Exemplo n.º 1
0
    def __init__(self, parent=None, **kwargs):
        """Initialize OpenGL version profile."""
        super(Renderer, self).__init__(parent)

        self._parent = parent

        ## deal with options
        self._lighting = kwargs.get("lighting", True)
        self._antialiasing = kwargs.get("antialiasing", False)
        self._statistics = kwargs.get("statistics", True)

        ## define home orientation
        self._home_rotation = QQuaternion.fromAxisAndAngle(QVector3D(1.0, 0.0, 0.0), 25.0) * QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), -50.0)

        ## define scene trackball
        self._trackball = Trackball(velocity=0.05, axis=QVector3D(0.0, 1.0, 0.0), mode=Trackball.TrackballMode.Planar, rotation=self._home_rotation, paused=True)
        
        ## create main scene
        self._world = World(self, home_position=QVector3D(0, 0, 3.5))

        ## do not animate
        self._animating = True

        ## not yet initialized
        self._initialized = False

        self.setAutoFillBackground(False)
Exemplo n.º 2
0
class Renderer(QOpenGLWidget):

    ## initialization
    def __init__(self, parent=None, **kwargs):
        """Initialize OpenGL version profile."""
        super(Renderer, self).__init__(parent)

        self._parent = parent

        ## deal with options
        self._lighting = kwargs.get("lighting", True)
        self._antialiasing = kwargs.get("antialiasing", False)
        self._statistics = kwargs.get("statistics", True)

        ## define home orientation
        self._home_rotation = QQuaternion.fromAxisAndAngle(QVector3D(1.0, 0.0, 0.0), 25.0) * QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), -50.0)

        ## define scene trackball
        self._trackball = Trackball(velocity=0.05, axis=QVector3D(0.0, 1.0, 0.0), mode=Trackball.TrackballMode.Planar, rotation=self._home_rotation, paused=True)
        
        ## create main scene
        self._world = World(self, home_position=QVector3D(0, 0, 3.5))

        ## do not animate
        self._animating = True

        ## not yet initialized
        self._initialized = False

        self.setAutoFillBackground(False)


    def printOpenGLInformation(self, format, verbosity=0):
        print("\n*** OpenGL context information ***")
        print("Vendor: {}".format(GL.glGetString(GL.GL_VENDOR).decode('UTF-8')))
        print("Renderer: {}".format(GL.glGetString(GL.GL_RENDERER).decode('UTF-8')))
        print("OpenGL version: {}".format(GL.glGetString(GL.GL_VERSION).decode('UTF-8')))
        print("Shader version: {}".format(GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION).decode('UTF-8')))
        print("Maximum samples: {}".format(GL.glGetInteger(GL.GL_MAX_SAMPLES)))
        print("\n*** QSurfaceFormat from context ***")
        print("Depth buffer size: {}".format(format.depthBufferSize()))
        print("Stencil buffer size: {}".format(format.stencilBufferSize()))
        print("Samples: {}".format(format.samples()))
        print("Red buffer size: {}".format(format.redBufferSize()))
        print("Green buffer size: {}".format(format.greenBufferSize()))
        print("Blue buffer size: {}".format(format.blueBufferSize()))
        print("Alpha buffer size: {}".format(format.alphaBufferSize()))
            #print("\nAvailable extensions:")
            #for k in range(0, GL.glGetIntegerv(GL.GL_NUM_EXTENSIONS)-1):
            #    print("{},".format(GL.glGetStringi(GL.GL_EXTENSIONS, k).decode('UTF-8')))
            #print("{}".format(GL.glGetStringi(GL.GL_EXTENSIONS, k+1).decode('UTF-8')))


    def initializeGL(self):
        """Apply OpenGL version profile and initialize OpenGL functions.""" 	
        if not self._initialized:
            self.printOpenGLInformation(self.context().format())
        
            ## create gnomon
            self._gnomon = Gnomon(self)
            
            ## update cameras
            self._world.camera.setRotation(self._trackball.rotation().inverted())
            self._gnomon.camera.setRotation(self._trackball.rotation().inverted())

  
            GL.glEnable(GL.GL_DEPTH_TEST)
            GL.glEnable(GL.GL_DEPTH_CLAMP)
            #GL.glEnable(GL.GL_CULL_FACE)
            GL.glEnable(GL.GL_MULTISAMPLE)
            GL.glEnable(GL.GL_FRAMEBUFFER_SRGB)
            
