Commit 1fef076c authored by sumpfralle's avatar sumpfralle

r657@erker: lars | 2010-02-14 19:51:22 +0100

 moved the perspective code (gluLookAt) into a separate module


git-svn-id: https://pycam.svn.sourceforge.net/svnroot/pycam/trunk@122 bbaffbd6-741e-11dd-a85d-61de82d9cad9
parent 52c8e3a7
from pycam.Geometry.Point import Point
import OpenGL.GL as GL
import OpenGL.GLU as GLU
import math
# the length of the distance vector does not matter - it will be normalized and multiplied later anyway
VIEWS = {
"reset": {"distance": (1.0, 1.0, 1.0), "center": (0.0, 0.0, 0.0), "up": (0.0, 0.0, 1.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"top": {"distance": (0.0, 0.0, 1.0), "center": (0.0, 0.0, 0.0), "up": (1.0, 0.0, 0.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"bottom": {"distance": (0.0, 0.0, -1.0), "center": (0.0, 0.0, 0.0), "up": (1.0, 0.0, 0.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"left": {"distance": (-1.0, 0.0, 0.0), "center": (0.0, 0.0, 0.0), "up": (0.0, 0.0, 1.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"right": {"distance": (1.0, 0.0, 0.0), "center": (0.0, 0.0, 0.0), "up": (0.0, 0.0, 1.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"front": {"distance": (0.0, -1.0, 0.0), "center": (0.0, 0.0, 0.0), "up": (0.0, 0.0, 1.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"back": {"distance": (0.0, 1.0, 0.0), "center": (0.0, 0.0, 0.0), "up": (0.0, 0.0, 1.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
}
def rotate(orig, rot_axis, sin, cos):
""" rotation of an original vector around a normalized "rot_axis" vector
see http://mathworld.wolfram.com/RotationMatrix.html
@type orig: tuple(float)
@value orig: the vector to be rotated
@type rot_axis: tuple(float)
@value rot_axis: the vector describes the rotation axis
@type sin: float
@value sin: sinus of the rotation angle
@type cos: float
@value cos: cosinus of the rotation angle
@rtype: tuple(float)
"""
rot_matrix = ((cos + rot_axis[0]*rot_axis[0]*(1-cos), rot_axis[0]*rot_axis[1]*(1-cos) - rot_axis[2]*sin, rot_axis[0]*rot_axis[2]*(1-cos) + rot_axis[1]*sin),
(rot_axis[1]*rot_axis[0]*(1-cos) + rot_axis[2]*sin, cos + rot_axis[1]*rot_axis[1]*(1-cos), rot_axis[1]*rot_axis[2]*(1-cos) - rot_axis[0]*sin),
(rot_axis[2]*rot_axis[0]*(1-cos) - rot_axis[1]*sin, rot_axis[2]*rot_axis[1]*(1-cos) + rot_axis[0]*sin, cos + rot_axis[2]*rot_axis[2]*(1-cos)))
return (orig[0]*rot_matrix[0][0] + orig[1]*rot_matrix[0][1] + orig[2]*rot_matrix[0][2],
orig[0]*rot_matrix[1][0] + orig[1]*rot_matrix[1][1] + orig[2]*rot_matrix[1][2],
orig[0]*rot_matrix[2][0] + orig[1]*rot_matrix[2][1] + orig[2]*rot_matrix[2][2])
class Camera:
def __init__(self, settings, get_dim_func, view=None):
self.view = None
self.settings = settings
self._get_dim_func = get_dim_func
self.set_view(view)
def set_view(self, view=None):
if view is None:
self.view = VIEWS["reset"].copy()
else:
self.view = view.copy()
self.center_view()
self.auto_adjust_distance()
def center_view(self):
s = self.settings
# center the view on the object
self.view["center"] = ((s.get("maxx") + s.get("minx"))/2, (s.get("maxy") + s.get("miny"))/2, (s.get("maxz") + s.get("minz"))/2)
def auto_adjust_distance(self):
s = self.settings
v = self.view
# adjust the distance to get a view of the whole object
dimx = s.get("maxx") - s.get("minx")
dimy = s.get("maxy") - s.get("miny")
dimz = s.get("maxz") - s.get("minz")
max_dim = max(max(dimx, dimy), dimz)
width, height = self._get_screen_dimensions()
win_size = min(width, height)
distv = Point(v["distance"][0], v["distance"][1], v["distance"][2]).normalize()
# the multiplier "2.0" is based on: sqrt(2) + margin -- the squre root makes sure, that the the diagonal fits
distv = distv.mul((max_dim * 2.0) / math.sin(v["fovy"]/2))
