コード例 #1
0
    def __init__(self,
                 screensize=(800, 600),
                 fullscreen=False,
                 caption="Topology Viewer",
                 particleTypes=None,
                 initialTopology=None,
                 laws=None,
                 simCyclesPerRedraw=1,
                 border=0,
                 extraDrawing=None,
                 showGrid=True,
                 transparency=None,
                 position=None):
        """x.__init__(...) initializes x; see x.__class__.__doc__ for signature"""

        super(TopologyViewer3D, self).__init__()

        glutInit(sys.argv)

        tracker = _cat.coordinatingassistanttracker.getcat()
        self.display = OpenGLDisplay(width=screensize[0],
                                     height=screensize[1],
                                     fullscreen=fullscreen,
                                     title=caption)
        self.display.activate()
        OpenGLDisplay.setDisplayService(self.display, tracker)
        self.link((self, "display_signal"), (self.display, "notify"))
        self.link((self.display, "signal"), (self, "control"))

        self.border = border

        if particleTypes == None:
            self.particleTypes = {
                "-": CuboidParticle3D,
                "cuboid": CuboidParticle3D,
                "sphere": SphereParticle3D,
                "teapot": TeapotParticle3D
            }
        else:
            self.particleTypes = particleTypes

        self.hitParticles = []
        self.multiSelectMode = False
        self.selectedParticles = []
        self.grabbed = False
        self.rotationMode = False

        if laws == None:
            self.laws = Kamaelia.Support.Particles.SimpleLaws(bondLength=2)
        else:
            self.laws = laws

        self.physics = ParticleSystemX(self.laws, [], 0)
        self.biggestRadius = 0

        # Do interaction
        self.simCyclesPerRedraw = simCyclesPerRedraw
        self.lastIdleTime = time.time()

        # Tell if new node is added; if true, new id needs adding to OpenGLDisplay list
        self.isNewNode = False

        # For hierarchy structure
        self.maxLevel = 0
        self.currentLevel = 0
        self.currentParentParticleID = ''
        self.viewerOldPos = Vector()
        self.levelViewerPos = {}
        self.currentDisplayedPhysics = ParticleSystemX(self.laws, [], 0)

        # For double click
        self.lastClickPos = (0, 0)
        self.lastClickTime = time.time()
        self.dClickRes = 0.3
コード例 #2
0
 def __init__(self, screensize         = (800,600),
                    fullscreen         = False, 
                    caption            = "Topology Viewer", 
                    particleTypes      = None,
                    initialTopology    = None,
                    laws               = None,
                    simCyclesPerRedraw = 1,
                    border             = 0,
                    extraDrawing       = None,
                    showGrid           = True,
                    transparency       = None,
                    position           = None):
     """x.__init__(...) initializes x; see x.__class__.__doc__ for signature"""
     
     super(TopologyViewer3D, self).__init__()
     
     glutInit(sys.argv)
     
     tracker = _cat.coordinatingassistanttracker.getcat()
     self.display = OpenGLDisplay(width=screensize[0], height=screensize[1],fullscreen=fullscreen,
                             title=caption)
     self.display.activate()
     OpenGLDisplay.setDisplayService(self.display, tracker)                
     self.link((self,"display_signal"), (self.display,"notify"))
     self.link((self.display,"signal"), (self,"control"))
     
     self.border = border
     
     if particleTypes == None:
         self.particleTypes = {"-":CuboidParticle3D, "cuboid":CuboidParticle3D, "sphere":SphereParticle3D,
                               "teapot":TeapotParticle3D}
     else:
         self.particleTypes = particleTypes
         
     
     self.hitParticles = []
     self.multiSelectMode = False
     self.selectedParticles = []
     self.grabbed = False
     self.rotationMode = False  
     
     
     if laws==None:
         self.laws = Kamaelia.Support.Particles.SimpleLaws(bondLength=2)
     else:
         self.laws = laws
         
     self.physics = ParticleSystemX(self.laws, [], 0)
     self.biggestRadius = 0
     
     # Do interaction
     self.simCyclesPerRedraw = simCyclesPerRedraw
     self.lastIdleTime = time.time()
     
     # Tell if new node is added; if true, new id needs adding to OpenGLDisplay list
     self.isNewNode = False
     
     # For hierarchy structure
     self.maxLevel = 0
     self.currentLevel = 0
     self.currentParentParticleID = ''
     self.viewerOldPos = Vector()
     self.levelViewerPos = {}
     self.currentDisplayedPhysics = ParticleSystemX(self.laws, [], 0)
     
     # For double click
     self.lastClickPos = (0,0)
     self.lastClickTime = time.time()
     self.dClickRes = 0.3
コード例 #3
0
class TopologyViewer3D(Axon.AdaptiveCommsComponent.AdaptiveCommsComponent):
    """\
    TopologyViewer3D(...) -> new TopologyViewer3D component.
    
    A component that takes incoming topology (change) data and displays it live
    using pygame OpenGL. A simple physics model assists with visual layout. Particle
    types, appearance and physics interactions can be customised.
   
    """

    Inboxes = {
        "inbox": "Topology (change) data describing an Axon system",
        "control": "Shutdown signalling",
        "alphacontrol": "Alpha (transparency) of the image (value 0..255)",
        "callback": "for the response after a displayrequest",
        "events": "Place where we recieve events from the outside world",
        "displaycontrol": "Replies from Pygame Display service",
    }

    Outboxes = {
        "signal": "NOT USED",
        "outbox": "Notification and topology output",
        "display_signal": "Requests to Pygame Display service",
    }

    def __init__(self,
                 screensize=(800, 600),
                 fullscreen=False,
                 caption="Topology Viewer",
                 particleTypes=None,
                 initialTopology=None,
                 laws=None,
                 simCyclesPerRedraw=1,
                 border=0,
                 extraDrawing=None,
                 showGrid=True,
                 transparency=None,
                 position=None):
        """x.__init__(...) initializes x; see x.__class__.__doc__ for signature"""

        super(TopologyViewer3D, self).__init__()

        glutInit(sys.argv)

        tracker = _cat.coordinatingassistanttracker.getcat()
        self.display = OpenGLDisplay(width=screensize[0],
                                     height=screensize[1],
                                     fullscreen=fullscreen,
                                     title=caption)
        self.display.activate()
        OpenGLDisplay.setDisplayService(self.display, tracker)
        self.link((self, "display_signal"), (self.display, "notify"))
        self.link((self.display, "signal"), (self, "control"))

        self.border = border

        if particleTypes == None:
            self.particleTypes = {
                "-": CuboidParticle3D,
                "cuboid": CuboidParticle3D,
                "sphere": SphereParticle3D,
                "teapot": TeapotParticle3D
            }
        else:
            self.particleTypes = particleTypes

        self.hitParticles = []
        self.multiSelectMode = False
        self.selectedParticles = []
        self.grabbed = False
        self.rotationMode = False

        if laws == None:
            self.laws = Kamaelia.Support.Particles.SimpleLaws(bondLength=2)
        else:
            self.laws = laws

        self.physics = ParticleSystemX(self.laws, [], 0)
        self.biggestRadius = 0

        # Do interaction
        self.simCyclesPerRedraw = simCyclesPerRedraw
        self.lastIdleTime = time.time()

        # Tell if new node is added; if true, new id needs adding to OpenGLDisplay list
        self.isNewNode = False

        # For hierarchy structure
        self.maxLevel = 0
        self.currentLevel = 0
        self.currentParentParticleID = ''
        self.viewerOldPos = Vector()
        self.levelViewerPos = {}
        self.currentDisplayedPhysics = ParticleSystemX(self.laws, [], 0)

