def initializeGL(self): """Apply OpenGL version profile and initialize OpenGL functions.""" if not self._initialized: self.printOpenGLInformation(self.context().format()) ## create gnomon self._gnomon = Gnomon(self) ## update cameras self._world.camera.setRotation(self._trackball.rotation().inverted()) self._gnomon.camera.setRotation(self._trackball.rotation().inverted()) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_DEPTH_CLAMP) #GL.glEnable(GL.GL_CULL_FACE) GL.glEnable(GL.GL_MULTISAMPLE) GL.glEnable(GL.GL_FRAMEBUFFER_SRGB) ## attempt at line antialising if self._antialiasing: GL.glEnable(GL.GL_POLYGON_SMOOTH) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST) GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST) GL.glPointSize(5) GL.glLineWidth(1) ## clear color GL.glClearColor(0.75, 0.76, 0.76, 0.0) ## initialize scene self._world.initialize() ## initialize gnomon self._gnomon.initialize() ## timer for immediate update self._timer = QTimer(self) self._timer.setTimerType(Qt.PreciseTimer) self._timer.timeout.connect(self.updateScene) self._timer.start() ## timer for measuring elapsed time self._elapsed_timer = QElapsedTimer() self._elapsed_timer.restart() self._frameElapsed = 0 self._gpuElapsed = 0 self._initialized = True ### ### Add an object to the scene ### #self._world.addActor(Icosahedron(self._world, level=2)) xform = QMatrix4x4() xform.rotate(-90.0, 0.0, 0.0, 1.0) self._world.addActor(Cone(self._world, resolution=24, height=1.0, radius=0.5, transform=xform)) ### else: ## initialize scene self._world.initialize() ## initialize gnomon self._gnomon.initialize() ## initialize OpenGL timer self._query = GL.glGenQueries(1)
class Renderer(QOpenGLWidget): ## initialization def __init__(self, parent=None, **kwargs): """Initialize OpenGL version profile.""" super(Renderer, self).__init__(parent) self._parent = parent ## deal with options self._lighting = kwargs.get("lighting", True) self._antialiasing = kwargs.get("antialiasing", False) self._statistics = kwargs.get("statistics", True) ## define home orientation self._home_rotation = QQuaternion.fromAxisAndAngle(QVector3D(1.0, 0.0, 0.0), 25.0) * QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), -50.0) ## define scene trackball self._trackball = Trackball(velocity=0.05, axis=QVector3D(0.0, 1.0, 0.0), mode=Trackball.TrackballMode.Planar, rotation=self._home_rotation, paused=True) ## create main scene self._world = World(self, home_position=QVector3D(0, 0, 3.5)) ## do not animate self._animating = True ## not yet initialized self._initialized = False self.setAutoFillBackground(False) def printOpenGLInformation(self, format, verbosity=0): print("\n*** OpenGL context information ***") print("Vendor: {}".format(GL.glGetString(GL.GL_VENDOR).decode('UTF-8'))) print("Renderer: {}".format(GL.glGetString(GL.GL_RENDERER).decode('UTF-8'))) print("OpenGL version: {}".format(GL.glGetString(GL.GL_VERSION).decode('UTF-8'))) print("Shader version: {}".format(GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION).decode('UTF-8'))) print("Maximum samples: {}".format(GL.glGetInteger(GL.GL_MAX_SAMPLES))) print("\n*** QSurfaceFormat from context ***") print("Depth buffer size: {}".format(format.depthBufferSize())) print("Stencil buffer size: {}".format(format.stencilBufferSize())) print("Samples: {}".format(format.samples())) print("Red buffer size: {}".format(format.redBufferSize())) print("Green buffer size: {}".format(format.greenBufferSize())) print("Blue buffer size: {}".format(format.blueBufferSize())) print("Alpha buffer size: {}".format(format.alphaBufferSize())) #print("\nAvailable extensions:") #for k in range(0, GL.glGetIntegerv(GL.GL_NUM_EXTENSIONS)-1): # print("{},".format(GL.glGetStringi(GL.GL_EXTENSIONS, k).decode('UTF-8'))) #print("{}".format(GL.glGetStringi(GL.GL_EXTENSIONS, k+1).decode('UTF-8'))) def initializeGL(self): """Apply OpenGL version profile and initialize OpenGL functions.""" if not self._initialized: self.printOpenGLInformation(self.context().format()) ## create gnomon self._gnomon = Gnomon(self) ## update cameras self._world.camera.setRotation(self._trackball.rotation().inverted()) self._gnomon.camera.setRotation(self._trackball.rotation().inverted()) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_DEPTH_CLAMP) #GL.glEnable(GL.GL_CULL_FACE) GL.glEnable(GL.GL_MULTISAMPLE) GL.glEnable(GL.GL_FRAMEBUFFER_SRGB) ## attempt