[074d3d]: / mne / viz / _3d_overlay.py

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"""Classes to handle overlapping surfaces."""
# Authors: The MNE-Python contributors.
# License: BSD-3-Clause
# Copyright the MNE-Python contributors.
from collections import OrderedDict
import numpy as np
from ..utils import logger
class _Overlay:
def __init__(self, scalars, colormap, rng, opacity, name):
self._scalars = scalars
self._colormap = colormap
assert rng is not None
self._rng = rng
self._opacity = opacity
self._name = name
def to_colors(self):
from matplotlib.colors import Colormap, ListedColormap
from ._3d import _get_cmap
if isinstance(self._colormap, str):
cmap = _get_cmap(self._colormap)
elif isinstance(self._colormap, Colormap):
cmap = self._colormap
else:
cmap = ListedColormap(
self._colormap / 255.0, name=str(type(self._colormap))
)
logger.debug(
f"Color mapping {repr(self._name)} with {cmap.name} "
f"colormap and range {self._rng}"
)
rng = self._rng
assert rng is not None
scalars = self._norm(rng)
colors = cmap(scalars)
if self._opacity is not None:
colors[:, 3] *= self._opacity
return colors
def _norm(self, rng):
if rng[0] == rng[1]:
factor = 1 if rng[0] == 0 else 1e-6 * rng[0]
else:
factor = rng[1] - rng[0]
return (self._scalars - rng[0]) / factor
class _LayeredMesh:
def __init__(self, renderer, vertices, triangles, normals):
self._renderer = renderer
self._vertices = vertices
self._triangles = triangles
self._normals = normals
self._polydata = None
self._actor = None
self._is_mapped = False
self._current_colors = None
self._cached_colors = None
self._overlays = OrderedDict()
self._default_scalars = np.ones(vertices.shape)
self._default_scalars_name = "Data"
def map(self):
kwargs = {
"color": None,
"pickable": True,
"rgba": True,
}
mesh_data = self._renderer.mesh(
x=self._vertices[:, 0],
y=self._vertices[:, 1],
z=self._vertices[:, 2],
triangles=self._triangles,
normals=self._normals,
scalars=self._default_scalars,
**kwargs,
)
self._actor, self._polydata = mesh_data
self._is_mapped = True
def _compute_over(self, B, A):
assert A.ndim == B.ndim == 2
assert A.shape[1] == B.shape[1] == 4
A_w = A[:, 3:] # * 1
B_w = B[:, 3:] * (1 - A_w)
C = A.copy()
C[:, :3] *= A_w
C[:, :3] += B[:, :3] * B_w
C[:, 3:] += B_w
C[:, :3] /= C[:, 3:]
return np.clip(C, 0, 1, out=C)
def _compose_overlays(self):
B = cache = None
for overlay in self._overlays.values():
A = overlay.to_colors()
if B is None:
B = A
else:
cache = B
B = self._compute_over(cache, A)
return B, cache
def add_overlay(self, scalars, colormap, rng, opacity, name):
overlay = _Overlay(
scalars=scalars,
colormap=colormap,
rng=rng,
opacity=opacity,
name=name,
)
self._overlays[name] = overlay
colors = overlay.to_colors()
if self._current_colors is None:
self._current_colors = colors
else:
# save previous colors to cache
self._cached_colors = self._current_colors
self._current_colors = self._compute_over(self._cached_colors, colors)
# apply the texture
self._apply()
def remove_overlay(self, names):
to_update = False
if not isinstance(names, list):
names = [names]
for name in names:
if name in self._overlays:
del self._overlays[name]
to_update = True
if to_update:
self.update()
def _apply(self):
if self._current_colors is None or self._renderer is None:
return
self._polydata[self._default_scalars_name] = self._current_colors
def update(self, colors=None):
if colors is not None and self._cached_colors is not None:
self._current_colors = self._compute_over(self._cached_colors, colors)
else:
self._current_colors, self._cached_colors = self._compose_overlays()
self._apply()
def _clean(self):
mapper = self._actor.GetMapper()
mapper.SetLookupTable(None)
self._actor.SetMapper(None)
self._actor = None
self._polydata = None
self._renderer = None
def update_overlay(self, name, scalars=None, colormap=None, opacity=None, rng=None):
overlay = self._overlays.get(name, None)
if overlay is None:
return
if scalars is not None:
overlay._scalars = scalars
if colormap is not None:
overlay._colormap = colormap
if opacity is not None:
overlay._opacity = opacity
if rng is not None:
overlay._rng = rng
# partial update: use cache if possible
if name == list(self._overlays.keys())[-1]:
self.update(colors=overlay.to_colors())
else: # full update
self.update()