def drawArrowHead(self, origin, rx, ry, rz, offset): r = 0.01 segments = 10 zTop = 0 + offset zBottom = -0.02 + offset GL.glBegin(GL.GL_TRIANGLE_FAN) zeroTop = Point3D(0, 0, zTop) GL.glVertex3f(zeroTop * rx + origin.x, -zeroTop * ry - origin.y, zeroTop * rz + origin.z) for i in range(segments + 1): ang = i * 2 * pi / segments xy2 = Point().get_arc_point(ang, r).to3D(zBottom) GL.glVertex3f(xy2 * rx + origin.x, -xy2 * ry - origin.y, xy2 * rz + origin.z) GL.glEnd() GL.glBegin(GL.GL_TRIANGLE_FAN) zeroBottom = Point3D(0, 0, zBottom) GL.glVertex3f(zeroBottom * rx + origin.x, -zeroBottom * ry - origin.y, zeroBottom * rz + origin.z) for i in range(segments + 1): ang = -i * 2 * pi / segments xy2 = Point().get_arc_point(ang, r).to3D(zBottom) GL.glVertex3f(xy2 * rx + origin.x, -xy2 * ry - origin.y, xy2 * rz + origin.z) GL.glEnd()
def getRotationVectors(self, orgRefVector, toRefVector): """ Generate a rotation matrix such that toRefVector = matrix * orgRefVector @param orgRefVector: A 3D unit vector @param toRefVector: A 3D unit vector @return: 3 vectors such that matrix = [vx; vy; vz] """ # based on: # http://math.stackexchange.com/questions/180418/calculate-rotation-matrix-to-align-vector-a-to-vector-b-in-3d if orgRefVector == toRefVector: return Point3D(1, 0, 0), Point3D(0, 1, 0), Point3D(0, 0, 1) v = orgRefVector.cross_product(toRefVector) mn = (1 - orgRefVector * toRefVector) / v.length_squared() vx = Point3D( 1, -v.z, v.y) + mn * Point3D(-v.y**2 - v.z**2, v.x * v.y, v.x * v.z) vy = Point3D( v.z, 1, -v.x) + mn * Point3D(v.x * v.y, -v.x**2 - v.z**2, v.y * v.z) vz = Point3D(-v.y, v.x, 1) + mn * Point3D(v.x * v.z, v.y * v.z, -v.x**2 - v.y**2) return vx, vy, vz
def makeRouteArrowHead(self, start, end): if end == start: direction = Point3D(0, 0, 1) else: direction = (end - start).unit_vector() rx, ry, rz = self.getRotationVectors(Point3D(0, 0, 1), direction) head = GL.glGenLists(1) GL.glNewList(head, GL.GL_COMPILE) self.drawArrowHead(Point3D(), rx, ry, rz, 0) GL.glEndList() return head
def drawDirArrow(self, origin, direction, startError): offset = 0.0 if startError else 0.05 zMiddle = -0.02 + offset zBottom = -0.05 + offset rx, ry, rz = self.getRotationVectors(Point3D(0, 0, 1), direction) self.drawArrowHead(origin, rx, ry, rz, offset) GL.glBegin(GL.GL_LINES) zeroMiddle = Point3D(0, 0, zMiddle) GL.glVertex3f(zeroMiddle * rx + origin.x, -zeroMiddle * ry - origin.y, zeroMiddle * rz + origin.z) zeroBottom = Point3D(0, 0, zBottom) GL.glVertex3f(zeroBottom * rx + origin.x, -zeroBottom * ry - origin.y, zeroBottom * rz + origin.z) GL.glEnd()
def makeDirArrows(self, shape): (start, start_dir), (end, end_dir) = shape.get_start_end_points_physical(None, False) startArrow = GL.glGenLists(1) GL.glNewList(startArrow, GL.GL_COMPILE) self.setColor(GLWidget.COLOR_ENTRY_ARROW) self.drawDirArrow(Point3D(), start_dir.to3D(), True) GL.glEndList() endArrow = GL.glGenLists(1) GL.glNewList(endArrow, GL.GL_COMPILE) self.setColor(GLWidget.COLOR_EXIT_ARROW) self.drawDirArrow(Point3D(), end_dir.to3D(), False) GL.glEndList() return startArrow, endArrow
def getClickedDetails(self, event): min_side = min(self.frameSize().width(), self.frameSize().height()) clicked = Point((event.pos().x() - self.frameSize().width() / 2), (event.pos().y() - self.frameSize().height() / 2)) / min_side / self.scale offset = Point3D(-self.posX, -self.posY, -self.posZ) / self.scale tol = 4 * self.scaleCorr / min_side / self.scale return clicked, offset, tol
def addexprouteen(self): st = self.expprv en = Point3D(g.config.vars.Plane_Coordinates['axis1_start_end'], g.config.vars.Plane_Coordinates['axis2_start_end'], 0) self.routearrows.append([st, en, 0]) for route in self.routearrows: route[2] = self.makeRouteArrowHead(route[0], route[1])
def addexproutest(self): self.expprv = Point3D( g.config.vars.Plane_Coordinates['axis1_start_end'], g.config.vars.Plane_Coordinates['axis2_start_end'], 0)
def to3D(self, z=0.0): return Point3D(self.x, self.y, z)