at line antialising if self._antialiasing: GL.glEnable(GL.GL_POLYGON_SMOOTH) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST) GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST) GL.glPointSize(5) GL.glLineWidth(1) ## clear color GL.glClearColor(0.75, 0.76, 0.76, 0.0) ## initialize scene self._world.initialize() ## initialize gnomon self._gnomon.initialize() ## timer for immediate update self._timer = QTimer(self) self._timer.setTimerType(Qt.PreciseTimer) self._timer.timeout.connect(self.updateScene) self._timer.start() ## timer for measuring elapsed time self._elapsed_timer = QElapsedTimer() self._elapsed_timer.restart() self._frameElapsed = 0 self._gpuElapsed = 0 self._initialized = True ### ### Add an object to the scene ### #self._world.addActor(Icosahedron(self._world, level=2)) xform = QMatrix4x4() xform.rotate(-90.0, 0.0, 0.0, 1.0) self._world.addActor(Cone(self._world, resolution=24, height=1.0, radius=0.5, transform=xform)) ### else: ## initialize scene self._world.initialize() ## initialize gnomon self._gnomon.initialize() ## initialize OpenGL timer self._query = GL.glGenQueries(1) def clear(self): """Clear scene""" self._world.clear() self.update() def renderTimeEstimates(self): return [self._frameElapsed, self._gpuElapsed] @property def lighting(self): return self._lighting def setDrawStyle(self, style): self._draw_style = style def activeSceneCamera(self): """Returns main scene camera""" return self._world.camera def setAnimating(self, value): """Sets continuous update""" self._animating = value def isAnimating(self): """Returns whether continous update is active""" return self._animating def updateScene(self): """Schedule an update to the scene""" if self.isAnimating(): self.update() def renderScene(self): """Draw main scene""" ## set scene rotation self._world.camera.setRotation(self._trackball.rotation().inverted()) self._gnomon.camera.setRotation(self._trackball.rotation().inverted()) self._world.render() ## render gnomon self._gnomon.render() def paintGL(self): """Draw scene""" ## record render time statistics if self._statistics: ## begin GPU time query GL.glBeginQuery(GL.GL_TIME_ELAPSED, self._query) ## render scene self.renderScene() ## finish GPU time query GL.glEndQuery(GL.GL_TIME_ELAPSED) ## record render time statistics, need to stall the CPU a bit ready = False while not ready: ready = GL.glGetQueryObjectiv(self._query, GL.GL_QUERY_RESULT_AVAILABLE) self._gpuElapsed = GL.glGetQueryObjectuiv(self._query, GL.GL_QUERY_RESULT ) / 1000000.0 ## delete query object #GL.glDeleteQueries( self._query ) else: ## render scene self.renderScene() self._frameElapsed = self._elapsed_timer.restart() def resizeGL(self, width, height): """ Called by the Qt libraries whenever the window is resized""" self._world.camera.setAspectRatio(width / float(height if height > 0.0 else 1.0)) def pan(self, point, state='start'): """Move camera according to mouse move""" if state == 'start': self._lastPanningPos = point elif state == 'move': delta = QLineF(self._lastPanningPos, point) self._lastPanningPos = point direction = QVector3D(-delta.dx(), -delta.dy(), 0.0).normalized() newpos = self._world.camera.position + delta.length()*2.0 * direction self._world.camera.setPosition(newpos) def mousePressEvent(self, event): """ Called by the Qt libraries whenever the window receives a mouse click.""" super(Renderer, self).mousePressEvent(event) if event.isAccepted(): return if event.buttons() & Qt.LeftButton: self._trackball.press(self._pixelPosToViewPos(event.localPos()), QQuaternion()) self._trackball.start() event.accept() if not self.isAnimating(): self.update() elif event.buttons() & Qt.RightButton: self.pan(self._pixelPosToViewPos(event.localPos()), state='start') self.update() def mouseMoveEvent(self, event): """Called by the Qt libraries whenever the window receives a mouse move/drag event.""" super(Renderer, self).mouseMoveEvent(event) if event.isAccepted(): return if event.buttons() & Qt.LeftButton: self._trackball.move(self._pixelPosToViewPos(event.localPos()), QQuaternion()) event.accept() if not self.isAnimating(): self.update() elif event.buttons() & Qt.RightButton: self.pan(self._pixelPosToViewPos(event.localPos()), state='move') self.update() def