        # For double click
        self.lastClickPos = (0, 0)
        self.lastClickTime = time.time()
        self.dClickRes = 0.3

    def main(self):
        """\
 
        
        """
        # create display request for itself
        self.size = Vector(0, 0, 0)
        disprequest = {
            "OGL_DISPLAYREQUEST": True,
            "objectid": id(self),
            "callback": (self, "callback"),
            "events": (self, "events"),
            "size": self.size
        }
        # send display request
        self.send(disprequest, "display_signal")
        # wait for response on displayrequest and get identifier of the viewer
        while not self.dataReady("callback"):
            yield 1
        self.identifier = self.recv("callback")

        self.addListenEvents([
            pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP, pygame.MOUSEMOTION,
            pygame.KEYDOWN, pygame.KEYUP
        ])
        pygame.key.set_repeat(100, 100)

        while True:
            # process incoming messages
            if self.dataReady("inbox"):
                message = self.recv("inbox")
                self.doCommand(message)
                #print message

                # wait for response on displayrequest and get identifier of the particle
                if self.isNewNode:
                    while not self.dataReady("callback"):
                        yield 1
                    self.physics.particles[-1].identifier = self.recv(
                        "callback")
                    self.isNewNode = False
            else:
                self.lastIdleTime = 0

            yield 1

            if self.lastIdleTime + 1.0 < time.time():
                #print [particle.pos for particle in self.physics.particles]
                avoidedList = []
                avoidedList.extend(self.hitParticles)
                avoidedList.extend(self.selectedParticles)

                #self.currentDisplayedPhysics.particleDict[ident].breakAllBonds()
                self.currentDisplayedPhysics.particles = []
                if self.physics.particles != []:
                    for particle in self.physics.particles:
                        if self.currentParentParticleID == '':
                            if ':' not in particle.ID:
                                self.currentDisplayedPhysics.add(particle)
                                particle.oldpos = particle.initialpos
                        elif particle.ID.find(
                                self.currentParentParticleID
                        ) == 0 and particle.ID.count(':') == self.currentLevel:
                            self.currentDisplayedPhysics.add(particle)
                            particle.oldpos = particle.initialpos
                self.currentDisplayedPhysics.run(self.simCyclesPerRedraw,
                                                 avoidedList=avoidedList)
                #print [particle.pos for particle in self.physics.particles]

                # Draw particles if new or updated
                for particle in self.currentDisplayedPhysics.particles:
                    if particle.needRedraw:
                        self.drawParticles(particle)
                        #particle.needRedraw = False

                self.handleEvents()

                # Perform transformation
                for particle in self.currentDisplayedPhysics.particles:
                    transform_update = particle.applyTransforms()
                    if transform_update is not None:
                        self.send(transform_update, "display_signal")
                        #print transform_update
                        #print [particle.pos for particle in self.physics.particles]

                self.lastIdleTime = time.time()
            else:
                yield 1
            if self.dataReady("control"):
                msg = self.recv("control")
                if isinstance(msg, Axon.Ipc.shutdownMicroprocess):
                    self.quit(msg)

    def quit(self, msg=Axon.Ipc.shutdownMicroprocess()):
        print 'Shut down...'
        self.send(msg, "signal")
        self.scheduler.stop()

    def draw(self):
        """\
        Invoke draw() and save its commands to a newly generated displaylist.
        
        The displaylist name is then sent to the display service via a
        "DISPLAYLIST_UPDATE" request.
        """
        pass

    def drawParticles(self, *particles):
        for particle in particles:
            # display list id
            displaylist = glGenLists(1)
            # draw object to its displaylist
            glNewList(displaylist, GL_COMPILE)
            particle.draw()
            glEndList()

            #print displaylist
            dl_update = {
                "DISPLAYLIST_UPDATE": True,
                "objectid": id(particle),
                "displaylist": displaylist
            }
            self.send(dl_update, "display_signal")

            #print particle

    def addListenEvents(self, events):
        """\
            Sends listening request for pygame events to the display service.
            The events parameter is expected to be a list of pygame event constants.
        """
        for event in events:
            self.send({
                "ADDLISTENEVENT": event,
                "objectid": id(self)
            }, "display_signal")

    def removeListenEvents(self, events):
        """\
            Sends stop listening request for pygame events to the display service.
            The events parameter is expected to be a list of pygame event constants.
        """
        for event in events:
            self.send({
                "REMOVELISTENEVENT": event,
                "objectid": id(self)
            }, "display_signal")

    def handleEvents(self):
        """ Handle events. """
        while self.dataReady("events"):
            event = self.recv("events")
            if event.type == pygame.MOUSEBUTTONDOWN or pygame.MOUSEMOTION and self.grabbed:
                if not self.rotationMode:
                    for particle in self.hitParticles:
                        p1 = Vector(*particle.pos).copy()
                        p1.x += 10
                        p2 = Vector(*particle.pos).copy()
                        p2.y += 10
                        #z = Intersect.ray_Plane(Vector(0,0,0), event.direction, [Vector(*particle.pos)-self.display.viewerposition, p1, p2])
                        z = Intersect.ray_Plane(Vector(
                            0, 0, 0), event.direction, [
                                Vector(*particle.pos) -
                                Vector(0, 0, self.display.viewerposition.z),
                                p1 -
                                Vector(0, 0, self.display.viewerposition.z),
                                p2 -
                                Vector(0, 0, self.display.viewerposition.z)
                            ])
                        newpoint = event.direction * z
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    # Handle double click
                    clickPos = event.pos
                    currentTime = time.time()
                    elapsedTime = currentTime - self.lastClickTime
                    if clickPos == self.lastClickPos and elapsedTime < self.dClickRes:
                        if self.currentLevel < self.maxLevel and len(
                                self.selectedParticles) == 1:
                            hasChildParticles = False
                            for particle in self.physics.particles:
                                if particle.ID.find(
                                        self.selectedParticles[0].ID
                                ) == 0 and particle.ID != self.selectedParticles[
                                        0].ID:
                                    hasChildParticles = True
                                    break
                            if hasChildParticles:
                                self.currentParentParticleID = self.selectedParticles[
                                    0].ID
                                self.gotoDisplayLevel(1)
                            else:
                                print 'Warning: The particle you double-clicked has no children!'

                        else:
                            if self.currentLevel == self.maxLevel:
                                print "Warning: max hierarchy level has reached!"
                            if len(self.selectedParticles) != 1:
                                print "Tips: To extend a node, please double-click the node you want to extend"
                    else:
                        if not self.rotationMode:
                            for particle in self.currentDisplayedPhysics.particles:
                                if particle.identifier in event.hitobjects:
                                    #particle.oldpos = particle.oldpos - self.display.viewerposition
                                    self.grabbed = True
                                    #particle.scaling = Vector(0.9,0.9,0.9)
                                    self.hitParticles.append(particle)
                                    self.selectParticle(particle)
                                    #print str(id(particle))+'hit'
                                    #print self.hitParticles
                            # If click places other than particles in non multiSelectMode, deselect all
                            if not self.hitParticles and not self.multiSelectMode:
                                self.deselectAll()
                    self.lastClickPos = clickPos
                    self.lastClickTime = currentTime
                if event.button == 3:
                    if self.currentLevel > 0:
                        items = self.currentParentParticleID.split(':')
                        items.pop()
                        self.currentParentParticleID = ':'.join(items)
                        self.gotoDisplayLevel(-1)
                    else:
                        print "Warning: The first hierarchy level has reached!"
                if event.button == 4:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        posVector.z -= 1
                        particle.pos = posVector.toTuple()
                if event.button == 5:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        posVector.z += 1
                        particle.pos = posVector.toTuple()
            if event.type == pygame.MOUSEBUTTONUP:
                if event.button == 1:
                    for particle in self.hitParticles:
                        self.grabbed = False
                        particle.oldpoint = None
                        #particle.scaling = Vector(1,1,1)
                        self.hitParticles.pop(
                            self.hitParticles.index(particle))
                        #print self.hitParticles
            if event.type == pygame.MOUSEMOTION:
                if not self.rotationMode and self.grabbed:
                    for particle in self.hitParticles:
                        try:
                            if particle.oldpoint is not None:
                                #print particle.pos
                                diff = newpoint - particle.oldpoint
                                amount = (diff.x, diff.y)
                                particle.pos = (Vector(*particle.pos) +
                                                Vector(*amount)).toTuple()
                        except NameError:
                            pass

