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mesh

MakieCore.mesh Function
julia
mesh(x, y, z)
mesh(mesh_object)
mesh(x, y, z, faces)
mesh(xyz, faces)

Plots a 3D or 2D mesh. Supported mesh_objects include Mesh types from GeometryBasics.jl.

Plot type

The plot type alias for the mesh function is Mesh.

source

Examples

julia
using GLMakie
vertices = [
    0.0 0.0;
    1.0 0.0;
    1.0 1.0;
    0.0 1.0;
]

faces = [
    1 2 3;
    3 4 1;
]

colors = [:red, :green, :blue, :orange]

mesh(vertices, faces, color = colors, shading = NoShading)
julia
using GLMakie
using FileIO

brain = load(assetpath("brain.stl"))

mesh(
    brain,
    color = [tri[1][2] for tri in brain for i in 1:3],
    colormap = Reverse(:Spectral)
)

Face colors and normals

julia
using GLMakie
using GeometryBasics

# Reduce quality of sphere
s = Tessellation(Sphere(Point3f(0), 1f0), 12)
ps = coordinates(s)
fs = faces(s)

# Use a FaceView to with a new set of faces which refer to one color per face.
# Each face must have the same length as the respective face in fs.
# (Using the same face type guarantees this)
FT = eltype(fs); N = length(fs)
cs = FaceView(rand(RGBf, N), [FT(i) for i in 1:N])

# generate normals per face (this creates a FaceView as well)
ns = face_normals(ps, fs)

# Create mesh
m = GeometryBasics.mesh(ps, fs, normal = ns, color = cs)

mesh(m)

Using GeometryBasics.Mesh and Buffer/Sampler type

We can also create a mesh to specify normals, uv coordinates:

julia
using GeometryBasics, LinearAlgebra, GLMakie, FileIO


# Create vertices for a Sphere
r = 0.5f0
n = 30
θ = LinRange(0, pi, n)
φ2 = LinRange(0, 2pi, 2 * n)
x2 = [r * cos(φv) * sin(θv) for θv in θ, φv in φ2]
y2 = [r * sin(φv) * sin(θv) for θv in θ, φv in φ2]
z2 = [r * cos(θv) for θv in θ, φv in 2φ2]
points = vec([Point3f(xv, yv, zv) for (xv, yv, zv) in zip(x2, y2, z2)])

# The coordinates form a matrix, so to connect neighboring vertices with a face
# we can just use the faces of a rectangle with the same dimension as the matrix:
_faces = decompose(QuadFace{GLIndex}, Tessellation(Rect(0, 0, 1, 1), size(z2)))
# Normals of a centered sphere are easy, they're just the vertices normalized.
_normals = normalize.(points)

# Now we generate UV coordinates, which map the image (texture) to the vertices.
# (0, 0) means lower left edge of the image, while (1, 1) means upper right corner.
function gen_uv(shift)
    return vec(map(CartesianIndices(size(z2))) do ci
        tup = ((ci[1], ci[2]) .- 1) ./ ((size(z2) .* shift) .- 1)
        return Vec2f(reverse(tup))
    end)
end

# We add some shift to demonstrate how UVs work:
uv = gen_uv(0.0)
# We can use a Buffer to update single elements in an array directly on the GPU
# with GLMakie. They work just like normal arrays, but forward any updates written to them directly to the GPU
uv_buff = Buffer(uv)
gb_mesh = GeometryBasics.Mesh(points, _faces; uv = uv_buff, normal = _normals)

f, ax, pl = mesh(gb_mesh,  color = rand(100, 100), colormap=:blues)
wireframe!(ax, gb_mesh, color=(:black, 0.2), linewidth=2, transparency=true)
record(f, "uv_mesh.mp4", LinRange(0, 1, 100)) do shift
    uv_buff[1:end] = gen_uv(shift)
end

The uv coordinates that go out of bounds will get repeated per default. One can use a Sampler object to change that behaviour:

julia
#=
Possible values:
:clamp_to_edge (default)
:mirrored_repeat
:repeat
=#
data = load(Makie.assetpath("earth.png"))
color = Sampler(rotl90(data'), x_repeat=:mirrored_repeat,y_repeat=:repeat)
f, ax, pl = mesh(gb_mesh,  color = color)
wireframe!(ax, gb_mesh, color=(:black, 0.2), linewidth=2, transparency=true)

record(f, "uv_mesh_mirror.mp4", LinRange(0, 1, 100)) do shift
    uv_buff[1:end] = gen_uv(shift)
end

Complex Meshes (Experimental)

julia
using GLMakie
using FileIO

# Load a mesh with material information. This will produce a GeometryBasics.MetaMesh
sponza = load(assetpath("sponza/sponza.obj"))

# The MetaMesh contains a standard GeometryBasics.Mesh in `sponza.mesh` with
# `mesh.views` defining the different sub-meshes, and material metadata in the
# `sponza.meta` Dict. The metadata includes:
# - meta[:material_names] which maps each view in `mesh.views` to a material name
# - meta[:materials] which maps a material name to a nested Dict of the loaded properties
# When a MetaMesh is given to Makie.mesh(), it will look for these entries and
# try to build a plot accordingly.
f, a, p = mesh(sponza)