            ## attempt at line antialising
            if self._antialiasing:
        
                GL.glEnable(GL.GL_POLYGON_SMOOTH)
                GL.glEnable(GL.GL_BLEND)

                GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
                GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST)
                GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST)

                GL.glPointSize(5)
                GL.glLineWidth(1)

            ## clear color
            GL.glClearColor(0.75, 0.76, 0.76, 0.0)

            ## initialize scene
            self._world.initialize()

            ## initialize gnomon
            self._gnomon.initialize()

            ## timer for immediate update
            self._timer = QTimer(self)
            self._timer.setTimerType(Qt.PreciseTimer)
            self._timer.timeout.connect(self.updateScene)
            self._timer.start()

            ## timer for measuring elapsed time
            self._elapsed_timer = QElapsedTimer()
            self._elapsed_timer.restart()
            self._frameElapsed = 0
            self._gpuElapsed = 0

            self._initialized = True

            ###
            ### Add an object to the scene
            ###
            #self._world.addActor(Icosahedron(self._world, level=2))
            xform = QMatrix4x4()
            xform.rotate(-90.0, 0.0, 0.0, 1.0)
            self._world.addActor(Cone(self._world, resolution=24, height=1.0, radius=0.5, transform=xform))
            ###


        else:
            
            ## initialize scene
            self._world.initialize()

            ## initialize gnomon
            self._gnomon.initialize()

        ## initialize OpenGL timer
        self._query = GL.glGenQueries(1)


    def clear(self):
        """Clear scene"""
        self._world.clear()
        self.update()


    def renderTimeEstimates(self):
        return [self._frameElapsed, self._gpuElapsed]


    @property
    def lighting(self):
        return self._lighting


    def setDrawStyle(self, style):
        self._draw_style = style


    def activeSceneCamera(self):
        """Returns main scene camera"""
        return self._world.camera


    def setAnimating(self, value):
        """Sets continuous update"""
        self._animating = value


    def isAnimating(self):
        """Returns whether continous update is active"""
        return self._animating


    def updateScene(self):
        """Schedule an update to the scene"""
        if self.isAnimating():
            self.update()


    def renderScene(self):
        """Draw main scene"""

        ## set scene rotation
        self._world.camera.setRotation(self._trackball.rotation().inverted())
        self._gnomon.camera.setRotation(self._trackball.rotation().inverted())

        self._world.render()

        ## render gnomon
        self._gnomon.render()

    
    def paintGL(self):
        """Draw scene"""

        ## record render time statistics
        if self._statistics:

            ## begin GPU time query
            GL.glBeginQuery(GL.GL_TIME_ELAPSED, self._query)

            ## render scene
            self.renderScene()

            ## finish GPU time query
            GL.glEndQuery(GL.GL_TIME_ELAPSED)

            ## record render time statistics, need to stall the CPU a bit
            ready = False 
            while not ready:
                ready = GL.glGetQueryObjectiv(self._query, GL.GL_QUERY_RESULT_AVAILABLE)
            self._gpuElapsed = GL.glGetQueryObjectuiv(self._query, GL.GL_QUERY_RESULT ) / 1000000.0

            ## delete query object
            #GL.glDeleteQueries( self._query )

        else:

            ## render scene
            self.renderScene()

        self._frameElapsed = self._elapsed_timer.restart()


    def resizeGL(self, width, height):
        """ Called by the Qt libraries whenever the window is resized"""
        self._world.camera.setAspectRatio(width / float(height if height > 0.0 else 1.0))


    def pan(self, point, state='start'):
        """Move camera according to mouse move"""
        if state == 'start':
            self._lastPanningPos = point
        elif state == 'move':
            delta = QLineF(self._lastPanningPos, point)
            self._lastPanningPos = point
            direction = QVector3D(-delta.dx(), -delta.dy(), 0.0).normalized()
            newpos = self._world.camera.position + delta.length()*2.0 * direction
            self._world.camera.setPosition(newpos)
    

    def mousePressEvent(self, event):
        """ Called by the Qt libraries whenever the window receives a mouse click."""
        super(Renderer, self).mousePressEvent(event)
        
        if event.isAccepted():
            return

        if event.buttons() & Qt.LeftButton:
            self._trackball.press(self._pixelPosToViewPos(event.localPos()), QQuaternion())
            self._trackball.start()
            event.accept()
            if not self.isAnimating():
                self.update()

        elif event.buttons() & Qt.RightButton:
            self.pan(self._pixelPosToViewPos(event.localPos()), state='start')
            self.update()


