Note
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Sphere Geometry
Example showing different types of geometric cylinders.
import numpy as np
from wgpu.gui.auto import WgpuCanvas, run
import pygfx as gfx
canvas = WgpuCanvas()
renderer = gfx.renderers.WgpuRenderer(canvas)
scene = gfx.Scene()
grid = gfx.Grid(
None,
gfx.GridMaterial(
major_step=5,
thickness_space="world",
major_thickness=0.1,
infinite=True,
),
orientation="xz",
)
grid.local.y = -10
scene.add(grid)
spheres = [
(
(0, 0, -7.5),
(0, 0.65, 0, 1),
gfx.sphere_geometry(4.5, phi_length=np.pi * 1.5),
),
((0, 0, 7.5), (1, 1, 1, 1), gfx.sphere_geometry(4)),
(
(15, 0, -7.5),
(1, 0.3, 0.3, 1),
gfx.sphere_geometry(4, theta_start=np.pi * 0.25, theta_length=np.pi * 0.50),
),
(
(15, 0, 7.5),
(0.35, 0, 0, 1),
gfx.sphere_geometry(5, width_segments=6),
),
((-15, 0, -7.5), (1, 1, 0.75, 1), gfx.sphere_geometry(7)),
((-15, 0, 7.5), (1, 1, 0.75, 1), gfx.sphere_geometry(5, height_segments=8)),
]
for pos, color, geometry in spheres:
material = gfx.MeshPhongMaterial(color=color, flat_shading=True)
wobject = gfx.Mesh(geometry, material)
wobject.local.position = pos
scene.add(wobject)
camera = gfx.PerspectiveCamera(70, 16 / 9)
camera.show_object(scene, (-1, -1, -1), up=(0, 1, 0))
scene.add(camera.add(gfx.DirectionalLight()))
scene.add(gfx.AmbientLight())
controller = gfx.OrbitController(camera, register_events=renderer)
if __name__ == "__main__":
canvas.request_draw(lambda: renderer.render(scene, camera))
run()
Total running time of the script: (0 minutes 0.608 seconds)