def mouseReleaseEvent(self, event): if self.events_mode == "inspect": if self.current_hit != None: self.updateGL( ) # there needs to be a clear or something in order for the picking to work. This is bit of hack but our rendering function doesn't take long anyhow hit = self.get_hit(event) if hit == self.current_hit: self.point_selected.emit(self.current_hit, event) else: #EM3DSymModel.mouseReleaseEvent(self,event) EM3DModel.mouseReleaseEvent( self, event ) #behavior in EM3DSymModel is not what we want (needed in sibling classes?) self.current_hit = None else: #EM3DSymModel.mouseReleaseEvent(self,event) EM3DModel.mouseReleaseEvent( self, event ) #behavior in EM3DSymModel is not what we want (needed in sibling classes?)
def __init__(self, gl_widget): EM3DModel.__init__(self, gl_widget) self.init() self.initialized = True self.cam = Camera2(self) self.brightness = 0 self.contrast = 10 self.glcontrast = 1.0 self.glbrightness = 0.0 self.rank = 1 self.inspector = None self.colors = get_default_gl_colors() self.currentcolor = "bluewhite" self.vdtools = EMViewportDepthTools2(self.get_gl_widget()) self.get_gl_widget().cam.default_z = -1.25 * 50 # this is me hacking self.get_gl_widget().cam.cam_z = -1.25 * 50 # this is me hacking self.dl = None # display list id