我用ILNumerics制作了一些盒子(右图)。这个框对于每个框都有不同的属性,如左侧所示。
实际上,我想按照我的定义对盒子进行着色。颜色本身取决于" Delta Rho",其最大值= 1,最小值= -1。我也想显示颜色条。如何实现?任何人都有线索?
是的,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();
}
答案 0 :(得分:1)
得到了答案!
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;