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Python RenderingManager.removeObject方法代码示例

本文整理汇总了Python中volumina.view3d.volumeRendering.RenderingManager.removeObject方法的典型用法代码示例。如果您正苦于以下问题:Python RenderingManager.removeObject方法的具体用法?Python RenderingManager.removeObject怎么用?Python RenderingManager.removeObject使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在volumina.view3d.volumeRendering.RenderingManager的用法示例。


在下文中一共展示了RenderingManager.removeObject方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: PixelClassificationGui

# 需要导入模块: from volumina.view3d.volumeRendering import RenderingManager [as 别名]
# 或者: from volumina.view3d.volumeRendering.RenderingManager import removeObject [as 别名]

#.........这里部分代码省略.........
        self._viewerControlUi.viewerControls.setupConnections(model)
       
    def _initShortcuts(self):
        mgr = ShortcutManager()
        ActionInfo = ShortcutManager.ActionInfo
        shortcutGroupName = "Predictions"

        mgr.register( "p", ActionInfo( shortcutGroupName,
                                       "Toggle Prediction",
                                       "Toggle Prediction Layer Visibility",
                                       self._viewerControlUi.checkShowPredictions.click,
                                       self._viewerControlUi.checkShowPredictions,
                                       self._viewerControlUi.checkShowPredictions ) )

        mgr.register( "s", ActionInfo( shortcutGroupName,
                                       "Toggle Segmentaton",
                                       "Toggle Segmentaton Layer Visibility",
                                       self._viewerControlUi.checkShowSegmentation.click,
                                       self._viewerControlUi.checkShowSegmentation,
                                       self._viewerControlUi.checkShowSegmentation ) )

        mgr.register( "l", ActionInfo( shortcutGroupName,
                                       "Live Prediction",
                                       "Toggle Live Prediction Mode",
                                       self.labelingDrawerUi.liveUpdateButton.toggle,
                                       self.labelingDrawerUi.liveUpdateButton,
                                       self.labelingDrawerUi.liveUpdateButton ) )

    def _setup_contexts(self, layer):
        def callback(pos, clayer=layer):
            name = clayer.name
            if name in self._renderedLayers:
                label = self._renderedLayers.pop(name)
                self._renderMgr.removeObject(label)
                self._update_rendering()
            else:
                label = self._renderMgr.addObject()
                self._renderedLayers[clayer.name] = label
                self._update_rendering()

        if self.render:
            layer.contexts.append( QAction('Toggle 3D rendering', None, triggered=callback) )

    def setupLayers(self):
        """
        Called by our base class when one of our data slots has changed.
        This function creates a layer for each slot we want displayed in the volume editor.
        """
        # Base class provides the label layer.
        layers = super(PixelClassificationGui, self).setupLayers()

        ActionInfo = ShortcutManager.ActionInfo

        if ilastik_config.getboolean('ilastik', 'debug'):

            # Add the label projection layer.
            labelProjectionSlot = self.topLevelOperatorView.opLabelPipeline.opLabelArray.Projection2D
            if labelProjectionSlot.ready():
                projectionSrc = LazyflowSource(labelProjectionSlot)
                try:
                    # This colortable requires matplotlib
                    from volumina.colortables import jet
                    projectionLayer = ColortableLayer( projectionSrc, 
                                                       colorTable=[QColor(0,0,0,128).rgba()]+jet(N=255), 
                                                       normalize=(0.0, 1.0) )
                except (ImportError, RuntimeError):
开发者ID:DerThorsten,项目名称:ilastik,代码行数:70,代码来源:pixelClassificationGui.py

示例2: Counting3dGui

# 需要导入模块: from volumina.view3d.volumeRendering import RenderingManager [as 别名]
# 或者: from volumina.view3d.volumeRendering.RenderingManager import removeObject [as 别名]

#.........这里部分代码省略.........
        self._viewerControlUi.checkShowSegmentation.clicked.connect( self.handleShowSegmentationClicked )

