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- # art3d.py, original mplot3d version by John Porter
- # Parts rewritten by Reinier Heeres <reinier@heeres.eu>
- # Minor additions by Ben Axelrod <baxelrod@coroware.com>
- """
- Module containing 3D artist code and functions to convert 2D
- artists into 3D versions which can be added to an Axes3D.
- """
- import math
- import numpy as np
- from contextlib import contextmanager
- from matplotlib import (
- artist, cbook, colors as mcolors, lines, text as mtext,
- path as mpath)
- from matplotlib.collections import (
- Collection, LineCollection, PolyCollection, PatchCollection, PathCollection)
- from matplotlib.colors import Normalize
- from matplotlib.patches import Patch
- from . import proj3d
- def _norm_angle(a):
- """Return the given angle normalized to -180 < *a* <= 180 degrees."""
- a = (a + 360) % 360
- if a > 180:
- a = a - 360
- return a
- def _norm_text_angle(a):
- """Return the given angle normalized to -90 < *a* <= 90 degrees."""
- a = (a + 180) % 180
- if a > 90:
- a = a - 180
- return a
- def get_dir_vector(zdir):
- """
- Return a direction vector.
- Parameters
- ----------
- zdir : {'x', 'y', 'z', None, 3-tuple}
- The direction. Possible values are:
- - 'x': equivalent to (1, 0, 0)
- - 'y': equivalent to (0, 1, 0)
- - 'z': equivalent to (0, 0, 1)
- - *None*: equivalent to (0, 0, 0)
- - an iterable (x, y, z) is converted to an array
- Returns
- -------
- x, y, z : array
- The direction vector.
- """
- if zdir == 'x':
- return np.array((1, 0, 0))
- elif zdir == 'y':
- return np.array((0, 1, 0))
- elif zdir == 'z':
- return np.array((0, 0, 1))
- elif zdir is None:
- return np.array((0, 0, 0))
- elif np.iterable(zdir) and len(zdir) == 3:
- return np.array(zdir)
- else:
- raise ValueError("'x', 'y', 'z', None or vector of length 3 expected")
- class Text3D(mtext.Text):
- """
- Text object with 3D position and direction.
- Parameters
- ----------
- x, y, z : float
- The position of the text.
- text : str
- The text string to display.
- zdir : {'x', 'y', 'z', None, 3-tuple}
- The direction of the text. See `.get_dir_vector` for a description of
- the values.
- Other Parameters
- ----------------
- **kwargs
- All other parameters are passed on to `~matplotlib.text.Text`.
- """
- def __init__(self, x=0, y=0, z=0, text='', zdir='z', **kwargs):
- mtext.Text.__init__(self, x, y, text, **kwargs)
- self.set_3d_properties(z, zdir)
- def get_position_3d(self):
- """Return the (x, y, z) position of the text."""
- return self._x, self._y, self._z
- def set_position_3d(self, xyz, zdir=None):
- """
- Set the (*x*, *y*, *z*) position of the text.
- Parameters
- ----------
- xyz : (float, float, float)
- The position in 3D space.
- zdir : {'x', 'y', 'z', None, 3-tuple}
- The direction of the text. If unspecified, the *zdir* will not be
- changed. See `.get_dir_vector` for a description of the values.
- """
- super().set_position(xyz[:2])
- self.set_z(xyz[2])
- if zdir is not None:
- self._dir_vec = get_dir_vector(zdir)
- def set_z(self, z):
- """
- Set the *z* position of the text.
- Parameters
- ----------
- z : float
- """
- self._z = z
- self.stale = True
- def set_3d_properties(self, z=0, zdir='z'):
- """
- Set the *z* position and direction of the text.
- Parameters
- ----------
- z : float
- The z-position in 3D space.
- zdir : {'x', 'y', 'z', 3-tuple}
- The direction of the text. Default: 'z'.
- See `.get_dir_vector` for a description of the values.
- """
- self._z = z
- self._dir_vec = get_dir_vector(zdir)
- self.stale = True
- @artist.allow_rasterization
- def draw(self, renderer):
- position3d = np.array((self._x, self._y, self._z))
- proj = proj3d._proj_trans_points(
- [position3d, position3d + self._dir_vec], self.axes.M)
- dx = proj[0][1] - proj[0][0]
- dy = proj[1][1] - proj[1][0]
- angle = math.degrees(math.atan2(dy, dx))
- with cbook._setattr_cm(self, _x=proj[0][0], _y=proj[1][0],
- _rotation=_norm_text_angle(angle)):
- mtext.Text.draw(self, renderer)
- self.stale = False
- def get_tightbbox(self, renderer=None):
- # Overwriting the 2d Text behavior which is not valid for 3d.
- # For now, just return None to exclude from layout calculation.
- return None
- def text_2d_to_3d(obj, z=0, zdir='z'):
- """
- Convert a `.Text` to a `.Text3D` object.
- Parameters
- ----------
- z : float
- The z-position in 3D space.
- zdir : {'x', 'y', 'z', 3-tuple}
- The direction of the text. Default: 'z'.
- See `.get_dir_vector` for a description of the values.
