예제 #1
0
 def setState(self, ev):
     pnt = QPoint(ev.x(), ev.y())
     # Since (0,0) is in the upper left corner, that means that increasingly negative Tilt values will be closer to the top of the push button; However,
     # However, it makes visual sense to flip this so that increasingly negative Tilt values are closer to the bottom of the push button; thus, the funky math... :)
     if (pnt.x() < self.pan_limits[0] or pnt.y() <
         (self.size - self.tilt_limits[1]) or pnt.x() > self.pan_limits[1]
             or pnt.y() > (self.size - self.tilt_limits[0])):
         return
     if self.state == pnt:
         return
     self.state = pnt
     self.update()
     if self.isChecked():
         cmd_x = self.pxl2Deg(self.state.x(), self.pan_deg_limits[0],
                              self.pan_deg_limits[1])
         cmd_y = -self.pxl2Deg(self.state.y(), self.tilt_deg_limits[0],
                               self.tilt_deg_limits[1])
         self.gui.name_map["pan"]["display"].setText("%.1f" % cmd_x)
         self.gui.name_map["tilt"]["display"].setText("%.1f" % cmd_y)
         self.gui.update_slider_bar("pan")
         self.gui.update_slider_bar("tilt")
예제 #2
0
class GLWidget(QGLWidget):

    def __init__(self, parent=None):
        glformat = QGLFormat()
        glformat.setSampleBuffers(True)
        super(GLWidget, self).__init__(glformat, parent)

        self.setCursor(Qt.OpenHandCursor)
        self.setMouseTracking(True)

        self._modelview_matrix = numpy.identity(4)
        self._near = 0.1
        self._far = 4000.0
        self._fovy = 45.0
        self._radius = 50.0
        self._last_point_2d = QPoint()
        self._last_point_3d = [0.0, 0.0, 0.0]
        self._last_point_3d_ok = False


    def initializeGL(self):
        glClearColor(0.65, 0.65, 0.65, 0.0)
        glEnable(GL_DEPTH_TEST)

    def resizeGL(self, width, height):
        glViewport(0, 0, width, height)
        self.set_projection(self._near, self._far, self._fovy)
        self.updateGL()

    def paintGL(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadMatrixd(self._modelview_matrix)

    def get_view_matrix(self):
        return self._modelview_matrix.tolist()

    def set_view_matrix(self, matrix):
        self._modelview_matrix = numpy.array(matrix)
    def load_view_matrix(self,view_matrix):
        self.makeCurrent()
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        glLoadMatrixd(view_matrix)
        self._modelview_matrix = glGetDoublev(GL_MODELVIEW_MATRIX)

    def set_projection(self, near, far, fovy):
        self._near = near
        self._far = far
        self._fovy = fovy
        self.makeCurrent()
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        height = max(self.height(), 1)
        gluPerspective(self._fovy, float(self.width()) / float(height), self._near, self._far)
        self.updateGL()

    def reset_view(self):
        # scene pos and size
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        self._modelview_matrix = glGetDoublev(GL_MODELVIEW_MATRIX)
        self.view_all()

    def reset_rotation(self):
        self._modelview_matrix[0] = [1.0, 0.0, 0.0, 0.0]
        self._modelview_matrix[1] = [0.0, 1.0, 0.0, 0.0]
        self._modelview_matrix[2] = [0.0, 0.0, 1.0, 0.0]
        glMatrixMode(GL_MODELVIEW)
        glLoadMatrixd(self._modelview_matrix)

    def translate(self, trans):
        # translate the object
        self.makeCurrent()
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        glTranslated(trans[0], trans[1], trans[2])
        glMultMatrixd(self._modelview_matrix)
        # update _modelview_matrix
        self._modelview_matrix = glGetDoublev(GL_MODELVIEW_MATRIX)

    def translate_absolute(self, trans):
        # translate the object
        self.makeCurrent()
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        glTranslated(trans[0], trans[1], trans[2])
        self._modelview_matrix[3] = [0, 0, 0, self._modelview_matrix[3][3]]
        glMultMatrixd(self._modelview_matrix)
        # update _modelview_matrix
        self._modelview_matrix = glGetDoublev(GL_MODELVIEW_MATRIX)