        # The editor's layerstack is in charge of which layer movement buttons are enabled
        model = self.editor.layerStack
        self._viewerControlUi.viewerControls.setupConnections(model)
       
    def _initShortcuts(self):
        mgr = ShortcutManager()
        shortcutGroupName = "Predictions"

        togglePredictions = QShortcut( QKeySequence("p"), self, member=self._viewerControlUi.checkShowPredictions.click )
        mgr.register( shortcutGroupName,
                      "Toggle Prediction Layer Visibility",
                      togglePredictions,
                      self._viewerControlUi.checkShowPredictions )

        toggleSegmentation = QShortcut( QKeySequence("s"), self, member=self._viewerControlUi.checkShowSegmentation.click )
        mgr.register( shortcutGroupName,
                      "Toggle Segmentaton Layer Visibility",
                      toggleSegmentation,
                      self._viewerControlUi.checkShowSegmentation )

        toggleLivePredict = QShortcut( QKeySequence("l"), self, member=self.labelingDrawerUi.liveUpdateButton.toggle )
        mgr.register( shortcutGroupName,
                      "Toggle Live Prediction Mode",
                      toggleLivePredict,
                      self.labelingDrawerUi.liveUpdateButton )

    def _setup_contexts(self, layer):
        def callback(pos, clayer=layer):
            name = clayer.name
            if name in self._renderedLayers:
                label = self._renderedLayers.pop(name)
                self._renderMgr.removeObject(label)
                self._update_rendering()
            else:
                label = self._renderMgr.addObject()
                self._renderedLayers[clayer.name] = label
                self._update_rendering()

        if self.render:
            layer.contexts.append(('Toggle 3D rendering', callback))

    @traceLogged(traceLogger)
    def setupLayers(self):
        """
        Called by our base class when one of our data slots has changed.
        This function creates a layer for each slot we want displayed in the volume editor.
        """
        # Base class provides the label layer.
        layers = super(Counting3dGui, self).setupLayers()

        # Add each of the predictions
        labels = self.labelListData
     


        slots = {'density' : self.op.Density}

        for name, slot in slots.items():
            if slot.ready():
                from volumina import colortables
                layer = ColortableLayer(LazyflowSource(slot), colorTable = colortables.jet(), normalize = 'auto')
                layer.name = name
                layers.append(layer)
开发者ID:bheuer,项目名称:ilastik,代码行数:69,代码来源:counting3dGui.py

示例3: CarvingGui

# 需要导入模块: from volumina.view3d.volumeRendering import RenderingManager [as 别名]
# 或者: from volumina.view3d.volumeRendering.RenderingManager import removeObject [as 别名]

#.........这里部分代码省略.........
            
        if confirmed == QMessageBox.Yes:
            for name in namelist:
                self.topLevelOperatorView.deleteObject(name)
            return True
        return False
    
    def labelingContextMenu(self,names,op,position5d):
        menu = QMenu(self)
        menu.setObjectName("carving_context_menu")
        posItem = menu.addAction("position %d %d %d" % (position5d[1], position5d[2], position5d[3]))
        posItem.setEnabled(False)
        menu.addSeparator()
        for name in names:
            submenu = QMenu(name,menu)
            
            # Load
            loadAction = submenu.addAction("Load %s" % name)
            loadAction.triggered.connect( partial(op.loadObject, name) )
            
            # Delete
            def onDelAction(_name):
                self.confirmAndDelete([_name])
                if self.render and self._renderMgr.ready:
                    self._update_rendering()
            delAction = submenu.addAction("Delete %s" % name)
            delAction.triggered.connect( partial(onDelAction, name) )

            if self.render:
                if name in self._shownObjects3D:
                    # Remove
                    def onRemove3D(_name):
                        label = self._shownObjects3D.pop(_name)
                        self._renderMgr.removeObject(label)
                        self._update_rendering()
                    removeAction = submenu.addAction("Remove %s from 3D view" % name)
                    removeAction.triggered.connect( partial(onRemove3D, name) )
                else:
                    # Show
                    def onShow3D(_name):
                        label = self._renderMgr.addObject()
                        self._shownObjects3D[_name] = label
                        self._update_rendering()
                    showAction = submenu.addAction("Show 3D %s" % name)
                    showAction.triggered.connect( partial(onShow3D, name ) )
            
