Exemple #1
0
    def drawXAxis(self, vlimits):
        xmin, ymin, zmin = self.limits[0]
        xmax, ymax, zmax = self.limits[1]
        difference_vector = self.limits[1] - self.limits[0]
        deltax, deltay, deltaz = self.delta * (difference_vector)


        begin = [[xmin, ymin - deltay, zmin - deltaz],
                 [xmin, ymax + deltay, zmin - deltaz],
                 [xmin, ymin - deltay, zmax + deltaz],
                 [xmin, ymax + deltay, zmax + deltaz]]

        end   = [[xmax, ymin - deltay, zmin - deltaz],
                 [xmax, ymax + deltay, zmin - deltaz],
                 [xmax, ymin - deltay, zmax + deltaz],
                 [xmax, ymax + deltay, zmax + deltaz]]
        X = []
        for i in range(4):
            X.append([GLU.gluProject(*begin[i]),
                      GLU.gluProject(*end[i])])

        #print "0->0, 1", vlimits[0][0], vlimits[1][0]
        #print "1->0, 1", vlimits[0][1], vlimits[1][1]

        possible = [1, 1, 1, 1]
        i = 0
        for item in X:
            if (item[0][0] > vlimits[0][0]) and (item[0][0] < vlimits[1][0]) and \
               (item[0][1] > vlimits[0][1]) and (item[0][1] < vlimits[1][1]):
                possible[i] = 0
            elif (item[1][0] > vlimits[0][0]) and (item[1][0] < vlimits[1][0]) and \
                 (item[1][1] > vlimits[0][1]) and (item[1][1] < vlimits[1][1]):
                possible[i] = 0
            i += 1

        #print "POSSIBLE = ", possible

        j = None
        for i in range(4):
            if possible[i]:
                if j is None:
                    j = i
                else:
                    if X[i][0][0] > X[j][0][0]:
                        j = i

        if j is not None:
            i = j
            GL.glColor3f(0.5, 0.0, 0.0) #RED for X Axis
            self.parent.renderText(begin[i][0], begin[i][1], begin[i][2],
                        "%.3f" % (begin[i][0]),
                        self.parent.font(), 2000)

            self.parent.renderText(end[i][0], end[i][1], end[i][2],
                        "%.3f" % (end[i][0]),
                        self.parent.font(), 2000)
            return
Exemple #2
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    def drawZAxis(self, vlimits):
        xmin, ymin, zmin = self.limits[0]
        xmax, ymax, zmax = self.limits[1]
        difference_vector = self.limits[1] - self.limits[0]
        deltax, deltay, deltaz = self.delta * (difference_vector)


        begin = [[xmin - deltax, ymin - deltay, zmin],
                 [xmin - deltax, ymax + deltay, zmin],
                 [xmax + deltax, ymin - deltay, zmin],
                 [xmax + deltax, ymax + deltay, zmin]]

        end   = [[xmin - deltax, ymin - deltay, zmax],
                 [xmin - deltax, ymax + deltay, zmax],
                 [xmax + deltax, ymin - deltay, zmax],
                 [xmax + deltax, ymax + deltay, zmax]]

        X = []
        for i in range(4):
            X.append([GLU.gluProject(*begin[i]),
                      GLU.gluProject(*end[i])])

        possible = [1, 1, 1, 1]
        i = 0
        for item in X:
            if (item[0][0] > vlimits[0][0]) and (item[0][0] < vlimits[1][0]) and \
               (item[0][1] > vlimits[0][1]) and (item[0][1] < vlimits[1][1]):
                possible[i] = 0
            elif (item[1][0] > vlimits[0][0]) and (item[1][0] < vlimits[1][0]) and \
                 (item[1][1] > vlimits[0][1]) and (item[1][1] < vlimits[1][1]):
                possible[i] = 0
            i += 1

        j = None
        for i in range(4):
            if possible[i]:
                #if pow(pow(X[i][1][0] - X[i][0][0], 2) + pow(X[i][1][1] - X[i][0][1], 2),0.5) > 30:
                    if j is None:
                            j = i
                    else:
                        if X[i][0][0] > X[j][0][0]:
                            j = i

        if j is not None:
                i = j
                GL.glColor3f(0.0, 0.0, 0.5) #BLUE for Z Axis
                self.parent.renderText(begin[i][0], begin[i][1], begin[i][2],
                            "%.3f" % (begin[i][2]),
                            self.parent.font(), 2000)

                self.parent.renderText(end[i][0], end[i][1], end[i][2],
                            "%.3f" % (end[i][2]),
                            self.parent.font(), 2000)
                return
Exemple #3
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	def paintGL(self, p0=0, p1=None, drawOpts=DRAWOPT_DEFAULT):
		'''
		:param drawOpts: OR combination of draw flags. default is :data:`UI.DRAWOPT_DEFAULT`
		'''
		is_click = (p1 is not None)
		if p1 is None: p1 = len(self)
		assert(p0 >= 0 and p1 >= p0 and p1 <= len(self.vertices))
		if p1 <= p0: return # draw nothing

		GL.glDisable(GL.GL_TEXTURE_2D)
		GL.glShadeModel(GL.GL_SMOOTH)
		GL.glColor3f(*self.color)
		GL.glLineWidth(1)
		GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
		GL.glVertexPointerf(self.vertices)
		GL.glDrawElementsui(GL.GL_LINES, self.idx)
		if self.graph is not None:
			GL.glColor3f(0,1,0)
			GL.glLineWidth(5)
			GL.glVertexPointerf(self.vertices)
			GL.glDrawElementsui(GL.GL_LINES, self.graph)
		GL.glColor3f(1,0,0)
		GL.glPointSize(10)
		GL.glVertexPointerf(self.vertices)
		GL.glDrawArrays(GL.GL_POINTS, 0, len(self.vertices))
		if self.name and DRAWOPT_LABELS & drawOpts:
			GL.glColor3f(*self.color)
			phi = np.max(self.vertices,axis=0)
			plo = np.min(self.vertices,axis=0)
			if bool(GL.glWindowPos2f):
				Mmat = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
				Pmat = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
				viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
				p = GLU.gluProject((phi[0]+plo[0])*0.5,phi[1] + 300.0,(phi[2]+plo[2])*0.5, Mmat, Pmat, viewport)
				if self.nameWidth is None: self.nameWidth = sum([GLUT.glutBitmapWidth(self.font, ord(x)) for x in self.name])
				GL.glWindowPos2f(p[0] - 0.5*self.nameWidth,p[1])
			else:
				GL.glRasterPos3f((phi[0]+plo[0])*0.5,phi[1] + 300.0,(phi[2]+plo[2])*0.5)
			GLUT.glutBitmapString(self.font, self.name)
		if self.names and DRAWOPT_LABELS & drawOpts:
			if self.nameWidths is None:
				self.nameWidths = [sum([GLUT.glutBitmapWidth(self.font, ord(x)) for x in name]) for name in self.names]
			GL.glColor3f(*self.color)
			Mmat = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
			Pmat = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
			viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
			for ni,(name,v,w) in enumerate(zip(self.names, self.vertices, self.nameWidths)):
				if bool(GL.glWindowPos2f):
					p = GLU.gluProject(v[0],v[1]+10+ni*0.1,v[2], Mmat, Pmat, viewport)
					GL.glWindowPos2f(p[0] - 0.5*w,p[1])
				else:
					GL.glRasterPos3f(v,(phi[2]+plo[2])*0.5)
				GLUT.glutBitmapString(self.font, name)
		GL.glDisableClientState(GL.GL_VERTEX_ARRAY)
 def OnDraw(self):
     vv.OrientableMesh.OnDraw(self)
     