mouseReleaseEvent(self, event): """ Called by the Qt libraries whenever the window receives a mouse release.""" super(Renderer, self).mouseReleaseEvent(event) if event.isAccepted(): return if event.button() == Qt.LeftButton: self._trackball.release(self._pixelPosToViewPos(event.localPos()), QQuaternion()) event.accept() if not self.isAnimating(): self._trackball.stop() self.update() def wheelEvent(self, event): """Process mouse wheel movements""" super(Renderer, self).wheelEvent(event) self.zoom(-event.angleDelta().y() / 950.0) event.accept() ## scene is dirty, please update self.update() def zoom(self, diffvalue): """Zooms in/out the active camera""" multiplicator = math.exp(diffvalue) ## get a hold of the current active camera camera = self._world.camera if camera.lens == Camera.Lens.Orthographic: # Since there's no perspective, "zooming" in the original sense # of the word won't have any visible effect. So we just increase # or decrease the field-of-view values of the camera instead, to # "shrink" the projection size of the model / scene. camera.scaleHeight(multiplicator) else: old_focal_dist = camera.focalDistance new_focal_dist = old_focal_dist * multiplicator direction = camera.orientation * QVector3D(0.0, 0.0, -1.0) newpos = camera.position + (new_focal_dist - old_focal_dist) * -direction camera.setPosition(newpos) camera.setFocalDistance(new_focal_dist) def viewFront(self): """Make camera face the front side of the scene""" self._trackball.reset(QQuaternion()) self.update() def viewBack(self): """Make camera face the back side of the scene""" self._trackball.reset(QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), 180.0)) self.update() def viewLeft(self): """Make camera face the left side of the scene""" self._trackball.reset(QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), -90.0)) self.update() def viewRight(self): """Make camera face the right side of the scene""" self._trackball.reset(QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), 90.0)) self.update() def viewTop(self): """Make camera face the top side of the scene""" self._trackball.reset(QQuaternion.fromAxisAndAngle(QVector3D(1.0, 0.0, 0.0), 90.0)) self.update() def viewBottom(self): """Make camera face the bottom side of the scene""" self._trackball.reset(QQuaternion.fromAxisAndAngle(QVector3D(1.0, 0.0, 0.0), -90.0)) self.update() def createGridLines(self): """Set gridlines""" self.makeCurrent() self._world.createGridLines() self.doneCurrent() def cameraLensChanged(self, lens): """Switch world's. camera lens""" self._world.setCameraLens(lens) self._gnomon.setCameraLens(lens) self.update() def storeCamera(self): """Store world's camera parameters""" self._world.storeCamera() def recallCamera(self): """Recall camera parameters""" self._world.recallCamera() self._trackball.reset(self._world.camera.rotation.inverted()) self.update() def resetCamera(self): """Reset world's camera parameters""" self._world.resetCamera() self._trackball.reset(self._home_rotation) self.update() def drawStyleChanged(self, index): self._world.setDrawStyle(Scene.DrawStyle.Styles[index]) self.update() def lightingChanged(self, state): self._world.setLighting(state) self.update() def shadingChanged(self, index): self._world.setShading(Scene.Shading.Types[index]) self.update() def headLightChanged(self, state): self._world.light.setHeadLight(state) self.update() def directionalLightChanged(self, state): self._world.light.setDirectional(state) self.update() def enableProfiling(self, enable): self._statistics = enable def enableAnimation(self, enable): self.setAnimating(enable) if not enable: self._trackball.stop() def _pixelPosToViewPos(self, point): return QPointF(2.0 * float(point.x()) / self.width() - 1.0, 1.0 - 2.0 * float(point.y()) / self.height())