self.view["distance"] = (distv.x, distv.y, distv.z)
def scale_distance(self, scale):
if scale != 0:
dist = self.view["distance"]
self.view["distance"] = (scale * dist[0], scale * dist[1], scale * dist[2])
def get(self, key, default=None):
if (not self.view is None) and self.view.has_key(key):
return self.view[key]
else:
return default
def set(self, key, value):
self.view[key] = value
def move_camera_by_screen(self, x_move, y_move, max_model_shift):
""" move the camera acoording to a mouse movement
@type x_move: int
@value x_move: movement of the mouse along the x axis
@type y_move: int
@value y_move: movement of the mouse along the y axis
@type max_model_shift: float
@value max_model_shift: maximum shifting of the model view (e.g. for x_move == screen width)
"""
factors_x, factors_y = self._get_axes_vectors()
width, height = self._get_screen_dimensions()
# relation of x/y movement to the respective screen dimension
win_x_rel = ((-2.0 * x_move) / width) / math.sin(self.view["fovy"])
win_y_rel = ((-2.0 * y_move) / height) / math.sin(self.view["fovy"])
# update the model position that should be centered on the screen
old_center = self.view["center"]
new_center = []
for i in range(3):
new_center.append(old_center[i] + max_model_shift * (win_x_rel * factors_x[i] + win_y_rel * factors_y[i]))
self.view["center"] = tuple(new_center)
def rotate_camera_by_screen(self, start_x, start_y, end_x, end_y):
factors_x, factors_y = self._get_axes_vectors()
width, height = self._get_screen_dimensions()
# calculate rotation factors - based on the distance to the center (between -1 and 1)
rot_x_factor = (2.0 * start_x) / width - 1
rot_y_factor = (2.0 * start_y) / height - 1
# calculate rotation angles (between -90 and +90 degrees)
xdiff = end_x - start_x
ydiff = end_y - start_y
# compensate inverse rotation left/right side (around x axis) and top/bottom (around y axis)
if rot_x_factor < 0:
ydiff = -ydiff
if rot_y_factor > 0:
xdiff = -xdiff
rot_x_angle = rot_x_factor * math.pi * ydiff / height
rot_y_angle = rot_y_factor * math.pi * xdiff / width
# calculate sinus / cosinus
rot_x_sin = math.sin(rot_x_angle)
rot_x_cos = math.cos(rot_x_angle)
rot_y_sin = math.sin(rot_y_angle)
rot_y_cos = math.cos(rot_y_angle)
# rotate around the "up" vector with the y-axis rotation
original_distance = self.view["distance"]
original_up = self.view["up"]
new_distance = rotate(original_distance, factors_y, rot_y_sin, rot_y_cos)
new_up = rotate(original_up, factors_y, rot_y_sin, rot_y_cos)
# rotate around the cross vector with the x-axis rotation
new_distance = rotate(new_distance, factors_x, rot_x_sin, rot_x_cos)
new_up = rotate(new_up, factors_x, rot_x_sin, rot_x_cos)
self.view["distance"] = new_distance
self.view["up"] = new_up
def position_camera(self):
width, height = self._get_screen_dimensions()
prev_mode = GL.glGetDoublev(GL.GL_MATRIX_MODE)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity()
v = self.view
GLU.gluPerspective(v["fovy"], (0.0 + width) / height, v["znear"], v["zfar"])
GLU.gluLookAt(v["center"][0] + v["distance"][0], v["center"][1] + v["distance"][1], v["center"][2] + v["distance"][2],
v["center"][0], v["center"][1], v["center"][2], v["up"][0], v["up"][1], v["up"][2])
GL.glMatrixMode(prev_mode)
def _get_screen_dimensions(self):
return self._get_dim_func()
def _get_axes_vectors(self):
"""calculate the model vectors along the screen's x and y axes"""
# the "up" vector defines, in what proportion each axis of the model is in line with the screen's y axis
v_up = self.view["up"]
factors_y = (v_up[0], v_up[1], v_up[2])
# calculate the proportion of each model axis according to the x axis of the screen
distv = self.view["distance"]
distv = Point(distv[0], distv[1], distv[2]).normalize()
