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PlatonicSolids

Repository source: PlatonicSolids

Description

Display all five Platonic solids in a grid.

Platonic solids are regular, convex polyhedrons. They are constructed by congruent (identical in shape and size) regular (all angles equal and all sides equal) polygonal faces with the same number of faces meeting at each vertex.

Five solids satisfy the above criteria:

Figure Tetrahedron Cube Octahedron Icosahedron Dodecahedron
Vertices 4 8 6 (2 × 3) 12 (4 × 3) 20 (8 + 4 × 3)
Edges 6 12 12 30 30
Faces 4 6 8 20 12

The relationship between vertices, edges and faces is given by Euler's formula:

V - E + F = 2

Other languages

See (Cxx), (Python)

Question

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Code

PlatonicSolids.py

#!/usr/bin/env python3

from collections import namedtuple
from dataclasses import dataclass

# noinspection PyUnresolvedReferences
import vtkmodules.vtkInteractionStyle
# noinspection PyUnresolvedReferences
import vtkmodules.vtkRenderingFreeType
# noinspection PyUnresolvedReferences
import vtkmodules.vtkRenderingOpenGL2
from vtkmodules.vtkCommonColor import vtkNamedColors
from vtkmodules.vtkCommonCore import (
    vtkLookupTable,
    vtkPoints
)
from vtkmodules.vtkCommonDataModel import (
    vtkCellArray,
    vtkPolyData,
    vtkPolyLine
)
from vtkmodules.vtkFiltersCore import vtkAppendPolyData
from vtkmodules.vtkFiltersSources import vtkPlatonicSolidSource
from vtkmodules.vtkInteractionWidgets import (
    vtkTextRepresentation,
    vtkTextWidget
)
from vtkmodules.vtkRenderingCore import (
    vtkActor,
    vtkActor2D,
    vtkCoordinate,
    vtkPolyDataMapper,
    vtkPolyDataMapper2D,
    vtkRenderWindow,
    vtkRenderWindowInteractor,
    vtkRenderer,
    vtkTextActor,
    vtkTextProperty
)


def main():
    colors = vtkNamedColors()

    name_orientation = get_name_orientation()
    lut = get_platonic_lut()

    # Set up the viewports.
    x_grid_dimensions = 3
    y_grid_dimensions = 2
    renderer_size = 300
    size = (x_grid_dimensions * renderer_size, y_grid_dimensions * renderer_size)

    viewports = dict()
    VP_Params = namedtuple('VP_Params', ['viewport', 'border'])
    last_col = False
    last_row = False
    blank = len(name_orientation)

    for row in range(0, y_grid_dimensions):
        if row == y_grid_dimensions - 1:
            last_row = True
        for col in range(0, x_grid_dimensions):
            if col == x_grid_dimensions - 1:
                last_col = True
            index = row * x_grid_dimensions + col
            # (xmin, ymin, xmax, ymax)
            viewport = (float(col) / x_grid_dimensions,
                        float(y_grid_dimensions - (row + 1)) / y_grid_dimensions,
                        float(col + 1) / x_grid_dimensions,
                        float(y_grid_dimensions - row) / y_grid_dimensions)

            if last_row and last_col:
                border = ViewPort.Border.TOP_LEFT_BOTTOM_RIGHT
                last_row = False
                last_col = False
            elif last_col:
                border = ViewPort.Border.RIGHT_TOP_LEFT
                last_col = False
            elif last_row:
                border = ViewPort.Border.TOP_LEFT_BOTTOM
            else:
                border = ViewPort.Border.TOP_LEFT
            vp_params = VP_Params(viewport, border)
            if index < blank:
                viewports[name_orientation[index].name] = vp_params
            else:
                viewports[index] = vp_params

    # Create the render window and interactor.
    ren_win = vtkRenderWindow(size=size, window_name='PlatonicSolids')

    iren = vtkRenderWindowInteractor()
    iren.render_window = ren_win

    # Create one text property for all.
    text_property = vtkTextProperty(color=colors.GetColor3d('AliceBlue'), bold=True, italic=True,
                                    shadow=True, font_family_as_string='Courier',
                                    font_size=16, justification=TextProperty.Justification.VTK_TEXT_CENTERED)

    titles = list()
    for n in name_orientation:
        titles.append(n.name)
    # Position text according to its length and centered in the viewport.
    text_positions = get_text_positions(titles, justification=TextProperty.Justification.VTK_TEXT_CENTERED)

    text_representations = list()
    text_actors = list()
    text_widgets = list()
    renderers = list()