            # Export mesh
            if _have_vtk:
                exportAction = submenu.addAction("Export mesh for %s" % name)
                exportAction.triggered.connect( partial(self._onContextMenuExportMesh, name) )
                        
            menu.addMenu(submenu)

        if names:
            menu.addSeparator()

        menu.addSeparator()
        if self.render:
            showSeg3DAction = menu.addAction( "Show Editing Segmentation in 3D" )
            showSeg3DAction.setCheckable(True)
            showSeg3DAction.setChecked( self._showSegmentationIn3D )
            showSeg3DAction.triggered.connect( self._toggleSegmentation3D )
        
        if op.dataIsStorable():
            menu.addAction("Save object").triggered.connect( self.onSaveButton )
        menu.addAction("Browse objects").triggered.connect( self.onShowObjectNames )
开发者ID:JaimeIvanCervantes,项目名称:ilastik,代码行数:70,代码来源:carvingGui.py

示例4: CarvingGui

# 需要导入模块: from volumina.view3d.volumeRendering import RenderingManager [as 别名]
# 或者: from volumina.view3d.volumeRendering.RenderingManager import removeObject [as 别名]

#.........这里部分代码省略.........
                    self._update_rendering()
        #self.labelingDrawerUi.randomizeColors.clicked.connect(onRandomizeColors)
        
    def handleEditorRightClick(self, position5d, globalWindowCoordinate):
        names = self.topLevelOperatorView.opCarving.doneObjectNamesForPosition(position5d[1:4])
       
        op = self.topLevelOperatorView.opCarving
        
        menu = QMenu(self)
        menu.addAction("position %d %d %d" % (position5d[1], position5d[2], position5d[3]))
        for name in names:
            menu.addAction("edit %s" % name)
            menu.addAction("delete %s" % name)
            if self.render:
                if name in self._shownObjects3D:
                    menu.addAction("remove %s from 3D view" % name)
                else:
                    menu.addAction("show 3D %s" % name)

        act = menu.exec_(globalWindowCoordinate)
        for name in names:
            if act is not None and act.text() == "edit %s" %name:
                op.loadObject(name)
            elif act is not None and act.text() =="delete %s" % name:
                op.deleteObject(name)
                if self.render and self._renderMgr.ready:
                    self._update_rendering()
            elif act is not None and act.text() == "show 3D %s" % name:
                label = self._renderMgr.addObject()
                self._shownObjects3D[name] = label
                self._update_rendering()
            elif act is not None and act.text() == "remove %s from 3D view" % name:
                label = self._shownObjects3D.pop(name)
                self._renderMgr.removeObject(label)
                self._update_rendering()

    def _update_rendering(self):
        if not self.render:
            return

        op = self.topLevelOperatorView.opCarving
        if not self._renderMgr.ready:
            self._renderMgr.setup(op.MST.value.raw.shape)

        # remove nonexistent objects
        self._shownObjects3D = dict((k, v) for k, v in self._shownObjects3D.iteritems()
                                    if k in op.MST.value.object_lut.keys())

        lut = numpy.zeros(len(op.MST.value.objects.lut), dtype=numpy.int32)
        for name, label in self._shownObjects3D.iteritems():
            objectSupervoxels = op.MST.value.object_lut[name]
            lut[objectSupervoxels] = label

        self._renderMgr.volume = lut[op.MST.value.regionVol]
        self._update_colors()
        self._renderMgr.update()

    def _update_colors(self):
        op = self.topLevelOperatorView.opCarving
        ctable = self._doneSegmentationLayer.colorTable

        for name, label in self._shownObjects3D.iteritems():
            color = QColor(ctable[op.MST.value.object_names[name]])
            color = (color.red() / 255.0, color.green() / 255.0, color.blue() / 255.0)
            self._renderMgr.setColor(label, color)
开发者ID:fblumenthal,项目名称:ilastik,代码行数:69,代码来源:carvingGui.py

