Pygame and Numpy Animations
Solution 1:
[...] shape
(y,x,4,k)
wherey
is the height,x
is the width, 4 is the number of channels (red, green, blue, alpha), and thek
is the number of frames [...]
Yes it is possible, with a single line of code. The following line convets a (y, x, 4, k) numpy array (data
) to a list of pygme.Surface
objects (surf_list
):
surf_list = [pygame.image.frombuffer(d[:,:,[2, 1, 0, 3]].flatten(), (data.shape[1::-1]), 'RGBA') for d in data.transpose(3, 0, 1, 2)]
respectively
surf_list = []
for d in data.transpose(3, 0, 1, 2):
bytes = d[:,:,[2, 1, 0, 3]].flatten()
size = data.shape[1::-1]
format = 'RGBA'
surface = pygame.image.frombuffer(bytes, size, format)
surf_list.append(surface)
Explanation:
Use numpy.traspose
to bring the 3rd (frame) axis moving axis 2 to the front (see Iterating over arbitrary dimension of numpy.array) and iterate through the frames:
for d in data.transpose(3, 0, 1, 2):
Create a pygame.Surface
from each frame by pygame.image.frombuffer()
:
surface = pygame.image.frombuffer(bytes, size, format)
pygame.image.frombuffer()
has 3 arguments, bytes, size, format. bytes is the 1 dimensional byte array of pixel data. numpy.ndarray.flatten
return a copy of the array collapsed into one dimension. Most likely the order of the color channels is BGRA rather than RGBA. Hence you have to swap the red and blue color channel (d[:,:,[2, 1, 0, 3]]
). You can skip this if the order of the color channels is RGBA:
bytes = d[:,:,[2, 1, 0, 3]].flatten() # for BGRA
bytes = d.flatten() # for RGBA
size is a tuple with 2 elements (x, y) and specifies the size of the image. The size can be get form numpy.ndarray.shape
:
size = data.shape[1::-1]
or
size = (data.shape[1], data.shape[0])
format specifies the image format and has to be 'RGBA'
('BGRA'
doesn't exist):
format = 'RGBA'
See the minimal example, which crates a (y, x, 4, k) numpy array (data
) and converts it the a list of pygme.Surface
objects (surf_list
):
import pygame
import numpy as np
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
radius = 100
frames = 20
data = np.zeros(shape = (radius*2, radius*2, 4, frames), dtype = "uint8")
for x in range(data.shape[0]):
for y in range(data.shape[1]):
px, py = x - data.shape[0]/2, y - data.shape[1]/2
for i in range(frames):
maxY2 = (radius*radius - px*px) * pow(abs(i-frames/2) / frames, 2)
if px*px + py* py < radius*radius:
if py * py < maxY2:
data[y, x, (0, 3), i] = 255, 255
if (px*px + py*py)*4 > radius*radius:
data[y, x, (1, 2), i] = 255, 255
else:
data[y, x, (2, 3), i] = 255, 255
surf_list = [pygame.image.frombuffer(d[:,:,[2, 1, 0, 3]].flatten(), (data.shape[1::-1]), 'RGBA') for d in data.transpose(3, 0, 1, 2)]
count = 0
run = False
while not run:
clock.tick(20)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = True
window.fill(0)
window.blit(surf_list[count], surf_list[0].get_rect(center = window.get_rect().center))
pygame.display.flip()
count = (count + 1) % len(surf_list)
pygame.quit()