Esempio n. 1
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    def __init__(self, gl_widget):
        EM3DModel.__init__(self, gl_widget)
        DynamicFonts.__init__(self)

        self.init()
        self.initialized = True
        self.load_colors()
        self.cam = Camera2(self)
        self.cam.basicmapping = True  #Ross's experiment... fixes translation

        self.brightness = 0
        self.contrast = 10
        self.glcontrast = 1.0
        self.glbrightness = 0.0
        self.rank = 1
        self.inspector = None
        self.bgR = .85
        self.bgG = .85
        self.bgB = 1.0
        self.bg_a = 1
        self.lspacing = 75
        #		self.get_gl_widget().cam.default_z = -25	# this is me hacking
        #		self.get_gl_widget().cam.cam_z = -25 		# this is me hacking
        self.vdtools = EMViewportDepthTools(self)
        self.font_renderer = get_3d_font_renderer()
        self.font_renderer.set_font_mode(FTGLFontMode.EXTRUDE)
        self.font_renderer.set_depth(75)
        self.render_string = "hello world"

        EMLightsDrawer.__init__(self)
        self.setInit()
Esempio n. 2
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	def __init__(self, gl_widget):
		EM3DModel.__init__(self, gl_widget)
		DynamicFonts.__init__(self)

		self.init()
		self.initialized = True
		self.load_colors()
		self.cam=Camera2(self)
		self.cam.basicmapping = True #Ross's experiment... fixes translation

		self.brightness = 0
		self.contrast = 10
		self.glcontrast = 1.0
		self.glbrightness = 0.0
		self.rank = 1
		self.inspector=None
		self.bgR = .85
		self.bgG = .85
		self.bgB = 1.0
		self.bg_a = 1
		self.lspacing = 75
#		self.get_gl_widget().cam.default_z = -25	# this is me hacking
#		self.get_gl_widget().cam.cam_z = -25 		# this is me hacking
		self.vdtools = EMViewportDepthTools(self)
		self.font_renderer = get_3d_font_renderer()
		self.font_renderer.set_font_mode(FTGLFontMode.EXTRUDE)
		self.font_renderer.set_depth(75)
		self.render_string = "hello world"

		EMLightsDrawer.__init__(self)
		self.setInit()
Esempio n. 3
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	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.emit(QtCore.SIGNAL("point_selected"),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?)
Esempio n. 4
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	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.emit(QtCore.SIGNAL("point_selected"),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?)
Esempio n. 5
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    def __init__(self, gl_widget):
        self.fName = ""
        self.text = self.fName
        self.dl = None
        EM3DModel.__init__(self, gl_widget)
        # basic shapes will be stored in these lists
        self.gq = None  # will be a glu quadric
        self.cylinderdl = 0  # will be a cylinder with no caps
        self.diskdl = 0  # this will be a flat disk
        self.spheredl = 0  # this will be a low resolution sphere
        self.highresspheredl = 0  # high resolution sphere
        self.cappedcylinderdl = 0  # a capped cylinder
        self.first_render_flag = True  # this is used to catch the first call to the render function - so you can do an GL context sensitive initialization when you know there is a valid context

        self.inspector = None  # will be the inspector
        self.radius = 100
        self.perspective = False
        self.colors = get_default_gl_colors()
        self.vdtools = EMViewportDepthTools(self)
        self.cam = Camera2(self)
        self.cam.basicmapping = True  #new by Ross

