Create a coloredmesh from a mesh and pre-defined colors.
Source:R/coloredmesh.R
coloredmesh.from.color.RdCreate a coloredmesh from a mesh and pre-defined colors.
Usage
coloredmesh.from.color(
subjects_dir,
subject_id,
color_data,
hemi,
surface = "white",
metadata = list(),
style = NULL
)Arguments
- subjects_dir
string. The FreeSurfer SUBJECTS_DIR, i.e., a directory containing the data for all your subjects, each in a subdir named after the subject identifier.
- subject_id
string. The subject identifier.
- color_data
vector of hex color strings, a single one or one per vertex.
- hemi
string, one of 'lh' or 'rh'. The hemisphere name. Used to construct the names of the label data files to be loaded.
- surface
character string or
fs.surfaceinstance. The display surface. E.g., "white", "pial", or "inflated". Defaults to "white".- metadata
a named list, can contain whatever you want. Typical entries are: 'src_data' a hemilist containing the source data from which the 'color_data' was created, optional. If available, it is encoded into the coloredmesh and can be used later to plot a colorbar. 'makecmap_options': the options used to created the colormap from the data.
- style
NULLor a rendering style for this mesh, seeget.rglstyle. Styles can be a style name (like 'default' or 'glass') or a named list of material properties (likelist('alpha'=0.2)). The style is stored in the 'style' field of the returned coloredmesh and is used when the mesh is rendered withstyle='from_mesh', seevis.coloredmeshes. This is how you can give individual meshes in a scene their own look, e.g., to draw a cortex mesh semi-transparently behind colored data meshes.
Value
coloredmesh. A named list with entries: "mesh" the tmesh3d mesh object. "col": the mesh colors. "render", logical, whether to render the mesh. "hemi": the hemisphere, one of 'lh' or 'rh'. If not NULL, also "style": the rendering style for this mesh.
Note
You will usually not call this directly, but use coloredmeshes.from.color or vis.color.on.subject instead. It is exported for cases in which you want to build a single hemisphere of a scene manually.