def draw_axis(self, axis, label): if self.minimum_covering_sphere is None: self.update_minimum_covering_sphere() s = self.minimum_covering_sphere scale = max(max(s.box_max()), abs(min(s.box_min()))) gltbx.fonts.ucs_bitmap_8x13.setup_call_lists() gl.glDisable(gl.GL_LIGHTING) if self.settings.black_background: gl.glColor3f(1.0, 1.0, 1.0) else: gl.glColor3f(0.0, 0.0, 0.0) gl.glLineWidth(1.0) gl.glBegin(gl.GL_LINES) gl.glVertex3f(0.0, 0.0, 0.0) gl.glVertex3f(axis[0] * scale, axis[1] * scale, axis[2] * scale) gl.glEnd() gl.glRasterPos3f(0.5 + axis[0] * scale, 0.2 + axis[1] * scale, 0.2 + axis[2] * scale) gltbx.fonts.ucs_bitmap_8x13.render_string(label) gl.glEnable(gl.GL_LINE_STIPPLE) gl.glLineStipple(4, 0xAAAA) gl.glBegin(gl.GL_LINES) gl.glVertex3f(0.0, 0.0, 0.0) gl.glVertex3f(-axis[0] * scale, -axis[1] * scale, -axis[2] * scale) gl.glEnd() gl.glDisable(gl.GL_LINE_STIPPLE)
def draw_cell(self, axes, color): astar, bstar, cstar = axes[0], axes[1], axes[2] gltbx.fonts.ucs_bitmap_8x13.setup_call_lists() gl.glDisable(gl.GL_LIGHTING) gl.glColor3f(*color) gl.glLineWidth(2.0) gl.glBegin(gl.GL_LINES) gl.glVertex3f(0.0, 0.0, 0.0) gl.glVertex3f(*astar.elems) gl.glVertex3f(0.0, 0.0, 0.0) gl.glVertex3f(*bstar.elems) gl.glVertex3f(0.0, 0.0, 0.0) gl.glVertex3f(*cstar.elems) gl.glEnd() gl.glRasterPos3f(*(1.01 * astar).elems) gltbx.fonts.ucs_bitmap_8x13.render_string("a*") gl.glRasterPos3f(*(1.01 * bstar).elems) gltbx.fonts.ucs_bitmap_8x13.render_string("b*") gl.glRasterPos3f(*(1.01 * cstar).elems) gltbx.fonts.ucs_bitmap_8x13.render_string("c*") gl.glEnable(gl.GL_LINE_STIPPLE) gl.glLineStipple(4, 0xAAAA) farpoint = astar + bstar + cstar # a* face gl.glBegin(gl.GL_LINE_LOOP) gl.glVertex3f(*farpoint.elems) gl.glVertex3f(*(farpoint - bstar).elems) gl.glVertex3f(*(farpoint - bstar - cstar).elems) gl.glVertex3f(*(farpoint - cstar).elems) gl.glEnd() # b* face gl.glBegin(gl.GL_LINE_LOOP) gl.glVertex3f(*farpoint.elems) gl.glVertex3f(*(farpoint - astar).elems) gl.glVertex3f(*(farpoint - astar - cstar).elems) gl.glVertex3f(*(farpoint - cstar).elems) gl.glEnd() # c* face gl.glBegin(gl.GL_LINE_LOOP) gl.glVertex3f(*farpoint.elems) gl.glVertex3f(*(farpoint - bstar).elems) gl.glVertex3f(*(farpoint - bstar - astar).elems) gl.glVertex3f(*(farpoint - astar).elems) gl.glEnd() gl.glDisable(gl.GL_LINE_STIPPLE)