        self.side_chain_renderer = {}
        self.side_chain_renderer["ALA"] = AlaRenderer()
        self.side_chain_renderer["ARG"] = ArgRenderer()
        self.side_chain_renderer["ASP"] = AspRenderer()
        self.side_chain_renderer["ASN"] = AsnRenderer()
        self.side_chain_renderer["CYS"] = CysRenderer()
        self.side_chain_renderer["GLY"] = GlyRenderer()
        self.side_chain_renderer["GLN"] = GlnRenderer()
        self.side_chain_renderer["GLU"] = GluRenderer()
        self.side_chain_renderer["HIS"] = HisRenderer()
        self.side_chain_renderer["ILE"] = IleRenderer()
        self.side_chain_renderer["LEU"] = LeuRenderer()
        self.side_chain_renderer["LYS"] = LysRenderer()
        self.side_chain_renderer["MET"] = MetRenderer()
        self.side_chain_renderer["PHE"] = PheRenderer()
        self.side_chain_renderer["PRO"] = ProRenderer()
        self.side_chain_renderer["SER"] = SerRenderer()
        self.side_chain_renderer["THR"] = ThrRenderer()
        self.side_chain_renderer["TRP"] = TrpRenderer()
        self.side_chain_renderer["TYR"] = TyrRenderer()
        self.side_chain_renderer["VAL"] = ValRenderer()
Esempio n. 6
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	def __init__(self, gl_widget):
		self.fName = ""
		self.text = self.fName
		self.dl = None
		EM3DModel.__init__(self, gl_widget)
		# basic shapes will be stored in these lists
		self.gq = None # will be a glu quadric
		self.cylinderdl = 0 # will be a cylinder with no caps
		self.diskdl = 0 # this will be a flat disk
		self.spheredl = 0 # this will be a low resolution sphere
		self.highresspheredl = 0 # high resolution sphere
		self.cappedcylinderdl = 0 # a capped cylinder
		self.first_render_flag = True # this is used to catch the first call to the render function - so you can do an GL context sensitive initialization when you know there is a valid context
	
		self.inspector = None # will be the inspector
		self.radius = 100
		self.perspective = False
		self.colors = get_default_gl_colors()
		self.vdtools = EMViewportDepthTools(self)
		self.cam = Camera2(self)
		self.cam.basicmapping = True #new by Ross
		
		self.side_chain_renderer = {}
		self.side_chain_renderer["ALA"] = AlaRenderer()
		self.side_chain_renderer["ARG"] = ArgRenderer()
		self.side_chain_renderer["ASP"] = AspRenderer()
		self.side_chain_renderer["ASN"] = AsnRenderer()
		self.side_chain_renderer["CYS"] = CysRenderer()
		self.side_chain_renderer["GLY"] = GlyRenderer()
		self.side_chain_renderer["GLN"] = GlnRenderer()
		self.side_chain_renderer["GLU"] = GluRenderer()
		self.side_chain_renderer["HIS"] = HisRenderer()
		self.side_chain_renderer["ILE"] = IleRenderer()
		self.side_chain_renderer["LEU"] = LeuRenderer()
		self.side_chain_renderer["LYS"] = LysRenderer()
		self.side_chain_renderer["MET"] = MetRenderer()
		self.side_chain_renderer["PHE"] = PheRenderer()
		self.side_chain_renderer["PRO"] = ProRenderer()
		self.side_chain_renderer["SER"] = SerRenderer()
		self.side_chain_renderer["THR"] = ThrRenderer()
		self.side_chain_renderer["TRP"] = TrpRenderer()
		self.side_chain_renderer["TYR"] = TyrRenderer()
		self.side_chain_renderer["VAL"] = ValRenderer()
Esempio n. 7
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	def __init__(self, gl_widget, image=None):
		self.data = None
		EM3DModel.__init__(self, gl_widget)
		self.init()
		self.initialized = True
		
		self.inspector=None
	
		self.axes = []
		self.axes.append( Vec3f(1,0,0) )
		self.axes.append( Vec3f(0,1,0) )
		self.axes.append( Vec3f(0,0,1) )
		self.axes_idx = 2
		
		self.track = False
		self.bright = 0
		self.contrast = 1.0
		self.busy = True
		if image :
			self.set_data(image)
Esempio n. 8
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    def __init__(self, gl_widget, image=None):
        self.data = None
        EM3DModel.__init__(self, gl_widget)
        self.init()
        self.initialized = True

        self.inspector = None

        self.axes = []
        self.axes.append(Vec3f(1, 0, 0))
        self.axes.append(Vec3f(0, 1, 0))
        self.axes.append(Vec3f(0, 0, 1))
        self.axes_idx = 2

