コード例 #1
0
	def __init__(self, filename):
		#GLUT State variables
		self.pixHeight = 800
		self.pixWidth = 1600
		self.GLUTmouse = [0, 0]
		self.GLUTButton = [0, 0, 0, 0, 0]
		self.GLUTModifiers = 0
		self.keys = {}
		
		#Camera and projection state variables
		self.camera = MouseSphericalCamera(self.pixWidth, self.pixHeight)
		self.updateCameraVars()
		
		self.scene = EMScene()
		self.scene.Read(filename, False)
		self.meshFaces = []
		for mesh in self.scene.meshes:
			self.meshFaces = self.meshFaces + mesh.faces
		
		self.selectedFace = None
		self.drawBeam = True
		self.drawChildren = True
		self.beamIndex = 0
		self.sceneTransparent = True
		self.toggleDrawSplits = False
		self.beamTrans = 0.3 #Beam transparency
		self.beamTree = BeamTree(self.scene.Source, self.meshFaces, 2)
		
		self.initGL()
コード例 #2
0
ファイル: sceneView.py プロジェクト: ctralie/G-RFLCT
    def __init__(self, filename):
        #GLUT State variables
        self.GLUTwindow_height = 800
        self.GLUTwindow_width = 800
        self.GLUTmouse = [0, 0]
        self.GLUTButton = [0, 0, 0, 0, 0]
        self.GLUTModifiers = 0
        self.keys = {}
        self.drawEdges = 0
        self.drawVerts = 0
        self.drawNormals = 0

        #Camera and projection state variables
        self.camera = MouseSphericalCamera(self.GLUTwindow_width,
                                           self.GLUTwindow_height)
        self.updateCameraVars()

        self.scene = EMScene()
        self.scene.Read(filename)
        #scene = self.scene
        #node = scene.rootEMNode
        #boxMesh = getBoxMesh(5.1, 5.1, 2.5, Point3D(0, 0, 0))
        #EMMat = EMMaterial(0.9, 0)
        #sceneNode = EMNode(scene.rootEMNode, boxMesh, Matrix4(), EMMat, OpticalMaterial())
        #scene.rootEMNode.children.append(sceneNode)
        #scene.Source = Point3D(0, 0, -2.0)
        #scene.Receiver = Point3D(0, -1.0, 2.0)
        #scene.getMeshList()
        #scene.buildVirtualSourceTree(3)
        #scene.getPathsToReceiver()
        #response = scene.getSteadyStateSinusoid(915, 40, 10)
        #print "times = %s; signal = %s"%(response[0], response[1])

        random.seed()
        self.rayPoints = []
        self.rayNormals = []
        self.eyePoints = []
        self.initGL()
コード例 #3
0
ファイル: sceneView.py プロジェクト: ctralie/G-RFLCT
	def __init__(self, filename):
		#GLUT State variables
		self.GLUTwindow_height = 800
		self.GLUTwindow_width = 800
		self.GLUTmouse = [0, 0]
		self.GLUTButton = [0, 0, 0, 0, 0]
		self.GLUTModifiers = 0
		self.keys = {}
		self.drawEdges = 0
		self.drawVerts = 0
		self.drawNormals = 0
		
		#Camera and projection state variables
		self.camera = MouseSphericalCamera(self.GLUTwindow_width, self.GLUTwindow_height)
		self.updateCameraVars()
		
		self.scene = EMScene()
		self.scene.Read(filename)
		#scene = self.scene
		#node = scene.rootEMNode
		#boxMesh = getBoxMesh(5.1, 5.1, 2.5, Point3D(0, 0, 0))
		#EMMat = EMMaterial(0.9, 0)
		#sceneNode = EMNode(scene.rootEMNode, boxMesh, Matrix4(), EMMat, OpticalMaterial())
		#scene.rootEMNode.children.append(sceneNode)
		#scene.Source = Point3D(0, 0, -2.0)
		#scene.Receiver = Point3D(0, -1.0, 2.0)
		#scene.getMeshList()
		#scene.buildVirtualSourceTree(3)
		#scene.getPathsToReceiver()
		#response = scene.getSteadyStateSinusoid(915, 40, 10)
		#print "times = %s; signal = %s"%(response[0], response[1])
		