- """
- obj.__class__ = Text3D
- obj.set_3d_properties(z, zdir)
- class Line3D(lines.Line2D):
- """
- 3D line object.
- .. note:: Use `get_data_3d` to obtain the data associated with the line.
- `~.Line2D.get_data`, `~.Line2D.get_xdata`, and `~.Line2D.get_ydata` return
- the x- and y-coordinates of the projected 2D-line, not the x- and y-data of
- the 3D-line. Similarly, use `set_data_3d` to set the data, not
- `~.Line2D.set_data`, `~.Line2D.set_xdata`, and `~.Line2D.set_ydata`.
- """
- def __init__(self, xs, ys, zs, *args, **kwargs):
- """
- Parameters
- ----------
- xs : array-like
- The x-data to be plotted.
- ys : array-like
- The y-data to be plotted.
- zs : array-like
- The z-data to be plotted.
- *args, **kwargs
- Additional arguments are passed to `~matplotlib.lines.Line2D`.
- """
- super().__init__([], [], *args, **kwargs)
- self.set_data_3d(xs, ys, zs)
- def set_3d_properties(self, zs=0, zdir='z'):
- """
- Set the *z* position and direction of the line.
- Parameters
- ----------
- zs : float or array of floats
- The location along the *zdir* axis in 3D space to position the
- line.
- zdir : {'x', 'y', 'z'}
- Plane to plot line orthogonal to. Default: 'z'.
- See `.get_dir_vector` for a description of the values.
- """
- xs = self.get_xdata()
- ys = self.get_ydata()
- zs = cbook._to_unmasked_float_array(zs).ravel()
- zs = np.broadcast_to(zs, len(xs))
- self._verts3d = juggle_axes(xs, ys, zs, zdir)
- self.stale = True
- def set_data_3d(self, *args):
- """
- Set the x, y and z data
- Parameters
- ----------
- x : array-like
- The x-data to be plotted.
- y : array-like
- The y-data to be plotted.
- z : array-like
- The z-data to be plotted.
- Notes
- -----
- Accepts x, y, z arguments or a single array-like (x, y, z)
- """
- if len(args) == 1:
- args = args[0]
- for name, xyz in zip('xyz', args):
- if not np.iterable(xyz):
- raise RuntimeError(f'{name} must be a sequence')
- self._verts3d = args
- self.stale = True
- def get_data_3d(self):
- """
- Get the current data
- Returns
- -------
- verts3d : length-3 tuple or array-like
- The current data as a tuple or array-like.
- """
- return self._verts3d
- @artist.allow_rasterization
- def draw(self, renderer):
- xs3d, ys3d, zs3d = self._verts3d
- xs, ys, zs = proj3d.proj_transform(xs3d, ys3d, zs3d, self.axes.M)
- self.set_data(xs, ys)
- super().draw(renderer)
- self.stale = False
- def line_2d_to_3d(line, zs=0, zdir='z'):
- """
- Convert a `.Line2D` to a `.Line3D` object.
- Parameters
- ----------
- zs : float
- The location along the *zdir* axis in 3D space to position the line.
- zdir : {'x', 'y', 'z'}
- Plane to plot line orthogonal to. Default: 'z'.
- See `.get_dir_vector` for a description of the values.
- """
- line.__class__ = Line3D
- line.set_3d_properties(zs, zdir)
- def _path_to_3d_segment(path, zs=0, zdir='z'):
- """Convert a path to a 3D segment."""
- zs = np.broadcast_to(zs, len(path))
- pathsegs = path.iter_segments(simplify=False, curves=False)
- seg = [(x, y, z) for (((x, y), code), z) in zip(pathsegs, zs)]
- seg3d = [juggle_axes(x, y, z, zdir) for (x, y, z) in seg]
- return seg3d
- def _paths_to_3d_segments(paths, zs=0, zdir='z'):
- """Convert paths from a collection object to 3D segments."""
- if not np.iterable(zs):
- zs = np.broadcast_to(zs, len(paths))
- else:
- if len(zs) != len(paths):
- raise ValueError('Number of z-coordinates does not match paths.')
- segs = [_path_to_3d_segment(path, pathz, zdir)
- for path, pathz in zip(paths, zs)]
- return segs
- def _path_to_3d_segment_with_codes(path, zs=0, zdir='z'):
- """Convert a path to a 3D segment with path codes."""
- zs = np.broadcast_to(zs, len(path))
- pathsegs = path.iter_segments(simplify=False, curves=False)
- seg_codes = [((x, y, z), code) for ((x, y), code), z in zip(pathsegs, zs)]
- if seg_codes:
- seg, codes = zip(*seg_codes)
- seg3d = [juggle_axes(x, y, z, zdir) for (x, y, z) in seg]
- else:
- seg3d = []
- codes = []
- return seg3d, list(codes)
- def _paths_to_3d_segments_with_codes(paths, zs=0, zdir='z'):
- """
- Convert paths from a collection object to 3D segments with path codes.
