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|
# Copyright 2007 John Kasunich and Jeff Epler
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
import rs274.OpenGLTk, Tkinter, signal
from minigl import *
from math import *
import glnav
class Collection(object):
def __init__(self, parts):
self.parts = parts
self.vol = 0
def traverse(self):
for p in self.parts:
if hasattr(p, "apply"):
p.apply()
if hasattr(p, "capture"):
p.capture()
if hasattr(p, "draw"):
p.draw()
if hasattr(p, "traverse"):
p.traverse()
if hasattr(p, "unapply"):
p.unapply()
def volume(self):
if hasattr(self, "vol") and self.vol != 0:
vol = self.vol
else:
vol = sum(part.volume() for part in self.parts)
#print "Collection.volume", vol
return vol
# a collection consisting of overlapping parts will have an incorrect
# volume, because overlapping volumes will be counted twice. If the
# correct volume is known, it can be set using this method
def set_volume(self,vol):
self.vol = vol;
class Translate(Collection):
def __init__(self, parts, x, y, z):
self.parts = parts
self.where = x, y, z
def apply(self):
glPushMatrix()
glTranslatef(*self.where)
def unapply(self):
glPopMatrix()
class Scale(Collection):
def __init__(self, parts, x, y, z):
self.parts = parts
self.scaleby = x, y, z
def apply(self):
glPushMatrix()
glScalef(*self.scaleby)
def unapply(self):
glPopMatrix()
class HalTranslate(Collection):
def __init__(self, parts, comp, var, x, y, z):
self.parts = parts
self.where = x, y, z
self.comp = comp
self.var = var
def apply(self):
x, y, z = self.where
v = self.comp[self.var]
glPushMatrix()
glTranslatef(x*v, y*v, z*v)
def unapply(self):
glPopMatrix()
class HalRotate(Collection):
def __init__(self, parts, comp, var, th, x, y, z):
self.parts = parts
self.where = th, x, y, z
self.comp = comp
self.var = var
def apply(self):
th, x, y, z = self.where
glPushMatrix()
glRotatef(th * self.comp[self.var], x, y, z)
def unapply(self):
glPopMatrix()
class Rotate(Collection):
def __init__(self, parts, th, x, y, z):
self.parts = parts
self.where = th, x, y, z
def apply(self):
th, x, y, z = self.where
glPushMatrix()
glRotatef(th, x, y, z)
def unapply(self):
glPopMatrix()
class Track(Collection):
'''move and rotate an object to point from one capture()'d
coordinate system to another.
we need "world" to convert coordinates from GL_MODELVIEW coordinates
to our coordinate system'''
def __init__(self, parts, position, target, world):
self.parts = parts
self.target = target
self.position = position
self.world2view = world
def angle_to(self,x,y,z):
'''returns polar coordinates in degrees to a point from the origin
a rotates around the x-axis; b rotates around the y axis; r is the distance'''
azimuth = atan2(y, x)*180/pi #longitude
elevation = atan2(z, sqrt(x**2 + y**2))*180/pi
radius = sqrt(x**2+y**2+z**2)
return((azimuth, elevation, radius))
def map_coords(self,tx,ty,tz,transform):
# now we have to transform them to the world frame
wx = tx*transform[0]+ty*transform[4]+tz*transform[8]+transform[12]
wy = tx*transform[1]+ty*transform[5]+tz*transform[9]+transform[13]
wz = tx*transform[2]+ty*transform[6]+tz*transform[10]+transform[14]
return([wx,wy,wz])
def apply(self):
#make sure we have something to work with first
if (self.world2view.t == []):
#something's borkled - give up
print "vismach.py: Track: why am i here? world is not in the scene yet"
