Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Feat lighting scatter mesh extra #343

Open
wants to merge 10 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Jump to
Jump to file
Failed to load files.
Diff view
Diff view
313 changes: 307 additions & 6 deletions ipyvolume/pylab.py
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@

from __future__ import absolute_import
from __future__ import division
import pythreejs

__all__ = [
'current',
Expand Down Expand Up @@ -40,6 +41,11 @@
'style',
'plot_plane',
'selector_default',
'light_ambient',
'light_directional',
'light_spot',
'light_point',
'light_hemisphere',
]

import os
Expand Down Expand Up @@ -75,7 +81,7 @@
import ipyvolume as ipv
import ipyvolume.embed
from ipyvolume import utils

import math

_last_figure = None

Expand Down Expand Up @@ -124,6 +130,7 @@ def _docsubst(f):
_doc_snippets["z2d"] = "idem for z"
_doc_snippets["texture"] = "PIL.Image object or ipywebrtc.MediaStream (can be a seqence)"

emissive_intensity_default = 0.2

class current:
figure = None
Expand Down Expand Up @@ -309,7 +316,26 @@ def squarelim():


@_docsubst
def plot_trisurf(x, y, z, triangles=None, lines=None, color=default_color, u=None, v=None, texture=None):
def plot_trisurf(
x,
y,
z,
triangles=None,
lines=None,
color=default_color,
u=None,
v=None,
texture=None,
lighting_model='DEFAULT',
opacity=1,
emissive_intensity=emissive_intensity_default,
specular_color='white',
shininess=1,
roughness=0,
metalness=0,
cast_shadow=True,
receive_shadow=True,
flat_shading=True):
"""Draw a polygon/triangle mesh defined by a coordinate and triangle indices.

The following example plots a rectangle in the z==2 plane, consisting of 2 triangles:
Expand All @@ -333,18 +359,56 @@ def plot_trisurf(x, y, z, triangles=None, lines=None, color=default_color, u=Non
:param z: {z}
:param triangles: numpy array with indices referring to the vertices, defining the triangles, with shape (M, 3)
:param lines: numpy array with indices referring to the vertices, defining the lines, with shape (K, 2)
:param color: {color}
:param color: {color} Color of the material, essentially a solid color unaffected by other lighting. Default is 'red'
:param u: {u}
:param v: {v}
:param texture: {texture}
:param lighting_model: The lighting model used to calculate the final color of the mesh. Can be 'DEFAULT', 'LAMBERT', 'PHONG', 'PHYSICAL'. implicit 'DEFAULT'. Will be automatically updated to 'PHYSICAL' if a light is added to figure
:param opacity: (Non-Default) 0 - Mesh is fully transparent; 1 - Mesh is fully opaque
:param emissive_intensity: (Non-Default) Factor multiplied with color. Takes values between 0 and 1. Default is 0.2
:param specular_color: {color} (Phong Only) Color of the specular tint. Default 'white'.
:param shininess: (Phong Only) Specular intensity. Default is 1
:param roughness: (Physical Only) How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. Default is 1
:param metalness: (Physical Only) How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, with nothing (usually) in between
:param cast_shadow: (Non-Default) Property of a mesh to cast shadows. Default False. Works only with Directional, Point and Spot lights
:param receive_shadow: (Non-Default) Property of a mesh to receive shadows. Default False. Works only with Directional, Point and Spot lights
:param flat_shading: (Physical, Phong) A technique for color computing where all polygons reflect as a flat surface. Default True
:return: :any:`Mesh`
"""
fig = gcf()
if triangles is not None:
triangles = np.array(triangles).astype(dtype=np.uint32)
if lines is not None:
lines = np.array(lines).astype(dtype=np.uint32)
mesh = ipv.Mesh(x=x, y=y, z=z, triangles=triangles, lines=lines, color=color, u=u, v=v, texture=texture)
kwargs = {}
if lighting_model == 'DEFAULT':
pass # ok, we rely on Scatter widget's default
elif lighting_model == 'PHYSICAL':
material = pythreejs.MeshPhysicalMaterial(
opacity=opacity,
emissiveIntensity=emissive_intensity,
roughness=roughness,
metalness=metalness,
flat_shading=flat_shading,
side=pythreejs.enums.Side.DoubleSide)
kwargs['material'] = material
else:
raise ValueError(f'Unknown lighting_model={lighting_model}')
# TODO: PHONG and LAMBERT
mesh = ipv.Mesh(
x=x,
y=y,
z=z,
triangles=triangles,
lines=lines,
color=color,
u=u, v=v,
texture=texture,
lighting_model=lighting_model,
cast_shadow=cast_shadow,
receive_shadow=receive_shadow,
**kwargs
)
_grow_limits(np.array(x).reshape(-1), np.array(y).reshape(-1), np.array(z).reshape(-1))
fig.meshes = fig.meshes + [mesh]
return mesh
Expand Down Expand Up @@ -511,26 +575,50 @@ def scatter(
marker="diamond",
selection=None,
grow_limits=True,
lighting_model='DEFAULT',
opacity=1,
emissive_intensity=emissive_intensity_default,
roughness=0,
metalness=0,
**kwargs
):
"""Plot many markers/symbols in 3d.