     if self._screenVec is None:
         pos1 = [int(s/2) for s in reversed(self.translation.data.flatten())]
         pos2 = [s for s in pos1]
         pos2[0] += 1
         #
         screen1 = glu.gluProject(pos1[2], pos1[1], pos1[0])
         screen2 = glu.gluProject(pos2[2], pos2[1], pos2[0])
         #
         self._screenVec = screen2[0]-screen1[0], screen1[1]-screen2[1]
Exemple #5
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    def convertToViewportLimits(self, limits):
        xmin, ymin, zmin = limits[0]
        xmax, ymax, zmax = limits[1]

        limits = []
        limits.append(GLU.gluProject(xmin, ymin, zmin))
        limits.append(GLU.gluProject(xmin, ymin, zmax))
        limits.append(GLU.gluProject(xmin, ymax, zmin))
        limits.append(GLU.gluProject(xmin, ymax, zmax))
        limits.append(GLU.gluProject(xmax, ymin, zmin))
        limits.append(GLU.gluProject(xmax, ymin, zmax))
        limits.append(GLU.gluProject(xmax, ymax, zmin))
        limits.append(GLU.gluProject(xmax, ymax, zmax))

        lminx, lminy, lminz = limits[0]
        lmaxx, lmaxy, lmaxz = limits[0]
        for i in range(len(limits)):
            x, y, z = limits[i]
            if x < lminx:
                lminx = x
            elif x > lmaxx:
                lmaxx = x
            if y < lminy:
                lminy = y
            elif y > lmaxy:
                lmaxy = y
            if z < lminz:
                lminz = z
            elif z > lmaxz:
                lmaxz = z

        return [[lminx, lminy, lminz], [lmaxx, lmaxy, lmaxz]]
Exemple #6
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 def OnDraw(self):
     # get screen position and store
     tmp = glu.gluProject(self._x, self._y, self._z)
     self._screenx, self._screeny, self._screenz = tuple(tmp)
     # make integer (to prevent glitchy behaviour), but not z!
     self._screenx = int(self._screenx + 0.5)
     self._screeny = int(self._screeny + 0.5)
Exemple #7
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 def OnDraw(self):
     # get screen position and store
     tmp = glu.gluProject(self._x, self._y, self._z)        
     self._screenx, self._screeny, self._screenz = tuple(tmp)
     # make integer (to prevent glitchy behaviour), but not z!
     self._screenx = int(self._screenx+0.5)
     self._screeny = int(self._screeny+0.5)
 def OnDraw(self, fast=False):
     # Draw the texture.
     
     # set color to white, otherwise with no shading, there is odd scaling
     gl.glColor3f(1.0,1.0,1.0)
     
     # Enable texture, so that it has a corresponding OpenGl texture.
     # Binding is done by the shader
     self._texture1.Enable(-1)
     self.shader.SetUniform('texture', self._texture1)
     
     # _texture._shape is a good indicator of a valid texture
     if not self._texture1._shape:
         return
     
     if self.shader.isUsable and self.shader.hasCode:
         # fragment shader on -> anti-aliasing
         self.shader.Enable()
     else:
         # Fixed funcrion pipeline
         self.shader.EnableTextureOnly('texture')
     
     # do the drawing!
     self._DrawQuads()
     gl.glFlush()
     
     # clean up
     self.shader.Disable()
     
     
     # Draw outline?
     clr = self._edgeColor
     if self._interact_down or self._interact_over:
         clr = self._edgeColor2
     if clr:
        self._DrawQuads(clr)
     
     # Get screen vector?
     if self._screenVec is None:
         pos1 = [int(s/2) for s in self._dataRef3D.shape]
         pos2 = [s for s in pos1]
         pos2[self._axis] += 1
         #
         screen1 = glu.gluProject(pos1[2], pos1[1], pos1[0])
         screen2 = glu.gluProject(pos2[2], pos2[1], pos2[0])
         #
         self._screenVec = screen2[0]-screen1[0], screen1[1]-screen2[1]
Exemple #9
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 def OnDraw(self, fast=False):
     # Draw the texture.
     
     # set color to white, otherwise with no shading, there is odd scaling
     gl.glColor3f(1.0,1.0,1.0)
     
     # Enable texture, so that it has a corresponding OpenGl texture.
     # Binding is done by the shader
     self._texture1.Enable(-1)
     self.shader.SetUniform('texture', self._texture1)
     
     # _texture._shape is a good indicator of a valid texture
     if not self._texture1._shape:
         return
     
     if self.shader.isUsable and self.shader.hasCode:
         # fragment shader on -> anti-aliasing
         self.shader.Enable()
     else:
         # Fixed funcrion pipeline
         self.shader.EnableTextureOnly('texture')
     
     # do the drawing!
     self._DrawQuads()
     gl.glFlush()
     
     # clean up
     self.shader.Disable()
     
     
     # Draw outline?
     clr = self._edgeColor
     if self._interact_down or self._interact_over:
         clr = self._edgeColor2
     if clr:
         self._DrawQuads(clr)
     