    def mouseMoveEvent(self, event):
        """Called by the Qt libraries whenever the window receives a mouse move/drag event."""
        super(Renderer, self).mouseMoveEvent(event)
        
        if event.isAccepted():
            return

        if event.buttons() & Qt.LeftButton:
            self._trackball.move(self._pixelPosToViewPos(event.localPos()), QQuaternion())
            event.accept()
            if not self.isAnimating():
                self.update()

        elif event.buttons() & Qt.RightButton:
            self.pan(self._pixelPosToViewPos(event.localPos()), state='move')
            self.update()


    def mouseReleaseEvent(self, event):
        """ Called by the Qt libraries whenever the window receives a mouse release."""
        super(Renderer, self).mouseReleaseEvent(event)
        
        if event.isAccepted():
            return

        if event.button() == Qt.LeftButton:
            self._trackball.release(self._pixelPosToViewPos(event.localPos()), QQuaternion())
            event.accept()
            if not self.isAnimating():
                self._trackball.stop()
                self.update()


    def wheelEvent(self, event):
        """Process mouse wheel movements"""
        super(Renderer, self).wheelEvent(event)
        self.zoom(-event.angleDelta().y() / 950.0)
        event.accept()
        ## scene is dirty, please update
        self.update()


    def zoom(self, diffvalue):
        """Zooms in/out the active camera"""
        multiplicator = math.exp(diffvalue)

        ## get a hold of the current active camera
        camera = self._world.camera
        
        if camera.lens == Camera.Lens.Orthographic:
            # Since there's no perspective, "zooming" in the original sense
            # of the word won't have any visible effect. So we just increase
            # or decrease the field-of-view values of the camera instead, to
            # "shrink" the projection size of the model / scene.
            camera.scaleHeight(multiplicator)

        else:
        
            old_focal_dist = camera.focalDistance
            new_focal_dist = old_focal_dist * multiplicator

            direction = camera.orientation * QVector3D(0.0, 0.0, -1.0)
            newpos = camera.position + (new_focal_dist - old_focal_dist) * -direction

            camera.setPosition(newpos)
            camera.setFocalDistance(new_focal_dist)


    def viewFront(self):
        """Make camera face the front side of the scene"""
        self._trackball.reset(QQuaternion())
        self.update()
        

    def viewBack(self):
        """Make camera face the back side of the scene"""
        self._trackball.reset(QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), 180.0))
        self.update()


    def viewLeft(self):
        """Make camera face the left side of the scene"""
        self._trackball.reset(QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), -90.0))
        self.update()


    def viewRight(self):
        """Make camera face the right side of the scene"""
        self._trackball.reset(QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), 90.0))
        self.update()


    def viewTop(self):
        """Make camera face the top side of the scene"""
        self._trackball.reset(QQuaternion.fromAxisAndAngle(QVector3D(1.0, 0.0, 0.0), 90.0))
        self.update()


    def viewBottom(self):
        """Make camera face the bottom side of the scene"""
        self._trackball.reset(QQuaternion.fromAxisAndAngle(QVector3D(1.0, 0.0, 0.0), -90.0))
        self.update()

    
    def createGridLines(self):
        """Set gridlines"""
        self.makeCurrent()
        self._world.createGridLines()
        self.doneCurrent()


    def cameraLensChanged(self, lens):
        """Switch world's. camera lens"""
        self._world.setCameraLens(lens)
        self._gnomon.setCameraLens(lens)
        self.update()


    def storeCamera(self):
        """Store world's camera parameters"""
        self._world.storeCamera()


    def recallCamera(self):
        """Recall camera parameters"""
        self._world.recallCamera()
        self._trackball.reset(self._world.camera.rotation.inverted())
        self.update()


    def resetCamera(self):
        """Reset world's camera parameters"""
        self._world.resetCamera()
        self._trackball.reset(self._home_rotation)
        self.update()


    def drawStyleChanged(self, index):
        self._world.setDrawStyle(Scene.DrawStyle.Styles[index])
        self.update()


    def lightingChanged(self, state):
        self._world.setLighting(state)
        self.update()

    
    def shadingChanged(self, index):
        self._world.setShading(Scene.Shading.Types[index])
        self.update()


    def headLightChanged(self, state):
        self._world.light.setHeadLight(state)
        self.update()


    def directionalLightChanged(self, state):
        self._world.light.setDirectional(state)
        self.update()

    
    def enableProfiling(self, enable):
        self._statistics = enable


    def enableAnimation(self, enable):
        self.setAnimating(enable)
        if not enable:
            self._trackball.stop()


    def _pixelPosToViewPos(self, point):
        return QPointF(2.0 * float(point.x()) / self.width() - 1.0, 1.0 - 2.0 * float(point.y()) / self.height())
Exemplo n.º 3
0
class Renderer(QOpenGLWidget):