Due to certain shader limitations, should not use with Spot Lights and Point Lights.
Does not support shadow mapping.
:param x: {x}
:param y: {y}
:param z: {z}
:param color: {color}
:param color: {color} Color of the material, essentially a solid color unaffected by other lighting. Default is 'red'
:param size: {size}
:param size_selected: like size, but for selected glyphs
:param color_selected: like color, but for selected glyphs
:param marker: {marker}
:param selection: numpy array of shape (N,) or (S, N) with indices of x,y,z arrays of the selected markers, which
can have a different size and color
:param lighting_model: The lighting model used to calculate the final color of the mesh. Can be 'DEFAULT', 'PHYSICAL'. implicit 'DEFAULT'. Will be automatically updated to 'PHYSICAL' if a light is added to figure
:param opacity: (Physical Only) 0 - Mesh is fully transparent; 1 - Mesh is fully opaque
:param emissive_intensity: (Physical Only) Factor multiplied with color. Takes values between 0 and 1. Default is 0.2
:param roughness: (Physical Only) How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. Default is 1
:param metalness: (Physical Only) How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, with nothing (usually) in between
:param kwargs:
:return: :any:`Scatter`
"""
fig = gcf()
if grow_limits:
_grow_limits(x, y, z)
kwargs = kwargs.copy()
if lighting_model == 'DEFAULT':
pass # ok, we rely on Scatter widget's default
elif lighting_model == 'PHYSICAL':
material = pythreejs.MeshPhysicalMaterial(
opacity=opacity,
emissiveIntensity=emissive_intensity,
roughness=roughness,
metalness=metalness)
kwargs['material'] = material
else:
# TODO: PHONG/LAMBERT
raise ValueError(f'Unknown lighting_model={lighting_model}')
Comment on lines +609 to +621
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This code is quite similar to scatter, and something we want at a lot of places, maybe put it in a private function _create_material(....) to reuse it.

s = ipv.Scatter(
x=x,
y=y,
Expand Down Expand Up @@ -1518,3 +1606,216 @@ def _make_triangles_lines(shape, wrapx=False, wrapy=False):
lines[3::4, 0], lines[3::4, 1] = t1[1], t2[1]

return triangles, lines

def light_ambient(
light_color=default_color_selected,
intensity = 1):
"""Create a new Ambient Light
An Ambient Light source represents an omni-directional, fixed-intensity and fixed-color light source that affects all objects in the scene equally (is omni-present).
This light cannot be used to cast shadows.
:param light_color: {color} Color of the Ambient Light. Default 'white'
:param intensity: Factor used to increase or decrease the Ambient Light intensity. Default is 1
:return: :any:`pythreejs.AmbientLight`
"""

light = pythreejs.AmbientLight(color=light_color, intensity=intensity)

fig = gcf()
fig.lights = fig.lights + [light]

return light

def light_hemisphere(
light_color=default_color_selected,
light_color2=default_color,
intensity = 1,
position=[0, 1, 0]):
"""Create a new Hemisphere Light
A light source positioned directly above the scene, with color fading from the sky color to the ground color.
This light cannot be used to cast shadows.
:param light_color: {color} Sky color. Default 'white'
:param light_color2: {color} Ground color. Default 'red'
:param intensity: Factor used to increase or decrease the Hemisphere Light intensity. Default is 1
:param position: 3-element array (x y z) which describes the position of the Hemisphere Light. Default [0, 1, 0]
:return: :any:`pythreejs.HemisphereLight`
"""

light = pythreejs.HemisphereLight(color=light_color, groundColor=light_color2, intensity=intensity, position=position)

fig = gcf()
fig.lights = fig.lights + [light]