                        # Redraw the link so that the link can move with the particle
                        for p in particle.bondedFrom:
                            p.needRedraw = True
                elif self.rotationMode:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles

                    centrePoint = Vector()
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAnglex = float(event.rel[1]) * math.pi / 180
                    dAngley = -float(event.rel[0]) * math.pi / 180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (
                            relativePosVector.z * relativePosVector.z +
                            relativePosVector.y * relativePosVector.y)**0.5
                        newAnglex = (math.atan2(relativePosVector.z,
                                                relativePosVector.y) + dAnglex)
                        particle.pos = (posVector.x,
                                        radius * math.cos(newAnglex) +
                                        centrePoint.y,
                                        radius * math.sin(newAnglex) +
                                        centrePoint.z)
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (
                            relativePosVector.z * relativePosVector.z +
                            relativePosVector.x * relativePosVector.x)**0.5
                        newAngley = (math.atan2(relativePosVector.z,
                                                relativePosVector.x) + dAngley)
                        particle.pos = (radius * math.cos(newAngley) +
                                        centrePoint.x, posVector.y,
                                        radius * math.sin(newAngley) +
                                        centrePoint.z)
                        particle.drotation.y = float(event.rel[0])
                        particle.drotation.x = float(event.rel[1])
                        particle.drotation %= 360

            try:
                for particle in self.hitParticles:
                    particle.oldpoint = newpoint
            except NameError:
                pass

            # Keyboard events handling
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.quit()
                elif event.key == pygame.K_BACKSPACE:
                    if self.currentLevel > 0:
                        items = self.currentParentParticleID.split(':')
                        items.pop()
                        self.currentParentParticleID = ':'.join(items)
                        self.gotoDisplayLevel(-1)
                    else:
                        print "Warning: The first hierarchy level has reached!"
                elif event.key == pygame.K_RETURN:
                    if self.currentLevel < self.maxLevel and len(
                            self.selectedParticles) == 1:
                        hasChildParticles = False
                        for particle in self.physics.particles:
                            if particle.ID.find(
                                    self.selectedParticles[0].ID
                            ) == 0 and particle.ID != self.selectedParticles[
                                    0].ID:
                                hasChildParticles = True
                                break
                        if hasChildParticles:
                            self.currentParentParticleID = self.selectedParticles[
                                0].ID
                            self.gotoDisplayLevel(1)
                        else:
                            print 'Warning: The particle you double-clicked has no children!'
                    else:
                        if self.currentLevel == self.maxLevel:
                            print "Warning: max hierarchy level has reached!"
                        if len(self.selectedParticles) != 1:
                            print "Tips: To extend a node, please click to select the node (only one) you want to extend first."

                elif event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT:
                    self.multiSelectMode = True
                elif event.key == pygame.K_LCTRL or event.key == pygame.K_RCTRL:
                    self.rotationMode = True
                elif event.key == pygame.K_PAGEUP:
                    self.display.viewerposition.z -= 0.5
                elif event.key == pygame.K_PAGEDOWN:
                    self.display.viewerposition.z += 0.5
                elif event.key == pygame.K_w:
                    self.display.viewerposition.y += 0.5
                elif event.key == pygame.K_s:
                    self.display.viewerposition.y -= 0.5
                elif event.key == pygame.K_a:
                    self.display.viewerposition.x -= 0.5
                elif event.key == pygame.K_d:
                    self.display.viewerposition.x += 0.5
                elif event.key == pygame.K_UP:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector()
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = -20 * math.pi / 180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (
                            relativePosVector.z * relativePosVector.z +
                            relativePosVector.y * relativePosVector.y)**0.5
                        newAngle = (math.atan2(relativePosVector.z,
                                               relativePosVector.y) + dAngle)
                        particle.pos = (posVector.x,
                                        radius * math.cos(newAngle) +
                                        centrePoint.y,
                                        radius * math.sin(newAngle) +
                                        centrePoint.z)
                        particle.drotation = Vector(dAngle * 180 / math.pi, 0,
                                                    0)
                elif event.key == pygame.K_DOWN:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector()
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = 20 * math.pi / 180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (
                            relativePosVector.z * relativePosVector.z +
                            relativePosVector.y * relativePosVector.y)**0.5
                        newAngle = (math.atan2(relativePosVector.z,
                                               relativePosVector.y) + dAngle)
                        particle.pos = (posVector.x,
                                        radius * math.cos(newAngle) +
                                        centrePoint.y,
                                        radius * math.sin(newAngle) +
                                        centrePoint.z)
                        particle.drotation = Vector(dAngle * 180 / math.pi, 0,
                                                    0)
                elif event.key == pygame.K_LEFT:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector()
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = 20 * math.pi / 180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (
                            relativePosVector.z * relativePosVector.z +
                            relativePosVector.x * relativePosVector.x)**0.5
                        newAngle = (math.atan2(relativePosVector.z,
                                               relativePosVector.x) + dAngle)
                        particle.pos = (radius * math.cos(newAngle) +
                                        centrePoint.x, posVector.y,
                                        radius * math.sin(newAngle) +
                                        centrePoint.z)
                        particle.drotation = Vector(0, -dAngle * 180 / math.pi,
                                                    0)
                elif event.key == pygame.K_RIGHT:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector()
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = -20 * math.pi / 180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (
                            relativePosVector.z * relativePosVector.z +
                            relativePosVector.x * relativePosVector.x)**0.5
                        newAngle = (math.atan2(relativePosVector.z,
                                               relativePosVector.x) + dAngle)
                        particle.pos = (radius * math.cos(newAngle) +
                                        centrePoint.x, posVector.y,
                                        radius * math.sin(newAngle) +
                                        centrePoint.z)
                        particle.drotation = Vector(0, -dAngle * 180 / math.pi,
                                                    0)
                elif event.key == pygame.K_COMMA:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector()
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = 20 * math.pi / 180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (
                            relativePosVector.x * relativePosVector.x +
                            relativePosVector.y * relativePosVector.y)**0.5
                        newAngle = (math.atan2(relativePosVector.y,
                                               relativePosVector.x) + dAngle)
                        particle.pos = (radius * math.cos(newAngle) +
                                        centrePoint.x,
                                        radius * math.sin(newAngle) +
                                        centrePoint.y, posVector.z)
                        particle.drotation = Vector(0, 0,
                                                    dAngle * 180 / math.pi)
                elif event.key == pygame.K_PERIOD:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector()
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = -20 * math.pi / 180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (
                            relativePosVector.x * relativePosVector.x +
                            relativePosVector.y * relativePosVector.y)**0.5
                        newAngle = (math.atan2(relativePosVector.y,
                                               relativePosVector.x) + dAngle)
                        particle.pos = (radius * math.cos(newAngle) +
                                        centrePoint.x,
                                        radius * math.sin(newAngle) +
                                        centrePoint.y, posVector.z)
                        particle.drotation = Vector(0, 0,
                                                    dAngle * 180 / math.pi)

