【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