commit c44c029d5
"glnav -don't rotate view unless in perspective mode"
didn't consider vismach.py usage of set_viewangle()
affects numerous vismach guis that use lat,lon settings:
5axisgui.py, hbmgui.py, hexagui.py, melfagui.py,
millturngui.py, puma560gui.py, pumagui.py, scaragui.py,
xyzac-trt-gui.py, xyzbc-trt-gui.py,
1067 lines
32 KiB
Python
1067 lines
32 KiB
Python
# Copyright 2007 John Kasunich and Jeff Epler
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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import copy
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import sys, rs274.OpenGLTk, signal, hal
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import tkinter
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from OpenGL.GL import *
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from OpenGL.GLU import *
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from math import *
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import glnav
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import hal
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class Collection(object):
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def __init__(self, parts):
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self.parts = parts
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self.vol = 0
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def traverse(self):
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for p in self.parts:
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if hasattr(p, "apply"):
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p.apply()
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if hasattr(p, "capture"):
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p.capture()
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if hasattr(p, "draw"):
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p.draw()
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if hasattr(p, "traverse"):
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p.traverse()
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if hasattr(p, "unapply"):
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p.unapply()
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def volume(self):
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if hasattr(self, "vol") and self.vol != 0:
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vol = self.vol
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else:
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vol = sum(part.volume() for part in self.parts)
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#print "Collection.volume", vol
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return vol
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# a collection consisting of overlapping parts will have an incorrect
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# volume, because overlapping volumes will be counted twice. If the
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# correct volume is known, it can be set using this method
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def set_volume(self,vol):
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self.vol = vol;
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class Translate(Collection):
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def __init__(self, parts, x, y, z):
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self.parts = parts
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self.where = x, y, z
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def apply(self):
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glPushMatrix()
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glTranslatef(*self.where)
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def unapply(self):
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glPopMatrix()
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class Scale(Collection):
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def __init__(self, parts, x, y, z):
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self.parts = parts
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self.scaleby = x, y, z
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def apply(self):
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glPushMatrix()
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glScalef(*self.scaleby)
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def unapply(self):
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glPopMatrix()
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class HalTranslate(Collection):
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def __init__(self, parts, comp, var, x, y, z):
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self.parts = parts
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self.where = x, y, z
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self.comp = comp
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self.var = var
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def apply(self):
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x, y, z = self.where
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v = self.comp[self.var]
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glPushMatrix()
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glTranslatef(x*v, y*v, z*v)
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def unapply(self):
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glPopMatrix()
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class HalRotate(Collection):
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def __init__(self, parts, comp, var, th, x, y, z):
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self.parts = parts
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self.where = th, x, y, z
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self.comp = comp
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self.var = var
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def apply(self):
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th, x, y, z = self.where
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glPushMatrix()
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glRotatef(th * self.comp[self.var], x, y, z)
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def unapply(self):
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glPopMatrix()
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class Rotate(Collection):
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def __init__(self, parts, th, x, y, z):
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self.parts = parts
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self.where = th, x, y, z
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def apply(self):
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th, x, y, z = self.where
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glPushMatrix()
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glRotatef(th, x, y, z)
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def unapply(self):
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glPopMatrix()
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class Track(Collection):
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'''move and rotate an object to point from one capture()'d
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coordinate system to another.
