. def node_path_to_child(self, node): """Return a list describing the path from this node to a child node If *node* is not a (grand)child of this node, then raise RuntimeError. Parameters ---------- node : instance of Node The child node. Returns ------- path : list | None The path. """ if node is self: return [] # Go up from the child node as far as we can path1 = [node] child = node while child.parent is not None: child = child.parent path1.append(child) # Early exit if child is self: return list(reversed(path1)) # Verify that we're not cut off if path1[-1].parent is None: raise RuntimeError('%r is not a child of %r' % (node, self)) def _is_child(path, parent, child): path.append(parent) if child in parent.children: return path else: for c in parent.children: possible_path = _is_child(path[:], c, child) if possible_path: return possible_path return None # Search from the parent towards the child path2 = _is_child([], self, path1[-1]) if not path2: raise RuntimeError('%r is not a child of %r' % (node, self)) # Return return path2 + list(reversed(path1))
Return two lists describing the path from this node to another Parameters ---------- node : instance of Node The other node. Returns ------- p1 : list First path (see below). p2 : list Second path (see below). Notes ----- The first list starts with this node and ends with the common parent between the endpoint nodes. The second list contains the remainder of the path from the common parent to the specified ending node. For example, consider the following scenegraph:: A --- B --- C --- D \ --- E --- F Calling `D.node_path(F)` will return:: ([D, C, B], [E, F]) def node_path(self, node): """Return two lists describing the path from this node to another Parameters ---------- node : instance of Node The other node. Returns ------- p1 : list First path (see below). p2 : list Second path (see below). Notes ----- The first list starts with this node and ends with the common parent between the endpoint nodes. The second list contains the remainder of the path from the common parent to the specified ending node. For example, consider the following scenegraph:: A --- B --- C --- D \ --- E --- F Calling `D.node_path(F)` will return:: ([D, C, B], [E, F]) """ p1 = self.parent_chain() p2 = node.parent_chain() cp = None for p in p1: if p in p2: cp = p break if cp is None: raise RuntimeError("No single-path common parent between nodes %s " "and %s." % (self, node)) p1 = p1[:p1.index(cp)+1] p2 = p2[:p2.index(cp)][::-1] return p1, p2
Return the list of transforms along the path to another node. The transforms are listed in reverse order, such that the last transform should be applied first when mapping from this node to the other. Parameters ---------- node : instance of Node The other node. Returns ------- transforms : list A list of Transform instances. def node_path_transforms(self, node): """Return the list of transforms along the path to another node. The transforms are listed in reverse order, such that the last transform should be applied first when mapping from this node to the other. Parameters ---------- node : instance of Node The other node. Returns ------- transforms : list A list of Transform instances. """ a, b = self.node_path(node) return ([n.transform for n in a[:-1]] + [n.transform.inverse for n in b])[::-1]
read(fname, fmt) This classmethod is the entry point for reading OBJ files. Parameters ---------- fname : str The name of the file to read. fmt : str Can be "obj" or "gz" to specify the file format. def read(cls, fname): """ read(fname, fmt) This classmethod is the entry point for reading OBJ files. Parameters ---------- fname : str The name of the file to read. fmt : str Can be "obj" or "gz" to specify the file format. """ # Open file fmt = op.splitext(fname)[1].lower() assert fmt in ('.obj', '.gz') opener = open if fmt == '.obj' else gzip_open with opener(fname, 'rb') as f: try: reader = WavefrontReader(f) while True: reader.readLine() except EOFError: pass # Done t0 = time.time() mesh = reader.finish() logger.debug('reading mesh took ' + str(time.time() - t0) + ' seconds') return mesh
The method that reads a line and processes it. def readLine(self): """ The method that reads a line and processes it. """ # Read line line = self._f.readline().decode('ascii', 'ignore') if not line: raise EOFError() line = line.strip() if line.startswith('v '): # self._vertices.append( *self.readTuple(line) ) self._v.append(self.readTuple(line)) elif line.startswith('vt '): self._vt.append(self.readTuple(line, 3)) elif line.startswith('vn '): self._vn.append(self.readTuple(line)) elif line.startswith('f '): self._faces.append(self.readFace(line)) elif line.startswith('#'): pass # Comment elif line.startswith('mtllib '): logger.warning('Notice reading .OBJ: material properties are ' 'ignored.') elif any(line.startswith(x) for x in ('g ', 's ', 'o ', 'usemtl ')): pass # Ignore groups and smoothing groups, obj names, material elif not line.strip(): pass else: logger.warning('Notice reading .OBJ: ignoring %s command.' % line.strip())
Reads a tuple of numbers. e.g. vertices, normals or teture coords. def readTuple(self, line, n=3): """ Reads a tuple of numbers. e.g. vertices, normals or teture coords. """ numbers = [num for num in line.split(' ') if num] return [float(num) for num in numbers[1:n + 1]]
