旋转三角形的最佳方法,以便在完全旋转后顶部和底部三角形之间没有间隙?
Best method to rotate triangles such that there is no gap between top and bottom line triangles after a full rotation?
我创建了这些三角形来形成二维线图的灰度表面。现在,当我使用鼠标滚轮事件旋转它时,顶线和底线之间存在间隙,我想将其删除。在灰度函数中使用这个 for 循环后,程序 运行 也非常慢。谁能建议我优化它并使其正常工作的任何方法或方法?
代码:-
import OpenGL.GL as gl
import OpenGL.arrays.vbo as glvbo
from PyQt5.Qt import *
import numpy as np
import sys
import copy
VS1 = '''
#version 450
layout(location = 0) in vec2 position;
uniform float right;
uniform float bottom;
uniform float left;
uniform float top;
void main() {
const float far = 1.0;
const float near = -1.0;
mat4 testmat = mat4(
vec4(2.0 / (right - left), 0, 0, 0),
vec4(0, 2.0 / (top - bottom), 0, 0),
vec4(0, 0, -2.0 / (far - near), 0),
vec4(-(right + left) / (right - left), -(top + bottom) / (top - bottom), -(far + near) / (far - near), 1)
);
gl_Position = testmat * vec4(position.x, position.y, 0., 1.);
}
'''
FS1 = '''
#version 450
// Output variable of the fragment shader, which is a 4D vector containing the
// RGBA components of the pixel color.
uniform vec3 triangleColor;
out vec4 outColor;
void main()
{
outColor = vec4(triangleColor, 1.0);
}
'''
VS = '''
#version 450
attribute vec2 position;
attribute vec3 a_Color;
uniform float right;
uniform float bottom;
uniform float left;
uniform float top;
out vec3 g_color;
void main() {
const float far = 1.0;
const float near = -1.0;
mat4 testmat = mat4(
vec4(2.0 / (right - left), 0, 0, 0),
vec4(0, 2.0 / (top - bottom), 0, 0),
vec4(0, 0, -2.0 / (far - near), 0),
vec4(-(right + left) / (right - left), -(top + bottom) / (top - bottom), -(far + near) / (far - near), 1)
);
gl_Position = testmat * vec4(position.x, position.y, 0., 1.);
g_color = a_Color;
}
'''
FS = '''
#version 450
// Output variable of the fragment shader, which is a 4D vector containing the
// RGBA components of the pixel color.
in vec3 g_color;
out vec4 outColor;
void main()
{
outColor = vec4(g_color, 1.0);
}
'''
def compile_vertex_shader(source):
"""Compile a vertex shader from source."""
vertex_shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
gl.glShaderSource(vertex_shader, source)
gl.glCompileShader(vertex_shader)
# check compilation error
result = gl.glGetShaderiv(vertex_shader, gl.GL_COMPILE_STATUS)
if not (result):
raise RuntimeError(gl.glGetShaderInfoLog(vertex_shader))
return vertex_shader
def compile_fragment_shader(source):
"""Compile a fragment shader from source."""
fragment_shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(fragment_shader, source)
gl.glCompileShader(fragment_shader)
result = gl.glGetShaderiv(fragment_shader, gl.GL_COMPILE_STATUS)
if not (result):
raise RuntimeError(gl.glGetShaderInfoLog(fragment_shader))
return fragment_shader
def link_shader_program(vertex_shader, fragment_shader):
"""Create a shader program with from compiled shaders."""