		random.seed()
		self.rayPoints = []
		self.rayNormals = []
		self.eyePoints = []
		self.initGL()
コード例 #4
0
ファイル: sceneView.py プロジェクト: ctralie/G-RFLCT
class Viewer(object):
	def updateCameraVars(self):
		self.yfov = self.camera.yfov
		self.xfov = self.yfov*float(self.GLUTwindow_width)/float(self.GLUTwindow_height)
		self.nearDist = 0.01
		self.farDist = 100.0
		self.xScale = math.tan(self.xfov/2.0)
		self.yScale = math.tan(self.yfov/2.0)
		self.cameraw = self.xScale*self.nearDist
		self.camerah = self.yScale*self.nearDist

	def __init__(self, filename):
		#GLUT State variables
		self.GLUTwindow_height = 800
		self.GLUTwindow_width = 800
		self.GLUTmouse = [0, 0]
		self.GLUTButton = [0, 0, 0, 0, 0]
		self.GLUTModifiers = 0
		self.keys = {}
		self.drawEdges = 0
		self.drawVerts = 0
		self.drawNormals = 0
		
		#Camera and projection state variables
		self.camera = MouseSphericalCamera(self.GLUTwindow_width, self.GLUTwindow_height)
		self.updateCameraVars()
		
		self.scene = EMScene()
		self.scene.Read(filename)
		#scene = self.scene
		#node = scene.rootEMNode
		#boxMesh = getBoxMesh(5.1, 5.1, 2.5, Point3D(0, 0, 0))
		#EMMat = EMMaterial(0.9, 0)
		#sceneNode = EMNode(scene.rootEMNode, boxMesh, Matrix4(), EMMat, OpticalMaterial())
		#scene.rootEMNode.children.append(sceneNode)
		#scene.Source = Point3D(0, 0, -2.0)
		#scene.Receiver = Point3D(0, -1.0, 2.0)
		#scene.getMeshList()
		#scene.buildVirtualSourceTree(3)
		#scene.getPathsToReceiver()
		#response = scene.getSteadyStateSinusoid(915, 40, 10)
		#print "times = %s; signal = %s"%(response[0], response[1])
		
		random.seed()
		self.rayPoints = []
		self.rayNormals = []
		self.eyePoints = []
		self.initGL()

	def GLUTResize(self, w, h):
		glViewport(0, 0, w, h)
		self.GLUTwindow_width = w
		self.GLUTwindow_height = h
		self.camera.pixWidth = w
		self.camera.pixHeight = h
		self.updateCameraVars()
		glutPostRedisplay()

	def GLUTRedraw(self):
		#Set up projection matrix
		glMatrixMode(GL_PROJECTION)
		glLoadIdentity()
		#gluPerspective(180.0*self.camera.yfov/math.pi, float(self.GLUTwindow_width)/self.GLUTwindow_height, 0.01, 100.0)
		#glFrustum(-cameraw, cameraw, -camerah, camerah, near, far)
		glFrustum(-self.cameraw, self.cameraw, -self.camerah, self.camerah, self.nearDist, self.farDist)
		
		#Set up modelview matrix
		self.camera.gotoCameraFrame()	
		glClearColor(0.0, 0.0, 0.0, 0.0)
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
		
		glLightfv(GL_LIGHT0, GL_POSITION, [3.0, 4.0, 5.0, 0.0]);
		glLightfv(GL_LIGHT1, GL_POSITION,  [-3.0, -2.0, -3.0, 0.0]);
		
		glEnable(GL_LIGHTING)

		self.scene.renderGL()
		
		glDisable(GL_LIGHTING)
		glColor3f(1, 0, 0)
		glBegin(GL_LINES)
		for P in self.rayPoints:
			glVertex3f(P.x, P.y, P.z)
		glEnd()
		
		glDisable(GL_LIGHTING)
		glColor3f(0, 0, 1)
		glBegin(GL_LINES)
		for P in self.rayNormals:
			glVertex3f(P.x, P.y, P.z)
		glEnd()		
		
		#self.eyePoints.append(self.camera.eye)
		#glDisable(GL_LIGHTING)
		#glPointSize(5)
		#glBegin(GL_POINTS)
		#for P in self.eyePoints:
		#	glVertex3f(P.x, P.y, P.z)
		#glEnd()
		
		
		if self.scene.Source:
			glDisable(GL_LIGHTING)
			glColor3f(1, 0, 0)
			P = self.scene.Source
			quadric = gluNewQuadric()
			glPushMatrix()
			glTranslatef(P.x, P.y, P.z)
			gluSphere(quadric, 0.1, 32, 32)
			glPopMatrix()
		