glPushMatrix()
return
view2world = invert(self.world2view.t)
px, py, pz = self.position.t[12:15]
px, py, pz = self.map_coords(px,py,pz,view2world)
tx, ty, tz = self.target.t[12:15]
tx, ty, tz = self.map_coords(tx,ty,tz,view2world)
dx = tx - px; dy = ty - py; dz = tz - pz;
(az,el,r) = self.angle_to(dx,dy,dz)
if(hasattr(HUD, "debug_track") and HUD.debug_track == 1):
HUD.strs = []
HUD.strs += ["current coords: %3.4f %3.4f %3.4f " % (px, py, pz)]
HUD.strs += ["target coords: %3.4f %3.4f %3.4f" % (tx, ty, tz)]
HUD.strs += ["az,el,r: %3.4f %3.4f %3.4f" % (az,el,r)]
glPushMatrix()
glTranslatef(px,py,pz)
glRotatef(az-90,0,0,1)
glRotatef(el-90,1,0,0)
def unapply(self):
glPopMatrix()
class CoordsBase(object):
def __init__(self, *args):
self._coords = args
self.q = gluNewQuadric()
def coords(self):
return self._coords
# give endpoint X values and radii
# resulting cylinder is on the X axis
class CylinderX(CoordsBase):
def draw(self):
x1, r1, x2, r2 = self.coords()
if x1 > x2:
tmp = x1
x1 = x2
x2 = tmp
tmp = r1
r1 = r2
r2 = tmp
glPushMatrix()
# GL creates cylinders along Z, so need to rotate
z1 = x1
z2 = x2
glRotatef(90,0,1,0)
# need to translate the whole thing to z1
glTranslatef(0,0,z1)
# the cylinder starts out at Z=0
gluCylinder(self.q, r1, r2, z2-z1, 32, 1)
# bottom cap
glRotatef(180,1,0,0)
gluDisk(self.q, 0, r1, 32, 1)
glRotatef(180,1,0,0)
# the top cap needs flipped and translated
glPushMatrix()
glTranslatef(0,0,z2-z1)
gluDisk(self.q, 0, r2, 32, 1)
glPopMatrix()
glPopMatrix()
def volume(self):
x1, r1, x2, r2 = self.coords()
# actually a frustum of a cone
vol = 3.1415927/3.0 * abs(x1-x2)*(r1*r1+r1*r2+r2*r2)
#print "CylinderX.volume", vol
return vol
# give endpoint Y values and radii
# resulting cylinder is on the Y axis
class CylinderY(CoordsBase):
def __init__(self, y1, r1, y2, r2):
self._coords = y1, r1, y2, r2
self.q = gluNewQuadric()
def draw(self):
y1, r1, y2, r2 = self.coords()
if y1 > y2:
tmp = y1
y1 = y2
y2 = tmp
tmp = r1
r1 = r2
r2 = tmp
glPushMatrix()
# GL creates cylinders along Z, so need to rotate
z1 = y1
z2 = y2
glRotatef(-90,1,0,0)
# need to translate the whole thing to z1
glTranslatef(0,0,z1)
# the cylinder starts out at Z=0
gluCylinder(self.q, r1, r2, z2-z1, 32, 1)
# bottom cap
glRotatef(180,1,0,0)
gluDisk(self.q, 0, r1, 32, 1)
glRotatef(180,1,0,0)
# the top cap needs flipped and translated
glPushMatrix()
glTranslatef(0,0,z2-z1)
gluDisk(self.q, 0, r2, 32, 1)
glPopMatrix()
glPopMatrix()
def volume(self):
y1, r1, y2, r2 = self.coords()
# actually a frustum of a cone
vol = 3.1415927/3.0 * abs(y1-y2)*(r1*r1+r1*r2+r2*r2)
#print "CylinderY.volume", vol
return vol
class CylinderZ(CoordsBase):
def draw(self):
z1, r1, z2, r2 = self.coords()
if z1 > z2:
tmp = z1
z1 = z2
z2 = tmp
tmp = r1
r1 = r2
r2 = tmp
# need to translate the whole thing to z1
glPushMatrix()
glTranslatef(0,0,z1)
# the cylinder starts out at Z=0
gluCylinder(self.q, r1, r2, z2-z1, 32, 1)
# bottom cap
glRotatef(180,1,0,0)
gluDisk(self.q, 0, r1, 32, 1)
glRotatef(180,1,0,0)
# the top cap needs flipped and translated
glPushMatrix()
glTranslatef(0,0,z2-z1)
gluDisk(self.q, 0, r2, 32, 1)
glPopMatrix()
glPopMatrix()
def volume(self):
z1, r1, z2, r2 = self.coords()
# actually a frustum of a cone
vol = 3.1415927/3.0 * abs(z1-z2)*(r1*r1+r1*r2+r2*r2)
#print "CylinderZ.volume", vol
return vol