    # Create and link the mappers actors and renderers together.
    for i in range(0, len(name_orientation)):
        viewport = viewports[name_orientation[i].name].viewport
        border = viewports[name_orientation[i].name].border
        renderer = vtkRenderer(background=colors.GetColor3d('SlateGray'), viewport=viewport)
        draw_viewport_border(renderer, border=border, color=colors.GetColor3d('Yellow'), line_width=4)

        platonic_solid = vtkPlatonicSolidSource(solid_type=i)
        mapper = vtkPolyDataMapper(lookup_table=lut, scalar_range=(0, 19))
        platonic_solid >> mapper
        actor = vtkActor(mapper=mapper)
        renderer.AddActor(actor)

        # Create the text actor and representation.
        text_actors.append(
            vtkTextActor(input=name_orientation[i].name,
                         text_scale_mode=vtkTextActor.TEXT_SCALE_MODE_NONE,
                         text_property=text_property))

        # Create the text representation. Used for positioning the text actor.
        text_representations.append(vtkTextRepresentation(enforce_normalized_viewport_bounds=True))
        text_representations[i].GetPositionCoordinate().value = text_positions[name_orientation[i].name]['p']
        text_representations[i].GetPosition2Coordinate().value = text_positions[name_orientation[i].name]['p2']

        # Create the text widget, setting the default renderer and interactor.
        text_widgets.append(
            vtkTextWidget(representation=text_representations[i], text_actor=text_actors[i],
                          default_renderer=renderer, interactor=iren, selectable=False))

        # Orient the view.
        renderer.ResetCamera()
        renderer.active_camera.Azimuth(name_orientation[i].azimuth)
        renderer.active_camera.Elevation(name_orientation[i].elevation)
        renderer.active_camera.Zoom(name_orientation[i].zoom)
        renderer.ResetCameraClippingRange()

        renderers.append(renderer)
        ren_win.AddRenderer(renderers[i])

    for i in range(blank, x_grid_dimensions * y_grid_dimensions):
        viewport = viewports[i].viewport
        border = viewports[i].border
        renderer = vtkRenderer(background=colors.GetColor3d('SlateGray'), viewport=viewport)
        draw_viewport_border(renderer, border=border, color=colors.GetColor3d('Yellow'), line_width=4)
        ren_win.AddRenderer(renderer)

    for i in range(0, len(name_orientation)):
        text_widgets[i].On()

    iren.Initialize()
    ren_win.Render()
    iren.Start()


def get_name_orientation():
    """
    Get the platonic solid names and initial orientations.

    :return: The solids and their initial orientations.
    """

    # [[name, azimuth, elevation, zoom] ...]
    res = [['Tetrahedron', 45.0, 30.0, 1.0],
           ['Cube', -60.0, 45.0, 0.8],
           ['Octahedron', -15.0, 10.0, 1.0],
           ['Icosahedron', 4.5, 18.0, 1.0],
           ['Dodecahedron', 171.0, 22.0, 1.0]]

    platonic_solids = namedtuple('platonic_solids', ('name', 'azimuth', 'elevation', 'zoom'))
    # Convert res to a list of named tuples.
    res = [platonic_solids(*row) for row in res]
    return res


def get_platonic_lut():
    """
    Get a specialised lookup table for the platonic solids.

    Since each face of a vtkPlatonicSolidSource has a different
    cell scalar, we create a lookup table with a different colour
    for each face.
    The colors have been carefully chosen so that adjacent cells
    are colored distinctly.