    def rotate(self, axis, angle):
        # rotate the object
        self.makeCurrent()
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        t = [self._modelview_matrix[3][0], self._modelview_matrix[3][1], self._modelview_matrix[3][2]]
        glTranslatef(t[0], t[1], t[2])
        glRotated(angle, axis[0], axis[1], axis[2])
        glTranslatef(-t[0], -t[1], -t[2])
        glMultMatrixd(self._modelview_matrix)
        # update _modelview_matrix
        self._modelview_matrix = glGetDoublev(GL_MODELVIEW_MATRIX)

    def rotate_absolute(self,axis,angle):
        # rotate the object
        self.makeCurrent()
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        t = [self._modelview_matrix[3][0], self._modelview_matrix[3][1], self._modelview_matrix[3][2]]
        glTranslatef(t[0], t[1], t[2])
        glRotated(angle, axis[0], axis[1], axis[2])
        glTranslatef(-t[0], -t[1], -t[2])
        matrix = glGetDoublev(GL_MODELVIEW_MATRIX)
        matrix[3][0], matrix[3][1],matrix[3][2] = t
        glLoadMatrixd(matrix)
        # update _modelview_matrix
        self._modelview_matrix = glGetDoublev(GL_MODELVIEW_MATRIX)

    def view_all(self):
        self.translate([-self._modelview_matrix[0][3], -self._modelview_matrix[1][3], -self._modelview_matrix[2][3] - self._radius / 2.0])

    def wheelEvent(self, event):
        # only zoom when no mouse buttons are pressed, to prevent interference with other user interactions
        if event.buttons() == Qt.NoButton:
            try:
                delta = event.angleDelta().y()
            except AttributeError:
                delta = event.delta()
            d = float(delta) / 200.0 * self._radius
            self.translate([0.0, 0.0, d])
            self.updateGL()
            event.accept()

    def mousePressEvent(self, event):
        self._last_point_2d = event.pos()
        self._last_point_3d_ok, self._last_point_3d = self._map_to_sphere(self._last_point_2d)

    def mouseMoveEvent(self, event):
        new_point_2d = event.pos()

        if not self.rect().contains(new_point_2d):
            return

        new_point_3d_ok, new_point_3d = self._map_to_sphere(new_point_2d)


        dy = float(new_point_2d.y() - self._last_point_2d.y())
        h = float(self.height())

        # left button: move in x-y-direction
        if event.buttons() == Qt.LeftButton and event.modifiers() == Qt.NoModifier:
            dx = float(new_point_2d.x() - self._last_point_2d.x())
            w = float(self.width())
            z = -self._modelview_matrix[3][2] / self._modelview_matrix[3][3]
            n = 0.01 * self._radius
            up = math.tan(self._fovy / 2.0 * math.pi / 180.0) * n
            right = up * w / h
            self.translate([2.0 * dx / w * right / n * z, -2.0 * dy / h * up / n * z, 0.0])
            # left and middle button (or left + ctrl): rotate around center
        elif event.buttons() == (Qt.LeftButton | Qt.MidButton) or (event.buttons() == Qt.LeftButton and event.modifiers() == Qt.ControlModifier):
            if self._last_point_3d_ok and new_point_3d_ok:
                cos_angle = numpy.dot(self._last_point_3d, new_point_3d)
                if abs(cos_angle) < 1.0:
                    axis = numpy.cross(self._last_point_3d, new_point_3d)
                    angle = 2.0 * math.acos(cos_angle) * 180.0 / math.pi
                    self.rotate(axis, angle)
        # middle button (or left + shift): move in z-direction
        elif event.buttons() == Qt.MidButton or (event.buttons() == Qt.LeftButton and event.modifiers() == Qt.ShiftModifier):
            delta_z = self._radius * dy * 20.0 / h
            self.translate([0.0, 0.0, delta_z])

        # remember the new points and flag
        self._last_point_2d = new_point_2d
        self._last_point_3d = new_point_3d
        self._last_point_3d_ok = new_point_3d_ok

        # trigger redraw
        self.updateGL()

    def mouseReleaseEvent(self, _event):
        self._last_point_3d_ok = False


    def _map_to_sphere(self, pos):
        v = [0.0, 0.0, 0.0]
        # check if inside widget
        if self.rect().contains(pos):
            # map widget coordinates to the centered unit square [-0.5..0.5] x [-0.5..0.5]
            v[0] = float(pos.x() - 0.5 * self.width()) / self.width()
            v[1] = float(0.5 * self.height() - pos.y()) / self.height()
            # use Pythagoras to compute z (the sphere has radius sqrt(2.0*0.5*0.5))
            v[2] = math.sqrt(max(0.5 - v[0] * v[0] - v[1] * v[1], 0.0))
            # normalize direction to unit sphere
            v = numpy.array(v) / numpy.linalg.norm(v)
            return True, v
        else:
            return False, v

    def unproject_mouse_on_scene(self,pos):
        start_x, start_y, start_z = gluUnProject(pos.x(), pos.y(), 1, model=self._modelview_matrix,
                     proj=glGetDoublev(GL_PROJECTION_MATRIX))
        end_x, end_y, end_z = gluUnProject(pos.x(), pos.y(), 0, model=self._modelview_matrix,
                     proj=glGetDoublev(GL_PROJECTION_MATRIX))

        diff_x = end_x - start_x
        diff_y = end_y - start_y
        diff_z = end_z - start_z

        t = (0 - start_z) / diff_z

        x = start_x + (diff_x * t)
        y = start_y + (diff_y * t)

        return x, y,0
예제 #3
0
class GLWidget(QGLWidget):
    def __init__(self, parent=None):
        glformat = QGLFormat()
        glformat.setSampleBuffers(True)
        super(GLWidget, self).__init__(glformat, parent)

        self.setCursor(Qt.OpenHandCursor)
        self.setMouseTracking(True)

        self._modelview_matrix = numpy.identity(4)
        self._near = 0.001
        self._far = 100000.0
        self._fovy = 45.0
        self._radius = 5.0
        self._last_point_2d = QPoint()
        self._last_point_3d = [0.0, 0.0, 0.0]
        self._last_point_3d_ok = False

    ## ============================================
    ## callbacks for QGLWidget
    def initializeGL(self):
        glClearColor(1.0, 0.0, 0.0, 0.0)
        glEnable(GL_DEPTH_TEST)

    def resizeGL(self, width, height):
        glViewport(0, 0, width, height)
        self.set_projection(self._near, self._far, self._fovy)
        self.updateGL()

    def paintGL(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadMatrixd(self._modelview_matrix)

    def get_view_matrix(self):
        return self._modelview_matrix.tolist()

    def set_view_matrix(self, matrix):
        self._modelview_matrix = numpy.array(matrix)

    def set_projection(self, near, far, fovy):
        self._near = near
        self._far = far
        self._fovy = fovy
        self.makeCurrent()
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        height = max(self.height(), 1)
        gluPerspective(self._fovy,
                       float(self.width()) / float(height), self._near,
                       self._far)
        self.updateGL()

    def reset_view(self):
        # scene pos and size
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        self._modelview_matrix = glGetDoublev(GL_MODELVIEW_MATRIX)
        self.view_all()

    def reset_rotation(self):
        self._modelview_matrix[0] = [1.0, 0.0, 0.0, 0.0]
        self._modelview_matrix[1] = [0.0, 1.0, 0.0, 0.0]
        self._modelview_matrix[2] = [0.0, 0.0, 1.0, 0.0]
        glMatrixMode(GL_MODELVIEW)
        glLoadMatrixd(self._modelview_matrix)

    def translate(self, trans):
        # translate the object
        self.makeCurrent()
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        glTranslated(trans[0], trans[1], trans[2])
        glMultMatrixd(self._modelview_matrix)
        # update _modelview_matrix
        self._modelview_matrix = glGetDoublev(GL_MODELVIEW_MATRIX)

    def rotate(self, axis, angle):
        # rotate the object
        self.makeCurrent()
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        t = [
            self._modelview_matrix[3][0], self._modelview_matrix[3][1],
            self._modelview_matrix[3][2]
        ]
        glTranslatef(t[0], t[1], t[2])
        glRotated(angle, axis[0], axis[1], axis[2])
        glTranslatef(-t[0], -t[1], -t[2])
        glMultMatrixd(self._modelview_matrix)
        # update _modelview_matrix
        self._modelview_matrix = glGetDoublev(GL_MODELVIEW_MATRIX)

    def view_all(self):
        self.translate([
            -self._modelview_matrix[0][3], -self._modelview_matrix[1][3],
            -self._modelview_matrix[2][3] - self._radius / 2.0
        ])