# give center and radius
class Sphere(CoordsBase):
def draw(self):
x, y, z, r = self.coords()
# need to translate the whole thing to x,y,z
glPushMatrix()
glTranslatef(x,y,z)
# the sphere starts out at the origin
gluSphere(self.q, r, 32, 16)
glPopMatrix()
def volume(self):
x, y, z, r = self.coords()
vol = 1.3333333*3.1415927*r*r*r
#print "Sphere.volume", vol
return vol
# triangular plate in XY plane
# specify the corners Z values for each side
class TriangleXY(CoordsBase):
def draw(self):
x1, y1, x2, y2, x3, y3, z1, z2 = self.coords()
x12 = x1-x2
y12 = y1-y2
x13 = x1-x3
y13 = y1-y3
cross = x12*y13 - x13*y12
if cross < 0:
tmp = x2
x2 = x3
x3 = tmp
tmp = y2
y2 = y3
y3 = tmp
if z1 > z2:
tmp = z1
z1 = z2
z2 = tmp
x12 = x1-x2
y12 = y1-y2
x23 = x2-x3
y23 = y2-y3
x31 = x3-x1
y31 = y3-y1
glBegin(GL_QUADS)
# side 1-2
h = hypot(x12,y12)
glNormal3f(-y12/h,x12/h,0)
glVertex3f(x1, y1, z1)
glVertex3f(x2, y2, z1)
glVertex3f(x2, y2, z2)
glVertex3f(x1, y1, z2)
# side 2-3
h = hypot(x23,y23)
glNormal3f(-y23/h,x23/h,0)
glVertex3f(x2, y2, z1)
glVertex3f(x3, y3, z1)
glVertex3f(x3, y3, z2)
glVertex3f(x2, y2, z2)
# side 3-1
h = hypot(x31,y31)
glNormal3f(-y31/h,x31/h,0)
glVertex3f(x3, y3, z1)
glVertex3f(x1, y1, z1)
glVertex3f(x1, y1, z2)
glVertex3f(x3, y3, z2)
glEnd()
glBegin(GL_TRIANGLES)
# upper face
glNormal3f(0,0,1)
glVertex3f(x1, y1, z2)
glVertex3f(x2, y2, z2)
glVertex3f(x3, y3, z2)
# lower face
glNormal3f(0,0,-1)
glVertex3f(x1, y1, z1)
glVertex3f(x3, y3, z1)
glVertex3f(x2, y2, z1)
glEnd()
def volume(self):
x1, y1, x2, y2, x3, y3, z1, z2 = self.coords()
# compute pts 2 and 3 relative to 1 (puts pt1 at origin)
x2 = x2-x1
x3 = x3-x1
y2 = y2-y1
y3 = y3-y1
# compute area of triangle
area = 0.5*abs(x2*y3 - x3*y2)
thk = abs(z1-z2)
vol = area*thk
#print "TriangleXY.volume = area * thickness)",vol, area, thk
return vol
# triangular plate in XZ plane
class TriangleXZ(TriangleXY):
def coords(self):
x1, z1, x2, z2, x3, z3, y1, y2 = TriangleXY.coords(self)
return x1, z1, x2, z2, x3, z3, -y1, -y2
def draw(self):
glPushMatrix()
glRotatef(90,1,0,0)
# create the triangle in XY plane
TriangleXY.draw(self)
# bottom cap
glPopMatrix()
def volume(self):
vol = TriangleXY.volume(self)
#print " TriangleXZ.volume",vol
return vol
# triangular plate in YZ plane
class TriangleYZ(TriangleXY):
def coords(self):
y1, z1, y2, z2, y3, z3, x1, x2 = TriangleXY.coords(self)
return z1, y1, z2, y2, z3, y3, -x1, -x2
def draw(self):
glPushMatrix()
glRotatef(90,0,-1,0)
# create the triangle in XY plane
TriangleXY.draw(self)
# bottom cap
glPopMatrix()
def volume(self):
vol = TriangleXY.volume(self)
#print " TriangleYZ.volume",vol
return vol
class ArcX(CoordsBase):
def draw(self):
x1, x2, r1, r2, a1, a2, steps = self.coords()
if x1 > x2:
tmp = x1
x1 = x2
x2 = tmp
if r1 > r2:
tmp = r1
r1 = r2
r2 = tmp
while a1 > a2:
a2 = a2 + 360
astep = ((a2-a1)/steps)*(pi/180)
a1rads = a1 * (pi/180)
# positive X end face
glBegin(GL_QUAD_STRIP)
glNormal3f(1,0,0)
n = 0
while n <= steps:
angle = a1rads+n*astep
s = sin(angle)
c = cos(angle)
glVertex3f(x2, r1*s, r1*c)
glVertex3f(x2, r2*s, r2*c)
n = n + 1
glEnd()
# negative X end face
glBegin(GL_QUAD_STRIP)
glNormal3f(-1,0,0)
n = 0
while n <= steps:
angle = a1rads+n*astep
s = sin(angle)
c = cos(angle)
glVertex3f(x1, r1*s, r1*c)
glVertex3f(x1, r2*s, r2*c)
n = n + 1
glEnd()
# inner diameter
glBegin(GL_QUAD_STRIP)
