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Merge pull request #2500 from aganders3/face-picking
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djhoese committed Jul 12, 2023
2 parents 0d395c2 + 5a1da93 commit 00cc125
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149 changes: 149 additions & 0 deletions examples/scene/face_picking.py
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# -*- coding: utf-8 -*-
# vispy: gallery 30
# -----------------------------------------------------------------------------
# Copyright (c) Vispy Development Team. All Rights Reserved.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
# -----------------------------------------------------------------------------
"""
Picking Faces from a Mesh
=========================
Demonstrates how to identify (pick) individual faces on a mesh.
Arguments:
* --mesh - Path to a mesh file (OBJ/OBJ.GZ) [optional]
Controls:
* p - Toggle face picking view - shows the colors encoding face ID
* r - Clear painted faces
* s - Cycle shading modes (None, 'flat', 'smooth')
* w - Toggle wireframe
"""
import argparse
import itertools
import time

import numpy as np

from vispy import app, scene
from vispy.io import read_mesh, load_data_file
from vispy.scene.visuals import Mesh
from vispy.scene import transforms
from vispy.visuals.filters import ShadingFilter, WireframeFilter, FacePickingFilter


parser = argparse.ArgumentParser()
default_mesh = load_data_file('orig/triceratops.obj.gz')
parser.add_argument('--mesh', default=default_mesh)
args, _ = parser.parse_known_args()

vertices, faces, _normals, _texcoords = read_mesh(args.mesh)

canvas = scene.SceneCanvas(keys='interactive', bgcolor='white')
view = canvas.central_widget.add_view()

view.camera = 'arcball'
view.camera.depth_value = 1e3

# Create a colored `MeshVisual`.
face_colors = np.tile((0.5, 0.0, 0.5, 1.0), (len(faces), 1))
mesh = Mesh(
vertices,
faces,
face_colors=face_colors.copy()
)
mesh.transform = transforms.MatrixTransform()
mesh.transform.rotate(90, (1, 0, 0))
mesh.transform.rotate(-45, (0, 0, 1))
view.add(mesh)

# Use filters to affect the rendering of the mesh.
wireframe_filter = WireframeFilter()
shading_filter = ShadingFilter()
face_picking_filter = FacePickingFilter()
mesh.attach(wireframe_filter)
mesh.attach(shading_filter)
mesh.attach(face_picking_filter)


def attach_headlight(view):
light_dir = (0, 1, 0, 0)
shading_filter.light_dir = light_dir[:3]
initial_light_dir = view.camera.transform.imap(light_dir)

@view.scene.transform.changed.connect
def on_transform_change(event):
transform = view.camera.transform
shading_filter.light_dir = transform.map(initial_light_dir)[:3]


attach_headlight(view)

shading = itertools.cycle(("flat", "smooth", None))
shading_filter.shading = next(shading)


throttle = time.monotonic()


@canvas.events.mouse_move.connect
def on_mouse_move(event):
global throttle
# throttle mouse events to 50ms
if time.monotonic() - throttle < 0.05:
return
throttle = time.monotonic()

# adjust the event position for hidpi screens
render_size = tuple(d * canvas.pixel_scale for d in canvas.size)
x_pos = event.pos[0] * canvas.pixel_scale
y_pos = render_size[1] - (event.pos[1] * canvas.pixel_scale)

# render a small patch around the mouse cursor
restore_state = not face_picking_filter.enabled
face_picking_filter.enabled = True
mesh.update_gl_state(blend=False)
picking_render = canvas.render(
region=(x_pos - 1, y_pos - 1, 3, 3),
size=(3, 3),
bgcolor=(0, 0, 0, 0),
alpha=True,
)
if restore_state:
face_picking_filter.enabled = False
mesh.update_gl_state(blend=not face_picking_filter.enabled)

# unpack the face index from the color in the center pixel
face_idx = (picking_render.view(np.uint32) - 1)[1, 1, 0]

if face_idx > 0 and face_idx < len(face_colors):
# this may be less safe, but it's faster than set_data
mesh.mesh_data._face_colors_indexed_by_faces[face_idx] = (0, 1, 0, 1)
mesh.mesh_data_changed()


@canvas.events.key_press.connect
def on_key_press(event):
if event.key == 'p':
face_picking_filter.enabled = not face_picking_filter.enabled
mesh.update_gl_state(blend=not face_picking_filter.enabled)
mesh.update()

if event.key == 'r':
mesh.set_data(vertices, faces, face_colors=face_colors)

if event.key == 's':
shading_filter.shading = next(shading)
mesh.update()

if event.key == 'w':
wireframe_filter.enabled = not wireframe_filter.enabled
mesh.update()


canvas.show()


if __name__ == "__main__":
print(__doc__)
app.run()
155 changes: 155 additions & 0 deletions examples/scene/marker_picking.py
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# -*- coding: utf-8 -*-
# vispy: gallery 30
# -----------------------------------------------------------------------------
# Copyright (c) Vispy Development Team. All Rights Reserved.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
# -----------------------------------------------------------------------------
"""
Picking Markers
===============
Demonstrates how to identify (pick) markers. Hover markers to change their
symbol and color.
Controls:
* p - Toggle picking view - shows the colors encoding marker ID
* r - Reset marker symbols and colors
"""
import random
import time
import numpy as np
from scipy.constants import golden as GOLDEN

from vispy import app, scene
from vispy.scene.visuals import Markers
from vispy.visuals.filters import MarkerPickingFilter

canvas = scene.SceneCanvas(keys='interactive', bgcolor='black')
view = canvas.central_widget.add_view(camera="panzoom")
view.camera.rect = (-1, -1, 2, 2)