    ## ============================================
    ## Qt's event(?)
    def wheelEvent(self, event):
        # only zoom when no mouse buttons are pressed, to prevent interference with other user interactions
        if event.buttons() == Qt.NoButton:
            d = float(event.delta()) / 200.0 * self._radius
            self.translate([0.0, 0.0, d])
            self.updateGL()
            event.accept()

    def mousePressEvent(self, event):
        self._last_point_2d = event.pos()
        self._last_point_3d_ok, self._last_point_3d = self._map_to_sphere(
            self._last_point_2d)

    def mouseMoveEvent(self, event):
        new_point_2d = event.pos()

        if not self.rect().contains(new_point_2d):
            return

        new_point_3d_ok, new_point_3d = self._map_to_sphere(new_point_2d)

        dy = float(new_point_2d.y() - self._last_point_2d.y())
        h = float(self.height())

        # left button: rotate around center
        if event.buttons() == Qt.LeftButton and event.modifiers(
        ) == Qt.NoModifier:
            if self._last_point_3d_ok and new_point_3d_ok:
                cos_angle = numpy.dot(self._last_point_3d, new_point_3d)
                if abs(cos_angle) < 1.0:
                    axis = numpy.cross(self._last_point_3d, new_point_3d)
                    angle = 2.0 * math.acos(cos_angle) * 180.0 / math.pi
                    self.rotate(axis, angle)

        # middle button (or left + shift): move in x-y-direction
        elif event.buttons() == Qt.MidButton or (
                event.buttons() == Qt.LeftButton
                and event.modifiers() == Qt.ShiftModifier):
            dx = float(new_point_2d.x() - self._last_point_2d.x())
            w = float(self.width())
            z = -self._modelview_matrix[3][2] / self._modelview_matrix[3][3]
            n = 0.01 * self._radius
            up = math.tan(self._fovy / 2.0 * math.pi / 180.0) * n
            right = up * w / h
            self.translate([
                2.0 * dx / w * right / n * z, -2.0 * dy / h * up / n * z, 0.0
            ])

        # left and middle button (or left + ctrl): move in z-direction
        elif event.buttons() == (Qt.LeftButton | Qt.MidButton) or (
                event.buttons() == Qt.LeftButton
                and event.modifiers() == Qt.ControlModifier):
            delta_z = self._radius * dy * 2.0 / h
            self.translate([0.0, 0.0, delta_z])

        # remember the new points and flag
        self._last_point_2d = new_point_2d
        self._last_point_3d = new_point_3d
        self._last_point_3d_ok = new_point_3d_ok

        # trigger redraw
        self.updateGL()

    def mouseReleaseEvent(self, _event):
        self._last_point_3d_ok = False

    def _map_to_sphere(self, pos):
        v = [0.0, 0.0, 0.0]
        # check if inside widget
        if self.rect().contains(pos):
            # map widget coordinates to the centered unit square [-0.5..0.5] x [-0.5..0.5]
            v[0] = float(pos.x() - 0.5 * self.width()) / self.width()
            v[1] = float(0.5 * self.height() - pos.y()) / self.height()
            # use Pythagoras to compute z (the sphere has radius sqrt(2.0*0.5*0.5))
            v[2] = math.sqrt(max(0.5 - v[0] * v[0] - v[1] * v[1], 0.0))
            # normalize direction to unit sphere
            v = numpy.array(v) / numpy.linalg.norm(v)
            return True, v
        else:
            return False, v

    def get_texture(self, qimage):
        return self.bindTexture(qimage)
예제 #4
0
class JoystickButton(QPushButton):

