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npxpy.nodes.structures.Structure

Bases: _GatekeeperSpace

A class representing a structure node.

Attributes:

Name Type Description
preset Preset

The preset associated with the structure.

mesh Mesh

The mesh object used for the structure.

load_preset bool

Flag to auto-load presets.

load_mesh bool

Flag to auto-load resources.

size List[Union[float, int]]

The size (scaling) of the structure.

name str

The name of the structure.

slicing_origin str

The origin for slicing.

slicing_offset Union[float, int]

The offset for slicing.

priority int

The priority of the structure.

expose_individually bool

Flag to expose the structure individually.

position List[Union[float, int]]

Position of the structure.

rotation List[Union[float, int]]

Rotation of the structure.

Source code in npxpy/nodes/structures.py
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class Structure(_GatekeeperSpace):
    """
    A class representing a structure node.

    Attributes:
        preset (Preset): The preset associated with the structure.
        mesh (Mesh): The mesh object used for the structure.
        load_preset (bool): Flag to auto-load presets.
        load_mesh (bool): Flag to auto-load resources.
        size (List[Union[float, int]]): The size (scaling) of the structure.
        name (str): The name of the structure.
        slicing_origin (str): The origin for slicing.
        slicing_offset (Union[float, int]): The offset for slicing.
        priority (int): The priority of the structure.
        expose_individually (bool): Flag to expose the structure individually.
        position (List[Union[float, int]]): Position of the structure.
        rotation (List[Union[float, int]]): Rotation of the structure.
    """

    def __init__(
        self,
        preset: Preset,
        mesh: Mesh,
        size: List[Union[float, int]] = [100.0, 100.0, 100.0],
        name: str = "Structure",
        slicing_origin: str = "scene_bottom",
        slicing_offset: Union[float, int] = 0.0,
        priority: int = 0,
        expose_individually: bool = False,
        position: List[Union[float, int]] = [0, 0, 0],
        rotation: List[Union[float, int]] = [0.0, 0.0, 0.0],
        color="#16506B",
    ):
        """
        Initialize a Structure node.

        Parameters:
            preset (Optional[Preset]): The preset associated with the structure.
            mesh (Optional[Mesh]): The mesh object to be used for the structure.
            load_preset (bool): Flag to auto-load presets.
            load_mesh (bool): Flag to auto-load resources.
            size (List[Union[float, int]]): The size of the structure in micrometers [x, y, z].
            name (str): The name of the structure.
            slicing_origin (str): The origin for slicing. Must be one of
                                  'structure_center', 'zero', 'scene_top', 'scene_bottom',
                                  'structure_top', 'structure_bottom', 'scene_center'.
            slicing_offset (Union[float, int]): The offset for slicing.
            priority (int): The priority of the structure. Must be >= 0.
            expose_individually (bool): Flag to expose the structure individually.
            position (List[Union[float, int]]): The position of the structure [x, y, z].
            rotation (List[Union[float, int]]): The rotation of the structure [psi, theta, phi].
        """
        super().__init__(
            "structure",
            name,
        )

        # Setters for attributes with validation
        self.slicing_origin_reference = slicing_origin
        self.slicing_offset = slicing_offset
        self.priority = priority
        self.expose_individually = expose_individually
        self.preset = preset
        self.mesh = mesh
        self.project = None
        self.size = size
        self.position = position
        self.rotation = rotation
        self.color = color

        self._mesh = True

    @property
    def slicing_origin(self):
        """The origin for slicing."""
        return self._slicing_origin

    @slicing_origin.setter
    def slicing_origin(self, value: str):
        if not isinstance(value, str) or value not in [
            "zero",
            "structure_top",
            "scene_center",
            "structure_center",
            "scene_top",
            "structure_bottom",
            "scene_bottom",
        ]:
            valids = [
                "zero",
                "structure_top",
                "scene_center",
                "structure_center",
                "scene_top",
                "structure_bottom",
                "scene_bottom",
            ]
            raise TypeError(
                "slicing_origin must be a string. "
                f"Valid inputs are: {valids}"
            )
        # Add any specific value constraints here if needed (e.g., valid slicing origins)
        self._slicing_origin = value

    @property
    def slicing_offset(self):
        """The offset for slicing."""
        return self._slicing_offset

    @slicing_offset.setter
    def slicing_offset(self, value: Union[float, int]):
        if not isinstance(value, (float, int)):
            raise TypeError("slicing_offset must be a float or an int.")
        self._slicing_offset = value