# floret pattern
n = 10_000
radius = np.linspace(0, 0.9, n)**0.6 # prevent extreme density at center
theta = np.arange(n) * GOLDEN
pos = np.column_stack([radius * np.cos(theta), radius * np.sin(theta)])

COLORS = [
(1, 0, 0, 1), # red
(1, 0.5, 0, 1), # orange
(1, 1, 0, 1), # yellow
(0, 1, 0, 1), # green
(0, 0, 1, 1), # blue
(0.29, 0, 0.51, 1), # indigo
(0.93, 0.51, 0.93, 1), # violet
]

colors = np.zeros((n, 4), dtype=np.float32)
colors[:, 0] = 1 # red
colors[:, -1] = 1 # alpha
_colors = colors.copy()

symbols = list(Markers._symbol_shader_values.keys())
symbols_ring = dict(zip(symbols, symbols[1:]))
symbols_ring[symbols[-1]] = symbols[0]

EDGE_COLOR = "white"
MARKER_SIZE = 0.0125
EDGE_WDITH = MARKER_SIZE / 10

markers = Markers(
pos=pos,
edge_color=EDGE_COLOR,
face_color=colors,
size=MARKER_SIZE,
edge_width=EDGE_WDITH,
scaling="scene",
)
markers.update_gl_state(depth_test=True)
view.add(markers)

# Use filters to affect the rendering of the mesh.
picking_filter = MarkerPickingFilter()
markers.attach(picking_filter)


@view.events.connect
def on_viewbox_change(event):
# workaround for vispy/#2501
markers.update_gl_state(blend=not picking_filter.enabled)


throttle = time.monotonic()


@canvas.events.mouse_move.connect
def on_mouse_move(event):
global throttle
# throttle mouse events to 50ms
if time.monotonic() - throttle < 0.05:
return
throttle = time.monotonic()

# adjust the event position for hidpi screens
render_size = tuple(d * canvas.pixel_scale for d in canvas.size)
x_pos = event.pos[0] * canvas.pixel_scale
y_pos = render_size[1] - (event.pos[1] * canvas.pixel_scale)

# render a small patch around the mouse cursor
restore_state = not picking_filter.enabled
picking_filter.enabled = True
markers.update_gl_state(blend=False)
picking_render = canvas.render(
crop=(x_pos - 2, y_pos - 2, 5, 5),
bgcolor=(0, 0, 0, 0),
alpha=True,
)
if restore_state:
picking_filter.enabled = False
markers.update_gl_state(blend=not picking_filter.enabled)

# unpack the face index from the color in the center pixel
marker_idx = (picking_render.view(np.uint32) - 1)[2, 2, 0]

if marker_idx >= 0 and marker_idx < len(pos):
new_symbols = list(markers.symbol)
new_symbol = symbols_ring[new_symbols[marker_idx]]
new_symbols[marker_idx] = new_symbol

colors[marker_idx] = random.choice(COLORS)
markers.set_data(
pos=pos,
edge_color=EDGE_COLOR,
face_color=colors,
size=MARKER_SIZE,
edge_width=EDGE_WDITH,
symbol=new_symbols,
)


@canvas.events.key_press.connect
def on_key_press(event):
global colors
if event.key == 'p':
# toggle face picking view
picking_filter.enabled = not picking_filter.enabled
markers.update_gl_state(blend=not picking_filter.enabled)
markers.update()
if event.key == 'r':
# reset marker symbols
colors = _colors.copy()
markers.set_data(
pos=pos,
edge_color=EDGE_COLOR,
face_color=colors,
size=MARKER_SIZE,
edge_width=EDGE_WDITH,
)


canvas.show()


if __name__ == "__main__":
print(__doc__)
app.run()
5 changes: 3 additions & 2 deletions vispy/visuals/filters/__init__.py
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Expand Up @@ -2,8 +2,9 @@
# Copyright (c) Vispy Development Team. All Rights Reserved.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.

from .base_filter import Filter # noqa
from .base_filter import Filter, PrimitivePickingFilter # noqa
from .clipper import Clipper # noqa
from .color import Alpha, ColorFilter, IsolineFilter, ZColormapFilter # noqa
from .picking import PickingFilter # noqa
from .mesh import TextureFilter, ShadingFilter, InstancedShadingFilter, WireframeFilter # noqa
from .markers import MarkerPickingFilter # noqa
from .mesh import TextureFilter, ShadingFilter, InstancedShadingFilter, WireframeFilter, FacePickingFilter # noqa

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