     # Get screen vector?
     if self._screenVec is None:
         pos1 = [int(s/2) for s in self._dataRef3D.shape]
         pos2 = [s for s in pos1]
         pos2[self._axis] += 1
         #
         screen1 = glu.gluProject(pos1[2], pos1[1], pos1[0])
         screen2 = glu.gluProject(pos2[2], pos2[1], pos2[0])
         #
         self._screenVec = screen2[0]-screen1[0], screen1[1]-screen2[1]
Exemple #10
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    def paintGL(self,
                ci,
                cameraInterest,
                p0=0,
                p1=None,
                drawOpts=DRAWOPT_DETECTIONS):
        '''
		:param drawOpts: OR combination of draw flags. default is :data:`UI.DRAWOPT_DETECTIONS`
		'''
        if ci < 0 or ci + 1 >= len(self.bounds): return
        if not DRAWOPT_DETECTIONS & drawOpts or not self.visible: return
        if p1 is None or p1 > self.len(ci): p1 = self.len(ci)

        x, s = self.vertices, self.bounds
        x2ds = x[s[ci]:s[ci + 1]][p0:p1]
        plot = np.zeros((len(x2ds), 3), dtype=np.float32)
        plot[:, :2] = x2ds
        plot[:, 2] = -1.0
        plot *= cameraInterest

        GL.glDisable(GL.GL_DEPTH_TEST)
        GL.glPointSize(self.pointSize)
        GL.glEnable(GL.GL_BLEND)

        if self.colours.any():
            GL.glEnableClientState(GL.GL_COLOR_ARRAY)
            GL.glColorPointerf(self.colours[s[ci]:s[ci + 1]][p0:p1])
        else:
            GL.glColor4f(*self.colour)

        GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
        GL.glVertexPointerf(plot)
        GL.glDrawArrays(GL.GL_POINTS, 0, len(plot))
        GL.glDisableClientState(GL.GL_VERTEX_ARRAY)
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glDisable(GL.GL_BLEND)

        GL.glDisableClientState(GL.GL_COLOR_ARRAY)

        drawLabels = DRAWOPT_LABELS & drawOpts
        if self.names is not None and drawLabels:
            nameWidth = [
                sum([GLUT.glutBitmapWidth(self.font, ord(x)) for x in name])
                for name in self.names
            ]
            GL.glColor4f(*self.fontColour)
            Mmat = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
            Pmat = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
            viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
            for name, v, w in zip(self.names, self.vertices,
                                  nameWidth)[s[ci]:s[ci + 1]][p0:p1]:
                if bool(GL.glWindowPos2f):
                    p = GLU.gluProject(v[0], v[1], -1.0, Mmat, Pmat, viewport)
                    GL.glWindowPos2f(p[0] - 0.5 * w, p[1])
                else:
                    GL.glRasterPos3f(v[0], v[1] + 10, v[2])
                GLUT.glutBitmapString(self.font, name)
 def project(self, x, y, z, auto_flip_vertical=True):
     modelview_mat = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
     projection_mat = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
     viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
     ret = GLU.gluProject(x, y, z, modelview_mat, projection_mat, viewport)
     ret = list(ret)
     if auto_flip_vertical:
         ret[1] = viewport[-1] - ret[1]
     return ret
Exemple #12
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 def project(self, x, y, z, auto_flip_vertical=True):
     modelview_mat = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
     projection_mat = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
     viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
     ret = GLU.gluProject(x, y, z, modelview_mat, projection_mat, viewport)
     ret = list(ret)
     if auto_flip_vertical:
         ret[1] = viewport[-1] - ret[1]
     return ret
Exemple #13
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    def canvas2pix(self, pos):
        """Takes a 3-tuple of (cx, cy, cz) in canvas coordinates and gives
        the (x, y, z) pixel coordinates in the window.
        """
        x, y, z = pos
        mm = gl.glGetDoublev(gl.GL_MODELVIEW_MATRIX)
        pm = gl.glGetDoublev(gl.GL_PROJECTION_MATRIX)
        vp = gl.glGetIntegerv(gl.GL_VIEWPORT)

        pt = glu.gluProject(x, y, z, mm, pm, vp)
        return pt
Exemple #14
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    def worldToScreen(self, x, y, flip):
        # project the point to screen
        point = glu.gluProject(x, y, 1.0, self.model_view, self.proj,
                               self.view)  # -0.75 -> pos_y0

        if flip:
            sx = round(point[0])
            sy = round(self.view[3] - point[1])
            return ([sx, sy])
        else:
            return ([point[0], point[1]])
    def fkt_3DPosToWinPos(self, x, y, z):
        point = [None, None, None]                                      # result point
        modelview  = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)    # get the modelview info
        projection = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)   # get the projection matrix info
        viewport   = GL.glGetIntegerv(GL.GL_VIEWPORT)           # get the viewport info

        # in OpenGL y soars (steigt) from bottom (0) to top
        y_new = y 
 
        point[0], point[1], point[2]  = GLU.gluProject(x, y_new, z, modelview, projection, viewport)                         
        point[1] = self.height -point[1]
        return point        
Exemple #16
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 def project(self,x,y,z,locked=False):
     "Map the object coordinates (x,y,z) to window coordinates."""
     locked=False
     if locked:
         model,proj,view = self.projection_matrices
     else:
         self.makeCurrent()
         self.camera.loadProjection()
         model = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
         proj = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
         view = GL.glGetIntegerv(GL.GL_VIEWPORT)
     winx,winy,winz = GLU.gluProject(x,y,z,model,proj,view)
     return winx,winy,winz
     return self.camera.project(x,y,z)
Exemple #17
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 def project(self, x, y, z, locked=False):
     "Map the object coordinates (x,y,z) to window coordinates." ""
     locked = False
     if locked:
         model, proj, view = self.projection_matrices
     else:
         self.makeCurrent()
         self.camera.loadProjection()
         model = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
         proj = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
         view = GL.glGetIntegerv(GL.GL_VIEWPORT)
     winx, winy, winz = GLU.gluProject(x, y, z, model, proj, view)
     return winx, winy, winz
     return self.camera.project(x, y, z)
Exemple #18
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 def display(self):
     """Display texture. """
     if self._dirty:
         depth = oglu.gluProject(*self._point)[2]
         if depth != self._depth:
             bottomleft = oglu.gluUnProject(0, 0, depth)
             bottomright = oglu.gluUnProject(self._winSize[0], 0, depth)
             topleft = oglu.gluUnProject(0, self._winSize[1], depth)
             topright = oglu.gluUnProject(self._winSize[0], self._winSize[1], depth)
             self.dims = topleft, topright, bottomright, bottomleft
             width = topright[0] - topleft[0]
             height = topright[1] - bottomright[1]
             self._qdims = topleft[0], topleft[1], width, height
             self._depth = depth
     LaminaScreenSurface.display(self)
Exemple #19
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 def display(self):
     """Display texture. """
     if self._dirty:
         depth = oglu.gluProject(*self._point)[2]
         if depth != self._depth:
             bottomleft = oglu.gluUnProject(0,0,depth)
             bottomright = oglu.gluUnProject(self._winSize[0],0,depth)
             topleft = oglu.gluUnProject(0,self._winSize[1],depth)
             topright = oglu.gluUnProject(self._winSize[0],self._winSize[1],depth)
             self.dims = topleft, topright, bottomright, bottomleft 
             width = topright[0] - topleft[0]
             height = topright[1] - bottomright[1]
             self._qdims = topleft[0], topleft[1], width, height
             self._depth = depth
     LaminaScreenSurface.display(self)
Exemple #20
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def world_to_screen(app, world_x, world_y, world_z):
    """
    Return 2D screen pixel space coordinates for given 3D (float) world space
    coordinates.
    """
    pjm = np.matrix(app.camera.projection_matrix, dtype=np.float64)
    vm = np.matrix(app.camera.view_matrix, dtype=np.float64)
    # viewport tuple order should be same as glGetFloatv(GL_VIEWPORT)
    viewport = (0, 0, app.window_width, app.window_height)
    try:
        x, y, z = GLU.gluProject(world_x, world_y, world_z, vm, pjm, viewport)
    except:
        x, y, z = 0, 0, 0
        app.log('GLU.gluProject failed!')
    # does Z mean anything here?
    return x, y
    def tkTranslate(self, event):
        """Perform translation of scene."""