program = gl.glCreateProgram()
gl.glAttachShader(program, vertex_shader)
gl.glAttachShader(program, fragment_shader)
gl.glLinkProgram(program)
result = gl.glGetProgramiv(program, gl.GL_LINK_STATUS)
if not (result):
raise RuntimeError(gl.glGetProgramInfoLog(program))
return program
class GLPlotWidget(QGLWidget):
def __init__(self, *args):
super(GLPlotWidget, self).__init__()
self.width, self.height = 100, 100
self.we = np.load('two.npy', mmap_mode='r')
self.e = copy.deepcopy(self.we[:, :, :])
self.right, self.left, self.top, self.bottom = self.e[0, -1, 0], self.e[
0, 0, 0], self.e[0, :, 1].max(), self.e[-1, :, 1].min()
self.vbo = glvbo.VBO(self.e)
self.count = self.vbo.shape[1]
self.scroll = 0
self.number_of_arm = 24
self.linerange = [(self.e[li, :, 1].max(), self.e[-li, :, 1].min()) for li in range(self.vbo.shape[0])]
self.showMaximized()
def initializeGL(self):
vs = compile_vertex_shader(VS1)
fs = compile_fragment_shader(FS1)
self.shaders_program_plot = link_shader_program(vs, fs)
self.greyscale_data()
def greyscale_data(self):
self.color = np.zeros((self.e.shape[1] * (self.e.shape[0]), 3), dtype=np.float32)
for i in range(0, 24):
a = self.e[i, :, 1].min()
b = self.e[i, :, 1].max()
c = np.interp(self.e[i, :, 1], (a, b), (0.15, 0.85))
self.color[self.e.shape[1] * i:self.e.shape[1] * (i + 1), 0] = c
self.color[self.e.shape[1] * i:self.e.shape[1] * (i + 1), 1] = c
self.color[self.e.shape[1] * i:self.e.shape[1] * (i + 1), 2] = c
self.elems = []
b = self.e.shape[1] # number of points per line
a = self.e.shape[0] # total number of arms
for i in range(0, a):
if i < a-1:
for j in range(0, b - 1):
self.elems += [j + b * i, j + b * i + 1, j + b * (i + 1)]
self.elems += [j + b * (i + 1), j + b * (i + 1) + 1, j + b * i + 1]
else:
for j in range(0, b - 1):
self.elems += [j + b * i, j + b * i + 1, j]
self.elems += [j, j + 1, j + b * i + 1]
self.elems = np.array(self.elems, dtype=np.int32)
# print(self.elems[0:100])
vs = compile_vertex_shader(VS)
fs = compile_fragment_shader(FS)
self.shaders_program = link_shader_program(vs, fs)
self.vertexbuffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertexbuffer)
gl.glBufferData(gl.GL_ARRAY_BUFFER, self.e, gl.GL_DYNAMIC_DRAW)
self.elementbuffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.elementbuffer)
gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, self.elems, gl.GL_DYNAMIC_DRAW)
self.colorbuffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.colorbuffer)
gl.glBufferData(gl.GL_ARRAY_BUFFER, self.color, gl.GL_DYNAMIC_DRAW)
def ortho_view(self, i):
right = gl.glGetUniformLocation(i, "right")
gl.glUniform1f(right, self.right)
left = gl.glGetUniformLocation(i, "left")
gl.glUniform1f(left, self.left)
top = gl.glGetUniformLocation(i, "top")
gl.glUniform1f(top, self.top)
bottom = gl.glGetUniformLocation(i, "bottom")
gl.glUniform1f(bottom, self.bottom)
def greyscale(self):
gl.glUseProgram(self.shaders_program)
self.ortho_view(self.shaders_program)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertexbuffer)
stride = 0 # 3*self.e.itemsize
offset = None # ctypes.c_void_p(0)
loc = gl.glGetAttribLocation(self.shaders_program, 'position')
gl.glEnableVertexAttribArray(loc)
gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, stride, offset)
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.elementbuffer)
loc = gl.glGetAttribLocation(self.shaders_program, 'a_Color')
gl.glEnableVertexAttribArray(loc)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.colorbuffer)
gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)
loc_top1 = gl.glGetUniformLocation(self.shaders_program, "top")
loc_bottom1 = gl.glGetUniformLocation(self.shaders_program, "bottom")
for i in range(0, 24):
size = self.top - self.bottom
top, bottom = self.top + self.scroll, self.bottom + self.scroll
if self.linerange[i][0] - self.scroll < self.bottom:
top, bottom = top - size, bottom - size
gl.glUniform1f(loc_top1, top)
gl.glUniform1f(loc_bottom1, bottom)
a = int(i * self.elems.size)
b = int((i+1) * self.elems.size)
c = int(self.elems.size/24)
# gl.glDrawElements(gl.GL_TRIANGLE_STRIP, self.elems.size, gl.GL_UNSIGNED_INT, None)
gl.glDrawRangeElements(gl.GL_TRIANGLE_STRIP, a, b, self.elems.size, gl.GL_UNSIGNED_INT, None)
def paintGL(self):
self.resizeGL(self.width, self.height)
gl.glClearColor(1, 1, 1, 0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glEnable(gl.GL_DEPTH_TEST)
self.vbo.bind()
gl.glEnableVertexAttribArray(0)
gl.glVertexAttribPointer(0, 2, gl.GL_FLOAT, gl.GL_FALSE, 0, None)
gl.glUseProgram(self.shaders_program_plot)
self.ortho_view(self.shaders_program_plot)
uni_color = gl.glGetUniformLocation(self.shaders_program_plot, "triangleColor")
loc_top = gl.glGetUniformLocation(self.shaders_program_plot, "top")
loc_bottom = gl.glGetUniformLocation(self.shaders_program_plot, "bottom")
for i in range(0, self.vbo.data.shape[0]):
size = self.top - self.bottom
top, bottom = self.top + self.scroll, self.bottom + self.scroll
if self.linerange[i][0] - self.scroll < self.bottom:
top, bottom = top - size, bottom - size
gl.glUniform1f(loc_top, top)
gl.glUniform1f(loc_bottom, bottom)
gl.glUniform3f(uni_color, 0, 0, 0)
gl.glLineWidth(1)
gl.glDrawArrays(gl.GL_LINE_STRIP, i * self.count, self.count)
self.vbo.unbind()
self.greyscale()
# gl.glUseProgram(0)
def resizeGL(self, width, height):
self.width, self.height = width, height
gl.glViewport(0, 0, width, height)
def wheelEvent(self, *args, **kwargs):
event = args[0]
scroll_scale = 0.01
size = self.top - self.bottom
if event.angleDelta().y() > 0:
self.scroll = self.scroll - size * scroll_scale
if self.scroll < 0:
self.scroll += size
else:
self.scroll = self.scroll + size * scroll_scale
if self.scroll > size:
self.scroll -= size
self.update()
def main():
app = QApplication(sys.argv)
editor = GLPlotWidget()
editor.show()
sys.exit(app.exec_())
if __name__ == '__main__':
main()
数据文件:- https://drive.google.com/file/d/1y6w35kuMguR1YczK7yMJpXU86T6qtGSv/view?usp=sharing
在 bin 和数据末尾添加一条直线。
计算原始数据的最小值和最大值、数据的y轴比例以及一条线到另一条线的平均偏移量:
origshape = self.e.shape[:]
origmin, origmax = self.e[0, :, 1].max(), self.e[-1, :, 1].min()
origsize = origmax - origmin
origoffset = origsize / origshape[0]
计算一个新的最小值和最大值,并带有一定的偏移量(origoffset/2
),并在开始和结束处添加一条直线。复制第一行和最后一行并将新行的y分量分别更改为newmax
newmin
newmin, newmax = origmin - origoffset/2, origmax + origoffset/2
self.first = self.e[0,:,:].copy().reshape((1, *origshape[1:]))
self.last = self.e[-1,:,:].copy().reshape((1, *origshape[1:]))
self.first[:,:,1] = newmax
self.last[:,:,1] = newmin
self.e = np.concatenate((self.first, self.e, self.last))
GLPlotWidget
的新构造函数:
class GLPlotWidget(QGLWidget):
def __init__(self, *args):
super(GLPlotWidget, self).__init__()
self.width, self.height = 100, 100
self.we = np.load('two.npy', mmap_mode='r')
self.e = copy.deepcopy(self.we[:, :, :])
origshape = self.e.shape[:]
origmin, origmax = self.e[-1, :, 1].min(), self.e[1, :, 1].max()
origsize = origmax - origmin
origoffset = origsize / origshape[0]
newmin, newmax = origmin - origoffset/2, origmax + origoffset/2
self.first = self.e[0,:,:].copy().reshape((1, *origshape[1:]))
self.last = self.e[-1,:,:].copy().reshape((1, *origshape[1:]))
self.first[:,:,1] = newmax
self.last[:,:,1] = newmin
self.e = np.concatenate((self.first, self.e, self.last))
self.right, self.left, self.top, self.bottom = self.e[0, -1, 0], self.e[
0, 0, 0], self.e[0, :, 1].max(), self.e[-1, :, 1].min()
self.vbo = glvbo.VBO(self.e)
self.count = self.vbo.shape[1]
self.scroll = 0
self.number_of_arm = 24
self.linerange = [(self.e[li, :, 1].max(), self.e[-li, :, 1].min()) for li in range(self.vbo.shape[0])]
self.showMaximized()
我创建了这些三角形来形成二维线图的灰度表面。现在,当我使用鼠标滚轮事件旋转它时,顶线和底线之间存在间隙,我想将其删除。在灰度函数中使用这个 for 循环后,程序 运行 也非常慢。谁能建议我优化它并使其正常工作的任何方法或方法?