    :return: The lookup table.
    """
    lut = vtkLookupTable(number_of_table_values=20, table_range=(0.0, 19.0))
    # lut.SetNumberOfTableValues(20)
    # lut.SetTableRange(0.0, 19.0)
    lut.Build()
    lut.SetTableValue(0, 0.1, 0.1, 0.1)
    lut.SetTableValue(1, 0, 0, 1)
    lut.SetTableValue(2, 0, 1, 0)
    lut.SetTableValue(3, 0, 1, 1)
    lut.SetTableValue(4, 1, 0, 0)
    lut.SetTableValue(5, 1, 0, 1)
    lut.SetTableValue(6, 1, 1, 0)
    lut.SetTableValue(7, 0.9, 0.7, 0.9)
    lut.SetTableValue(8, 0.5, 0.5, 0.5)
    lut.SetTableValue(9, 0.0, 0.0, 0.7)
    lut.SetTableValue(10, 0.5, 0.7, 0.5)
    lut.SetTableValue(11, 0, 0.7, 0.7)
    lut.SetTableValue(12, 0.7, 0, 0)
    lut.SetTableValue(13, 0.7, 0, 0.7)
    lut.SetTableValue(14, 0.7, 0.7, 0)
    lut.SetTableValue(15, 0, 0, 0.4)
    lut.SetTableValue(16, 0, 0.4, 0)
    lut.SetTableValue(17, 0, 0.4, 0.4)
    lut.SetTableValue(18, 0.4, 0, 0)
    lut.SetTableValue(19, 0.4, 0, 0.4)
    return lut


def get_text_positions(names, justification=0, vertical_justification=0, width=0.96, height=0.1):
    """
    Get viewport positioning information for a list of names.

    :param names: The list of names.
    :param justification: Horizontal justification of the text, default is left.
    :param vertical_justification: Vertical justification of the text, default is bottom.
    :param width: Width of the bounding_box of the text in screen coordinates.
    :param height: Height of the bounding_box of the text in screen coordinates.
    :return: A list of positioning information.
    """
    # The gap between the left or right edge of the screen and the text.
    dx = 0.02
    width = abs(width)
    if width > 0.96:
        width = 0.96

    y0 = 0.01
    height = abs(height)
    if height > 0.9:
        height = 0.9
    dy = height
    if vertical_justification == TextProperty.VerticalJustification.VTK_TEXT_TOP:
        y0 = 1.0 - (dy + y0)
        dy = height
    if vertical_justification == TextProperty.VerticalJustification.VTK_TEXT_CENTERED:
        y0 = 0.5 - (dy / 2.0 + y0)
        dy = height

    name_len_min = 0
    name_len_max = 0
    first = True
    for k in names:
        sz = len(k)
        if first:
            name_len_min = name_len_max = sz
            first = False
        else:
            name_len_min = min(name_len_min, sz)
            name_len_max = max(name_len_max, sz)
    text_positions = dict()
    for k in names:
        sz = len(k)
        delta_sz = width * sz / name_len_max
        if delta_sz > width:
            delta_sz = width

        if justification == TextProperty.Justification.VTK_TEXT_CENTERED:
            x0 = 0.5 - delta_sz / 2.0
        elif justification == TextProperty.Justification.VTK_TEXT_RIGHT:
            x0 = 1.0 - dx - delta_sz
        else:
            # Default is left justification.
            x0 = dx

        # For debugging!
        # print(
        #     f'{k:16s}: (x0, y0) = ({x0:3.2f}, {y0:3.2f}), (x1, y1) = ({x0 + delta_sz:3.2f}, {y0 + dy:3.2f})'
        #     f', width={delta_sz:3.2f}, height={dy:3.2f}')
        text_positions[k] = {'p': [x0, y0, 0], 'p2': [delta_sz, dy, 0]}

    return text_positions


def draw_viewport_border(renderer, border, color=(0, 0, 0), line_width=2):
    """
    Draw a border around the viewport of a renderer.

    :param renderer: The renderer.
    :param border: The border to draw, it must be one of the constants in ViewPort.Border.
    :param color: The color.
    :param line_width: The line width of the border.
    :return:
    """

    def generate_border_lines(border_type):
        """
        Generate the lines for the border.