- """
- zs = np.broadcast_to(zs, len(paths))
- segments_codes = [_path_to_3d_segment_with_codes(path, pathz, zdir)
- for path, pathz in zip(paths, zs)]
- if segments_codes:
- segments, codes = zip(*segments_codes)
- else:
- segments, codes = [], []
- return list(segments), list(codes)
- class Collection3D(Collection):
- """A collection of 3D paths."""
- def do_3d_projection(self):
- """Project the points according to renderer matrix."""
- xyzs_list = [proj3d.proj_transform(*vs.T, self.axes.M)
- for vs, _ in self._3dverts_codes]
- self._paths = [mpath.Path(np.column_stack([xs, ys]), cs)
- for (xs, ys, _), (_, cs) in zip(xyzs_list, self._3dverts_codes)]
- zs = np.concatenate([zs for _, _, zs in xyzs_list])
- return zs.min() if len(zs) else 1e9
- def collection_2d_to_3d(col, zs=0, zdir='z'):
- """Convert a `.Collection` to a `.Collection3D` object."""
- zs = np.broadcast_to(zs, len(col.get_paths()))
- col._3dverts_codes = [
- (np.column_stack(juggle_axes(
- *np.column_stack([p.vertices, np.broadcast_to(z, len(p.vertices))]).T,
- zdir)),
- p.codes)
- for p, z in zip(col.get_paths(), zs)]
- col.__class__ = cbook._make_class_factory(Collection3D, "{}3D")(type(col))
- class Line3DCollection(LineCollection):
- """
- A collection of 3D lines.
- """
- def set_sort_zpos(self, val):
- """Set the position to use for z-sorting."""
- self._sort_zpos = val
- self.stale = True
- def set_segments(self, segments):
- """
- Set 3D segments.
- """
- self._segments3d = segments
- super().set_segments([])
- def do_3d_projection(self):
- """
- Project the points according to renderer matrix.
- """
- xyslist = [proj3d._proj_trans_points(points, self.axes.M)
- for points in self._segments3d]
- segments_2d = [np.column_stack([xs, ys]) for xs, ys, zs in xyslist]
- LineCollection.set_segments(self, segments_2d)
- # FIXME
- minz = 1e9
- for xs, ys, zs in xyslist:
- minz = min(minz, min(zs))
- return minz
- def line_collection_2d_to_3d(col, zs=0, zdir='z'):
- """Convert a `.LineCollection` to a `.Line3DCollection` object."""
- segments3d = _paths_to_3d_segments(col.get_paths(), zs, zdir)
- col.__class__ = Line3DCollection
- col.set_segments(segments3d)
- class Patch3D(Patch):
- """
- 3D patch object.
- """
- def __init__(self, *args, zs=(), zdir='z', **kwargs):
- """
- Parameters
- ----------
- verts :
- zs : float
- The location along the *zdir* axis in 3D space to position the
- patch.
- zdir : {'x', 'y', 'z'}
- Plane to plot patch orthogonal to. Default: 'z'.
- See `.get_dir_vector` for a description of the values.
- """
- super().__init__(*args, **kwargs)
- self.set_3d_properties(zs, zdir)
- def set_3d_properties(self, verts, zs=0, zdir='z'):
- """
- Set the *z* position and direction of the patch.
- Parameters
- ----------
- verts :
- zs : float
- The location along the *zdir* axis in 3D space to position the
- patch.
- zdir : {'x', 'y', 'z'}
- Plane to plot patch orthogonal to. Default: 'z'.
- See `.get_dir_vector` for a description of the values.
- """
- zs = np.broadcast_to(zs, len(verts))
- self._segment3d = [juggle_axes(x, y, z, zdir)
- for ((x, y), z) in zip(verts, zs)]
- def get_path(self):
- return self._path2d
- def do_3d_projection(self):
- s = self._segment3d
- xs, ys, zs = zip(*s)
- vxs, vys, vzs, vis = proj3d.proj_transform_clip(xs, ys, zs,
- self.axes.M)
- self._path2d = mpath.Path(np.column_stack([vxs, vys]))
- return min(vzs)
- class PathPatch3D(Patch3D):
- """
- 3D PathPatch object.
- """
- def __init__(self, path, *, zs=(), zdir='z', **kwargs):
- """
- Parameters
- ----------
- path :
- zs : float
- The location along the *zdir* axis in 3D space to position the
- path patch.
- zdir : {'x', 'y', 'z', 3-tuple}
- Plane to plot path patch orthogonal to. Default: 'z'.
- See `.get_dir_vector` for a description of the values.
- """
- # Not super().__init__!
- Patch.__init__(self, **kwargs)
- self.set_3d_properties(path, zs, zdir)
- def set_3d_properties(self, path, zs=0, zdir='z'):
- """
- Set the *z* position and direction of the path patch.
- Parameters
- ----------
- path :
- zs : float
- The location along the *zdir* axis in 3D space to position the
- path patch.
- zdir : {'x', 'y', 'z', 3-tuple}
- Plane to plot path patch orthogonal to. Default: 'z'.
- See `.get_dir_vector` for a description of the values.