    ## initialization
    def __init__(self, parent=None, **kwargs):
        """Initialize OpenGL version profile."""
        super(Renderer, self).__init__(parent)
        self._parent = parent

        self._transforming = False
        self._prevPoint = QPointF(0.0, 0.0)
        self.axis_selected = False
        ## deal with options
        self._lighting = kwargs.get("lighting", True)
        self._antialiasing = kwargs.get("antialiasing", False)
        self._statistics = kwargs.get("statistics", True)

        ## define home orientation
        self._home_rotation = QQuaternion.fromAxisAndAngle(
            QVector3D(1.0, 0.0, 0.0), 25.0) * QQuaternion.fromAxisAndAngle(
                QVector3D(0.0, 1.0, 0.0), -50.0)

        ## define scene trackball
        self._trackball = Trackball(velocity=0.05,
                                    axis=QVector3D(0.0, 1.0, 0.0),
                                    mode=Trackball.TrackballMode.Planar,
                                    rotation=self._home_rotation,
                                    paused=True)

        ## create main scene
        self._world = World(self, home_position=QVector3D(0, 0, 3.5))

        ## do not animate
        self._animating = True

        ## not yet initialized
        self._initialized = False

        self.setAutoFillBackground(False)

        self.currentActor_ = None
        self._shift_isPressed = False

    def shiftPressed(self):
        self._shift_isPressed = True

    def shiftReleased(self):
        self._shift_isPressed = False

    def printOpenGLInformation(self, format, verbosity=0):
        print("\n*** OpenGL context information ***")
        print("Vendor: {}".format(
            GL.glGetString(GL.GL_VENDOR).decode('UTF-8')))
        print("Renderer: {}".format(
            GL.glGetString(GL.GL_RENDERER).decode('UTF-8')))
        print("OpenGL version: {}".format(
            GL.glGetString(GL.GL_VERSION).decode('UTF-8')))
        print("Shader version: {}".format(
            GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION).decode('UTF-8')))
        print("Maximum samples: {}".format(GL.glGetInteger(GL.GL_MAX_SAMPLES)))
        print("\n*** QSurfaceFormat from context ***")
        print("Depth buffer size: {}".format(format.depthBufferSize()))
        print("Stencil buffer size: {}".format(format.stencilBufferSize()))
        print("Samples: {}".format(format.samples()))
        print("Red buffer size: {}".format(format.redBufferSize()))
        print("Green buffer size: {}".format(format.greenBufferSize()))
        print("Blue buffer size: {}".format(format.blueBufferSize()))
        print("Alpha buffer size: {}".format(format.alphaBufferSize()))
        #print("\nAvailable extensions:")
        #for k in range(0, GL.glGetIntegerv(GL.GL_NUM_EXTENSIONS)-1):
        #    print("{},".format(GL.glGetStringi(GL.GL_EXTENSIONS, k).decode('UTF-8')))
        #print("{}".format(GL.glGetStringi(GL.GL_EXTENSIONS, k+1).decode('UTF-8')))

    def initializeGL(self):
        """Apply OpenGL version profile and initialize OpenGL functions."""
        if not self._initialized:
            self.printOpenGLInformation(self.context().format())

            ## create gnomon
            self._gnomon = Gnomon(self)

            ## update cameras
            self._world.camera.setRotation(
                self._trackball.rotation().inverted())
            self._gnomon.camera.setRotation(
                self._trackball.rotation().inverted())

            GL.glEnable(GL.GL_DEPTH_TEST)
            GL.glEnable(GL.GL_DEPTH_CLAMP)
            #GL.glEnable(GL.GL_CULL_FACE)
            GL.glEnable(GL.GL_MULTISAMPLE)
            GL.glEnable(GL.GL_FRAMEBUFFER_SRGB)

            ## attempt at line antialising
            if self._antialiasing:

                GL.glEnable(GL.GL_POLYGON_SMOOTH)
                GL.glEnable(GL.GL_BLEND)

                GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
                GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST)
                GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST)

                GL.glPointSize(5)
                GL.glLineWidth(1)

