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if use_sphere:
sphere = get_sphere('symmetric724')
shape = (1, 1, 1, sphere.vertices.shape[0])
fid, fname = mkstemp(suffix='_odf_slicer.mmap')
odfs = np.memmap(fname, dtype=np.float64, mode='w+', shape=shape)
odfs[:] = 1
odfs[..., 0] = 1
affine = np.eye(4)
for i, shell in enumerate(ms):
if same_color:
i = 0
ren = window.Renderer()
ren.SetBackground(1, 1, 1)
if use_sphere:
sphere_actor = actor.odf_slicer(odfs, affine, sphere=sphere,
colormap='winter', scale=1.0,
opacity=opacity)
ren.add(sphere_actor)
pts_actor = actor.point(shell, vtkcolors[i], point_radius=rad)
ren.add(pts_actor)
if plot_sym_vecs:
pts_actor = actor.point(-shell, vtkcolors[i], point_radius=rad)
ren.add(pts_actor)
window.show(ren)
if ofile:
window.snapshot(ren, fname=ofile + '_shell_' + str(i) + '.png',
size=ores)
"""
if len(ms) > 10:
vtkcolors = fury.colormap.distinguishable_colormap(nb_colors=len(ms))
ren = window.Renderer()
ren.SetBackground(1, 1, 1)
if use_sphere:
sphere = get_sphere('symmetric724')
shape = (1, 1, 1, sphere.vertices.shape[0])
fid, fname = mkstemp(suffix='_odf_slicer.mmap')
odfs = np.memmap(fname, dtype=np.float64, mode='w+', shape=shape)
odfs[:] = 1
odfs[..., 0] = 1
affine = np.eye(4)
sphere_actor = actor.odf_slicer(odfs, affine, sphere=sphere,
colormap='winter', scale=1.0,
opacity=opacity)
ren.add(sphere_actor)
for i, shell in enumerate(ms):
if same_color:
i = 0
pts_actor = actor.point(shell, vtkcolors[i], point_radius=rad)
ren.add(pts_actor)
if use_sym:
pts_actor = actor.point(-shell, vtkcolors[i], point_radius=rad)
ren.add(pts_actor)
window.show(ren)
if ofile:
window.snapshot(ren, fname=ofile + '.png', size=ores)
point_actor = actor.point(vertices, point_radius=0.01, colors=(0, 1, 0))
##############################################################################
# Normals are the vectors that are perpendicular to the surface at each
# vertex. We specify the normals at the vertices to tell the system
# whether triangles represent curved surfaces.
normals = utils.normals_from_v_f(vertices, triangles)
##############################################################################
# The normals are usually used to calculate how the light will bounce on
# the surface of an object. However, here we will use them to direct the
# spikes (represented with arrows).
# So, let's create an arrow actor at the center of each vertex.
arrow_actor = actor.arrow(centers=vertices,
directions=normals, colors=(1, 0, 0), heights=0.2,
resolution=10, vertices=None, faces=None)
##############################################################################
# To be able to visualize the surface of the primitive sphere, we use
# ``get_actor_from_primitive``.
primitive_colors = np.zeros(vertices.shape)
primitive_colors[:, 2] = 180
primitive_actor = utils.get_actor_from_primitive(
vertices=vertices, triangles=triangles, colors=primitive_colors,
normals=normals, backface_culling=True)
##############################################################################
# We add all actors (visual objects) defined above to the scene.
print(color)
stream_actor = actor.line(cluster, [color]*len(cluster), linewidth=1)
pretty_actor = auto_orient(stream_actor, ren.camera_direction(), data_up=(0, 0, 1), show_bounds=True)
pretty_actor_aabb = auto_orient(stream_actor, ren.camera_direction(), bbox_type="AABB", show_bounds=True)
actors.append(stream_actor)
actors.append(pretty_actor_aabb)
actors.append(pretty_actor)
text = actor.text_3d(str(len(cluster)), font_size=32, justification="center", vertical_justification="top")
texts.append(text)
text = actor.text_3d("AABB", font_size=32, justification="center", vertical_justification="top")
texts.append(text)
text = actor.text_3d("OBB", font_size=32, justification="center", vertical_justification="top")
texts.append(text)
grid = actor.grid(actors, texts, cell_padding=(50, 100), cell_shape="rect")
#ren.add(grid)
ren.reset_camera_tight()
show_m = window.ShowManager(ren, interactor_style=interactor.InteractorStyleBundlesGrid(actor))
show_m.start()
# Show every point with a value from a volume with your colormap
# ==============================================================
#
# Here we will need to input the ``fa`` map in ``streamtube``
renderer.clear()
hue = (0.0, 0.0) # red only
saturation = (0.0, 1.0) # white to red
lut_cmap = actor.colormap_lookup_table(hue_range=hue,
saturation_range=saturation)
stream_actor3 = actor.line(bundle_native, fa, linewidth=0.1,
lookup_colormap=lut_cmap)
bar2 = actor.scalar_bar(lut_cmap)
renderer.add(stream_actor3)
renderer.add(bar2)
# window.show(renderer, size=(600, 600), reset_camera=False)
window.record(renderer, out_path='bundle3.png', size=(600, 600))
###############################################################################
# Show every bundle with a specific color
# ========================================
#
# You can have a bundle with a specific color. In this example, we are chosing
# orange.
renderer.clear()
stream_actor4 = actor.line(bundle_native, (1., 0.5, 0), linewidth=0.1)