return light

def light_directional(
light_color=default_color_selected,
intensity = 1,
position=[10, 10, 10],
target=[0, 0, 0],
cast_shadow=True):
"""Create a new Directional Light
A Directional Light source illuminates all objects equally from a given direction.
This light can be used to cast shadows.
:param light_color: {color} Color of the Directional Light. Default 'white'
:param intensity: Factor used to increase or decrease the Directional Light intensity. Default is 1
:param position: 3-element array (x y z) which describes the position of the Directional Light. Default [10, 10, 10]
:param target: 3-element array (x y z) which describes the target of the Directional Light. Default [0, 0, 0]
:param cast_shadow: Property of a Directional Light to cast shadows. Default True
:return: :any:`pythreejs.DirectionalLight`
"""
near=0.1
far=100
shadow_map_size=1024
shadow_bias=-0.0008
shadow_radius=1
shadow_camera_orthographic_size=10

# Shadow params
camera = pythreejs.OrthographicCamera(
near=near,
far=far,
left=-shadow_camera_orthographic_size/2,
right=shadow_camera_orthographic_size/2,
top=shadow_camera_orthographic_size/2,
bottom=-shadow_camera_orthographic_size/2
)
shadow = pythreejs.DirectionalLightShadow(
mapSize=(shadow_map_size, shadow_map_size),
radius=shadow_radius,
bias=shadow_bias,
camera=camera
)
# Light params
target = pythreejs.Object3D(position=target)
light = pythreejs.DirectionalLight(
color=light_color,
intensity=intensity,
position=position,
target=target,
castShadow=cast_shadow,
shadow=shadow
)

fig = gcf()

fig.lights = fig.lights + [light]

return light

def light_spot(
light_color=default_color_selected,
intensity = 1,
position=[10, 10, 10],
target=[0, 0, 0],
cast_shadow=True):
"""Create a new Spot Light
A Spot Light produces a directed cone of light. The light becomes more intense closer to the spotlight source and to the center of the light cone.
This light can be used to cast shadows.
:param light_color: {color} Color of the Spot Light. Default 'white'
:param intensity: Factor used to increase or decrease the Spot Light intensity. Default is 1
:param position: 3-element array (x y z) which describes the position of the Spot Light. Default [0 1 0]
:param target: 3-element array (x y z) which describes the target of the Spot Light. Default [0 0 0]
:param cast_shadow: Property of a Spot Light to cast shadows. Default False
:return: :any:`pythreejs.SpotLight`
"""

angle=0.8
penumbra=0
distance=0
decay=1
shadow_map_size=1024
shadow_bias=-0.0008
shadow_radius=1
near=0.5
far=5000
Comment on lines +1729 to +1730
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

0.1, 100 seems like good default for the others.

fov=90
aspect=1

# Shadow params
camera = pythreejs.PerspectiveCamera(
near=near,
far=far,
fov=fov,
aspect=aspect
)
shadow = pythreejs.LightShadow(
mapSize=(shadow_map_size,shadow_map_size),
radius=shadow_radius,
bias=shadow_bias,
camera=camera
)
# Light params
target = pythreejs.Object3D(position=target)
light = pythreejs.SpotLight(
color=light_color,
intensity=intensity,
position=position,
target=target,
angle=angle,
distance=distance,
decay=decay,
penumbra=penumbra,
castShadow=cast_shadow,
shadow=shadow
)

fig = gcf()

fig.lights = fig.lights + [light]

return light

def light_point(
light_color=default_color_selected,
intensity = 1,
position=[10, 10, 10],
cast_shadow=True):
"""Create a new Point Light
A Point Light originates from a single point and spreads outward in all directions.
This light can be used to cast shadows.
:param light_color: {color} Color of the Point Light. Default 'white'
:param intensity: Factor used to increase or decrease the Point Light intensity. Default is 1
:param position: 3-element array (x y z) which describes the position of the Point Light. Default [0 1 0]
:param cast_shadow: Property of a Point Light to cast shadows. Default False
:return: :any:`PointLight`
"""
near=0.1
far=100
fov=90
aspect=1
distance=0
decay=1
shadow_map_size=1024
shadow_bias=-0.0008
shadow_radius=1

# Shadow params
camera = pythreejs.PerspectiveCamera(
near=near,
far=far,
fov=fov,
aspect=aspect
)
shadow = pythreejs.LightShadow(
mapSize=(shadow_map_size,shadow_map_size),
radius=shadow_radius,
bias=shadow_bias,
camera=camera
)
# Light params
light = pythreejs.PointLight(
color=light_color,
intensity=intensity,
position=position,
distance=distance,
decay=decay,
castShadow=cast_shadow,
shadow=shadow
)


fig = gcf()

fig.lights = fig.lights + [light]

return light