Each face consists of three or more sets of indices. Each set consists of 1, 2 or 3 indices to vertices/normals/texcords. def readFace(self, line): """ Each face consists of three or more sets of indices. Each set consists of 1, 2 or 3 indices to vertices/normals/texcords. """ # Get parts (skip first) indexSets = [num for num in line.split(' ') if num][1:] final_face = [] for indexSet in indexSets: # Did we see this exact index earlier? If so, it's easy final_index = self._facemap.get(indexSet) if final_index is not None: final_face.append(final_index) continue # If not, we need to sync the vertices/normals/texcords ... # Get and store final index final_index = len(self._vertices) final_face.append(final_index) self._facemap[indexSet] = final_index # What indices were given? indices = [i for i in indexSet.split('/')] # Store new set of vertex/normal/texcords. # If there is a single face that does not specify the texcord # index, the texcords are ignored. Likewise for the normals. if True: vertex_index = self._absint(indices[0], len(self._v)) self._vertices.append(self._v[vertex_index]) if self._texcords is not None: if len(indices) > 1 and indices[1]: texcord_index = self._absint(indices[1], len(self._vt)) self._texcords.append(self._vt[texcord_index]) else: if self._texcords: logger.warning('Ignoring texture coordinates because ' 'it is not specified for all faces.') self._texcords = None if self._normals is not None: if len(indices) > 2 and indices[2]: normal_index = self._absint(indices[2], len(self._vn)) self._normals.append(self._vn[normal_index]) else: if self._normals: logger.warning('Ignoring normals because it is not ' 'specified for all faces.') self._normals = None # Check face if self._faces and len(self._faces[0]) != len(final_face): raise RuntimeError( 'Vispy requires that all faces are either triangles or quads.') # Done return final_face
Converts gathere lists to numpy arrays and creates BaseMesh instance. def finish(self): """ Converts gathere lists to numpy arrays and creates BaseMesh instance. """ self._vertices = np.array(self._vertices, 'float32') if self._faces: self._faces = np.array(self._faces, 'uint32') else: # Use vertices only self._vertices = np.array(self._v, 'float32') self._faces = None if self._normals: self._normals = np.array(self._normals, 'float32') else: self._normals = self._calculate_normals() if self._texcords: self._texcords = np.array(self._texcords, 'float32') else: self._texcords = None return self._vertices, self._faces, self._normals, self._texcords
This classmethod is the entry point for writing mesh data to OBJ. Parameters ---------- fname : string The filename to write to. Must end with ".obj" or ".gz". vertices : numpy array The vertex data faces : numpy array The face data texcoords : numpy array The texture coordinate per vertex name : str The name of the object (e.g. 'teapot') reshape_faces : bool Reshape the `faces` array to (Nf, 3). Set to `False` if you need to write a mesh with non triangular faces. def write(cls, fname, vertices, faces, normals, texcoords, name='', reshape_faces=True): """ This classmethod is the entry point for writing mesh data to OBJ. Parameters ---------- fname : string The filename to write to. Must end with ".obj" or ".gz". vertices : numpy array The vertex data faces : numpy array The face data texcoords : numpy array The texture coordinate per vertex name : str The name of the object (e.g. 'teapot') reshape_faces : bool Reshape the `faces` array to (Nf, 3). Set to `False` if you need to write a mesh with non triangular faces. """ # Open file fmt = op.splitext(fname)[1].lower() if fmt not in ('.obj', '.gz'): raise ValueError('Filename must end with .obj or .gz, not "%s"' % (fmt,)) opener = open if fmt == '.obj' else gzip_open f = opener(fname, 'wb') try: writer = WavefrontWriter(f) writer.writeMesh(vertices, faces, normals, texcoords, name, reshape_faces=reshape_faces) except EOFError: pass finally: f.close()
Writes a tuple of numbers (on one line). def writeTuple(self, val, what): """ Writes a tuple of numbers (on one line). """ # Limit to three values. so RGBA data drops the alpha channel # Format can handle up to 3 texcords val = val[:3] # Make string val = ' '.join([str(v) for v in val]) # Write line self.writeLine('%s %s' % (what, val))
Write the face info to the net line. def writeFace(self, val, what='f'): """ Write the face info to the net line. """ # OBJ counts from 1 val = [v + 1 for v in val] # Make string if self._hasValues and self._hasNormals: val = ' '.join(['%i/%i/%i' % (v, v, v) for v in val]) elif self._hasNormals: val = ' '.join(['%i//%i' % (v, v) for v in val]) elif self._hasValues: val = ' '.join(['%i/%i' % (v, v) for v in val]) else: val = ' '.join(['%i' % v for v in val]) # Write line self.writeLine('%s %s' % (what, val))
Write the given mesh instance. def writeMesh(self, vertices, faces, normals, values, name='', reshape_faces=True): """ Write the given mesh instance. """ # Store properties self._hasNormals = normals is not None self._hasValues = values is not None self._hasFaces = faces is not None # Get faces and number of vertices if faces is None: faces = np.arange(len(vertices)) reshape_faces = True if reshape_faces: Nfaces = faces.size // 3 faces = faces.reshape((Nfaces, 3)) else: is_triangular = np.array([len(f) == 3 for f in faces]) if not(np.all(is_triangular)): logger.warning('''Faces doesn't appear to be triangular, be advised the file cannot be read back in vispy''') # Number of vertices N = vertices.shape[0] # Get string with stats stats = [] stats.append('%i vertices' % N) if self._hasValues: stats.append('%i texcords' % N) else: stats.append('no texcords') if self._hasNormals: stats.append('%i normals' % N) else: stats.append('no normals') stats.append('%i faces' % faces.shape[0]) # Write header self.writeLine('# Wavefront OBJ file') self.writeLine('# Created by vispy.') self.writeLine('#') if name: self.writeLine('# object %s' % name) else: self.writeLine('# unnamed object') self.writeLine('# %s' % ', '.join(stats)) self.writeLine('') # Write data if True: for i in range(N): self.writeTuple(vertices[i], 'v') if self._hasNormals: for i in range(N): self.writeTuple(normals[i], 'vn') if self._hasValues: for i in range(N): self.writeTuple(values[i], 'vt') if True: for i in range(faces.shape[0]): self.writeFace(faces[i])