            ## clear color
            GL.glClearColor(0.75, 0.76, 0.76, 0.0)

            ## initialize scene
            self._world.initialize()

            ## initialize gnomon
            self._gnomon.initialize()

            ## timer for immediate update
            self._timer = QTimer(self)
            self._timer.setTimerType(Qt.PreciseTimer)
            self._timer.timeout.connect(self.updateScene)
            self._timer.start()

            ## timer for measuring elapsed time
            self._elapsed_timer = QElapsedTimer()
            self._elapsed_timer.restart()
            self._frameElapsed = 0
            self._gpuElapsed = 0

            xform1 = QMatrix4x4()
            aux = Obj_Polyhedron(self._world, "1", transform=xform1)

            self._world.addActor(aux)

            self._initialized = True

        else:

            ## initialize scene
            self._world.initialize()

            ## initialize gnomon
            self._gnomon.initialize()

        ## initialize OpenGL timer
        self._query = GL.glGenQueries(1)

    def clear(self):
        """Clear scene"""
        self._world.clear()
        self.update()

    def renderTimeEstimates(self):
        return [self._frameElapsed, self._gpuElapsed]

    def selectActor(self, actor):
        self.RemoveLines()
        self.currentActor_ = actor
        self._world.selectActor(actor)

    @property
    def lighting(self):
        return self._lighting

    def setDrawStyle(self, style):
        self._draw_style = style

    def activeSceneCamera(self):
        """Returns main scene camera"""
        return self._world.camera

    def setAnimating(self, value):
        """Sets continuous update"""
        self._animating = value

    def isAnimating(self):
        """Returns whether continous update is active"""
        return self._animating

    def updateScene(self):
        """Schedule an update to the scene"""
        if self.isAnimating():
            self.update()

    def renderScene(self):
        """Draw main scene"""

        ## set scene rotation
        self._world.camera.setRotation(self._trackball.rotation().inverted())
        self._gnomon.camera.setRotation(self._trackball.rotation().inverted())

        self._world.render()

        ## render gnomon
        self._gnomon.render()

    def paintGL(self):
        """Draw scene"""

        ## record render time statistics
        if self._statistics:

            ## begin GPU time query
            GL.glBeginQuery(GL.GL_TIME_ELAPSED, self._query)

            ## render scene
            self.renderScene()

            ## finish GPU time query
            GL.glEndQuery(GL.GL_TIME_ELAPSED)

            ## record render time statistics, need to stall the CPU a bit
            ready = False
            while not ready:
                ready = GL.glGetQueryObjectiv(self._query,
                                              GL.GL_QUERY_RESULT_AVAILABLE)
            self._gpuElapsed = GL.glGetQueryObjectuiv(
                self._query, GL.GL_QUERY_RESULT) / 1000000.0

            ## delete query object
            #GL.glDeleteQueries( self._query )

        else:

            ## render scene
            self.renderScene()

        self._frameElapsed = self._elapsed_timer.restart()

    def resizeGL(self, width, height):
        """ Called by the Qt libraries whenever the window is resized"""
        self._world.camera.setAspectRatio(
            width / float(height if height > 0.0 else 1.0))

    def pan(self, point, state='start'):
        """Move camera according to mouse move"""
        if state == 'start':
            self._lastPanningPos = point
        elif state == 'move':
            delta = QLineF(self._lastPanningPos, point)
            self._lastPanningPos = point
            direction = QVector3D(-delta.dx(), -delta.dy(), 0.0).normalized()
            newpos = self._world.camera.position + delta.length(
            ) * 2.0 * direction
            self._world.camera.setPosition(newpos)

    def mouseMoveEvent(self, event):
        """Called by the Qt libraries whenever the window receives a mouse move/drag event."""
        super(Renderer, self).mouseMoveEvent(event)

        if event.isAccepted():
            return

        if event.buttons() & Qt.LeftButton:
            self._trackball.move(self._pixelPosToViewPos(event.localPos()),
                                 QQuaternion())
            event.accept()
            if not self.isAnimating():
                self.update()

        elif event.buttons() & Qt.RightButton:
            self.pan(self._pixelPosToViewPos(event.localPos()), state='move')
            self.update()

    def wheelEvent(self, event):
        """Process mouse wheel movements"""
        super(Renderer, self).wheelEvent(event)
        self.zoom(-event.angleDelta().y() / 950.0)
        event.accept()
        ## scene is dirty, please update
        self.update()

    def zoom(self, diffvalue):
        """Zooms in/out the active camera"""
        multiplicator = math.exp(diffvalue)

