Source code for plato.draw.vispy.Voronoi

import itertools

import numpy as np

from ... import mesh
from .internal import GLPrimitive, GLShapeDecorator
from ... import draw
from ..internal import ShapeAttribute

[docs]@GLShapeDecorator class Voronoi(draw.Voronoi, GLPrimitive): __doc__ = draw.Voronoi.__doc__ shaders = {} shaders['vertex'] = """ uniform mat4 camera; uniform vec4 rotation; uniform vec3 translation; uniform float radius; attribute vec4 color; attribute vec2 position; attribute vec3 image; attribute vec4 shape_id; varying vec4 v_color; varying vec2 v_position; varying vec4 v_shape_id; vec2 rotate(vec2 point, vec4 quat) { vec3 point3d = vec3(point.xy, 0.0); vec3 result = (quat.x*quat.x - dot(quat.yzw, quat.yzw))*point3d; result += 2.0*quat.x*cross(quat.yzw, point3d); result += 2.0*dot(quat.yzw, point3d)*quat.yzw; return result.xy; } void main() { vec2 vertexPos = position + image.xy*radius; vertexPos = rotate(vertexPos, rotation) + translation.xy; vec4 screenPosition = camera * vec4(vertexPos, 0, 1.0); screenPosition.z = image.z; // transform to screen coordinates gl_Position = screenPosition; v_position = position + image.xy*radius; v_color = color; v_shape_id = shape_id; } """ shaders['fragment'] = """ uniform mat2 clip_extent; varying vec4 v_color; varying vec2 v_position; void main() { vec2 boundaries = clip_extent*v_position; if(boundaries.x > 1.0 || boundaries.y > 1.0 || boundaries.x < -1.0 || boundaries.y < -1.0) discard; gl_FragColor = v_color; } """ shaders['fragment_pick'] = """ uniform mat2 clip_extent; uniform vec4 pick_prim_index; varying vec2 v_position; varying vec4 v_shape_id; void main() { vec2 boundaries = clip_extent*v_position; if(boundaries.x > 1.0 || boundaries.y > 1.0 || boundaries.x < -1.0 || boundaries.y < -1.0) discard; gl_FragColor = pick_prim_index + v_shape_id; } """ _vertex_attribute_names = ['shape_id', 'position', 'color', 'image'] _GL_UNIFORMS = list(itertools.starmap(ShapeAttribute, [ ('camera', np.float32, np.eye(4), 2, False, 'Internal: 4x4 Camera matrix for world projection'), ('rotation', np.float32, (1, 0, 0, 0), 1, False, 'Internal: Rotation to be applied to each scene as a quaternion'), ('translation', np.float32, (0, 0, 0), 1, False, 'Internal: Translation to be applied to the scene'), ('radius', np.float32, 64, 0, False, 'Maximum distance between displayed points'), ('clip_extent', np.float32, np.zeros((2, 2)), 2, False, 'Matrix specifying areas to not display when dot(clip_extent, position) is outside [-1, 1]') ])) def __init__(self, *args, **kwargs): self.num_vertices = 32 GLPrimitive.__init__(self) draw.Voronoi.__init__(self, *args, **kwargs) def update_arrays(self): try: for name in self._dirty_attributes: self._gl_vertex_arrays[name][:] = self._attributes[name] self._dirty_vertex_attribs.add(name) except (ValueError, KeyError): # wrap around to beginning of circle, but also have vertex 0 # be (0, 0), so we still end up with num_vertices vertices in # total thetas = np.linspace(0, 2*np.pi, self.num_vertices, endpoint=True) vertices = np.array([np.cos(thetas), np.sin(thetas), np.ones_like(thetas)], dtype=np.float32).T vertices[0] = (0, 0, 0) triangleIndices = np.zeros((self.num_vertices - 1, 3), dtype=np.uint32) triangleIndices[:, 1] = np.arange(self.num_vertices - 1) + 1 triangleIndices[:, 2] = np.arange(self.num_vertices - 1) + 2 triangleIndices[-1, 2] = 1 shape_ids = np.arange(len(self), dtype=np.uint32).view(np.uint8).reshape((-1, 4)) shape_ids = shape_ids.astype(np.float32)/255 vertex_arrays = mesh.unfoldProperties( [shape_ids, self.positions, self.colors], [vertices]) unfolded_shape = vertex_arrays[0].shape[:-1] indices = (np.arange(unfolded_shape[0])[:, np.newaxis, np.newaxis]*unfolded_shape[1] + triangleIndices) indices = indices.reshape((-1, 3)) self._finalize_array_updates(indices, vertex_arrays) self._dirty_attributes.clear()