		if self.scene.Receiver:
			glDisable(GL_LIGHTING)
			glColor3f(0, 0, 1)
			P = self.scene.Receiver
			quadric = gluNewQuadric()
			glPushMatrix()
			glTranslatef(P.x, P.y, P.z)
			gluSphere(quadric, 0.1, 32, 32)
			glPopMatrix()
		
		if DRAWPATHS == True:
			glDisable(GL_LIGHTING)
			glColor3f(1, 0, 0)
			glBegin(GL_LINES)
			for path in self.scene.paths:
				for i in range(0, len(path)-1):
					P0 = path[i]
					P1 = path[(i+1)]
					glVertex3f(P0.x, P0.y, P0.z)
					glVertex3f(P1.x, P1.y, P1.z)
			glEnd()
		
		if SHOWIMAGES == True:
			if False:
				if self.scene.Source:
					glDisable(GL_LIGHTING)
					glColor3f(0, 1, 0)
					glBegin(GL_LINES)
					P0 = self.scene.Source
					for source in self.scene.vSources:
						P1 = source.pos
						glVertex3f(P0.x, P0.y, P0.z)
						glVertex3f(P1.x, P1.y, P1.z)				
					glEnd()
		
				if self.scene.Receiver:
					glDisable(GL_LIGHTING)
					glColor3f(0, 1, 1)
					glBegin(GL_LINES)
					P0 = self.scene.Receiver
					for source in self.scene.vSources:
						P1 = source.pos
						glVertex3f(P0.x, P0.y, P0.z)
						glVertex3f(P1.x, P1.y, P1.z)				
					glEnd()			
		
			glDisable(GL_LIGHTING)
			glColor3f(1, 0, 1)
			quadric = gluNewQuadric()
			for source in self.scene.vSources:
				P = source.pos
				glPushMatrix()
				glTranslatef(P.x, P.y, P.z)
				gluSphere(quadric, 0.1, 32, 32)
				glPopMatrix()		
		
			glDisable(GL_LIGHTING)
			glBegin(GL_LINES)
			for ray in self.scene.rays:
				P0 = ray.P0
				P1 = ray.P0 + 5*ray.V
				glColor3f(0, 0.1, 0)
				glVertex3f(P0.x, P0.y, P0.z)
				glColor3f(1, 1, 1)
				glVertex3f(P1.x, P1.y, P1.z)
			glEnd()
		
		glutSwapBuffers()
	
	def handleMouseStuff(self, x, y):
		y = self.GLUTwindow_height - y
		self.GLUTmouse[0] = x
		self.GLUTmouse[1] = y
		self.GLUTmodifiers = glutGetModifiers()
	
	def GLUTKeyboard(self, key, x, y):
		self.handleMouseStuff(x, y)
		self.keys[key] = True
		glutPostRedisplay()
	
	def GLUTKeyboardUp(self, key, x, y):
		self.handleMouseStuff(x, y)
		self.keys[key] = False
		if key in ['e', 'E']:
			self.drawEdges = 1 - self.drawEdges
		elif key in ['v', 'V']:
			self.drawVerts = 1 - self.drawVerts
		elif key in ['r', 'R']:
			#Launch some rays for debugging
			res = 10
			self.rayPoints = []
			self.rayNormals = []
			towards = self.camera.towards
			up = self.camera.up
			right = towards % up
			for x in range(-res, res+1):
				for y in range(-res, res+1):
					direct = towards + float(x)/float(res)*right + float(y)/float(res)*up
					direct.normalize()
					ray = Ray3D(self.camera.eye, direct)
					intersection = self.scene.getRayIntersection(ray)
					if intersection != None:
						self.rayPoints.append(self.camera.eye)
						self.rayPoints.append(intersection[1])
						self.rayNormals.append(intersection[1])
						self.rayNormals.append(intersection[1]+0.1*intersection[2])
		elif key in ['t', 'T']:
			self.rayNormals = []
			RayTraceImage(self.scene, self.camera, 50, 50, "out.png")
		glutPostRedisplay()
	
	def GLUTSpecial(self, key, x, y):
		self.handleMouseStuff(x, y)
		self.keys[key] = True
		glutPostRedisplay()
	
	def GLUTSpecialUp(self, key, x, y):
		self.handleMouseStuff(x, y)
		self.keys[key] = False
		glutPostRedisplay()
		
