示例#1
0
	def __init__(self, parent, filename):
		super(ProjectObject, self).__init__()

		self.mesh = meshLoader.loadMesh(filename)

		self.parent = parent
		self.filename = filename
		self.scale = 1.0
		self.rotate = 0.0
		self.flipX = False
		self.flipY = False
		self.flipZ = False
		self.swapXZ = False
		self.swapYZ = False
		self.extruder = 0
		self.profile = None
		
		self.modelDisplayList = None
		self.modelDirty = False

		self.mesh.getMinimumZ()
		
		self.centerX = -self.getMinimum()[0] + 5
		self.centerY = -self.getMinimum()[1] + 5
		
		self.updateModelTransform()

		self.centerX = -self.getMinimum()[0] + 5
		self.centerY = -self.getMinimum()[1] + 5
示例#2
0
	def __init__(self, parent, filename):
		super(ProjectObject, self).__init__()

		self.mesh = meshLoader.loadMesh(filename)

		self.parent = parent
		self.filename = filename
		self.scale = 1.0
		self.rotate = 0.0
		self.flipX = False
		self.flipY = False
		self.flipZ = False
		self.swapXZ = False
		self.swapYZ = False
		self.extruder = 0
		self.profile = None
		
		self.modelDisplayList = None
		self.modelDirty = False

		self.mesh.getMinimumZ()
		
		self.centerX = -self.getMinimum()[0] + 5
		self.centerY = -self.getMinimum()[1] + 5
		
		self.updateModelTransform()

		self.centerX = -self.getMinimum()[0] + 5
		self.centerY = -self.getMinimum()[1] + 5
示例#3
0
    def doFileLoadThread(self):
        for obj in self.objectList:
            if obj.filename != None and os.path.isfile(
                    obj.filename) and obj.fileTime != os.stat(
                        obj.filename).st_mtime:
                obj.ileTime = os.stat(obj.filename).st_mtime
                mesh = meshLoader.loadMesh(obj.filename)
                obj.dirty = False
                obj.mesh = mesh
                self.updateModelTransform()
                scale = profile.getProfileSettingFloat('model_scale')
                size = (self.objectsMaxV - self.objectsMinV) * scale
                if size[0] > self.machineSize.x or size[
                        1] > self.machineSize.y or size[2] > self.machineSize.z:
                    self.OnScaleMax(None)
                self.glCanvas.zoom = numpy.max(size) * 2.5
                self.errorList = []
                wx.CallAfter(self.updateToolbar)
                wx.CallAfter(self.glCanvas.Refresh)

        if os.path.isfile(
                self.gcodeFilename) and self.gcodeFileTime != os.stat(
                    self.gcodeFilename).st_mtime:
            self.gcodeFileTime = os.stat(self.gcodeFilename).st_mtime
            gcode = gcodeInterpreter.gcode()
            gcode.progressCallback = self.loadProgress
            gcode.load(self.gcodeFilename)
            self.gcodeDirty = False
            self.gcode = gcode
            self.gcodeDirty = True

            errorList = []
            for line in open(self.gcodeFilename, "rt"):
                res = re.search(
                    ';Model error\(([a-z ]*)\): \(([0-9\.\-e]*), ([0-9\.\-e]*), ([0-9\.\-e]*)\) \(([0-9\.\-e]*), ([0-9\.\-e]*), ([0-9\.\-e]*)\)',
                    line)
                if res != None:
                    v1 = util3d.Vector3(float(res.group(2)),
                                        float(res.group(3)),
                                        float(res.group(4)))
                    v2 = util3d.Vector3(float(res.group(5)),
                                        float(res.group(6)),
                                        float(res.group(7)))
                    errorList.append([v1, v2])
            self.errorList = errorList

