Example #1
0
def drawFilledCircle(color, center, radius, normal):
    """
    Scale, rotate/translate the unit circle properly.
    Added a filled circle variant, piotr 080405
    """
    glMatrixMode(GL_MODELVIEW)
    glPushMatrix()
    glColor3fv(color)
    glDisable(GL_LIGHTING)

    glTranslatef(center[0], center[1], center[2])
    rQ = Q(V(0, 0, 1), normal)
    rotAngle = rQ.angle * 180.0 / pi

    #This may cause problems as proved before in Linear motor display.
    #rotation around (0, 0, 0)
    #if vlen(V(rQ.x, rQ.y, rQ.z)) < 0.00005:
    #      rQ.x = 1.0

    glRotatef(rotAngle, rQ.x, rQ.y, rQ.z)
    glScalef(radius, radius, 1.0)
    glCallList(drawing_globals.filledCircleList)
    glEnable(GL_LIGHTING)
    glPopMatrix()
    return
Example #2
0
def drawFilledCircle(color, center, radius, normal):
    """
    Scale, rotate/translate the unit circle properly.
    Added a filled circle variant, piotr 080405
    """
    glMatrixMode(GL_MODELVIEW)
    glPushMatrix() 
    glColor3fv(color)
    glDisable(GL_LIGHTING)

    glTranslatef(center[0], center[1], center[2])
    rQ = Q(V(0, 0, 1), normal)
    rotAngle = rQ.angle*180.0/pi

    #This may cause problems as proved before in Linear motor display.
    #rotation around (0, 0, 0)
    #if vlen(V(rQ.x, rQ.y, rQ.z)) < 0.00005:
    #      rQ.x = 1.0

    glRotatef(rotAngle, rQ.x, rQ.y, rQ.z)
    glScalef(radius, radius, 1.0)
    glCallList(drawing_globals.filledCircleList)
    glEnable(GL_LIGHTING)
    glPopMatrix()
    return
Example #3
0
def drawPlane(color, w, h, textureReady, opacity,
              SOLID=False, pickCheckOnly=False, tex_coords=None):
    """
    Draw polygon with size of <w>*<h> and with color <color>. Optionally, it
    could be texuture mapped, translucent.

    @pickCheckOnly This is used to draw the geometry only, used for OpenGL pick
      selection purpose.
    """
    vs = [[-0.5, 0.5, 0.0], [-0.5, -0.5, 0.0],
          [0.5, -0.5, 0.0], [0.5, 0.5, 0.0]]
    
    # piotr 080529: use external texture coordinates if provided
    if tex_coords is None:
        vt = [[0.0, 1.0], [0.0, 0.0], [1.0, 0.0], [1.0, 1.0]]    
    else:
        vt = tex_coords
    
    if textureReady:
        opacity = 1.0
            
    glDisable(GL_LIGHTING)
    glColor4fv(list(color) + [opacity])

    glPushMatrix()
    glScalef(w, h, 1.0)

    if SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
    else:
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
    glDisable(GL_CULL_FACE) 
    
    if not pickCheckOnly:
        # This makes sure a translucent object will not occlude another
        # translucent object.
        glDepthMask(GL_FALSE)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        if textureReady:
            glEnable(GL_TEXTURE_2D)  

    glBegin(GL_QUADS)
    for ii in range(len(vs)):
        t = vt[ii]; v = vs[ii]
        if textureReady:
            glTexCoord2fv(t)
        glVertex3fv(v)
    glEnd()

    if not pickCheckOnly:
        if textureReady:
            glDisable(GL_TEXTURE_2D)

        glDisable(GL_BLEND)
        glDepthMask(GL_TRUE) 

    glEnable(GL_CULL_FACE)
    if not SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

    glPopMatrix()
    glEnable(GL_LIGHTING)
    return
Example #4
0
def drawHeightfield(color, w, h, textureReady, opacity,
                    SOLID=False, pickCheckOnly=False, hf=None):
    """
    Draw a heighfield using vertex and normal arrays. Optionally, it could be
    texuture mapped.