n = 0
while n <= steps:
angle = a1rads+n*astep
s = sin(angle)
c = cos(angle)
glNormal3f(0,-s, -c)
glVertex3f(x1, r1*s, r1*c)
glVertex3f(x2, r1*s, r1*c)
n = n + 1
glEnd()
# outer diameter
glBegin(GL_QUAD_STRIP)
n = 0
while n <= steps:
angle = a1rads+n*astep
s = sin(angle)
c = cos(angle)
glNormal3f(0, s, c)
glVertex3f(x1, r2*s, r2*c)
glVertex3f(x2, r2*s, r2*c)
n = n + 1
glEnd()
# end plates
glBegin(GL_QUADS)
# first end plate
angle = a1 * (pi/180)
s = sin(angle)
c = cos(angle)
glNormal3f(0, -c, s)
glVertex3f(x1, r2*s, r2*c)
glVertex3f(x2, r2*s, r2*c)
glVertex3f(x2, r1*s, r1*c)
glVertex3f(x1, r1*s, r1*c)
# other end
angle = a2 * (pi/180)
s = sin(angle)
c = cos(angle)
glNormal3f(0, c, -s)
glVertex3f(x1, r2*s, r2*c)
glVertex3f(x2, r2*s, r2*c)
glVertex3f(x2, r1*s, r1*c)
glVertex3f(x1, r1*s, r1*c)
glEnd()
def volume(self):
x1, x2, r1, r2, a1, a2, steps = self.coords()
if x1 > x2:
tmp = x1
x1 = x2
x2 = tmp
if r1 > r2:
tmp = r1
r1 = r2
r2 = tmp
while a1 > a2:
a2 = a2 + 360
height = x2 - x1
angle = a2 - a1
area = (angle/360.0)*pi*(r2*r2-r1*r1)
vol = area * height
#print "Arc.volume = angle * area * height",vol, angle, area, height
return vol
# six coordinate version - specify each side of the box
class Box(CoordsBase):
def draw(self):
x1, y1, z1, x2, y2, z2 = self.coords()
if x1 > x2:
tmp = x1
x1 = x2
x2 = tmp
if y1 > y2:
tmp = y1
y1 = y2
y2 = tmp
if z1 > z2:
tmp = z1
z1 = z2
z2 = tmp
glBegin(GL_QUADS)
# bottom face
glNormal3f(0,0,-1)
glVertex3f(x2, y1, z1)
glVertex3f(x1, y1, z1)
glVertex3f(x1, y2, z1)
glVertex3f(x2, y2, z1)
# positive X face
glNormal3f(1,0,0)
glVertex3f(x2, y1, z1)
glVertex3f(x2, y2, z1)
glVertex3f(x2, y2, z2)
glVertex3f(x2, y1, z2)
# positive Y face
glNormal3f(0,1,0)
glVertex3f(x1, y2, z1)
glVertex3f(x1, y2, z2)
glVertex3f(x2, y2, z2)
glVertex3f(x2, y2, z1)
# negative Y face
glNormal3f(0,-1,0)
glVertex3f(x2, y1, z2)
glVertex3f(x1, y1, z2)
glVertex3f(x1, y1, z1)
glVertex3f(x2, y1, z1)
# negative X face
glNormal3f(-1,0,0)
glVertex3f(x1, y1, z1)
glVertex3f(x1, y1, z2)
glVertex3f(x1, y2, z2)
glVertex3f(x1, y2, z1)
# top face
glNormal3f(0,0,1)
glVertex3f(x1, y2, z2)
glVertex3f(x1, y1, z2)
glVertex3f(x2, y1, z2)
glVertex3f(x2, y2, z2)
glEnd()
def volume(self):
x1, y1, z1, x2, y2, z2 = self.coords()
vol = abs((x1-x2)*(y1-y2)*(z1-z2))
#print "Box.volume", vol
return vol
# specify the width in X and Y, and the height in Z
# the box is centered on the origin
class BoxCentered(Box):
def __init__(self, xw, yw, zw):
Box.__init__(self, -xw/2.0, -yw/2.0, -zw/2.0, xw/2.0, yw/2.0, zw/2.0)
# specify the width in X and Y, and the height in Z
# the box is centered in X and Y, and runs from Z=0 up
# (or down) to the specified Z value
class BoxCenteredXY(Box):
def __init__(self, xw, yw, zw):
Box.__init__(self, -xw/2.0, -yw/2.0, 0, xw/2.0, yw/2.0, zw)
# capture current transformation matrix
# note that this tranforms from the current coordinate system
# to the viewport system, NOT to the world system
class Capture(object):
def __init__(self):
self.t = []
def capture(self):
self.t = glGetDoublev(GL_MODELVIEW_MATRIX)
def volume(self):
return 0.0
# function to invert a transform matrix
# based on http://steve.hollasch.net/cgindex/math/matrix/afforthinv.c
# with simplifications since we don't do scaling
# This function inverts a 4x4 matrix that is affine and orthogonal. In
# other words, the perspective components are [0 0 0 1], and the basis
# vectors are orthogonal to each other. In addition, the matrix must
# not do scaling
def invert(src):