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we need "world" to convert coordinates from GL_MODELVIEW coordinates
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to our coordinate system'''
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def __init__(self, parts, position, target, world):
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self.parts = parts
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self.target = target
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self.position = position
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self.world2view = world
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def angle_to(self,x,y,z):
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'''returns polar coordinates in degrees to a point from the origin
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a rotates around the x-axis; b rotates around the y axis; r is the distance'''
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azimuth = atan2(y, x)*180/pi #longitude
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elevation = atan2(z, sqrt(x**2 + y**2))*180/pi
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radius = sqrt(x**2+y**2+z**2)
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return((azimuth, elevation, radius))
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def map_coords(self,tx,ty,tz,transform):
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# now we have to transform them to the world frame
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wx = tx*transform[0]+ty*transform[4]+tz*transform[8]+transform[12]
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wy = tx*transform[1]+ty*transform[5]+tz*transform[9]+transform[13]
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wz = tx*transform[2]+ty*transform[6]+tz*transform[10]+transform[14]
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return([wx,wy,wz])
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def apply(self):
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#make sure we have something to work with first
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if (self.world2view.t == []):
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#something's borkled - give up
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print("vismach.py: Track: why am i here? world is not in the scene yet")
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glPushMatrix()
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return
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view2world = invert(self.world2view.t)
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px, py, pz = self.position.t[3][:3]
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px, py, pz = self.map_coords(px,py,pz,view2world)
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tx, ty, tz = self.target.t[3][:3]
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tx, ty, tz = self.map_coords(tx,ty,tz,view2world)
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dx = tx - px; dy = ty - py; dz = tz - pz;
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(az,el,r) = self.angle_to(dx,dy,dz)
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if(hasattr(HUD, "debug_track") and HUD.debug_track == 1):
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HUD.strs = []
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HUD.strs += ["current coords: %3.4f %3.4f %3.4f " % (px, py, pz)]
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HUD.strs += ["target coords: %3.4f %3.4f %3.4f" % (tx, ty, tz)]
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HUD.strs += ["az,el,r: %3.4f %3.4f %3.4f" % (az,el,r)]
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glPushMatrix()
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glTranslatef(px,py,pz)
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glRotatef(az-90,0,0,1)
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glRotatef(el-90,1,0,0)
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def unapply(self):
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glPopMatrix()
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class CoordsBase(object):
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def __init__(self, *args):
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if args and isinstance(args[0], hal.component):
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self.comp = args[0]
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args = args[1:]
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else:
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self.comp = None
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self._coords = args
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self.q = gluNewQuadric()
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def coords(self):
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return list(map(self._coord, self._coords))
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def _coord(self, v):
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if isinstance(v, str): return self.comp[v]
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return v
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# give endpoint X values and radii
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# resulting cylinder is on the X axis
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class CylinderX(CoordsBase):
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def draw(self):
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x1, r1, x2, r2 = self.coords()
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if x1 > x2:
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tmp = x1
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x1 = x2
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x2 = tmp
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tmp = r1
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r1 = r2
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r2 = tmp
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glPushMatrix()
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# GL creates cylinders along Z, so need to rotate
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z1 = x1
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z2 = x2
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glRotatef(90,0,1,0)
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# need to translate the whole thing to z1
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glTranslatef(0,0,z1)
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# the cylinder starts out at Z=0
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gluCylinder(self.q, r1, r2, z2-z1, 32, 1)
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# bottom cap
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glRotatef(180,1,0,0)
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gluDisk(self.q, 0, r1, 32, 1)
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glRotatef(180,1,0,0)
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# the top cap needs flipped and translated
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glPushMatrix()
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glTranslatef(0,0,z2-z1)
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gluDisk(self.q, 0, r2, 32, 1)
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glPopMatrix()
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glPopMatrix()
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def volume(self):
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x1, r1, x2, r2 = self.coords()
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# actually a frustum of a cone
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vol = 3.1415927/3.0 * abs(x1-x2)*(r1*r1+r1*r2+r2*r2)
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#print "CylinderX.volume", vol
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return vol
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# give endpoint Y values and radii
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# resulting cylinder is on the Y axis
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class CylinderY(CoordsBase):
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def __init__(self, y1, r1, y2, r2):
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self._coords = y1, r1, y2, r2
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self.q = gluNewQuadric()
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def draw(self):
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y1, r1, y2, r2 = self.coords()
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if y1 > y2:
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tmp = y1
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y1 = y2
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y2 = tmp
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tmp = r1
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r1 = r2
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r2 = tmp
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glPushMatrix()
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# GL creates cylinders along Z, so need to rotate
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z1 = y1