        self.activate()

        # Scale mouse translations to object viewplane so object tracks with mouse

        win_height = max(1, self.winfo_height())
        obj_c = (self.xcenter, self.ycenter, self.zcenter)
        win = GLU.gluProject(obj_c[0], obj_c[1], obj_c[2])
        obj = GLU.gluUnProject(win[0], win[1] + 0.5 * win_height, win[2])
        dist = math.sqrt(v3distsq(obj, obj_c))
        scale = abs(dist / (0.5 * win_height))

        glTranslateScene(scale, event.x, event.y, self.xmouse, self.ymouse)
        self.tkRedraw()
        self.tkRecordMouse(event)
Exemple #22
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	def ClickUnitCheck(self, screenPos, worldPos, proj, screenSize):
		#print "clickScreenPos", screenPos
		#print "at worldPos", worldPos

		#Get unit nearest click position
		getNearby = events.Event("getNearbyUnits")
		getNearby.pos = worldPos
		getNearby.notFaction = None
		nearbyRet = self.mediator.Send(getNearby)
		bestUuid, bestDist = None, None
		for ret in nearbyRet:
			if ret is None: continue
			assert len(ret) == 2
			bestUuid, bestDist = ret
		#print "best unit", bestUuid, bestDist

		#Get position of unit
		screenDist = None
		if bestUuid:
			getPos = events.Event("getpos")
			getPos.objId = bestUuid
			getPosRet = self.mediator.Send(getPos)
			assert len(getPosRet) == 1
			nearestUnitWorldPos = getPosRet[0]

			#print "at worldPos", nearestUnitWorldPos

			#Get cartesian position
			cartPos = proj.ProjDeg(*nearestUnitWorldPos)
			#print "cartPos", cartPos

			#Get screen coordinates of nearest unit
			unitScreenPos = GLU.gluProject(*cartPos)
			#print "at screenPos", unitScreenPos
			unitScreenPos2D = np.array((unitScreenPos[0], unitScreenPos[1]))
			glScreenPos = (screenPos[0], screenSize[1] - screenPos[1])
			screenDist = np.linalg.norm(unitScreenPos2D - glScreenPos, ord=2)

		return bestUuid, bestDist, screenDist
Exemple #23
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    def _GetCords(self):
        """ _GetCords()
        Get a pointset of the coordinates of the wobject. This is used
        for drawing the quads and lines using a vertex array. 
        """

        # Can we reuse buffered coordinates?
        if self._cordsBuffer is not None:
            return self._cordsBuffer

        # Get ranges in world coords
        rangex, rangey = self._GetRangesInWorldCords()

        # Project two points to use in OnDrawScreen
        screen1 = glu.gluProject(rangex.min, rangey.min, 0)
        screen2 = glu.gluProject(rangex.max, rangey.max, 0)

        # Calculate world-distance of a screendistance of self._barwidth
        # and then do drawing here (not in OnDrawScreen), otherwise I won't
        # be able to detect picking!!
        onePixelx = rangex.range / (screen2[0] - screen1[0])
        onePixely = rangey.range / (screen2[1] - screen1[1])

        # Get coords
        tmp = self._barWidth
        x1, x2, xd = rangex.min, rangex.max, onePixelx * tmp
        y1, y2, yd = rangey.min, rangey.max, onePixely * tmp
        if yd < 0:
            y1, y2 = y2, y1  # axis flipped

        # Definition of the coordinate indices:
        #
        # 12 11      10 15
        #  4 0 ----- 3 9
        #    |       |
        #    |       |
        #  5 1------ 2 8
        # 13 6       7 14
        #

        # Make coords
        pp = Pointset(2)
        #
        pp.append(x1, y1)
        pp.append(x1, y2)
        pp.append(x2, y2)
        pp.append(x2, y1)
        #
        pp.append(x1 - xd, y1)
        pp.append(x1 - xd, y2)
        pp.append(x1, y2 + yd)
        pp.append(x2, y2 + yd)
        #
        pp.append(x2 + xd, y2)
        pp.append(x2 + xd, y1)
        pp.append(x2, y1 - yd)
        pp.append(x1, y1 - yd)
        #
        pp.append(x1 - xd, y1 - yd)
        pp.append(x1 - xd, y2 + yd)
        pp.append(x2 + xd, y2 + yd)
        pp.append(x2 + xd, y1 - yd)