        self.track = False
        self.bright = 0
        self.contrast = 1.0
        self.busy = True
        if image:
            self.set_data(image)
Esempio n. 9
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	def __init__(self, gl_widget):
		EM3DModel.__init__(self, gl_widget)
		EMLightsDrawer.__init__(self)
		self.display_lights = True
		self.set_gl_widget(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.currentcolor = "emerald"
		self.vdtools = None	
		self.highresspheredl = 0 # display list id
		self.draw_dl = 0
Esempio n. 10
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    def __init__(self, gl_widget, image=None, enable_file_browse=False):
        self.data = None
        EM3DModel.__init__(self, gl_widget)
        self.init()
        self.initialized = True

        self.cam = Camera2(self)
        self.tex_name = 0
        self.texture = False

        self.brightness = 0
        self.contrast = 10
        self.glcontrast = 1.0
        self.glbrightness = 0.0
        self.rank = 1
        self.inspector = None
        self.data_copy = None
        self.vdtools = EMViewportDepthTools(self)
        self.enable_file_browse = enable_file_browse
        self.force_update = False
        if image:
            self.set_data(image)
Esempio n. 11
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	def __init__(self,gl_widget, image=None,enable_file_browse=False):
		self.data = None
		EM3DModel.__init__(self, gl_widget)
		self.init()
		self.initialized = True
		
		self.cam=Camera2(self)
		self.tex_name = 0
		self.texture = False

		self.brightness = 0
		self.contrast = 10
		self.glcontrast = 1.0
		self.glbrightness = 0.0
		self.rank = 1
		self.inspector=None
		self.data_copy = None		
		self.vdtools = EMViewportDepthTools(self)
		self.enable_file_browse = enable_file_browse
		self.force_update = False
		if image :
			self.set_data(image)
Esempio n. 12
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	def __init__(self, gl_widget, image=None):
		self.data = None
		EM3DModel.__init__(self, gl_widget)
		
		self.init()
		self.initialized = True
		
		self.initializedGL= False
		
		self.inspector=None
		
		self.tex_names_list = []		# A storage object, used to remember and later delete texture names
		
		self.axes_idx = -1
		self.axes = []
		self.axes.append(Vec3f(1,0,0))
		self.axes.append(Vec3f(0,1,0))
		self.axes.append(Vec3f(0,0,1))
		#self.axes.append( Vec3f(-1,0,0) )
		#self.axes.append( Vec3f(0,-1,0) )
		#self.add_render_axis(1,1,1)
		#self.add_render_axis(-1,1,1)
		#self.add_render_axis(-1,-1,1)
		#self.add_render_axis(1,-1,1)
		
		#self.add_render_axis(1,1,0)
		#self.add_render_axis(-1,1,0)
		#self.add_render_axis(-1,-1,0)
		#self.add_render_axis(1,-1,0)
		
		#self.add_render_axis(0,1,1)
		#self.add_render_axis(0,-1,1)
		
		#self.add_render_axis(1,0,1)
		#self.add_render_axis(-1,0,1)
			
		if image :
			self.set_data(image)
Esempio n. 13
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	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
Esempio n. 14
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 def mouseDoubleClickEvent(self, event):
     if self.current_mouse_mode:
         EMLightsDrawer.mouseDoubleClickEvent(self, event)
     else:
         EM3DModel.mouseDoubleClickEvent(self, event)
Esempio n. 15
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	def mouseReleaseEvent(self, event):
		if self.current_mouse_mode:
			EMLightsDrawer.mouseReleaseEvent(self, event)
		else:
			EM3DModel.mouseReleaseEvent(self, event)
Esempio n. 16
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	def mouseDoubleClickEvent(self, event):
		if self.current_mouse_mode:
			EMLightsDrawer.mouseDoubleClickEvent(self, event)
		else:
			EM3DModel.mouseDoubleClickEvent(self, event)
Esempio n. 17
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 def mouseReleaseEvent(self, event):
     if self.current_mouse_mode:
         EMLightsDrawer.mouseReleaseEvent(self, event)
     else:
         EM3DModel.mouseReleaseEvent(self, event)