            wx.CallAfter(self.updateToolbar)
            wx.CallAfter(self.glCanvas.Refresh)
        elif not os.path.isfile(self.gcodeFilename):
            self.gcode = None
示例#4
0
	def doFileLoadThread(self):
		for obj in self.objectList:
			if obj.filename != None and os.path.isfile(obj.filename) and obj.fileTime != os.stat(obj.filename).st_mtime:
				obj.ileTime = os.stat(obj.filename).st_mtime
				mesh = meshLoader.loadMesh(obj.filename)
				obj.dirty = False
				obj.mesh = mesh
				self.updateModelTransform()
				scale = self.scale
				size = (self.objectsMaxV - self.objectsMinV) * scale
				if size[0] > self.machineSize.x or size[1] > self.machineSize.y or size[2] > self.machineSize.z:
					self.OnScaleMax(None)
				self.glCanvas.zoom = numpy.max(size) * 2.5
				self.errorList = []
				wx.CallAfter(self.glCanvas.Refresh)
示例#5
0
	def OnCutMesh(self, e):
		dlg=wx.FileDialog(self, "Open file to cut", os.path.split(profile.getPreference('lastFile'))[0], style=wx.FD_OPEN|wx.FD_FILE_MUST_EXIST)
		dlg.SetWildcard(meshLoader.wildcardFilter())
		if dlg.ShowModal() == wx.ID_OK:
			filename = dlg.GetPath()
			model = meshLoader.loadMesh(filename)
			pd = wx.ProgressDialog('Splitting model.', 'Splitting model into multiple parts.', model.vertexCount, self, wx.PD_ELAPSED_TIME | wx.PD_REMAINING_TIME | wx.PD_SMOOTH)
			parts = model.splitToParts(pd.Update)
			for part in parts:
				partFilename = filename[:filename.rfind('.')] + "_part%d.stl" % (parts.index(part))
				stl.saveAsSTL(part, partFilename)
				item = ProjectObject(self, partFilename)
				self.list.append(item)
				self.selection = item
				self._updateListbox()
				self.OnListSelect(None)
			pd.Destroy()
		self.preview.Refresh()
		dlg.Destroy()
示例#6
0
	def OnCutMesh(self, e):
		dlg=wx.FileDialog(self, "Open file to cut", os.path.split(profile.getPreference('lastFile'))[0], style=wx.FD_OPEN|wx.FD_FILE_MUST_EXIST)
		dlg.SetWildcard(meshLoader.wildcardFilter())
		if dlg.ShowModal() == wx.ID_OK:
			filename = dlg.GetPath()
			model = meshLoader.loadMesh(filename)
			pd = wx.ProgressDialog('Splitting model.', 'Splitting model into multiple parts.', model.vertexCount, self, wx.PD_ELAPSED_TIME | wx.PD_REMAINING_TIME | wx.PD_SMOOTH)
			parts = model.splitToParts(pd.Update)
			for part in parts:
				partFilename = filename[:filename.rfind('.')] + "_part%d.stl" % (parts.index(part))
				stl.saveAsSTL(part, partFilename)
				item = ProjectObject(self, partFilename)
				self.list.append(item)
				self.selection = item
				self._updateListbox()
				self.OnListSelect(None)
			pd.Destroy()
		self.preview.Refresh()
		dlg.Destroy()
示例#7
0
	def doFileLoadThread(self):
		for obj in self.objectList:
			if obj.filename != None and os.path.isfile(obj.filename) and obj.fileTime != os.stat(obj.filename).st_mtime:
				obj.ileTime = os.stat(obj.filename).st_mtime
				mesh = meshLoader.loadMesh(obj.filename)
				obj.dirty = False
				obj.mesh = mesh
				self.updateModelTransform()
				scale = profile.getProfileSettingFloat('model_scale')
				size = (self.objectsMaxV - self.objectsMinV) * scale
				if size[0] > self.machineSize.x or size[1] > self.machineSize.y or size[2] > self.machineSize.z:
					self.OnScaleMax(None)
				self.glCanvas.zoom = numpy.max(size) * 2.5
				self.errorList = []
				wx.CallAfter(self.updateToolbar)
				wx.CallAfter(self.glCanvas.Refresh)
		
		if os.path.isfile(self.gcodeFilename) and self.gcodeFileTime != os.stat(self.gcodeFilename).st_mtime:
			self.gcodeFileTime = os.stat(self.gcodeFilename).st_mtime
			gcode = gcodeInterpreter.gcode()
			gcode.progressCallback = self.loadProgress
			gcode.load(self.gcodeFilename)
			self.gcodeDirty = False
			self.gcode = gcode
			self.gcodeDirty = True

