Source code for napari.components.camera

from __future__ import annotations

from dataclasses import dataclass
from typing import TYPE_CHECKING

import numpy as np
from pydantic import Field, PrivateAttr, field_validator

from napari.utils.camera_orientations import (
    DEFAULT_ORIENTATION_TYPED,
    DepthAxisOrientation,
    Handedness,
    HorizontalAxisOrientation,
    HorizontalAxisOrientationStr,
    VerticalAxisOrientation,
    VerticalAxisOrientationStr,
)
from napari.utils.events import EventedModel
from napari.utils.misc import ensure_n_tuple

if TYPE_CHECKING:
    import numpy.typing as npt


_SYNCED_CAMERA_DESCRIPTION = (
    'Controls how camera state is managed when switching between\n'
    '2D and 3D views. When checked, camera center and zoom are\n'
    'shared between views, with the depth (Z) component synced via\n'
    'the dims slider. When unchecked, each mode remembers\n'
    'its own camera state independently.'
)


@dataclass(frozen=True)
class _CameraState:
    """Captured camera state for a single ndisplay mode.

    This is a lightweight private data container used internally by
    :class:`Camera` to preserve per-mode center, zoom, and angles when
    switching between 2D and 3D views.
    """

    center: tuple[float, float, float] | tuple[float, float]
    zoom: float
    angles: tuple[float, float, float]