def initializeGL(self): """Apply OpenGL version profile and initialize OpenGL functions.""" if not self._initialized: self.printOpenGLInformation(self.context().format()) ## create gnomon self._gnomon = Gnomon(self) ## update cameras self._world.camera.setRotation( self._trackball.rotation().inverted()) self._gnomon.camera.setRotation( self._trackball.rotation().inverted()) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_DEPTH_CLAMP) #GL.glEnable(GL.GL_CULL_FACE) GL.glEnable(GL.GL_MULTISAMPLE) GL.glEnable(GL.GL_FRAMEBUFFER_SRGB) ## attempt at line antialising if self._antialiasing: GL.glEnable(GL.GL_POLYGON_SMOOTH) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST) GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST) GL.glPointSize(5) GL.glLineWidth(1) ## clear color GL.glClearColor(0.75, 0.76, 0.76, 0.0) ## initialize scene self._world.initialize() ## initialize gnomon self._gnomon.initialize() ## timer for immediate update self._timer = QTimer(self) self._timer.setTimerType(Qt.PreciseTimer) self._timer.timeout.connect(self.updateScene) self._timer.start() ## timer for measuring elapsed time self._elapsed_timer = QElapsedTimer() self._elapsed_timer.restart() self._frameElapsed = 0 self._gpuElapsed = 0 self._initialized = True ### ### Creates Scenes ### SCENE = 0 #polar spheres #SCENE = 1 #tessalation spheres #SCENE = 2 #test scene if (SCENE == 0): xform1 = QMatrix4x4() xform2 = QMatrix4x4() xform3 = QMatrix4x4() xform1.translate(2.0, 0.0, 0.0) xform2.translate(-3.0, 0.0, 0.0) xform3.translate(0.0, 0.0, 0.0) self._actor1 = SpherePolar(self._world, 1.0, 7, 7, transform=xform1) self._actor2 = SpherePolar(self._world, 2.0, 12, 15, transform=xform2) self._actor3 = SpherePolar(self._world, 1.0, 40, 40, transform=xform3) self._world.addActor(self._actor1) self._world.addActor(self._actor2) self._world.addActor(self._actor3) elif (SCENE == 1): xform1 = QMatrix4x4() xform2 = QMatrix4x4() xform3 = QMatrix4x4() xform1.translate(2.0, 0.0, 0.0) xform2.translate(-3.0, 0.0, 0.0) xform3.translate(0.0, 0.0, 0.0) self._actor1 = SphereIcos(self._world, radius=1.0, innerLevel=2, outerLevel=2, transform=xform1, mode=GL.GL_PATCHES) self._actor2 = SphereIcos(self._world, radius=2.0, innerLevel=4, outerLevel=4, transform=xform2, mode=GL.GL_PATCHES) self._actor3 = SphereIcos(self._world, radius=1.0, innerLevel=5, outerLevel=5, transform=xform3, mode=GL.GL_PATCHES, colors=True) self._world.addActor(self._actor1) self._world.addActor(self._actor2) self._world.addActor(self._actor3) elif (SCENE == 2): xform1 = QMatrix4x4() xform1.translate(0.0, 0.0, 0.0) #self._actor1 = Icosahedron(self._world, transform=xform1, colors=True) self._actor1 = SphereIcos(self._world, radius=1.0, innerLevel=1, outerLevel=5, transform=xform1, mode=GL.GL_PATCHES, colors=True) self._world.addActor(self._actor1) else: ## initialize scene self._world.initialize() ## initialize gnomon self._gnomon.initialize() ## initialize OpenGL timer self._query = GL.glGenQueries(1)
def initializeGL(self): """Apply OpenGL version profile and initialize OpenGL functions.""" if not self._initialized: self.printOpenGLInformation(self.context().format()) ## create gnomon self._gnomon = Gnomon(self) ## update cameras self._world.camera.setRotation( self._trackball.rotation().inverted()) self._gnomon.camera.setRotation( self._trackball.rotation().inverted()) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_DEPTH_CLAMP) #GL.glEnable(GL.GL_CULL_FACE) GL.glEnable(GL.GL_MULTISAMPLE) GL.glEnable(GL.GL_FRAMEBUFFER_SRGB) ## attempt at line antialising if self._antialiasing: GL.glEnable(GL.GL_POLYGON_SMOOTH) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST) GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST) GL.glPointSize(5) GL.glLineWidth(1) ## clear color GL.glClearColor(0.75, 0.76, 0.76, 0.0) ## initialize scene self._world.initialize() ## initialize gnomon self._gnomon.initialize() ## timer for immediate update self._timer = QTimer(self) self._timer.setTimerType(Qt.PreciseTimer) self._timer.timeout.connect(self.updateScene) self._timer.start() ## timer for measuring elapsed time self._elapsed_timer = QElapsedTimer() self._elapsed_timer.restart() self._frameElapsed = 0 self._gpuElapsed = 0 self._initialized = True ### ### Add an object to the scene ### mat = Material(cbase=QVector3D(0.1, 0.9, 0.1), shininess=0.0, roughness=1.0, metallic=0.0) self._ground = Ground(self._world, material=mat) self._ground.should_be_rendered = True self._world.addActor(self._ground) self._roller_coaster = Roller_Coaster(self._world, self._ground, [ np.array([0.0, 0.0, 0.0]), np.array([[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]) ]) ### else: ## initialize scene self._world.initialize() ## initialize gnomon self._gnomon.initialize() ## initialize OpenGL timer self._query = GL.glGenQueries(1)