# make a copy
inv=src[:]
# The inverse of the upper 3x3 is the transpose (since the basis
# vectors are orthogonal to each other.
inv[1],inv[4] = inv[4],inv[1]
inv[2],inv[8] = inv[8],inv[2]
inv[6],inv[9] = inv[9],inv[6]
# The inverse of the translation component is just the negation
# of the translation after dotting with the new upper3x3 rows. */
inv[12] = -(src[12]*inv[0] + src[13]*inv[4] + src[14]*inv[8])
inv[13] = -(src[12]*inv[1] + src[13]*inv[5] + src[14]*inv[9])
inv[14] = -(src[12]*inv[2] + src[13]*inv[6] + src[14]*inv[10])
return inv
class Hud(object):
'''head up display - draws a semi-transparent text box.
use HUD.strs for things that must be updated constantly,
and HUD.show("stuff") for one-shot things like error messages'''
def __init__(self, showme=1):
self.app = []
self.strs = []
self.messages = []
self.showme = 0
def show(self, string="xyzzy"):
self.showme = 1
if string != "xyzzy":
self.messages += [str(string)]
def hide(self):
self.showme = 0
def clear(self):
self.messages = []
def draw(self):
drawtext = self.strs + self.messages
self.lines = len(drawtext)
#draw head-up-display
#see axis.py for more font/color configurability
if ((self.showme == 0) or (self.lines == 0)):
return
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
#pointer to font?
fontbase = int(self.app.loadbitmapfont("9x15"))
char_width, char_height = 9, 15
xmargin,ymargin = 5,5
ypos = float(self.app.winfo_height())
glOrtho(0.0, self.app.winfo_width(), 0.0, ypos, -1.0, 1.0)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
#draw the text box
maxlen = max([len(p) for p in drawtext])
box_width = maxlen * char_width
glDepthFunc(GL_ALWAYS)
glDepthMask(GL_FALSE)
glDisable(GL_LIGHTING)
glEnable(GL_BLEND)
glEnable(GL_NORMALIZE)
glBlendFunc(GL_ONE, GL_CONSTANT_ALPHA)
glColor3f(0.2,0,0)
glBlendColor(0,0,0,0.5) #rgba
glBegin(GL_QUADS)
glVertex3f(0, ypos, 1) #upper left
glVertex3f(0, ypos - 2*ymargin - char_height*len(drawtext), 1) #lower left
glVertex3f(box_width+2*xmargin, ypos - 2*ymargin - char_height*len(drawtext), 1) #lower right
glVertex3f(box_width+2*xmargin, ypos , 1) #upper right
glEnd()
glDisable(GL_BLEND)
glEnable(GL_LIGHTING)
#fill the box with text
maxlen = 0
ypos -= char_height+ymargin
i=0
glDisable(GL_LIGHTING)
glColor3f(0.9,0.9,0.9)
for string in drawtext:
maxlen = max(maxlen, len(string))
# if i < len(homed) and homed[i]:
# glRasterPos2i(6, ypos)
# glBitmap(13, 16, 0, 3, 17, 0, homeicon)
glRasterPos2i(xmargin, int(ypos))
for char in string:
glCallList(fontbase + ord(char))
# if i < len(homed) and limit[i]:
# glBitmap(13, 16, -5, 3, 17, 0, limiticon)
ypos -= char_height
i = i + 1
glDepthFunc(GL_LESS)
glDepthMask(GL_TRUE)
glEnable(GL_LIGHTING)
glPopMatrix()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
class O(rs274.OpenGLTk.Opengl):
def __init__(self, *args, **kw):
rs274.OpenGLTk.Opengl.__init__(self, *args, **kw)
self.r_back = self.g_back = self.b_back = 0
#self.q1 = gluNewQuadric()
#self.q2 = gluNewQuadric()
#self.q3 = gluNewQuadric()
self.plotdata = []
self.plotlen = 4000
#does not show HUD by default
self.hud = Hud()
def basic_lighting(self):
self.activate()
glLightfv(GL_LIGHT0, GL_POSITION, (1, -1, .5, 0))
