def draw_spheres(self, solid=False): gl.glMatrixMode(gl.GL_MODELVIEW) gray = 0.3 gl.glColor3f(gray, gray, gray) if solid: gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, [1, 1, 1, 1]) gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, [0, 0, 1, 0]) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, [1, 1, 1, 0.5]) sphere = gltbx.util.SolidSphere grid = 50 else: sphere = gltbx.util.WireSphere grid = 20 for i, (x, r) in enumerate(self.spheres): gl.glPushMatrix() gl.glTranslated(*(x)) sphere(radius=r, slices=grid, stacks=grid) gl.glPopMatrix() if solid: gl.glDisable(gl.GL_LIGHTING) gl.glDisable(gl.GL_LIGHT0) gl.glDisable(gl.GL_BLEND)
def fit_into_viewport(self): dx, dy, dz = self.compute_home_translation() move_factor = self.translation_move_factor((dx, dy, dz)) mvm = gltbx.util.get_gl_modelview_matrix() for f in animation_stepper(time_move=self.animation_time, move_factor=move_factor): gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity() gl.glTranslated(f * dx, f * dy, f * dz) gl.glMultMatrixd(mvm) self.OnRedraw()
def move_to_center_of_viewport(self, obj_coor): dx, dy = [-x for x in gltbx.util.object_as_eye_coordinates(obj_coor)[:2]] move_factor = self.translation_move_factor((dx, dy, 0)) mvm = gltbx.util.get_gl_modelview_matrix() for f in animation_stepper( time_move=self.animation_time, move_factor=move_factor ): gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity() gl.glTranslated(f * dx, f * dy, 0) gl.glMultMatrixd(mvm) self.OnRedraw()
def initialize_modelview(self, eye_vector=None, angle=None): gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity() self.setup_lighting() glu.gluLookAt(0, 0, 0, 0, 0, -1, 0, 1, 0) translation = self.compute_home_translation() gl.glTranslated(*translation) rc = self.minimum_covering_sphere.center() self.rotation_center = rc if eye_vector is None: eye_vector = (1, 1, 1) if angle is None: angle = -120 gltbx.util.rotate_object_about_eye_vector( xcenter=rc[0], ycenter=rc[1], zcenter=rc[2], xvector=eye_vector[0], yvector=eye_vector[1], zvector=eye_vector[2], angle=angle, )