Compute cross product between list of 3D vectors Much faster than np.cross() when the number of cross products becomes large (>500). This is because np.cross() methods become less memory efficient at this stage. Parameters ---------- x : array Input array 1. y : array Input array 2. Returns ------- z : array Cross product of x and y. Notes ----- x and y must both be 2D row vectors. One must have length 1, or both lengths must match. def _fast_cross_3d(x, y): """Compute cross product between list of 3D vectors Much faster than np.cross() when the number of cross products becomes large (>500). This is because np.cross() methods become less memory efficient at this stage. Parameters ---------- x : array Input array 1. y : array Input array 2. Returns ------- z : array Cross product of x and y. Notes ----- x and y must both be 2D row vectors. One must have length 1, or both lengths must match. """ assert x.ndim == 2 assert y.ndim == 2 assert x.shape[1] == 3 assert y.shape[1] == 3 assert (x.shape[0] == 1 or y.shape[0] == 1) or x.shape[0] == y.shape[0] if max([x.shape[0], y.shape[0]]) >= 500: return np.c_[x[:, 1] * y[:, 2] - x[:, 2] * y[:, 1], x[:, 2] * y[:, 0] - x[:, 0] * y[:, 2], x[:, 0] * y[:, 1] - x[:, 1] * y[:, 0]] else: return np.cross(x, y)
Efficiently compute vertex normals for triangulated surface def _calculate_normals(rr, tris): """Efficiently compute vertex normals for triangulated surface""" # ensure highest precision for our summation/vectorization "trick" rr = rr.astype(np.float64) # first, compute triangle normals r1 = rr[tris[:, 0], :] r2 = rr[tris[:, 1], :] r3 = rr[tris[:, 2], :] tri_nn = _fast_cross_3d((r2 - r1), (r3 - r1)) # Triangle normals and areas size = np.sqrt(np.sum(tri_nn * tri_nn, axis=1)) size[size == 0] = 1.0 # prevent ugly divide-by-zero tri_nn /= size[:, np.newaxis] npts = len(rr) # the following code replaces this, but is faster (vectorized): # # for p, verts in enumerate(tris): # nn[verts, :] += tri_nn[p, :] # nn = np.zeros((npts, 3)) for verts in tris.T: # note this only loops 3x (number of verts per tri) for idx in range(3): # x, y, z nn[:, idx] += np.bincount(verts.astype(np.int32), tri_nn[:, idx], minlength=npts) size = np.sqrt(np.sum(nn * nn, axis=1)) size[size == 0] = 1.0 # prevent ugly divide-by-zero nn /= size[:, np.newaxis] return nn
Resize an image Parameters ---------- image : ndarray Array of shape (N, M, ...). shape : tuple 2-element shape. kind : str Interpolation, either "linear" or "nearest". Returns ------- scaled_image : ndarray New image, will have dtype np.float64. def resize(image, shape, kind='linear'): """Resize an image Parameters ---------- image : ndarray Array of shape (N, M, ...). shape : tuple 2-element shape. kind : str Interpolation, either "linear" or "nearest". Returns ------- scaled_image : ndarray New image, will have dtype np.float64. """ image = np.array(image, float) shape = np.array(shape, int) if shape.ndim != 1 or shape.size != 2: raise ValueError('shape must have two elements') if image.ndim < 2: raise ValueError('image must have two dimensions') if not isinstance(kind, string_types) or kind not in ('nearest', 'linear'): raise ValueError('mode must be "nearest" or "linear"') r = np.linspace(0, image.shape[0] - 1, shape[0]) c = np.linspace(0, image.shape[1] - 1, shape[1]) if kind == 'linear': r_0 = np.floor(r).astype(int) c_0 = np.floor(c).astype(int) r_1 = r_0 + 1 c_1 = c_0 + 1 top = (r_1 - r)[:, np.newaxis] bot = (r - r_0)[:, np.newaxis] lef = (c - c_0)[np.newaxis, :] rig = (c_1 - c)[np.newaxis, :] c_1 = np.minimum(c_1, image.shape[1] - 1) r_1 = np.minimum(r_1, image.shape[0] - 1) for arr in (top, bot, lef, rig): arr.shape = arr.shape + (1,) * (image.ndim - 2) out = top * rig * image[r_0][:, c_0, ...] out += bot * rig * image[r_1][:, c_0, ...] out += top * lef * image[r_0][:, c_1, ...] out += bot * lef * image[r_1][:, c_1, ...] else: # kind == 'nearest' r = np.round(r).astype(int) c = np.round(c).astype(int) out = image[r][:, c, ...] return out
Append a new set of segments to the collection. For kwargs argument, n is the number of vertices (local) or the number of item (shared) Parameters ---------- P : np.array Vertices positions of the path(s) to be added closed: bool Whether path(s) is/are closed itemsize: int or None Size of an individual path color : list, array or 4-tuple Path color def append(self, P0, P1, itemsize=None, **kwargs): """ Append a new set of segments to the collection. For kwargs argument, n is the number of vertices (local) or the number of item (shared) Parameters ---------- P : np.array Vertices positions of the path(s) to be added closed: bool Whether path(s) is/are closed itemsize: int or None Size of an individual path color : list, array or 4-tuple Path color """ itemsize = itemsize or 1 itemcount = len(P0) / itemsize V = np.empty(itemcount, dtype=self.vtype) # Apply default values on vertices for name in self.vtype.names: if name not in ['collection_index', 'P']: V[name] = kwargs.get(name, self._defaults[name]) V = np.repeat(V, 2, axis=0) V['P'][0::2] = P0 V['P'][1::2] = P1 # Uniforms if self.utype: U = np.zeros(itemcount, dtype=self.utype) for name in self.utype.names: if name not in ["__unused__"]: U[name] = kwargs.get(name, self._defaults[name]) else: U = None Collection.append(self, vertices=V, uniforms=U, itemsize=itemsize)