        # Done
        self._cordsBuffer = pp
        return pp
Exemple #24
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 def getPoint(self, pt):
     """Get x,y coords of pt in 3d space."""
     pt2 = oglu.gluProject(*pt)
     return pt2[0], pt2[1]
    def mouseReleaseEvent(self, event):
		global winx_inside, winy_inside, winz_inside, indices_selected, indices_all
		self.dragging = False
		if len(self.lasso_list) >= 3:
			points = np.array(self.lasso_list)
			hull = scipy.spatial.ConvexHull(points)
			hullx = points[hull.vertices,0].astype(np.float32)
			hully = points[hull.vertices,1].astype(np.float32)
			
			meanx = hullx.mean()
			meany = hully.mean()
			radius = np.sqrt((points[hull.vertices,0] - meanx)**2 + (points[hull.vertices,1] - meany)**2).max()

			project(data_x, data_y, data_z, self.model.reshape(-1), self.proj.reshape(-1), self.view.reshape(-1), winx, winy, winz)
			pnpoly(hullx, hully, winx, self.height() - winy - 1, inside, meanx, meany, radius)
			winx_inside = winx[inside==1]
			winy_inside = winy[inside==1]
			winz_inside = winz[inside==1]
			#zmin, zmax = winz_inside.min(), winz_inside.max()
			#counts = 
			#vaex.histogram.hist1d(
			fraction = 0.005
			N = len(winz_inside)
			indices = np.argsort(winz_inside)
			i1, i2 = indices[int(N*fraction)], indices[int(N*(1-fraction))]
			print i1, i2
			zmin = winz_inside[i1]
			zmax = winz_inside[i2]
			xmin, xmax = winx_inside.min(), winx_inside.max()
			ymin, ymax = winy_inside.min(), winy_inside.max()
			#zmin, zmax = winz_inside.min(), winz_inside.max()
			print 
			print "x:", xmin, xmax
			print "y:", ymin, ymax
			print "z:", zmin, zmax
			
			
			M = np.matrix(self.model)
			P = np.matrix(self.proj)
			T = (P * M)
			print "M", self.model
			print "P", self.proj
			print "v", self.view
			#xmin, xmax = 0, 1
			#ymin, ymax = 0, 1
			#zmin, zmax = 0, 1
			self.bbox = []
			for z in [zmin, zmax]:
				for y in [ymin, ymax]:
					for x in [xmin, xmax]:
						xc = ((x - self.view[0])/self.view[2] * 2 - 1)
						yc = ((y - self.view[1])/self.view[3] * 2 - 1 )
						zc = z*2.-1.
						clip = np.array([[xc, yc, zc, 1]]).T
						#view = P.I * clip
						eye = (P.T*M.T).I * clip
						print eye
						eye[0:3] /= eye[3]
						print x, y, z
						print "->", eye
						#print clip
						#print (P*M) * (P*M).I
						#print GLU.gluUnProject
						self.bbox.append((eye[0], eye[1], eye[2]))
					
						xu,yu,zu = GLU.gluUnProject(x, y, z, self.model.ctypes.data_as(ctypes.POINTER(ctypes.c_float)), self.proj.ctypes.data_as(ctypes.POINTER(ctypes.c_float)), self.view.ctypes.data_as(ctypes.POINTER(ctypes.c_float)))
						print "glu:", xu, yu, zu
			indices_selected = np.arange(len(winx), dtype=np.uint32)[inside==1]
			indices_all = np.arange(len(winx), dtype=np.uint32)[inside==0]
			print data_x[indices_selected].min(), data_x[indices_selected].max()
			print data_y[indices_selected].min(), data_y[indices_selected].max()
			print data_z[indices_selected].min(), data_z[indices_selected].max()
			#import pdb
			#pdb.set_trace()
			
			
			x, y, z = 1,1,1
			xu,yu,zu = GLU.gluUnProject(x, y, z, self.model.ctypes.data_as(ctypes.POINTER(ctypes.c_float)), self.proj.ctypes.data_as(ctypes.POINTER(ctypes.c_float)), self.view.ctypes.data_as(ctypes.POINTER(ctypes.c_float)))
			print
			print xu, yu, zu
			print GLU.gluProject(xu, yu, zu, self.model.ctypes.data_as(ctypes.POINTER(ctypes.c_float)), self.proj.ctypes.data_as(ctypes.POINTER(ctypes.c_float)), self.view.ctypes.data_as(ctypes.POINTER(ctypes.c_float)))
			
			
			
			self.lasso_list = []
			self.updateGL()
Exemple #26
0
    def paintGL(self, p0=0, p1=None, drawOpts=DRAWOPT_DEFAULT):
        '''
		:param drawOpts: OR combination of draw flags. default is :data:`UI.DRAWOPT_DEFAULT`
		'''
        if not self.visible: return
        if self.vertices is None or len(self.vertices) == 0: return
        #print self.vertices.shape
        is_click = (p1 is not None)
        if p1 is None: p1 = len(self)
        assert (p0 >= 0 and p1 >= p0 and p1 <= len(self.vertices))
        if p1 <= p0: return  # draw nothing
        GL.glDisable(GL.GL_LIGHTING)
        GL.glDisable(GL.GL_TEXTURE_2D)
        GL.glEnable(GL.GL_BLEND)
        GL.glShadeModel(GL.GL_FLAT)

        if self.normals is not None and len(
                self.normals) and self.normalTransparency:
            nColours = []
            Mmat = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
            Pmat = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
            viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
            cam = GLU.gluUnProject((viewport[2] - viewport[0]) / 2,
                                   (viewport[3] - viewport[1]) / 2, 0.0, Mmat,
                                   Pmat, viewport)
            cam = np.array(cam, dtype=np.float32)
            diffs = self.vertices - cam
            # diffs *= -1
            for di, diff in enumerate(diffs):
                nd = diff / np.linalg.norm(diff)
                dp = np.dot(nd, self.normals[di])
                alpha = (dp - (-1)) / 2 * (1 - 0.15) + 0.15
                if self.colours:
                    nColours.append([
                        self.colours[di][0], self.colours[di][1],
                        self.colours[di][2], alpha
                    ])
                else:
                    nColours.append([
                        self.colour[0], self.colour[1], self.colour[2], alpha
                    ])
            self.colours = np.array(nColours, dtype=np.float32).reshape(-1, 4)

        GL.glPushMatrix()
        try:
            GL.glMultMatrixf(self.transform)
            drawPoints = DRAWOPT_POINTS & drawOpts
            if drawPoints:
                # actually draw the points
                if self.drawStyles is None:
                    GL.glColor4f(*self.colour)
                    self.drawPoints(np.arange(p0, p1, dtype=np.int32))
                else:
                    ds = self.drawStyles[p0:p1]
                    which_empty = np.where(ds == 0)[0]
                    which_pts = np.where(ds == 1)[0]
                    which_crosses = np.where(ds == 2)[0]
                    GL.glColor4f(1, 1, 0, 1)
                    self.drawPoints(which_empty, p0)
                    GL.glColor4f(*self.colour)
                    self.drawPoints(which_pts, p0)
                    self.drawCrosses(which_crosses, p0)
                GL.glDisableClientState(GL.GL_COLOR_ARRAY)