            #print self.display.viewerposition
            # Scroll if self.display.viewerposition changes
            if self.display.viewerposition.copy() != self.viewerOldPos:
                self.scroll()
                self.viewerOldPos = self.display.viewerposition.copy()
#                for particle in self.currentDisplayedPhysics.particles:
#                    particle.oldpoint = None
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT:
                    self.multiSelectMode = False
                elif event.key == pygame.K_LCTRL or event.key == pygame.K_RCTRL:
                    self.rotationMode = False

    def scroll(self):
        # Scroll the surface by resetting gluLookAt
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        self.display.setProjection()

    def gotoDisplayLevel(self, dlevel):
        # Save current level's viewer position
        self.levelViewerPos[
            self.currentLevel] = self.display.viewerposition.copy()
        # Display next level
        self.currentLevel += dlevel
        # Reset viewer position to previous
        try:
            self.display.viewerposition = self.levelViewerPos[
                self.currentLevel].copy()
        except KeyError:
            self.display.viewerposition = self.levelViewerPos[
                self.currentLevel] = Vector()
        # Remove current displayed particles
        for particle in self.currentDisplayedPhysics.particles:
            self.display.ogl_displaylists.pop(id(particle))
            self.display.ogl_transforms.pop(id(particle))
        self.currentDisplayedPhysics.removeByID(
            *self.currentDisplayedPhysics.particleDict.keys())

    def doCommand(self, msg):
        """\
        Proceses a topology command tuple:
            [ "ADD", "NODE", <id>, <name>, <positionSpec>, <particle type> ] 
            [ "DEL", "NODE", <id> ]
            [ "ADD", "LINK", <id from>, <id to> ]
            [ "DEL", "LINK", <id from>, <id to> ]
            [ "DEL", "ALL" ]
            [ "GET", "ALL" ]
        """
        #print 'doCommand'

        if len(msg) >= 2:
            cmd = msg[0].upper(), msg[1].upper()

            if cmd == ("ADD", "NODE") and len(msg) == 6:
                if msg[2] in [p.ID for p in self.physics.particles]:
                    print "Node exists, please use a new node ID!"
                else:
                    if self.particleTypes.has_key(msg[5]):
                        #print 'ADD NODE begin'
                        ptype = self.particleTypes[msg[5]]
                        ident = msg[2]
                        name = msg[3]

                        posSpec = msg[4]
                        pos = self._generatePos(posSpec)
                        #print pos

                        particle = ptype(position=pos, ID=ident, name=name)

                        particle.originaltype = msg[5]
                        #self.particles.append(particle)
                        #print self.particles[0]
                        self.addParticle(particle)
                        self.isNewNode = True
                        #print id(particle)

                        #print 'ADD NODE end'

            elif cmd == ("DEL", "NODE") and len(msg) == 3:
                ident = msg[2]
                self.removeParticle(ident)

            elif cmd == ("ADD", "LINK") and len(msg) == 4:
                src = msg[2]
                dst = msg[3]
                self.makeBond(src, dst)

            elif cmd == ("DEL", "LINK") and len(msg) == 4:
                src = msg[2]
                dst = msg[3]
                self.breakBond(src, dst)

            elif cmd == ("DEL", "ALL") and len(msg) == 2:
                self.removeParticle(*self.physics.particleDict.keys())
                self.currentLevel = 0
                self.currentParentParticleID = ''

            elif cmd == ("GET", "ALL") and len(msg) == 2:
                topology = [("DEL", "ALL")]
                topology.extend(self.getTopology())
                self.send(("TOPOLOGY", topology), "outbox")

            elif cmd == ("UPDATE_NAME", "NODE") and len(msg) == 4:
                node_id = msg[2]
                new_name = msg[3]
                self.updateParticleLabel(node_id, new_name)
                self.send(("UPDATE_NAME", "NODE", node_id, new_name), "outbox")
            elif cmd == ("GET_NAME", "NODE") and len(msg) == 3:
                node_id = msg[2]
                name = self.getParticleLabel(node_id)
                self.send(("GET_NAME", "NODE", node_id, name), "outbox")
            else:
                print "Command Error: please check your command format!"
        else:
            print "Command Error: not enough parameters!"

    def _generatePos(self, posSpec):
        """\
        generateXY(posSpec) -> (x,y,z) or raises ValueError
        
        posSpec == "randompos" or "auto" -> random (x,y,z) within the surface (specified border distance in from the edege)
        posSpec == "(XXX,YYY,ZZZ)" -> specified x,y,z (positive or negative integers)
        """
        posSpec = posSpec.lower()
        if posSpec == "randompos" or posSpec == "auto":
            # FIXME: need to consider camera/ viewer setting
            zLim = self.display.nearPlaneDist, self.display.farPlaneDist
            z = -1 * random.randrange(
                int((zLim[1] - zLim[0]) / 20) + self.border,
                int((zLim[1] - zLim[0]) / 8) - self.border, 1)
            yLim = z * math.tan(
                self.display.perspectiveAngle * math.pi /
                360.0), -z * math.tan(
                    self.display.perspectiveAngle * math.pi / 360.0)
            xLim = yLim[0] * self.display.aspectRatio, yLim[
                1] * self.display.aspectRatio
            y = random.randrange(
                int(yLim[0]) + self.border,
                int(yLim[1]) - self.border, 1)
            x = random.randrange(
                int(xLim[0]) + self.border,
                int(xLim[1]) - self.border, 1)
            #print x,y,z
            return x, y, z

        else:
            match = re.match("^([+-]?\d+),([+-]?\d+),([+-]?\d+)$", posSpec)
            if match:
                x = int(match.group(1))
                y = int(match.group(2))
                z = int(match.group(3))
                return x, y, z

        raise ValueError("Unrecognised position specification")

    def addParticle(self, *particles):
        """Add particles to the system"""
        for p in particles:
            if p.radius > self.biggestRadius:
                self.biggestRadius = p.radius
            pLevel = p.ID.count(':')
            if self.maxLevel < pLevel:
                self.maxLevel = pLevel
            # create display request for every particle added
            disprequest = {
                "OGL_DISPLAYREQUEST": True,
                "objectid": id(p),
                "callback": (self, "callback"),
                "events": (self, "events"),
                "size": p.size
            }
            # send display request
            self.send(disprequest, "display_signal")
        self.physics.add(*particles)

    def removeParticle(self, *ids):
        """\
        Remove particle(s) specified by their ids.