			errorList = []
			for line in open(self.gcodeFilename, "rt"):
				res = re.search(';Model error\(([a-z ]*)\): \(([0-9\.\-e]*), ([0-9\.\-e]*), ([0-9\.\-e]*)\) \(([0-9\.\-e]*), ([0-9\.\-e]*), ([0-9\.\-e]*)\)', line)
				if res != None:
					v1 = util3d.Vector3(float(res.group(2)), float(res.group(3)), float(res.group(4)))
					v2 = util3d.Vector3(float(res.group(5)), float(res.group(6)), float(res.group(7)))
					errorList.append([v1, v2])
			self.errorList = errorList

			wx.CallAfter(self.updateToolbar)
			wx.CallAfter(self.glCanvas.Refresh)
		elif not os.path.isfile(self.gcodeFilename):
			self.gcode = None
示例#8
0
文件: opengl.py 项目: darkomen/Cura
def DrawMachine(machineSize):
    if profile.getPreference("machine_type") == "ultimaker":
        glPushMatrix()
        glEnable(GL_LIGHTING)
        glTranslate(100, 120, -285)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.8, 0.8, 0.8])
        glLightfv(GL_LIGHT0, GL_AMBIENT, [0.5, 0.5, 0.5])
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR)

        global platformMesh
        if platformMesh == None:
            platformMesh = meshLoader.loadMesh(
                os.path.normpath(os.path.join(os.path.split(__file__)[0], "../images", "ultimaker_platform.stl"))
            )
            platformMesh.setRotateMirror(0, False, True, False, False, True)

        DrawMesh(platformMesh)
        glPopMatrix()

    glDisable(GL_LIGHTING)
    if False:
        glColor3f(0.7, 0.7, 0.7)
        glLineWidth(2)
        glBegin(GL_LINES)
        for i in xrange(0, int(machineSize.x), 10):
            glVertex3f(i, 0, 0)
            glVertex3f(i, machineSize.y, 0)
        for i in xrange(0, int(machineSize.y), 10):
            glVertex3f(0, i, 0)
            glVertex3f(machineSize.x, i, 0)
        glEnd()

        glEnable(GL_LINE_SMOOTH)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE)

        glColor3f(0.0, 0.0, 0.0)
        glLineWidth(4)
        glBegin(GL_LINE_LOOP)
        glVertex3f(0, 0, 0)
        glVertex3f(machineSize.x, 0, 0)
        glVertex3f(machineSize.x, machineSize.y, 0)
        glVertex3f(0, machineSize.y, 0)
        glEnd()

        glLineWidth(2)
        glBegin(GL_LINE_LOOP)
        glVertex3f(0, 0, machineSize.z)
        glVertex3f(machineSize.x, 0, machineSize.z)
        glVertex3f(machineSize.x, machineSize.y, machineSize.z)
        glVertex3f(0, machineSize.y, machineSize.z)
        glEnd()
        glBegin(GL_LINES)
        glVertex3f(0, 0, 0)
        glVertex3f(0, 0, machineSize.z)
        glVertex3f(machineSize.x, 0, 0)
        glVertex3f(machineSize.x, 0, machineSize.z)
        glVertex3f(machineSize.x, machineSize.y, 0)
        glVertex3f(machineSize.x, machineSize.y, machineSize.z)
        glVertex3f(0, machineSize.y, 0)
        glVertex3f(0, machineSize.y, machineSize.z)
        glEnd()
    else:
        glDisable(GL_CULL_FACE)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glColor4ub(5, 171, 231, 127)
        glBegin(GL_QUADS)
        for x in xrange(0, int(machineSize.x), 20):
            for y in xrange(0, int(machineSize.y), 20):
                glVertex3f(x, y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), min(y + 10, machineSize.y), -0.01)
                glVertex3f(x, min(y + 10, machineSize.y), -0.01)
        for x in xrange(10, int(machineSize.x), 20):
            for y in xrange(10, int(machineSize.y), 20):
                glVertex3f(x, y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), min(y + 10, machineSize.y), -0.01)
                glVertex3f(x, min(y + 10, machineSize.y), -0.01)
        glEnd()
        glColor4ub(5 / 2, 171 / 2, 231 / 2, 128)
        glBegin(GL_QUADS)
        for x in xrange(10, int(machineSize.x), 20):
            for y in xrange(0, int(machineSize.y), 20):
                glVertex3f(x, y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), min(y + 10, machineSize.y), -0.01)
                glVertex3f(x, min(y + 10, machineSize.y), -0.01)
        for x in xrange(0, int(machineSize.x), 20):
            for y in xrange(10, int(machineSize.y), 20):
                glVertex3f(x, y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), min(y + 10, machineSize.y), -0.01)
                glVertex3f(x, min(y + 10, machineSize.y), -0.01)
        glEnd()
        glEnable(GL_CULL_FACE)