        ## get a hold of the current active camera
        camera = self._world.camera

        if camera.lens == Camera.Lens.Orthographic:
            # Since there's no perspective, "zooming" in the original sense
            # of the word won't have any visible effect. So we just increase
            # or decrease the field-of-view values of the camera instead, to
            # "shrink" the projection size of the model / scene.
            camera.scaleHeight(multiplicator)

        else:

            old_focal_dist = camera.focalDistance
            new_focal_dist = old_focal_dist * multiplicator

            direction = camera.orientation * QVector3D(0.0, 0.0, -1.0)
            newpos = camera.position + (new_focal_dist -
                                        old_focal_dist) * -direction

            camera.setPosition(newpos)
            camera.setFocalDistance(new_focal_dist)

    def viewFront(self):
        """Make camera face the front side of the scene"""
        self._trackball.reset(QQuaternion())
        self.update()

    def viewBack(self):
        """Make camera face the back side of the scene"""
        self._trackball.reset(
            QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), 180.0))
        self.update()

    def viewLeft(self):
        """Make camera face the left side of the scene"""
        self._trackball.reset(
            QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), -90.0))
        self.update()

    def viewRight(self):
        """Make camera face the right side of the scene"""
        self._trackball.reset(
            QQuaternion.fromAxisAndAngle(QVector3D(0.0, 1.0, 0.0), 90.0))
        self.update()

    def viewTop(self):
        """Make camera face the top side of the scene"""
        self._trackball.reset(
            QQuaternion.fromAxisAndAngle(QVector3D(1.0, 0.0, 0.0), 90.0))
        self.update()

    def viewBottom(self):
        """Make camera face the bottom side of the scene"""
        self._trackball.reset(
            QQuaternion.fromAxisAndAngle(QVector3D(1.0, 0.0, 0.0), -90.0))
        self.update()

    def createGridLines(self):
        """Set gridlines"""
        self.makeCurrent()
        self._world.createGridLines()
        self.doneCurrent()

    def cameraLensChanged(self, lens):
        """Switch world's. camera lens"""
        self._world.setCameraLens(lens)
        self._gnomon.setCameraLens(lens)
        self.update()

    def storeCamera(self):
        """Store world's camera parameters"""
        self._world.storeCamera()

    def recallCamera(self):
        """Recall camera parameters"""
        self._world.recallCamera()
        self._trackball.reset(self._world.camera.rotation.inverted())
        self.update()

    def resetCamera(self):
        """Reset world's camera parameters"""
        self._world.resetCamera()
        self._trackball.reset(self._home_rotation)
        self.update()

    def drawStyleChanged(self, index):
        self._world.setDrawStyle(Scene.DrawStyle.Styles[index])
        self.update()

    def setActors(self, objects):
        self._objs = objects

    def lightingChanged(self, state):
        self._world.setLighting(state)
        self.update()

    def shadingChanged(self, index):
        self._world.setShading(Scene.Shading.Types[index])
        self.update()

    def headLightChanged(self, state):
        self._world.light.setHeadLight(state)
        self.update()

    def directionalLightChanged(self, state):
        self._world.light.setDirectional(state)
        self.update()

    def enableProfiling(self, enable):
        self._statistics = enable

    def enableAnimation(self, enable):
        self.setAnimating(enable)
        if not enable:
            self._trackball.stop()

    def _pixelPosToViewPos(self, point):
        return QPointF(2.0 * float(point.x()) / self.width() - 1.0,
                       1.0 - 2.0 * float(point.y()) / self.height())

    def changeActor(self, index):
        if (index == 0): return
        if (index > len(self._objs)):
            print("!!!!! Fora da Lista !!!!!!")
            return
        self.makeCurrent()
        xform1 = QMatrix4x4()
        aux = Obj_Polyhedron(self._world,
                             self._objs[index - 1],
                             transform=xform1)
        self._world.addActor(aux)

    def delActor(self):
        self.RemoveLines()
        self._world.removeActor(self.currentActor_)

    def generateScalingLines(self):
        self.makeCurrent()
        self.RemoveLines()
        cur = self.currentActor_
        if (type(cur) is not Obj_Polyhedron): pass
        cur._state = 1
        sc = cur._scale
        asc = sc * 2.5  # axis scale
        dist = 5.0 * asc * 3