	def GLUTMouse(self, button, state, x, y):
		buttonMap = {GLUT_LEFT_BUTTON:0, GLUT_MIDDLE_BUTTON:1, GLUT_RIGHT_BUTTON:2, 3:3, 4:4}
		if state == GLUT_DOWN:
			self.GLUTButton[buttonMap[button]] = 1
		else:
			self.GLUTButton[buttonMap[button]] = 0
		self.handleMouseStuff(x, y)
		glutPostRedisplay()

	def GLUTMotion(self, x, y):
		lastX = self.GLUTmouse[0]
		lastY = self.GLUTmouse[1]
		self.handleMouseStuff(x, y)
		dX = self.GLUTmouse[0] - lastX
		dY = self.GLUTmouse[1] - lastY
		if self.GLUTButton[2] == 1:
			self.camera.zoom(-dY)
		elif self.GLUTButton[1] == 1:
			self.camera.translate(dX, dY)
		else:
			self.camera.orbitLeftRight(dX)
			self.camera.orbitUpDown(dY)
		glutPostRedisplay()
	
	def initGL(self):
		glutInit('')
		glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
		glutInitWindowSize(self.GLUTwindow_width, self.GLUTwindow_height)
		glutInitWindowPosition(50, 50)
		glutCreateWindow('Viewer')
		glutReshapeFunc(self.GLUTResize)
		glutDisplayFunc(self.GLUTRedraw)
		glutKeyboardFunc(self.GLUTKeyboard)
		glutKeyboardUpFunc(self.GLUTKeyboardUp)
		glutSpecialFunc(self.GLUTSpecial)
		glutSpecialUpFunc(self.GLUTSpecialUp)
		glutMouseFunc(self.GLUTMouse)
		glutMotionFunc(self.GLUTMotion)
		
		glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
		glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE)
		glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
		glEnable(GL_LIGHT0)
		glLightfv(GL_LIGHT1, GL_DIFFUSE, [0.5, 0.5, 0.5, 1.0])
		glEnable(GL_LIGHT1)
		glEnable(GL_NORMALIZE)
		glEnable(GL_LIGHTING)
		
		glEnable(GL_DEPTH_TEST)
		
		glutMainLoop()
コード例 #5
0
ファイル: sceneView.py プロジェクト: ctralie/G-RFLCT
class Viewer(object):
    def updateCameraVars(self):
        self.yfov = self.camera.yfov
        self.xfov = self.yfov * float(self.GLUTwindow_width) / float(
            self.GLUTwindow_height)
        self.nearDist = 0.01
        self.farDist = 100.0
        self.xScale = math.tan(self.xfov / 2.0)
        self.yScale = math.tan(self.yfov / 2.0)
        self.cameraw = self.xScale * self.nearDist
        self.camerah = self.yScale * self.nearDist

    def __init__(self, filename):
        #GLUT State variables
        self.GLUTwindow_height = 800
        self.GLUTwindow_width = 800
        self.GLUTmouse = [0, 0]
        self.GLUTButton = [0, 0, 0, 0, 0]
        self.GLUTModifiers = 0
        self.keys = {}
        self.drawEdges = 0
        self.drawVerts = 0
        self.drawNormals = 0

        #Camera and projection state variables
        self.camera = MouseSphericalCamera(self.GLUTwindow_width,
                                           self.GLUTwindow_height)
        self.updateCameraVars()

        self.scene = EMScene()
        self.scene.Read(filename)
        #scene = self.scene
        #node = scene.rootEMNode
        #boxMesh = getBoxMesh(5.1, 5.1, 2.5, Point3D(0, 0, 0))
        #EMMat = EMMaterial(0.9, 0)
        #sceneNode = EMNode(scene.rootEMNode, boxMesh, Matrix4(), EMMat, OpticalMaterial())
        #scene.rootEMNode.children.append(sceneNode)
        #scene.Source = Point3D(0, 0, -2.0)
        #scene.Receiver = Point3D(0, -1.0, 2.0)
        #scene.getMeshList()
        #scene.buildVirtualSourceTree(3)
        #scene.getPathsToReceiver()
        #response = scene.getSteadyStateSinusoid(915, 40, 10)
        #print "times = %s; signal = %s"%(response[0], response[1])

        random.seed()
        self.rayPoints = []
        self.rayNormals = []
        self.eyePoints = []
        self.initGL()

    def GLUTResize(self, w, h):
        glViewport(0, 0, w, h)
        self.GLUTwindow_width = w
        self.GLUTwindow_height = h
        self.camera.pixWidth = w
        self.camera.pixHeight = h
        self.updateCameraVars()
        glutPostRedisplay()

    def GLUTRedraw(self):
        #Set up projection matrix
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        #gluPerspective(180.0*self.camera.yfov/math.pi, float(self.GLUTwindow_width)/self.GLUTwindow_height, 0.01, 100.0)
        #glFrustum(-cameraw, cameraw, -camerah, camerah, near, far)
        glFrustum(-self.cameraw, self.cameraw, -self.camerah, self.camerah,
                  self.nearDist, self.farDist)