Parse the lines, and fill self.line_fields accordingly. def parse(self): """Parse the lines, and fill self.line_fields accordingly.""" for line in self.lines: # Parse the line field_defs = self.parse_line(line) fields = [] # Convert field parameters into Field objects for (kind, options) in field_defs: logger.debug("Creating field %s(%r)", kind, options) fields.append(self.field_registry.create(kind, **options)) # Add the list of Field objects to the 'fields per line'. self.line_fields.append(fields) # Pre-fill the list of widgets for field in fields: self.widgets[field] = None
Compute the relative position of the fields on a given line. Args: screen_width (int): the width of the screen line (mpdlcd.display_fields.Field list): the list of fields on the line Returns: ((int, mpdlcd.display_fields.Field) list): the positions of fields, as (position, field) tuples. Raises: FormatError: if the line contains more than one flexible field, or is too long for the screen size. def compute_positions(cls, screen_width, line): """Compute the relative position of the fields on a given line. Args: screen_width (int): the width of the screen line (mpdlcd.display_fields.Field list): the list of fields on the line Returns: ((int, mpdlcd.display_fields.Field) list): the positions of fields, as (position, field) tuples. Raises: FormatError: if the line contains more than one flexible field, or is too long for the screen size. """ # First index left = 1 # Last index right = screen_width + 1 # Current 'flexible' field flexible = None # Compute the space to the left and to the right of the (optional) # flexible field. for field in line: if field.is_flexible(): if flexible: raise FormatError( 'There can be only one flexible field per line.') flexible = field elif not flexible: left += field.width else: # Met a 'flexible', computing from the right right -= field.width # Available space for the 'flexible' field available = right - left if available <= 0: raise FormatError("Too much data for screen width") if flexible: if available < 1: raise FormatError( "Not enough space to display flexible field %s" % flexible.name) flexible.width = available positions = [] left = 1 for field in line: positions.append((left, field)) left += field.width logger.debug('Positions are %r', positions) return positions
Add the pattern to a screen. Also fills self.widgets. Args: screen_width (int): the width of the screen screen (lcdprod.Screen): the screen to fill. def add_to_screen(self, screen_width, screen): """Add the pattern to a screen. Also fills self.widgets. Args: screen_width (int): the width of the screen screen (lcdprod.Screen): the screen to fill. """ for lineno, fields in enumerate(self.line_fields): for left, field in self.compute_positions(screen_width, fields): logger.debug( "Adding field %s to screen %s at x=%d->%d, y=%d", field, screen.ref, left, left + field.width - 1, 1 + lineno, ) self.widgets[field] = field.add_to_screen(screen, left, 1 + lineno) self.register_hooks(field)
Register a field on its target hooks. def register_hooks(self, field): """Register a field on its target hooks.""" for hook, subhooks in field.register_hooks(): self.hooks[hook].append(field) self.subhooks[hook] |= set(subhooks)
Called whenever the data for a hook changed. def hook_changed(self, hook, new_data): """Called whenever the data for a hook changed.""" for field in self.hooks[hook]: widget = self.widgets[field] field.hook_changed(hook, widget, new_data)
Parse a line of text. A format contains fields, within curly brackets, and free text. Maximum one 'variable width' field is allowed per line. You cannot use the '{' or '}' characters in the various text/... fields. Format: '''{<field_kind>[ <field_option>,<field_option]} text {...}''' Example: '''{song text="%(artist)s",speed=4} {elapsed}''' '''{song text="%(title)s",speed=2} {mode}''' Args: line (str): the text to parse Returns: PatternLine: the parsed line pattern def parse_line(self, line): """Parse a line of text. A format contains fields, within curly brackets, and free text. Maximum one 'variable width' field is allowed per line. You cannot use the '{' or '}' characters in the various text/... fields. Format: '''{<field_kind>[ <field_option>,<field_option]} text {...}''' Example: '''{song text="%(artist)s",speed=4} {elapsed}''' '''{song text="%(title)s",speed=2} {mode}''' Args: line (str): the text to parse Returns: PatternLine: the parsed line pattern """ logger.debug('Parsing line %s', line) OUT_FIELD = 0 IN_FIELD_KIND = 1 IN_FIELD_OPTION_NAME = 2 IN_FIELD_OPTION_VALUE = 3 class ParserState(object): """Holds the current state of the parser. Attributes: quote (str): the current quote character, or None escaping (bool): whether the next character should be escaped block (char list): the content of the current 'block' kind (str): the kind of the current field, or '' option_name (str): the name of the current option, or '' options (dict(str => str)): maps option name to option value for the current field state (int): state of the parser,one of OUT_FIELD/IN_FIELD_* fields ((str, dict(str => str)) list): list of fields, as (kind, options) tuples. """ def __init__(self, logger=None): self.quote = None self.escaping = False