示例5: CarvingGui

# 需要导入模块: from volumina.view3d.volumeRendering import RenderingManager [as 别名]
# 或者: from volumina.view3d.volumeRendering.RenderingManager import removeObject [as 别名]

#.........这里部分代码省略.........
            
        if confirmed == QMessageBox.Yes:
            for name in namelist:
                self.topLevelOperatorView.deleteObject(name)
            return True
        return False
    
    def labelingContextMenu(self,names,op,position5d):
        menu = QMenu(self)
        menu.setObjectName("carving_context_menu")
        posItem = menu.addAction("position %d %d %d" % (position5d[1], position5d[2], position5d[3]))
        posItem.setEnabled(False)
        menu.addSeparator()
        for name in names:
            submenu = QMenu(name,menu)
            
            # Load
            loadAction = submenu.addAction("Load %s" % name)
            loadAction.triggered.connect( partial(op.loadObject, name) )
            
            # Delete
            def onDelAction(_name):
                self.confirmAndDelete([_name])
                if self.render and self._renderMgr.ready:
                    self._update_rendering()
            delAction = submenu.addAction("Delete %s" % name)
            delAction.triggered.connect( partial(onDelAction, name) )

            if self.render:
                if name in self._shownObjects3D:
                    # Remove
                    def onRemove3D(_name):
                        label = self._shownObjects3D.pop(_name)
                        self._renderMgr.removeObject(label)
                        self._update_rendering()
                    removeAction = submenu.addAction("Remove %s from 3D view" % name)
                    removeAction.triggered.connect( partial(onRemove3D, name) )
                else:
                    # Show
                    def onShow3D(_name):
                        label = self._renderMgr.addObject()
                        self._shownObjects3D[_name] = label
                        self._update_rendering()
                    showAction = submenu.addAction("Show 3D %s" % name)
                    showAction.triggered.connect( partial(onShow3D, name ) )
                        
            menu.addMenu(submenu)

        if names:
            menu.addSeparator()

        menu.addSeparator()
        if self.render:
            showSeg3DAction = menu.addAction( "Show Editing Segmentation in 3D" )
            showSeg3DAction.setCheckable(True)
            showSeg3DAction.setChecked( self._showSegmentationIn3D )
            showSeg3DAction.triggered.connect( self._toggleSegmentation3D )
        
        if op.dataIsStorable():
            menu.addAction("Save object").triggered.connect( self.onSaveButton )
        menu.addAction("Browse objects").triggered.connect( self.onShowObjectNames )
        menu.addAction("Segment").triggered.connect( self.onSegmentButton )
        menu.addAction("Clear").triggered.connect( self.topLevelOperatorView.clearCurrentLabeling )
        return menu
    
    def handleEditorRightClick(self, position5d, globalWindowCoordinate):
开发者ID:burcin,项目名称:ilastik,代码行数:70,代码来源:carvingGui.py

示例6: PixelClassificationGui

# 需要导入模块: from volumina.view3d.volumeRendering import RenderingManager [as 别名]
# 或者: from volumina.view3d.volumeRendering.RenderingManager import removeObject [as 别名]