[docs] class Camera(EventedModel): """Camera object modeling position and view of the camera. Attributes ---------- center : 3-tuple Center of rotation for the camera. In 2D viewing the last two values are used. zoom : float Scale from canvas pixels to world pixels. angles : 3-tuple Euler angles of camera in 3D viewing (rx, ry, rz), in degrees. Only used during 3D viewing. Euler angles in 3D do not uniquely represent an orientation, so different angle triplets can produce the same view. Stored or returned angle values may differ from those that were set, while still representing an equivalent camera orientation. perspective : float Perspective (aka "field of view" in vispy) of the camera (if 3D). mouse_pan : bool If the camera interactive panning with the mouse is enabled or not. mouse_zoom : bool If the camera interactive zooming with the mouse is enabled or not. """ # fields center: tuple[float, float, float] | tuple[float, float] = ( 0.0, 0.0, 0.0, ) zoom: float = 1.0 angles: tuple[float, float, float] = (0.0, 0.0, 0.0) perspective: float = 0 mouse_pan: bool = True mouse_zoom: bool = True orientation: tuple[ DepthAxisOrientation, VerticalAxisOrientation, HorizontalAxisOrientation, ] = DEFAULT_ORIENTATION_TYPED synced: bool = Field(True, description=_SYNCED_CAMERA_DESCRIPTION) # Per-mode camera state cache for the "separate" (synced=False) mode. _cached_2d_state: _CameraState | None = PrivateAttr(None) _cached_3d_state: _CameraState | None = PrivateAttr(None) def _cache_state(self, ndisplay_mode: int) -> None: """Save current camera state for a given ndisplay mode.""" state = _CameraState( center=self.center, zoom=self.zoom, angles=self.angles, ) if ndisplay_mode == 2: self._cached_2d_state = state else: self._cached_3d_state = state def _pop_cached_state(self, ndisplay_mode: int) -> _CameraState | None: """Retrieve and remove cached state for a given ndisplay mode.""" if ndisplay_mode == 2: state = self._cached_2d_state self._cached_2d_state = None else: state = self._cached_3d_state self._cached_3d_state = None return state @field_validator('center', 'angles', mode='before') @classmethod def _ensure_3_tuple(cls, v): return ensure_n_tuple(v, n=3) @property def view_direction(self) -> tuple[float, float, float]: """3D view direction vector of the camera. View direction is calculated from the Euler angles and returned as a 3-tuple. This direction is in 3D scene coordinates, the world coordinate system for three currently displayed dimensions. """ from scipy.spatial.transform import Rotation as R # once we're in scene-land, we pretend to be in xyz space (axes names don't # mean anything after all...) which simplifies the logic a lot. rotation = R.from_euler('xyz', self.angles, degrees=True) # view direction is given by the z component, but flipping the sign. # This is because the default view direction at angles (0, 0, 0) is (-1, 0, 0) return tuple(-rotation.as_matrix()[0]) @property def up_direction(self) -> tuple[float, float, float]: """3D direction vector pointing up on the canvas. Up direction is calculated from the Euler angles and returned as a 3-tuple. This direction is in 3D scene coordinates, the world coordinate system for three currently displayed dimensions. """ from scipy.spatial.transform import Rotation as R # once we're in scene-land, we pretend to be in xyz space (axes names don't # mean anything after all...) which simplifies the logic a lot. rotation = R.from_euler('xyz', self.angles, degrees=True) # up direction is given by the y component, but flipping the sign. # This is because the default up direction at angles (0, 0, 0) is (0, -1, 0) return tuple(-rotation.as_matrix()[1])
[docs] def set_view_direction( self, view_direction: tuple[float, float, float], up_direction: tuple[float, float, float] = (0, -1, 0), ): """Set camera angles from direction vectors. Both the view direction and the up direction are specified in 3D scene coordinates, the world coordinate system for three currently displayed dimensions. The provided up direction must not be parallel to the provided view direction. The provided up direction does not need to be orthogonal to the view direction. The final up direction will be a vector orthogonal to the view direction, aligned with the provided up direction. Parameters ---------- view_direction : 3-tuple of float The desired view direction vector in 3D scene coordinates, the world coordinate system for three currently displayed dimensions. up_direction : 3-tuple of float A direction vector which will point upwards on the canvas. Defaults to (0, -1, 0) unless the view direction is parallel to the y-axis, in which case will default to (-1, 0, 0). """ from scipy.spatial.transform import Rotation as R # project up onto view so we can remove the parallel component projection = np.dot(up_direction, view_direction) * np.array( view_direction ) up_direction_arr = np.asarray(up_direction) - projection view_direction_arr = np.asarray(view_direction) / np.linalg.norm( view_direction ) up_direction_arr = up_direction_arr / np.linalg.norm(up_direction_arr) right_direction = np.cross(up_direction_arr, view_direction_arr) # once we're in scene-land, we pretend to be in xyz space (axes names don't # mean anything after all...) which simplifies the logic a lot. We also # flip all signs (see explanations in self.view_direction, and self.up_direction) matrix = -np.array( (view_direction_arr, up_direction_arr, right_direction) ) self.angles = R.from_matrix(matrix).as_euler('xyz', degrees=True)
[docs] def calculate_nd_view_direction( self, ndim: int, dims_displayed: tuple[int, ...] ) -> npt.NDArray[np.float64] | None: """Calculate the nD view direction vector of the camera. Parameters ---------- ndim : int Number of dimensions in which to embed the 3D view vector. dims_displayed : Tuple[int] Dimensions in which to embed the 3D view vector. Returns ------- view_direction_nd : np.ndarray nD view direction vector as an (ndim, ) ndarray """ if len(dims_displayed) != 3: return None view_direction_nd = np.zeros(ndim) view_direction_nd[list(dims_displayed)] = self.view_direction return view_direction_nd
[docs] def calculate_nd_up_direction( self, ndim: int, dims_displayed: tuple[int, ...] ) -> np.ndarray | None: """Calculate the nD up direction vector of the camera. Parameters ---------- ndim : int Number of dimensions in which to embed the 3D view vector. dims_displayed : Tuple[int] Dimensions in which to embed the 3D view vector. Returns ------- up_direction_nd : np.ndarray nD view direction vector as an (ndim, ) ndarray """ if len(dims_displayed) != 3: return None up_direction_nd = np.zeros(ndim) up_direction_nd[list(dims_displayed)] = self.up_direction return up_direction_nd
@property def orientation2d( self, ) -> tuple[VerticalAxisOrientation, HorizontalAxisOrientation]: return self.orientation[1:] @orientation2d.setter def orientation2d( self, value: tuple[ VerticalAxisOrientation | VerticalAxisOrientationStr, HorizontalAxisOrientation | HorizontalAxisOrientationStr, ], ) -> None: self.orientation = ( self.orientation[0], VerticalAxisOrientation(value[0]), HorizontalAxisOrientation(value[1]), ) @property def handedness(self) -> Handedness: """Right or left-handedness of the current orientation.""" # we know default orientation is right-handed, so an odd number of # differences from default means left-handed. diffs = [ self.orientation[i] != DEFAULT_ORIENTATION_TYPED[i] for i in range(3) ] if sum(diffs) % 2 != 0: return Handedness.LEFT return Handedness.RIGHT