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"""Prop3D module."""
from __future__ import annotations
from typing import TYPE_CHECKING
import numpy as np
from pyvista.core import _validation
from pyvista.core.utilities.arrays import _coerce_transformlike_arg
from pyvista.core.utilities.arrays import array_from_vtkmatrix
from pyvista.core.utilities.arrays import vtkmatrix_from_array
from pyvista.plotting import _vtk
if TYPE_CHECKING: # pragma: no cover
from pyvista.core._typing_core import BoundsLike
from pyvista.core._typing_core import NumpyArray
from pyvista.core._typing_core import TransformLike
from pyvista.core._typing_core import VectorLike
class Prop3D(_vtk.vtkProp3D):
"""Prop3D wrapper for vtkProp3D.
Used to represent an entity in a rendering scene. It provides spatial
properties and methods relating to an entity's position, orientation
and scale. It is used as parent class for :class:`pyvista.Actor`,
:class:`pyvista.AxesActor`, and :class:`pyvista.plotting.volume.Volume`.
``Prop3D`` applies transformations in the following order:
#. Translate entity to its :attr:`~origin`.
#. Scale entity by the values in :attr:`~scale`.
#. Rotate entity using the values in :attr:`~orientation`. Internally, rotations are
applied in the order :func:`~rotate_y`, then :func:`~rotate_x`, then :func:`~rotate_z`.
#. Translate entity away from its origin and to its :attr:`~position`.
#. Transform entity with :attr:`~user_matrix`.
"""
def __init__(self):
"""Initialize Prop3D."""
super().__init__()
@property
def scale(self) -> tuple[float, float, float]: # numpydoc ignore=RT01
"""Return or set entity scale.
Examples
--------
Create an actor using the :class:`pyvista.Plotter` and then change the
scale of the actor.
>>> import pyvista as pv
>>> pl = pv.Plotter()
>>> actor = pl.add_mesh(pv.Sphere())
>>> actor.scale = (2.0, 2.0, 2.0)
>>> actor.scale
(2.0, 2.0, 2.0)
"""
return self.GetScale()
@scale.setter
def scale(self, value: VectorLike[float]): # numpydoc ignore=GL08
self.SetScale(value)
@property
def position(self) -> tuple[float, float, float]: # numpydoc ignore=RT01
"""Return or set the entity position.
Examples
--------
Change the position of an actor. Note how this does not change the
position of the underlying dataset, just the relative location of the
actor in the :class:`pyvista.Plotter`.
>>> import pyvista as pv
>>> mesh = pv.Sphere()
>>> pl = pv.Plotter()
>>> _ = pl.add_mesh(mesh, color='b')
>>> actor = pl.add_mesh(mesh, color='r')
>>> actor.position = (0, 0, 1) # shifts the red sphere up
>>> pl.show()
"""
return self.GetPosition()
@position.setter
def position(self, value: VectorLike[float]): # numpydoc ignore=GL08
self.SetPosition(value)
def rotate_x(self, angle: float):
"""Rotate the entity about the x-axis.
Parameters
----------
angle : float
Angle to rotate the entity about the x-axis in degrees.
Examples
--------
Rotate the actor about the x-axis 45 degrees. Note how this does not
change the location of the underlying dataset.
>>> import pyvista as pv
>>> mesh = pv.Cube()
>>> pl = pv.Plotter()
>>> _ = pl.add_mesh(mesh, color='b')
>>> actor = pl.add_mesh(
... mesh,
... color='r',
... style='wireframe',
... line_width=5,
... lighting=False,
... )
>>> actor.rotate_x(45)
>>> pl.show_axes()
>>> pl.show()
"""
self.RotateX(angle)
def rotate_y(self, angle: float):
"""Rotate the entity about the y-axis.
Parameters
----------
angle : float
Angle to rotate the entity about the y-axis in degrees.
Examples
--------
Rotate the actor about the y-axis 45 degrees. Note how this does not
change the location of the underlying dataset.
>>> import pyvista as pv
>>> mesh = pv.Cube()
>>> pl = pv.Plotter()
>>> _ = pl.add_mesh(mesh, color='b')
>>> actor = pl.add_mesh(
... mesh,
... color='r',
... style='wireframe',
... line_width=5,
... lighting=False,
... )
>>> actor.rotate_y(45)
>>> pl.show_axes()
>>> pl.show()
"""
self.RotateY(angle)
def rotate_z(self, angle: float):
"""Rotate the entity about the z-axis.
Parameters
----------
angle : float
Angle to rotate the entity about the z-axis in degrees.
Examples
--------
Rotate the actor about the z-axis 45 degrees. Note how this does not
change the location of the underlying dataset.
>>> import pyvista as pv
>>> mesh = pv.Cube()
>>> pl = pv.Plotter()
>>> _ = pl.add_mesh(mesh, color='b')
>>> actor = pl.add_mesh(
... mesh,
... color='r',
... style='wireframe',
... line_width=5,
... lighting=False,
... )
>>> actor.rotate_z(45)
>>> pl.show_axes()
>>> pl.show()
"""
self.RotateZ(angle)
@property
def orientation(self) -> tuple[float, float, float]: # numpydoc ignore=RT01
"""Return or set the entity orientation angles.
Orientation angles of the axes which define rotations about the
world's x-y-z axes. The angles are specified in degrees and in
x-y-z order. However, the actual rotations are applied in the
following order: :func:`~rotate_y` first, then :func:`~rotate_x`
and finally :func:`~rotate_z`.
Rotations are applied about the specified :attr:`~origin`.
Examples
--------
Reorient just the actor and plot it. Note how the actor is rotated
about the origin ``(0, 0, 0)`` by default.
>>> import pyvista as pv
>>> mesh = pv.Cube(center=(0, 0, 3))
>>> pl = pv.Plotter()
>>> _ = pl.add_mesh(mesh, color='b')
>>> actor = pl.add_mesh(
... mesh,
... color='r',
... style='wireframe',
... line_width=5,
... lighting=False,
... )
>>> actor.orientation = (45, 0, 0)
>>> _ = pl.add_axes_at_origin()
>>> pl.show()
Repeat the last example, but this time reorient the actor about
its center by specifying its :attr:`~origin`.
>>> import pyvista as pv
>>> mesh = pv.Cube(center=(0, 0, 3))
>>> pl = pv.Plotter()
>>> _ = pl.add_mesh(mesh, color='b')
>>> actor = pl.add_mesh(
... mesh,
... color='r',
... style='wireframe',
... line_width=5,
... lighting=False,
... )
>>> actor.origin = actor.center
>>> actor.orientation = (45, 0, 0)
>>> _ = pl.add_axes_at_origin()
>>> pl.show()
Show that the orientation changes with rotation.
>>> import pyvista as pv
>>> mesh = pv.Cube()
>>> pl = pv.Plotter()
>>> actor = pl.add_mesh(mesh)
>>> actor.rotate_x(90)
>>> actor.orientation # doctest:+SKIP
(90, 0, 0)
Set the orientation directly.
>>> actor.orientation = (0, 45, 45)
>>> actor.orientation # doctest:+SKIP
(0, 45, 45)
"""
return self.GetOrientation()
@orientation.setter
def orientation(self, value: tuple[float, float, float]): # numpydoc ignore=GL08
self.SetOrientation(value)
@property
def origin(self) -> tuple[float, float, float]: # numpydoc ignore=RT01
"""Return or set the entity origin.
This is the point about which all rotations take place.
See :attr:`~orientation` for examples.
"""
return self.GetOrigin()
@origin.setter
def origin(self, value: VectorLike[float]): # numpydoc ignore=GL08
self.SetOrigin(value)
@property
def bounds(self) -> BoundsLike: # numpydoc ignore=RT01
"""Return the bounds of the entity.
Bounds are ``(-X, +X, -Y, +Y, -Z, +Z)``
Examples
--------
>>> import pyvista as pv
>>> pl = pv.Plotter()
>>> mesh = pv.Cube(x_length=0.1, y_length=0.2, z_length=0.3)
>>> actor = pl.add_mesh(mesh)
>>> actor.bounds
(-0.05, 0.05, -0.1, 0.1, -0.15, 0.15)
"""
return self.GetBounds()
@property
def center(self) -> tuple[float, float, float]: # numpydoc ignore=RT01
"""Return the center of the entity.