        glColor4ub(5, 171, 231, 128)
        glBegin(GL_QUADS)
        glVertex3f(0, 0, machineSize.z)
        glVertex3f(0, machineSize.y, machineSize.z)
        glVertex3f(machineSize.x, machineSize.y, machineSize.z)
        glVertex3f(machineSize.x, 0, machineSize.z)
        glEnd()

        glColor4ub(5, 171, 231, 192)
        glBegin(GL_QUADS)
        glVertex3f(0, 0, 0)
        glVertex3f(0, 0, machineSize.z)
        glVertex3f(machineSize.x, 0, machineSize.z)
        glVertex3f(machineSize.x, 0, 0)

        glVertex3f(0, machineSize.y, machineSize.z)
        glVertex3f(0, machineSize.y, 0)
        glVertex3f(machineSize.x, machineSize.y, 0)
        glVertex3f(machineSize.x, machineSize.y, machineSize.z)
        glEnd()

        glColor4ub(5, 171, 231, 255)
        glBegin(GL_QUADS)
        glVertex3f(0, 0, machineSize.z)
        glVertex3f(0, 0, 0)
        glVertex3f(0, machineSize.y, 0)
        glVertex3f(0, machineSize.y, machineSize.z)

        glVertex3f(machineSize.y, 0, 0)
        glVertex3f(machineSize.y, 0, machineSize.z)
        glVertex3f(machineSize.x, machineSize.y, machineSize.z)
        glVertex3f(machineSize.x, machineSize.y, 0)
        glEnd()

        glDisable(GL_BLEND)

    glPushMatrix()
    glTranslate(5, 5, 2)
    glLineWidth(2)
    glColor3f(0.5, 0, 0)
    glBegin(GL_LINES)
    glVertex3f(0, 0, 0)
    glVertex3f(20, 0, 0)
    glEnd()
    glColor3f(0, 0.5, 0)
    glBegin(GL_LINES)
    glVertex3f(0, 0, 0)
    glVertex3f(0, 20, 0)
    glEnd()
    glColor3f(0, 0, 0.5)
    glBegin(GL_LINES)
    glVertex3f(0, 0, 0)
    glVertex3f(0, 0, 20)
    glEnd()

    glDisable(GL_DEPTH_TEST)
    # X
    glColor3f(1, 0, 0)
    glPushMatrix()
    glTranslate(23, 0, 0)
    noZ = ResetMatrixRotationAndScale()
    glBegin(GL_LINES)
    glVertex3f(-0.8, 1, 0)
    glVertex3f(0.8, -1, 0)
    glVertex3f(0.8, 1, 0)
    glVertex3f(-0.8, -1, 0)
    glEnd()
    glPopMatrix()

    # Y
    glColor3f(0, 1, 0)
    glPushMatrix()
    glTranslate(0, 23, 0)
    ResetMatrixRotationAndScale()
    glBegin(GL_LINES)
    glVertex3f(-0.8, 1, 0)
    glVertex3f(0.0, 0, 0)
    glVertex3f(0.8, 1, 0)
    glVertex3f(-0.8, -1, 0)
    glEnd()
    glPopMatrix()