        Also breaks any bonds to/from that particle.
        """
        for ident in ids:
            self.physics.particleDict[ident].breakAllBonds()
            try:
                self.display.ogl_objects.remove(
                    id(self.physics.particleDict[ident]))
                self.display.ogl_names.pop(id(
                    self.physics.particleDict[ident]))
                self.display.ogl_displaylists.pop(
                    id(self.physics.particleDict[ident]))
                self.display.ogl_transforms.pop(
                    id(self.physics.particleDict[ident]))
            except KeyError:
                pass


#            if self.selected == self.physics.particleDict[id]:
#                self.selectParticle(None)
        self.physics.removeByID(*ids)
        for ident in ids:
            try:
                self.currentDisplayedPhysics.removeByID(ident)
            except KeyError:
                pass
        #print self.currentDisplayedPhysics.particles
        #print self.physics.particles

    def selectParticle(self, particle):
        """Select the specified particle."""
        if self.multiSelectMode:
            if particle not in self.selectedParticles:
                particle.select()
                self.selectedParticles.append(particle)
                self.send("('SELECT', 'NODE', '" + particle.name + "')",
                          "outbox")
            else:
                particle.deselect()
                self.selectedParticles.remove(particle)
                self.send("('DESELECT', 'NODE', '" + particle.name + "')",
                          "outbox")
        else:
            self.deselectAll()
            self.selectedParticles = []
            particle.select()
            self.selectedParticles.append(particle)
            self.send("('SELECT', 'NODE', '" + particle.name + "')", "outbox")

    def deselectAll(self):
        """Deselect all particles."""
        for particle in self.selectedParticles:
            particle.deselect()
        self.selectedParticles = []

    def makeBond(self, source, dest):
        """Make a bond from source to destination particle, specified by IDs"""
        self.physics.particleDict[source].makeBond(self.physics.particleDict,
                                                   dest)
        self.physics.particleDict[source].needRedraw = True

    def breakBond(self, source, dest):
        """Break a bond from source to destination particle, specified by IDs"""
        self.physics.particleDict[source].breakBond(self.physics.particleDict,
                                                    dest)
        self.physics.particleDict[source].needRedraw = True

    def updateParticleLabel(self, node_id, new_name):
        """\
        updateParticleLabel(node_id, new_name) -> updates the given nodes name & visual label if it exists
        
        node_id - an id for an already existing node
        new_name - a string (may include spaces) defining the new node name
        """
        for p in self.physics.particles:
            if p.ID == node_id:
                p.set_label(new_name)
                p.needRedraw = True
                return

    def getParticleLabel(self, node_id):
        """\
        getParticleLabel(node_id) -> particle's name
        
        Returns the name/label of the specified particle.
        """
        for p in self.physics.particles:
            if p.ID == node_id:
                return p.name

    def getTopology(self):
        """getTopology() -> list of command tuples that would build the current topology"""
        topology = []

        # first, enumerate the particles
        for particle in self.physics.particles:
            topology.append(("ADD", "NODE", particle.ID, particle.name,
                             "random", particle.originaltype))

        # now enumerate the linkages
        for particle in self.physics.particles:
            for dst in particle.getBondedTo():
                topology.append(("ADD", "LINK", particle.ID, dst.ID))

        return topology
コード例 #4
0
class TopologyViewer3D(Axon.AdaptiveCommsComponent.AdaptiveCommsComponent):
    """\
    TopologyViewer3D(...) -> new TopologyViewer3D component.
    
    A component that takes incoming topology (change) data and displays it live
    using pygame OpenGL. A simple physics model assists with visual layout. Particle
    types, appearance and physics interactions can be customised.
   
    """
    
    Inboxes = { "inbox"          : "Topology (change) data describing an Axon system",
                "control"        : "Shutdown signalling",
                "alphacontrol"   : "Alpha (transparency) of the image (value 0..255)",
                "callback": "for the response after a displayrequest",
                "events"         : "Place where we recieve events from the outside world",
                "displaycontrol" : "Replies from Pygame Display service",
              }
              
    Outboxes = { "signal"        : "NOT USED",
                 "outbox"        : "Notification and topology output",
                 "display_signal" : "Requests to Pygame Display service",
               }
                                                     
    
    def __init__(self, screensize         = (800,600),
                       fullscreen         = False, 
                       caption            = "Topology Viewer", 
                       particleTypes      = None,
                       initialTopology    = None,
                       laws               = None,
                       simCyclesPerRedraw = 1,
                       border             = 0,
                       extraDrawing       = None,
                       showGrid           = True,
                       transparency       = None,
                       position           = None):
        """x.__init__(...) initializes x; see x.__class__.__doc__ for signature"""
        
        super(TopologyViewer3D, self).__init__()
        
        glutInit(sys.argv)
        
        tracker = _cat.coordinatingassistanttracker.getcat()
        self.display = OpenGLDisplay(width=screensize[0], height=screensize[1],fullscreen=fullscreen,
                                title=caption)
        self.display.activate()
        OpenGLDisplay.setDisplayService(self.display, tracker)                
        self.link((self,"display_signal"), (self.display,"notify"))
        self.link((self.display,"signal"), (self,"control"))
        
        self.border = border
        
        if particleTypes == None:
            self.particleTypes = {"-":CuboidParticle3D, "cuboid":CuboidParticle3D, "sphere":SphereParticle3D,
                                  "teapot":TeapotParticle3D}
        else:
            self.particleTypes = particleTypes
            
        
        self.hitParticles = []
        self.multiSelectMode = False
        self.selectedParticles = []
        self.grabbed = False
        self.rotationMode = False  
        
        
        if laws==None:
            self.laws = Kamaelia.Support.Particles.SimpleLaws(bondLength=2)
        else:
            self.laws = laws
            
        self.physics = ParticleSystemX(self.laws, [], 0)
        self.biggestRadius = 0
        
        # Do interaction
        self.simCyclesPerRedraw = simCyclesPerRedraw
        self.lastIdleTime = time.time()
        
        # Tell if new node is added; if true, new id needs adding to OpenGLDisplay list
        self.isNewNode = False
        
        # For hierarchy structure
        self.maxLevel = 0
        self.currentLevel = 0
        self.currentParentParticleID = ''
        self.viewerOldPos = Vector()
        self.levelViewerPos = {}
        self.currentDisplayedPhysics = ParticleSystemX(self.laws, [], 0)
        
        # For double click
        self.lastClickPos = (0,0)
        self.lastClickTime = time.time()
        self.dClickRes = 0.3
        
    def main(self):
        """\
 
        
        """
        # create display request for itself
        self.size = Vector(0,0,0)
        disprequest = { "OGL_DISPLAYREQUEST" : True,
                             "objectid" : id(self),
                             "callback" : (self,"callback"),
                             "events" : (self, "events"),
                             "size": self.size
                           }
        # send display request
        self.send(disprequest, "display_signal")        
        # wait for response on displayrequest and get identifier of the viewer
        while not self.dataReady("callback"):  yield 1
        self.identifier = self.recv("callback")
        
        self.addListenEvents( [pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP, pygame.MOUSEMOTION, pygame.KEYDOWN, pygame.KEYUP ])
        pygame.key.set_repeat(100,100)
        
        while True:
            # process incoming messages
            if self.dataReady("inbox"):
                message = self.recv("inbox")
                self.doCommand(message)
                #print message

                # wait for response on displayrequest and get identifier of the particle
                if self.isNewNode:
                    while not self.dataReady("callback"):  yield 1
                    self.physics.particles[-1].identifier = self.recv("callback")
                    self.isNewNode = False
            else:
                self.lastIdleTime = 0
            
            yield 1        
            
            if self.lastIdleTime + 1.0 < time.time():
                #print [particle.pos for particle in self.physics.particles]
                avoidedList = []
                avoidedList.extend(self.hitParticles)
                avoidedList.extend(self.selectedParticles)
                
                #self.currentDisplayedPhysics.particleDict[ident].breakAllBonds()
                self.currentDisplayedPhysics.particles = []
                if self.physics.particles != []:
                    for particle in self.physics.particles:
                        if self.currentParentParticleID == '':
                            if ':' not in particle.ID:
                                self.currentDisplayedPhysics.add( particle )
                                particle.oldpos = particle.initialpos
                        elif particle.ID.find(self.currentParentParticleID) == 0 and particle.ID.count(':') == self.currentLevel:
                            self.currentDisplayedPhysics.add( particle )
                            particle.oldpos = particle.initialpos
                self.currentDisplayedPhysics.run(self.simCyclesPerRedraw, avoidedList=avoidedList)
                #print [particle.pos for particle in self.physics.particles]
                