- """
- Patch3D.set_3d_properties(self, path.vertices, zs=zs, zdir=zdir)
- self._code3d = path.codes
- def do_3d_projection(self):
- s = self._segment3d
- xs, ys, zs = zip(*s)
- vxs, vys, vzs, vis = proj3d.proj_transform_clip(xs, ys, zs,
- self.axes.M)
- self._path2d = mpath.Path(np.column_stack([vxs, vys]), self._code3d)
- return min(vzs)
- def _get_patch_verts(patch):
- """Return a list of vertices for the path of a patch."""
- trans = patch.get_patch_transform()
- path = patch.get_path()
- polygons = path.to_polygons(trans)
- return polygons[0] if len(polygons) else np.array([])
- def patch_2d_to_3d(patch, z=0, zdir='z'):
- """Convert a `.Patch` to a `.Patch3D` object."""
- verts = _get_patch_verts(patch)
- patch.__class__ = Patch3D
- patch.set_3d_properties(verts, z, zdir)
- def pathpatch_2d_to_3d(pathpatch, z=0, zdir='z'):
- """Convert a `.PathPatch` to a `.PathPatch3D` object."""
- path = pathpatch.get_path()
- trans = pathpatch.get_patch_transform()
- mpath = trans.transform_path(path)
- pathpatch.__class__ = PathPatch3D
- pathpatch.set_3d_properties(mpath, z, zdir)
- class Patch3DCollection(PatchCollection):
- """
- A collection of 3D patches.
- """
- def __init__(self, *args, zs=0, zdir='z', depthshade=True, **kwargs):
- """
- Create a collection of flat 3D patches with its normal vector
- pointed in *zdir* direction, and located at *zs* on the *zdir*
- axis. 'zs' can be a scalar or an array-like of the same length as
- the number of patches in the collection.
- Constructor arguments are the same as for
- :class:`~matplotlib.collections.PatchCollection`. In addition,
- keywords *zs=0* and *zdir='z'* are available.
- Also, the keyword argument *depthshade* is available to indicate
- whether to shade the patches in order to give the appearance of depth
- (default is *True*). This is typically desired in scatter plots.
- """
- self._depthshade = depthshade
- super().__init__(*args, **kwargs)
- self.set_3d_properties(zs, zdir)
- def get_depthshade(self):
- return self._depthshade
- def set_depthshade(self, depthshade):
- """
- Set whether depth shading is performed on collection members.
- Parameters
- ----------
- depthshade : bool
- Whether to shade the patches in order to give the appearance of
- depth.
- """
- self._depthshade = depthshade
- self.stale = True
- def set_sort_zpos(self, val):
- """Set the position to use for z-sorting."""
- self._sort_zpos = val
- self.stale = True
- def set_3d_properties(self, zs, zdir):
- """
- Set the *z* positions and direction of the patches.
- Parameters
- ----------
- zs : float or array of floats
- The location or locations to place the patches in the collection
- along the *zdir* axis.
- zdir : {'x', 'y', 'z'}
- Plane to plot patches orthogonal to.
- All patches must have the same direction.
- See `.get_dir_vector` for a description of the values.
- """
- # Force the collection to initialize the face and edgecolors
- # just in case it is a scalarmappable with a colormap.
- self.update_scalarmappable()
- offsets = self.get_offsets()
- if len(offsets) > 0:
- xs, ys = offsets.T
- else:
- xs = []
- ys = []
- self._offsets3d = juggle_axes(xs, ys, np.atleast_1d(zs), zdir)
- self._z_markers_idx = slice(-1)
- self._vzs = None
- self.stale = True
- def do_3d_projection(self):
- xs, ys, zs = self._offsets3d
- vxs, vys, vzs, vis = proj3d.proj_transform_clip(xs, ys, zs,
- self.axes.M)
- self._vzs = vzs
- super().set_offsets(np.column_stack([vxs, vys]))
- if vzs.size > 0:
- return min(vzs)
- else:
- return np.nan
- def _maybe_depth_shade_and_sort_colors(self, color_array):
- color_array = (
- _zalpha(color_array, self._vzs)
- if self._vzs is not None and self._depthshade
- else color_array
- )
- if len(color_array) > 1:
- color_array = color_array[self._z_markers_idx]
- return mcolors.to_rgba_array(color_array, self._alpha)
- def get_facecolor(self):
- return self._maybe_depth_shade_and_sort_colors(super().get_facecolor())
- def get_edgecolor(self):
- # We need this check here to make sure we do not double-apply the depth
- # based alpha shading when the edge color is "face" which means the
- # edge colour should be identical to the face colour.
- if cbook._str_equal(self._edgecolors, 'face'):
- return self.get_facecolor()
- return self._maybe_depth_shade_and_sort_colors(super().get_edgecolor())
- class Path3DCollection(PathCollection):
- """
- A collection of 3D paths.
- """
- def __init__(self, *args, zs=0, zdir='z', depthshade=True, **kwargs):
- """
- Create a collection of flat 3D paths with its normal vector
- pointed in *zdir* direction, and located at *zs* on the *zdir*
- axis. 'zs' can be a scalar or an array-like of the same length as
- the number of paths in the collection.
- Constructor arguments are the same as for
- :class:`~matplotlib.collections.PathCollection`. In addition,
- keywords *zs=0* and *zdir='z'* are available.