class Renderer(QOpenGLWidget): ## initialization def __init__(self, parent=None, **kwargs): """Initialize OpenGL version profile.""" super(Renderer, self).__init__(parent) self._parent = parent self._transforming = False self._prevPoint = QPointF(0.0, 0.0) self.axis_selected = False ## deal with options self._lighting = kwargs.get("lighting", True) self._antialiasing = kwargs.get("antialiasing", False) self._statistics = kwargs.get("statistics", True) ## define home orientation self._home_rotation = QQuaternion.fromAxisAndAngle( QVector3D(1.0, 0.0, 0.0), 25.0) * QQuaternion.fromAxisAndAngle( QVector3D(0.0, 1.0, 0.0), -50.0) ## define scene trackball self._trackball = Trackball(velocity=0.05, axis=QVector3D(0.0, 1.0, 0.0), mode=Trackball.TrackballMode.Planar, rotation=self._home_rotation, paused=True) ## create main scene self._world = World(self, home_position=QVector3D(0, 0, 3.5)) ## do not animate self._animating = True ## not yet initialized self._initialized = False self.setAutoFillBackground(False) self.currentActor_ = None self._shift_isPressed = False def shiftPressed(self): self._shift_isPressed = True def shiftReleased(self): self._shift_isPressed = False def printOpenGLInformation(self, format, verbosity=0): print("\n*** OpenGL context information ***") print("Vendor: {}".format( GL.glGetString(GL.GL_VENDOR).decode('UTF-8'))) print("Renderer: {}".format( GL.glGetString(GL.GL_RENDERER).decode('UTF-8'))) print("OpenGL version: {}".format( GL.glGetString(GL.GL_VERSION).decode('UTF-8'))) print("Shader version: {}".format( GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION).decode('UTF-8'))) print("Maximum samples: {}".format(GL.glGetInteger(GL.GL_MAX_SAMPLES))) print("\n*** QSurfaceFormat from context ***") print("Depth buffer size: {}".format(format.depthBufferSize())) print("Stencil buffer size: {}".format(format.stencilBufferSize())) print("Samples: {}".format(format.samples())) print("Red buffer size: {}".format(format.redBufferSize())) print("Green buffer size: {}".format(format.greenBufferSize())) print("Blue buffer size: {}".format(format.blueBufferSize())) print("Alpha buffer size: {}".format(format.alphaBufferSize())) #print("\nAvailable extensions:") #for k in range(0, GL.glGetIntegerv(GL.GL_NUM_EXTENSIONS)-1): # print("{},".format(GL.glGetStringi(GL.GL_EXTENSIONS, k).decode('UTF-8'))) #print("{}".format(GL.glGetStringi(GL.GL_EXTENSIONS, k+1).decode('UTF-8'))) def initializeGL(self): """Apply OpenGL version profile and initialize OpenGL functions.""" if not self._initialized: self.printOpenGLInformation(self.context().format()) ## create gnomon self._gnomon = Gnomon(self) ## update cameras self._world.camera.setRotation( self._trackball.rotation().inverted()) self._gnomon.camera.setRotation( self._trackball.rotation().inverted()) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_DEPTH_CLAMP) #GL.glEnable(GL.GL_CULL_FACE) GL.glEnable(GL.GL_MULTISAMPLE) GL.glEnable(GL.GL_FRAMEBUFFER_SRGB) ## attempt at line antialising if self._antialiasing: GL.glEnable(GL.GL_POLYGON_SMOOTH) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST) GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST) GL.glPointSize(5) GL.glLineWidth(1) ## clear color GL.glClearColor(0.75, 0.76, 0.76, 0.0) ## initialize scene self._world.initialize() ## initialize gnomon self._gnomon.initialize() ## timer for immediate update self._timer = QTimer(self) self._timer.setTimerType(Qt.PreciseTimer) self._timer.timeout.connect(self.updateScene) self._timer.start() ## timer for measuring elapsed time self._elapsed_timer = QElapsedTimer() self._elapsed_timer.restart() self._frameElapsed = 0 self._gpuElapsed = 0 xform1 = QMatrix4x4() aux = Obj_Polyhedron(self._world, "1", transform=xform1) self._world.addActor(aux) self._initialized = True else: ## initialize scene self._world.initialize() ## initialize gnomon self._gnomon.initialize() ## initialize OpenGL timer self._query = GL.glGenQueries(1) def clear(self): """Clear scene""" self._world.clear() self.update() def renderTimeEstimates(self): return [self._frameElapsed, self._gpuElapsed] def selectActor(self, actor): self.RemoveLines() self.currentActor_ = actor self._world.selectActor(actor) @property def lighting(self): return self._lighting def setDrawStyle(self, style): self._draw_style = style def