                # Draw particles if new or updated
                for particle in self.currentDisplayedPhysics.particles:
                    if particle.needRedraw:
                        self.drawParticles(particle)
                        #particle.needRedraw = False                        
                
                self.handleEvents()
                
                # Perform transformation
                for particle in self.currentDisplayedPhysics.particles:
                    transform_update = particle.applyTransforms()
                    if transform_update is not None:
                        self.send(transform_update, "display_signal")
                        #print transform_update
                        #print [particle.pos for particle in self.physics.particles]
                
                self.lastIdleTime = time.time()
            else:
                yield 1
            if self.dataReady("control"):
                msg = self.recv("control")
                if isinstance(msg, Axon.Ipc.shutdownMicroprocess):
                    self.quit(msg)
            
        
    def quit(self,msg=Axon.Ipc.shutdownMicroprocess()):
        print 'Shut down...'
        self.send(msg, "signal")
        self.scheduler.stop()
    
    def draw(self):
        """\
        Invoke draw() and save its commands to a newly generated displaylist.
        
        The displaylist name is then sent to the display service via a
        "DISPLAYLIST_UPDATE" request.
        """
        pass
    
    def drawParticles(self, *particles):
        for particle in particles:
            # display list id
            displaylist = glGenLists(1)
            # draw object to its displaylist
            glNewList(displaylist, GL_COMPILE)
            particle.draw()
            glEndList()
    
            #print displaylist
            dl_update = { "DISPLAYLIST_UPDATE": True,
                          "objectid": id(particle),
                          "displaylist": displaylist
                        }
            self.send(dl_update, "display_signal")
            
            
            
            #print particle
    
    
    
    def addListenEvents(self, events):
        """\
            Sends listening request for pygame events to the display service.
            The events parameter is expected to be a list of pygame event constants.
        """
        for event in events:
            self.send({"ADDLISTENEVENT":event, "objectid":id(self)}, "display_signal")
    
    def removeListenEvents(self, events):
        """\
            Sends stop listening request for pygame events to the display service.
            The events parameter is expected to be a list of pygame event constants.
        """
        for event in events:
            self.send({"REMOVELISTENEVENT":event, "objectid":id(self)}, "display_signal")        
                       
                            
    def handleEvents(self):
        """ Handle events. """
        while self.dataReady("events"):
            event = self.recv("events")
            if event.type == pygame.MOUSEBUTTONDOWN or pygame.MOUSEMOTION and self.grabbed:
                if not self.rotationMode:
                    for particle in self.hitParticles:
                        p1 = Vector(*particle.pos).copy()
                        p1.x += 10
                        p2 = Vector(*particle.pos).copy()
                        p2.y += 10
                        #z = Intersect.ray_Plane(Vector(0,0,0), event.direction, [Vector(*particle.pos)-self.display.viewerposition, p1, p2])
                        z = Intersect.ray_Plane(Vector(0,0,0), event.direction, [Vector(*particle.pos)-Vector(0,0,self.display.viewerposition.z), p1-Vector(0,0,self.display.viewerposition.z), p2-Vector(0,0,self.display.viewerposition.z)])
                        newpoint = event.direction * z
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    # Handle double click
                    clickPos = event.pos
                    currentTime = time.time()
                    elapsedTime = currentTime - self.lastClickTime
                    if clickPos == self.lastClickPos and elapsedTime<self.dClickRes:
                        if self.currentLevel < self.maxLevel and len(self.selectedParticles) == 1:
                            hasChildParticles = False
                            for particle in self.physics.particles:
                                if particle.ID.find(self.selectedParticles[0].ID) == 0 and particle.ID != self.selectedParticles[0].ID:
                                    hasChildParticles = True
                                    break
                            if hasChildParticles:
                                self.currentParentParticleID = self.selectedParticles[0].ID
                                self.gotoDisplayLevel(1)
                            else:
                                print 'Warning: The particle you double-clicked has no children!'
                            
                        else:
                            if self.currentLevel == self.maxLevel:
                                print "Warning: max hierarchy level has reached!"
                            if len(self.selectedParticles) != 1:
                                print "Tips: To extend a node, please double-click the node you want to extend"
                    else:
                        if not self.rotationMode:
                            for particle in self.currentDisplayedPhysics.particles:
                                if particle.identifier in event.hitobjects:
                                    #particle.oldpos = particle.oldpos - self.display.viewerposition
                                    self.grabbed = True
                                    #particle.scaling = Vector(0.9,0.9,0.9)
                                    self.hitParticles.append(particle)
                                    self.selectParticle(particle)
                                    #print str(id(particle))+'hit'
                                    #print self.hitParticles
                            # If click places other than particles in non multiSelectMode, deselect all
                            if not self.hitParticles and not self.multiSelectMode:
                                self.deselectAll()
                    self.lastClickPos = clickPos
                    self.lastClickTime = currentTime
                if event.button == 3:
                    if self.currentLevel > 0:
                        items = self.currentParentParticleID.split(':')
                        items.pop()
                        self.currentParentParticleID = ':'.join(items)
                        self.gotoDisplayLevel(-1)
                    else:
                        print "Warning: The first hierarchy level has reached!"
                if event.button == 4:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        posVector.z -= 1
                        particle.pos = posVector.toTuple()
                if event.button == 5:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        posVector.z += 1
                        particle.pos = posVector.toTuple()
            if event.type == pygame.MOUSEBUTTONUP:
                if event.button == 1:  
                    for particle in self.hitParticles:
                        self.grabbed = False
                        particle.oldpoint = None
                        #particle.scaling = Vector(1,1,1)
                        self.hitParticles.pop(self.hitParticles.index(particle))
                        #print self.hitParticles
            if event.type == pygame.MOUSEMOTION: 
                if not self.rotationMode and self.grabbed: 
                    for particle in self.hitParticles:
                        try:
                            if particle.oldpoint is not None:
                                #print particle.pos
                                diff = newpoint-particle.oldpoint
                                amount = (diff.x, diff.y)
                                particle.pos = (Vector(*particle.pos)+Vector(*amount)).toTuple()
                        except NameError: pass
                        
                        # Redraw the link so that the link can move with the particle
                        for p in particle.bondedFrom:
                            p.needRedraw = True
                elif self.rotationMode:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    
                    centrePoint = Vector() 
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAnglex = float(event.rel[1])*math.pi/180
                    dAngley = -float(event.rel[0])*math.pi/180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (relativePosVector.z*relativePosVector.z+relativePosVector.y*relativePosVector.y)**0.5
                        newAnglex = (math.atan2(relativePosVector.z,relativePosVector.y)+dAnglex)
                        particle.pos = (posVector.x, radius*math.cos(newAnglex)+centrePoint.y, radius*math.sin(newAnglex)+centrePoint.z)
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (relativePosVector.z*relativePosVector.z+relativePosVector.x*relativePosVector.x)**0.5
                        newAngley = (math.atan2(relativePosVector.z,relativePosVector.x)+dAngley)
                        particle.pos = (radius*math.cos(newAngley)+centrePoint.x, posVector.y, radius*math.sin(newAngley)+centrePoint.z)      
                        particle.drotation.y = float(event.rel[0])
                        particle.drotation.x = float(event.rel[1])
                        particle.drotation %= 360
            
            try:
                for particle in self.hitParticles:
                    particle.oldpoint = newpoint                    
            except NameError: pass    
                    