- Also, the keyword argument *depthshade* is available to indicate
- whether to shade the patches in order to give the appearance of depth
- (default is *True*). This is typically desired in scatter plots.
- """
- self._depthshade = depthshade
- self._in_draw = False
- super().__init__(*args, **kwargs)
- self.set_3d_properties(zs, zdir)
- self._offset_zordered = None
- def draw(self, renderer):
- with self._use_zordered_offset():
- with cbook._setattr_cm(self, _in_draw=True):
- super().draw(renderer)
- def set_sort_zpos(self, val):
- """Set the position to use for z-sorting."""
- self._sort_zpos = val
- self.stale = True
- def set_3d_properties(self, zs, zdir):
- """
- Set the *z* positions and direction of the paths.
- Parameters
- ----------
- zs : float or array of floats
- The location or locations to place the paths in the collection
- along the *zdir* axis.
- zdir : {'x', 'y', 'z'}
- Plane to plot paths orthogonal to.
- All paths must have the same direction.
- See `.get_dir_vector` for a description of the values.
- """
- # Force the collection to initialize the face and edgecolors
- # just in case it is a scalarmappable with a colormap.
- self.update_scalarmappable()
- offsets = self.get_offsets()
- if len(offsets) > 0:
- xs, ys = offsets.T
- else:
- xs = []
- ys = []
- self._offsets3d = juggle_axes(xs, ys, np.atleast_1d(zs), zdir)
- # In the base draw methods we access the attributes directly which
- # means we cannot resolve the shuffling in the getter methods like
- # we do for the edge and face colors.
- #
- # This means we need to carry around a cache of the unsorted sizes and
- # widths (postfixed with 3d) and in `do_3d_projection` set the
- # depth-sorted version of that data into the private state used by the
- # base collection class in its draw method.
- #
- # Grab the current sizes and linewidths to preserve them.
- self._sizes3d = self._sizes
- self._linewidths3d = np.array(self._linewidths)
- xs, ys, zs = self._offsets3d
- # Sort the points based on z coordinates
- # Performance optimization: Create a sorted index array and reorder
- # points and point properties according to the index array
- self._z_markers_idx = slice(-1)
- self._vzs = None
- self.stale = True
- def set_sizes(self, sizes, dpi=72.0):
- super().set_sizes(sizes, dpi)
- if not self._in_draw:
- self._sizes3d = sizes
- def set_linewidth(self, lw):
- super().set_linewidth(lw)
- if not self._in_draw:
- self._linewidths3d = np.array(self._linewidths)
- def get_depthshade(self):
- return self._depthshade
- def set_depthshade(self, depthshade):
- """
- Set whether depth shading is performed on collection members.
- Parameters
- ----------
- depthshade : bool
- Whether to shade the patches in order to give the appearance of
- depth.
- """
- self._depthshade = depthshade
- self.stale = True
- def do_3d_projection(self):
- xs, ys, zs = self._offsets3d
- vxs, vys, vzs, vis = proj3d.proj_transform_clip(xs, ys, zs,
- self.axes.M)
- # Sort the points based on z coordinates
- # Performance optimization: Create a sorted index array and reorder
- # points and point properties according to the index array
- z_markers_idx = self._z_markers_idx = np.argsort(vzs)[::-1]
- self._vzs = vzs
- # we have to special case the sizes because of code in collections.py
- # as the draw method does
- # self.set_sizes(self._sizes, self.figure.dpi)
- # so we cannot rely on doing the sorting on the way out via get_*
- if len(self._sizes3d) > 1:
- self._sizes = self._sizes3d[z_markers_idx]
- if len(self._linewidths3d) > 1:
- self._linewidths = self._linewidths3d[z_markers_idx]
- PathCollection.set_offsets(self, np.column_stack((vxs, vys)))
- # Re-order items
- vzs = vzs[z_markers_idx]
- vxs = vxs[z_markers_idx]
- vys = vys[z_markers_idx]
- # Store ordered offset for drawing purpose
- self._offset_zordered = np.column_stack((vxs, vys))
- return np.min(vzs) if vzs.size else np.nan
- @contextmanager
- def _use_zordered_offset(self):
- if self._offset_zordered is None:
- # Do nothing
- yield
- else:
- # Swap offset with z-ordered offset
- old_offset = self._offsets
- super().set_offsets(self._offset_zordered)
- try:
- yield
- finally:
- self._offsets = old_offset
- def _maybe_depth_shade_and_sort_colors(self, color_array):
- color_array = (
- _zalpha(color_array, self._vzs)
- if self._vzs is not None and self._depthshade
- else color_array
- )
- if len(color_array) > 1:
- color_array = color_array[self._z_markers_idx]
- return mcolors.to_rgba_array(color_array, self._alpha)
- def get_facecolor(self):
- return self._maybe_depth_shade_and_sort_colors(super().get_facecolor())
- def get_edgecolor(self):
- # We need this check here to make sure we do not double-apply the depth
- # based alpha shading when the edge color is "face" which means the
- # edge colour should be identical to the face colour.
