Example #1
0
    def AddGraph(self):
        polygon = Polygon(parent=self)
        color = (1.0, 1.0, 1.0, 0.3)
        polygon.color = color
        ro = polygon.GetRenderObject()
        thisWidth, thisHeight = self.GetAbsoluteSize()
        count = len(self.data)
        for i in xrange(count):
            vert1 = trinity.Tr2Sprite2dVertex()
            vert1.position = (GetGraphX(i, count, thisWidth), thisHeight)
            vert1.color = color
            ro.vertices.append(vert1)
            vert2 = trinity.Tr2Sprite2dVertex()
            vert2.position = (GetGraphX(i, count, thisWidth), GetGraphY(self.data[i], self.minimum, self.maximum, thisHeight))
            vert2.color = color
            ro.vertices.append(vert2)

        for i in xrange(count - 1):
            triangle1 = trinity.Tr2Sprite2dTriangle()
            triangle1.index0 = 2 * i
            triangle1.index1 = 2 * i + 1
            triangle1.index2 = 2 * i + 2
            ro.triangles.append(triangle1)
            triangle2 = trinity.Tr2Sprite2dTriangle()
            triangle2.index0 = 2 * i + 1
            triangle2.index1 = 2 * i + 3
            triangle2.index2 = 2 * i + 2
            ro.triangles.append(triangle2)
Example #2
0
    def RenderGradient(self):
        self.polygon.Flush()
        directionAngle = math.pi / 2
        fromDeg = directionAngle - self.angle / 2
        toDeg = directionAngle + self.angle / 2
        numSegments = 40
        segmentStep = (toDeg - fromDeg) / float(numSegments)
        c = self.color
        innerColor = c
        outerColor = (c[0],
         c[1],
         c[2],
         0.0)
        radius = 50
        ro = self.polygon.GetRenderObject()
        for i in xrange(numSegments + 1):
            a = fromDeg + i * segmentStep
            x = math.cos(a)
            y = -math.sin(a)
            innerVertex = trinity.Tr2Sprite2dVertex()
            innerVertex.position = (self.width / 2 * uicore.desktop.dpiScaling, self.height / 2 * uicore.desktop.dpiScaling)
            innerVertex.color = innerColor
            ro.vertices.append(innerVertex)
            outerVertex = trinity.Tr2Sprite2dVertex()
            outerVertex.position = ((self.width / 2 + radius * x) * uicore.desktop.dpiScaling, (self.height / 2 + radius * y) * uicore.desktop.dpiScaling)
            outerVertex.color = outerColor
            ro.vertices.append(outerVertex)

        for i in xrange(numSegments * 2):
            triangle = trinity.Tr2Sprite2dTriangle()
            triangle.index0 = i
            triangle.index1 = i + 1
            triangle.index2 = i + 2
            ro.triangles.append(triangle)
Example #3
0
    def MakeCircle(self, radius = 64.0, segments = 12, centerColor = default_color, edgeColor = default_color):
        ro = self.GetRenderObject()
        del ro.triangles[:]
        del ro.vertices[:]
        centerVertex = trinity.Tr2Sprite2dVertex()
        centerVertex.position = (radius, radius)
        centerVertex.color = centerColor
        centerVertex.texCoord0 = (0.5, 0.5)
        centerVertex.texCoord1 = (0.5, 0.5)
        ro.vertices.append(centerVertex)
        for i in xrange(segments):
            a = math.pi * 2.0 / float(segments) * float(i)
            x = math.cos(a)
            y = math.sin(a)
            edgeVertex = trinity.Tr2Sprite2dVertex()
            edgeVertex.position = (x * radius + radius, y * radius + radius)
            edgeVertex.color = edgeColor
            edgeVertex.texCoord0 = (x * 0.5 + 0.5, y * 0.5 + 0.5)
            edgeVertex.texCoord1 = edgeVertex.texCoord0
            ro.vertices.append(edgeVertex)

        for i in xrange(segments - 1):
            triangle = trinity.Tr2Sprite2dTriangle()
            triangle.index0 = 0
            triangle.index1 = i + 1
            triangle.index2 = i + 2
            ro.triangles.append(triangle)