self.block = [] self.kind = '' self.option_name = '' self.options = {} self.state = OUT_FIELD self.fields = [] if not logger: logger = logging.getLogger('%s.parser' % __name__) self.logger = logger def _reset(self): """Reset buffered state (quote/escape/block).""" self.quote = None self.escaping = False self.block = [] def _register_field(self, kind, options): """Register a completed field.""" self.fields.append((kind, dict(options))) def debug(self, msg, *args, **kwargs): """Print a debug message.""" self.logger.debug(msg, *args, **kwargs) def save_fixed_text(self): """Register a completed, fixed text, field.""" assert self.state == OUT_FIELD self._register_field(FIXED_TEXT_FIELD, {'text': ''.join(self.block)}) def enter_field(self): """Enter a new field.""" self.debug('Entering new field') self.state = IN_FIELD_KIND self.kind = '' self.options = {} self.option_name = '' self._reset() def leave_kind(self): """Leave the field kind.""" self.state = IN_FIELD_OPTION_NAME self.kind = ''.join(self.block) self.debug("Got widget kind '%s'", self.kind) self._reset() def leave_option_name(self): """Leave an option name.""" self.state = IN_FIELD_OPTION_VALUE self.option_name = ''.join(self.block) self.debug("Got option name '%s' for '%s'", self.option_name, self.kind) self._reset() def leave_option_value(self): """Leave an option value.""" self.state = IN_FIELD_OPTION_NAME option_value = ''.join(self.block) self.options[self.option_name] = option_value self.debug("Got option '%s=%s' for '%s'", self.option_name, option_value, self.kind) self._reset() def leave_field(self): """Leave a field definition.""" self.state = OUT_FIELD self._register_field(self.kind, self.options) self.debug( "Got widget '%s(%s)'", self.kind, ', '.join('%s=%r' % it for it in self.options.items()), ) self._reset() st = ParserState() for pos, char in enumerate(line): # Escaping if st.escaping: st.escaping = False st.block.append(char) elif char == '\\': st.escaping = True # Quoting elif char in ['"', "'"]: if st.state == IN_FIELD_OPTION_VALUE: if st.quote: # Already in a quoted block if char == st.quote: st.leave_option_value() else: st.block.append(char) elif not st.block: # First char of the block st.quote = char continue else: raise FormatError("Unexpected '%s' at %d in %s" % (char, pos, line)) elif st.state == OUT_FIELD: st.block.append(char) else: raise FormatError("Unexpected '%s' at %d in %s" % (char, pos, line)) # Entering a field elif char == '{': if st.state == OUT_FIELD: if st.block: st.save_fixed_text() st.enter_field() elif st.state == IN_FIELD_OPTION_VALUE and st.quote: st.block.append(char) else: raise FormatError("Unexpected '{' at %d in %s" % (pos, line)) # Leaving a field elif char == '}': if st.state == IN_FIELD_KIND: st.leave_kind() st.leave_field() elif st.state == IN_FIELD_OPTION_NAME: raise FormatError("Missing option value for %s at %d in %s" % (''.join(st.block), pos, line)) elif st.state == IN_FIELD_OPTION_VALUE: if st.quote: st.block.append(char) else: st.leave_option_value() st.leave_field() elif st.state == OUT_FIELD: raise FormatError("Unexpected '}' at %d in %s" % (pos, line)) # Between kind and option name elif char == ' ': if st.state == IN_FIELD_KIND: if not st.block: raise FormatError("Missing field kind at %s in %s" % (pos, line)) st.leave_kind() elif st.state == IN_FIELD_OPTION_VALUE and st.quote: st.block.append(char) elif st.state == OUT_FIELD: st.block.append(char) else: raise FormatError("Unexpected ' ' at %d in %s" % (pos, line)) # Between options elif char == ',': if st.state == IN_FIELD_OPTION_NAME: if st.block: raise FormatError("Missing option value for %s at %d in %s" % (''.join(st.block), pos, line)) else: # At the beginning of a new option continue elif st.state == IN_FIELD_KIND: raise FormatError("Unexpected ',' in field definition %s at %d in %s" % (st.kind, pos, line)) elif st.state == IN_FIELD_OPTION_VALUE: if st.quote: st.block.append(char) elif st.block: st.leave_option_value() else: raise FormatError("Missing option value for %s at %d in %s" % (st.option_name, pos, line)) else: # OUT_FIELD st.block.append(char) # Between option name and option value elif char == '=': if st.state == IN_FIELD_OPTION_NAME: if st.block: st.leave_option_name() else: raise FormatError("Missing option name at %d in %s" % (pos, line)) elif st.state == OUT_FIELD: st.block.append(char) elif st.state == IN_FIELD_OPTION_VALUE: if st.quote: st.block.append(char) elif not st.block: # At the beginning of an option continue else: raise FormatError( "Unexpected '=' in option value for %s at %d in %s" % (st.option_name, pos, line)) else: raise FormatError("Unexpected '=' at %d in %s" % (pos, line)) # Everything else else: st.block.append(char) # All input parsed if st.state != OUT_FIELD: raise FormatError("Unclosed field at %d in '%s'; block: '%s'" % (pos, line, ''.join(st.block))) if st.block: st.save_fixed_text() return st.fields
Add a pattern to the list. Args: pattern_txt (str list): the pattern, as a list of lines. def add(self, pattern_txt): """Add a pattern to the list. Args: pattern_txt (str list): the pattern, as a list of lines. """ self.patterns[len(pattern_txt)] = pattern_txt low = 0 high = len(pattern_txt) - 1 while not pattern_txt[low]: low += 1 while not pattern_txt[high]: high -= 1 min_pattern = pattern_txt[low:high + 1] self.min_patterns[len(min_pattern)] = min_pattern