#.........这里部分代码省略.........
        self._viewerControlUi.viewerControls.setupConnections(model)
       
    def _initShortcuts(self):
        mgr = ShortcutManager()
        ActionInfo = ShortcutManager.ActionInfo
        shortcutGroupName = "Predictions"

        mgr.register( "p", ActionInfo( shortcutGroupName,
                                       "Toggle Prediction",
                                       "Toggle Prediction Layer Visibility",
                                       self._viewerControlUi.checkShowPredictions.click,
                                       self._viewerControlUi.checkShowPredictions,
                                       self._viewerControlUi.checkShowPredictions ) )

        mgr.register( "s", ActionInfo( shortcutGroupName,
                                       "Toggle Segmentaton",
                                       "Toggle Segmentaton Layer Visibility",
                                       self._viewerControlUi.checkShowSegmentation.click,
                                       self._viewerControlUi.checkShowSegmentation,
                                       self._viewerControlUi.checkShowSegmentation ) )

        mgr.register( "l", ActionInfo( shortcutGroupName,
                                       "Live Prediction",
                                       "Toggle Live Prediction Mode",
                                       self.labelingDrawerUi.liveUpdateButton.toggle,
                                       self.labelingDrawerUi.liveUpdateButton,
                                       self.labelingDrawerUi.liveUpdateButton ) )

    def _setup_contexts(self, layer):
        def callback(pos, clayer=layer):
            name = clayer.name
            if name in self._renderedLayers:
                label = self._renderedLayers.pop(name)
                self._renderMgr.removeObject(label)
                self._update_rendering()
            else:
                label = self._renderMgr.addObject()
                self._renderedLayers[clayer.name] = label
                self._update_rendering()

        if self.render:
            layer.contexts.append(('Toggle 3D rendering', callback))

    def setupLayers(self):
        """
        Called by our base class when one of our data slots has changed.
        This function creates a layer for each slot we want displayed in the volume editor.
        """
        # Base class provides the label layer.
        layers = super(PixelClassificationGui, self).setupLayers()

        ActionInfo = ShortcutManager.ActionInfo

        # Add the uncertainty estimate layer
        uncertaintySlot = self.topLevelOperatorView.UncertaintyEstimate
        if uncertaintySlot.ready():
            uncertaintySrc = LazyflowSource(uncertaintySlot)
            uncertaintyLayer = AlphaModulatedLayer( uncertaintySrc,
                                                    tintColor=QColor( Qt.cyan ),
                                                    range=(0.0, 1.0),
                                                    normalize=(0.0, 1.0) )
            uncertaintyLayer.name = "Uncertainty"
            uncertaintyLayer.visible = False
            uncertaintyLayer.opacity = 1.0
            uncertaintyLayer.shortcutRegistration = ( "u", ActionInfo( "Prediction Layers",
                                                                       "Uncertainty",
开发者ID:kumartr,项目名称:ilastik,代码行数:70,代码来源:pixelClassificationGui.py

示例7: PixelClassificationGui

# 需要导入模块: from volumina.view3d.volumeRendering import RenderingManager [as 别名]
# 或者: from volumina.view3d.volumeRendering.RenderingManager import removeObject [as 别名]

#.........这里部分代码省略.........
        self._viewerControlUi.checkShowSegmentation.clicked.connect( self.handleShowSegmentationClicked )

        # The editor's layerstack is in charge of which layer movement buttons are enabled
        model = self.editor.layerStack
        self._viewerControlUi.viewerControls.setupConnections(model)
       
    def _initShortcuts(self):
        mgr = ShortcutManager()
        shortcutGroupName = "Predictions"

        togglePredictions = QShortcut( QKeySequence("p"), self, member=self._viewerControlUi.checkShowPredictions.click )
        mgr.register( shortcutGroupName,
                      "Toggle Prediction Layer Visibility",
                      togglePredictions,
                      self._viewerControlUi.checkShowPredictions )

        toggleSegmentation = QShortcut( QKeySequence("s"), self, member=self._viewerControlUi.checkShowSegmentation.click )
        mgr.register( shortcutGroupName,
                      "Toggle Segmentaton Layer Visibility",
                      toggleSegmentation,
                      self._viewerControlUi.checkShowSegmentation )

        toggleLivePredict = QShortcut( QKeySequence("l"), self, member=self.labelingDrawerUi.liveUpdateButton.toggle )
        mgr.register( shortcutGroupName,
                      "Toggle Live Prediction Mode",
                      toggleLivePredict,
                      self.labelingDrawerUi.liveUpdateButton )