            #print self.selectedIndex
            if self.selectedIndex >= p0 and self.selectedIndex < p1:
                GL.glDisable(GL.GL_DEPTH_TEST)
                GL.glColor4f(1, 0, 0, 1)
                if self.drawStyles is None or self.drawStyles[
                        self.selectedIndex] != 2:
                    self.drawPoints(
                        np.arange(self.selectedIndex,
                                  self.selectedIndex + 1,
                                  dtype=np.int32))
                else:
                    self.drawCrosses(
                        np.arange(self.selectedIndex,
                                  self.selectedIndex + 1,
                                  dtype=np.int32))
                GL.glEnable(GL.GL_DEPTH_TEST)

            drawEdges = DRAWOPT_EDGES & drawOpts
            if self.edges is not None and drawEdges and not is_click:
                GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
                GL.glVertexPointerf(self.vertices)
                GL.glColor4f(self.edgeColour[0], self.edgeColour[1],
                             self.edgeColour[2], self.edgeColour[3])
                GL.glLineWidth(1.0)
                GL.glDrawElementsui(GL.GL_LINES, self.edges)
                GL.glDisableClientState(GL.GL_VERTEX_ARRAY)

            GL.glDisable(GL.GL_BLEND)
            GL.glEnable(GL.GL_DEPTH_TEST)

            drawLabels = DRAWOPT_POINT_LABELS & drawOpts
            if self.names is not None and not is_click and drawLabels:
                self.nameWidth = [
                    sum([
                        GLUT.glutBitmapWidth(self.font, ord(x)) for x in name
                    ]) for name in self.names
                ]
                GL.glColor4f(*self.colour)

                Mmat = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
                Pmat = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
                viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)

                for name, v, w in zip(self.names, self.vertices,
                                      self.nameWidth)[p0:p1]:
                    if bool(GL.glWindowPos2f):
                        p = GLU.gluProject(v[0], v[1] + 5, v[2], Mmat, Pmat,
                                           viewport)
                        GL.glWindowPos2f(p[0] - 0.5 * w, p[1])
                    else:
                        GL.glRasterPos3f(v[0], v[1] + 5, v[2])
                    GLUT.glutBitmapString(self.font, name)
        except Exception, e:
            print 'ERROR', e, 'at line', sys.exc_info()[2].tb_lineno
 def project(self,x,y,z):
     "Map the object coordinates (x,y,z) to window coordinates."""
     self.set3DMatrices()
     return GLU.gluProject(x,y,z,self.m,self.p,self.v)
Exemple #28
0
 def OnDraw(self):
     # get screen position and store
     tmp = glu.gluProject(self._x, self._y, self._z)
     self._screenx, self._screeny, self._screenz = tuple(tmp)
Exemple #29
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    def paintGL(self, p0=0, p1=None, drawOpts=DRAWOPT_DEFAULT):
        '''
		:param drawOpts: OR combination of draw flags. default is :data:`UI.DRAWOPT_DEFAULT`
		'''
        if not DRAWOPT_CAMERAS & drawOpts: return
        if p1 is None: p1 = len(self)
        if self.colour[3] != 1:
            GL.glDisable(GL.GL_DEPTH_TEST)
        # looks much better
        GL.glEnable(GL.GL_BLEND)
        GL.glColor4f(*self.colour)
        if p1 > p0:
            GL.glPointSize(5)
            if self.transform is not None:
                GL.glPushMatrix()
                GL.glMultMatrixf(self.transform.T)
            for pi in xrange(p0, p1):
                GL.glPushMatrix()
                GL.glMultMatrixf(self.transforms[pi].T)
                if self.colours is not None and pi < len(self.colours):
                    GL.glColor4f(*self.colours[pi])

                self.drawCamera(drawOpts)
                '''
				GL.glMultMatrixd(np.linalg.inv(self.cameras[pi].K().T))
				x = y = z = self.cameras[pi].cameraInterest
				xn = yn = zn = self.cameras[pi].cameraInterest * 0.200002
				cpts = np.array([[-x, -y, -z], [x, -y, -z], [x, y, -z], [-x, y, -z], [-xn, -yn, -zn], [xn, -yn, -zn], [xn, yn, -zn], [-xn, yn, -zn]], dtype=np.float32)
				self.cameraFrustrumArray = np.array([cpts[0], cpts[1], cpts[1], cpts[2], cpts[2], cpts[3], cpts[3], cpts[0], cpts[4], cpts[5], cpts[5], cpts[6], cpts[6], cpts[7], cpts[7], cpts[4],
												cpts[0], cpts[4], cpts[1], cpts[5], cpts[2], cpts[6], cpts[3], cpts[7] ], dtype=np.float32) * .2

				self.cameraFrustrumIdxArray = np.arange(0, len(self.cameraFrustrumArray))
				self.drawFrustrum()
				'''
                GL.glPopMatrix()
            if self.transform is not None:
                GL.glPopMatrix()
        # camera labels
        if self.names is None or not (DRAWOPT_LABELS & drawOpts): return
        if self.nameWidth is None:
            self.nameWidth = [
                sum([GLUT.glutBitmapWidth(self.font, ord(x)) for x in name])
                for name in self.names
            ]
        Mmat = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
        Pmat = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
        viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
        for name, mat, w in zip(self.names, self.mats, self.nameWidth)[p0:p1]:
            try:
                v = mat[4]
                if bool(GL.glWindowPos2f):
                    p = GLU.gluProject(v[0], v[1] + 10, v[2], Mmat, Pmat,
                                       viewport)
                    if p[2] > 1 or p[2] < 0:
                        continue  # near/far clipping of text
                    GL.glWindowPos2f(p[0] - 0.5 * w, p[1])
                else:
                    GL.glRasterPos3f(v[0], v[1] + 10, v[2])
                GLUT.glutBitmapString(self.font, name)
            except ValueError:
                pass  # projection failed
 def OnDraw(self):
     # get screen position and store
     tmp = glu.gluProject(self._x, self._y, self._z)
     self._screenx, self._screeny, self._screenz = tuple(tmp)
Exemple #31
0
 def getPoint(self, pt):
     """Get x,y coords of pt in 3d space."""
     pt2 = oglu.gluProject(*pt)
     return pt2[0], pt2[1]
Exemple #32
0
    def paintGL(self, p0=0, p1=None, drawOpts=DRAWOPT_DEFAULT):
        '''
		:param drawOpts: OR combination of draw flags. default is :data:`UI.DRAWOPT_DEFAULT`
		'''
        doingSelection = (p1 is not None)
        if doingSelection:
            return  # TODO, selection not working because of using shaders
        if not self.d['draw'] or not self.d['visible']: return
        if p1 is None: p1 = len(self)
        if not self.GL_is_initialised: self.initializeGL()