Convert x,y coordinates to w,x,y,z Quaternion parameters Adapted from: linalg library Copyright (c) 2010-2015, Renaud Blanch <rndblnch at gmail dot com> Licence at your convenience: GPLv3 or higher <http://www.gnu.org/licenses/gpl.html> BSD new <http://opensource.org/licenses/BSD-3-Clause> def _arcball(xy, wh): """Convert x,y coordinates to w,x,y,z Quaternion parameters Adapted from: linalg library Copyright (c) 2010-2015, Renaud Blanch <rndblnch at gmail dot com> Licence at your convenience: GPLv3 or higher <http://www.gnu.org/licenses/gpl.html> BSD new <http://opensource.org/licenses/BSD-3-Clause> """ x, y = xy w, h = wh r = (w + h) / 2. x, y = -(2. * x - w) / r, (2. * y - h) / r h = np.sqrt(x*x + y*y) return (0., x/h, y/h, 0.) if h > 1. else (0., x, y, np.sqrt(1. - h*h))
Update rotation parmeters based on mouse movement def _update_rotation(self, event): """Update rotation parmeters based on mouse movement""" p2 = event.mouse_event.pos if self._event_value is None: self._event_value = p2 wh = self._viewbox.size self._quaternion = (Quaternion(*_arcball(p2, wh)) * Quaternion(*_arcball(self._event_value, wh)) * self._quaternion) self._event_value = p2 self.view_changed()
Rotate the transformation matrix based on camera parameters def _rotate_tr(self): """Rotate the transformation matrix based on camera parameters""" rot, x, y, z = self._quaternion.get_axis_angle() up, forward, right = self._get_dim_vectors() self.transform.rotate(180 * rot / np.pi, (x, z, y))
Convert mouse x, y movement into x, y, z translations def _dist_to_trans(self, dist): """Convert mouse x, y movement into x, y, z translations""" rot, x, y, z = self._quaternion.get_axis_angle() tr = MatrixTransform() tr.rotate(180 * rot / np.pi, (x, y, z)) dx, dz, dy = np.dot(tr.matrix[:3, :3], (dist[0], dist[1], 0.)) return dx, dy, dz
Decorator to convert argument to array. Parameters ---------- func : function The function to decorate. Returns ------- func : function The decorated function. def arg_to_array(func): """ Decorator to convert argument to array. Parameters ---------- func : function The function to decorate. Returns ------- func : function The decorated function. """ def fn(self, arg, *args, **kwargs): """Function Parameters ---------- arg : array-like Argument to convert. *args : tuple Arguments. **kwargs : dict Keyword arguments. Returns ------- value : object The return value of the function. """ return func(self, np.array(arg), *args, **kwargs) return fn
Convert `obj` to 4-element vector (numpy array with shape[-1] == 4) Parameters ---------- obj : array-like Original object. default : array-like The defaults to use if the object does not have 4 entries. Returns ------- obj : array-like The object promoted to have 4 elements. Notes ----- `obj` will have at least two dimensions. If `obj` has < 4 elements, then new elements are added from `default`. For inputs intended as a position or translation, use default=(0,0,0,1). For inputs intended as scale factors, use default=(1,1,1,1). def as_vec4(obj, default=(0, 0, 0, 1)): """ Convert `obj` to 4-element vector (numpy array with shape[-1] == 4) Parameters ---------- obj : array-like Original object. default : array-like The defaults to use if the object does not have 4 entries. Returns ------- obj : array-like The object promoted to have 4 elements. Notes ----- `obj` will have at least two dimensions. If `obj` has < 4 elements, then new elements are added from `default`. For inputs intended as a position or translation, use default=(0,0,0,1). For inputs intended as scale factors, use default=(1,1,1,1). """ obj = np.atleast_2d(obj) # For multiple vectors, reshape to (..., 4) if obj.shape[-1] < 4: new = np.empty(obj.shape[:-1] + (4,), dtype=obj.dtype) new[:] = default new[..., :obj.shape[-1]] = obj obj = new elif obj.shape[-1] > 4: raise TypeError("Array shape %s cannot be converted to vec4" % obj.shape) return obj
Decorator for converting argument to vec4 format suitable for 4x4 matrix multiplication. [x, y] => [[x, y, 0, 1]] [x, y, z] => [[x, y, z, 1]] [[x1, y1], [[x1, y1, 0, 1], [x2, y2], => [x2, y2, 0, 1], [x3, y3]] [x3, y3, 0, 1]] If 1D input is provided, then the return value will be flattened. Accepts input of any dimension, as long as shape[-1] <= 4 Alternatively, any class may define its own transform conversion interface by defining a _transform_in() method that returns an array with shape (.., 4), and a _transform_out() method that accepts the same array shape and returns a new (mapped) object. def arg_to_vec4(func, self_, arg, *args, **kwargs): """ Decorator for converting argument to vec4 format suitable for 4x4 matrix multiplication. [x, y] => [[x, y, 0, 1]] [x, y, z] => [[x, y, z, 1]] [[x1, y1], [[x1, y1, 0, 1], [x2, y2], => [x2, y2, 0, 1], [x3, y3]] [x3, y3, 0, 1]] If 1D input is provided, then the return value will be flattened. Accepts input of any dimension, as long as shape[-1] <= 4 Alternatively, any class may define its own transform conversion interface by defining a _transform_in() method that returns an array with shape (.., 4), and a _transform_out() method that accepts the same array shape and returns a new (mapped) object. """ if isinstance(arg, (tuple, list, np.ndarray)): arg = np.array(arg) flatten = arg.ndim == 1 arg = as_vec4(arg) ret = func(self_, arg, *args, **kwargs) if flatten and ret is not None: return ret.flatten() return ret elif hasattr(arg, '_transform_in'): arr = arg._transform_in() ret = func(self_, arr, *args, **kwargs) return arg._transform_out(ret) else: raise TypeError("Cannot convert argument to 4D vector: %s" % arg)