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z2 = y2
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glRotatef(-90,1,0,0)
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# need to translate the whole thing to z1
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glTranslatef(0,0,z1)
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# the cylinder starts out at Z=0
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gluCylinder(self.q, r1, r2, z2-z1, 32, 1)
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# bottom cap
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glRotatef(180,1,0,0)
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gluDisk(self.q, 0, r1, 32, 1)
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glRotatef(180,1,0,0)
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# the top cap needs flipped and translated
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glPushMatrix()
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glTranslatef(0,0,z2-z1)
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gluDisk(self.q, 0, r2, 32, 1)
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glPopMatrix()
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glPopMatrix()
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def volume(self):
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y1, r1, y2, r2 = self.coords()
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# actually a frustum of a cone
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vol = 3.1415927/3.0 * abs(y1-y2)*(r1*r1+r1*r2+r2*r2)
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#print "CylinderY.volume", vol
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return vol
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class CylinderZ(CoordsBase):
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def draw(self):
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z1, r1, z2, r2 = self.coords()
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if z1 > z2:
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tmp = z1
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z1 = z2
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z2 = tmp
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tmp = r1
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r1 = r2
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r2 = tmp
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# need to translate the whole thing to z1
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glPushMatrix()
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glTranslatef(0,0,z1)
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# the cylinder starts out at Z=0
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gluCylinder(self.q, r1, r2, z2-z1, 32, 1)
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# bottom cap
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glRotatef(180,1,0,0)
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gluDisk(self.q, 0, r1, 32, 1)
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glRotatef(180,1,0,0)
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# the top cap needs flipped and translated
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glPushMatrix()
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glTranslatef(0,0,z2-z1)
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gluDisk(self.q, 0, r2, 32, 1)
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glPopMatrix()
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glPopMatrix()
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def volume(self):
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z1, r1, z2, r2 = self.coords()
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# actually a frustum of a cone
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vol = 3.1415927/3.0 * abs(z1-z2)*(r1*r1+r1*r2+r2*r2)
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#print "CylinderZ.volume", vol
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return vol
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# give center and radius
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class Sphere(CoordsBase):
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def draw(self):
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x, y, z, r = self.coords()
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# need to translate the whole thing to x,y,z
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glPushMatrix()
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glTranslatef(x,y,z)
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# the sphere starts out at the origin
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gluSphere(self.q, r, 32, 16)
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glPopMatrix()
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def volume(self):
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x, y, z, r = self.coords()
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vol = 1.3333333*3.1415927*r*r*r
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#print "Sphere.volume", vol
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return vol
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# triangular plate in XY plane
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# specify the corners Z values for each side
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class TriangleXY(CoordsBase):
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def draw(self):
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x1, y1, x2, y2, x3, y3, z1, z2 = self.coords()
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x12 = x1-x2
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y12 = y1-y2
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x13 = x1-x3
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y13 = y1-y3
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cross = x12*y13 - x13*y12
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if cross < 0:
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tmp = x2
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x2 = x3
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x3 = tmp
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tmp = y2
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y2 = y3
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y3 = tmp
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if z1 > z2:
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tmp = z1
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z1 = z2
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z2 = tmp
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x12 = x1-x2
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y12 = y1-y2
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x23 = x2-x3
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y23 = y2-y3
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x31 = x3-x1
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y31 = y3-y1
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glBegin(GL_QUADS)
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# side 1-2
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h = hypot(x12,y12)
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glNormal3f(-y12/h,x12/h,0)
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glVertex3f(x1, y1, z1)
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glVertex3f(x2, y2, z1)
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glVertex3f(x2, y2, z2)
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glVertex3f(x1, y1, z2)
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# side 2-3
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h = hypot(x23,y23)
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glNormal3f(-y23/h,x23/h,0)
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glVertex3f(x2, y2, z1)
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glVertex3f(x3, y3, z1)
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glVertex3f(x3, y3, z2)
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glVertex3f(x2, y2, z2)
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# side 3-1
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h = hypot(x31,y31)
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glNormal3f(-y31/h,x31/h,0)
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glVertex3f(x3, y3, z1)
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glVertex3f(x1, y1, z1)
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glVertex3f(x1, y1, z2)
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glVertex3f(x3, y3, z2)
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glEnd()
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glBegin(GL_TRIANGLES)
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# upper face
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glNormal3f(0,0,1)
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glVertex3f(x1, y1, z2)
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glVertex3f(x2, y2, z2)
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glVertex3f(x3, y3, z2)
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# lower face
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glNormal3f(0,0,-1)