        # x cube
        matrix = QMatrix4x4()
        matrix.rotate(-90.0, QVector3D(0.0, 0.0, 1.0))
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist / 2.0, 0.0)
        xl = Cube(self._world,
                  name="sxc",
                  material=Material(diffuse=QVector3D(1.0, 0.0, 0.0),
                                    specular=QVector3D(0.5, 0.5, 0.5),
                                    shininess=76.8),
                  transform=matrix)
        # y cube
        matrix = QMatrix4x4()
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist / 2.0, 0.0)
        yl = Cube(self._world,
                  name="syc",
                  material=Material(diffuse=QVector3D(0.0, 1.0, 0.0),
                                    specular=QVector3D(0.5, 0.5, 0.5),
                                    shininess=76.8),
                  transform=matrix)

        # z cube
        matrix = QMatrix4x4()
        matrix.rotate(90.0, QVector3D(1.0, 0.0, 0.0))
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist / 2.0, 0.0)
        zl = Cube(self._world,
                  name="szc",
                  material=Material(diffuse=QVector3D(0.0, 0.47, 0.78),
                                    specular=QVector3D(0.5, 0.5, 0.5),
                                    shininess=76.8),
                  transform=matrix)

        # x cylinder
        matrix = QMatrix4x4()
        matrix.rotate(-90.0, QVector3D(0.0, 0.0, 1.0))
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist / 4.0, 0.0)
        xlc = Cylinder(self._world,
                       name="txc",
                       height=dist / 2.0,
                       radius=sc,
                       resolution=12,
                       material=Material(diffuse=QVector3D(1.0, 0.0, 0.0),
                                         specular=QVector3D(0.5, 0.5, 0.5),
                                         shininess=76.8),
                       transform=matrix)
        # y cylinder
        matrix = QMatrix4x4()
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist / 4.0, 0.0)
        ylc = Cylinder(self._world,
                       name="tyc",
                       height=dist / 2.0,
                       radius=sc,
                       resolution=12,
                       material=Material(diffuse=QVector3D(0.0, 1.0, 0.0),
                                         specular=QVector3D(0.5, 0.5, 0.5),
                                         shininess=76.8),
                       transform=matrix)

        # z cylinder
        matrix = QMatrix4x4()
        matrix.rotate(90.0, QVector3D(1.0, 0.0, 0.0))
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist / 4.0, 0.0)
        zlc = Cylinder(self._world,
                       name="tzc",
                       height=dist / 2.0,
                       radius=sc,
                       resolution=12,
                       material=Material(diffuse=QVector3D(0.0, 0.47, 0.78),
                                         specular=QVector3D(0.5, 0.5, 0.5),
                                         shininess=76.8),
                       transform=matrix)

        newlines = [xl, yl, zl, xlc, ylc, zlc]
        self.currentActor_._lines = newlines
        for l in newlines:
            self._world.addActor(l)

    def generateRotatingLines(self):
        pass

    def generateTranslatingLines(self):
        self.makeCurrent()
        self.RemoveLines()
        cur = self.currentActor_
        if (type(cur) is not Obj_Polyhedron): pass
        sc = cur._scale
        cur._state = 3
        asc = sc * 2.5  # axis scale
        dist = 5.0 * asc * 3
        ## x axis cone
        matrix = QMatrix4x4()
        matrix.rotate(-90.0, QVector3D(0.0, 0.0, 1.0))
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist, 0.0)
        xl = Cone(self._world,
                  name="tx",
                  resolution=12,
                  material=Material(diffuse=QVector3D(1.0, 0.0, 0.0),
                                    specular=QVector3D(0.5, 0.5, 0.5),
                                    shininess=76.8),
                  transform=matrix)

        ## y axis cone
        matrix = QMatrix4x4()
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist, 0.0)  ##6.0
        yl = Cone(self._world,
                  name="ty",
                  resolution=12,
                  material=Material(diffuse=QVector3D(0.0, 1.0, 0.0),
                                    specular=QVector3D(0.5, 0.5, 0.5),
                                    shininess=76.8),
                  transform=matrix)

        ## z axis cone
        matrix = QMatrix4x4()
        matrix.rotate(90.0, QVector3D(1.0, 0.0, 0.0))
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist, 0.0)
        zl = Cone(self._world,
                  name="tz",
                  resolution=12,
                  material=Material(diffuse=QVector3D(0.0, 0.47, 0.78),
                                    specular=QVector3D(0.5, 0.5, 0.5),
                                    shininess=76.8),
                  transform=matrix)