factors_x = distv.cross(Point(v_up[0], v_up[1], v_up[2])).normalize()
factors_x = (factors_x.x, factors_x.y, factors_x.z)
return (factors_x, factors_y)
...@@ -13,47 +13,19 @@ import pycam.PathGenerators ...@@ -13,47 +13,19 @@ import pycam.PathGenerators
import pycam.PathProcessors import pycam.PathProcessors
import pycam.Gui.ode_objects as ode_objects import pycam.Gui.ode_objects as ode_objects
import pycam.Geometry.utils as utils import pycam.Geometry.utils as utils
from pycam.Geometry.Point import Point import pycam.Gui.OpenGLTools as ogl_tools
import threading import threading
import pygtk import pygtk
import gtk import gtk
import os import os
import sys import sys
import time import time
import math
GTKBUILD_FILE = os.path.join(os.path.dirname(__file__), "gtk-interface", "pycam-project.ui") GTKBUILD_FILE = os.path.join(os.path.dirname(__file__), "gtk-interface", "pycam-project.ui")
BUTTON_ROTATE = gtk.gdk.BUTTON1_MASK BUTTON_ROTATE = gtk.gdk.BUTTON1_MASK
BUTTON_ZOOM = gtk.gdk.BUTTON2_MASK BUTTON_MOVE = gtk.gdk.BUTTON2_MASK
BUTTON_MOVE = gtk.gdk.BUTTON3_MASK BUTTON_ZOOM = gtk.gdk.BUTTON3_MASK
# the length of the distance vector does not matter - it will be normalized and multiplied later anyway
VIEWS = {
"reset": {"distance": (1.0, 1.0, 1.0), "center": (0.0, 0.0, 0.0), "up": (0.0, 0.0, 1.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"top": {"distance": (0.0, 0.0, 1.0), "center": (0.0, 0.0, 0.0), "up": (1.0, 0.0, 0.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"bottom": {"distance": (0.0, 0.0, -1.0), "center": (0.0, 0.0, 0.0), "up": (1.0, 0.0, 0.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"left": {"distance": (-1.0, 0.0, 0.0), "center": (0.0, 0.0, 0.0), "up": (0.0, 0.0, 1.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"right": {"distance": (1.0, 0.0, 0.0), "center": (0.0, 0.0, 0.0), "up": (0.0, 0.0, 1.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"front": {"distance": (0.0, -1.0, 0.0), "center": (0.0, 0.0, 0.0), "up": (0.0, 0.0, 1.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
"back": {"distance": (0.0, 1.0, 0.0), "center": (0.0, 0.0, 0.0), "up": (0.0, 0.0, 1.0), "znear": 0.1, "zfar": 1000.0, "fovy": 30.0},
}
def gtkgl_functionwrapper(function):
def decorated(self, *args, **kwords):
gldrawable=self.area.get_gl_drawable()
if not gldrawable:
return
glcontext=self.area.get_gl_context()
if not gldrawable.gl_begin(glcontext):
return
if not self.initialized:
self.glsetup()
self.initialized = True
result = function(self, *args, **kwords)
gldrawable.gl_end()
return result
return decorated # TODO: make this a well behaved decorator (keeping name, docstring etc)
class GLView: class GLView:
...@@ -67,25 +39,23 @@ class GLView: ...@@ -67,25 +39,23 @@ class GLView:
self.initialized = False self.initialized = False
self.busy = False self.busy = False
self.mouse = {"start_pos": None, "button": None, "timestamp": 0} self.mouse = {"start_pos": None, "button": None, "timestamp": 0}
self.view = VIEWS["reset"].copy()
self.enabled = True self.enabled = True
self.settings = settings self.settings = settings
self.gui = gui self.gui = gui
self.window = self.gui.get_object("view3dwindow") self.window = self.gui.get_object("view3dwindow")
self.window.set_size_request(400,400)
self.window.connect("destroy", self.destroy) self.window.connect("destroy", self.destroy)
self.window.set_default_size(560, 400)
self.container = self.gui.get_object("view3dbox") self.container = self.gui.get_object("view3dbox")
self.gui.get_object("Reset View").connect("clicked", self.rotate_view, VIEWS["reset"]) self.gui.get_object("Reset View").connect("clicked", self.rotate_view, ogl_tools.VIEWS["reset"])
self.gui.get_object("Left View").connect("clicked", self.rotate_view, VIEWS["left"]) self.gui.get_object("Left View").connect("clicked", self.rotate_view, ogl_tools.VIEWS["left"])
