Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

added actor for cylinder #959

Merged
merged 7 commits into from
Jan 24, 2025
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
183 changes: 183 additions & 0 deletions fury/actor.py
Original file line number Diff line number Diff line change
Expand Up @@ -191,7 +191,190 @@ def box(
mat = _create_mesh_material(material=material, enable_picking=enable_picking)
obj = create_mesh(geometry=geo, material=mat)
obj.local.position = centers[0]
obj.prim_count = prim_count
return obj


def cylinder(
centers,
*,
ManishReddyR marked this conversation as resolved.
Show resolved Hide resolved
colors=(1, 1, 1),
height=1,
sectors=36,
radii=0.5,
scales=(1, 1, 1),
directions=(0, 1, 0),
capped=True,
opacity=None,
material="phong",
enable_picking=True,
):
"""Visualize one or many cylinders with different features.

Parameters
----------
centers : ndarray, shape (N, 3)
Box positions.
colors : ndarray (N,3) or (N, 4) or tuple (3,) or tuple (4,), optional
ManishReddyR marked this conversation as resolved.
Show resolved Hide resolved
RGB or RGBA (for opacity) R, G, B and A should be at the range [0, 1].
height: float, optional
The height of the cylinder. Default is 1.
sectors: int, optional
The number of divisions around the cylinder's circumference .
Higher values produce smoother cylinders. Default is 36.
radii : float or ndarray (N,) or tuple, optional
The radius of the base of the cylinders, single value applies to all cylinders,
while an array specifies a radius for each cylinder individually. Default:0.5.
scales : int or ndarray (N, 3) or tuple (3,), optional
Scaling factors for the cylinders in the (x, y, z) dimensions.
Default is uniform scaling (1, 1, 1).
directions : ndarray, shape (N, 3), optional
The orientation vector of the box.
capped : bool, optional
Whether to add caps (circular ends) to the cylinders. Default is True.
opacity : float, optional
Takes values from 0 (fully transparent) to 1 (opaque).
If both `opacity` and RGBA are provided, the final alpha will be:
final_alpha = alpha_in_RGBA * opacity
material : str, optional
The material type for the boxes. Options are 'phong' and 'basic'.
enable_picking : bool, optional
Whether the boxes should be pickable in a 3D scene.

Returns
-------
mesh_actor : Actor
A mesh actor containing the generated boxes, with the specified
material and properties.

Examples
--------
>>> from fury import window, actor
>>> import numpy as np
>>> scene = window.Scene()
>>> centers = np.random.rand(5, 3) * 10
>>> colors = np.random.rand(5, 3)
>>> cylinder_actor = actor.cylinder(centers=centers, colors=colors)
>>> scene.add(cylinder_actor)
>>> show_manager = window.ShowManager(scene=scene, size=(600, 600))
>>> show_manager.start()
"""

vertices, faces = fp.prim_cylinder(
radius=radii, height=height, sectors=sectors, capped=capped
)
res = fp.repeat_primitive(
vertices,
faces,
directions=directions,
centers=centers,
colors=colors,
scales=scales,
)
big_vertices, big_faces, big_colors, _ = res
prim_count = len(centers)
big_colors = big_colors / 255.0

if isinstance(opacity, (int, float)):
if big_colors.shape[1] == 3:
big_colors = np.hstack(
(big_colors, np.full((big_colors.shape[0], 1), opacity))
)
else:
big_colors[:, 3] *= opacity

geo = buffer_to_geometry(
indices=big_faces.astype("int32"),
positions=big_vertices.astype("float32"),
texcoords=big_vertices.astype("float32"),
colors=big_colors.astype("float32"),
)
mat = _create_mesh_material(material=material, enable_picking=enable_picking)
obj = create_mesh(geometry=geo, material=mat)
obj.local.position = centers[0]
obj.prim_count = prim_count
return obj


def square(
centers,
ManishReddyR marked this conversation as resolved.
Show resolved Hide resolved
*,
directions=(0, 0, 0),
colors=(1, 1, 1),
scales=(1, 1, 1),
opacity=None,
material="phong",
enable_picking=True,
):
"""Visualize one or many boxes with different features.

Parameters
----------
centers : ndarray, shape (N, 3)
Box positions.
directions : ndarray, shape (N, 3), optional
The orientation vector of the box.
colors : ndarray (N,3) or (N, 4) or tuple (3,) or tuple (4,), optional
RGB or RGBA (for opacity) R, G, B and A should be at the range [0, 1].
scales : int or ndarray (N,3) or tuple (3,), optional
The size of the box in each dimension. If a single value is provided,
the same size will be used for all boxes.
opacity : float, optional
Takes values from 0 (fully transparent) to 1 (opaque).
If both `opacity` and RGBA are provided, the final alpha will be:
final_alpha = alpha_in_RGBA * opacity
material : str, optional
The material type for the boxes. Options are 'phong' and 'basic'.
enable_picking : bool, optional
Whether the boxes should be pickable in a 3D scene.