- if cbook._str_equal(self._edgecolors, 'face'):
- return self.get_facecolor()
- return self._maybe_depth_shade_and_sort_colors(super().get_edgecolor())
- def patch_collection_2d_to_3d(col, zs=0, zdir='z', depthshade=True):
- """
- Convert a `.PatchCollection` into a `.Patch3DCollection` object
- (or a `.PathCollection` into a `.Path3DCollection` object).
- Parameters
- ----------
- zs : float or array of floats
- The location or locations to place the patches in the collection along
- the *zdir* axis. Default: 0.
- zdir : {'x', 'y', 'z'}
- The axis in which to place the patches. Default: "z".
- See `.get_dir_vector` for a description of the values.
- depthshade
- Whether to shade the patches to give a sense of depth. Default: *True*.
- """
- if isinstance(col, PathCollection):
- col.__class__ = Path3DCollection
- col._offset_zordered = None
- elif isinstance(col, PatchCollection):
- col.__class__ = Patch3DCollection
- col._depthshade = depthshade
- col._in_draw = False
- col.set_3d_properties(zs, zdir)
- class Poly3DCollection(PolyCollection):
- """
- A collection of 3D polygons.
- .. note::
- **Filling of 3D polygons**
- There is no simple definition of the enclosed surface of a 3D polygon
- unless the polygon is planar.
- In practice, Matplotlib fills the 2D projection of the polygon. This
- gives a correct filling appearance only for planar polygons. For all
- other polygons, you'll find orientations in which the edges of the
- polygon intersect in the projection. This will lead to an incorrect
- visualization of the 3D area.
- If you need filled areas, it is recommended to create them via
- `~mpl_toolkits.mplot3d.axes3d.Axes3D.plot_trisurf`, which creates a
- triangulation and thus generates consistent surfaces.
- """
- def __init__(self, verts, *args, zsort='average', shade=False,
- lightsource=None, **kwargs):
- """
- Parameters
- ----------
- verts : list of (N, 3) array-like
- The sequence of polygons [*verts0*, *verts1*, ...] where each
- element *verts_i* defines the vertices of polygon *i* as a 2D
- array-like of shape (N, 3).
- zsort : {'average', 'min', 'max'}, default: 'average'
- The calculation method for the z-order.
- See `~.Poly3DCollection.set_zsort` for details.
- shade : bool, default: False
- Whether to shade *facecolors* and *edgecolors*. When activating
- *shade*, *facecolors* and/or *edgecolors* must be provided.
- .. versionadded:: 3.7
- lightsource : `~matplotlib.colors.LightSource`, optional
- The lightsource to use when *shade* is True.
- .. versionadded:: 3.7
- *args, **kwargs
- All other parameters are forwarded to `.PolyCollection`.
- Notes
- -----
- Note that this class does a bit of magic with the _facecolors
- and _edgecolors properties.
- """
- if shade:
- normals = _generate_normals(verts)
- facecolors = kwargs.get('facecolors', None)
- if facecolors is not None:
- kwargs['facecolors'] = _shade_colors(
- facecolors, normals, lightsource
- )
- edgecolors = kwargs.get('edgecolors', None)
- if edgecolors is not None:
- kwargs['edgecolors'] = _shade_colors(
- edgecolors, normals, lightsource
- )
- if facecolors is None and edgecolors is None:
- raise ValueError(
- "You must provide facecolors, edgecolors, or both for "
- "shade to work.")
- super().__init__(verts, *args, **kwargs)
- if isinstance(verts, np.ndarray):
- if verts.ndim != 3:
- raise ValueError('verts must be a list of (N, 3) array-like')
- else:
- if any(len(np.shape(vert)) != 2 for vert in verts):
- raise ValueError('verts must be a list of (N, 3) array-like')
- self.set_zsort(zsort)
- self._codes3d = None
- _zsort_functions = {
- 'average': np.average,
- 'min': np.min,
- 'max': np.max,
- }
- def set_zsort(self, zsort):
- """
- Set the calculation method for the z-order.
- Parameters
- ----------
- zsort : {'average', 'min', 'max'}
- The function applied on the z-coordinates of the vertices in the
- viewer's coordinate system, to determine the z-order.
- """
- self._zsortfunc = self._zsort_functions[zsort]
- self._sort_zpos = None
- self.stale = True
- def get_vector(self, segments3d):
- """Optimize points for projection."""
- if len(segments3d):
- xs, ys, zs = np.vstack(segments3d).T
- else: # vstack can't stack zero arrays.
- xs, ys, zs = [], [], []
- ones = np.ones(len(xs))
- self._vec = np.array([xs, ys, zs, ones])
- indices = [0, *np.cumsum([len(segment) for segment in segments3d])]
- self._segslices = [*map(slice, indices[:-1], indices[1:])]
- def set_verts(self, verts, closed=True):
- """
- Set 3D vertices.
- Parameters
- ----------
- verts : list of (N, 3) array-like
- The sequence of polygons [*verts0*, *verts1*, ...] where each
- element *verts_i* defines the vertices of polygon *i* as a 2D
- array-like of shape (N, 3).
- closed : bool, default: True
- Whether the polygon should be closed by adding a CLOSEPOLY
- connection at the end.