    def _setup_contexts(self, layer):
        def callback(pos, clayer=layer):
            name = clayer.name
            if name in self._renderedLayers:
                label = self._renderedLayers.pop(name)
                self._renderMgr.removeObject(label)
                self._update_rendering()
            else:
                label = self._renderMgr.addObject()
                self._renderedLayers[clayer.name] = label
                self._update_rendering()

        if self.render:
            layer.contexts.append(('Toggle 3D rendering', callback))

    def setupLayers(self):
        """
        Called by our base class when one of our data slots has changed.
        This function creates a layer for each slot we want displayed in the volume editor.
        """
        # Base class provides the label layer.
        layers = super(PixelClassificationGui, self).setupLayers()

        # Add the uncertainty estimate layer
        uncertaintySlot = self.topLevelOperatorView.UncertaintyEstimate
        if uncertaintySlot.ready():
            uncertaintySrc = LazyflowSource(uncertaintySlot)
            uncertaintyLayer = AlphaModulatedLayer( uncertaintySrc,
                                                    tintColor=QColor( Qt.cyan ),
                                                    range=(0.0, 1.0),
                                                    normalize=(0.0, 1.0) )
            uncertaintyLayer.name = "Uncertainty"
            uncertaintyLayer.visible = False
            uncertaintyLayer.opacity = 1.0
            uncertaintyLayer.shortcutRegistration = (
                "Prediction Layers",
                "Show/Hide Uncertainty",
                QShortcut( QKeySequence("u"), self.viewerControlWidget(), uncertaintyLayer.toggleVisible ),
开发者ID:christophdecker,项目名称:ilastik,代码行数:70,代码来源:pixelClassificationGui.py

示例8: CarvingGui

# 需要导入模块: from volumina.view3d.volumeRendering import RenderingManager [as 别名]
# 或者: from volumina.view3d.volumeRendering.RenderingManager import removeObject [as 别名]

#.........这里部分代码省略.........
            
        if confirmed == QMessageBox.Yes:
            for name in namelist:
                self.topLevelOperatorView.deleteObject(name)
            return True
        return False
    
    def labelingContextMenu(self,names,op,position5d):
        menu = QMenu(self)
        menu.setObjectName("carving_context_menu")
        posItem = menu.addAction("position %d %d %d" % (position5d[1], position5d[2], position5d[3]))
        posItem.setEnabled(False)
        menu.addSeparator()
        for name in names:
            submenu = QMenu(name,menu)
            
            # Load
            loadAction = submenu.addAction("Load %s" % name)
            loadAction.triggered.connect( partial(op.loadObject, name) )
            
            # Delete
            def onDelAction(_name):
                self.confirmAndDelete([_name])
                if self.render and self._renderMgr.ready:
                    self._update_rendering()
            delAction = submenu.addAction("Delete %s" % name)
            delAction.triggered.connect( partial(onDelAction, name) )

            if self.render:
                if name in self._shownObjects3D:
                    # Remove
                    def onRemove3D(_name):
                        label = self._shownObjects3D.pop(_name)
                        self._renderMgr.removeObject(label)
                        self._update_rendering()
                    removeAction = submenu.addAction("Remove %s from 3D view" % name)
                    removeAction.triggered.connect( partial(onRemove3D, name) )
                else:
                    # Show
                    def onShow3D(_name):
                        label = self._renderMgr.addObject()
                        self._shownObjects3D[_name] = label
                        self._update_rendering()
                    showAction = submenu.addAction("Show 3D %s" % name)
                    showAction.triggered.connect( partial(onShow3D, name ) )
                        
            menu.addMenu(submenu)

        if names:
            menu.addSeparator()

        menu.addSeparator()
        showSeg3DAction = menu.addAction( "Show Editing Segmentation in 3D" )
        showSeg3DAction.setCheckable(True)
        showSeg3DAction.setChecked( self._showSegmentationIn3D )
        showSeg3DAction.triggered.connect( self._toggleSegmentation3D )
        