Returns
-------
mesh_actor : Actor
A mesh actor containing the generated boxes, with the specified
material and properties.

Examples
--------
>>> from fury import window, actor
>>> import numpy as np
>>> scene = window.Scene()
>>> centers = np.random.rand(5, 3) * 10
>>> colors = np.random.rand(5, 3)
>>> square_actor = actor.square(centers=centers, colors=colors)
>>> scene.add(square_actor)
>>> show_manager = window.ShowManager(scene=scene, size=(600, 600))
>>> show_manager.start()
"""
vertices, faces = fp.prim_square()
res = fp.repeat_primitive(
vertices,
faces,
directions=directions,
centers=centers,
colors=colors,
scales=scales,
)
big_vertices, big_faces, big_colors, _ = res
prim_count = len(centers)
big_colors = big_colors / 255.0

if isinstance(opacity, (int, float)):
if big_colors.shape[1] == 3:
big_colors = np.hstack(
(big_colors, np.full((big_colors.shape[0], 1), opacity))
)
else:
big_colors[:, 3] *= opacity

geo = buffer_to_geometry(
indices=big_faces.astype("int32"),
positions=big_vertices.astype("float32"),
texcoords=big_vertices.astype("float32"),
colors=big_colors.astype("float32"),
)
mat = _create_mesh_material(material=material, enable_picking=enable_picking)
obj = create_mesh(geometry=geo, material=mat)
obj.local.position = centers[0]
obj.prim_count = prim_count
return obj
82 changes: 82 additions & 0 deletions fury/tests/test_actor.py
Original file line number Diff line number Diff line change
Expand Up @@ -91,3 +91,85 @@ def test_box():
assert box_actor.prim_count == 1

scene.remove(box_actor)


def test_cylinder():
scene = window.Scene()
centers = np.array([[0, 0, 0]])
colors = np.array([[1, 0, 0]])
sectors = 36
capped = True

cylinder_actor = actor.cylinder(
centers=centers, colors=colors, sectors=sectors, capped=capped
)
scene.add(cylinder_actor)

npt.assert_array_equal(cylinder_actor.local.position, centers[0])

mean_vertex = np.mean(cylinder_actor.geometry.positions.view, axis=0)
npt.assert_array_almost_equal(mean_vertex, centers[0], decimal=2)

assert cylinder_actor.prim_count == 1

# window.snapshot(scene=scene, fname="cylinder_test_1.png")

# img = Image.open("cylinder_test_1.png")
# img_array = np.array(img)

# mean_r, mean_g, mean_b, mean_a = np.mean(
# img_array.reshape(-1, img_array.shape[2]), axis=0
# )

# assert mean_r > mean_b and mean_r > mean_g
# assert 0 < mean_r < 255 and 0 < mean_g < 255 and 0 <= mean_b < 255

# middle_pixel = img_array[img_array.shape[0] // 2, img_array.shape[1] // 2]
# r, g, b, a = middle_pixel
# assert r > g and r > b
# assert g == b
# assert r > 0 and g > 0 and b > 0

scene.remove(cylinder_actor)

# cylinder_actor_2 = actor.cylinder(
# centers=centers, colors=colors, sectors=sectors, capped=capped,
# material="basic"
# )
# scene.add(cylinder_actor_2)
# window.snapshot(scene=scene, fname="cylinder_test_2.png")

# img = Image.open("cylinder_test_2.png")
# img_array = np.array(img)

# mean_r, mean_g, mean_b, mean_a = np.mean(
# img_array.reshape(-1, img_array.shape[2]), axis=0
# )

# assert mean_r > mean_b and mean_r > mean_g
# assert 0 < mean_r < 255
# assert mean_g == 0 and mean_b == 0

# middle_pixel = img_array[img_array.shape[0] // 2, img_array.shape[1] // 2]
# r, g, b, a = middle_pixel
# assert r > g and r > b
# assert g == 0 and b == 0
# assert r == 255
# scene.remove(cylinder_actor_2)


def test_square():
scene = window.Scene()
centers = np.array([[0, 0, 0]])
colors = np.array([[1, 0, 0]])

square_actor = actor.square(centers=centers, colors=colors)
scene.add(square_actor)

npt.assert_array_equal(square_actor.local.position, centers[0])

mean_vertex = np.mean(square_actor.geometry.positions.view, axis=0)
npt.assert_array_almost_equal(mean_vertex, centers[0])

assert square_actor.prim_count == 1
scene.remove(square_actor)
Loading