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meshscatter

MakieCore.meshscatter Function
julia
meshscatter(positions)
meshscatter(x, y)
meshscatter(x, y, z)

Plots a mesh for each element in (x, y, z), (x, y), or positions (similar to scatter). markersize is a scaling applied to the primitive passed as marker.

Plot type

The plot type alias for the meshscatter function is MeshScatter.

source

Examples

julia
using GLMakie
xs = cos.(1:0.5:20)
ys = sin.(1:0.5:20)
zs = LinRange(0, 3, length(xs))

meshscatter(xs, ys, zs, markersize = 0.1, color = zs)
julia
using GLMakie
using FileIO, GeometryBasics
cow = FileIO.load(joinpath(pkgdir(Makie), "assets", "cow.png"))

N = 8; M = 10
f = Figure(size = (500, 400))
a, p = meshscatter(
    f[1, 1],
    [Point2f(x, y) for x in 1:M for y in 1:N],
    color = cow,
    uv_transform = [
        # 1. undo y flip of uvs relative to pos
        # 2. grab relevant section from image
        # 3. rotate to match view
        (:rotl90, (Vec2f(x, y), Vec2f(1/M, 1/N)), :flip_y)
        for x in range(0, 1, length = M+1)[1:M]
        for y in range(0, 1, length = N+1)[1:N]
    ],
    markersize = Vec3f(0.9, 0.9, 1),
    marker = uv_normal_mesh(Rect2f(-0.5, -0.5, 1, 1))
)
hidedecorations!(a)
xlims!(a, 0.4, M+0.6)
ylims!(a, 0.4, N+0.6)
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 markercolor

Sets the color of the marker.

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]

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.

lowclip

Defaults to automatic

The color for any value below the colorrange.

marker

Defaults to :Sphere

Sets the scattered mesh.

markersize

Defaults to 0.1

Sets the scale of the mesh. This can be given as a Vector to apply to each scattered mesh individually.

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

rotation

Defaults to 0.0

Sets the rotation of the mesh. A numeric rotation is around the z-axis, a Vec3f causes the mesh to rotate such that the the z-axis is now that vector, and a quaternion describes a general rotation. This can be given as a Vector to apply to each scattered mesh individually.

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.

transform_marker

Defaults to false

Controls whether the (complete) model matrix applies to the scattered mesh, rather than just the positions. (If this is true, scale!, rotate! and translate!() will affect the scattered mesh.)

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 the scattered mesh. Note that the mesh needs to include uv coordinates for this, which is not the case by default for geometry primitives. You can use GeometryBasics.uv_normal_mesh(prim) with, for example prim = Rect2f(0, 0, 1, 1). 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(). It can also be set per scattered mesh by passing a Vector of any of the above and operations can be changed by passing a tuple (op3, op2, op1).

visible

Defaults to true

Controls whether the plot will be rendered or not.