        #Set up modelview matrix
        self.camera.gotoCameraFrame()
        glClearColor(0.0, 0.0, 0.0, 0.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glLightfv(GL_LIGHT0, GL_POSITION, [3.0, 4.0, 5.0, 0.0])
        glLightfv(GL_LIGHT1, GL_POSITION, [-3.0, -2.0, -3.0, 0.0])

        glEnable(GL_LIGHTING)

        self.scene.renderGL()

        glDisable(GL_LIGHTING)
        glColor3f(1, 0, 0)
        glBegin(GL_LINES)
        for P in self.rayPoints:
            glVertex3f(P.x, P.y, P.z)
        glEnd()

        glDisable(GL_LIGHTING)
        glColor3f(0, 0, 1)
        glBegin(GL_LINES)
        for P in self.rayNormals:
            glVertex3f(P.x, P.y, P.z)
        glEnd()

        #self.eyePoints.append(self.camera.eye)
        #glDisable(GL_LIGHTING)
        #glPointSize(5)
        #glBegin(GL_POINTS)
        #for P in self.eyePoints:
        #	glVertex3f(P.x, P.y, P.z)
        #glEnd()

        if self.scene.Source:
            glDisable(GL_LIGHTING)
            glColor3f(1, 0, 0)
            P = self.scene.Source
            quadric = gluNewQuadric()
            glPushMatrix()
            glTranslatef(P.x, P.y, P.z)
            gluSphere(quadric, 0.1, 32, 32)
            glPopMatrix()

        if self.scene.Receiver:
            glDisable(GL_LIGHTING)
            glColor3f(0, 0, 1)
            P = self.scene.Receiver
            quadric = gluNewQuadric()
            glPushMatrix()
            glTranslatef(P.x, P.y, P.z)
            gluSphere(quadric, 0.1, 32, 32)
            glPopMatrix()

        if DRAWPATHS == True:
            glDisable(GL_LIGHTING)
            glColor3f(1, 0, 0)
            glBegin(GL_LINES)
            for path in self.scene.paths:
                for i in range(0, len(path) - 1):
                    P0 = path[i]
                    P1 = path[(i + 1)]
                    glVertex3f(P0.x, P0.y, P0.z)
                    glVertex3f(P1.x, P1.y, P1.z)
            glEnd()

        if SHOWIMAGES == True:
            if False:
                if self.scene.Source:
                    glDisable(GL_LIGHTING)
                    glColor3f(0, 1, 0)
                    glBegin(GL_LINES)
                    P0 = self.scene.Source
                    for source in self.scene.vSources:
                        P1 = source.pos
                        glVertex3f(P0.x, P0.y, P0.z)
                        glVertex3f(P1.x, P1.y, P1.z)
                    glEnd()

                if self.scene.Receiver:
                    glDisable(GL_LIGHTING)
                    glColor3f(0, 1, 1)
                    glBegin(GL_LINES)
                    P0 = self.scene.Receiver
                    for source in self.scene.vSources:
                        P1 = source.pos
                        glVertex3f(P0.x, P0.y, P0.z)
                        glVertex3f(P1.x, P1.y, P1.z)
                    glEnd()

            glDisable(GL_LIGHTING)
            glColor3f(1, 0, 1)
            quadric = gluNewQuadric()
            for source in self.scene.vSources:
                P = source.pos
                glPushMatrix()
                glTranslatef(P.x, P.y, P.z)
                gluSphere(quadric, 0.1, 32, 32)
                glPopMatrix()

            glDisable(GL_LIGHTING)
            glBegin(GL_LINES)
            for ray in self.scene.rays:
                P0 = ray.P0
                P1 = ray.P0 + 5 * ray.V
                glColor3f(0, 0.1, 0)
                glVertex3f(P0.x, P0.y, P0.z)
                glColor3f(1, 1, 1)
                glVertex3f(P1.x, P1.y, P1.z)
            glEnd()

        glutSwapBuffers()

    def handleMouseStuff(self, x, y):
        y = self.GLUTwindow_height - y
        self.GLUTmouse[0] = x
        self.GLUTmouse[1] = y
        self.GLUTmodifiers = glutGetModifiers()

