How to use the fury.actor.axes function in fury

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github fury-gl / fury / docs / experimental / viz_shader_square.py View on Github external
if obj == 'square':

    canvas_actor = square(3)
    canvas_actor.GetProperty().BackfaceCullingOff()
    scene.add(canvas_actor)
    mapper = canvas_actor.GetMapper()

if obj == 'cube':

    # rec.SetPosition(100, 0, 0)
    canvas_actor = cube()
    canvas_actor.GetProperty().BackfaceCullingOff()
    # cu.GetProperty().FrontfaceCullingOn()
    scene.add(canvas_actor)
    scene.add(actor.axes())
    scene.background((1, 1, 1))
    # window.show(scene)
    mapper = canvas_actor.GetMapper()

global timer
timer = 0


def timer_callback(obj, event):

    global timer
    timer += 1.0
    # print(timer)
    showm.render()
    # cu.SetPosition(timer*0.01, 0, 0)
    # scene.azimuth(10)
github fury-gl / fury / docs / experimental / viz_shader_wave.py View on Github external
from fury import actor, window
from viz_shader_canvas import cube, disk, rectangle, square


import vtk


scene = window.Scene()
scene.add(actor.axes())
# scene.background((1, 1, 1))
showm = window.ShowManager(scene, size=(1920, 1080), order_transparent=True)

obj = 'square'

if obj == 'square':

    canvas_actor = square()
    scene.add(canvas_actor)
    mapper = canvas_actor.GetMapper()

if obj == 'rectangle':

    canvas_actor = rectangle(size=(100, 100))
    scene.add(canvas_actor)
    mapper = canvas_actor.GetMapper()
github fury-gl / fury / docs / experimental / viz_multisdf.py View on Github external
try:
            program.SetUniformf("time", timer)
        except ValueError:
            pass

mapper.AddObserver(window.vtk.vtkCommand.UpdateShaderEvent,
                   vtk_shader_callback)

showm = window.ShowManager(scene, reset_camera=False)

showm.initialize()
showm.add_timer_callback(True, 10, timer_callback)


scene.add(sdfactor)
scene.add(actor.axes())

showm.start()
github fury-gl / fury / docs / experimental / viz_sdf.py View on Github external
}
    else{
    	fragOutput0 = vec4(0, 0, 0, 0.3);
    }



	""",
	False
)



scene.add(box_actor)
scene.add(actor.axes())
window.show(scene, size=(1920, 1200))
github fury-gl / fury / docs / tutorials / 04_others / viz_spiky.py View on Github external
# 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.

scene.add(point_actor)
scene.add(arrow_actor)
scene.add(primitive_actor)
scene.add(actor.axes())

##############################################################################
# The ShowManager class is the interface between the scene, the window and the
# interactor.

showm = window.ShowManager(scene,
                           size=(900, 768), reset_camera=False,
                           order_transparent=True)

##############################################################################
# We want to make a small animation for fun!
# We can determine the duration of animation with using the ``counter``.
# Use itertools to avoid global variables.

counter = itertools.count()
github fury-gl / fury / docs / tutorials / 01_introductory / viz_picking.py View on Github external
###############################################################################
# Access the memory of the vertices of all the cubes

vertices = utils.vertices_from_actor(fury_actor)
num_vertices = vertices.shape[0]
num_objects = centers.shape[0]

###############################################################################
# Access the memory of the colors of all the cubes

vcolors = utils.colors_from_actor(fury_actor, 'colors')

###############################################################################
# Adding an actor showing the axes of the world coordinates
ax = actor.axes(scale=(10, 10, 10))

scene.add(fury_actor)
scene.add(label_actor)
scene.add(ax)
scene.reset_camera()

###############################################################################
# Create the Picking manager

pickm = pick.PickingManager()

###############################################################################
# Time to make the callback which will be called when we pick an object


def left_click_callback(obj, event):
github fury-gl / fury / docs / experimental / viz_canvas.py View on Github external
vec3 normalizedPoint = normalize(vec3(point.xy, sqrt(1. - len)));
    vec3 direction = normalize(vec3(1., 1., 1.));
    float df = max(0, dot(direction, normalizedPoint));
    float sf = pow(df, 24);
    fragOutput0 = vec4(max(df * color, sf * vec3(1)), 1);*/
    """

    billboard_actor = actor.billboard(centers,
                                      colors=colors.astype(np.uint8),
                                      scale=scale,
                                      fs_dec=fs_dec,
                                      fs_impl=fake_sphere)
    scene.add(billboard_actor)
    scene.add(actor.axes())
    scene.camera_info()
    matrix = scene.camera().GetViewTransformMatrix()
    mat = np.zeros((4, 4))
    for i in range(4):
        for j in range(4):
            mat[i, j] = matrix.GetElement(i, j)
    print(mat)
    print(np.dot(-mat[:3, 3], mat[:3, :3]))  # camera position
    window.show(scene)