代码:-
import OpenGL.GL as gl
import OpenGL.arrays.vbo as glvbo
from PyQt5.Qt import *
import numpy as np
import sys
import copy
VS1 = '''
#version 450
layout(location = 0) in vec2 position;
uniform float right;
uniform float bottom;
uniform float left;
uniform float top;
void main() {
const float far = 1.0;
const float near = -1.0;
mat4 testmat = mat4(
vec4(2.0 / (right - left), 0, 0, 0),
vec4(0, 2.0 / (top - bottom), 0, 0),
vec4(0, 0, -2.0 / (far - near), 0),
vec4(-(right + left) / (right - left), -(top + bottom) / (top - bottom), -(far + near) / (far - near), 1)
);
gl_Position = testmat * vec4(position.x, position.y, 0., 1.);
}
'''
FS1 = '''
#version 450
// Output variable of the fragment shader, which is a 4D vector containing the
// RGBA components of the pixel color.
uniform vec3 triangleColor;
out vec4 outColor;
void main()
{
outColor = vec4(triangleColor, 1.0);
}
'''
VS = '''
#version 450
attribute vec2 position;
attribute vec3 a_Color;
uniform float right;
uniform float bottom;
uniform float left;
uniform float top;
out vec3 g_color;
void main() {
const float far = 1.0;
const float near = -1.0;
mat4 testmat = mat4(
vec4(2.0 / (right - left), 0, 0, 0),
vec4(0, 2.0 / (top - bottom), 0, 0),
vec4(0, 0, -2.0 / (far - near), 0),
vec4(-(right + left) / (right - left), -(top + bottom) / (top - bottom), -(far + near) / (far - near), 1)
);
gl_Position = testmat * vec4(position.x, position.y, 0., 1.);
g_color = a_Color;
}
'''
FS = '''
#version 450
// Output variable of the fragment shader, which is a 4D vector containing the
// RGBA components of the pixel color.
in vec3 g_color;
out vec4 outColor;
void main()
{
outColor = vec4(g_color, 1.0);
}
'''
def compile_vertex_shader(source):
"""Compile a vertex shader from source."""
vertex_shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
gl.glShaderSource(vertex_shader, source)
gl.glCompileShader(vertex_shader)
# check compilation error
result = gl.glGetShaderiv(vertex_shader, gl.GL_COMPILE_STATUS)
if not (result):
raise RuntimeError(gl.glGetShaderInfoLog(vertex_shader))
return vertex_shader
def compile_fragment_shader(source):
"""Compile a fragment shader from source."""
fragment_shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(fragment_shader, source)
gl.glCompileShader(fragment_shader)
result = gl.glGetShaderiv(fragment_shader, gl.GL_COMPILE_STATUS)
if not (result):
raise RuntimeError(gl.glGetShaderInfoLog(fragment_shader))
return fragment_shader
def link_shader_program(vertex_shader, fragment_shader):
"""Create a shader program with from compiled shaders."""