    def GLUTKeyboard(self, key, x, y):
        self.handleMouseStuff(x, y)
        self.keys[key] = True
        glutPostRedisplay()

    def GLUTKeyboardUp(self, key, x, y):
        self.handleMouseStuff(x, y)
        self.keys[key] = False
        if key in ['e', 'E']:
            self.drawEdges = 1 - self.drawEdges
        elif key in ['v', 'V']:
            self.drawVerts = 1 - self.drawVerts
        elif key in ['r', 'R']:
            #Launch some rays for debugging
            res = 10
            self.rayPoints = []
            self.rayNormals = []
            towards = self.camera.towards
            up = self.camera.up
            right = towards % up
            for x in range(-res, res + 1):
                for y in range(-res, res + 1):
                    direct = towards + float(x) / float(res) * right + float(
                        y) / float(res) * up
                    direct.normalize()
                    ray = Ray3D(self.camera.eye, direct)
                    intersection = self.scene.getRayIntersection(ray)
                    if intersection != None:
                        self.rayPoints.append(self.camera.eye)
                        self.rayPoints.append(intersection[1])
                        self.rayNormals.append(intersection[1])
                        self.rayNormals.append(intersection[1] +
                                               0.1 * intersection[2])
        elif key in ['t', 'T']:
            self.rayNormals = []
            RayTraceImage(self.scene, self.camera, 50, 50, "out.png")
        glutPostRedisplay()

    def GLUTSpecial(self, key, x, y):
        self.handleMouseStuff(x, y)
        self.keys[key] = True
        glutPostRedisplay()

    def GLUTSpecialUp(self, key, x, y):
        self.handleMouseStuff(x, y)
        self.keys[key] = False
        glutPostRedisplay()

    def GLUTMouse(self, button, state, x, y):
        buttonMap = {
            GLUT_LEFT_BUTTON: 0,
            GLUT_MIDDLE_BUTTON: 1,
            GLUT_RIGHT_BUTTON: 2,
            3: 3,
            4: 4
        }
        if state == GLUT_DOWN:
            self.GLUTButton[buttonMap[button]] = 1
        else:
            self.GLUTButton[buttonMap[button]] = 0
        self.handleMouseStuff(x, y)
        glutPostRedisplay()

    def GLUTMotion(self, x, y):
        lastX = self.GLUTmouse[0]
        lastY = self.GLUTmouse[1]
        self.handleMouseStuff(x, y)
        dX = self.GLUTmouse[0] - lastX
        dY = self.GLUTmouse[1] - lastY
        if self.GLUTButton[2] == 1:
            self.camera.zoom(-dY)
        elif self.GLUTButton[1] == 1:
            self.camera.translate(dX, dY)
        else:
            self.camera.orbitLeftRight(dX)
            self.camera.orbitUpDown(dY)
        glutPostRedisplay()

    def initGL(self):
        glutInit('')
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
        glutInitWindowSize(self.GLUTwindow_width, self.GLUTwindow_height)
        glutInitWindowPosition(50, 50)
        glutCreateWindow('Viewer')
        glutReshapeFunc(self.GLUTResize)
        glutDisplayFunc(self.GLUTRedraw)
        glutKeyboardFunc(self.GLUTKeyboard)
        glutKeyboardUpFunc(self.GLUTKeyboardUp)
        glutSpecialFunc(self.GLUTSpecial)
        glutSpecialUpFunc(self.GLUTSpecialUp)
        glutMouseFunc(self.GLUTMouse)
        glutMotionFunc(self.GLUTMotion)

        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
        glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
        glEnable(GL_LIGHT0)
        glLightfv(GL_LIGHT1, GL_DIFFUSE, [0.5, 0.5, 0.5, 1.0])
        glEnable(GL_LIGHT1)
        glEnable(GL_NORMALIZE)
        glEnable(GL_LIGHTING)

        glEnable(GL_DEPTH_TEST)

        glutMainLoop()
コード例 #6
0
class Viewer(object):
	def updateCameraVars(self):
		self.yfov = self.camera.yfov
		self.xfov = self.yfov*float(self.pixWidth)/float(self.pixHeight)
		self.nearDist = 0.01
		self.farDist = 100.0
		self.xScale = math.tan(self.xfov/2.0)
		self.yScale = math.tan(self.yfov/2.0)
		self.pickingFace = False

	def __init__(self, filename):
		#GLUT State variables
		self.pixHeight = 800
		self.pixWidth = 1600
		self.GLUTmouse = [0, 0]
		self.GLUTButton = [0, 0, 0, 0, 0]
		self.GLUTModifiers = 0
		self.keys = {}
		