    @pickCheckOnly This is used to draw the geometry only, used for OpenGL pick
      selection purpose.
    """        

    from OpenGL.GL import glTexEnvf
    from OpenGL.GL import GL_TEXTURE_ENV
    from OpenGL.GL import GL_TEXTURE_ENV_MODE
    from OpenGL.GL import GL_MODULATE
    from OpenGL.GL import glVertexPointer
    from OpenGL.GL import glNormalPointer
    from OpenGL.GL import glTexCoordPointer
    from OpenGL.GL import glDrawArrays
    from OpenGL.GL import glEnableClientState
    from OpenGL.GL import GL_VERTEX_ARRAY
    from OpenGL.GL import GL_NORMAL_ARRAY
    from OpenGL.GL import GL_TEXTURE_COORD_ARRAY
        
    glEnable(GL_COLOR_MATERIAL)
    glEnable(GL_LIGHTING)

    ### glColor4fv(list(color) + [opacity])
    ### glColor3fv(list(color))
    glColor3f(1.0, 1.0, 1.0)
    
    glPushMatrix()
    glScalef(w, h, 1.0)

    if SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
    else:
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
    
    glDisable(GL_CULL_FACE) 
    
    if not pickCheckOnly:
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        if textureReady:
            glEnable(GL_TEXTURE_2D)  
            glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)

    glEnableClientState(GL_VERTEX_ARRAY)
    glEnableClientState(GL_NORMAL_ARRAY)
    glEnableClientState(GL_TEXTURE_COORD_ARRAY)

    for tstrip_vert, tstrip_norm, tstrip_tex in hf:
        glVertexPointer(3, GL_FLOAT, 0, tstrip_vert)
        glNormalPointer(GL_FLOAT, 0, tstrip_norm)
        glTexCoordPointer(2, GL_FLOAT, 0, tstrip_tex)
        glDrawArrays(GL_TRIANGLE_STRIP, 0, len(tstrip_vert))
        
    glDisableClientState(GL_VERTEX_ARRAY)
    glDisableClientState(GL_NORMAL_ARRAY)
    glDisableClientState(GL_TEXTURE_COORD_ARRAY)

    glDisable(GL_COLOR_MATERIAL)
    
    if not pickCheckOnly:
        if textureReady:
            glDisable(GL_TEXTURE_2D)

        glDepthMask(GL_TRUE) 

    glEnable(GL_CULL_FACE)
    if not SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

    glPopMatrix()
    glEnable(GL_LIGHTING)
    
    return
Example #5
0
def drawHeightfield(color, w, h, textureReady, opacity,
                    SOLID = False, pickCheckOnly = False, hf = None):
    """
    Draw a heighfield using vertex and normal arrays. Optionally, it could be
    texture mapped.

    @pickCheckOnly This is used to draw the geometry only, used for OpenGL pick
      selection purpose.
    """        

    if not hf:
        # Return if heightfield is not provided
        return
    
    glEnable(GL_COLOR_MATERIAL)
    glEnable(GL_LIGHTING)

    # Don't use opacity, otherwise the heighfield polygons should be sorted
    # - something to implement later...
    ## glColor3v(list(color))
    
    if textureReady:
        # For texturing, use white color (to be modulated by the texture)
        glColor3f(1,1,1)
    else:
        glColor3fv(list(color))
        
    glPushMatrix()
    glScalef(w, h, 1.0)

    if SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
    else:
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
    
    glDisable(GL_CULL_FACE) 
    
    if not pickCheckOnly:
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        if textureReady:
            glEnable(GL_TEXTURE_2D)  
            glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)

    glEnableClientState(GL_VERTEX_ARRAY)
    glEnableClientState(GL_NORMAL_ARRAY)
    glEnableClientState(GL_TEXTURE_COORD_ARRAY)

