def make_skelscreenedges(self, arrow='none', circle=0, DEBUG=0): if DEBUG: print "make_sse starting" # I need the number of joints in self. We don't store this value # in the class, but we can get it by looking at the length of any # edge array self.edges[t] for any t. So we make sure that self.edges[1] # is set up, then we take its length. if not (self.edges.has_key(1)): self.create_edges_onet(1) jointcount = len(self.edges[1]) if DEBUG: print "make_skelscreenedges: jointcount=",jointcount skelscreenedges = [] for x in range(jointcount): sv1 = screenvert(0.,0.,0.,description='make_sse_sv1') sv2 = screenvert(0.,0.,0.,description='make_sse_sv2') se1 = screenedge(sv1, sv2, arrow=arrow, circle=circle, DEBUG=DEBUG, \ description='created_by_make_skelscreenedges' ) skelscreenedges.append(se1) return skelscreenedges
def make_skelscreenedges(self, arrow='none', circle=0, DEBUG=0): if DEBUG: print "make_sse starting" # I need the number of joints in self. We don't store this value # in the class, but we can get it by looking at the length of any # edge array self.edges[t] for any t. So we make sure that self.edges[1] # is set up, then we take its length. if not (self.edges.has_key(1)): self.create_edges_onet(1) jointcount = len(self.edges[1]) if DEBUG: print "make_skelscreenedges: jointcount=", jointcount skelscreenedges = [] for x in range(jointcount): sv1 = screenvert(0., 0., 0., description='make_sse_sv1') sv2 = screenvert(0., 0., 0., description='make_sse_sv2') se1 = screenedge(sv1, sv2, arrow=arrow, circle=circle, DEBUG=DEBUG, \ description='created_by_make_skelscreenedges' ) skelscreenedges.append(se1) return skelscreenedges
# Call Config() when CANVAS FRAME is resized. We don't want to # do this as root.bind() because then we get callback calls for every # widget and frame on the screen whenever we resize the window. We # just want a callback for the frame that holds the canvas. myviewport.bind('<Configure>', canvas_frame_change) # Must init myskeleton to 0. At least one routine uses this as a test # for whether a skeleton exists or not. myskeleton = 0 skelscreenedges = [] axisedges = [] # X axis sv1 = screenvert(0., 0., 0.) sv2 = screenvert(10., 0., 0.) se1 = screenedge(sv1, sv2, color='red', description='red x axis') axisedges.append(se1) # Y axis sv1 = screenvert(0., 0., 0.) sv2 = screenvert(0., 10., 0.) se1 = screenedge(sv1, sv2, color='green', description='green y axis') axisedges.append(se1) # Z axis sv1 = screenvert(0., 0., 0.) sv2 = screenvert(0., 0., 10.) se1 = screenedge(sv1, sv2, color='blue', description='blue z axis') axisedges.append(se1) redraw_axes = 1
# Call Config() when CANVAS FRAME is resized. We don't want to # do this as root.bind() because then we get callback calls for every # widget and frame on the screen whenever we resize the window. We # just want a callback for the frame that holds the canvas. myviewport.bind('<Configure>', canvas_frame_change) # Must init myskeleton to 0. At least one routine uses this as a test # for whether a skeleton exists or not. myskeleton = 0 skelscreenedges = [] axisedges = [] # X axis sv1 = screenvert(0.,0.,0.) sv2 = screenvert(10.,0.,0.) se1 = screenedge(sv1, sv2, color='red', description='red x axis') axisedges.append(se1) # Y axis sv1 = screenvert(0.,0.,0.) sv2 = screenvert(0.,10.,0.) se1 = screenedge(sv1, sv2, color='green', description='green y axis') axisedges.append(se1) # Z axis sv1 = screenvert(0.,0.,0.) sv2 = screenvert(0.,0.,10.) se1 = screenedge(sv1, sv2, color='blue', description='blue z axis') axisedges.append(se1)