            # Keyboard events handling
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.quit()
                elif event.key == pygame.K_BACKSPACE:
                    if self.currentLevel > 0:
                        items = self.currentParentParticleID.split(':')
                        items.pop()
                        self.currentParentParticleID = ':'.join(items)
                        self.gotoDisplayLevel(-1)
                    else:
                        print "Warning: The first hierarchy level has reached!"
                elif event.key == pygame.K_RETURN:
                    if self.currentLevel < self.maxLevel and len(self.selectedParticles) == 1:
                        hasChildParticles = False
                        for particle in self.physics.particles:
                            if particle.ID.find(self.selectedParticles[0].ID) == 0 and particle.ID != self.selectedParticles[0].ID:
                                hasChildParticles = True
                                break
                        if hasChildParticles:
                            self.currentParentParticleID = self.selectedParticles[0].ID
                            self.gotoDisplayLevel(1)
                        else:
                            print 'Warning: The particle you double-clicked has no children!'
                    else:
                        if self.currentLevel == self.maxLevel:
                            print "Warning: max hierarchy level has reached!"
                        if len(self.selectedParticles) != 1:
                            print "Tips: To extend a node, please click to select the node (only one) you want to extend first."
                        
                elif event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT:
                    self.multiSelectMode = True
                elif event.key == pygame.K_LCTRL or event.key == pygame.K_RCTRL:
                    self.rotationMode = True
                elif event.key == pygame.K_PAGEUP:
                    self.display.viewerposition.z -= 0.5
                elif event.key == pygame.K_PAGEDOWN:
                    self.display.viewerposition.z += 0.5
                elif event.key == pygame.K_w:
                    self.display.viewerposition.y += 0.5
                elif event.key == pygame.K_s:
                    self.display.viewerposition.y -= 0.5
                elif event.key == pygame.K_a:
                    self.display.viewerposition.x -= 0.5
                elif event.key == pygame.K_d:
                    self.display.viewerposition.x += 0.5
                elif event.key == pygame.K_UP:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector() 
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = -20*math.pi/180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (relativePosVector.z*relativePosVector.z+relativePosVector.y*relativePosVector.y)**0.5
                        newAngle = (math.atan2(relativePosVector.z,relativePosVector.y)+dAngle)
                        particle.pos = (posVector.x, radius*math.cos(newAngle)+centrePoint.y, radius*math.sin(newAngle)+centrePoint.z)
                        particle.drotation = Vector(dAngle*180/math.pi,0,0)      
                elif event.key == pygame.K_DOWN:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector() 
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = 20*math.pi/180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (relativePosVector.z*relativePosVector.z+relativePosVector.y*relativePosVector.y)**0.5
                        newAngle = (math.atan2(relativePosVector.z,relativePosVector.y)+dAngle)
                        particle.pos = (posVector.x, radius*math.cos(newAngle)+centrePoint.y, radius*math.sin(newAngle)+centrePoint.z)
                        particle.drotation = Vector(dAngle*180/math.pi,0,0) 
                elif event.key == pygame.K_LEFT:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector() 
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = 20*math.pi/180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (relativePosVector.z*relativePosVector.z+relativePosVector.x*relativePosVector.x)**0.5
                        newAngle = (math.atan2(relativePosVector.z,relativePosVector.x)+dAngle)
                        particle.pos = (radius*math.cos(newAngle)+centrePoint.x, posVector.y, radius*math.sin(newAngle)+centrePoint.z)
                        particle.drotation = Vector(0,-dAngle*180/math.pi,0)
                elif event.key == pygame.K_RIGHT:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector() 
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = -20*math.pi/180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (relativePosVector.z*relativePosVector.z+relativePosVector.x*relativePosVector.x)**0.5
                        newAngle = (math.atan2(relativePosVector.z,relativePosVector.x)+dAngle)
                        particle.pos = (radius*math.cos(newAngle)+centrePoint.x, posVector.y, radius*math.sin(newAngle)+centrePoint.z)
                        particle.drotation = Vector(0,-dAngle*180/math.pi,0)
                elif event.key == pygame.K_COMMA:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector() 
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = 20*math.pi/180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (relativePosVector.x*relativePosVector.x+relativePosVector.y*relativePosVector.y)**0.5
                        newAngle = (math.atan2(relativePosVector.y,relativePosVector.x)+dAngle)
                        particle.pos = (radius*math.cos(newAngle)+centrePoint.x, radius*math.sin(newAngle)+centrePoint.y, posVector.z)
                        particle.drotation = Vector(0,0,dAngle*180/math.pi)
                elif event.key == pygame.K_PERIOD:
                    if self.selectedParticles:
                        particles = self.selectedParticles
                    else:
                        particles = self.currentDisplayedPhysics.particles
                    centrePoint = Vector() 
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        centrePoint += posVector
                    centrePoint /= len(particles)
                    dAngle = -20*math.pi/180
                    for particle in particles:
                        posVector = Vector(*particle.pos)
                        relativePosVector = posVector - centrePoint
                        radius = (relativePosVector.x*relativePosVector.x+relativePosVector.y*relativePosVector.y)**0.5
                        newAngle = (math.atan2(relativePosVector.y,relativePosVector.x)+dAngle)
                        particle.pos = (radius*math.cos(newAngle)+centrePoint.x, radius*math.sin(newAngle)+centrePoint.y, posVector.z)
                        particle.drotation = Vector(0,0,dAngle*180/math.pi)
                
            #print self.display.viewerposition
            # Scroll if self.display.viewerposition changes
            if self.display.viewerposition.copy() != self.viewerOldPos:
                self.scroll()
                self.viewerOldPos = self.display.viewerposition.copy()
#                for particle in self.currentDisplayedPhysics.particles:
#                    particle.oldpoint = None
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT:
                    self.multiSelectMode = False
                elif event.key == pygame.K_LCTRL or event.key == pygame.K_RCTRL:
                    self.rotationMode = False                 
    
    def scroll( self ):
        # Scroll the surface by resetting gluLookAt
        glMatrixMode(GL_PROJECTION)                 
        glLoadIdentity()
        self.display.setProjection()
        
    def gotoDisplayLevel( self, dlevel):
        # Save current level's viewer position
        self.levelViewerPos[self.currentLevel] = self.display.viewerposition.copy()
        # Display next level
        self.currentLevel += dlevel
        # Reset viewer position to previous
        try:
            self.display.viewerposition = self.levelViewerPos[self.currentLevel].copy()
        except KeyError:
            self.display.viewerposition = self.levelViewerPos[self.currentLevel] = Vector()
        # Remove current displayed particles
        for particle in self.currentDisplayedPhysics.particles:
            self.display.ogl_displaylists.pop(id(particle))
            self.display.ogl_transforms.pop(id(particle))
        self.currentDisplayedPhysics.removeByID(*self.currentDisplayedPhysics.particleDict.keys())
        
    def doCommand(self, msg):
        """\
        Proceses a topology command tuple:
            [ "ADD", "NODE", <id>, <name>, <positionSpec>, <particle type> ] 
            [ "DEL", "NODE", <id> ]
            [ "ADD", "LINK", <id from>, <id to> ]
            [ "DEL", "LINK", <id from>, <id to> ]
            [ "DEL", "ALL" ]
            [ "GET", "ALL" ]
        """
        #print 'doCommand'        

        if len(msg) >= 2:
            cmd = msg[0].upper(), msg[1].upper()

            if cmd == ("ADD", "NODE") and len(msg) == 6:
                if msg[2] in [p.ID for p in self.physics.particles]:
                    print "Node exists, please use a new node ID!"
                else:
                    if self.particleTypes.has_key(msg[5]):
                        #print 'ADD NODE begin'
                        ptype = self.particleTypes[msg[5]]
                        ident    = msg[2]
                        name  = msg[3]
                        
