def draw_callback_view(n_id, cached_view, options): def Vector_generate2(prop): # try: # return [[Vector(v[:3]) for v in obj] for obj in prop] # except ValueEror: # return [] return [[Vector(v) for v in obj] for obj in prop] # context = bpy.context if options["timings"]: start = time.perf_counter() if options['draw_list'] == 0: sl1 = cached_view[n_id + 'v'] sl2 = cached_view[n_id + 'ep'] sl3 = cached_view[n_id + 'm'] if sl1: data_vector = Vector_generate2(sl1) verlen = len(data_vector) - 1 else: if not sl3: # end early: no matrix and no vertices callback_disable(n_id) return # display matrix repr only. data_vector = [] verlen = 0 options['verlen'] = verlen data_polygons = [] data_edges = [] if sl2 and sl2[0]: if isinstance(sl2[0], int): #callback_disable(n_id) return len_sl2 = len(sl2[0][0]) if len_sl2 == 2: data_edges = sl2 elif len_sl2 > 2: data_polygons = sl2 if sl3: data_matrix = Matrix_generate(sl3) else: data_matrix = [Matrix() for i in range(verlen + 1)] if (data_vector, data_polygons, data_matrix, data_edges) == (0, 0, 0, 0): #callback_disable(n_id) return try: the_display_list = glGenLists(1) glNewList(the_display_list, GL_COMPILE) draw_geometry(n_id, options, data_vector, data_polygons, data_matrix, data_edges) except Exception as err: print("Error in callback!:") traceback.print_exc() options['error'] = True finally: glEndList() options['genlist'] = the_display_list elif options['draw_list'] == 1: the_display_list = options['genlist'] if not 'error' in options: glCallList(the_display_list) glFlush() # restore to system state glLineWidth(1) if options["timings"]: stop = time.perf_counter() print("callback drawn in {:4f}".format(stop - start)) # has drawn once with success. options['draw_list'] = 1
def Draw_map_callback(self, context): if context.area != Map.view3d_area: return elif context.area.type == 'PROPERTIES' and \ context.space_data.context != 'WORLD': return # Check if window area has changed for sticky zoom theMap = Map.object[0] if Map.region.width < Map.saved_region_width: diff = Map.saved_region_width - Map.region.width if theMap.origin.x + theMap.width > Map.saved_region_width: if theMap.origin.x > 0: theMap.origin.x -= diff else: theMap.width -= diff else: if Map.toolProps is not None: if Map.toolProps.width > Map.toolProps_width: theMap.origin.x -= diff Map.toolProps_width = Map.toolProps.width if theMap.origin.x < 0: theMap.origin.x += diff else: diff = Map.region.width - Map.saved_region_width if theMap.width > Map.saved_region_width: theMap.width += diff else: if Map.toolProps is not None: if Map.toolProps.width < Map.toolProps_width: theMap.origin.x += diff Map.toolProps_width = Map.toolProps.width theMap.set_dimensions(theMap.width) Map.saved_region_width = Map.region.width # Latitude and longitude are set to an equidistant # cylindrical projection with lat/long 0/0 exactly # in the middle of the image. zLong = theMap.width / 2 longFac = zLong / 180 zLat = theMap.height / 2 latFac = zLat / 90 crossChange = True if not Map.action == 'PAN': x = Map.mouse.x y = Map.mouse.y if x < theMap.origin.x or x > theMap.origin.x + theMap.width: crossChange = False x = 0 else: testBoundary = theMap.origin.x + theMap.width if testBoundary < Map.region.width: rightBoundary = testBoundary else: rightBoundary = Map.region.width if x > rightBoundary: crossChange = False x = rightBoundary cX = x - zLong - theMap.origin.x