    ### @brief Initialization of the JoystickButton class; it builds up from a QPushButton
    ### @param gui - the parent widget
    ### @details - code inspired from the JoystickButton class created in 'pyqtgraph'
    def __init__(self, gui):
        super(JoystickButton, self).__init__()
        self.gui = gui  # parent widget
        self.size = 360  # size in pixels of the push button
        self.state = None  # a QPoint representing the position of the crosshair in pixels
        self.pan_limits = (0, 360)  # width of the push button in pixels
        self.tilt_limits = (0, 360)  # height of the push button in pixels
        self.setCheckable(True)  # allow the push button to be 'checked'
        self.setFixedWidth(self.size)
        self.setFixedHeight(self.size)
        self.center = QPoint(
            self.size / 2.0, self.size / 2.0
        )  # (0,0) in pixels start from the upper left corner of the push button, so set the center to the middle (QPoint type)
        self.current_pos = QPoint(
            self.size / 2.0, self.size / 2.0
        )  # a QPoint representing the current position of the turret in pixels
        self.pan_deg_limits = [
            self.gui.name_map["pan"]["min_lower_limit"],
            self.gui.name_map["pan"]["max_upper_limit"]
        ]  # Pan joint limits in degrees
        self.tilt_deg_limits = [
            self.gui.name_map["tilt"]["min_lower_limit"],
            self.gui.name_map["tilt"]["max_upper_limit"]
        ]  # Tilt joint limits in degrees
        self.setJointCommands([
            float(self.gui.name_map["pan"]["display"].text()),
            float(self.gui.name_map["tilt"]["display"].text())
        ])  # set the default crosshair position to the current turret position

    ### @brief Returns whether the joystick button is currently pressed
    ### @param <boolean> [out] - current button state
    def isActive(self):
        if self.isChecked():
            return True
        else:
            return False

    ### @brief Redefines what happens when the Joystick button is pressed
    ### @param ev - QMouseEvent
    def mousePressEvent(self, ev):
        ev.accept()
        self.setChecked(True)
        self.setState(ev)

    ### @brief Redefines what happens when the mouse is moved
    ### @param ev - QMouseEvent
    def mouseMoveEvent(self, ev):
        ev.accept()
        self.setState(ev)

    ### @brief Redefines what happens when the mouse is released
    ### @param ev - QMouseEvent
    def mouseReleaseEvent(self, ev):
        ev.accept()
        self.setChecked(False)

    ### @brief Draws a circle in the QPushButton
    ### @param pnt - QPoint specifying where the circle should be drawn
    ### @param color - QColor specifying the circle color
    ### @param fill - whether the inside of the circle should be colored
    def drawCircle(self, pnt, color, fill=True):
        p = QPainter(self)
        p.setPen(color)
        if (fill):
            p.setBrush(QBrush(color))
        p.drawEllipse(pnt, 3, 3)

    ### @brief Draws a crosshair centered at the specified point
    ### @param pnt - QPoint specifying the point at which to draw the crosshair
    def drawCrosshair(self, pnt):
        p = QPainter(self)
        horz_line = QLine(0, pnt.y(), self.size, pnt.y())
        vert_line = QLine(pnt.x(), 0, pnt.x(), self.size)
        p.drawLines(horz_line, vert_line)

    ### @brief Draws a green rectangle showing the valid positions that the pan and tilt motors can be commanded
    def drawRect(self):
        p = QPainter(self)
        in_bounds = QRect(self.pan_limits[0], self.size - self.tilt_limits[1],
                          self.pan_limits[1] - self.pan_limits[0],
                          self.tilt_limits[1] - self.tilt_limits[0])
        p.fillRect(in_bounds, QColor(0, 200, 0, 128))
        p.drawRect(in_bounds)

    ### @brief Redefines a paint event (essentially what is drawn on the QPushButton)
    ### @param ev - QPaintEvent
    def paintEvent(self, ev):
        QPushButton.paintEvent(self, ev)
        self.drawRect()
        self.drawCircle(self.state, QColor(0, 0, 0), False)
        self.drawCircle(self.center, QColor(0, 0, 0))
        self.drawCircle(self.current_pos, QColor(255, 0, 0))
        self.drawCrosshair(self.state)

    ### @brief Converts from degrees to pixels
    ### @param value - values in degrees to convert to pixels
    ### @param min_lower_limit - absolute minimum angle that the motor can reach in degrees
    ### @param max_upper_limit - absolute maximum angle that the motor can reach in degrees
    ### @param new_val - value converted to pixels
    def deg2Pxl(self, value, min_lower_limit, max_upper_limit):
        degree_span = max_upper_limit - min_lower_limit
        value_scaled = float(value - min_lower_limit) / degree_span
        new_val = value_scaled * self.size
        return new_val