self.gui.get_object("Right View").connect("clicked", self.rotate_view, VIEWS["right"]) self.gui.get_object("Right View").connect("clicked", self.rotate_view, ogl_tools.VIEWS["right"])
self.gui.get_object("Front View").connect("clicked", self.rotate_view, VIEWS["front"]) self.gui.get_object("Front View").connect("clicked", self.rotate_view, ogl_tools.VIEWS["front"])
self.gui.get_object("Back View").connect("clicked", self.rotate_view, VIEWS["back"]) self.gui.get_object("Back View").connect("clicked", self.rotate_view, ogl_tools.VIEWS["back"])
self.gui.get_object("Top View").connect("clicked", self.rotate_view, VIEWS["top"]) self.gui.get_object("Top View").connect("clicked", self.rotate_view, ogl_tools.VIEWS["top"])
self.gui.get_object("Bottom View").connect("clicked", self.rotate_view, VIEWS["bottom"]) self.gui.get_object("Bottom View").connect("clicked", self.rotate_view, ogl_tools.VIEWS["bottom"])
# OpenGL stuff # OpenGL stuff
glconfig = gtk.gdkgl.Config(mode=gtk.gdkgl.MODE_RGB|gtk.gdkgl.MODE_DEPTH|gtk.gdkgl.MODE_DOUBLE) glconfig = gtk.gdkgl.Config(mode=gtk.gdkgl.MODE_RGB|gtk.gdkgl.MODE_DEPTH|gtk.gdkgl.MODE_DOUBLE)
self.area = gtk.gtkgl.DrawingArea(glconfig) self.area = gtk.gtkgl.DrawingArea(glconfig)
self.area.set_size_request(400, 400)
# first run; might also be important when doing other fancy gtk/gdk stuff # first run; might also be important when doing other fancy gtk/gdk stuff
self.area.connect_after('realize', self.paint) self.area.connect_after('realize', self.paint)
# called when a part of the screen is uncovered # called when a part of the screen is uncovered
...@@ -97,6 +67,7 @@ class GLView: ...@@ -97,6 +67,7 @@ class GLView:
self.area.connect("button-press-event", self.mouse_handler) self.area.connect("button-press-event", self.mouse_handler)
self.area.connect('motion-notify-event', self.mouse_handler) self.area.connect('motion-notify-event', self.mouse_handler)
self.area.show() self.area.show()
self.camera = ogl_tools.Camera(self.settings, lambda: (self.area.allocation.width, self.area.allocation.height))
self.container.add(self.area) self.container.add(self.area)
self.container.show() self.container.show()
self.window.show() self.window.show()
...@@ -116,7 +87,7 @@ class GLView: ...@@ -116,7 +87,7 @@ class GLView:
GL.glMatrixMode(GL.GL_MODELVIEW) GL.glMatrixMode(GL.GL_MODELVIEW)
GL.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT) GL.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT)
result = func(self, *args, **kwargs) result = func(self, *args, **kwargs)
self.position_camera() self.camera.position_camera()
self._paint_raw() self._paint_raw()
GL.glMatrixMode(prev_mode) GL.glMatrixMode(prev_mode)
GL.glFlush() GL.glFlush()
...@@ -144,11 +115,28 @@ class GLView: ...@@ -144,11 +115,28 @@ class GLView:
GL.glLoadIdentity() GL.glLoadIdentity()
GL.glMatrixMode(GL.GL_PROJECTION) GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity() GL.glLoadIdentity()
GL.glViewport(0, 0, self.area.allocation.width, self.area.allocation.height)
def destroy(self, widget=None): def destroy(self, widget=None):
self.area.destroy() self.area.destroy()
self.window.destroy() self.window.destroy()
def gtkgl_functionwrapper(function):
def decorated(self, *args, **kwords):
gldrawable=self.area.get_gl_drawable()
if not gldrawable:
return
glcontext=self.area.get_gl_context()
if not gldrawable.gl_begin(glcontext):
return
if not self.initialized:
self.glsetup()
self.initialized = True
result = function(self, *args, **kwords)
gldrawable.gl_end()
return result
return decorated # TODO: make this a well behaved decorator (keeping name, docstring etc)
@check_busy @check_busy