glLightfv(GL_LIGHT0, GL_AMBIENT, (.2,.2,.2,0))
glLightfv(GL_LIGHT0, GL_DIFFUSE, (.6,.6,.4,0))
glLightfv(GL_LIGHT0+1, GL_POSITION, (-1, -1, .5, 0))
glLightfv(GL_LIGHT0+1, GL_AMBIENT, (.0,.0,.0,0))
glLightfv(GL_LIGHT0+1, GL_DIFFUSE, (.0,.0,.4,0))
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, (1,1,1,0))
glDisable(GL_CULL_FACE)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_LIGHT0+1)
glDepthFunc(GL_LESS)
glEnable(GL_DEPTH_TEST)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def redraw(self, *args):
if self.winfo_width() == 1: return
self.model.traverse()
# current coords: world
# the matrices tool2view, work2view, and world2view
# transform from tool/work/world coords to viewport coords
# if we want to draw in tool coords, we need to do
# "tool -> view -> world" (since the current frame is world)
# and if we want to draw in work coords, we need
# "work -> view -> world". For both, we need to invert
# the world2view matrix to do the second step
view2world = invert(self.world2view.t)
# likewise, for backplot, we want to transform the tooltip
# position from tool coords (where it is [0,0,0]) to work
# coords, so we need tool -> view -> work
# so lets also invert the work2view matrix
view2work = invert(self.work2view.t)
# since backplot lines only need vertexes, not orientation,
# and the tooltip is at the origin, getting the tool coords
# is easy
tx, ty, tz = self.tool2view.t[12:15]
# now we have to transform them to the work frame
wx = tx*view2work[0]+ty*view2work[4]+tz*view2work[8]+view2work[12]
wy = tx*view2work[1]+ty*view2work[5]+tz*view2work[9]+view2work[13]
wz = tx*view2work[2]+ty*view2work[6]+tz*view2work[10]+view2work[14]
# wx, wy, wz are the values to use for backplot
# so we save them in a buffer
if len(self.plotdata) == self.plotlen:
del self.plotdata[:self.plotlen / 10]
point = [ wx, wy, wz ]
if not self.plotdata or point != self.plotdata[-1]:
self.plotdata.append(point)
# now lets draw something in the tool coordinate system
#glPushMatrix()
# matrixes take effect in reverse order, so the next
# two lines do "tool -> view -> world"
#glMultMatrixd(view2world)
#glMultMatrixd(self.tool2view.t)
# do drawing here
# cylinder normally goes to +Z, we want it down
#glTranslatef(0,0,-60)
#gluCylinder(self.q1, 20, 20, 60, 32, 16)
# back to world coords
#glPopMatrix()
# we can also draw in the work coord system
glPushMatrix()
# "work -> view -> world"
glMultMatrixd(view2world)
glMultMatrixd(self.work2view.t)
# now we can draw in work coords, and whatever we draw
# will move with the work, (if the work is attached to
# a table or indexer or something that moves with
# respect to the world
# just a test object, sitting on the table
#gluCylinder(self.q2, 40, 20, 60, 32, 16)
#draw head up display
if(hasattr(self.hud, "draw")):
self.hud.draw()
# draw backplot
glDisable(GL_LIGHTING)
glLineWidth(2)
glColor3f(1.0,0.5,0.5)
glBegin(GL_LINE_STRIP)
for p in self.plotdata:
glVertex3f(*p)
glEnd()
glEnable(GL_LIGHTING)
glColor3f(1,1,1)
glLineWidth(1)
glDisable(GL_BLEND)
glDepthFunc(GL_LESS)
# back to world again
glPopMatrix()
class Color(Collection):
def __init__(self, color, parts):
self.color = color
Collection.__init__(self, parts)
def apply(self):
glPushAttrib(GL_LIGHTING_BIT)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, self.color)
def unapply(self):