program = gl.glCreateProgram()
gl.glAttachShader(program, vertex_shader)
gl.glAttachShader(program, fragment_shader)
gl.glLinkProgram(program)
result = gl.glGetProgramiv(program, gl.GL_LINK_STATUS)
if not (result):
raise RuntimeError(gl.glGetProgramInfoLog(program))
return program
class GLPlotWidget(QGLWidget):
def __init__(self, *args):
super(GLPlotWidget, self).__init__()
self.width, self.height = 100, 100
self.we = np.load('two.npy', mmap_mode='r')
self.e = copy.deepcopy(self.we[:, :, :])
self.right, self.left, self.top, self.bottom = self.e[0, -1, 0], self.e[
0, 0, 0], self.e[0, :, 1].max(), self.e[-1, :, 1].min()
self.vbo = glvbo.VBO(self.e)
self.count = self.vbo.shape[1]
self.scroll = 0
self.number_of_arm = 24
self.linerange = [(self.e[li, :, 1].max(), self.e[-li, :, 1].min()) for li in range(self.vbo.shape[0])]
self.showMaximized()
def initializeGL(self):
vs = compile_vertex_shader(VS1)
fs = compile_fragment_shader(FS1)
self.shaders_program_plot = link_shader_program(vs, fs)
self.greyscale_data()
def greyscale_data(self):
self.color = np.zeros((self.e.shape[1] * (self.e.shape[0]), 3), dtype=np.float32)
for i in range(0, 24):
a = self.e[i, :, 1].min()
b = self.e[i, :, 1].max()
c = np.interp(self.e[i, :, 1], (a, b), (0.15, 0.85))
self.color[self.e.shape[1] * i:self.e.shape[1] * (i + 1), 0] = c
self.color[self.e.shape[1] * i:self.e.shape[1] * (i + 1), 1] = c
self.color[self.e.shape[1] * i:self.e.shape[1] * (i + 1), 2] = c
self.elems = []
b = self.e.shape[1] # number of points per line
a = self.e.shape[0] # total number of arms
for i in range(0, a):
if i < a-1:
for j in range(0, b - 1):
self.elems += [j + b * i, j + b * i + 1, j + b * (i + 1)]
self.elems += [j + b * (i + 1), j + b * (i + 1) + 1, j + b * i + 1]
else:
for j in range(0, b - 1):
self.elems += [j + b * i, j + b * i + 1, j]
self.elems += [j, j + 1, j + b * i + 1]
self.elems = np.array(self.elems, dtype=np.int32)
# print(self.elems[0:100])
vs = compile_vertex_shader(VS)
fs = compile_fragment_shader(FS)
self.shaders_program = link_shader_program(vs, fs)
self.vertexbuffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertexbuffer)
gl.glBufferData(gl.GL_ARRAY_BUFFER, self.e, gl.GL_DYNAMIC_DRAW)
self.elementbuffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.elementbuffer)
gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, self.elems, gl.GL_DYNAMIC_DRAW)
self.colorbuffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.colorbuffer)
gl.glBufferData(gl.GL_ARRAY_BUFFER, self.color, gl.GL_DYNAMIC_DRAW)
def ortho_view(self, i):
right = gl.glGetUniformLocation(i, "right")
gl.glUniform1f(right, self.right)
left = gl.glGetUniformLocation(i, "left")
gl.glUniform1f(left, self.left)
top = gl.glGetUniformLocation(i, "top")
gl.glUniform1f(top, self.top)
bottom = gl.glGetUniformLocation(i, "bottom")
gl.glUniform1f(bottom, self.bottom)
def greyscale(self):
gl.glUseProgram(self.shaders_program)
self.ortho_view(self.shaders_program)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertexbuffer)
stride = 0 # 3*self.e.itemsize
offset = None # ctypes.c_void_p(0)
loc = gl.glGetAttribLocation(self.shaders_program, 'position')
gl.glEnableVertexAttribArray(loc)
gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, stride, offset)
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.elementbuffer)
loc = gl.glGetAttribLocation(self.shaders_program, 'a_Color')
gl.glEnableVertexAttribArray(loc)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.colorbuffer)
gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)
loc_top1 = gl.glGetUniformLocation(self.shaders_program, "top")
loc_bottom1 = gl.glGetUniformLocation(self.shaders_program, "bottom")
for i in range(0, 24):
size = self.top - self.bottom
top, bottom = self.top + self.scroll, self.bottom + self.scroll