# Set up camera
update_cam!(a.scene, Vec3f(-15, 7, 1), Vec3f(3, 5, 0), Vec3f(0,1,0))
cameracontrols(a).settings.center[] = false # don't recenter on display
cameracontrols(a).settings.fixed_axis[] = false # rotate freely

f

Attributes

alpha

Defaults to 1.0

The alpha value of the colormap or color attribute. Multiple alphas like in plot(alpha=0.2, color=(:red, 0.5), will get multiplied.

backlight

Defaults to 0.0

Sets a weight for secondary light calculation with inverted normals.

clip_planes

Defaults to automatic

Clip planes offer a way to do clipping in 3D space. You can set a Vector of up to 8 Plane3f planes here, behind which plots will be clipped (i.e. become invisible). By default clip planes are inherited from the parent plot or scene. You can remove parent clip_planes by passing Plane3f[].

color

Defaults to @inherit patchcolor

Sets the color of the mesh. Can be a Vector{<:Colorant} for per vertex colors or a single Colorant. A Matrix{<:Colorant} can be used to color the mesh with a texture, which requires the mesh to contain texture coordinates.

colormap

Defaults to @inherit colormap :viridis

Sets the colormap that is sampled for numeric colors. PlotUtils.cgrad(...), Makie.Reverse(any_colormap) can be used as well, or any symbol from ColorBrewer or PlotUtils. To see all available color gradients, you can call Makie.available_gradients().

colorrange

Defaults to automatic

The values representing the start and end points of colormap.

colorscale

Defaults to identity

The color transform function. Can be any function, but only works well together with Colorbar for identity, log, log2, log10, sqrt, logit, Makie.pseudolog10 and Makie.Symlog10.

cycle

Defaults to [:color => :patchcolor]

No docs available.

depth_shift

Defaults to 0.0

adjusts the depth value of a plot after all other transformations, i.e. in clip space, where 0 <= depth <= 1. This only applies to GLMakie and WGLMakie and can be used to adjust render order (like a tunable overdraw).

diffuse

Defaults to 1.0

Sets how strongly the red, green and blue channel react to diffuse (scattered) light.

fxaa

Defaults to true

adjusts whether the plot is rendered with fxaa (anti-aliasing, GLMakie only).

highclip

Defaults to automatic

The color for any value above the colorrange.

inspectable

Defaults to true

sets whether this plot should be seen by DataInspector.

inspector_clear

Defaults to automatic

Sets a callback function (inspector, plot) -> ... for cleaning up custom indicators in DataInspector.

inspector_hover

Defaults to automatic

Sets a callback function (inspector, plot, index) -> ... which replaces the default show_data methods.

inspector_label

Defaults to automatic

Sets a callback function (plot, index, position) -> string which replaces the default label generated by DataInspector.

interpolate

Defaults to true

sets whether colors should be interpolated

lowclip

Defaults to automatic

The color for any value below the colorrange.

matcap

Defaults to nothing

No docs available.

material

Defaults to nothing

RPRMakie only attribute to set complex RadeonProRender materials. Warning, how to set an RPR material may change and other backends will ignore this attribute

model

Defaults to automatic

Sets a model matrix for the plot. This overrides adjustments made with translate!, rotate! and scale!.

nan_color

Defaults to :transparent

The color for NaN values.

overdraw

Defaults to false

Controls if the plot will draw over other plots. This specifically means ignoring depth checks in GL backends

shading

Defaults to automatic

Sets the lighting algorithm used. Options are NoShading (no lighting), FastShading (AmbientLight + PointLight) or MultiLightShading (Multiple lights, GLMakie only). Note that this does not affect RPRMakie.

shininess

Defaults to 32.0

Sets how sharp the reflection is.

space

Defaults to :data

sets the transformation space for box encompassing the plot. See Makie.spaces() for possible inputs.

specular

Defaults to 0.2

Sets how strongly the object reflects light in the red, green and blue channels.

ssao

Defaults to false

Adjusts whether the plot is rendered with ssao (screen space ambient occlusion). Note that this only makes sense in 3D plots and is only applicable with fxaa = true.

transformation

Defaults to automatic

No docs available.

transparency

Defaults to false

Adjusts how the plot deals with transparency. In GLMakie transparency = true results in using Order Independent Transparency.

uv_transform

Defaults to automatic

Sets a transform for uv coordinates, which controls how a texture is mapped to a mesh. The attribute can be I, scale::VecTypes{2}, (translation::VecTypes{2}, scale::VecTypes{2}), any of :rotr90, :rotl90, :rot180, :swap_xy/:transpose, :flip_x, :flip_y, :flip_xy, or most generally a Makie.Mat{2, 3, Float32} or Makie.Mat3f as returned by Makie.uv_transform(). They can also be changed by passing a tuple (op3, op2, op1).

visible

Defaults to true

Controls whether the plot will be rendered or not.