        # could store a selected/non-selected colour, switch on selection change and avoid this if..
        boneColour = COLOURS['Selected'] if self.d[K_SELECTED] else self.d[
            K_BONE_COLOUR]

        # TODO: draw offset should be an option of THIS primitive, not a view based draw option?
        drawingOffset = DRAWOPT_OFFSET & drawOpts
        if drawingOffset:
            GL.glTranslate(self.offset[0], self.offset[1], self.offset[2])
        GL.glEnable(GL.GL_BLEND)
        first_sel = self.numBones
        if self.transforms is not None and p0 < first_sel:
            GL.glUseProgram(self.colour_shader)
            b0, b1 = min(max(0, p0), first_sel), min(max(0, p1), first_sel)
            #GL.glUniform4fv(self.colour_shader_colours, 3, self.colours) # NOT WORKING
            GL.glUniform1iv(
                self.colour_shader_states, len(self.bone_colour_states),
                self.bone_colour_states
            )  # set the states so the shader can pick the correct colour per joint
            GL.glVertexAttrib4f(self.colour_shader_colour, *boneColour)
            GL.glVertexAttrib4f(self.colour_shader_alt_colour,
                                *COLOURS['Hilighted'])
            GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
            self.bvs.bind()
            GL.glVertexPointerf(self.bvs)
            GL.glEnableVertexAttribArray(self.colour_shader_bi)
            self.bvis.bind()
            GL.glVertexAttribIPointer(self.colour_shader_bi, 1,
                                      GL.GL_UNSIGNED_INT, 0,
                                      self.bvis)  # write the bvis to bi
            if (DRAWOPT_BONES | DRAWOPT_JOINTS) & drawOpts:
                GL.glLineWidth(1)
                GL.glPointSize(5)
                for t0 in xrange(b0, b1,
                                 128):  # draw the bones in batches of 128
                    t1 = min(t0 + 128, b1)
                    GL.glUniformMatrix4fv(
                        self.colour_shader_myMat, t1 - t0, GL.GL_FALSE,
                        self.transforms[t0:t1])  # put the transforms in myMat
                    if DRAWOPT_BONES & drawOpts:
                        GL.glDrawArrays(GL.GL_LINES, 2 * t0, 2 * (t1 - t0))
                    if DRAWOPT_JOINTS & drawOpts:
                        GL.glDrawArrays(GL.GL_POINTS, 2 * t0, 2 * (t1 - t0))
            self.bvis.unbind()
            GL.glDisableVertexAttribArray(self.colour_shader_bi)
            self.bvs.unbind()
            GL.glDisableClientState(GL.GL_VERTEX_ARRAY)
        if self.mvs and p1 > first_sel and DRAWOPT_MARKERS & drawOpts:
            assert self.numBones < 128, 'Only up to 128 bones are supported for now'
            GL.glUseProgram(self.colour_shader)
            m0, m1 = min(max(0, p0 - first_sel),
                         self.numMarkers), min(max(0, p1 - first_sel),
                                               self.numMarkers)
            GL.glUniformMatrix4fv(
                self.colour_shader_myMat, len(self.transforms), GL.GL_FALSE,
                self.transforms)  # put the transforms in myMat
            GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
            self.mvs.bind()
            GL.glVertexPointerf(self.mvs)
            GL.glEnableVertexAttribArray(self.colour_shader_bi)
            self.mvis.bind()
            GL.glVertexAttribIPointer(self.colour_shader_bi, 1,
                                      GL.GL_UNSIGNED_INT, 0,
                                      self.mvis)  # write the mvis to bi
            GL.glPointSize(5)
            GL.glVertexAttrib4f(self.colour_shader_colour,
                                *self.d[K_MARKER_COLOUR])  # write the colour
            GL.glDrawArrays(GL.GL_POINTS, m0, m1 - m0)
            self.mvis.unbind()
            GL.glDisableVertexAttribArray(self.colour_shader_bi)
            self.mvs.unbind()
            GL.glDisableClientState(GL.GL_VERTEX_ARRAY)
        if p1 == len(self):
            if DRAWOPT_AXES & drawOpts:
                GL.glUseProgram(self.colour_shader)
                GL.glUniformMatrix4fv(
                    self.shader_myMat, len(self.transforms), GL.GL_FALSE,
                    self.transforms)  # put the transforms in myMat
                GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
                self.avs.bind()
                GL.glVertexPointerf(self.avs)
                GL.glEnableVertexAttribArray(self.colour_shader_bi)
                self.avis.bind()
                GL.glVertexAttribIPointer(self.colour_shader_bi, 1,
                                          GL.GL_UNSIGNED_INT, 0,
                                          self.avis)  # write the avis to bi
                GL.glLineWidth(2)
                GL.glVertexAttrib4f(self.colour_shader_colour, 1, 0, 0,
                                    1)  # red
                GL.glVertexAttrib4f(
                    self.colour_shader_alt_colour, 1, 0, 0, 1
                )  # this doesn't seem clever. need to make the glUniform4fv work then make one call to set the 2 colours
                self.aris.bind()
                GL.glDrawElementsui(GL.GL_LINES, self.aris)  # draw the lines
                self.aris.unbind()
                GL.glVertexAttrib4f(self.colour_shader_colour, 0, 1, 0,
                                    1)  # green
                GL.glVertexAttrib4f(self.colour_shader_alt_colour, 0, 1, 0, 1)
                self.agis.bind()
                GL.glDrawElementsui(GL.GL_LINES, self.agis)  # draw the lines
                self.agis.unbind()
                GL.glVertexAttrib4f(self.colour_shader_colour, 0, 0, 1,
                                    1)  # blue
                GL.glVertexAttrib4f(self.colour_shader_alt_colour, 0, 0, 1, 1)
                self.abis.bind()
                GL.glDrawElementsui(GL.GL_LINES, self.abis)  # draw the lines
                self.abis.unbind()
                self.avis.unbind()
                GL.glDisableVertexAttribArray(self.colour_shader_bi)
                self.avs.unbind()
                GL.glDisableClientState(GL.GL_VERTEX_ARRAY)
            GL.glUseProgram(self.shader)
            if self.image != self.bindImage:
                if self.bindImage is not None:
                    self.deleteTexture(self.bindId)
                    self.bindId, self.bindImage = long(0), None
                if self.image is not None:
                    global win
                    self.bindId = self.view.bindTexture(self.image)
                    self.bindImage = self.image
            if self.bindImage is not None:
                GL.glEnable(GL.GL_TEXTURE_2D)
                GL.glBindTexture(GL.GL_TEXTURE_2D, self.bindId)
            GL.glEnable(GL.GL_CULL_FACE)
            GL.glCullFace(GL.GL_BACK)
            GL.glFrontFace(GL.GL_CCW)
            GL.glEnable(GL.GL_LIGHTING)
            GL.glEnable(GL.GL_LIGHT0)
            Pmat = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
            lightDir = -Pmat[:3, 2]  # the direction the camera is looking
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, lightDir)
            if self.d[K_COLOUR]:
                GL.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE,
                                self.d[K_COLOUR])
            if self.vs is not None:
                GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
                self.vs.bind()
                GL.glVertexPointerf(self.vs)
            if self.vts is not None:
                GL.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY)
                self.vts.bind()
                GL.glTexCoordPointerf(self.vts)
            if self.vns is not None:
                GL.glEnableClientState(GL.GL_NORMAL_ARRAY)
                self.vns.bind()
                GL.glNormalPointerf(self.vns)
            if self.tris is not None:
                GL.glDrawElementsui(GL.GL_TRIANGLES, self.tris)  # static geom
            if self.transformData is not None and self.transforms is not None:
                GL.glUniformMatrix4fv(
                    self.shader_myMat, len(self.transforms), GL.GL_FALSE,
                    self.transforms)  # put the transforms in myMat
                GL.glEnableVertexAttribArray(self.shader_bi)
                self.vtis.bind()
                GL.glVertexAttribIPointer(self.shader_bi, 1,
                                          GL.GL_UNSIGNED_INT, 0,
                                          self.vtis)  # write the vtis to bi
                if DRAWOPT_GEOMS & drawOpts:
                    self.tis.bind()
                    GL.glDrawElementsui(GL.GL_TRIANGLES,
                                        self.tis)  # draw the triangles
                    self.tis.unbind()
                self.vtis.unbind()
                GL.glDisableVertexAttribArray(self.shader_bi)
            if self.vs is not None:
                self.vs.unbind()
                GL.glDisableClientState(GL.GL_VERTEX_ARRAY)
            if self.vts is not None:
                self.vts.unbind()
                GL.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY)
            if self.vns is not None:
                self.vns.unbind()
                GL.glDisableClientState(GL.GL_NORMAL_ARRAY)
            GL.glDisable(GL.GL_LIGHTING)
            GL.glDisable(GL.GL_TEXTURE_2D)
        GL.glDisable(GL.GL_BLEND)
        GL.glUseProgram(0)
        if self.d[
                K_NAME] is not None and self.transforms is not None and DRAWOPT_LABELS & drawOpts:
            try:
                GL.glColor4f(*boneColour)
                phi = np.max(self.transforms[:, 3, :3], axis=0)
                plo = np.min(self.transforms[:, 3, :3], axis=0)
                if bool(GL.glWindowPos2f):
                    Mmat = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
                    Pmat = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
                    viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
                    p = GLU.gluProject((phi[0] + plo[0]) * 0.5, phi[1] + 300.0,
                                       (phi[2] + plo[2]) * 0.5, Mmat, Pmat,
                                       viewport)
                    if p[2] > 0 and p[2] < 1:  # near/far clipping of text
                        # TODO, now this won't change if name changes...
                        if self.nameWidth is None:
                            self.nameWidth = sum([
                                GLUT.glutBitmapWidth(self.font, ord(x))
                                for x in self.d[K_NAME]
                            ])
                        GL.glWindowPos2f(p[0] - 0.5 * self.nameWidth, p[1])
                        GLUT.glutBitmapString(self.font, self.d[K_NAME])
                else:
                    GL.glRasterPos3f((phi[0] + plo[0]) * 0.5, phi[1] + 300.0,
                                     (phi[2] + plo[2]) * 0.5)
                    GLUT.glutBitmapString(self.font, self.d[K_NAME])
            except ValueError:
                pass  # projection failed
        if DRAWOPT_OFFSET & drawOpts:
            GL.glTranslate(-self.offset[0], -self.offset[1], -self.offset[2])
Exemple #33
0
 def _GetCords(self):
     """ _GetCords()
     Get a pointset of the coordinates of the wobject. This is used
     for drawing the quads and lines using a vertex array. 
     """
     
