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python画立方体--魔方

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这篇文章主要介绍了python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

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立方体每列颜色不同:

# Import libraries
import matplotlib.pyplot as plt
from mpl_toolkits.mplot3d import Axes3D
import numpy as np
  
  
# Create axis
axes = [5,5,5]
  
# Create Data
data = np.ones(axes, dtype=np.bool)
  
# Controll Tranperency
alpha = 0.9
  
# Control colour
colors = np.empty(axes + [4], dtype=np.float32)
  
colors[0] = [1, 0, 0, alpha]  # red
colors[1] = [0, 1, 0, alpha]  # green
colors[2] = [0, 0, 1, alpha]  # blue
colors[3] = [1, 1, 0, alpha]  # yellow
colors[4] = [1, 1, 1, alpha]  # grey
  
# Plot figure
fig = plt.figure()
ax = fig.add_subplot(111, projection='3d')
  
# Voxels is used to customizations of
# the sizes, positions and colors.
ax.voxels(data, facecolors=colors, edgecolors='grey')

立方体各面颜色不同:

import matplotlib.pyplot as plt
import numpy as np
 
 
def generate_rubik_cube(nx, ny, nz):
    """
    根据输入生成指定尺寸的魔方
    :param nx:
    :param ny:
    :param nz:
    :return:
    """
    # 准备一些坐标
    n_voxels = np.ones((nx + 2, ny + 2, nz + 2), dtype=bool)
 
    # 生成间隙
    size = np.array(n_voxels.shape) * 2
    filled_2 = np.zeros(size - 1, dtype=n_voxels.dtype)
    filled_2[::2, ::2, ::2] = n_voxels
 
    # 缩小间隙
    # 构建voxels顶点控制网格
    # x, y, z均为6x6x8的矩阵,为voxels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.indices(np.array(filled_2.shape) + 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 division

import 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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