Get a transform from the cache that maps along *path*, which must be a list of Transforms to apply in reverse order (last transform is applied first). Accessed items have their age reset to 0. def get(self, path): """ Get a transform from the cache that maps along *path*, which must be a list of Transforms to apply in reverse order (last transform is applied first). Accessed items have their age reset to 0. """ key = tuple(map(id, path)) item = self._cache.get(key, None) if item is None: logger.debug("Transform cache miss: %s", key) item = [0, self._create(path)] self._cache[key] = item item[0] = 0 # reset age for this item # make sure the chain is up to date #tr = item[1] #for i, node in enumerate(path[1:]): # if tr.transforms[i] is not node.transform: # tr[i] = node.transform return item[1]
Increase the age of all items in the cache by 1. Items whose age is greater than self.max_age will be removed from the cache. def roll(self): """ Increase the age of all items in the cache by 1. Items whose age is greater than self.max_age will be removed from the cache. """ rem = [] for key, item in self._cache.items(): if item[0] > self.max_age: rem.append(key) item[0] += 1 for key in rem: logger.debug("TransformCache remove: %s", key) del self._cache[key]
Calculate and show a histogram of data Parameters ---------- data : array-like Data to histogram. Currently only 1D data is supported. bins : int | array-like Number of bins, or bin edges. color : instance of Color Color of the histogram. orientation : {'h', 'v'} Orientation of the histogram. Returns ------- hist : instance of Polygon The histogram polygon. def histogram(self, data, bins=10, color='w', orientation='h'): """Calculate and show a histogram of data Parameters ---------- data : array-like Data to histogram. Currently only 1D data is supported. bins : int | array-like Number of bins, or bin edges. color : instance of Color Color of the histogram. orientation : {'h', 'v'} Orientation of the histogram. Returns ------- hist : instance of Polygon The histogram polygon. """ self._configure_2d() hist = scene.Histogram(data, bins, color, orientation) self.view.add(hist) self.view.camera.set_range() return hist
Show an image Parameters ---------- data : ndarray Should have shape (N, M), (N, M, 3) or (N, M, 4). cmap : str Colormap name. clim : str | tuple Colormap limits. Should be ``'auto'`` or a two-element tuple of min and max values. fg_color : Color or None Sets the plot foreground color if specified. Returns ------- image : instance of Image The image. Notes ----- The colormap is only used if the image pixels are scalars. def image(self, data, cmap='cubehelix', clim='auto', fg_color=None): """Show an image Parameters ---------- data : ndarray Should have shape (N, M), (N, M, 3) or (N, M, 4). cmap : str Colormap name. clim : str | tuple Colormap limits. Should be ``'auto'`` or a two-element tuple of min and max values. fg_color : Color or None Sets the plot foreground color if specified. Returns ------- image : instance of Image The image. Notes ----- The colormap is only used if the image pixels are scalars. """ self._configure_2d(fg_color) image = scene.Image(data, cmap=cmap, clim=clim) self.view.add(image) self.view.camera.aspect = 1 self.view.camera.set_range() return image
Show a 3D mesh Parameters ---------- vertices : array Vertices. faces : array | None Face definitions. vertex_colors : array | None Vertex colors. face_colors : array | None Face colors. color : instance of Color Color to use. fname : str | None Filename to load. If not None, then vertices, faces, and meshdata must be None. meshdata : MeshData | None Meshdata to use. If not None, then vertices, faces, and fname must be None. Returns ------- mesh : instance of Mesh The mesh. def mesh(self, vertices=None, faces=None, vertex_colors=None, face_colors=None, color=(0.5, 0.5, 1.), fname=None, meshdata=None): """Show a 3D mesh Parameters ---------- vertices : array Vertices. faces : array | None Face definitions. vertex_colors : array | None Vertex colors. face_colors : array | None Face colors. color : instance of Color Color to use. fname : str | None Filename to load. If not None, then vertices, faces, and meshdata must be None. meshdata : MeshData | None Meshdata to use. If not None, then vertices, faces, and fname must be None. Returns ------- mesh : instance of Mesh The mesh. """ self._configure_3d() if fname is not None: if not all(x is None for x in (vertices, faces, meshdata)): raise ValueError('vertices, faces, and meshdata must be None ' 'if fname is not None') vertices, faces = read_mesh(fname)[:2] if meshdata is not None: if not all(x is None for x in (vertices, faces, fname)): raise ValueError('vertices, faces, and fname must be None if ' 'fname is not None') else: meshdata = MeshData(vertices, faces) mesh = scene.Mesh(meshdata=meshdata, vertex_colors=vertex_colors, face_colors=face_colors, color=color, shading='smooth') self.view.add(mesh) self.view.camera.set_range() return mesh