        if op.dataIsStorable():
            menu.addAction("Save objects").triggered.connect( self.onSegmentButton )
        menu.addAction("Browse objects").triggered.connect( self.topLevelOperatorView.clearCurrentLabeling )
        menu.addAction("Segment").triggered.connect( self.onShowObjectNames )
        menu.addAction("Clear").triggered.connect( self.onSaveAsButton )
        return menu
    
    def handleEditorRightClick(self, position5d, globalWindowCoordinate):
        names = self.topLevelOperatorView.doneObjectNamesForPosition(position5d[1:4])
开发者ID:hanslovsky,项目名称:ilastik,代码行数:70,代码来源:carvingGui.py

示例9: GraphCutsGui

# 需要导入模块: from volumina.view3d.volumeRendering import RenderingManager [as 别名]
# 或者: from volumina.view3d.volumeRendering.RenderingManager import removeObject [as 别名]

#.........这里部分代码省略.........
        self._viewerControlUi.checkShowSegmentation.clicked.connect( self.handleShowSegmentationClicked )

        # The editor's layerstack is in charge of which layer movement buttons are enabled
        model = self.editor.layerStack
        self._viewerControlUi.viewerControls.setupConnections(model)
       
    def _initShortcuts(self):
        mgr = ShortcutManager()
        shortcutGroupName = "Predictions"

        togglePredictions = QShortcut( QKeySequence("p"), self, member=self._viewerControlUi.checkShowPredictions.click )
        mgr.register( shortcutGroupName,
                      "Toggle Prediction Layer Visibility",
                      togglePredictions,
                      self._viewerControlUi.checkShowPredictions )

        toggleSegmentation = QShortcut( QKeySequence("s"), self, member=self._viewerControlUi.checkShowSegmentation.click )
        mgr.register( shortcutGroupName,
                      "Toggle Segmentaton Layer Visibility",
                      toggleSegmentation,
                      self._viewerControlUi.checkShowSegmentation )

        toggleLivePredict = QShortcut( QKeySequence("l"), self, member=self.labelingDrawerUi.liveUpdateButton.toggle )
        mgr.register( shortcutGroupName,
                      "Toggle Live Prediction Mode",
                      toggleLivePredict,
                      self.labelingDrawerUi.liveUpdateButton )

    def _setup_contexts(self, layer):
        def callback(pos, clayer=layer):
            name = clayer.name
            if name in self._renderedLayers:
                label = self._renderedLayers.pop(name)
                self._renderMgr.removeObject(label)
                self._update_rendering()
            else:
                label = self._renderMgr.addObject()
                self._renderedLayers[clayer.name] = label
                self._update_rendering()

        if self.render:
            layer.contexts.append(('Toggle 3D rendering', callback))

    def handleThresholdGuiValuesChanged(self, minVal, maxVal):
        with Tracer(traceLogger):
            self.topLevelOperatorView.MinValue.setValue(minVal)
            self.topLevelOperatorView.MaxValue.setValue(maxVal)
    
    def getAppletDrawerUi(self):
        return self._drawer
    
    def setupLayers(self):
        """
        Called by our base class when one of our data slots has changed.
        This function creates a layer for each slot we want displayed in the volume editor.
        """
        # Base class provides the label layer.
        layers = super(GraphCutsGui, self).setupLayers()
        labels = self.labelListData

        # Add each of the segmentations
        for channel, segmentationSlot in enumerate(self.topLevelOperatorView.SegmentationChannels):
            if segmentationSlot.ready() and channel < len(labels):
                ref_label = labels[channel]
                segsrc = LazyflowSource(segmentationSlot)
                segLayer = AlphaModulatedLayer( segsrc,
开发者ID:jennyhong,项目名称:ilastik,代码行数:70,代码来源:graphCutsGui.py


注:本文中的volumina.view3d.volumeRendering.RenderingManager.removeObject方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。