IndexMapping
This library contains tools that helps indexing arrays from
1d array (C buffer data type) to 3d array and reciprocally.
The functions to1d and to3d are complementary and can be
resume to :
If we know the index value of a buffer (index), find the
equivalent position in a 3d array (x, y, z) such as :
- to3d (buffer[index] --> 3d array[x, y, z])
reciprocally
- to1d (3d array[x, y, z] --> buffer[index])
to1d & to3d can also be used to convert 1d array -> 3d array
and vice versa
It also includes functions to transpose C buffer data type
like the numpy transpose function used for multi-dimensional
arrays.
But how can we transpose row and columns in a 1d array since
a buffer is a contiguous or non-contiguous adjacent set of data?
Here how to
1) reshape the 1d array to a 3d equivalent format
2) swap row and column of the equivalent 3d array (transposed)
3) Convert the 3d array back to 1d array type (flatten)
This library provide functions such as vfb_rgb & vfb_rgba
(for transparency) to do that for you
Below a good example with a 9 pixels buffer:
// Original 9 pixels buffer (length = 27), pixel format RGB
(contiguous values)
buffer = [RGB1, RGB2, *RGB3, RGB4, RGB5, RGB6, RGB7, RGB8, RGB9]
Equivalent reshape model (w, h, depth) would be (3x3x3):
3d model = [RGB1 RGB2 *RGB3*]
[RGB4 RGB5 RGB6 ]
[RGB7 RGB8 RGB9 ]
// Same 1d buffer after transposing the values (swapped
row and column)
buffer = [RGB1, RGB4, *RGB7*, RGB2, RGB5, RGB8, RGB3, RGB6, RGB9]
Equivalent reshape model (w, h, depth) after transposing the
original buffer
3D model = [RGB1, RGB4, RGB7]
[RGB2, RGB5, RGB8]
[RGB3, RGB6, RGB9]
After transposing the buffer we can observed that the 3d
equivalent model is an array with row & columns swapped.
This operation would be identical to a numpy transpose
function such as : 3darray.transpose(1, 0, 2)
Installation
pip install Mapping
How to?
from IndexMapping.mapping import to1d
import pygame
width, height = 800, 1024
screen = pygame.display.set_mode((width, height))
background = pygame.image.load('Assets/A1.png').convert()
w, h = background.get_size()
rgb_array = pygame.surfarray.pixels3d(background)
c_buffer = numpy.empty(w * h * 3, dtype=numpy.uint8)
# Convert 3d array (rgb_array) into a C buffer (1d)
for i in range(w):
for j in range(h):
for k in range(3):
index = to1d(i, j, k, w, 3)
c_buffer[index] = rgb_array[i, j, k]
from IndexMapping.mapping import to3d
import pygame
from pygame.surfarray import pixels3d
import numpy
width, height = 800, 1024
screen = pygame.display.set_mode((width, height))
background = pygame.image.load('Assets/A1.png').convert()
w, h = background.get_size()
rgb_array = pixels3d(background).transpose(1, 0, 2)
c_buffer = rgb_array.flatten()
length = c_buffer.size
assert length == w * h * 3, \
"C buffer has an incorrect length, got %s instead of %s " \
% (length, w * h * 3)
rgb_array = numpy.zeros((w, h, 3), numpy.uint8)
# Build a 3d array using the function to3d
for i in range(length):
x, y, z = to3d(i, w, 3)
rgb_array[x, y, z] = c_buffer[i]
import numpy
from IndexMapping.mapping import vfb_rgb
import pygame
from pygame.surfarray import pixels3d
width, height = 800, 1024
screen = pygame.display.set_mode((width, height))
background = pygame.image.load('Assets/A1.png').convert()
background = pygame.transform.smoothscale(background, (640, 480))
w, h = background.get_size()
rgb_array = pixels3d(background)
rgb_buffer = rgb_array.flatten()
target_buffer = numpy.empty(w * h * 3, numpy.uint8)
rgb_buffer_transpose = vfb_rgb(rgb_buffer, target_buffer, w, h)
Building cython code
If you need to compile the Cython code after any changes in the
file Mapping.pyx:
1) open a terminal window
2) Go in the main project directory where (mapping.pyx &
mapping.pxd files are located)
3) run : python setup_Mapping.py build_ext --inplace
If you have to compile the code with a specific python
version, make sure to reference the right python version
in (python38 setup_mapping.py build_ext --inplace)
If the compilation fail, refers to the requirement section and
make sure cython and a C-compiler are correctly install on your
system.
- A compiler such visual studio, MSVC, CGYWIN setup correctly on
your system.
- a C compiler for windows (Visual Studio, MinGW etc) install
on your system and linked to your windows environment.
Note that some adjustment might be needed once a compiler is
install on your system, refer to external documentation or
tutorial in order to setup this process.e.g https://devblogs.
microsoft.com/python/unable-to-find-vcvarsall-bat/
Credit
Yoann Berenguer
Dependencies :
python >= 3.0
cython >= 0.28
License :
MIT License
Copyright (c) 2019 Yoann Berenguer
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
Timing :
Testing to1d per call 2.627551e-07
overall time 0.2627551 for 1000000
Testing to3d per call 1.217256e-07
overall time 0.1217255 for 1000000
Testing vfb_rgb per call 0.0015129453
overall time 1.5129453 for 1000 --> image 800x800x3
Testing vmap_buffer per call 1.189032e-07
overall time 0.1189032 for 1000000
Testing vfb_rgba per call 0.001878
overall time 1.8783595 for 1000 --> image 800x800x4