if self.linerange[i][0] - self.scroll < self.bottom:
top, bottom = top - size, bottom - size
gl.glUniform1f(loc_top1, top)
gl.glUniform1f(loc_bottom1, bottom)
a = int(i * self.elems.size)
b = int((i+1) * self.elems.size)
c = int(self.elems.size/24)
# gl.glDrawElements(gl.GL_TRIANGLE_STRIP, self.elems.size, gl.GL_UNSIGNED_INT, None)
gl.glDrawRangeElements(gl.GL_TRIANGLE_STRIP, a, b, self.elems.size, gl.GL_UNSIGNED_INT, None)
def paintGL(self):
self.resizeGL(self.width, self.height)
gl.glClearColor(1, 1, 1, 0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glEnable(gl.GL_DEPTH_TEST)
self.vbo.bind()
gl.glEnableVertexAttribArray(0)
gl.glVertexAttribPointer(0, 2, gl.GL_FLOAT, gl.GL_FALSE, 0, None)
gl.glUseProgram(self.shaders_program_plot)
self.ortho_view(self.shaders_program_plot)
uni_color = gl.glGetUniformLocation(self.shaders_program_plot, "triangleColor")
loc_top = gl.glGetUniformLocation(self.shaders_program_plot, "top")
loc_bottom = gl.glGetUniformLocation(self.shaders_program_plot, "bottom")
for i in range(0, self.vbo.data.shape[0]):
size = self.top - self.bottom
top, bottom = self.top + self.scroll, self.bottom + self.scroll
if self.linerange[i][0] - self.scroll < self.bottom:
top, bottom = top - size, bottom - size
gl.glUniform1f(loc_top, top)
gl.glUniform1f(loc_bottom, bottom)
gl.glUniform3f(uni_color, 0, 0, 0)
gl.glLineWidth(1)
gl.glDrawArrays(gl.GL_LINE_STRIP, i * self.count, self.count)
self.vbo.unbind()
self.greyscale()
# gl.glUseProgram(0)
def resizeGL(self, width, height):
self.width, self.height = width, height
gl.glViewport(0, 0, width, height)
def wheelEvent(self, *args, **kwargs):
event = args[0]
scroll_scale = 0.01
size = self.top - self.bottom
if event.angleDelta().y() > 0:
self.scroll = self.scroll - size * scroll_scale
if self.scroll < 0:
self.scroll += size
else:
self.scroll = self.scroll + size * scroll_scale
if self.scroll > size:
self.scroll -= size
self.update()
def main():
app = QApplication(sys.argv)
editor = GLPlotWidget()
editor.show()
sys.exit(app.exec_())
if __name__ == '__main__':
main()
数据文件:- https://drive.google.com/file/d/1y6w35kuMguR1YczK7yMJpXU86T6qtGSv/view?usp=sharing
在 bin 和数据末尾添加一条直线。
计算原始数据的最小值和最大值、数据的y轴比例以及一条线到另一条线的平均偏移量:
origshape = self.e.shape[:]
origmin, origmax = self.e[0, :, 1].max(), self.e[-1, :, 1].min()
origsize = origmax - origmin
origoffset = origsize / origshape[0]
计算一个新的最小值和最大值,并带有一定的偏移量(origoffset/2
),并在开始和结束处添加一条直线。复制第一行和最后一行并将新行的y分量分别更改为newmax
newmin
newmin, newmax = origmin - origoffset/2, origmax + origoffset/2
self.first = self.e[0,:,:].copy().reshape((1, *origshape[1:]))
self.last = self.e[-1,:,:].copy().reshape((1, *origshape[1:]))
self.first[:,:,1] = newmax
self.last[:,:,1] = newmin
self.e = np.concatenate((self.first, self.e, self.last))
GLPlotWidget
的新构造函数:
class GLPlotWidget(QGLWidget):
def __init__(self, *args):
super(GLPlotWidget, self).__init__()
self.width, self.height = 100, 100
self.we = np.load('two.npy', mmap_mode='r')
self.e = copy.deepcopy(self.we[:, :, :])
origshape = self.e.shape[:]
origmin, origmax = self.e[-1, :, 1].min(), self.e[1, :, 1].max()
origsize = origmax - origmin
origoffset = origsize / origshape[0]
newmin, newmax = origmin - origoffset/2, origmax + origoffset/2
self.first = self.e[0,:,:].copy().reshape((1, *origshape[1:]))
self.last = self.e[-1,:,:].copy().reshape((1, *origshape[1:]))
self.first[:,:,1] = newmax
self.last[:,:,1] = newmin
self.e = np.concatenate((self.first, self.e, self.last))
self.right, self.left, self.top, self.bottom = self.e[0, -1, 0], self.e[
0, 0, 0], self.e[0, :, 1].max(), self.e[-1, :, 1].min()
self.vbo = glvbo.VBO(self.e)
self.count = self.vbo.shape[1]
self.scroll = 0
self.number_of_arm = 24
self.linerange = [(self.e[li, :, 1].max(), self.e[-li, :, 1].min()) for li in range(self.vbo.shape[0])]
self.showMaximized()