-
Notifications
You must be signed in to change notification settings - Fork 5
/
scatter.py
259 lines (232 loc) · 9.73 KB
/
scatter.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
import numbers
from dataclasses import dataclass
import bpy
import mathutils as mu
import numpy as np
import blender_plots.blender_utils as bu
from blender_plots import plots_base
@dataclass
class Constants:
MARKER_SCALE = "marker_Scale"
MARKER_ROTATION = "marker_rotation"
MARKER_TYPES = {
"cones": "GeometryNodeMeshCone",
"cubes": "GeometryNodeMeshCube",
"cylinders": "GeometryNodeMeshCylinder",
"grids": "GeometryNodeMeshGrid",
"ico_spheres": "GeometryNodeMeshIcoSphere",
"circles": "GeometryNodeMeshCircle",
"lines": "GeometryNodeMeshLine",
"uv_spheres": "GeometryNodeMeshUVSphere",
}
class Scatter(plots_base.Plot):
"""Create a scatterplot.
Args:
x,y,z:
If y and z are not provided: expects x to be a Nx3 array with xyz positions for points to scatter, or TxNx3
for sequence of scatter plots to animate
if y and z are provided: expects x,y,z to be length N or TxN arrays for xyz coordinates respectively.
color: (Tx)Nx3 or (Tx)Nx4 array or with RGB or RGBA values for each point and (optionally) time,
or a single RGB/RGBA-value (e.g. (1, 0, 0) for red) to apply to every point.
name: name to use for blender object. Will delete any previous plot with the same name.
marker_type: select appearance of points. Either MARKER_TYPE, "spheres", bpy_types.Mesh or bpy_types.Object
marker_rotation: (Tx)Nx3 (euler angles in radians) or (Tx)Nx3x3 (rotation matrices) array specifying the rotation for
each point and (optionally) time.
randomize_rotation: If set to True randomize the rotation of each marker. Overrides marker_rotation.
marker_kwargs: additional arguments for configuring markers
"""
def __init__(
self,
x,
y=None,
z=None,
color=None,
name="scatter",
marker_type="ico_spheres",
marker_scale=None,
marker_rotation=None,
randomize_rotation=False,
**marker_kwargs,
):
super().__init__(x, y, z, color=color, name=name, n_dims=1)
if marker_type == "spheres":
node_linker = add_sphere_markers(
self.modifier, n_frames=self.n_frames, **marker_kwargs
)
elif marker_type is not None:
node_linker = add_mesh_markers(
self.modifier,
randomize_rotation=randomize_rotation,
marker_type=marker_type,
set_scale=marker_scale is not None,
n_frames=self.n_frames,
with_color=color is not None,
**marker_kwargs,
)
else:
node_linker = bu.get_node_linker(self.modifier)
node_linker.new_input_socket("Point Color", "NodeSocketMaterial")
self.modifier[node_linker.input_sockets["Point Color"]] = self.color_material
self.marker_rotation = marker_rotation
self.marker_scale = marker_scale
self.base_object.data.update()
def get_geometry(self):
return self._points.reshape(-1, 3), [], []
@property
def marker_scale(self):
return self._marker_scale
@marker_scale.setter
def marker_scale(self, marker_scale):
self._marker_scale = (
np.array(marker_scale) if marker_scale is not None else marker_scale
)
self.update_marker_scale()
def update_marker_scale(self):
if self._marker_scale is not None:
marker_scale, marker_dims = self.tile_data(
self._marker_scale, [[3], []], "marker scale"
)
if marker_dims == []:
marker_scale = np.array([marker_scale] * 3).T
bu.set_vertex_attribute(
self.mesh, Constants.MARKER_SCALE, marker_scale, "FLOAT_VECTOR"
)
@property
def marker_rotation(self):
return self._marker_rotation
@marker_rotation.setter
def marker_rotation(self, marker_rotation):
self._marker_rotation = (
np.array(marker_rotation)
if marker_rotation is not None
else marker_rotation
)
self.update_marker_rotation()
def update_marker_rotation(self):
if self._marker_rotation is not None:
marker_rotation, rotation_dims = self.tile_data(
self._marker_rotation, [[3], [3, 3]], "marker rotation"
)
if rotation_dims == [3, 3]:
marker_rotation = np.stack(
[np.array(mu.Matrix(r).to_euler()) for r in marker_rotation]
)
bu.set_vertex_attribute(
self.mesh, Constants.MARKER_ROTATION, marker_rotation, "FLOAT_VECTOR"
)
def add_mesh_markers(
base_modifier,
marker_type,
randomize_rotation=False,
set_scale=False,
n_frames=0,
with_color=False,
**marker_kwargs,
):
"""Create a geometry node modifier that instances a mesh on each vertex.
