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

  • color = theme(scene, :markercolor) sets the color of the marker. If no color is set, multiple calls to meshscatter! will cycle through the axis color palette. Otherwise, one can set one color per point by passing a Vector{<:Colorant}, or one colorant for the whole meshscatterplot. If color is a vector of numbers, the colormap args are used to map the numbers to colors.

  • 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, 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.

3D shading attributes

  • 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 with fxaa = true.

Color attributes

  • colormap::Union{Symbol, Vector{<:Colorant}} = :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().

  • colorscale::Function = identity 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.

  • colorrange::Tuple{<:Real, <:Real} sets the values representing the start and end points of colormap.

  • nan_color::Union{Symbol, <:Colorant} = RGBAf(0,0,0,0) sets a replacement color for color = NaN.

  • lowclip::Union{Nothing, Symbol, <:Colorant} = nothing sets a color for any value below the colorrange.

  • highclip::Union{Nothing, Symbol, <:Colorant} = nothing sets a color for any value above the colorrange.

  • alpha = 1.0 sets the alpha value of the colormap or color attribute. Multiple alphas like in plot(alpha=0.2, color=(:red, 0.5), will get multiplied.

Generic attributes

  • 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 GLMakie transparency = 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 by DataInspector.

  • depth_shift::Float32 = 0f0 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).

  • model::Makie.Mat4f sets a model matrix for the plot. This replaces adjustments made with translate!, rotate! and scale!.

  • space::Symbol = :data sets the transformation space for box encompassing the volume plot. See Makie.spaces() for possible inputs.

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)