Examples
--------
>>> import pyvista as pv
>>> pl = pv.Plotter()
>>> actor = pl.add_mesh(pv.Sphere(center=(0.5, 0.5, 1)))
>>> actor.center # doctest:+SKIP
(0.5, 0.5, 1)
"""
return self.GetCenter()
@property
def user_matrix(self) -> NumpyArray[float]: # numpydoc ignore=RT01
"""Return or set the user matrix.
In addition to the instance variables such as position and orientation, the user
can add an additional transformation to the actor.
This matrix is concatenated with the actor's internal transformation that is
implicitly created when the actor is created. This affects the actor/rendering
only, not the input data itself.
The user matrix is the last transformation applied to the actor before
rendering.
Returns
-------
np.ndarray
A 4x4 transformation matrix.
Examples
--------
Apply a 4x4 translation to a wireframe actor. This 4x4 transformation
effectively translates the actor by one unit in the Z direction,
rotates the actor about the z-axis by approximately 45 degrees, and
shrinks the actor by a factor of 0.5.
>>> import numpy as np
>>> import pyvista as pv
>>> mesh = pv.Cube()
>>> pl = pv.Plotter()
>>> _ = pl.add_mesh(mesh, color="b")
>>> actor = pl.add_mesh(
... mesh,
... color="r",
... style="wireframe",
... line_width=5,
... lighting=False,
... )
>>> arr = np.array(
... [
... [0.707, -0.707, 0, 0],
... [0.707, 0.707, 0, 0],
... [0, 0, 1, 1.500001],
... [0, 0, 0, 2],
... ]
... )
>>> actor.user_matrix = arr
>>> pl.show_axes()
>>> pl.show()
"""
if self.GetUserMatrix() is None:
self.SetUserMatrix(vtkmatrix_from_array(np.eye(4)))
return array_from_vtkmatrix(self.GetUserMatrix())
@user_matrix.setter
def user_matrix(self, value: TransformLike): # numpydoc ignore=GL08
array = np.eye(4) if value is None else _coerce_transformlike_arg(value)
self.SetUserMatrix(vtkmatrix_from_array(array))
@property
def length(self) -> float: # numpydoc ignore=RT01
"""Return the length of the entity.
Examples
--------
>>> import pyvista as pv
>>> pl = pv.Plotter()
>>> actor = pl.add_mesh(pv.Sphere())
>>> actor.length
1.7272069317100354
"""
return self.GetLength()
def _rotation_matrix_as_orientation(
array: NumpyArray[float] | _vtk.vtkMatrix3x3,
) -> tuple[float, float, float]:
"""Convert a 3x3 rotation matrix to x-y-z orientation angles.
The orientation angles define rotations about the world's x-y-z axes. The angles
are specified in degrees and in x-y-z order. However, the rotations should
be applied in the order: first rotate about the y-axis, then x-axis, then z-axis.
The rotation angles and rotation matrix can be used interchangeably for
transformations.
Parameters
----------
array : NumpyArray[float] | vtkMatrix3x3
3x3 rotation matrix as a NumPy array or a vtkMatrix.
Returns
-------
tuple
Tuple with x-y-z axis rotation angles in degrees.
"""
array_3x3 = _validation.validate_transform3x3(array)
array_4x4 = np.eye(4)
array_4x4[:3, :3] = array_3x3
transform = _vtk.vtkTransform()
transform.SetMatrix(array_4x4.ravel())
return transform.GetOrientation()
def _orientation_as_rotation_matrix(orientation: VectorLike[float]) -> NumpyArray[float]:
"""Convert x-y-z orientation angles to a 3x3 matrix.
The orientation angles define rotations about the world's x-y-z axes. The angles
are specified in degrees and in x-y-z order. However, the rotations should
be applied in the order: first rotate about the y-axis, then x-axis, then z-axis.
The rotation angles and rotation matrix can be used interchangeably for
transformations.
Parameters
----------
orientation : VectorLike[float]
The x-y-z axis orientation angles in degrees.
Returns
-------
numpy.ndarray
3x3 rotation matrix.
"""
valid_orientation = _validation.validate_array3(orientation, name='orientation')
prop = _vtk.vtkActor()
prop.SetOrientation(valid_orientation)
matrix = _vtk.vtkMatrix4x4()
prop.GetMatrix(matrix)
return array_from_vtkmatrix(matrix)[:3, :3]
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