    @property
    def priority(self):
        """The priority of the structure."""
        return self._priority

    @priority.setter
    def priority(self, value: int):
        if not isinstance(value, int):
            raise TypeError("priority must be an integer.")
        if value < 0:
            raise ValueError("priority must be greater than or equal to 0.")
        self._priority = value

    @property
    def expose_individually(self):
        """Flag to expose the structure individually."""
        return self._expose_individually

    @expose_individually.setter
    def expose_individually(self, value: bool):
        if not isinstance(value, bool):
            raise TypeError("expose_individually must be a boolean.")
        self._expose_individually = value

    # Setters with validation
    @property
    def preset(self):
        """The preset used for the structure."""
        return self._preset

    @preset.setter
    def preset(self, value: Optional[Preset]):
        if value is not None and not isinstance(value, Preset):
            raise TypeError("preset must be an instance of Preset or None.")
        self._preset = value

    @property
    def mesh(self):
        """The mesh used for the structure."""
        return self._mesh_obj

    @mesh.setter
    def mesh(self, value: Optional[Mesh]):
        if value is not None and not isinstance(value, Mesh):
            raise TypeError("mesh must be an instance of Mesh or None.")
        self._mesh_obj = value

    @property
    def project(self):
        """The project context associated with the structure."""
        return self._project

    @project.setter
    def project(self, value: Optional[Project]):
        if value is not None and not isinstance(value, Project):
            raise TypeError("project must be an instance of Project or None.")
        self._project = value

    @property
    def load_preset(self):
        """Flag to determine whether presets are auto-loaded."""
        return self._load_preset

    @load_preset.setter
    def load_preset(self, value: bool):
        if not isinstance(value, bool):
            raise TypeError("load_preset must be a boolean.")
        self._load_preset = value

    @property
    def load_mesh(self):
        """Flag to determine whether resources are auto-loaded."""
        return self._load_mesh

    @load_mesh.setter
    def load_mesh(self, value: bool):
        if not isinstance(value, bool):
            raise TypeError("load_mesh must be a boolean.")
        self._load_mesh = value

    @property
    def size(self):
        """The size (scaling) of the structure."""
        return self._size

    @size.setter
    def size(self, value: List[Union[float, int]]):
        if not all(isinstance(s, (float, int)) for s in value):
            raise TypeError("All size elements must be float or int.")
        self._size = value

    @property
    def color(self):
        """The color of the structure inside the viewport."""
        return self._color

    @color.setter
    def color(self, value: str):
        if not isinstance(value, str):
            raise TypeError(
                "color must be a string. A non-valid string will default to black."
            )
        self._color = value

    def position_at(
        self,
        position: List[Union[float, int]] = [0, 0, 0],
        rotation: List[Union[float, int]] = None,
    ):
        """
        Set the current position and rotation of the structure.

        Parameters:
            position (List[Union[float, int]]): Position values [x, y, z].
            rotation (List[Union[float, int]]): Rotation values [psi, theta, phi].

        Returns:
            self: The updated Structure object.
        """
        if rotation is not None:
            self.position = position
            self.rotation = rotation
        else:
            self.position = position
        return self

    def translate(self, translation: List[Union[float, int]]):
        """
        Translate the structure by the specified values.

        Parameters:
            translation (List[Union[float, int]]): Translation values [dx, dy, dz].
        """
        if len(translation) != 3 or not all(
            isinstance(t, (float, int)) for t in translation
        ):
            raise ValueError(
                "Translation must be a list of three numeric elements."
            )
        self.position = [p + t for p, t in zip(self.position, translation)]
        return self

    def rotate(self, rotation: List[Union[float, int]]):
        """
        Rotate the structure by the specified values.

        Parameters:
            rotation (List[Union[float, int]]): Rotation angles to apply [d_psi, d_theta, d_phi].
        """
        if len(rotation) != 3 or not all(
            isinstance(r, (float, int)) for r in rotation
        ):
            raise ValueError(
                "Rotation must be a list of three numeric elements."
            )
        self.rotation = [
            (r + delta) % 360 for r, delta in zip(self.rotation, rotation)
        ]
        return self

    def auto_load(
        self: Struct,
        project: Project,
        load_mesh: bool = True,
        load_preset: bool = True,
    ) -> Struct:
        """
        Load passed presets and meshes to passed project if the flags are set.
        """
        self.project = project
        self.load_mesh = load_mesh
        self.load_preset = load_preset

        if self.load_preset:
            self.project.load_presets(self.preset)

        if self.load_mesh:
            if self.mesh._type != "mesh_file":
                raise TypeError(
                    "Images are used only for MarkerAligner class."
                )
            self.project.load_resources(self.mesh)
        return self

    def to_dict(self) -> dict:
        """
        Convert the structure to a dictionary representation.