- """
- self.get_vector(verts)
- # 2D verts will be updated at draw time
- super().set_verts([], False)
- self._closed = closed
- def set_verts_and_codes(self, verts, codes):
- """Set 3D vertices with path codes."""
- # set vertices with closed=False to prevent PolyCollection from
- # setting path codes
- self.set_verts(verts, closed=False)
- # and set our own codes instead.
- self._codes3d = codes
- def set_3d_properties(self):
- # Force the collection to initialize the face and edgecolors
- # just in case it is a scalarmappable with a colormap.
- self.update_scalarmappable()
- self._sort_zpos = None
- self.set_zsort('average')
- self._facecolor3d = PolyCollection.get_facecolor(self)
- self._edgecolor3d = PolyCollection.get_edgecolor(self)
- self._alpha3d = PolyCollection.get_alpha(self)
- self.stale = True
- def set_sort_zpos(self, val):
- """Set the position to use for z-sorting."""
- self._sort_zpos = val
- self.stale = True
- def do_3d_projection(self):
- """
- Perform the 3D projection for this object.
- """
- if self._A is not None:
- # force update of color mapping because we re-order them
- # below. If we do not do this here, the 2D draw will call
- # this, but we will never port the color mapped values back
- # to the 3D versions.
- #
- # We hold the 3D versions in a fixed order (the order the user
- # passed in) and sort the 2D version by view depth.
- self.update_scalarmappable()
- if self._face_is_mapped:
- self._facecolor3d = self._facecolors
- if self._edge_is_mapped:
- self._edgecolor3d = self._edgecolors
- txs, tys, tzs = proj3d._proj_transform_vec(self._vec, self.axes.M)
- xyzlist = [(txs[sl], tys[sl], tzs[sl]) for sl in self._segslices]
- # This extra fuss is to re-order face / edge colors
- cface = self._facecolor3d
- cedge = self._edgecolor3d
- if len(cface) != len(xyzlist):
- cface = cface.repeat(len(xyzlist), axis=0)
- if len(cedge) != len(xyzlist):
- if len(cedge) == 0:
- cedge = cface
- else:
- cedge = cedge.repeat(len(xyzlist), axis=0)
- if xyzlist:
- # sort by depth (furthest drawn first)
- z_segments_2d = sorted(
- ((self._zsortfunc(zs), np.column_stack([xs, ys]), fc, ec, idx)
- for idx, ((xs, ys, zs), fc, ec)
- in enumerate(zip(xyzlist, cface, cedge))),
- key=lambda x: x[0], reverse=True)
- _, segments_2d, self._facecolors2d, self._edgecolors2d, idxs = \
- zip(*z_segments_2d)
- else:
- segments_2d = []
- self._facecolors2d = np.empty((0, 4))
- self._edgecolors2d = np.empty((0, 4))
- idxs = []
- if self._codes3d is not None:
- codes = [self._codes3d[idx] for idx in idxs]
- PolyCollection.set_verts_and_codes(self, segments_2d, codes)
- else:
- PolyCollection.set_verts(self, segments_2d, self._closed)
- if len(self._edgecolor3d) != len(cface):
- self._edgecolors2d = self._edgecolor3d
- # Return zorder value
- if self._sort_zpos is not None:
- zvec = np.array([[0], [0], [self._sort_zpos], [1]])
- ztrans = proj3d._proj_transform_vec(zvec, self.axes.M)
- return ztrans[2][0]
- elif tzs.size > 0:
- # FIXME: Some results still don't look quite right.
- # In particular, examine contourf3d_demo2.py
- # with az = -54 and elev = -45.
- return np.min(tzs)
- else:
- return np.nan
- def set_facecolor(self, colors):
- # docstring inherited
- super().set_facecolor(colors)
- self._facecolor3d = PolyCollection.get_facecolor(self)
- def set_edgecolor(self, colors):
- # docstring inherited
- super().set_edgecolor(colors)
- self._edgecolor3d = PolyCollection.get_edgecolor(self)
- def set_alpha(self, alpha):
- # docstring inherited
- artist.Artist.set_alpha(self, alpha)
- try:
- self._facecolor3d = mcolors.to_rgba_array(
- self._facecolor3d, self._alpha)
- except (AttributeError, TypeError, IndexError):
- pass
- try:
- self._edgecolors = mcolors.to_rgba_array(
- self._edgecolor3d, self._alpha)
- except (AttributeError, TypeError, IndexError):
- pass
- self.stale = True
- def get_facecolor(self):
- # docstring inherited
- # self._facecolors2d is not initialized until do_3d_projection
- if not hasattr(self, '_facecolors2d'):
- self.axes.M = self.axes.get_proj()
- self.do_3d_projection()
- return np.asarray(self._facecolors2d)
- def get_edgecolor(self):
- # docstring inherited
- # self._edgecolors2d is not initialized until do_3d_projection
- if not hasattr(self, '_edgecolors2d'):
- self.axes.M = self.axes.get_proj()
- self.do_3d_projection()
- return np.asarray(self._edgecolors2d)
- def poly_collection_2d_to_3d(col, zs=0, zdir='z'):
- """
- Convert a `.PolyCollection` into a `.Poly3DCollection` object.
