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# -*- coding: utf-8 -*-
# -----------------------------------------------------------------------------
# Copyright (c) Vispy Development Team. All Rights Reserved.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
# -----------------------------------------------------------------------------
"""
Show vector field flow
"""
from __future__ import division
from vispy import app, scene, visuals, gloo
from vispy.util import ptime
import numpy as np
class VectorFieldVisual(visuals.Visual):
vertex = """
uniform sampler2D field;
attribute vec2 index;
uniform vec2 shape;
uniform vec2 field_shape;
uniform float spacing;
varying float dist; // distance along path for this vertex
varying vec2 ij;
uniform sampler2D offset;
uniform float seg_len;
uniform int n_iter; // iterations to integrate along field per vertex
uniform vec2 attractor;
varying vec4 base_color;
uniform sampler2D color;
void main() {
// distance along one line
dist = index.y * seg_len;
vec2 local;
ij = vec2(mod(index.x, shape.x), floor(index.x / shape.x));
// *off* is a random offset to the starting location, which prevents
// the appearance of combs in the field
vec2 off = texture2D(offset, ij / shape).xy - 0.5;
local = spacing * (ij + off);
vec2 uv;
vec2 dir;
vec2 da;
int index_y = int(index.y);
for( int i=0; i<index.y; i+=1 ) {
for ( int j=0; j<n_iter; j += 1 ) {
uv = local / field_shape;
dir = texture2D(field, uv).xy;
// add influence of variable attractor (mouse)
da = attractor - local;
float al = 0.1 * length(da);
da /= 0.5 * (1 + al*al);
dir += da;
// maybe pick a more accurate integration method?
local += seg_len * dir / n_iter;
}
}
base_color = texture2D(color, uv);
gl_Position = $transform(vec4(local, 0, 1));
}
"""
fragment = """
uniform float time;
uniform float speed;
varying float dist;
varying vec2 ij;
uniform sampler2D offset;
uniform vec2 shape;
uniform float nseg;
uniform float seg_len;
varying vec4 base_color;
void main() {
float totlen = nseg * seg_len;
float phase = texture2D(offset, ij / shape).b;
float alpha;
// vary alpha along the length of the line to give the appearance of
// motion
alpha = mod((dist / totlen) + phase - time * speed, 1);
// add a cosine envelope to fade in and out smoothly at the ends
alpha *= (1 - cos(2 * 3.141592 * dist / totlen)) * 0.5;
gl_FragColor = vec4(base_color.rgb, base_color.a * alpha);
}
"""
def __init__(self, field, spacing=10, segments=3, seg_len=0.5,
color=(1, 1, 1, 0.3)):
self._time = 0.0
self._last_time = ptime.time()
rows = int(field.shape[0] / spacing)
cols = int(field.shape[1] / spacing)
index = np.empty((rows * cols, int(segments) * 2, 2), dtype=np.float32)
# encodes starting position within vector field
index[:, :, 0] = np.arange(rows * cols)[:, np.newaxis]
# encodes distance along length of line
index[:, ::2, 1] = np.arange(segments)[np.newaxis, :]
index[:, 1::2, 1] = np.arange(segments)[np.newaxis, :] + 1
self._index = gloo.VertexBuffer(index)
if not isinstance(color, np.ndarray):
color = np.array([[list(color)]], dtype='float32')
self._color = gloo.Texture2D(color)
offset = np.random.uniform(256, size=(rows, cols, 3)).astype(np.ubyte)
self._offset = gloo.Texture2D(offset, format='rgb')
self._field = gloo.Texture2D(field, format='rg',
internalformat='rg32f',
interpolation='linear')
self._field_shape = field.shape[:2]
visuals.Visual.__init__(self, vcode=self.vertex, fcode=self.fragment)
self.timer = app.Timer(interval='auto', connect=self.update_time,
start=False)
self.freeze()
self.shared_program['field'] = self._field
self.shared_program['field_shape'] = self._field.shape[:2]
self.shared_program['shape'] = (rows, cols)
self.shared_program['index'] = self._index
self.shared_program['spacing'] = spacing
self.shared_program['t'] = self._time
self.shared_program['offset'] = self._offset
self.shared_program['speed'] = 1
self.shared_program['color'] = self._color
self.shared_program['seg_len'] = seg_len
self.shared_program['nseg'] = segments
self.shared_program['n_iter'] = 1
self.shared_program['attractor'] = (0, 0)
self.shared_program['time'] = 0
self._draw_mode = 'lines'
self.set_gl_state('translucent', depth_test=False)
self.timer.start()
def _prepare_transforms(self, view):
view.view_program.vert['transform'] = view.get_transform()
def _prepare_draw(self, view):
pass
def _compute_bounds(self, axis, view):
if axis > 1:
return (0, 0)
return (0, self._field_shape[axis])
def update_time(self, ev):
t = ptime.time()
self._time += t - self._last_time
self._last_time = t
self.shared_program['time'] = self._time
self.update()
VectorField = scene.visuals.create_visual_node(VectorFieldVisual)
def fn(y, x):
dx = x-50
dy = y-30
hyp = (dx**2 + dy**2)**0.5 + 0.01
return np.array([100 * dy / hyp**1.7, -100 * dx / hyp**1.8])
field = np.fromfunction(fn, (100, 100)).transpose(1, 2, 0).astype('float32')
field[..., 0] += 10 * np.cos(np.linspace(0, 2 * 3.1415, 100))
color = np.zeros((100, 100, 4), dtype='float32')
color[..., :2] = (field + 5) / 10.
color[..., 2] = 0.5
color[..., 3] = 0.5
canvas = scene.SceneCanvas(keys='interactive', show=True)
view = canvas.central_widget.add_view(camera='panzoom')
vfield = VectorField(field[..., :2], spacing=0.5, segments=30, seg_len=0.05,
parent=view.scene, color=color)
view.camera.set_range()
@canvas.connect
def on_mouse_move(event):
if 3 in event.buttons:
tr = canvas.scene.node_transform(vfield)
vfield.shared_program['attractor'] = tr.map(event.pos)[:2]
if __name__ == '__main__':
app.run()
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