    ### @brief Converts from pixels to degrees
    ### @param value - values in pixels to convert to degrees
    ### @param min_lower_limit - absolute minimum angle that the motor can reach in degrees
    ### @param max_upper_limit - absolute maximum angle that the motor can reach in degrees
    ### @param new_val - value converted to degrees
    def pxl2Deg(self, value, min_lower_limit, max_upper_limit):
        value_scaled = float(value) / self.size
        new_val = min_lower_limit + value_scaled * (max_upper_limit -
                                                    min_lower_limit)
        return new_val

    ### @brief Sets the state of the crosshair in pixels
    ### @param ev - QMouseEvent containing the position of the cursor in pixels
    ### @details - checks to make sure that the desired crosshair position is within the pan and tilt limits before setting it; it
    ###            also converts the cursor position from pixels to degrees and updates the parent widget's slider bars accordingly
    def setState(self, ev):
        pnt = QPoint(ev.x(), ev.y())
        # Since (0,0) is in the upper left corner, that means that increasingly negative Tilt values will be closer to the top of the push button; However,
        # However, it makes visual sense to flip this so that increasingly negative Tilt values are closer to the bottom of the push button; thus, the funky math... :)
        if (pnt.x() < self.pan_limits[0] or pnt.y() <
            (self.size - self.tilt_limits[1]) or pnt.x() > self.pan_limits[1]
                or pnt.y() > (self.size - self.tilt_limits[0])):
            return
        if self.state == pnt:
            return
        self.state = pnt
        self.update()
        if self.isChecked():
            cmd_x = self.pxl2Deg(self.state.x(), self.pan_deg_limits[0],
                                 self.pan_deg_limits[1])
            cmd_y = -self.pxl2Deg(self.state.y(), self.tilt_deg_limits[0],
                                  self.tilt_deg_limits[1])
            self.gui.name_map["pan"]["display"].setText("%.1f" % cmd_x)
            self.gui.name_map["tilt"]["display"].setText("%.1f" % cmd_y)
            self.gui.update_slider_bar("pan")
            self.gui.update_slider_bar("tilt")

    ### @brief If the user changes the default Pan min/max values, this function converts the values from degrees to pixels
    ### @param min_value - new lower limit in degrees
    ### @param max_value - new upper limit in degrees
    def setPanMinMax(self, min_value, max_value):
        new_min = round(
            self.deg2Pxl(min_value, self.pan_deg_limits[0],
                         self.pan_deg_limits[1]))
        new_max = round(
            self.deg2Pxl(max_value, self.pan_deg_limits[0],
                         self.pan_deg_limits[1]))
        self.pan_limits = (new_min, new_max)
        self.update()

    ### @brief If the user changes the default Tilt min/max values, this function converts the values from degrees to pixels
    ### @param min_value - new lower limit in degrees
    ### @param max_value - new upper limit in degrees
    def setTiltMinMax(self, min_value, max_value):
        new_min = round(
            self.deg2Pxl(min_value, self.tilt_deg_limits[0],
                         self.tilt_deg_limits[1]))
        new_max = round(
            self.deg2Pxl(max_value, self.tilt_deg_limits[0],
                         self.tilt_deg_limits[1]))
        self.tilt_limits = (new_min, new_max)
        self.update()

    ### @brief Converts the current joint positions from degrees to pixels
    ### @param positions - list containing the pan and tilt values in degrees
    def setJointStates(self, positions):
        new_pan = round(
            self.deg2Pxl(positions[0], self.pan_deg_limits[0],
                         self.pan_deg_limits[1]))
        new_tilt = round(self.size - self.deg2Pxl(
            positions[1], self.tilt_deg_limits[0], self.tilt_deg_limits[1]))
        # Since this function is called at around 100 Hz, only update the QPushButton if the current position has significantly changed
        if (abs(new_pan - self.current_pos.x()) >= 1
                or abs(new_tilt - self.current_pos.y()) >= 1):
            self.current_pos = QPoint(new_pan, new_tilt)
            self.update()

    ### @brief Converts the current joint commands from degrees to pixels
    ### @param commands - list containing the pan and tilt values in degrees
    def setJointCommands(self, commands):
        new_pan = round(
            self.deg2Pxl(commands[0], self.pan_deg_limits[0],
                         self.pan_deg_limits[1]))
        new_tilt = round(self.size - self.deg2Pxl(
            commands[1], self.tilt_deg_limits[0], self.tilt_deg_limits[1]))
        self.setState(QPoint(new_pan, new_tilt))
        self.update()