        Returns:
            dict: The dictionary representation of the structure.
        """
        if self._mesh:
            self.geometry = {
                "type": "mesh",
                "resource": self.mesh.id,
                "scale": [
                    self.size[0] / 100,
                    self.size[1] / 100,
                    self.size[2] / 100,
                ],
            }
        node_dict = super().to_dict()
        node_dict["preset"] = self.preset.id if self.preset else None
        node_dict["properties"] = {"color": self.color}
        node_dict["geometry"] = self.geometry
        node_dict["slicing_origin_reference"] = self.slicing_origin_reference
        node_dict["slicing_offset"] = self.slicing_offset
        node_dict["priority"] = self.priority
        node_dict["expose_individually"] = self.expose_individually

        return node_dict

color property writable

The color of the structure inside the viewport.

expose_individually property writable

Flag to expose the structure individually.

load_mesh property writable

Flag to determine whether resources are auto-loaded.

load_preset property writable

Flag to determine whether presets are auto-loaded.

mesh property writable

The mesh used for the structure.

preset property writable

The preset used for the structure.

priority property writable

The priority of the structure.

project property writable

The project context associated with the structure.

size property writable

The size (scaling) of the structure.

slicing_offset property writable

The offset for slicing.

slicing_origin property writable

The origin for slicing.

__init__(preset, mesh, size=[100.0, 100.0, 100.0], name='Structure', slicing_origin='scene_bottom', slicing_offset=0.0, priority=0, expose_individually=False, position=[0, 0, 0], rotation=[0.0, 0.0, 0.0], color='#16506B')

Initialize a Structure node.

Parameters:

Name Type Description Default
preset Optional[Preset]

The preset associated with the structure.

required
mesh Optional[Mesh]

The mesh object to be used for the structure.

required
load_preset bool

Flag to auto-load presets.

required
load_mesh bool

Flag to auto-load resources.

required
size List[Union[float, int]]

The size of the structure in micrometers [x, y, z].

[100.0, 100.0, 100.0]
name str

The name of the structure.

'Structure'
slicing_origin str

The origin for slicing. Must be one of 'structure_center', 'zero', 'scene_top', 'scene_bottom', 'structure_top', 'structure_bottom', 'scene_center'.

'scene_bottom'
slicing_offset Union[float, int]

The offset for slicing.

0.0
priority int

The priority of the structure. Must be >= 0.

0
expose_individually bool

Flag to expose the structure individually.

False
position List[Union[float, int]]

The position of the structure [x, y, z].

[0, 0, 0]
rotation List[Union[float, int]]

The rotation of the structure [psi, theta, phi].

[0.0, 0.0, 0.0]
Source code in npxpy/nodes/structures.py
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def __init__(
    self,
    preset: Preset,
    mesh: Mesh,
    size: List[Union[float, int]] = [100.0, 100.0, 100.0],
    name: str = "Structure",
    slicing_origin: str = "scene_bottom",
    slicing_offset: Union[float, int] = 0.0,
    priority: int = 0,
    expose_individually: bool = False,
    position: List[Union[float, int]] = [0, 0, 0],
    rotation: List[Union[float, int]] = [0.0, 0.0, 0.0],
    color="#16506B",
):
    """
    Initialize a Structure node.

    Parameters:
        preset (Optional[Preset]): The preset associated with the structure.
        mesh (Optional[Mesh]): The mesh object to be used for the structure.
        load_preset (bool): Flag to auto-load presets.
        load_mesh (bool): Flag to auto-load resources.
        size (List[Union[float, int]]): The size of the structure in micrometers [x, y, z].
        name (str): The name of the structure.
        slicing_origin (str): The origin for slicing. Must be one of
                              'structure_center', 'zero', 'scene_top', 'scene_bottom',
                              'structure_top', 'structure_bottom', 'scene_center'.
        slicing_offset (Union[float, int]): The offset for slicing.
        priority (int): The priority of the structure. Must be >= 0.
        expose_individually (bool): Flag to expose the structure individually.
        position (List[Union[float, int]]): The position of the structure [x, y, z].
        rotation (List[Union[float, int]]): The rotation of the structure [psi, theta, phi].
    """
    super().__init__(
        "structure",
        name,
    )

    # Setters for attributes with validation
    self.slicing_origin_reference = slicing_origin
    self.slicing_offset = slicing_offset
    self.priority = priority
    self.expose_individually = expose_individually
    self.preset = preset
    self.mesh = mesh
    self.project = None
    self.size = size
    self.position = position
    self.rotation = rotation
    self.color = color

    self._mesh = True

auto_load(project, load_mesh=True, load_preset=True)

Load passed presets and meshes to passed project if the flags are set.