    for tstrip_vert, tstrip_norm, tstrip_tex in hf:
        glVertexPointer(3, GL_FLOAT, 0, tstrip_vert)
        glNormalPointer(GL_FLOAT, 0, tstrip_norm)
        glTexCoordPointer(2, GL_FLOAT, 0, tstrip_tex)
        glDrawArrays(GL_TRIANGLE_STRIP, 0, len(tstrip_vert))
        
    glDisableClientState(GL_VERTEX_ARRAY)
    glDisableClientState(GL_NORMAL_ARRAY)
    glDisableClientState(GL_TEXTURE_COORD_ARRAY)

    glDisable(GL_COLOR_MATERIAL)
    
    if not pickCheckOnly:
        if textureReady:
            glDisable(GL_TEXTURE_2D)

        glDepthMask(GL_TRUE) 

    glEnable(GL_CULL_FACE)
    if not SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

    glPopMatrix()
    glEnable(GL_LIGHTING)
    
    return
Example #6
0
def drawPlane(color,
              w,
              h,
              textureReady,
              opacity,
              SOLID=False,
              pickCheckOnly=False,
              tex_coords=None):
    """
    Draw polygon with size of <w>*<h> and with color <color>. Optionally, it
    could be texuture mapped, translucent.

    @pickCheckOnly This is used to draw the geometry only, used for OpenGL pick
      selection purpose.

    @param tex_coords: texture coordinates to be explicitly provided (for
    simple image transformation purposes)
    """
    vs = [[-0.5, 0.5, 0.0], [-0.5, -0.5, 0.0], [0.5, -0.5, 0.0],
          [0.5, 0.5, 0.0]]

    # piotr 080529: use external texture coordinates if provided
    if tex_coords is None:
        vt = [[0.0, 1.0], [0.0, 0.0], [1.0, 0.0], [1.0, 1.0]]
    else:
        vt = tex_coords

    if textureReady:
        opacity = 1.0

    glDisable(GL_LIGHTING)
    glColor4fv(list(color) + [opacity])

    glPushMatrix()
    glScalef(w, h, 1.0)

    if SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
    else:
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
    glDisable(GL_CULL_FACE)

    if not pickCheckOnly:
        # This makes sure a translucent object will not occlude another
        # translucent object.
        glDepthMask(GL_FALSE)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        if textureReady:
            glEnable(GL_TEXTURE_2D)

    glBegin(GL_QUADS)
    for ii in range(len(vs)):
        t = vt[ii]
        v = vs[ii]
        if textureReady:
            glTexCoord2fv(t)
        glVertex3fv(v)
    glEnd()

    if not pickCheckOnly:
        if textureReady:
            glDisable(GL_TEXTURE_2D)

        glDisable(GL_BLEND)
        glDepthMask(GL_TRUE)

    glEnable(GL_CULL_FACE)
    if not SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

    glPopMatrix()
    glEnable(GL_LIGHTING)
    return
Example #7
0
def drawHeightfield(color,
                    w,
                    h,
                    textureReady,
                    opacity,
                    SOLID=False,
                    pickCheckOnly=False,
                    hf=None):
    """
    Draw a heighfield using vertex and normal arrays. Optionally, it could be
    texture mapped.

    @pickCheckOnly This is used to draw the geometry only, used for OpenGL pick
      selection purpose.
    """

    if not hf:
        # Return if heightfield is not provided
        return

    glEnable(GL_COLOR_MATERIAL)
    glEnable(GL_LIGHTING)