		#Camera and projection state variables
		self.camera = MouseSphericalCamera(self.pixWidth, self.pixHeight)
		self.updateCameraVars()
		
		self.scene = EMScene()
		self.scene.Read(filename, False)
		self.meshFaces = []
		for mesh in self.scene.meshes:
			self.meshFaces = self.meshFaces + mesh.faces
		
		self.selectedFace = None
		self.drawBeam = True
		self.drawChildren = True
		self.beamIndex = 0
		self.sceneTransparent = True
		self.toggleDrawSplits = False
		self.beamTrans = 0.3 #Beam transparency
		self.beamTree = BeamTree(self.scene.Source, self.meshFaces, 2)
		
		self.initGL()

	def GLUTResize(self, w, h):
		glViewport(0, 0, w, h)
		self.pixWidth = w
		self.pixHeight = h
		self.camera.pixWidth = w
		self.camera.pixHeight = h
		self.updateCameraVars()
		glutPostRedisplay()

	def GLUTRedraw(self):
		N = len(self.meshFaces)
		[Rclear, Gclear, Bclear, Aclear] = splitIntoRGBA(N)
		glClearColor(Rclear, Gclear, Bclear, Aclear)
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
		
		#First draw the 3D beam scene on the left
		glViewport(0, 0, 800, 800)
		glScissor(0, 0, 800, 800)
		glMatrixMode(GL_PROJECTION)
		glLoadIdentity()
		gluPerspective(180.0*self.camera.yfov/math.pi, 1.0, 0.01, 100.0)
		
		self.camera.gotoCameraFrame()
		if self.pickingFace:
			self.pickFace()
		else:
			glLightfv(GL_LIGHT0, GL_POSITION, [3.0, 4.0, 5.0, 0.0]);
			glLightfv(GL_LIGHT1, GL_POSITION,  [-3.0, -2.0, -3.0, 0.0]);
		
			glEnable(GL_LIGHTING)
			
			if self.sceneTransparent:
				glDisable(GL_DEPTH_TEST)
			else:
				glEnable(GL_DEPTH_TEST)
			self.scene.renderGL()
			
			if self.selectedFace:
				glDisable(GL_LIGHTING)
				glDisable(GL_DEPTH_TEST)
				glColor3f(1, 0, 0)
				self.selectedFace.drawBorder()
				glEnable(GL_DEPTH_TEST)
			
			if self.scene.Source:
				glDisable(GL_LIGHTING)
				glColor3f(1, 0, 0)
				P = self.scene.Source
				quadric = gluNewQuadric()
				glPushMatrix()
				glTranslatef(P.x, P.y, P.z)
				gluSphere(quadric, 0.1, 32, 32)
				glPopMatrix()
			
			if self.drawBeam:
				beam = self.beamTree.root.children[self.beamIndex]
				beam.drawBeam()
				
				if self.drawChildren:
					for child in beam.children:
						if DRAW_BACKPROJECTED:
							child.drawBackProjected(self.meshFaces)
						child.drawBeam()
						for child2 in child.children:
							child2.drawBeam()
			
			#Next draw the 2D projection scene on the right
			dim = self.pixWidth - 800
			glViewport(800, 0, dim, dim)
			glScissor(800, 0, dim, dim)
			if len(beam.children) > 0:
				beam.children[0].drawProjectedMeshFaces(self.meshFaces, dim, self.toggleDrawSplits)
				
			glutSwapBuffers()
	
	def pickFace(self):
		glDisable(GL_LIGHTING)
		N = len(self.meshFaces)
		for i in range(0, len(self.meshFaces)):
			face = self.meshFaces[i]
			[R, G, B, A] = splitIntoRGBA(i)
			glColor4ub(R, G, B, A)
			face.drawFilled()
		glutSwapBuffers()
		[xdim, ydim] = [self.pixWidth, self.pixHeight]
		pixels = glReadPixelsb(0, 0, 800, 800, GL_RGBA, GL_UNSIGNED_BYTE)
		#im = Image.new("RGB", (800, 800))
		#pix = im.load()
		#for x in range(0, 800):
		#	for y in range(0, 800):
		#		pix[x, y] = (pixels[x][y][0], pixels[x][y][1], pixels[x][y][2])
		#im.save("out.png")
		#print len(pixels)
		#print len(pixels[0])
		[x, y] = [self.GLUTmouse[0], self.GLUTmouse[1]]
		pixel = pixels[y][x]
		faceIndex = extractFromRGBA(pixel[0], pixel[1], pixel[2], pixel[3])
		if faceIndex < N:
			self.selectedFace = self.meshFaces[faceIndex]
		else:
			print "ERROR: No face exists at that location (faceIndex %i)"%faceIndex
			[R, G, B, A] = splitIntoRGBA(faceIndex)
			print "(R, G, B, A) = (%i, %i, %i, %i)"%(R, G, B, A)
		self.pickingFace = False
		glutPostRedisplay()
	