if longFac: newLongitude = cX / longFac else: newLongitude = 0.0 if y < theMap.origin.y or y < 0: crossChange = False y = 0 elif y > theMap.origin.y + theMap.height: crossChange = False y = theMap.origin.y + theMap.height cY = y - zLat - theMap.origin.y if latFac: newLatitude = cY / latFac else: newLatitude = 0.0 if newLatitude == Map.latitude and newLongitude == Map.longitude: crossChange = False else: Map.latitude = newLatitude Map.longitude = newLongitude else: if Map.grab.offset.x < Map.grab.spot.x: off = Map.grab.spot.x - Map.grab.offset.x theMap.origin.x -= off else: off = Map.grab.offset.x - Map.grab.spot.x theMap.origin.x += off if Map.grab.offset.y < Map.grab.spot.y: off = Map.grab.spot.y - Map.grab.offset.y theMap.origin.y -= off else: off = Map.grab.offset.y - Map.grab.spot.y theMap.origin.y += off Map.grab.spot.x = Map.mouse.x Map.grab.spot.y = Map.mouse.y Lx = theMap.origin.x Ly = theMap.origin.y # --------------------- # Draw a textured quad # --------------------- if not Map.textureless: bgl.glEnable(bgl.GL_BLEND) if Map.glImage.bindcode == 0: Map.load_gl_image() bgl.glBindTexture(bgl.GL_TEXTURE_2D, Map.glImage.bindcode[0]) bgl.glEnable(bgl.GL_TEXTURE_2D) bgl.glColor4f(1.0, 1.0, 1.0, Map.object[0].opacity) bgl.glBegin(bgl.GL_QUADS) bgl.glTexCoord2f(0.0, 0.0) bgl.glVertex2f(Lx, Ly) bgl.glTexCoord2f(1.0, 0.0) bgl.glVertex2f(Lx + theMap.width, Ly) bgl.glTexCoord2f(1.0, 1.0) bgl.glVertex2f(Lx + theMap.width, Ly + theMap.height) bgl.glTexCoord2f(0.0, 1.0) bgl.glVertex2f(Lx, theMap.height + Ly) bgl.glEnd() bgl.glDisable(bgl.GL_TEXTURE_2D) # ----------------------- # Output text for stats # ----------------------- if Map.action == 'TIME' or Map.action == 'DAY' or Map.showInfo: Map.show_text_in_viewport(Map.object[1]) # --------------------- # draw the crosshair # --------------------- x = theMap.width / 2.0 if crossChange and not Map.lockCrosshair: if Map.action != 'Y': Sun.SP.Longitude = newLongitude longitude = (Sun.SP.Longitude * x / 180.0) + x bgl.glEnable(bgl.GL_BLEND) bgl.glEnable(bgl.GL_LINES) bgl.glLineWidth(1.0) alpha = 1.0 if Map.action == 'Y' else 0.5 color = (0.894, 0.741, .510, alpha) bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(Lx + longitude, Ly) bgl.glVertex2f(Lx + longitude, Ly + theMap.height) bgl.glEnd() y = theMap.height / 2.0 if crossChange and not Map.lockCrosshair: if Map.action != 'X': Sun.SP.Latitude = newLatitude latitude = (Sun.SP.Latitude * y / 90.0) + y alpha = 1.0 if Map.action == 'X' else 0.5 color = (0.894, 0.741, .510, alpha) bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(Lx, Ly + latitude) bgl.glVertex2f(Lx + theMap.width, Ly + latitude) bgl.glEnd() # --------------------- # draw the border # --------------------- bgl.glDisable(bgl.GL_BLEND) color = (0.6, 0.6, .6, 1.0) bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glVertex2f(Lx, Ly) bgl.glVertex2f(Lx + theMap.width, Ly) bgl.glVertex2f(Lx + theMap.width, Ly + theMap.height) bgl.glVertex2f(Lx, theMap.height + Ly) bgl.glVertex2f(Lx, Ly) bgl.glEnd() if not Sun.ShowRiseSet or not Map.lineWidth: bgl.glDisable(bgl.GL_LINES) bgl.glFlush() return if Map.action == 'G': draw_text_region() # ------------------------ # draw the sunrise, sunset # ------------------------ def draw_angled_line(color, angle, bx, by): x = math.cos(angle) * radius y = math.sin(angle) * radius bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(bx, by) bgl.glVertex2f(bx + x, by + y) bgl.glEnd() px = Lx + longitude py = Ly + latitude radius = 30 + Map.lineWidth * 10 if Sun.RiseSetOK and Map.lineWidth: color = (0.2, 0.6, 1.0, 0.9) angle = -(degToRad(Sun.Sunrise.azimuth) - math.pi / 2) bgl.glLineWidth(Map.lineWidth) draw_angled_line(color, angle, px, py) color = (0.86, 0.18, 0.18, 0.9) angle = -(degToRad(Sun.Sunset.azimuth) - math.pi / 2) draw_angled_line(color, angle, px, py) # ------------------------ # draw current time line # ------------------------ if Map.textureless: phi = degToRad(Sun.AzNorth) * -1 else: phi = degToRad(Sun.Azimuth) * -1 x = math.sin(phi) * math.sin(-Sun.Theta) * (radius + 10) y = math.sin(Sun.Theta) * math.cos(phi) * (radius + 10) night = (0.24, 0.29, 0.94, 0.9) day = (0.85, 0.77, 0.60, 0.9) if Sun.SolarNoon.elevation < 0.0: color = night elif Sun.Elevation >= Sun.Sunrise.elevation: if Sun.Time >= Sun.Sunset.time and \ Sun.Elevation <= Sun.Sunset.elevation: color = night else: color = day else: color = night bgl.glLineWidth(Map.lineWidth + 1.0) bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(px, py) bgl.glVertex2f(px + x, py + y) bgl.glEnd() bgl.glLineWidth(1.0) bgl.glDisable(bgl.GL_LINES) bgl.glFlush()
def Draw_map_callback(self, context): if context.area != Map.view3d_area: return elif context.area.type == 'PROPERTIES' and \ context.space_data.context != 'WORLD': return # Check if window area has changed for sticky zoom theMap = Map.object[0] if Map.region.width < Map.saved_region_width: diff = Map.saved_region_width - Map.region.width if theMap.origin.x + theMap.width > Map.saved_region_width: if theMap.origin.x > 0: theMap.origin.x -= diff else: theMap.width -= diff else: if Map.toolProps is not None: if Map.toolProps.width > Map.toolProps_width: theMap.origin.x -= diff Map.toolProps_width = Map.toolProps.width if theMap.origin.x < 0: theMap.origin.x += diff else: diff = Map.region.width - Map.saved_region_width if theMap.width > Map.saved_region_width: theMap.width += diff else: if Map.toolProps is not None: if Map.toolProps.width < Map.toolProps_width: theMap.origin.x += diff Map.toolProps_width = Map.toolProps.width theMap.set_dimensions(theMap.width) Map.saved_region_width = Map.region.width # Latitude and longitude are set to an equidistant # cylindrical projection with lat/long 0/0 exactly # in the middle of the image. zLong = theMap.width / 2 longFac = zLong / 180 zLat = theMap.height / 2 latFac = zLat / 90 crossChange = True if not Map.action == 'PAN': x = Map.mouse.x y = Map.mouse.y if x < theMap.origin.x or x > theMap.origin.x + theMap.width: crossChange = False x = 0 else: testBoundary = theMap.origin.x + theMap.width if testBoundary < Map.region.width: rightBoundary = testBoundary else: rightBoundary = Map.region.width if x > rightBoundary: crossChange = False x = rightBoundary cX = x - zLong - theMap.origin.x if longFac: newLongitude = cX / longFac else: newLongitude = 0.0 if y < theMap.origin.y or y < 0: crossChange = False y = 0 elif y > theMap.origin.y + theMap.height: crossChange = False y = theMap.origin.y + theMap.height cY = y - zLat - theMap.origin.y if latFac: newLatitude = cY / latFac else: newLatitude = 0.0 if newLatitude == Map.latitude and newLongitude == Map.longitude: crossChange = False else: Map.latitude = newLatitude Map.longitude = newLongitude else: if Map.grab.offset.x < Map.grab.spot.x: off = Map.grab.spot.x - Map.grab.offset.x theMap.origin.x -= off else: off = Map.grab.offset.x - Map.grab.spot.x theMap.origin.x += off if Map.grab.offset.y < Map.grab.spot.y: off = Map.grab.spot.y - Map.grab.offset.y theMap.origin.y -= off else: off = Map.grab.offset.y - Map.grab.spot.y theMap.origin.y += off Map.grab.spot.x = Map.mouse.x Map.grab.spot.y = Map.mouse.y Lx = theMap.origin.x Ly = theMap.origin.y # --------------------- # Draw a textured quad # --------------------- if not Map.textureless: bgl.glEnable(bgl.GL_BLEND) if Map.glImage.bindcode == 0: Map.load_gl_image() bgl.glBindTexture(bgl.GL_TEXTURE_2D, Map.glImage.bindcode) bgl.glEnable(bgl.GL_TEXTURE_2D) bgl.glColor4f(1.0, 1.0, 1.0, Map.object[0].opacity) bgl.glBegin(bgl.GL_QUADS) bgl.glTexCoord2f(0.0, 0.0) bgl.glVertex2f(Lx, Ly) bgl.glTexCoord2f(1.0, 0.0) bgl.glVertex2f(Lx + theMap.width, Ly) bgl.glTexCoord2f(1.0, 1.0) bgl.glVertex2f(Lx + theMap.width, Ly + theMap.height) bgl.glTexCoord2f(0.0, 1.0) bgl.glVertex2f(Lx, theMap.height + Ly) bgl.glEnd() bgl.glDisable(bgl.GL_TEXTURE_2D) # ----------------------- # Output text for stats # ----------------------- if Map.action == 'TIME' or Map.action == 'DAY' or Map.showInfo: Map.show_text_in_viewport(Map.object[1]) # --------------------- # draw the crosshair # --------------------- x = theMap.width / 2.0 if crossChange and not Map.lockCrosshair: if Map.action != 'Y': Sun.SP.Longitude = newLongitude longitude = (Sun.SP.Longitude * x / 180.0) + x bgl.glEnable(bgl.GL_BLEND) bgl.glEnable(bgl.GL_LINES) bgl.glLineWidth(1.0) alpha = 1.0 if Map.action == 'Y' else 0.5 color = (0.894, 0.741, .510, alpha) bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(Lx + longitude, Ly) bgl.glVertex2f(Lx + longitude, Ly + theMap.height) bgl.glEnd() y = theMap.height / 2.0 if crossChange and not Map.lockCrosshair: if Map.action != 'X': Sun.SP.Latitude = newLatitude latitude = (Sun.SP.Latitude * y / 90.0) + y alpha = 1.0 if Map.action == 'X' else 0.5 color = (0.894, 0.741, .510, alpha) bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(Lx, Ly + latitude) bgl.glVertex2f(Lx + theMap.width, Ly + latitude) bgl.glEnd() # --------------------- # draw the border # --------------------- bgl.glDisable(bgl.GL_BLEND) color = (0.6, 0.6, .6, 1.0) bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glVertex2f(Lx, Ly) bgl.glVertex2f(Lx + theMap.width, Ly) bgl.glVertex2f(Lx + theMap.width, Ly + theMap.height) bgl.glVertex2f(Lx, theMap.height + Ly) bgl.glVertex2f(Lx, Ly) bgl.glEnd() if not Sun.ShowRiseSet or not Map.lineWidth: bgl.glDisable(bgl.GL_LINES) bgl.glFlush() return if Map.action == 'G': draw_text_region() # ------------------------ # draw the sunrise, sunset # ------------------------ def draw_angled_line(color, angle, bx, by): x = math.cos(angle) * radius y = math.sin(angle) * radius bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(bx, by) bgl.glVertex2f(bx + x, by + y) bgl.glEnd() px = Lx + longitude py = Ly + latitude radius = 30 + Map.lineWidth * 10 if Sun.RiseSetOK and Map.lineWidth: color = (0.2, 0.6, 1.0, 0.9) angle = -(degToRad(Sun.Sunrise.azimuth) - math.pi / 2) bgl.glLineWidth(Map.lineWidth) draw_angled_line(color, angle, px, py) color = (0.86, 0.18, 0.18, 0.9) angle = -(degToRad(Sun.Sunset.azimuth) - math.pi / 2) draw_angled_line(color, angle, px, py) # ------------------------ # draw current time line # ------------------------ if Map.textureless: phi = degToRad(Sun.AzNorth) * -1 else: phi = degToRad(Sun.Azimuth) * -1 x = math.sin(phi) * math.sin(-Sun.Theta) * (radius + 10) y = math.sin(Sun.Theta) * math.cos(phi) * (radius + 10) night = (0.24, 0.29, 0.94, 0.9) day = (0.85, 0.77, 0.60, 0.9) if Sun.SolarNoon.elevation < 0.0: color = night elif Sun.Elevation >= Sun.Sunrise.elevation: if Sun.Time >= Sun.Sunset.time and \ Sun.Elevation <= Sun.Sunset.elevation: color = night else: color = day else: color = night bgl.glLineWidth(Map.lineWidth + 1.0) bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(px, py) bgl.glVertex2f(px + x, py + y) bgl.glEnd() bgl.glLineWidth(1.0) bgl.glDisable(bgl.GL_LINES) bgl.glFlush()
def Draw_hdr_callback(self, context): if context.area != Hdr.view3d_area: return elif context.area.type == 'PROPERTIES' and \ context.space_data.context != 'WORLD': return # Check if window area has changed for sticky zoom theHdr = Hdr.object[0] if Hdr.region.width < Hdr.saved_region_width: diff = Hdr.saved_region_width - Hdr.region.width if theHdr.origin.x + theHdr.width > Hdr.saved_region_width: if theHdr.origin.x > 0: theHdr.origin.x -= diff else: theHdr.width -= diff else: if Hdr.toolProps is not None: if Hdr.toolProps.width > Hdr.toolProps_width: theHdr.origin.x -= diff Hdr.toolProps_width = Hdr.toolProps.width if theHdr.origin.x < 0: theHdr.origin.x += diff else: diff = Hdr.region.width - Hdr.saved_region_width if theHdr.width > Hdr.saved_region_width: theHdr.width += diff else: if Hdr.toolProps is not None: if Hdr.toolProps.width < Hdr.toolProps_width: theHdr.origin.x += diff Hdr.toolProps_width = Hdr.toolProps.width theHdr.set_dimensions(theHdr.width) Hdr.saved_region_width = Hdr.region.width zAzim = theHdr.width / 2 azimFac = zAzim / 180 zElev = theHdr.height / 2 elevFac = zElev / 90 crossChange = True if not Hdr.action == 'PAN': x = Hdr.mouse.x y = Hdr.mouse.y if x < theHdr.origin.x or x > theHdr.origin.x + theHdr.width: crossChange = False x = 0 else: testBoundary = theHdr.origin.x + theHdr.width if testBoundary < Hdr.region.width: rightBoundary = testBoundary else: rightBoundary = Hdr.region.width if x > rightBoundary: crossChange = False x = rightBoundary cX = x - zAzim - theHdr.origin.x if azimFac: newAzimuth = cX / azimFac else: newAzimuth = 0.0 if y < theHdr.origin.y or y < 0: crossChange = False y = 0 elif y > theHdr.origin.y + theHdr.height: crossChange = False y = theHdr.origin.y + theHdr.height cY = y - zElev - theHdr.origin.y if elevFac: newElevation = cY / elevFac else: newElevation = 0.0 if newElevation == Hdr.elevation and newAzimuth == Hdr.azimuth: crossChange = False else: Hdr.elevation = newElevation Hdr.azimuth = newAzimuth else: if Hdr.grab.offset.x < Hdr.grab.spot.x: off = Hdr.grab.spot.x - Hdr.grab.offset.x theHdr.origin.x -= off else: off = Hdr.grab.offset.x - Hdr.grab.spot.x theHdr.origin.x += off if Hdr.grab.offset.y < Hdr.grab.spot.y: off = Hdr.grab.spot.y - Hdr.grab.offset.y theHdr.origin.y -= off else: off = Hdr.grab.offset.y - Hdr.grab.spot.y theHdr.origin.y += off Hdr.grab.spot.x = Hdr.mouse.x Hdr.grab.spot.y = Hdr.mouse.y Lx = theHdr.origin.x Ly = theHdr.origin.y # --------------------- # Draw a textured quad # --------------------- bgl.glEnable(bgl.GL_BLEND) if Hdr.glImage.bindcode == 0: Hdr.load_gl_image() bgl.glBindTexture(bgl.GL_TEXTURE_2D, Hdr.glImage.bindcode) bgl.glEnable(bgl.GL_TEXTURE_2D) bgl.glColor4f(1.0, 