        :param border_type:  The border type to draw, it must be one of the constants in ViewPort.Border
        :return: The points and lines.
        """
        if border_type >= ViewPort.Border.NUMBER_OF_BORDER_TYPES:
            print('Not a valid border type.')
            return None

        # Points start at upper right and proceed anti-clockwise.
        pts = (
            (1, 1, 0),
            (0, 1, 0),
            (0, 0, 0),
            (1, 0, 0),
            (1, 1, 0),
        )
        pt_orders = {
            ViewPort.Border.TOP: (0, 1),
            ViewPort.Border.LEFT: (1, 2),
            ViewPort.Border.BOTTOM: (2, 3),
            ViewPort.Border.RIGHT: (3, 4),
            ViewPort.Border.LEFT_BOTTOM: (1, 2, 3),
            ViewPort.Border.BOTTOM_RIGHT: (2, 3, 4),
            ViewPort.Border.RIGHT_TOP: (3, 4, 1),
            ViewPort.Border.RIGHT_TOP_LEFT: (3, 4, 1, 2),
            ViewPort.Border.TOP_LEFT: (0, 1, 2),
            ViewPort.Border.TOP_LEFT_BOTTOM: (0, 1, 2, 3),
            ViewPort.Border.TOP_LEFT_BOTTOM_RIGHT: (0, 1, 2, 3, 4)
        }
        pt_order = pt_orders[border_type]
        number_of_points = len(pt_order)
        points = vtkPoints(number_of_points=number_of_points)
        i = 0
        for pt_id in pt_order:
            points.InsertPoint(i, *pts[pt_id])
            i += 1

        lines = vtkPolyLine()
        lines.point_ids.SetNumberOfIds(number_of_points)
        for i in range(0, number_of_points):
            lines.point_ids.id = (i, i)

        cells = vtkCellArray()
        cells.InsertNextCell(lines)

        # Make the polydata and return.
        return vtkPolyData(points=points, lines=cells)

    # Use normalized viewport coordinates since
    # they are independent of window size.
    coordinate = vtkCoordinate(coordinate_system=Coordinate.CoordinateSystem.VTK_NORMALIZED_VIEWPORT)
    poly = vtkAppendPolyData()
    if border == ViewPort.Border.TOP_BOTTOM:
        (
            generate_border_lines(ViewPort.Border.TOP),
            generate_border_lines(ViewPort.Border.BOTTOM)
        ) >> poly
    elif border == ViewPort.Border.LEFT_RIGHT:
        (
            generate_border_lines(ViewPort.Border.LEFT),
            generate_border_lines(ViewPort.Border.RIGHT)
        ) >> poly
    else:
        generate_border_lines(border) >> poly

    mapper = vtkPolyDataMapper2D(transform_coordinate=coordinate)
    poly >> mapper
    actor = vtkActor2D(mapper=mapper)
    actor.property.color = color
    # Line width should be at least 2 to be visible at the extremes.
    actor.property.line_width = line_width

    renderer.AddViewProp(actor)


@dataclass(frozen=True)
class Coordinate:
    @dataclass(frozen=True)
    class CoordinateSystem:
        VTK_DISPLAY: int = 0
        VTK_NORMALIZED_DISPLAY: int = 1
        VTK_VIEWPORT: int = 2
        VTK_NORMALIZED_VIEWPORT: int = 3
        VTK_VIEW: int = 4
        VTK_POSE: int = 5
        VTK_WORLD: int = 6
        VTK_USERDEFINED: int = 7


@dataclass(frozen=True)
class TextProperty:
    @dataclass(frozen=True)
    class Justification:
        VTK_TEXT_LEFT: int = 0
        VTK_TEXT_CENTERED: int = 1
        VTK_TEXT_RIGHT: int = 2

    @dataclass(frozen=True)
    class VerticalJustification:
        VTK_TEXT_BOTTOM: int = 0
        VTK_TEXT_CENTERED: int = 1
        VTK_TEXT_TOP: int = 2


@dataclass(frozen=True)
class ViewPort:
    @dataclass(frozen=True)
    class Border:
        TOP: int = 0
        LEFT: int = 1
        BOTTOM: int = 2
        RIGHT: int = 3
        LEFT_BOTTOM: int = 4
        BOTTOM_RIGHT: int = 5
        RIGHT_TOP: int = 6
        RIGHT_TOP_LEFT: int = 7
        TOP_LEFT: int = 8
        TOP_LEFT_BOTTOM: int = 9
        TOP_LEFT_BOTTOM_RIGHT: int = 10
        TOP_BOTTOM: int = 11
        LEFT_RIGHT: int = 12
        NUMBER_OF_BORDER_TYPES: int = 13


if __name__ == '__main__':
    main()