activeSceneCamera(self): """Returns main scene camera""" return self._world.camera def setAnimating(self, value): """Sets continuous update""" self._animating = value def isAnimating(self): """Returns whether continous update is active""" return self._animating def updateScene(self): """Schedule an update to the scene""" if self.isAnimating(): self.update() def renderScene(self): """Draw main scene""" ## set scene rotation self._world.camera.setRotation(self._trackball.rotation().inverted()) self._gnomon.camera.setRotation(self._trackball.rotation().inverted()) self._world.render() ## render gnomon self._gnomon.render() def paintGL(self): """Draw scene""" ## record render time statistics if self._statistics: ## begin GPU time query GL.glBeginQuery(GL.GL_TIME_ELAPSED, self._query) ## render scene self.renderScene() ## finish GPU time query GL.glEndQuery(GL.GL_TIME_ELAPSED) ## record render time statistics, need to stall the CPU a bit ready = False while not ready: ready = GL.glGetQueryObjectiv(self._query, GL.GL_QUERY_RESULT_AVAILABLE) self._gpuElapsed = GL.glGetQueryObjectuiv( self._query, GL.GL_QUERY_RESULT) / 1000000.0 ## delete query object #GL.glDeleteQueries( self._query ) else: ## render scene self.renderScene() self._frameElapsed = self._elapsed_timer.restart() def resizeGL(self, width, height): """ Called by the Qt libraries whenever the window is resized""" self._world.camera.setAspectRatio( width / float(height if height > 0.0 else 1.0)) def pan(self, point, state='start'): """Move camera according to mouse move""" if state == 'start': self._lastPanningPos = point elif state == 'move': delta = QLineF(self._lastPanningPos, point) self._lastPanningPos = point direction = QVector3D(-delta.dx(), -delta.dy(), 0.0).normalized() newpos = self._world.camera.position + delta.length( ) * 2.0 * direction self._world.camera.setPosition(newpos) def mouseMoveEvent(self, event): """Called by the Qt libraries whenever the window receives a mouse move/drag event.""" super(Renderer, self).mouseMoveEvent(event) if event.isAccepted(): return if event.buttons() & Qt.LeftButton: self._trackball.move(self._pixelPosToViewPos(event.localPos()), QQuaternion()) event.accept() if not self.isAnimating(): self.update() elif event.buttons() & Qt.RightButton: self.pan(self._pixelPosToViewPos(event.localPos()), state='move') self.update() def wheelEvent(self, event): """Process mouse wheel movements""" super(Renderer, self).wheelEvent(event) self.zoom(-event.angleDelta().y() / 950.0) event.accept() ## scene is dirty, please update self.update() def zoom(self, diffvalue): """Zooms in/out the active camera""" multiplicator = math.exp(diffvalue) ## get a hold of the current active camera camera = self._world.camera if camera.lens == Camera.Lens.Orthographic: # Since there's no perspective, "zooming" in the original sense # of the word won't have any visible effect. So we just increase # or decrease the field-of-view values of the camera instead, to # "shrink" the projection size of the model / scene. camera.scaleHeight(multiplicator) else: old_focal_dist = camera.focalDistance new_focal_dist = old_focal_dist * multiplicator direction = camera.orientation * QVector3D(0.0, 0.0, -1.0) newpos = camera.position + (new_focal_dist - old_focal_dist) * -direction camera.setPosition(newpos) camera.setFocalDistance(new_focal_dist) def viewFront(self): """Make camera face the front side of the scene""" self._trackball.reset(QQuaternion()) self.update() def viewBack(self): """Make camera face the back side of the scene""" self._trackball.reset( QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), 180.0)) self.update() def viewLeft(self): """Make camera face the left side of the scene""" self._trackball.reset( QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), -90.0)) self.update() def viewRight(self): """Make camera face the right side of the scene""" self._trackball.reset( QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), 90.0)) self.update() def viewTop(self): """Make camera face the top side of the scene""" self._trackball.reset( QQuaternion.fromAxisAndAngle(QVector3D(1.0, 0.0, 0.0), 90.0)) self.update() def viewBottom(self): """Make camera face the bottom side of the scene""" self._trackball.reset( QQuaternion.fromAxisAndAngle(QVector3D(1.0, 0.0, 