        triangle = trinity.Tr2Sprite2dTriangle()
        triangle.index0 = 0
        triangle.index1 = segments
        triangle.index2 = 1
        ro.triangles.append(triangle)
Example #4
0
 def MakeGradient(self,
                  width=256,
                  height=256,
                  colorPoints=[(0, (0, 0, 0, 1)), (1, (1, 1, 1, 1))],
                  rotation=0):
     ro = self.GetRenderObject()
     del ro.triangles[:]
     del ro.vertices[:]
     startPoint = colorPoints[0]
     startValue = startPoint[0]
     startColor = startPoint[1]
     topLeft = (startValue, 0)
     bottomLeft = (startValue, height)
     vertex = trinity.Tr2Sprite2dVertex()
     vertex.position = topLeft
     vertex.color = startColor
     vertex.texCoord0 = (0, 0)
     vertex.texCoord1 = (0, 0)
     ro.vertices.append(vertex)
     vertex = trinity.Tr2Sprite2dVertex()
     vertex.position = bottomLeft
     vertex.color = startColor
     vertex.texCoord0 = (0, 1)
     vertex.texCoord1 = (0, 1)
     ro.vertices.append(vertex)
     baseIx = 0
     for i in xrange(len(colorPoints) - 1):
         endPoint = colorPoints[i + 1]
         endValue = endPoint[0]
         endColor = endPoint[1]
         topLeft = (endValue * width, 0)
         bottomLeft = (endValue * width, height)
         vertex = trinity.Tr2Sprite2dVertex()
         vertex.position = topLeft
         vertex.color = endColor
         vertex.texCoord0 = (endValue, 0)
         vertex.texCoord1 = (endValue, 0)
         ro.vertices.append(vertex)
         vertex = trinity.Tr2Sprite2dVertex()
         vertex.position = bottomLeft
         vertex.color = endColor
         vertex.texCoord0 = (endValue, 1)
         vertex.texCoord1 = (endValue, 1)
         ro.vertices.append(vertex)
         triangle = trinity.Tr2Sprite2dTriangle()
         triangle.index0 = baseIx + 0
         triangle.index1 = baseIx + 1
         triangle.index2 = baseIx + 2
         ro.triangles.append(triangle)
         triangle = trinity.Tr2Sprite2dTriangle()
         triangle.index0 = baseIx + 1
         triangle.index1 = baseIx + 2
         triangle.index2 = baseIx + 3
         ro.triangles.append(triangle)
         baseIx += 2
         startValue = endValue
         startColor = endColor
Example #5
0
 def MakeSegmentedRectangle(self, segments, tex):
     ro = self.GetRenderObject()
     del ro.triangles[:]
     del ro.vertices[:]
     self.texture = tex
     width = tex.atlasTexture.width
     height = tex.atlasTexture.height
     step = float(width) / float(segments)
     ustep = 1.0 / float(segments)
     x = 0.0
     u = 0.0
     yTop = 0.0
     yBottom = float(height)
     vTop = 0.0
     vBottom = 1.0
     color = (1, 1, 1, 1)
     vertex = trinity.Tr2Sprite2dVertex()
     vertex.position = (x, yTop)
     vertex.color = color
     vertex.texCoord0 = (u, vTop)
     vertex.texCoord1 = (u, vTop)
     ro.vertices.append(vertex)
     vertex = trinity.Tr2Sprite2dVertex()
     vertex.position = (x, yBottom)
     vertex.color = color
     vertex.texCoord0 = (u, vBottom)
     vertex.texCoord1 = (u, vBottom)
     ro.vertices.append(vertex)
     baseIx = 0
     for i in xrange(segments):
         x += step
         u += ustep
         vertex = trinity.Tr2Sprite2dVertex()
         vertex.position = (x, yTop)
         vertex.color = color
         vertex.texCoord0 = (u, vTop)
         vertex.texCoord1 = (u, vTop)
         ro.vertices.append(vertex)
         vertex = trinity.Tr2Sprite2dVertex()
         vertex.position = (x, yBottom)
         vertex.color = color
         vertex.texCoord0 = (u, vBottom)
         vertex.texCoord1 = (u, vBottom)
         ro.vertices.append(vertex)
         triangle = trinity.Tr2Sprite2dTriangle()
         triangle.index0 = baseIx + 0
         triangle.index1 = baseIx + 1
         triangle.index2 = baseIx + 2
         ro.triangles.append(triangle)
         triangle = trinity.Tr2Sprite2dTriangle()
         triangle.index0 = baseIx + 1
         triangle.index1 = baseIx + 2
         triangle.index2 = baseIx + 3
         ro.triangles.append(triangle)
         baseIx += 2
Example #6
0
    def MakeArc(self, radius = 32.0, outerRadius = 66.0, segments = 12, fromDeg = 0.0, toDeg = 90.0, innerColor = default_color, outerColor = default_color, feather = 3.0):
        self.Flush()
        ro = self.GetRenderObject()
        segmentStep = (toDeg - fromDeg) / float(segments)
        TRANSPCOLOR = (0, 0, 0, 0)
        for i in xrange(segments + 1):
            a = mathUtil.DegToRad(fromDeg + i * segmentStep)
            x = math.cos(a)
            y = math.sin(a)
            innerVertex = trinity.Tr2Sprite2dVertex()
            innerVertex.position = (x * radius, y * radius)
            innerVertex.color = innerColor
            ro.vertices.append(innerVertex)
            outerVertex = trinity.Tr2Sprite2dVertex()
            outerVertex.position = (x * outerRadius, y * outerRadius)
            outerVertex.color = outerColor
            ro.vertices.append(outerVertex)