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glVertex3f(x1, y1, z1)
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glVertex3f(x3, y3, z1)
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glVertex3f(x2, y2, z1)
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glEnd()
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def volume(self):
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x1, y1, x2, y2, x3, y3, z1, z2 = self.coords()
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# compute pts 2 and 3 relative to 1 (puts pt1 at origin)
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x2 = x2-x1
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x3 = x3-x1
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y2 = y2-y1
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y3 = y3-y1
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# compute area of triangle
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area = 0.5*abs(x2*y3 - x3*y2)
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thk = abs(z1-z2)
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vol = area*thk
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#print "TriangleXY.volume = area * thickness)",vol, area, thk
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return vol
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# triangular plate in XZ plane
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class TriangleXZ(TriangleXY):
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def coords(self):
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x1, z1, x2, z2, x3, z3, y1, y2 = TriangleXY.coords(self)
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return x1, z1, x2, z2, x3, z3, -y1, -y2
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def draw(self):
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glPushMatrix()
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glRotatef(90,1,0,0)
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# create the triangle in XY plane
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TriangleXY.draw(self)
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# bottom cap
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glPopMatrix()
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def volume(self):
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vol = TriangleXY.volume(self)
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#print " TriangleXZ.volume",vol
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return vol
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# triangular plate in YZ plane
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class TriangleYZ(TriangleXY):
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def coords(self):
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y1, z1, y2, z2, y3, z3, x1, x2 = TriangleXY.coords(self)
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return z1, y1, z2, y2, z3, y3, -x1, -x2
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def draw(self):
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glPushMatrix()
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glRotatef(90,0,-1,0)
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# create the triangle in XY plane
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TriangleXY.draw(self)
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# bottom cap
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glPopMatrix()
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def volume(self):
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vol = TriangleXY.volume(self)
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#print " TriangleYZ.volume",vol
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return vol
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class ArcX(CoordsBase):
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def draw(self):
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x1, x2, r1, r2, a1, a2, steps = self.coords()
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if x1 > x2:
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tmp = x1
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x1 = x2
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x2 = tmp
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if r1 > r2:
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tmp = r1
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r1 = r2
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r2 = tmp
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while a1 > a2:
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a2 = a2 + 360
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astep = ((a2-a1)/steps)*(pi/180)
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a1rads = a1 * (pi/180)
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# positive X end face
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glBegin(GL_QUAD_STRIP)
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glNormal3f(1,0,0)
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n = 0
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while n <= steps:
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angle = a1rads+n*astep
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s = sin(angle)
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c = cos(angle)
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glVertex3f(x2, r1*s, r1*c)
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glVertex3f(x2, r2*s, r2*c)
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n = n + 1
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glEnd()
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# negative X end face
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glBegin(GL_QUAD_STRIP)
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glNormal3f(-1,0,0)
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n = 0
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while n <= steps:
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angle = a1rads+n*astep
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s = sin(angle)
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c = cos(angle)
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glVertex3f(x1, r1*s, r1*c)
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glVertex3f(x1, r2*s, r2*c)
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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 transforms 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=copy.deepcopy(src)
|
|
# The inverse of the upper 3x3 is the transpose (since the basis
|
|
# vectors are orthogonal to each other.
|
|
inv[0][1],inv[1][0] = inv[1][0],inv[0][1]
|
|
inv[0][2],inv[2][0] = inv[2][0],inv[0][2]
|
|
inv[1][2],inv[2][1] = inv[2][1],inv[1][2]
|
|
# The inverse of the translation component is just the negation
|
|
# of the translation after dotting with the new upper3x3 rows. */
|
|
inv[3][0] = -(src[3][0]*inv[0][0] + src[3][1]*inv[1][0] + src[3][2]*inv[2][0])
|
|
inv[3][1] = -(src[3][0]*inv[0][1] + src[3][1]*inv[1][1] + src[3][2]*inv[2][1])
|
|
inv[3][2] = -(src[3][0]*inv[0][2] + src[3][1]*inv[1][2] + src[3][2]*inv[2][2])
|
|
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
|
|
self.fontbase = []
|
|
|
|
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()
|
|
|
|
if not self.fontbase:
|
|
self.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(self.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 = 16000
|
|
#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 vertices, not orientation,
|
|
# and the tooltip is at the origin, getting the tool coords
|
|
# is easy
|
|
tx, ty, tz = self.tool2view.t[3][:3]
|
|
# now we have to transform them to the work frame
|
|
wx = tx*view2work[0][0]+ty*view2work[1][0]+tz*view2work[2][0]+view2work[3][0]
|
|
wy = tx*view2work[0][1]+ty*view2work[1][1]+tz*view2work[2][1]+view2work[3][1]
|
|
wz = tx*view2work[0][2]+ty*view2work[1][2]+tz*view2work[2][2]+view2work[3][2]
|
|
# 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()
|
|
|
|
def plotclear(self):
|
|
del self.plotdata[:self.plotlen]
|
|
|
|
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 = list(map(float, line[-3:]))
|
|
n = [x,y,z]
|
|
elif line.find("vertex") != -1:
|
|
line = line.split()
|
|
x, y, z = list(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 = [dy1*dz2 - dy2*dz1, dz1*dx2 - dz2*dx1, dy1*dx2 - dy2*dx1]
|
|
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)
|
|
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
|
|
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)
|
|
|
|
|
|
old_plotclear = False
|
|
|
|
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, forcerotate=1))
|
|
|
|
vcomp = hal.component("vismach")
|
|
vcomp.newpin("plotclear",hal.HAL_BIT,hal.HAL_IN)
|
|
vcomp.ready()
|
|
|
|
#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():
|
|
global old_plotclear
|
|
t.tkRedraw()
|
|
new_plotclear = vcomp["plotclear"]
|
|
if new_plotclear and not old_plotclear:
|
|
t.plotclear()
|
|
old_plotclear=new_plotclear
|
|
t.after(100, update)
|
|
update()
|
|
|
|
def quit(*args):
|
|
raise SystemExit
|
|
|
|
signal.signal(signal.SIGTERM, quit)
|
|
signal.signal(signal.SIGINT, quit)
|
|
|
|
app.mainloop()
|