fibomat.beam_simulation.markers module#

class fibomat.beam_simulation.markers.Tail(dwell_points: ndarray, tail_length: int, size: float)[source]#

Bases: Visual

VERTEX_SHADER = '\n        #version 120\n        uniform float u_size;\n\n        attribute vec2 a_position;\n        attribute vec4 a_color;\n\n        varying vec4 v_fg_color;\n        varying vec4 v_bg_color;\n        varying float v_radius;\n        varying float v_linewidth;\n        varying float v_antialias;\n        void main (void) {\n            v_radius = u_size;\n            v_linewidth = 1.0;\n            v_antialias = 1.0;\n            v_fg_color  = vec4(0.0,0.0,0.0,0.1);\n            v_bg_color  = a_color;\n            gl_Position = $transform(vec4(a_position,0,1));\n            gl_PointSize = 2.0*(v_radius + v_linewidth + 1.5*v_antialias);\n        }\n    '#
FRAGMENT_SHADER = '\n        #version 120\n        varying vec4 v_fg_color;\n        varying vec4 v_bg_color;\n        varying float v_radius;\n        varying float v_linewidth;\n        varying float v_antialias;\n        void main()\n        {\n            float size = 2.0*(v_radius + v_linewidth + 1.5*v_antialias);\n            float t = v_linewidth/2.0-v_antialias;\n            float r = length((gl_PointCoord.xy - vec2(0.5,0.5))*size);\n            float d = abs(r - v_radius) - t;\n            if( d < 0.0 )\n                gl_FragColor = v_fg_color;\n            else\n            {\n                float alpha = d/v_antialias;\n                alpha = exp(-alpha*alpha);\n                if (r > v_radius)\n                    gl_FragColor = vec4(v_fg_color.rgb, alpha*v_fg_color.a);\n                else\n                    gl_FragColor = mix(v_bg_color, v_fg_color, alpha);\n            }\n        }\n    '#
__init__(dwell_points: ndarray, tail_length: int, size: float)[source]#
draw(current_point: int)[source]#
attach(filt, view=None)#

Attach a Filter to this visual

Each filter modifies the appearance or behavior of the visual.

Parameters#

filtobject

The filter to attach.

viewinstance of VisualView | None

The view to use.

bounds(axis, view=None)#

Get the bounds of the Visual

Parameters#

axisint

The axis.

viewinstance of VisualView

The view to use.

detach(filt, view=None)#

Detach a filter.

Parameters#

filtobject

The filter to detach.

viewinstance of VisualView | None

The view to use.

freeze()#

Freeze the object so that only existing properties can be set

get_transform(map_from='visual', map_to='render')#

Return a transform mapping between any two coordinate systems.

Parameters#

map_fromstr

The starting coordinate system to map from. Must be one of: visual, scene, document, canvas, framebuffer, or render.

map_tostr

The ending coordinate system to map to. Must be one of: visual, scene, document, canvas, framebuffer, or render.

set_gl_state(preset=None, **kwargs)#

Define the set of GL state parameters to use when drawing.

The arguments are forwarded to vispy.gloo.wrappers.set_state().

Parameters#

presetstr

Preset to use.

**kwargsdict

Keyword arguments.

property shared_program#
property transform#
property transforms#
unfreeze()#

Unfreeze the object so that additional properties can be added

update()#

Update the Visual

update_gl_state(*args, **kwargs)#

Modify the set of GL state parameters to use when drawing.

The arguments are forwarded to vispy.gloo.wrappers.set_state().

Parameters#

*argstuple

Arguments.

**kwargsdict

Keyword arguments.

view()#

Return a new view of this visual.

property view_program#
property visible#
class fibomat.beam_simulation.markers.DwellPoints(dwell_points: ndarray)[source]#

Bases: Visual

VERTEX_SHADER = '\n        #version 120\n        uniform float u_size;\n        uniform vec4 u_color;\n        uniform float u_alpha_border;\n\n        attribute vec2 a_position;\n\n        varying vec4 v_fg_color;\n        varying vec4 v_bg_color;\n        varying float v_radius;\n        varying float v_linewidth;\n        varying float v_antialias;\n        void main (void) {\n            v_radius = u_size;\n            v_linewidth = 1.0;\n            v_antialias = 1.0;\n            v_fg_color  = vec4(0.0,0.0,0.0,u_alpha_border);\n            v_bg_color  = u_color;\n            gl_Position = $transform(vec4(a_position,0,1));\n            gl_PointSize = 2.0*(v_radius + v_linewidth + 1.5*v_antialias);\n        }\n    '#
FRAGMENT_SHADER = '\n        #version 120\n        varying vec4 v_fg_color;\n        varying vec4 v_bg_color;\n        varying float v_radius;\n        varying float v_linewidth;\n        varying float v_antialias;\n        void main()\n        {\n            float size = 2.0*(v_radius + v_linewidth + 1.5*v_antialias);\n            float t = v_linewidth/2.0-v_antialias;\n            float r = length((gl_PointCoord.xy - vec2(0.5,0.5))*size);\n            float d = abs(r - v_radius) - t;\n            if( d < 0.0 )\n                gl_FragColor = v_fg_color;\n            else\n            {\n                float alpha = d/v_antialias;\n                alpha = exp(-alpha*alpha);\n                if (r > v_radius)\n                    gl_FragColor = vec4(v_fg_color.rgb, alpha*v_fg_color.a);\n                else\n                    gl_FragColor = mix(v_bg_color, v_fg_color, alpha);\n            }\n        }\n    '#
__init__(dwell_points: ndarray)[source]#
attach(filt, view=None)#

Attach a Filter to this visual

Each filter modifies the appearance or behavior of the visual.

Parameters#

filtobject

The filter to attach.

viewinstance of VisualView | None

The view to use.

bounds(axis, view=None)#

Get the bounds of the Visual

Parameters#

axisint

The axis.

viewinstance of VisualView

The view to use.

detach(filt, view=None)#

Detach a filter.

Parameters#

filtobject

The filter to detach.

viewinstance of VisualView | None

The view to use.

draw()#
freeze()#

Freeze the object so that only existing properties can be set

get_transform(map_from='visual', map_to='render')#

Return a transform mapping between any two coordinate systems.

Parameters#

map_fromstr

The starting coordinate system to map from. Must be one of: visual, scene, document, canvas, framebuffer, or render.

map_tostr

The ending coordinate system to map to. Must be one of: visual, scene, document, canvas, framebuffer, or render.

set_gl_state(preset=None, **kwargs)#

Define the set of GL state parameters to use when drawing.

The arguments are forwarded to vispy.gloo.wrappers.set_state().

Parameters#

presetstr

Preset to use.

**kwargsdict

Keyword arguments.

property shared_program#
property transform#
property transforms#
unfreeze()#

Unfreeze the object so that additional properties can be added

update()#

Update the Visual

update_gl_state(*args, **kwargs)#

Modify the set of GL state parameters to use when drawing.

The arguments are forwarded to vispy.gloo.wrappers.set_state().

Parameters#

*argstuple

Arguments.

**kwargsdict

Keyword arguments.

view()#

Return a new view of this visual.

property view_program#
property visible#