python 魔方,画一个立方体
这篇文章主要介绍了大蟒画立方体-魔方,下文分享详细的代码说明,具有一定的参考价值,需要的小伙伴可以参考一下
直接进入主题
立方体每列颜色不同:
#导入库
将matplotlib.pyplot作为血小板计数导入
从mpl_toolkits.mplot3d导入Axes3D
将数组作为铭牌导入
#创建轴
坐标轴=[5,5,5]
#创建数据
data=np.ones(axes,dtype=np.bool)
#控制透明度
阿尔法=0.9
#控制颜色
colors=np.empty(axes [4],dtype=np.float32)
颜色[0]=[1,0,0,alpha] #红色
colors[1]=[0,1,0,alpha] #绿色
颜色[2]=[0,0,1,alpha] #蓝色
颜色[3]=[1,1,0,alpha] #黄色
颜色[4]=[1,1,1,alpha] #灰色
#绘图图
图=plt .图()
ax=fig.add_subplot(111,projection=3d )
#体素用于定制
#尺寸、位置和颜色。
ax.voxels(data,facecolors=colors,edgecolors=grey )
立方体各面颜色不同:
将matplotlib.pyplot作为血小板计数导入
将数组作为铭牌导入
def生成_魔方(美国纽约,新西兰):
根据输入生成指定尺寸的魔方
:param nx:
:param ny:
:参数nz:
:返回:
# 准备一些坐标
n_voxels=np.ones((nx 2,ny 2,nz 2),dtype=bool)
# 生成间隙
大小=NP。数组(n _体素。形状)* 2
filled_2=np.zeros(size - 1,dtype=n_voxels.dtype)
filled_2[:2,2,2]=n _体素
# 缩小间隙
# 构建体素顶点控制网格
# x,y,z均为6x6x8的矩阵,为体素的网格,3x3x4个小方块,共有6x6x8个顶点。
# 这里//2是精髓,把索引范围从[0 1 2 3 4 5]转换为[0 0 1 1 2 2],这样就可以单独设立每个方块的顶点范围
x,y,z=NP。索引(NP。数组(filled _ 2。形状)1).astype(float) //2 # 3x6x6x8,其中x,y,z均为6x6x8
x[1:2,]=0.95
y[:1:2,]=0.95
z[:1:2]=0.95
# 修改最外面的面
x[0,]=0.94
y[:0,]=0.94
z[:0]=0.94
x[-1,] -=0.94
y[:-1,] -=0.94
z[:-1] -=0.94
# 去除边角料
filled_2[0,0,]=0
filled_2[0,-1,]=0
filled_2[-1,0,]=0
filled_2[-1,-1,]=0
filled_2[:0,0]=0
filled_2[:0,-1]=0
filled_2[:-1,0]=0
filled_2[:-1,-1]=0
filled_2[0,0]=0
filled_2[0,-1]=0
filled_2[-1,0]=0
filled_2[-1,-1]=
0
# 给魔方六个面赋予不同的颜色
colors = np.array([#ffd400, "#fffffb", "#f47920", "#d71345", "#145b7d", "#45b97c"])
facecolors = np.full(filled_2.shape, #77787b) # 设一个灰色的基调
# facecolors = np.zeros(filled_2.shape, dtype=U7)
facecolors[:, :, -1] = colors[0] # 上黄
facecolors[:, :, 0] = colors[1] # 下白
facecolors[:, 0, :] = colors[2] # 左橙
facecolors[:, -1, :] = colors[3] # 右红
facecolors[0, :, :] = colors[4] # 前蓝
facecolors[-1, :, :] = colors[5] # 后绿
ax = plt.figure().add_subplot(projection=3d)
ax.voxels(x, y, z, filled_2, facecolors=facecolors)
plt.show()
if __name__ == __main__:
generate_rubik_cube(4, 4, 4)
彩色透视立方体:
from __future__ import divisionimport numpy as np
from mpl_toolkits.mplot3d import Axes3D
from mpl_toolkits.mplot3d.art3d import Poly3DCollection
from matplotlib.pyplot import figure, show
def quad(plane=xy, origin=None, width=1, height=1, depth=0):
u, v = (0, 0) if origin is None else origin
plane = plane.lower()
if plane == xy:
vertices = ((u, v, depth),
(u + width, v, depth),
(u + width, v + height, depth),
(u, v + height, depth))
elif plane == xz:
vertices = ((u, depth, v),
(u + width, depth, v),
(u + width, depth, v + height),
(u, depth, v + height))
elif plane == yz:
vertices = ((depth, u, v),
(depth, u + width, v),
(depth, u + width, v + height),
(depth, u, v + height))
else:
raise ValueError("{0}" is not a supported plane!.format(plane))
return np.array(vertices)
def grid(plane=xy,
origin=None,
width=1,
height=1,
depth=0,
width_segments=1,
height_segments=1):
u, v = (0, 0) if origin is None else origin
w_x, h_y = width / width_segments, height / height_segments
quads = []
for i in range(width_segments):
for j in range(height_segments):
quads.append(
quad(plane, (i * w_x + u, j * h_y + v), w_x, h_y, depth))
return np.array(quads)
def cube(plane=None,
origin=None,
width=1,
height=1,
depth=1,
width_segments=1,
height_segments=1,
depth_segments=1):
plane = ((+x, -x, +y, -y, +z, -z)
if plane is None else
[p.lower() for p in plane])
u, v, w = (0, 0, 0) if origin is None else origin
w_s, h_s, d_s = width_segments, height_segments, depth_segments
grids = []
if -z in plane:
grids.extend(grid(xy, (u, w), width, depth, v, w_s, d_s))
if +z in plane:
grids.extend(grid(xy, (u, w), width, depth, v + height, w_s, d_s))
if -y in plane:
grids.extend(grid(xz, (u, v), width, height, w, w_s, h_s))
if +y in plane:
grids.extend(grid(xz, (u, v), width, height, w + depth, w_s, h_s))
if -x in plane:
grids.extend(grid(yz, (w, v), depth, height, u, d_s, h_s))
if +x in plane:
grids.extend(grid(yz, (w, v), depth, height, u + width, d_s, h_s))
return np.array(grids)
canvas = figure()
axes = Axes3D(canvas)
quads = cube(width_segments=4, height_segments=4, depth_segments=4)
# You can replace the following line by whatever suits you. Here, we compute
# each quad colour by averaging its vertices positions.
RGB = np.average(quads, axis=-2)
# Setting +xz and -xz plane faces to black.
RGB[RGB[..., 1] == 0] = 0
RGB[RGB[..., 1] == 1] = 0
# Adding an alpha value to the colour array.
RGBA = np.hstack((RGB, np.full((RGB.shape[0], 1), .85)))
collection = Poly3DCollection(quads)
collection.set_color(RGBA)
axes.add_collection3d(collection)
show()
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