- Parameters
- ----------
- zs : float or array of floats
- The location or locations to place the polygons in the collection along
- the *zdir* axis. Default: 0.
- zdir : {'x', 'y', 'z'}
- The axis in which to place the patches. Default: 'z'.
- See `.get_dir_vector` for a description of the values.
- """
- segments_3d, codes = _paths_to_3d_segments_with_codes(
- col.get_paths(), zs, zdir)
- col.__class__ = Poly3DCollection
- col.set_verts_and_codes(segments_3d, codes)
- col.set_3d_properties()
- def juggle_axes(xs, ys, zs, zdir):
- """
- Reorder coordinates so that 2D *xs*, *ys* can be plotted in the plane
- orthogonal to *zdir*. *zdir* is normally 'x', 'y' or 'z'. However, if
- *zdir* starts with a '-' it is interpreted as a compensation for
- `rotate_axes`.
- """
- if zdir == 'x':
- return zs, xs, ys
- elif zdir == 'y':
- return xs, zs, ys
- elif zdir[0] == '-':
- return rotate_axes(xs, ys, zs, zdir)
- else:
- return xs, ys, zs
- def rotate_axes(xs, ys, zs, zdir):
- """
- Reorder coordinates so that the axes are rotated with *zdir* along
- the original z axis. Prepending the axis with a '-' does the
- inverse transform, so *zdir* can be 'x', '-x', 'y', '-y', 'z' or '-z'.
- """
- if zdir in ('x', '-y'):
- return ys, zs, xs
- elif zdir in ('-x', 'y'):
- return zs, xs, ys
- else:
- return xs, ys, zs
- def _zalpha(colors, zs):
- """Modify the alphas of the color list according to depth."""
- # FIXME: This only works well if the points for *zs* are well-spaced
- # in all three dimensions. Otherwise, at certain orientations,
- # the min and max zs are very close together.
- # Should really normalize against the viewing depth.
- if len(colors) == 0 or len(zs) == 0:
- return np.zeros((0, 4))
- norm = Normalize(min(zs), max(zs))
- sats = 1 - norm(zs) * 0.7
- rgba = np.broadcast_to(mcolors.to_rgba_array(colors), (len(zs), 4))
- return np.column_stack([rgba[:, :3], rgba[:, 3] * sats])
- def _generate_normals(polygons):
- """
- Compute the normals of a list of polygons, one normal per polygon.
- Normals point towards the viewer for a face with its vertices in
- counterclockwise order, following the right hand rule.
- Uses three points equally spaced around the polygon. This method assumes
- that the points are in a plane. Otherwise, more than one shade is required,
- which is not supported.
- Parameters
- ----------
- polygons : list of (M_i, 3) array-like, or (..., M, 3) array-like
- A sequence of polygons to compute normals for, which can have
- varying numbers of vertices. If the polygons all have the same
- number of vertices and array is passed, then the operation will
- be vectorized.
- Returns
- -------
- normals : (..., 3) array
- A normal vector estimated for the polygon.
- """
- if isinstance(polygons, np.ndarray):
- # optimization: polygons all have the same number of points, so can
- # vectorize
- n = polygons.shape[-2]
- i1, i2, i3 = 0, n//3, 2*n//3
- v1 = polygons[..., i1, :] - polygons[..., i2, :]
- v2 = polygons[..., i2, :] - polygons[..., i3, :]
- else:
- # The subtraction doesn't vectorize because polygons is jagged.
- v1 = np.empty((len(polygons), 3))
- v2 = np.empty((len(polygons), 3))
- for poly_i, ps in enumerate(polygons):
- n = len(ps)
- i1, i2, i3 = 0, n//3, 2*n//3
- v1[poly_i, :] = ps[i1, :] - ps[i2, :]
- v2[poly_i, :] = ps[i2, :] - ps[i3, :]
- return np.cross(v1, v2)
- def _shade_colors(color, normals, lightsource=None):
- """
- Shade *color* using normal vectors given by *normals*,
- assuming a *lightsource* (using default position if not given).
- *color* can also be an array of the same length as *normals*.
- """
- if lightsource is None:
- # chosen for backwards-compatibility
- lightsource = mcolors.LightSource(azdeg=225, altdeg=19.4712)
- with np.errstate(invalid="ignore"):
- shade = ((normals / np.linalg.norm(normals, axis=1, keepdims=True))
- @ lightsource.direction)
- mask = ~np.isnan(shade)
- if mask.any():
- # convert dot product to allowed shading fractions
- in_norm = mcolors.Normalize(-1, 1)
- out_norm = mcolors.Normalize(0.3, 1).inverse
- def norm(x):
- return out_norm(in_norm(x))
- shade[~mask] = 0
- color = mcolors.to_rgba_array(color)
- # shape of color should be (M, 4) (where M is number of faces)
- # shape of shade should be (M,)
- # colors should have final shape of (M, 4)
- alpha = color[:, 3]
- colors = norm(shade)[:, np.newaxis] * color
- colors[:, 3] = alpha
- else:
- colors = np.asanyarray(color).copy()
- return colors
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