    # Z
    if not noZ:
        glColor3f(0, 0, 1)
        glPushMatrix()
        glTranslate(0, 0, 23)
        ResetMatrixRotationAndScale()
        glBegin(GL_LINES)
        glVertex3f(-0.8, 1, 0)
        glVertex3f(0.8, 1, 0)
        glVertex3f(0.8, 1, 0)
        glVertex3f(-0.8, -1, 0)
        glVertex3f(-0.8, -1, 0)
        glVertex3f(0.8, -1, 0)
        glEnd()
        glPopMatrix()

    glPopMatrix()
    glEnable(GL_DEPTH_TEST)
示例#9
0
def DrawMachine(machineSize):
    if profile.getPreference('machine_type') == 'ultimaker':
        glPushMatrix()
        glEnable(GL_LIGHTING)
        glTranslate(100, 120, -285)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.8, 0.8, 0.8])
        glLightfv(GL_LIGHT0, GL_AMBIENT, [0.5, 0.5, 0.5])
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR)

        global platformMesh
        if platformMesh == None:
            platformMesh = meshLoader.loadMesh(
                os.path.normpath(
                    os.path.join(
                        os.path.split(__file__)[0], "../images",
                        'ultimaker_platform.stl')))
            platformMesh.setRotateMirror(0, False, True, False, False, True)

        DrawMesh(platformMesh)
        glPopMatrix()

    glDisable(GL_LIGHTING)
    if False:
        glColor3f(0.7, 0.7, 0.7)
        glLineWidth(2)
        glBegin(GL_LINES)
        for i in xrange(0, int(machineSize.x), 10):
            glVertex3f(i, 0, 0)
            glVertex3f(i, machineSize.y, 0)
        for i in xrange(0, int(machineSize.y), 10):
            glVertex3f(0, i, 0)
            glVertex3f(machineSize.x, i, 0)
        glEnd()

        glEnable(GL_LINE_SMOOTH)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE)

        glColor3f(0.0, 0.0, 0.0)
        glLineWidth(4)
        glBegin(GL_LINE_LOOP)
        glVertex3f(0, 0, 0)
        glVertex3f(machineSize.x, 0, 0)
        glVertex3f(machineSize.x, machineSize.y, 0)
        glVertex3f(0, machineSize.y, 0)
        glEnd()

        glLineWidth(2)
        glBegin(GL_LINE_LOOP)
        glVertex3f(0, 0, machineSize.z)
        glVertex3f(machineSize.x, 0, machineSize.z)
        glVertex3f(machineSize.x, machineSize.y, machineSize.z)
        glVertex3f(0, machineSize.y, machineSize.z)
        glEnd()
        glBegin(GL_LINES)
        glVertex3f(0, 0, 0)
        glVertex3f(0, 0, machineSize.z)
        glVertex3f(machineSize.x, 0, 0)
        glVertex3f(machineSize.x, 0, machineSize.z)
        glVertex3f(machineSize.x, machineSize.y, 0)
        glVertex3f(machineSize.x, machineSize.y, machineSize.z)
        glVertex3f(0, machineSize.y, 0)
        glVertex3f(0, machineSize.y, machineSize.z)
        glEnd()
    else:
        glDisable(GL_CULL_FACE)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glColor4ub(5, 171, 231, 127)
        glBegin(GL_QUADS)
        for x in xrange(0, int(machineSize.x), 20):
            for y in xrange(0, int(machineSize.y), 20):
                glVertex3f(x, y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), y, -0.01)
                glVertex3f(min(x + 10, machineSize.x),
                           min(y + 10, machineSize.y), -0.01)
                glVertex3f(x, min(y + 10, machineSize.y), -0.01)
        for x in xrange(10, int(machineSize.x), 20):
            for y in xrange(10, int(machineSize.y), 20):
                glVertex3f(x, y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), y, -0.01)
                glVertex3f(min(x + 10, machineSize.x),
                           min(y + 10, machineSize.y), -0.01)
                glVertex3f(x, min(y + 10, machineSize.y), -0.01)
        glEnd()
        glColor4ub(5 / 2, 171 / 2, 231 / 2, 128)
        glBegin(GL_QUADS)
        for x in xrange(10, int(machineSize.x), 20):
            for y in xrange(0, int(machineSize.y), 20):
                glVertex3f(x, y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), y, -0.01)
                glVertex3f(min(x + 10, machineSize.x),
                           min(y + 10, machineSize.y), -0.01)
                glVertex3f(x, min(y + 10, machineSize.y), -0.01)
        for x in xrange(0, int(machineSize.x), 20):
            for y in xrange(10, int(machineSize.y), 20):
                glVertex3f(x, y, -0.01)
                glVertex3f(min(x + 10, machineSize.x), y, -0.01)
                glVertex3f(min(x + 10, machineSize.x),
                           min(y + 10, machineSize.y), -0.01)
                glVertex3f(x, min(y + 10, machineSize.y), -0.01)
        glEnd()
        glEnable(GL_CULL_FACE)