1.0, 1.0, Hdr.object[0].opacity) bgl.glBegin(bgl.GL_QUADS) bgl.glTexCoord2f(0.0, 0.0) bgl.glVertex2f(Lx, Ly) bgl.glTexCoord2f(1.0, 0.0) bgl.glVertex2f(Lx + theHdr.width, Ly) bgl.glTexCoord2f(1.0, 1.0) bgl.glVertex2f(Lx + theHdr.width, Ly + theHdr.height) bgl.glTexCoord2f(0.0, 1.0) bgl.glVertex2f(Lx, theHdr.height + Ly) bgl.glEnd() bgl.glDisable(bgl.GL_TEXTURE_2D) # --------------------- # draw the crosshair # --------------------- x = theHdr.width / 2.0 if crossChange and not Hdr.lockCrosshair: Sun.SP.HDR_azimuth = degToRad(newAzimuth + 180) azimuth = ((radToDeg(Sun.SP.HDR_azimuth) - 180) * x / 180.0) + x bgl.glEnable(bgl.GL_BLEND) bgl.glEnable(bgl.GL_LINES) bgl.glLineWidth(1.0) alpha = 0.8 color = (0.4, 0.4, 0.4, alpha) bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(Lx + azimuth, Ly) bgl.glVertex2f(Lx + azimuth, Ly + theHdr.height) bgl.glEnd() y = theHdr.height / 2.0 if crossChange and not Hdr.lockCrosshair: Sun.SP.HDR_elevation = newElevation elevation = (Sun.SP.HDR_elevation * y / 90.0) + y bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(Lx, Ly + elevation) bgl.glVertex2f(Lx + theHdr.width, Ly + elevation) bgl.glEnd() # --------------------- # draw the border # --------------------- bgl.glDisable(bgl.GL_BLEND) color = (0.6, 0.6, .6, 1.0) bgl.glColor4f(color[0], color[1], color[2], color[3]) bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glVertex2f(Lx, Ly) bgl.glVertex2f(Lx + theHdr.width, Ly) bgl.glVertex2f(Lx + theHdr.width, Ly + theHdr.height) bgl.glVertex2f(Lx, theHdr.height + Ly) bgl.glVertex2f(Lx, Ly) bgl.glEnd() bgl.glLineWidth(1.0) bgl.glDisable(bgl.GL_LINES) bgl.glFlush()
def draw_callback_view(n_id, cached_view, options): def Vector_generate2(prop): # try: # return [[Vector(v[:3]) for v in obj] for obj in prop] # except ValueEror: # return [] return [[Vector(v) for v in obj] for obj in prop] # context = bpy.context if options["timings"]: start = time.perf_counter() if options['draw_list'] == 0: sl1 = cached_view[n_id + 'v'] sl2 = cached_view[n_id + 'ep'] sl3 = cached_view[n_id + 'm'] if sl1: data_vector = Vector_generate2(sl1) verlen = len(data_vector)-1 else: if not sl3: # end early: no matrix and no vertices callback_disable(n_id) return # display matrix repr only. data_vector = [] verlen = 0 options['verlen'] = verlen data_polygons = [] data_edges = [] if sl2 and sl2[0]: if isinstance(sl2[0], int): callback_disable(n_id) return len_sl2 = len(sl2[0][0]) if len_sl2 == 2: data_edges = sl2 elif len_sl2 > 2: data_polygons = sl2 if sl3: data_matrix = Matrix_generate(sl3) else: data_matrix = [Matrix() for i in range(verlen+1)] if (data_vector, data_polygons, data_matrix, data_edges) == (0, 0, 0, 0): callback_disable(n_id) return try: the_display_list = glGenLists(1) glNewList(the_display_list, GL_COMPILE) draw_geometry(n_id, options, data_vector, data_polygons, data_matrix, data_edges) except Exception as err: print("Error in callback!:") traceback.print_exc() options['error'] = True finally: glEndList() options['genlist'] = the_display_list elif options['draw_list'] == 1: the_display_list = options['genlist'] if not 'error' in options: glCallList(the_display_list) glFlush() # restore to system state glLineWidth(1) if options["timings"]: stop = time.perf_counter() print("callback drawn in {:4f}".format(stop-start)) # has drawn once with success. options['draw_list'] = 1