glPopAttrib()
class AsciiSTL:
def __init__(self, filename=None, data=None):
if data is None:
data = open(filename, "r")
elif isinstance(data, str):
data = data.split("\n")
self.list = None
t = []
n = [0,0,0]
self.d = d = []
for line in data:
if line.find("normal") != -1:
line = line.split()
x, y, z = map(float, line[-3:])
n = [x,y,z]
elif line.find("vertex") != -1:
line = line.split()
x, y, z = map(float, line[-3:])
t.append([x,y,z])
if len(t) == 3:
if n == [0,0,0]:
dx1 = t[1][0] - t[0][0]
dy1 = t[1][1] - t[0][1]
dz1 = t[1][2] - t[0][2]
dx2 = t[2][0] - t[0][0]
dy2 = t[2][1] - t[0][1]
dz2 = t[2][2] - t[0][2]
n = [y1*z2 - y2*z1, z1*x2 - z2*x1, y1*x2 - y2*x1]
d.append((n, t))
t = []
n = [0,0,0]
def draw(self):
if self.list is None:
# OpenGL isn't ready yet in __init__ so the display list
# is created during the first draw
self.list = glGenLists(1)
glNewList(self.list, GL_COMPILE_AND_EXECUTE)
glBegin(GL_TRIANGLES)
for n, t in self.d:
glNormal3f(*n)
glVertex3f(*t[0])
glVertex3f(*t[1])
glVertex3f(*t[2])
glEnd()
glEndList()
del self.d
else:
glCallList(self.list)
class AsciiOBJ:
def __init__(self, filename=None, data=None):
if data is None:
data = open(filename, "r")
elif isinstance(data, str):
data = data.split("\n")
self.v = v = []
self.vn = vn = []
self.f = f = []
for line in data:
if line.startswith("#"): continue
if line.startswith("vn"):
vn.append([float(w) for w in line.split()[1:]])
elif line.startswith("v"):
v.append([float(w) for w in line.split()[1:]])
elif line.startswith("f"):
f.append(self.parse_face(line))
# print v[:5]
# print vn[:5]
# print f[:5]
self.list = None
def parse_int(self, i):
if i == '': return None
return int(i)
def parse_slash(self, word):
return [self.parse_int(i) for i in word.split("/")]
def parse_face(self, line):
return [self.parse_slash(w) for w in line.split()[1:]]
def draw(self):
if self.list is None:
# OpenGL isn't ready yet in __init__ so the display list
# is created during the first draw
self.list = glGenLists(1)
glNewList(self.list, GL_COMPILE)
glDisable(GL_CULL_FACE)
glBegin(GL_TRIANGLES)
#print "obj", len(self.f)
for f in self.f:
for v, t, n in f:
if n:
glNormal3f(*self.vn[n-1])
glVertex3f(*self.v[v-1])
glEnd()
glEndList()
del self.v
del self.vn
del self.f
glCallList(self.list)
def main(model, tool, work, size=10, hud=0, rotation_vectors=None, lat=0, lon=0):
app = Tkinter.Tk()
t = O(app, double=1, depth=1)
# set which axes to rotate around
if rotation_vectors: t.rotation_vectors = rotation_vectors
# we want to be able to see the model from all angles
t.set_latitudelimits(-180, 180)
# set starting viewpoint if desired
t.after(100, lambda: t.set_viewangle(lat, lon))
#there's probably a better way of doing this
global HUD
HUD = 0
if(hud != 0 and hasattr(hud, "app")):
HUD = hud
#point our app at the global
t.hud = HUD
t.hud.app = t #HUD needs to know where to draw
# need to capture the world coordinate system
world = Capture()
t.model = Collection([model, world])
t.distance = size * 3
t.near = size * 0.01
t.far = size * 10.0
t.tool2view = tool
t.world2view = world
t.work2view = work
t.pack(fill="both", expand=1)
def update():
t.tkRedraw()
t.after(100, update)
update()
def quit(*args):
raise SystemExit
signal.signal(signal.SIGTERM, quit)
signal.signal(signal.SIGINT, quit)
app.mainloop()
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