meshscatter
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
.
Attributes
Specific to MeshScatter
cycle::Vector{Symbol} = [:color]
sets which attributes to cycle when creating multiple plots.marker::Union{Symbol, GeometryBasics.GeometryPrimitive, GeometryBasics.Mesh}
sets the scattered mesh.markersize::Union{<:Real, Vec3f} = 0.1
sets the scale of the mesh. This can be given as a Vector to apply to each scattered mesh individually.rotations::Union{Real, Vec3f, Quaternion} = 0
sets the rotation of the mesh. A numeric rotation is around the z-axis, aVec3f
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.
Generic
visible::Bool = true
sets whether the plot will be rendered or not.overdraw::Bool = false
sets whether the plot will draw over other plots. This specifically means ignoring depth checks in GL backends.transparency::Bool = false
adjusts how the plot deals with transparency. In GLMakietransparency = true
results in using Order Independent Transparency.fxaa::Bool = true
adjusts whether the plot is rendered with fxaa (anti-aliasing).inspectable::Bool = true
sets whether this plot should be seen byDataInspector
.depth_shift::Float32 = 0f0
adjusts the depth value of a plot after all other transformations, i.e. in clip space, where0 <= depth <= 1
. This only applies to GLMakie and WGLMakie and can be used to adjust render order (like a tunable overdraw).model::Makie.Mat4f
sets a model matrix for the plot. This replaces adjustments made withtranslate!
,rotate!
andscale!
.color
sets the color of the plot. It can be given as a named colorSymbol
or aColors.Colorant
. Transparency can be included either directly as an alpha value in theColorant
or as an additional float in a tuple(color, alpha)
. The color can also be set for each scattered mesh by passing aVector
of colors or be used to index thecolormap
by passing aReal
number orVector{<: Real}
.colormap::Union{Symbol, Vector{<:Colorant}} = :viridis
sets the colormap that is sampled for numericcolor
s.colorrange::Tuple{<:Real, <:Real}
sets the values representing the start and end points ofcolormap
.nan_color::Union{Symbol, <:Colorant} = RGBAf(0,0,0,0)
sets a replacement color forcolor = NaN
.lowclip::Union{Automatic, Symbol, <:Colorant} = automatic
sets a color for any value below the colorrange.highclip::Union{Automatic, Symbol, <:Colorant} = automatic
sets a color for any value above the colorrange.space::Symbol = :data
sets the transformation space for the positions of meshes. SeeMakie.spaces()
for possible inputs.
Generic 3D
shading = true
enables lighting.diffuse::Vec3f = Vec3f(0.4)
sets how strongly the red, green and blue channel react to diffuse (scattered) light.specular::Vec3f = Vec3f(0.2)
sets how strongly the object reflects light in the red, green and blue channels.shininess::Real = 32.0
sets how sharp the reflection is.ssao::Bool = 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 withfxaa = true
.
Examples
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)
These docs were autogenerated using Makie: v0.19.3, GLMakie: v0.8.3, CairoMakie: v0.10.3, WGLMakie: v0.8.7