Colors 如何在ILNumerics中进行手动着色?
我用ILNumerics(图片右侧)制作了一些盒子。正如您在左侧看到的那样,每个框都有不同的属性 实际上,我想给我定义的盒子上色。颜色本身取决于“Delta Rho”,它的最大值为1,最小值为-1。我还想显示颜色栏。如何做到这一点?有人有线索吗 顺便说一句,这是我的代码:Colors 如何在ILNumerics中进行手动着色?,colors,visualization,ilnumerics,colorbar,color-mapping,Colors,Visualization,Ilnumerics,Colorbar,Color Mapping,我用ILNumerics(图片右侧)制作了一些盒子。正如您在左侧看到的那样,每个框都有不同的属性 实际上,我想给我定义的盒子上色。颜色本身取决于“Delta Rho”,它的最大值为1,最小值为-1。我还想显示颜色栏。如何做到这一点?有人有线索吗 顺便说一句,这是我的代码: private void createBlockBody(BlockBody BlockBody, ILScene scene, ILPlotCube plotCube) { ILArray<d
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();
}
私有void createBlockBody(块体块体、ILScene场景、ILPlotCube plotCube)
{
ILArray A=ILMath.rand(1,20)*4+ILMath.vec(1,20);
plotCube.Add(新的ILTriangles(“tri”)
{
位置=新浮动[,]{
//正面
{(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},
//背面
{(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},
//向上
{(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},
//向上
{(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},
//对
{(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},
//左
{(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)Bloc
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;