arrows
arrows(points, directions; kwargs...)
arrows(x, y, u, v)
arrows(x::AbstractVector, y::AbstractVector, u::AbstractMatrix, v::AbstractMatrix)
arrows(x, y, z, u, v, w)
arrows(x, y, [z], f::Function)
Plots arrows at the specified points with the specified components. u
and v
are interpreted as vector components (u
being the x and v
being the y), and the vectors are plotted with the tails at x
, y
.
If x, y, u, v
are <: AbstractVector
, then each 'row' is plotted as a single vector.
If u, v
are <: AbstractMatrix
, then x
and y
are interpreted as specifications for a grid, and u, v
are plotted as arrows along the grid.
arrows
can also work in three dimensions.
If a Function
is provided in place of u, v, [w]
, then it must accept a Point
as input, and return an appropriately dimensioned Point
, Vec
, or other array-like output.
Attributes
Available attributes and their defaults for Arrows
are:
align :origin
alpha 1.0
arrowcolor MakieCore.Automatic()
arrowhead MakieCore.Automatic()
arrowsize MakieCore.Automatic()
arrowtail MakieCore.Automatic()
color :black
colormap :viridis
colorrange MakieCore.Automatic()
colorscale identity
depth_shift 0.0f0
diffuse 0.4
highclip MakieCore.Automatic()
inspectable true
lengthscale 1.0f0
linecolor MakieCore.Automatic()
linestyle "nothing"
linewidth MakieCore.Automatic()
lowclip MakieCore.Automatic()
markerspace :pixel
nan_color :transparent
normalize false
overdraw false
quality 32
shininess 32.0f0
space :data
specular 0.2
ssao false
transparency false
visible true
Attributes
arrowhead = automatic
: Defines the marker (2D) or mesh (3D) that is used as the arrow head. The default for is'▲'
in 2D and a cone mesh in 3D. For the latter the mesh should start atPoint3f(0)
and point in positive z-direction.arrowtail = automatic
: Defines the mesh used to draw the arrow tail in 3D. It should start atPoint3f(0)
and extend in negative z-direction. The default is a cylinder. This has no effect on the 2D plot.quality = 32
: Defines the number of angle subdivisions used when generating the arrow head and tail meshes. Consider lowering this if you have performance issues. Only applies to 3D plots.linecolor = :black
: Sets the color used for the arrow tail which is represented by a line in 2D.arrowcolor = linecolor
: Sets the color of the arrow head.arrowsize = automatic
: Scales the size of the arrow head. This defaults to0.3
in the 2D case andVec3f(0.2, 0.2, 0.3)
in the 3D case. For the latter the first two components scale the radius (in x/y direction) and the last scales the length of the cone. If the arrowsize is set to 1, the cone will have a diameter and length of 1.linewidth = automatic
: Scales the width/diameter of the arrow tail. Defaults to1
for 2D and0.05
for the 3D case.lengthscale = 1f0
: Scales the length of the arrow tail.linestyle = nothing
: Sets the linestyle used in 2D. Does not apply to 3D plots.normalize = false
: By default the lengths of the directions given toarrows
are used to scale the length of the arrow tails. If this attribute is set to true the directions are normalized, skipping this scaling.align = :origin
: Sets how arrows are positioned. By default arrows start at the given positions and extend along the given directions. If this attribute is set to:head
,:lineend
,:tailend
,:headstart
or:center
the given positions will be between the head and tail of each arrow instead.
Examples
using CairoMakie
f = Figure(resolution = (800, 800))
Axis(f[1, 1], backgroundcolor = "black")
xs = LinRange(0, 2pi, 20)
ys = LinRange(0, 3pi, 20)
us = [sin(x) * cos(y) for x in xs, y in ys]
vs = [-cos(x) * sin(y) for x in xs, y in ys]
strength = vec(sqrt.(us .^ 2 .+ vs .^ 2))
arrows!(xs, ys, us, vs, arrowsize = 10, lengthscale = 0.3,
arrowcolor = strength, linecolor = strength)
f
using GLMakie
ps = [Point3f(x, y, z) for x in -5:2:5 for y in -5:2:5 for z in -5:2:5]
ns = map(p -> 0.1 * Vec3f(p[2], p[3], p[1]), ps)
arrows(
ps, ns, fxaa=true, # turn on anti-aliasing
linecolor = :gray, arrowcolor = :black,
linewidth = 0.1, arrowsize = Vec3f(0.3, 0.3, 0.4),
align = :center, axis=(type=Axis3,)
)
using GLMakie
using LinearAlgebra
ps = [Point3f(x, y, z) for x in -5:2:5 for y in -5:2:5 for z in -5:2:5]
ns = map(p -> 0.1 * Vec3f(p[2], p[3], p[1]), ps)
lengths = norm.(ns)
arrows(
ps, ns, fxaa=true, # turn on anti-aliasing
color=lengths,
linewidth = 0.1, arrowsize = Vec3f(0.3, 0.3, 0.4),
align = :center, axis=(type=Axis3,)
)
arrows
can also take a function f(x::Point{N})::Point{N}
which returns the arrow vector when given the arrow's origin.
using CairoMakie
fig = Figure(resolution = (800, 800))
ax = Axis(fig[1, 1], backgroundcolor = "black")
xs = LinRange(0, 2pi, 20)
ys = LinRange(0, 3pi, 20)
# explicit method
us = [sin(x) * cos(y) for x in xs, y in ys]
vs = [-cos(x) * sin(y) for x in xs, y in ys]
strength = vec(sqrt.(us .^ 2 .+ vs .^ 2))
# function method
arrow_fun(x) = Point2f(sin(x[1])*cos(x[2]), -cos(x[1])*sin(x[2]))
arrows!(ax, xs, ys, arrow_fun, arrowsize = 10, lengthscale = 0.3,
arrowcolor = strength, linecolor = strength)
fig
These docs were autogenerated using Makie: v0.19.12, GLMakie: v0.8.12, CairoMakie: v0.10.12, WGLMakie: v0.8.16