        for i in xrange(segments * 2):
            triangle = trinity.Tr2Sprite2dTriangle()
            triangle.index0 = i
            triangle.index1 = i + 1
            triangle.index2 = i + 2
            ro.triangles.append(triangle)

        if feather:
            shift = len(ro.vertices)
            for i in xrange(segments + 1):
                a = mathUtil.DegToRad(fromDeg + i * segmentStep)
                x = math.cos(a)
                y = math.sin(a)
                innerFeatherVertex = trinity.Tr2Sprite2dVertex()
                innerFeatherVertex.position = (x * (radius - feather), y * (radius - feather))
                innerFeatherVertex.color = TRANSPCOLOR
                ro.vertices.append(innerFeatherVertex)
                outerFeatherVertex = trinity.Tr2Sprite2dVertex()
                outerFeatherVertex.position = (x * (outerRadius + feather), y * (outerRadius + feather))
                outerFeatherVertex.color = TRANSPCOLOR
                ro.vertices.append(outerFeatherVertex)

            for i in xrange(segments * 2):
                triangle = trinity.Tr2Sprite2dTriangle()
                triangle.index0 = i
                triangle.index1 = shift + i
                triangle.index2 = shift + i + 2
                ro.triangles.append(triangle)
                triangle = trinity.Tr2Sprite2dTriangle()
                triangle.index0 = shift + i + 2
                triangle.index1 = i + 2
                triangle.index2 = i
                ro.triangles.append(triangle)
Example #7
0
 def MakeRectangle(self,
                   topLeft=(0, 0),
                   topLeftColor=(1, 1, 1, 1),
                   topRight=(64, 0),
                   topRightColor=(1, 1, 1, 1),
                   bottomRight=(64, 64),
                   bottomRightColor=(1, 1, 1, 1),
                   bottomLeft=(0, 64),
                   bottomLeftColor=(1, 1, 1, 1)):
     ro = self.GetRenderObject()
     del ro.triangles[:]
     del ro.vertices[:]
     vertex = trinity.Tr2Sprite2dVertex()
     vertex.position = topLeft
     vertex.color = topLeftColor
     vertex.texCoord0 = (0, 0)
     vertex.texCoord1 = (0, 0)
     ro.vertices.append(vertex)
     vertex = trinity.Tr2Sprite2dVertex()
     vertex.position = topRight
     vertex.color = topRightColor
     vertex.texCoord0 = (1, 0)
     vertex.texCoord1 = (1, 0)
     ro.vertices.append(vertex)
     vertex = trinity.Tr2Sprite2dVertex()
     vertex.position = bottomRight
     vertex.color = bottomRightColor
     vertex.texCoord0 = (1, 1)
     vertex.texCoord1 = (1, 1)
     ro.vertices.append(vertex)
     vertex = trinity.Tr2Sprite2dVertex()
     vertex.position = bottomLeft
     vertex.color = bottomLeftColor
     vertex.texCoord0 = (0, 1)
     vertex.texCoord1 = (0, 1)
     ro.vertices.append(vertex)
     triangle = trinity.Tr2Sprite2dTriangle()
     triangle.index0 = 0
     triangle.index1 = 1
     triangle.index2 = 2
     ro.triangles.append(triangle)
     triangle = trinity.Tr2Sprite2dTriangle()
     triangle.index0 = 0
     triangle.index1 = 2
     triangle.index2 = 3
     ro.triangles.append(triangle)
Example #8
0
    def Build(self):
        donchianLowData, donchianHighData = self.data
        maxValue = self.maxValue
        if maxValue == 0:
            maxValue = max(donchianHighData)
        width, height = self.GetAbsoluteSize()
        verticalScale = height / maxValue
        n = len(donchianHighData)
        step = float(width) / (n - 1)
        renderObject = self.GetRenderObject()
        x0 = 0
        n = len(donchianLowData)
        for i in xrange(n - 1):
            highLeft = donchianHighData[i]
            lowLeft = donchianLowData[i]
            highRight = donchianHighData[i + 1]
            lowRight = donchianLowData[i + 1]
            x1 = x0 + step
            topLeft = trinity.Tr2Sprite2dVertex()
            topLeft.position = (x0, height - highLeft * verticalScale)
            renderObject.vertices.append(topLeft)
            topRight = trinity.Tr2Sprite2dVertex()
            topRight.position = (x1, height - highRight * verticalScale)
            renderObject.vertices.append(topRight)
            bottomRight = trinity.Tr2Sprite2dVertex()
            bottomRight.position = (x1, height - lowRight * verticalScale)
            renderObject.vertices.append(bottomRight)
            bottomLeft = trinity.Tr2Sprite2dVertex()
            bottomLeft.position = (x0, height - lowLeft * verticalScale)
            renderObject.vertices.append(bottomLeft)
            x0 = x1

        for i in xrange(n - 1):
            t1 = trinity.Tr2Sprite2dTriangle()
            t1.index0 = i * 4
            t1.index1 = i * 4 + 1
            t1.index2 = i * 4 + 2
            t2 = trinity.Tr2Sprite2dTriangle()
            t2.index0 = i * 4
            t2.index1 = i * 4 + 2
            t2.index2 = i * 4 + 3
            renderObject.triangles.append(t1)
            renderObject.triangles.append(t2)
Example #9
0
    def Build(self):
        low = MovingLow(self.data[0], 5)
        hi = MovingHigh(self.data[1], 5)
        maximum = max(max(self.data[0]), max(self.data[1]))
        minimum = min(min(self.data[0]), min(self.data[1]))
        color = (self.color.r, self.color.g, self.color.b, self.color.a)
        ro = self.GetRenderObject()
        width, height = self.graphContainer.GetAbsoluteSize()
        count = len(self.data[0])
        for i in xrange(count):
            if self.axis is None:
                hiY = GetGraphY(hi[i], minimum, maximum, height)
                lowY = GetGraphY(low[i], minimum, maximum, height)
            else:
                hiY = self.axis.GetAxisValue(hi[i])
                lowY = self.axis.GetAxisValue(low[i])
            x = GetGraphX(i, width, self.zoom)
            vert1 = trinity.Tr2Sprite2dVertex()
            vert1.position = (x, hiY)
            vert1.color = color
            ro.vertices.append(vert1)
            vert2 = trinity.Tr2Sprite2dVertex()
            vert2.position = (x, lowY)
            vert2.color = color
            ro.vertices.append(vert2)

        for i in xrange(count - 1):
            triangle1 = trinity.Tr2Sprite2dTriangle()
            triangle1.index0 = 2 * i
            triangle1.index1 = 2 * i + 1
            triangle1.index2 = 2 * i + 2
            ro.triangles.append(triangle1)
            triangle2 = trinity.Tr2Sprite2dTriangle()
            triangle2.index0 = 2 * i + 1
            triangle2.index1 = 2 * i + 3
            triangle2.index2 = 2 * i + 2
            ro.triangles.append(triangle2)

        self.AddAnimation()