@gtkgl_functionwrapper @gtkgl_functionwrapper
def mouse_handler(self, widget, event): def mouse_handler(self, widget, event):
...@@ -174,22 +162,11 @@ class GLView: ...@@ -174,22 +162,11 @@ class GLView:
scale = 0.01 scale = 0.01
elif scale > 100: elif scale > 100:
scale = 100 scale = 100
dist = self.view["distance"] self.camera.scale_distance(scale)
self.view["distance"] = (dist[0] * scale, dist[1] * scale, dist[2] * scale)
self._paint_ignore_busy() self._paint_ignore_busy()
elif (state == self.mouse["button"] == BUTTON_MOVE) or (state == self.mouse["button"] == BUTTON_ROTATE): elif (state == self.mouse["button"] == BUTTON_MOVE) or (state == self.mouse["button"] == BUTTON_ROTATE):
start_x, start_y = self.mouse["start_pos"] start_x, start_y = self.mouse["start_pos"]
self.mouse["start_pos"] = [x, y] self.mouse["start_pos"] = [x, y]
height = self.area.allocation.height
width = self.area.allocation.width
# the "up" vector defines, in what proportion each axis of the model is in line with the screen's y axis
v_up = self.view["up"]
factors_y = (v_up[0], v_up[1], v_up[2])
# calculate the proportion of each model axis according to the x axis of the screen
distv = self.view["distance"]
distv = Point(distv[0], distv[1], distv[2]).normalize()
factors_x = distv.cross(Point(v_up[0], v_up[1], v_up[2])).normalize()
factors_x = (factors_x.x, factors_x.y, factors_x.z)
if (state == BUTTON_MOVE): if (state == BUTTON_MOVE):
# determine the biggest dimension (x/y/z) for moving the screen's center in relation to this value # determine the biggest dimension (x/y/z) for moving the screen's center in relation to this value
obj_dim = [] obj_dim = []
...@@ -197,57 +174,11 @@ class GLView: ...@@ -197,57 +174,11 @@ class GLView:
obj_dim.append(self.settings.get("maxy") - self.settings.get("miny")) obj_dim.append(self.settings.get("maxy") - self.settings.get("miny"))
obj_dim.append(self.settings.get("maxz") - self.settings.get("minz")) obj_dim.append(self.settings.get("maxz") - self.settings.get("minz"))
max_dim = max(max(obj_dim[0], obj_dim[1]), obj_dim[2]) max_dim = max(max(obj_dim[0], obj_dim[1]), obj_dim[2])
# relation of x/y movement to the respective screen dimension self.camera.move_camera_by_screen(x - start_x, y - start_y, max_dim)
win_x_rel = (2 * (0.0 + start_x - x)/width)/math.sin(self.view["fovy"])
win_y_rel = (2 * (0.0 + start_y - y)/height)/math.sin(self.view["fovy"])
# update the model position that should be centered on the screen
old_center = self.view["center"]
new_center = []
for i in range(3):
new_center.append(old_center[i] + max_dim * (win_x_rel * factors_x[i] + win_y_rel * factors_y[i]))
self.view["center"] = tuple(new_center)
else: else:
# BUTTON_ROTATE
# update the camera position according to the mouse movement # update the camera position according to the mouse movement
# store original distance length ("rotation radius") self.camera.rotate_camera_by_screen(start_x, start_y, x, y)
distv = self.view["distance"]
orig_distance = Point(distv[0], distv[1], distv[2])
# calculate rotation factors - based on the distance to the center (between -1 and 1)
rot_x_factor = (0.0 + start_x)/(width/2) - 1
rot_y_factor = (0.0 + start_y)/(height/2) - 1
# calculate rotation angles (between -90 and +90 degrees)
xdiff = x - start_x
ydiff = y - start_y
# compensate inverse rotation left/right side (around x axis) and top/bottom (around y axis)
if rot_x_factor < 0:
ydiff = -ydiff
if rot_y_factor > 0:
xdiff = -xdiff
rot_x_angle = rot_x_factor * math.pi * (ydiff)/height
rot_y_angle = rot_y_factor * math.pi * (xdiff)/width
# calculate sinus / cosinus
rot_x_sin = math.sin(rot_x_angle)
rot_x_cos = math.cos(rot_x_angle)
rot_y_sin = math.sin(rot_y_angle)
rot_y_cos = math.cos(rot_y_angle)
