示例#1
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 def __fillVerticesBufferObject(self):
     if self.vertices is None:
         self.vertices = Object3DCTools.get3DGridFromXYZ(
             self._x, self._y, self._z)
         self.indices = numpy.arange(self.nVertices)
     self._verticesBufferObject = buffers.VertexBuffer(
         self.vertices, GL.GL_STATIC_DRAW)
     self.vertices = None
示例#2
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 def __fillVerticesBufferObject(self):
     if self.vertices is None:
         self.vertices = Object3DCTools.get3DGridFromXYZ(self._x,
                                                self._y,
                                                self._z)
         self.indices = numpy.arange(self.nVertices)
     self._verticesBufferObject = buffers.VertexBuffer(self.vertices,
                                                     GL.GL_STATIC_DRAW)
     self.vertices = None
示例#3
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 def buildPointListOLD(self):
     if self.vertices is None:
         self.vertices = Object3DCTools.get3DGridFromXYZ(
             self._x, self._y, self._z)
     GL.glVertexPointerf(self.vertices)
     GL.glColorPointerub(self.vertexColors)
     GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
     GL.glEnableClientState(GL.GL_COLOR_ARRAY)
     GL.glDrawArrays(GL.GL_POINTS, 0, self.nVertices)
示例#4
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 def buildPointListOLD(self):
     if self.vertices is None:
         self.vertices = Object3DCTools.get3DGridFromXYZ(self._x,
                                                    self._y,
                                                    self._z)
     GL.glVertexPointerf(self.vertices)
     GL.glColorPointerub(self.vertexColors)
     GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
     GL.glEnableClientState(GL.GL_COLOR_ARRAY)
     GL.glDrawArrays(GL.GL_POINTS, 0, self.nVertices)
示例#5
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            object3D = Object3DMesh(os.path.basename(f))
    else:
        data = numpy.arange(200.).astype(numpy.float32)
        data.shape = [40, 5]
        object3D = Object3DMesh('builtin')

    #several options: regular grid, irregular grid
    if len(sys.argv) > 1:
        #print "IMPOSSING A 1000 OFFSET"
        #offset = 1000.0
        offset = 0
        #irregular grid
        xSize, ySize = data.shape[0:2]
        zSize = 1
        xyz = Object3DCTools.get3DGridFromXYZ(
            numpy.arange(xSize).astype(numpy.float32) - offset,
            numpy.arange(xSize).astype(numpy.float32) + offset,
            numpy.arange(1) + 1)
        a = xyz[:, 0] * 1
        xyz[:, 0] = xyz[:, 1] * 1
        xyz[:, 1] = a[:]
        #print xyz[0:3,:]
        #print xyz.shape
        #print Object3DCTools.getVertexArrayMeshAxes(xyz)
        #sys.exit(0)
        data.shape = 1, xSize * ySize
        xyz[:, 2] = data[:]
        object3D.setData(data, xyz=xyz)
    elif 0:
        #flat
        object3D.setData(data, z=4)
    else:
示例#6
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            object3D = Object3DMesh(os.path.basename(f))
    else:
        data = numpy.arange(200.).astype(numpy.float32)
        data.shape = [40, 5]
        object3D = Object3DMesh('builtin')

    #several options: regular grid, irregular grid
    if len(sys.argv) > 1:
        #print "IMPOSSING A 1000 OFFSET"
        #offset = 1000.0
        offset = 0
        #irregular grid
        xSize, ySize = data.shape[0:2]
        zSize = 1
        xyz = Object3DCTools.get3DGridFromXYZ(numpy.arange(xSize).astype(numpy.float32)-offset,
                                       numpy.arange(xSize).astype(numpy.float32)+offset,
                                       numpy.arange(1)+1)
        a = xyz[:,0] * 1
        xyz[:,0] = xyz[:,1] * 1
        xyz[:,1] = a[:]
        #print xyz[0:3,:]
        #print xyz.shape
        #print Object3DCTools.getVertexArrayMeshAxes(xyz)
        #sys.exit(0)
        data.shape = 1, xSize * ySize
        xyz[:,2] = data[:]
        object3D.setData(data, xyz=xyz)
    elif 0:
        #flat
        object3D.setData(data, z=4)
    else: