【问题标题】:How to make a manual coloring in ILNumerics?如何在 ILNumerics 中进行手动着色?
【发布时间】:2014-08-22 23:02:28
【问题描述】:

我用 ILNumerics 制作了一些盒子(图片右侧)。正如您在左侧看到的那样,每个框都有不同的属性。

实际上,我想按照我的定义为框着色。颜色本身取决于“Delta Rho”,它的最大值 = 1,最小值 = -1。我也想显示彩条。如何让它发生?有人知道吗?

顺便说一句,这是我的代码:

private void createBlockBody(BlockBody BlockBody, ILScene scene, ILPlotCube plotCube)
    {
        ILArray<double> A = ILMath.rand(1, 20) * 4 + ILMath.vec(1, 20);
        plotCube.Add(new ILTriangles("tri")
        {
            Positions = new float[,] { 
            // front side
            {(float) BlockBody.UpperLeftPoint.X,(float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z}, 
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z},
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z},

            {(float) BlockBody.UpperLeftPoint.X,(float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z}, 
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z},
            {(float) BlockBody.UpperLeftPoint.X, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z},

            //back side
            {(float) BlockBody.UpperLeftPoint.X,(float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz}, 
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz},
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz},

            {(float) BlockBody.UpperLeftPoint.X,(float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz}, 
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz},
            {(float) BlockBody.UpperLeftPoint.X, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz},

            //up
            {(float) BlockBody.UpperLeftPoint.X,(float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z  + (float) BlockBody.dz}, 
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z},
            {(float) BlockBody.UpperLeftPoint.X, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z},

            {(float) BlockBody.UpperLeftPoint.X,(float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z  + (float) BlockBody.dz}, 
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z},
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz},

            //up
            {(float) BlockBody.UpperLeftPoint.X,(float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z  + (float) BlockBody.dz}, 
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z},
            {(float) BlockBody.UpperLeftPoint.X, (float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z},

            {(float) BlockBody.UpperLeftPoint.X,(float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z  + (float) BlockBody.dz}, 
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z},
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz},

            //right
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx,(float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz}, 
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z},
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z},

            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx,(float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz}, 
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z},
            {(float) BlockBody.UpperLeftPoint.X + (float) BlockBody.dx, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz},


            //left
            {(float) BlockBody.UpperLeftPoint.X,(float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz}, 
            {(float) BlockBody.UpperLeftPoint.X, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z},
            {(float) BlockBody.UpperLeftPoint.X, (float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z}, 

            {(float) BlockBody.UpperLeftPoint.X,(float) BlockBody.UpperLeftPoint.Y, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz}, 
            {(float) BlockBody.UpperLeftPoint.X, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z},
            {(float) BlockBody.UpperLeftPoint.X, (float) BlockBody.UpperLeftPoint.Y + (float) BlockBody.dy, (float) BlockBody.UpperLeftPoint.Z + (float) BlockBody.dz},
            },

            Colors = new float[,] { 
            // front side
            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},
            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},

            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},
            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},

            //
            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},
            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},

            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},
            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},

            //
            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},
            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},

            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},
            {(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},{(float) BlockBody.Rho,(float) BlockBody.Rho,(float) BlockBody.Rho},
        },
        });

        // configure the limits of the plot cube content (similar to zooming)
        plotCube.Limits.Set(
          new Vector3(0, 0, 1000),   // set the minimum X,Y,Z coordinate
          new Vector3(1000, 1000, 0));// set the maximum X,Y,Z coordinate

        // disable clipping at the plot cube edges
        plotCube.Plots.Clipping = null;
        SliceilPanel.Scene = scene;
        SliceilPanel.Refresh();
    }

【问题讨论】:

    标签: colors visualization ilnumerics colorbar color-mapping


    【解决方案1】:

    找到答案了!

    plotCube.Add(box);
    var colormap = new ILColormap(Colormaps.Jet);
    Vector4 key1 = colormap.Map((float)BlockBody.Rho, new Tuple<float, float>(-1, 1));
    var test = key1.ToColor();
    box.Color = test;
    

    【讨论】:

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