0.0), -90.0)) self.update() def createGridLines(self): """Set gridlines""" self.makeCurrent() self._world.createGridLines() self.doneCurrent() def cameraLensChanged(self, lens): """Switch world's. camera lens""" self._world.setCameraLens(lens) self._gnomon.setCameraLens(lens) self.update() def storeCamera(self): """Store world's camera parameters""" self._world.storeCamera() def recallCamera(self): """Recall camera parameters""" self._world.recallCamera() self._trackball.reset(self._world.camera.rotation.inverted()) self.update() def resetCamera(self): """Reset world's camera parameters""" self._world.resetCamera() self._trackball.reset(self._home_rotation) self.update() def drawStyleChanged(self, index): self._world.setDrawStyle(Scene.DrawStyle.Styles[index]) self.update() def setActors(self, objects): self._objs = objects def lightingChanged(self, state): self._world.setLighting(state) self.update() def shadingChanged(self, index): self._world.setShading(Scene.Shading.Types[index]) self.update() def headLightChanged(self, state): self._world.light.setHeadLight(state) self.update() def directionalLightChanged(self, state): self._world.light.setDirectional(state) self.update() def enableProfiling(self, enable): self._statistics = enable def enableAnimation(self, enable): self.setAnimating(enable) if not enable: self._trackball.stop() def _pixelPosToViewPos(self, point): return QPointF(2.0 * float(point.x()) / self.width() - 1.0, 1.0 - 2.0 * float(point.y()) / self.height()) def changeActor(self, index): if (index == 0): return if (index > len(self._objs)): print("!!!!! Fora da Lista !!!!!!") return self.makeCurrent() xform1 = QMatrix4x4() aux = Obj_Polyhedron(self._world, self._objs[index - 1], transform=xform1) self._world.addActor(aux) def delActor(self): self.RemoveLines() self._world.removeActor(self.currentActor_) def generateScalingLines(self): self.makeCurrent() self.RemoveLines() cur = self.currentActor_ if (type(cur) is not Obj_Polyhedron): pass cur._state = 1 sc = cur._scale asc = sc * 2.5 # axis scale dist = 5.0 * asc * 3 # x cube matrix = QMatrix4x4() matrix.rotate(-90.0, QVector3D(0.0, 0.0, 1.0)) matrix.scale(asc, asc, asc) matrix.translate(0.0, dist / 2.0, 0.0) xl = Cube(self._world, name="sxc", material=Material(diffuse=QVector3D(1.0, 0.0, 0.0), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) # y cube matrix = QMatrix4x4() matrix.scale(asc, asc, asc) matrix.translate(0.0, dist / 2.0, 0.0) yl = Cube(self._world, name="syc", material=Material(diffuse=QVector3D(0.0, 1.0, 0.0), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) # z cube matrix = QMatrix4x4() matrix.rotate(90.0, QVector3D(1.0, 0.0, 0.0)) matrix.scale(asc, asc, asc) matrix.translate(0.0, dist / 2.0, 0.0) zl = Cube(self._world, name="szc", material=Material(diffuse=QVector3D(0.0, 0.47, 0.78), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) # x cylinder matrix = QMatrix4x4() matrix.rotate(-90.0, QVector3D(0.0, 0.0, 1.0)) matrix.scale(asc, asc, asc) matrix.translate(0.0, dist / 4.0, 0.0) xlc = Cylinder(self._world, name="txc", height=dist / 2.0, radius=sc, resolution=12, material=Material(diffuse=QVector3D(1.0, 0.0, 0.0), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) # y cylinder matrix = QMatrix4x4() matrix.scale(asc, asc, asc) matrix.translate(0.0, dist / 4.0, 0.0) ylc = Cylinder(self._world, name="tyc", height=dist / 2.0, radius=sc, resolution=12, material=Material(diffuse=QVector3D(0.0, 1.0, 0.0), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) # z cylinder matrix = QMatrix4x4() matrix.rotate(90.0, QVector3D(1.0, 0.0, 0.0)) matrix.scale(asc, asc, asc) matrix.translate(0.0, dist / 4.0, 0.0) zlc = Cylinder(self._world, name="tzc", height=dist / 2.0, radius=sc, resolution=12, material=Material(diffuse=QVector3D(0.0, 0.47, 0.78), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) newlines = [xl, yl, zl, xlc, ylc, zlc] self.currentActor_._lines = newlines for l in newlines: self._world.addActor(l) def generateRotatingLines(self): pass def generateTranslatingLines(self): self.makeCurrent() self.RemoveLines() cur = self.currentActor_ if (type(cur) is not Obj_Polyhedron): pass sc = cur._scale cur._state = 3 asc = sc * 2.5 # axis scale dist = 5.0 * asc * 3 ## x axis cone matrix = QMatrix4x4() matrix.rotate(-90.0, QVector3D(0.0, 0.0, 