Plot a series of data using lines and markers Parameters ---------- data : array | two arrays Arguments can be passed as ``(Y,)``, ``(X, Y)`` or ``np.array((X, Y))``. color : instance of Color Color of the line. symbol : str Marker symbol to use. line_kind : str Kind of line to draw. For now, only solid lines (``'-'``) are supported. width : float Line width. marker_size : float Marker size. If `size == 0` markers will not be shown. edge_color : instance of Color Color of the marker edge. face_color : instance of Color Color of the marker face. edge_width : float Edge width of the marker. title : str | None The title string to be displayed above the plot xlabel : str | None The label to display along the bottom axis ylabel : str | None The label to display along the left axis. Returns ------- line : instance of LinePlot The line plot. See also -------- marker_types, LinePlot def plot(self, data, color='k', symbol=None, line_kind='-', width=1., marker_size=10., edge_color='k', face_color='b', edge_width=1., title=None, xlabel=None, ylabel=None): """Plot a series of data using lines and markers Parameters ---------- data : array | two arrays Arguments can be passed as ``(Y,)``, ``(X, Y)`` or ``np.array((X, Y))``. color : instance of Color Color of the line. symbol : str Marker symbol to use. line_kind : str Kind of line to draw. For now, only solid lines (``'-'``) are supported. width : float Line width. marker_size : float Marker size. If `size == 0` markers will not be shown. edge_color : instance of Color Color of the marker edge. face_color : instance of Color Color of the marker face. edge_width : float Edge width of the marker. title : str | None The title string to be displayed above the plot xlabel : str | None The label to display along the bottom axis ylabel : str | None The label to display along the left axis. Returns ------- line : instance of LinePlot The line plot. See also -------- marker_types, LinePlot """ self._configure_2d() line = scene.LinePlot(data, connect='strip', color=color, symbol=symbol, line_kind=line_kind, width=width, marker_size=marker_size, edge_color=edge_color, face_color=face_color, edge_width=edge_width) self.view.add(line) self.view.camera.set_range() self.visuals.append(line) if title is not None: self.title.text = title if xlabel is not None: self.xlabel.text = xlabel if ylabel is not None: self.ylabel.text = ylabel return line
Calculate and show a spectrogram Parameters ---------- x : array-like 1D signal to operate on. ``If len(x) < n_fft``, x will be zero-padded to length ``n_fft``. n_fft : int Number of FFT points. Much faster for powers of two. step : int | None Step size between calculations. If None, ``n_fft // 2`` will be used. fs : float The sample rate of the data. window : str | None Window function to use. Can be ``'hann'`` for Hann window, or None for no windowing. color_scale : {'linear', 'log'} Scale to apply to the result of the STFT. ``'log'`` will use ``10 * log10(power)``. cmap : str Colormap name. clim : str | tuple Colormap limits. Should be ``'auto'`` or a two-element tuple of min and max values. Returns ------- spec : instance of Spectrogram The spectrogram. See also -------- Image def spectrogram(self, x, n_fft=256, step=None, fs=1., window='hann', color_scale='log', cmap='cubehelix', clim='auto'): """Calculate and show a spectrogram Parameters ---------- x : array-like 1D signal to operate on. ``If len(x) < n_fft``, x will be zero-padded to length ``n_fft``. n_fft : int Number of FFT points. Much faster for powers of two. step : int | None Step size between calculations. If None, ``n_fft // 2`` will be used. fs : float The sample rate of the data. window : str | None Window function to use. Can be ``'hann'`` for Hann window, or None for no windowing. color_scale : {'linear', 'log'} Scale to apply to the result of the STFT. ``'log'`` will use ``10 * log10(power)``. cmap : str Colormap name. clim : str | tuple Colormap limits. Should be ``'auto'`` or a two-element tuple of min and max values. Returns ------- spec : instance of Spectrogram The spectrogram. See also -------- Image """ self._configure_2d() # XXX once we have axes, we should use "fft_freqs", too spec = scene.Spectrogram(x, n_fft, step, fs, window, color_scale, cmap, clim) self.view.add(spec) self.view.camera.set_range() return spec
Show a 3D volume Parameters ---------- vol : ndarray Volume to render. clim : tuple of two floats | None The contrast limits. The values in the volume are mapped to black and white corresponding to these values. Default maps between min and max. method : {'mip', 'iso', 'translucent', 'additive'} The render style to use. See corresponding docs for details. Default 'mip'. threshold : float The threshold to use for the isosurafce render style. By default the mean of the given volume is used. cmap : str The colormap to use. Returns ------- volume : instance of Volume The volume visualization. See also -------- Volume def volume(self, vol, clim=None, method='mip', threshold=None, cmap='grays'): """Show a 3D volume Parameters ---------- vol : ndarray Volume to render. clim : tuple of two floats | None The contrast limits. The values in the volume are mapped to black and white corresponding to these values. Default maps between min and max. method : {'mip', 'iso', 'translucent', 'additive'} The render style to use. See corresponding docs for details. Default 'mip'. threshold : float The threshold to use for the isosurafce render style. By default the mean of the given volume is used. cmap : str The colormap to use. Returns ------- volume : instance of Volume The volume visualization. See also -------- Volume """ self._configure_3d() volume = scene.Volume(vol, clim, method, threshold, cmap=cmap) self.view.add(volume) self.view.camera.set_range() return volume
Show a 3D surface plot. Extra keyword arguments are passed to `SurfacePlot()`. Parameters ---------- zdata : array-like A 2D array of the surface Z values. def surface(self, zdata, **kwargs): """Show a 3D surface plot. Extra keyword arguments are passed to `SurfacePlot()`. Parameters ---------- zdata : array-like A 2D array of the surface Z values. """ self._configure_3d() surf = scene.SurfacePlot(z=zdata, **kwargs) self.view.add(surf) self.view.camera.set_range() return surf