Args:
base_modifier: modifier to add markers to.
marker_type: name of marker type (see MARKER_TYPES), or a blender mesh/object to use as marker
randomize_rotation: if True each mesh instance will be given a random rotation (uniform euler angles)
set_scale: if True use the MARKER_SCALE attribute to set the marker scale
n_frames: number of frames to animate, no animation if set to 0.
marker_kwargs: additional arguments for configuring markers
"""
node_linker = bu.get_node_linker(base_modifier)
node_linker.new_input_socket("Point Color", "NodeSocketMaterial")
points_socket = node_linker.new_node(
"GeometryNodeMeshToPoints", mesh=node_linker.group_input.outputs["Geometry"]
).outputs["Points"]
if marker_type in Constants.MARKER_TYPES:
# use one of the default marker types
mesh_socket = node_linker.new_node(
node_type=Constants.MARKER_TYPES[marker_type], **marker_kwargs
).outputs["Mesh"]
elif isinstance(marker_type, (bpy.types.Object, bpy.types.Collection)):
# use custom object or collection as marker
subtype = marker_type.__class__.__name__
node_linker.new_input_socket("Point Instance", f"NodeSocket{subtype}")
base_modifier[node_linker.input_sockets["Point Instance"]] = marker_type
mesh_socket = node_linker.new_node(
f"GeometryNode{subtype}Info",
**{subtype: node_linker.group_input.outputs["Point Instance"]},
).outputs[{"Object": "Geometry", "Collection": "Instances"}[subtype]]
marker_type.hide_viewport = True
marker_type.hide_render = True
else:
raise TypeError(
f"Invalid marker type: {marker_type}, expected Object or Collection, "
f"or one of: {', '.join(Constants.MARKER_TYPES)}"
)
if with_color:
mesh_socket = node_linker.new_node(
"GeometryNodeSetMaterial",
geometry=mesh_socket,
material=node_linker.group_input.outputs["Point Color"],
).outputs["Geometry"]
marker_scale = node_linker.new_node(
"GeometryNodeInputNamedAttribute",
data_type="FLOAT_VECTOR",
name=Constants.MARKER_SCALE,
)
marker_rotation = node_linker.new_node(
"GeometryNodeInputNamedAttribute",
data_type="FLOAT_VECTOR",
name=Constants.MARKER_ROTATION,
)
instance_on_points_node = node_linker.new_node(
"GeometryNodeInstanceOnPoints",
points=points_socket,
selection=(
None
if n_frames is None
else bu.get_frame_selection_node(base_modifier, n_frames).outputs["Value"]
),
instance=mesh_socket,
rotation=marker_rotation.outputs["Attribute"],
scale=marker_scale.outputs["Attribute"] if set_scale else [1, 1, 1],
)
if randomize_rotation:
# these rotation are not uniform (some orientations will be more likely than others)
# but it usually looks decent
random_euler = node_linker.new_node("FunctionNodeRandomValue")
random_euler.data_type = "FLOAT_VECTOR"
random_euler.inputs["Max"].default_value = (180, 180, 180)
node_linker.link(
random_euler.outputs["Value"], instance_on_points_node.inputs["Rotation"]
)
realize_instances_node = node_linker.new_node(
"GeometryNodeRealizeInstances",
geometry=instance_on_points_node.outputs["Instances"],
)
node_linker.new_node(
"NodeGroupOutput", geometry=realize_instances_node.outputs["Geometry"]
)
return node_linker
def add_sphere_markers(base_modifier, n_frames, **marker_kwargs):
"""Create a geometry node modifier that adds a point on each vertex. This will result in perfect spheres, only
visible in rendered view with rendering engine set to `Cycles`
Args:
base_modifier: modifier to add sphere markers to.
n_frames: number of frames to animate, no animation if set to 0.
marker_kwargs: arguments to passed to node_linker.new_node when generating point node. e.g. radius=0.1
"""
node_linker = bu.get_node_linker(base_modifier)
node_linker.new_input_socket("Point Color", "NodeSocketMaterial")
points = node_linker.new_node(
"GeometryNodeMeshToPoints",
mesh=node_linker.group_input.outputs["Geometry"],
selection=(
None
if n_frames is None
else bu.get_frame_selection_node(base_modifier, n_frames).outputs["Value"]
),
**marker_kwargs,
).outputs["Points"]
node = node_linker.new_node(
"GeometryNodeSetMaterial",
geometry=points,
material=node_linker.group_input.outputs["Point Color"],
)
node_linker.new_node("NodeGroupOutput", geometry=node.outputs["Geometry"])
return node_linker