1.0)) matrix.scale(asc, asc, asc) matrix.translate(0.0, dist, 0.0) xl = Cone(self._world, name="tx", resolution=12, material=Material(diffuse=QVector3D(1.0, 0.0, 0.0), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) ## y axis cone matrix = QMatrix4x4() matrix.scale(asc, asc, asc) matrix.translate(0.0, dist, 0.0) ##6.0 yl = Cone(self._world, name="ty", resolution=12, material=Material(diffuse=QVector3D(0.0, 1.0, 0.0), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) ## z axis cone matrix = QMatrix4x4() matrix.rotate(90.0, QVector3D(1.0, 0.0, 0.0)) matrix.scale(asc, asc, asc) matrix.translate(0.0, dist, 0.0) zl = Cone(self._world, name="tz", resolution=12, material=Material(diffuse=QVector3D(0.0, 0.47, 0.78), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) # x cylinder matrix = QMatrix4x4() matrix.rotate(-90.0, QVector3D(0.0, 0.0, 1.0)) matrix.scale(asc, asc, asc) matrix.translate(0.0, dist / 2.0, 0.0) xlc = Cylinder(self._world, name="txc", height=dist, radius=sc, resolution=12, material=Material(diffuse=QVector3D(1.0, 0.0, 0.0), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) # y cylinder matrix = QMatrix4x4() matrix.scale(asc, asc, asc) matrix.translate(0.0, dist / 2.0, 0.0) ylc = Cylinder(self._world, name="tyc", height=dist, radius=sc, resolution=12, material=Material(diffuse=QVector3D(0.0, 1.0, 0.0), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) # z cylinder matrix = QMatrix4x4() matrix.rotate(90.0, QVector3D(1.0, 0.0, 0.0)) matrix.scale(asc, asc, asc) matrix.translate(0.0, dist / 2.0, 0.0) zlc = Cylinder(self._world, name="tzc", height=dist, radius=sc, resolution=12, material=Material(diffuse=QVector3D(0.0, 0.47, 0.78), specular=QVector3D(0.5, 0.5, 0.5), shininess=76.8), transform=matrix) newlines = [xl, yl, zl, xlc, ylc, zlc] self.currentActor_._lines = newlines for l in newlines: self._world.addActor(l) def selectX(self): self.axis_selected = True self.currentActor_._axis = 1 self.currentActor_._lines[0].setHighlighted(True) self.currentActor_._lines[1].setHighlighted(False) self.currentActor_._lines[2].setHighlighted(False) def selectY(self): self.axis_selected = True self.currentActor_._axis = 2 self.currentActor_._lines[0].setHighlighted(False) self.currentActor_._lines[1].setHighlighted(True) self.currentActor_._lines[2].setHighlighted(False) def selectZ(self): self.axis_selected = True self.currentActor_._axis = 3 self.currentActor_._lines[0].setHighlighted(False) self.currentActor_._lines[1].setHighlighted(False) self.currentActor_._lines[2].setHighlighted(True) def IsAxisSelected(self): return self.axis_selected def RemoveLines(self): self.axis_selected = False self._transforming = False if (type(self.currentActor_) is not Obj_Polyhedron): return old = self.currentActor_._lines if (old != None): for l in old: self._world.removeActor(l) self.currentActor_._lines = None def TransformActor(self, amt): if (self.currentActor_._state == 1): self.scale(amt) elif (self.currentActor_._state == 2): pass elif (self.currentActor_._state == 3): self.translate(amt) def scale(self, amt): if (amt < 0): amt = -1 / amt cur = self.currentActor_ initialPos = cur.position() cur.translate(-initialPos) cur.scale(amt) cur.translate(initialPos) def translate(self, amt): cur = self.currentActor_ if (cur._axis == 1): cur.translate(QVector3D(amt, 0.0, 0.0)) elif (cur._axis == 2): cur.translate(QVector3D(0.0, amt, 0.0)) elif (cur._axis == 3): cur.translate(QVector3D(0.0, 0.0, amt)) def startTransforming(self, point): if (self._transforming): return self._transforming = True self._prevPoint = point def finishTransforming(self, point): moved = self._prevPoint - point norm = math.sqrt(moved.x()**2 + moved.y()**2) self._transforming = False norm *= 3.0 if (self._prevPoint.x() > point.x()): norm = -norm self.TransformActor(norm) def mouseReleaseEvent(self, event): """ Called by the Qt libraries whenever the window receives a mouse release.""" super(Renderer, self).mouseReleaseEvent(event) print("yup, here") if event.isAccepted(): return if (event.button() == Qt.LeftButton): event.accept() print("mouse left released") point = self._pixelPosToViewPos(event.localPos()) if (self.IsAxisSelected()): self.finishTransforming(point) else: self._trackball.release(point, QQuaternion()) if not self.isAnimating(): self._trackball.stop() self.update()