                        posSpec = msg[4]
                        pos     = self._generatePos(posSpec)
                        #print pos
    
                        particle = ptype(position = pos, ID=ident, name=name)
                        
                        particle.originaltype = msg[5]
                        #self.particles.append(particle)
                        #print self.particles[0]
                        self.addParticle(particle)
                        self.isNewNode = True
                        #print id(particle)
                        
                        #print 'ADD NODE end'
                
                
            elif cmd == ("DEL", "NODE") and len(msg) == 3:
                    ident = msg[2]
                    self.removeParticle(ident)        
            
            elif cmd == ("ADD", "LINK") and len(msg) == 4:
                src = msg[2]
                dst = msg[3]
                self.makeBond(src, dst)
                
            elif cmd == ("DEL", "LINK") and len(msg) == 4:
                src = msg[2]
                dst = msg[3]
                self.breakBond(src, dst)
                
            elif cmd == ("DEL", "ALL") and len(msg) == 2:
                self.removeParticle(*self.physics.particleDict.keys())
                self.currentLevel = 0
                self.currentParentParticleID = ''
                
            elif cmd == ("GET", "ALL") and len(msg) == 2:
                topology = [("DEL","ALL")]
                topology.extend(self.getTopology())
                self.send( ("TOPOLOGY", topology), "outbox" )
            
            elif cmd == ("UPDATE_NAME", "NODE") and len(msg) == 4:
                node_id = msg[2]
                new_name = msg[3]
                self.updateParticleLabel(node_id, new_name)
                self.send( ("UPDATE_NAME", "NODE", node_id, new_name), "outbox" )
            elif cmd == ("GET_NAME", "NODE") and len(msg) == 3:
                node_id = msg[2]
                name = self.getParticleLabel(node_id)
                self.send( ("GET_NAME", "NODE", node_id, name), "outbox" )        
            else:
                print "Command Error: please check your command format!"
        else:
            print "Command Error: not enough parameters!"

  
  
  
    def _generatePos(self, posSpec):
        """\
        generateXY(posSpec) -> (x,y,z) or raises ValueError
        
        posSpec == "randompos" or "auto" -> random (x,y,z) within the surface (specified border distance in from the edege)
        posSpec == "(XXX,YYY,ZZZ)" -> specified x,y,z (positive or negative integers)
        """
        posSpec = posSpec.lower()
        if posSpec == "randompos" or posSpec == "auto" :
            # FIXME: need to consider camera/ viewer setting            
            zLim = self.display.nearPlaneDist, self.display.farPlaneDist                        
            z = -1*random.randrange(int((zLim[1]-zLim[0])/20)+self.border,int((zLim[1]-zLim[0])/8)-self.border,1)
            yLim = z*math.tan(self.display.perspectiveAngle*math.pi/360.0), -z*math.tan(self.display.perspectiveAngle*math.pi/360.0)            
            xLim = yLim[0]*self.display.aspectRatio, yLim[1]*self.display.aspectRatio
            y = random.randrange(int(yLim[0])+self.border,int(yLim[1])-self.border,1)
            x = random.randrange(int(xLim[0])+self.border,int(xLim[1])-self.border,1)
            #print x,y,z
            return x,y,z            

        else:
            match = re.match("^([+-]?\d+),([+-]?\d+),([+-]?\d+)$", posSpec)
            if match:
                x = int(match.group(1))
                y = int(match.group(2))
                z = int(match.group(3))
                return x,y,z            
        
        raise ValueError("Unrecognised position specification")


    def addParticle(self, *particles):
        """Add particles to the system"""
        for p in particles:
            if p.radius > self.biggestRadius:
                self.biggestRadius = p.radius
            pLevel = p.ID.count(':')
            if self.maxLevel < pLevel:
                self.maxLevel = pLevel
            # create display request for every particle added
            disprequest = { "OGL_DISPLAYREQUEST" : True,
                                 "objectid" : id(p),
                                 "callback" : (self,"callback"),
                                 "events" : (self, "events"),
                                 "size": p.size
                               }
            # send display request
            self.send(disprequest, "display_signal")
        self.physics.add( *particles )
        
    def removeParticle(self, *ids):
        """\
        Remove particle(s) specified by their ids.

        Also breaks any bonds to/from that particle.
        """
        for ident in ids:
            self.physics.particleDict[ident].breakAllBonds()
            try:
                self.display.ogl_objects.remove(id(self.physics.particleDict[ident]))
                self.display.ogl_names.pop(id(self.physics.particleDict[ident]))
                self.display.ogl_displaylists.pop(id(self.physics.particleDict[ident]))
                self.display.ogl_transforms.pop(id(self.physics.particleDict[ident]))
            except KeyError: pass
#            if self.selected == self.physics.particleDict[id]:
#                self.selectParticle(None)
        self.physics.removeByID(*ids)
        for ident in ids:
            try:
                self.currentDisplayedPhysics.removeByID(ident)
            except KeyError: pass
        #print self.currentDisplayedPhysics.particles
        #print self.physics.particles
        
    def selectParticle(self, particle):
        """Select the specified particle."""
        if self.multiSelectMode:
            if particle not in self.selectedParticles:
                particle.select()
                self.selectedParticles.append(particle)
                self.send( "('SELECT', 'NODE', '"+particle.name+"')", "outbox" )
            else:
                particle.deselect()
                self.selectedParticles.remove(particle)
                self.send( "('DESELECT', 'NODE', '"+particle.name+"')", "outbox" )
        else:
            self.deselectAll()
            self.selectedParticles = []
            particle.select()
            self.selectedParticles.append(particle)
            self.send( "('SELECT', 'NODE', '"+particle.name+"')", "outbox" )

    def deselectAll(self):
        """Deselect all particles."""
        for particle in self.selectedParticles:
            particle.deselect()
        self.selectedParticles = []
    
    def makeBond(self, source, dest):
        """Make a bond from source to destination particle, specified by IDs"""
        self.physics.particleDict[source].makeBond(self.physics.particleDict, dest)
        self.physics.particleDict[source].needRedraw = True

    def breakBond(self, source, dest):
        """Break a bond from source to destination particle, specified by IDs"""
        self.physics.particleDict[source].breakBond(self.physics.particleDict, dest)
        self.physics.particleDict[source].needRedraw = True
        
    def updateParticleLabel(self, node_id, new_name):
        """\
        updateParticleLabel(node_id, new_name) -> updates the given nodes name & visual label if it exists
        
        node_id - an id for an already existing node
        new_name - a string (may include spaces) defining the new node name
        """
        for p in self.physics.particles:
            if p.ID == node_id:
                p.set_label(new_name)
                p.needRedraw = True
                return

    def getParticleLabel(self, node_id):
        """\
        getParticleLabel(node_id) -> particle's name
        
        Returns the name/label of the specified particle.
        """
        for p in self.physics.particles:
            if p.ID == node_id:
                return p.name
    
    def getTopology(self):
        """getTopology() -> list of command tuples that would build the current topology"""
        topology = []
        
        # first, enumerate the particles
        for particle in self.physics.particles:
            topology.append( ( "ADD","NODE",
                               particle.ID,
                               particle.name,
                               "random",
                               particle.originaltype
                           ) )
                           
        # now enumerate the linkages
        for particle in self.physics.particles:
            for dst in particle.getBondedTo():
                topology.append( ( "ADD","LINK", particle.ID, dst.ID ) )
            
        return topology