     # Can we reuse buffered coordinates?
     if self._cordsBuffer is not None:
         return self._cordsBuffer
     
     # Get ranges in world coords
     rangex, rangey = self._GetRangesInWorldCords()
     
     # Project two points to use in OnDrawScreen
     screen1 = glu.gluProject(rangex.min, rangey.min, 0)
     screen2 = glu.gluProject(rangex.max, rangey.max, 0)
     
     # Calculate world-distance of a screendistance of self._barwidth
     # and then do drawing here (not in OnDrawScreen), otherwise I won't
     # be able to detect picking!!
     onePixelx = rangex.range / ( screen2[0] - screen1[0] ) 
     onePixely = rangey.range / ( screen2[1] - screen1[1] ) 
     
     # Get coords
     tmp = self._barWidth
     x1, x2, xd = rangex.min, rangex.max, onePixelx*tmp
     y1, y2, yd = rangey.min, rangey.max, onePixely*tmp
     if yd<0:
         y1, y2 = y2, y1 # axis flipped
     
     # Definition of the coordinate indices:
     #
     # 12 11      10 15
     #  4 0 ----- 3 9
     #    |       |
     #    |       |
     #  5 1------ 2 8
     # 13 6       7 14
     #
     
     # Make coords
     pp = Pointset(2)
     #
     pp.append(x1, y1)
     pp.append(x1, y2)
     pp.append(x2, y2)
     pp.append(x2, y1)
     #
     pp.append(x1-xd, y1)
     pp.append(x1-xd, y2)
     pp.append(x1, y2+yd)
     pp.append(x2, y2+yd)
     #
     pp.append(x2+xd, y2)
     pp.append(x2+xd, y1)
     pp.append(x2, y1-yd)
     pp.append(x1, y1-yd)
     #
     pp.append(x1-xd, y1-yd)
     pp.append(x1-xd, y2+yd)
     pp.append(x2+xd, y2+yd)
     pp.append(x2+xd, y1-yd)
     
     # Done
     self._cordsBuffer = pp
     return pp
Exemple #34
0
 def project(self,x,y,z):
     "Map the object coordinates (x,y,z) to window coordinates."""
     self.set3DMatrices()
     return GLU.gluProject(x,y,z,self.m.astype(double),self.p,self.v)