    # Don't use opacity, otherwise the heighfield polygons should be sorted
    # - something to implement later...
    ## glColor3v(list(color))

    if textureReady:
        # For texturing, use white color (to be modulated by the texture)
        glColor3f(1, 1, 1)
    else:
        glColor3fv(list(color))

    glPushMatrix()
    glScalef(w, h, 1.0)

    if SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
    else:
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

    glDisable(GL_CULL_FACE)

    if not pickCheckOnly:
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        if textureReady:
            glEnable(GL_TEXTURE_2D)
            glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)

    glEnableClientState(GL_VERTEX_ARRAY)
    glEnableClientState(GL_NORMAL_ARRAY)
    glEnableClientState(GL_TEXTURE_COORD_ARRAY)

    for tstrip_vert, tstrip_norm, tstrip_tex in hf:
        glVertexPointer(3, GL_FLOAT, 0, tstrip_vert)
        glNormalPointer(GL_FLOAT, 0, tstrip_norm)
        glTexCoordPointer(2, GL_FLOAT, 0, tstrip_tex)
        glDrawArrays(GL_TRIANGLE_STRIP, 0, len(tstrip_vert))

    glDisableClientState(GL_VERTEX_ARRAY)
    glDisableClientState(GL_NORMAL_ARRAY)
    glDisableClientState(GL_TEXTURE_COORD_ARRAY)

    glDisable(GL_COLOR_MATERIAL)

    if not pickCheckOnly:
        if textureReady:
            glDisable(GL_TEXTURE_2D)

        glDepthMask(GL_TRUE)

    glEnable(GL_CULL_FACE)
    if not SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

    glPopMatrix()
    glEnable(GL_LIGHTING)

    return
Example #8
0
def drawHeightfield(color,
                    w,
                    h,
                    textureReady,
                    opacity,
                    SOLID=False,
                    pickCheckOnly=False,
                    hf=None):
    """
    Draw a heighfield using vertex and normal arrays. Optionally, it could be
    texuture mapped.

    @pickCheckOnly This is used to draw the geometry only, used for OpenGL pick
      selection purpose.
    """

    from OpenGL.GL import glTexEnvf
    from OpenGL.GL import GL_TEXTURE_ENV
    from OpenGL.GL import GL_TEXTURE_ENV_MODE
    from OpenGL.GL import GL_MODULATE
    from OpenGL.GL import glVertexPointer
    from OpenGL.GL import glNormalPointer
    from OpenGL.GL import glTexCoordPointer
    from OpenGL.GL import glDrawArrays
    from OpenGL.GL import glEnableClientState
    from OpenGL.GL import GL_VERTEX_ARRAY
    from OpenGL.GL import GL_NORMAL_ARRAY
    from OpenGL.GL import GL_TEXTURE_COORD_ARRAY

    glEnable(GL_COLOR_MATERIAL)
    glEnable(GL_LIGHTING)

    ### glColor4fv(list(color) + [opacity])
    ### glColor3fv(list(color))
    glColor3f(1.0, 1.0, 1.0)

    glPushMatrix()
    glScalef(w, h, 1.0)

    if SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
    else:
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

    glDisable(GL_CULL_FACE)

    if not pickCheckOnly:
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        if textureReady:
            glEnable(GL_TEXTURE_2D)
            glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)

    glEnableClientState(GL_VERTEX_ARRAY)
    glEnableClientState(GL_NORMAL_ARRAY)
    glEnableClientState(GL_TEXTURE_COORD_ARRAY)

    for tstrip_vert, tstrip_norm, tstrip_tex in hf:
        glVertexPointer(3, GL_FLOAT, 0, tstrip_vert)
        glNormalPointer(GL_FLOAT, 0, tstrip_norm)
        glTexCoordPointer(2, GL_FLOAT, 0, tstrip_tex)
        glDrawArrays(GL_TRIANGLE_STRIP, 0, len(tstrip_vert))

    glDisableClientState(GL_VERTEX_ARRAY)
    glDisableClientState(GL_NORMAL_ARRAY)
    glDisableClientState(GL_TEXTURE_COORD_ARRAY)

    glDisable(GL_COLOR_MATERIAL)

    if not pickCheckOnly:
        if textureReady:
            glDisable(GL_TEXTURE_2D)

        glDepthMask(GL_TRUE)

    glEnable(GL_CULL_FACE)
    if not SOLID:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

    glPopMatrix()
    glEnable(GL_LIGHTING)

    return