Source code in npxpy/nodes/structures.py
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def auto_load(
    self: Struct,
    project: Project,
    load_mesh: bool = True,
    load_preset: bool = True,
) -> Struct:
    """
    Load passed presets and meshes to passed project if the flags are set.
    """
    self.project = project
    self.load_mesh = load_mesh
    self.load_preset = load_preset

    if self.load_preset:
        self.project.load_presets(self.preset)

    if self.load_mesh:
        if self.mesh._type != "mesh_file":
            raise TypeError(
                "Images are used only for MarkerAligner class."
            )
        self.project.load_resources(self.mesh)
    return self

position_at(position=[0, 0, 0], rotation=None)

Set the current position and rotation of the structure.

Parameters:

Name Type Description Default
position List[Union[float, int]]

Position values [x, y, z].

[0, 0, 0]
rotation List[Union[float, int]]

Rotation values [psi, theta, phi].

None

Returns:

Name Type Description
self

The updated Structure object.

Source code in npxpy/nodes/structures.py
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def position_at(
    self,
    position: List[Union[float, int]] = [0, 0, 0],
    rotation: List[Union[float, int]] = None,
):
    """
    Set the current position and rotation of the structure.

    Parameters:
        position (List[Union[float, int]]): Position values [x, y, z].
        rotation (List[Union[float, int]]): Rotation values [psi, theta, phi].

    Returns:
        self: The updated Structure object.
    """
    if rotation is not None:
        self.position = position
        self.rotation = rotation
    else:
        self.position = position
    return self

rotate(rotation)

Rotate the structure by the specified values.

Parameters:

Name Type Description Default
rotation List[Union[float, int]]

Rotation angles to apply [d_psi, d_theta, d_phi].

required
Source code in npxpy/nodes/structures.py
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def rotate(self, rotation: List[Union[float, int]]):
    """
    Rotate the structure by the specified values.

    Parameters:
        rotation (List[Union[float, int]]): Rotation angles to apply [d_psi, d_theta, d_phi].
    """
    if len(rotation) != 3 or not all(
        isinstance(r, (float, int)) for r in rotation
    ):
        raise ValueError(
            "Rotation must be a list of three numeric elements."
        )
    self.rotation = [
        (r + delta) % 360 for r, delta in zip(self.rotation, rotation)
    ]
    return self

to_dict()

Convert the structure to a dictionary representation.

Returns:

Name Type Description
dict dict

The dictionary representation of the structure.

Source code in npxpy/nodes/structures.py
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def to_dict(self) -> dict:
    """
    Convert the structure to a dictionary representation.

    Returns:
        dict: The dictionary representation of the structure.
    """
    if self._mesh:
        self.geometry = {
            "type": "mesh",
            "resource": self.mesh.id,
            "scale": [
                self.size[0] / 100,
                self.size[1] / 100,
                self.size[2] / 100,
            ],
        }
    node_dict = super().to_dict()
    node_dict["preset"] = self.preset.id if self.preset else None
    node_dict["properties"] = {"color": self.color}
    node_dict["geometry"] = self.geometry
    node_dict["slicing_origin_reference"] = self.slicing_origin_reference
    node_dict["slicing_offset"] = self.slicing_offset
    node_dict["priority"] = self.priority
    node_dict["expose_individually"] = self.expose_individually

    return node_dict

translate(translation)

Translate the structure by the specified values.

Parameters:

Name Type Description Default
translation List[Union[float, int]]

Translation values [dx, dy, dz].

required
Source code in npxpy/nodes/structures.py
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def translate(self, translation: List[Union[float, int]]):
    """
    Translate the structure by the specified values.

    Parameters:
        translation (List[Union[float, int]]): Translation values [dx, dy, dz].
    """
    if len(translation) != 3 or not all(
        isinstance(t, (float, int)) for t in translation
    ):
        raise ValueError(
            "Translation must be a list of three numeric elements."
        )
    self.position = [p + t for p, t in zip(self.position, translation)]
    return self