        glColor4ub(5, 171, 231, 128)
        glBegin(GL_QUADS)
        glVertex3f(0, 0, machineSize.z)
        glVertex3f(0, machineSize.y, machineSize.z)
        glVertex3f(machineSize.x, machineSize.y, machineSize.z)
        glVertex3f(machineSize.x, 0, machineSize.z)
        glEnd()

        glColor4ub(5, 171, 231, 192)
        glBegin(GL_QUADS)
        glVertex3f(0, 0, 0)
        glVertex3f(0, 0, machineSize.z)
        glVertex3f(machineSize.x, 0, machineSize.z)
        glVertex3f(machineSize.x, 0, 0)

        glVertex3f(0, machineSize.y, machineSize.z)
        glVertex3f(0, machineSize.y, 0)
        glVertex3f(machineSize.x, machineSize.y, 0)
        glVertex3f(machineSize.x, machineSize.y, machineSize.z)
        glEnd()

        glColor4ub(5, 171, 231, 255)
        glBegin(GL_QUADS)
        glVertex3f(0, 0, machineSize.z)
        glVertex3f(0, 0, 0)
        glVertex3f(0, machineSize.y, 0)
        glVertex3f(0, machineSize.y, machineSize.z)

        glVertex3f(machineSize.y, 0, 0)
        glVertex3f(machineSize.y, 0, machineSize.z)
        glVertex3f(machineSize.x, machineSize.y, machineSize.z)
        glVertex3f(machineSize.x, machineSize.y, 0)
        glEnd()

        glDisable(GL_BLEND)

    glPushMatrix()
    glTranslate(5, 5, 2)
    glLineWidth(2)
    glColor3f(0.5, 0, 0)
    glBegin(GL_LINES)
    glVertex3f(0, 0, 0)
    glVertex3f(20, 0, 0)
    glEnd()
    glColor3f(0, 0.5, 0)
    glBegin(GL_LINES)
    glVertex3f(0, 0, 0)
    glVertex3f(0, 20, 0)
    glEnd()
    glColor3f(0, 0, 0.5)
    glBegin(GL_LINES)
    glVertex3f(0, 0, 0)
    glVertex3f(0, 0, 20)
    glEnd()

    glDisable(GL_DEPTH_TEST)
    #X
    glColor3f(1, 0, 0)
    glPushMatrix()
    glTranslate(23, 0, 0)
    noZ = ResetMatrixRotationAndScale()
    glBegin(GL_LINES)
    glVertex3f(-0.8, 1, 0)
    glVertex3f(0.8, -1, 0)
    glVertex3f(0.8, 1, 0)
    glVertex3f(-0.8, -1, 0)
    glEnd()
    glPopMatrix()

    #Y
    glColor3f(0, 1, 0)
    glPushMatrix()
    glTranslate(0, 23, 0)
    ResetMatrixRotationAndScale()
    glBegin(GL_LINES)
    glVertex3f(-0.8, 1, 0)
    glVertex3f(0.0, 0, 0)
    glVertex3f(0.8, 1, 0)
    glVertex3f(-0.8, -1, 0)
    glEnd()
    glPopMatrix()

    #Z
    if not noZ:
        glColor3f(0, 0, 1)
        glPushMatrix()
        glTranslate(0, 0, 23)
        ResetMatrixRotationAndScale()
        glBegin(GL_LINES)
        glVertex3f(-0.8, 1, 0)
        glVertex3f(0.8, 1, 0)
        glVertex3f(0.8, 1, 0)
        glVertex3f(-0.8, -1, 0)
        glVertex3f(-0.8, -1, 0)
        glVertex3f(0.8, -1, 0)
        glEnd()
        glPopMatrix()

    glPopMatrix()
    glEnable(GL_DEPTH_TEST)