        # x cylinder
        matrix = QMatrix4x4()
        matrix.rotate(-90.0, QVector3D(0.0, 0.0, 1.0))
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist / 2.0, 0.0)
        xlc = Cylinder(self._world,
                       name="txc",
                       height=dist,
                       radius=sc,
                       resolution=12,
                       material=Material(diffuse=QVector3D(1.0, 0.0, 0.0),
                                         specular=QVector3D(0.5, 0.5, 0.5),
                                         shininess=76.8),
                       transform=matrix)
        # y cylinder
        matrix = QMatrix4x4()
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist / 2.0, 0.0)
        ylc = Cylinder(self._world,
                       name="tyc",
                       height=dist,
                       radius=sc,
                       resolution=12,
                       material=Material(diffuse=QVector3D(0.0, 1.0, 0.0),
                                         specular=QVector3D(0.5, 0.5, 0.5),
                                         shininess=76.8),
                       transform=matrix)

        # z cylinder
        matrix = QMatrix4x4()
        matrix.rotate(90.0, QVector3D(1.0, 0.0, 0.0))
        matrix.scale(asc, asc, asc)
        matrix.translate(0.0, dist / 2.0, 0.0)
        zlc = Cylinder(self._world,
                       name="tzc",
                       height=dist,
                       radius=sc,
                       resolution=12,
                       material=Material(diffuse=QVector3D(0.0, 0.47, 0.78),
                                         specular=QVector3D(0.5, 0.5, 0.5),
                                         shininess=76.8),
                       transform=matrix)

        newlines = [xl, yl, zl, xlc, ylc, zlc]
        self.currentActor_._lines = newlines
        for l in newlines:
            self._world.addActor(l)

    def selectX(self):
        self.axis_selected = True
        self.currentActor_._axis = 1
        self.currentActor_._lines[0].setHighlighted(True)
        self.currentActor_._lines[1].setHighlighted(False)
        self.currentActor_._lines[2].setHighlighted(False)

    def selectY(self):
        self.axis_selected = True
        self.currentActor_._axis = 2
        self.currentActor_._lines[0].setHighlighted(False)
        self.currentActor_._lines[1].setHighlighted(True)
        self.currentActor_._lines[2].setHighlighted(False)

    def selectZ(self):
        self.axis_selected = True
        self.currentActor_._axis = 3
        self.currentActor_._lines[0].setHighlighted(False)
        self.currentActor_._lines[1].setHighlighted(False)
        self.currentActor_._lines[2].setHighlighted(True)

    def IsAxisSelected(self):
        return self.axis_selected

    def RemoveLines(self):
        self.axis_selected = False
        self._transforming = False
        if (type(self.currentActor_) is not Obj_Polyhedron): return
        old = self.currentActor_._lines
        if (old != None):
            for l in old:
                self._world.removeActor(l)
        self.currentActor_._lines = None

    def TransformActor(self, amt):
        if (self.currentActor_._state == 1):
            self.scale(amt)
        elif (self.currentActor_._state == 2):
            pass
        elif (self.currentActor_._state == 3):
            self.translate(amt)

    def scale(self, amt):
        if (amt < 0):
            amt = -1 / amt
        cur = self.currentActor_
        initialPos = cur.position()
        cur.translate(-initialPos)
        cur.scale(amt)
        cur.translate(initialPos)

    def translate(self, amt):
        cur = self.currentActor_
        if (cur._axis == 1):
            cur.translate(QVector3D(amt, 0.0, 0.0))
        elif (cur._axis == 2):
            cur.translate(QVector3D(0.0, amt, 0.0))
        elif (cur._axis == 3):
            cur.translate(QVector3D(0.0, 0.0, amt))

    def startTransforming(self, point):
        if (self._transforming): return
        self._transforming = True
        self._prevPoint = point

    def finishTransforming(self, point):
        moved = self._prevPoint - point
        norm = math.sqrt(moved.x()**2 + moved.y()**2)
        self._transforming = False
        norm *= 3.0
        if (self._prevPoint.x() > point.x()):
            norm = -norm
        self.TransformActor(norm)

    def mouseReleaseEvent(self, event):
        """ Called by the Qt libraries whenever the window receives a mouse release."""
        super(Renderer, self).mouseReleaseEvent(event)
        print("yup, here")
        if event.isAccepted():
            return

        if (event.button() == Qt.LeftButton):
            event.accept()
            print("mouse left released")
            point = self._pixelPosToViewPos(event.localPos())
            if (self.IsAxisSelected()):
                self.finishTransforming(point)
            else:
                self._trackball.release(point, QQuaternion())
                if not self.isAnimating():
                    self._trackball.stop()
                    self.update()