# rotation of an original vector around a normalized "rot" vector
# see http://mathworld.wolfram.com/RotationMatrix.html
def rotate(orig, rot, sin, cos):
rot_matrix = ((cos + rot[0]*rot[0]*(1-cos), rot[0]*rot[1]*(1-cos) - rot[2]*sin, rot[0]*rot[2]*(1-cos) + rot[1]*sin),
(rot[1]*rot[0]*(1-cos) + rot[2]*sin, cos + rot[1]*rot[1]*(1-cos), rot[1]*rot[2]*(1-cos) - rot[0]*sin),
(rot[2]*rot[0]*(1-cos) - rot[1]*sin, rot[2]*rot[1]*(1-cos) + rot[0]*sin, cos + rot[2]*rot[2]*(1-cos)))
return (orig[0]*rot_matrix[0][0] + orig[1]*rot_matrix[0][1] + orig[2]*rot_matrix[0][2],
orig[0]*rot_matrix[1][0] + orig[1]*rot_matrix[1][1] + orig[2]*rot_matrix[1][2],
orig[0]*rot_matrix[2][0] + orig[1]*rot_matrix[2][1] + orig[2]*rot_matrix[2][2])
# rotate around the "up" vector with the y-axis rotation
original_distance = self.view["distance"]
original_up = self.view["up"]
new_distance = rotate(original_distance, factors_y, rot_y_sin, rot_y_cos)
new_up = rotate(original_up, factors_y, rot_y_sin, rot_y_cos)
# rotate around the cross vector with the x-axis rotation
new_distance = rotate(new_distance, factors_x, rot_x_sin, rot_x_cos)
new_up = rotate(new_up, factors_x, rot_x_sin, rot_x_cos)
self.view["distance"] = new_distance
self.view["up"] = new_up
self._paint_ignore_busy() self._paint_ignore_busy()
else: else:
# button was released # button was released
...@@ -255,58 +186,14 @@ class GLView: ...@@ -255,58 +186,14 @@ class GLView:
self._paint_ignore_busy() self._paint_ignore_busy()
self.mouse["timestamp"] = time.time() self.mouse["timestamp"] = time.time()
def position_camera(self):
prev_mode = GL.glGetDoublev(GL.GL_MATRIX_MODE)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity()
v = self.view
GLU.gluPerspective(v["fovy"], (0.0 + self.area.allocation.width)/self.area.allocation.height, v["znear"], v["zfar"])
GLU.gluLookAt(v["center"][0] + v["distance"][0], v["center"][1] + v["distance"][1], v["center"][2] + v["distance"][2],
v["center"][0], v["center"][1], v["center"][2], v["up"][0], v["up"][1], v["up"][2])
GL.glMatrixMode(prev_mode)
@gtkgl_functionwrapper
def get_current_projection_matrix(self):
GL.glPushMatrix()
prev_mode = GL.glGetDoublev(GL.GL_MATRIX_MODE)
self.position_camera()
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glPushMatrix()
result = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)
GL.glPopMatrix()
GL.glMatrixMode(prev_mode)
GL.glPopMatrix()
return result
@check_busy @check_busy
@gtkgl_functionwrapper @gtkgl_functionwrapper
@gtkgl_refresh @gtkgl_refresh
def rotate_view(self, widget, data=None): def rotate_view(self, widget=None, view=None):
self.view = data.copy() self.camera.set_view(view)
self.center_view()
self.auto_adjust_distance()
def center_view(self):
s = self.settings
# center the view on the object
self.view["center"] = ((s.get("maxx") + s.get("minx"))/2, (s.get("maxy") + s.get("miny"))/2, (s.get("maxz") + s.get("minz"))/2)
def auto_adjust_distance(self):
s = self.settings
v = self.view
# adjust the distance to get a view of the whole object
dimx = s.get("maxx") - s.get("minx")
dimy = s.get("maxy") - s.get("miny")
dimz = s.get("maxz") - s.get("minz")
max_dim = max(max(dimx, dimy), dimz)
win_size = min(self.area.allocation.height, self.area.allocation.width)
distv = Point(v["distance"][0], v["distance"][1], v["distance"][2]).normalize()
# the multiplier "2.0" is based on: sqrt(2) + margin -- the squre root makes sure, that the the diagonal fits
distv = distv.mul((max_dim * 2.0) / math.sin(v["fovy"]/2))
self.view["distance"] = (distv.x, distv.y, distv.z)
def reset_view(self): def reset_view(self):
self.rotate_view(None, VIEWS["reset"].copy()) self.rotate_view(None, None)
@check_busy @check_busy
@gtkgl_functionwrapper @gtkgl_functionwrapper
......
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