	def handleMouseStuff(self, x, y):
		y = self.pixHeight - y
		self.GLUTmouse[0] = x
		self.GLUTmouse[1] = y
		self.GLUTmodifiers = glutGetModifiers()
	
	def GLUTKeyboard(self, key, x, y):
		self.handleMouseStuff(x, y)
		self.keys[key] = True
		glutPostRedisplay()
	
	def GLUTKeyboardUp(self, key, x, y):
		self.handleMouseStuff(x, y)
		self.keys[key] = False
		if key == ' ':
			self.drawBeam = not self.drawBeam
		elif key in ['s', 'S']:
			self.toggleDrawSplits = not self.toggleDrawSplits
		elif key in ['t', 'T']:
			self.sceneTransparent = not self.sceneTransparent
		elif key in ['b', 'B']:
			self.beamIndex = (self.beamIndex + 1)%len(self.beamTree.root.children)
		elif key in ['r', 'R']:
			self.drawChildren = not self.drawChildren
		#if key in ['e', 'E']:
		#	self.drawEdges = 1 - self.drawEdges
		#elif key in ['v', 'V']:
		#	self.drawVerts = 1 - self.drawVerts
			
		glutPostRedisplay()
	
	def GLUTSpecial(self, key, x, y):
		self.handleMouseStuff(x, y)
		self.keys[key] = True
		glutPostRedisplay()
	
	def GLUTSpecialUp(self, key, x, y):
		self.handleMouseStuff(x, y)
		self.keys[key] = False
		glutPostRedisplay()
		
	def GLUTMouse(self, button, state, x, y):
		buttonMap = {GLUT_LEFT_BUTTON:0, GLUT_MIDDLE_BUTTON:1, GLUT_RIGHT_BUTTON:2, 3:3, 4:4}
		self.handleMouseStuff(x, y)
		if state == GLUT_DOWN:
			self.GLUTButton[buttonMap[button]] = 1
			if button == GLUT_MIDDLE_BUTTON:
				self.pickingFace = True
		else:
			self.GLUTButton[buttonMap[button]] = 0
		glutPostRedisplay()

	def GLUTMotion(self, x, y):
		lastX = self.GLUTmouse[0]
		lastY = self.GLUTmouse[1]
		self.handleMouseStuff(x, y)
		dX = self.GLUTmouse[0] - lastX
		dY = self.GLUTmouse[1] - lastY
		if self.GLUTButton[2] == 1:
			self.camera.zoom(-dY)
		elif self.GLUTButton[1] == 1:
			self.camera.translate(dX, dY)
		else:
			self.camera.orbitLeftRight(dX)
			self.camera.orbitUpDown(dY)
		glutPostRedisplay()
	
	def initGL(self):
		glutInit('')
		glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
		glutInitWindowSize(self.pixWidth, self.pixHeight)
		glutInitWindowPosition(50, 50)
		glutCreateWindow('Viewer')
		glutReshapeFunc(self.GLUTResize)
		glutDisplayFunc(self.GLUTRedraw)
		glutKeyboardFunc(self.GLUTKeyboard)
		glutKeyboardUpFunc(self.GLUTKeyboardUp)
		glutSpecialFunc(self.GLUTSpecial)
		glutSpecialUpFunc(self.GLUTSpecialUp)
		glutMouseFunc(self.GLUTMouse)
		glutMotionFunc(self.GLUTMotion)
		
		glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
		glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE)
		glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
		glEnable(GL_LIGHT0)
		glLightfv(GL_LIGHT1, GL_DIFFUSE, [0.5, 0.5, 0.5, 1.0])
		glEnable(GL_LIGHT1)
		glEnable(GL_NORMALIZE)
		glEnable(GL_LIGHTING)
		
		glEnable(GL_DEPTH_TEST)
		
		glutMainLoop()