def apply(self): glPushMatrix() lineardeltakins.set_geometry(self.comp['R'], self.comp['L']) f = lineardeltakins.forward(self.comp['joint0'], self.comp['joint1'], self.comp['joint2']) if f is not None: self.x = x = f[0] self.y = y = f[1] self.z = z = f[2] else: x = self.x y = self.y z = self.z glTranslatef(x, y, z)