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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.
"""
The classes in scene.visuals are visuals that may be added to a scenegraph
using the methods and properties defined in `vispy.scene.Node` such as name,
visible, parent, children, etc...
These classes are automatically generated by mixing `vispy.scene.Node` with
the Visual classes found in `vispy.visuals`.
For developing custom visuals, it is recommended to subclass from
`vispy.visuals.Visual` rather than `vispy.scene.Node`.
"""
import re
import weakref
from .. import visuals
from .node import Node
from ..visuals.filters import Alpha, PickingFilter
from typing import TypeVar
_T = TypeVar("_T")
class VisualNode(Node):
_next_id = 1
_visual_ids = weakref.WeakValueDictionary()
def __init__(self, parent=None, name=None):
Node.__init__(self, parent=parent, name=name,
transforms=self.transforms)
self.interactive = False
self._opacity_filter = Alpha()
self.attach(self._opacity_filter)
self._id = VisualNode._next_id
VisualNode._visual_ids[self._id] = self
VisualNode._next_id += 1
self._picking_filter = PickingFilter(id_=self._id)
self.attach(self._picking_filter)
def _update_opacity(self):
self._opacity_filter.alpha = self._opacity
self.update()
def _set_clipper(self, node, clipper):
"""Assign a clipper that is inherited from a parent node.
If *clipper* is None, then remove any clippers for *node*.
"""
if node in self._clippers:
self.detach(self._clippers.pop(node))
if clipper is not None:
self.attach(clipper)
self._clippers[node] = clipper
@property
def picking(self):
"""Boolean that determines whether this node (and its children) are
drawn in picking mode.
"""
return self._picking
@picking.setter
def picking(self, p):
for c in self.children:
c.picking = p
if self._picking == p:
return
self._picking = p
self._picking_filter.enabled = p
if p:
self.push_gl_state_update(blend=False)
else:
self.pop_gl_state()
def _update_trsys(self, event):
"""Transform object(s) have changed for this Node; assign these to the
visual's TransformSystem.
"""
doc = self.document_node
scene = self.scene_node
root = self.root_node
self.transforms.visual_transform = self.node_transform(scene)
self.transforms.scene_transform = scene.node_transform(doc)
self.transforms.document_transform = doc.node_transform(root)
Node._update_trsys(self, event)
@property
def interactive(self):
"""Whether this widget should be allowed to accept mouse and touch
events.
"""
return self._interactive
@interactive.setter
def interactive(self, i):
self._interactive = i
def draw(self):
if self.picking and not self.interactive:
return
self._visual_superclass.draw(self)
def create_visual_node(subclass: _T) -> _T:
# Create a new subclass of Node.
# Decide on new class name
clsname = subclass.__name__
if not (clsname.endswith('Visual') and
issubclass(subclass, visuals.BaseVisual)):
raise RuntimeError('Class "%s" must end with Visual, and must '
'subclass BaseVisual' % clsname)
clsname = clsname[:-6]
# Generate new docstring based on visual docstring
try:
doc = generate_docstring(subclass, clsname)
except Exception:
# If parsing fails, just return the original Visual docstring
doc = subclass.__doc__
# New __init__ method
def __init__(self, *args, **kwargs):
parent = kwargs.pop('parent', None)
name = kwargs.pop('name', None)
self.name = name # to allow __str__ before Node.__init__
self._visual_superclass = subclass
subclass.__init__(self, *args, **kwargs)
self.unfreeze()
VisualNode.__init__(self, parent=parent, name=name)
self.freeze()
# Create new class
cls = type(clsname, (VisualNode, subclass),
{'__init__': __init__, '__doc__': doc})
return cls
def generate_docstring(subclass, clsname):
# Generate a Visual+Node docstring by modifying the Visual's docstring
# to include information about Node inheritance and extra init args.
sc_doc = subclass.__doc__
if sc_doc is None:
sc_doc = ""
# find locations within docstring to insert new parameters
lines = sc_doc.split("\n")
# discard blank lines at start
while lines and lines[0].strip() == '':
lines.pop(0)
i = 0
params_started = False
param_indent = None
first_blank = None
param_end = None
while i < len(lines):
line = lines[i]
# ignore blank lines and '------' lines
if re.search(r'\w', line):
indent = len(line) - len(line.lstrip())
# If Params section has already started, check for end of params
# (that is where we will insert new params)
if params_started:
if indent < param_indent:
break
elif indent == param_indent:
# might be end of parameters block..
if re.match(r'\s*[a-zA-Z0-9_]+\s*:\s*\S+', line) is None:
break
param_end = i + 1
# Check for beginning of params section
elif re.match(r'\s*Parameters\s*', line):
params_started = True
param_indent = indent
if first_blank is None:
first_blank = i
# Check for first blank line
# (this is where the Node inheritance description will be
# inserted)
elif first_blank is None and line.strip() == '':
first_blank = i
i += 1
if i == len(lines) and param_end is None:
# reached end of docstring; insert here
param_end = i
# If original docstring has no params heading, we need to generate it.
if not params_started:
lines.extend(["", " Parameters", " ----------"])
param_end = len(lines)
if first_blank is None:
first_blank = param_end - 3
params_started = True
# build class and parameter description strings
class_desc = ("\n This class inherits from visuals.%sVisual and "
"scene.Node, allowing the visual to be placed inside a "
"scenegraph.\n" % (clsname))
parm_doc = (" parent : Node\n"
" The parent node to assign to this node (optional).\n"
" name : string\n"
" A name for this node, used primarily for debugging\n"
" (optional).")
# assemble all docstring parts
lines = (lines[:first_blank] +
[class_desc] +
lines[first_blank:param_end] +
[parm_doc] +
lines[param_end:])
doc = '\n'.join(lines)
return doc
# This is _not_ automated to help with auto-completion of IDEs,
# python REPL and IPython.
# Explicitly initializing these members allow IDEs to lookup
# and provide auto-completion. One problem is the fact that
# Docstrings are _not_ looked up correctly by IDEs, since they
# are attached programatically in the create_visual_node call.
# However, help(vispy.scene.FooVisual) still works
Arrow = create_visual_node(visuals.ArrowVisual)
Axis = create_visual_node(visuals.AxisVisual)
Box = create_visual_node(visuals.BoxVisual)
ColorBar = create_visual_node(visuals.ColorBarVisual)
Compound = create_visual_node(visuals.CompoundVisual)
Cube = create_visual_node(visuals.CubeVisual)
Ellipse = create_visual_node(visuals.EllipseVisual)
Graph = create_visual_node(visuals.GraphVisual)
GridLines = create_visual_node(visuals.GridLinesVisual)
GridMesh = create_visual_node(visuals.GridMeshVisual)
Histogram = create_visual_node(visuals.HistogramVisual)
Image = create_visual_node(visuals.ImageVisual)
ComplexImage = create_visual_node(visuals.ComplexImageVisual)
InfiniteLine = create_visual_node(visuals.InfiniteLineVisual)
InstancedMesh = create_visual_node(visuals.InstancedMeshVisual)
Isocurve = create_visual_node(visuals.IsocurveVisual)
Isoline = create_visual_node(visuals.IsolineVisual)
Isosurface = create_visual_node(visuals.IsosurfaceVisual)
Line = create_visual_node(visuals.LineVisual)
LinearRegion = create_visual_node(visuals.LinearRegionVisual)
LinePlot = create_visual_node(visuals.LinePlotVisual)
Markers = create_visual_node(visuals.MarkersVisual)
Mesh = create_visual_node(visuals.MeshVisual)
MeshNormals = create_visual_node(visuals.MeshNormalsVisual)
Plane = create_visual_node(visuals.PlaneVisual)
Polygon = create_visual_node(visuals.PolygonVisual)
Rectangle = create_visual_node(visuals.RectangleVisual)
RegularPolygon = create_visual_node(visuals.RegularPolygonVisual)
ScrollingLines = create_visual_node(visuals.ScrollingLinesVisual)
Spectrogram = create_visual_node(visuals.SpectrogramVisual)
Sphere = create_visual_node(visuals.SphereVisual)
SurfacePlot = create_visual_node(visuals.SurfacePlotVisual)
Text = create_visual_node(visuals.TextVisual)
Tube = create_visual_node(visuals.TubeVisual)
# Visual = create_visual_node(visuals.Visual) # Should not be created
Volume = create_visual_node(visuals.VolumeVisual)
Windbarb = create_visual_node(visuals.WindbarbVisual)
XYZAxis = create_visual_node(visuals.XYZAxisVisual)
__all__ = [name for (name, obj) in globals().items()
if isinstance(obj, type) and issubclass(obj, VisualNode)]
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