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GLZPR.py
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GLZPR.py
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""" OpenGL Zoom Pan Rotate Widget for PyGTK
subclass or otherwise assign a 'draw' function to an instance of this class
The draw gets called back each time it should render
The OpenGL context has been set up so you can just draw with naked gl* func
Optionally, provide a 'pick' function to get callbacks when the user clicks
on an object that has been named with glPushNames()
translation of the excellent GLT ZPR (Zoom Pan Rotate) C code:
http://www.nigels.com/glt/gltzpr/
Released under LGPL: http://www.gnu.org/copyleft/lesser.html
(c) William Edwards 2010
"""
import pygtk; pygtk.require('2.0')
import gtk, gtk.gdk as gdk, gtk.gtkgl as gtkgl, gtk.gdkgl as gdkgl
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import math
from numpy import matrix
class GLZPR(gtkgl.DrawingArea):
def __init__(self,w=640,h=480):
try:
glconfig = gdkgl.Config(mode = (gdkgl.MODE_RGB|gdkgl.MODE_DOUBLE|gdkgl.MODE_DEPTH))
except gtk.gdkgl.NoMatches:
glconfig = gdkgl.Config(mode = (gdkgl.MODE_RGB|gdkgl.MODE_DEPTH))
gtkgl.DrawingArea.__init__(self,glconfig)
self.set_size_request(w,h)
self.connect_after("realize",self._init)
self.connect("configure_event",self._reshape)
self.connect("expose_event",self._draw)
self.connect("button_press_event",self._mouseButton)
self.connect("button_release_event",self._mouseButton)
self.connect("motion_notify_event",self._mouseMotion)
self.connect("scroll_event",self._mouseScroll)
self.set_events(self.get_events()|
gdk.BUTTON_PRESS_MASK|gdk.BUTTON_RELEASE_MASK|
gdk.POINTER_MOTION_MASK|gdk.POINTER_MOTION_HINT_MASK)
self._zNear, self._zFar = -10.0, 10.0
self._zprReferencePoint = [0.,0.,0.,0.]
self._mouseX = self._mouseY = 0
self._dragPosX = self._dragPosY = self._dragPosZ = 0.
self._mouseRotate = self._mouseZoom = self._mousePan = False
class _Context:
def __init__(self,widget):
self._widget = widget
self._count = 0
self._modelview = self._projection = None
self._persist = False
def __enter__(self):
assert(self._count == 0)
self.ctx = gtkgl.widget_get_gl_context(self._widget)
self.surface = gtkgl.widget_get_gl_drawable(self._widget)
self._begin = self.surface.gl_begin(self.ctx)
if self._begin:
self._count += 1
if self._projection is not None:
glMatrixMode(GL_PROJECTION)
glLoadMatrixd(self._projection)
if self._modelview is not None:
glMatrixMode(GL_MODELVIEW)
glLoadMatrixd(self._modelview)
return self
return
def __exit__(self,exc_type,exc_value,exc_traceback):
if self._begin:
self._count -= 1
if self._persist and (exc_type is None):
self._modelview = glGetDoublev(GL_MODELVIEW_MATRIX)
self._projection = glGetDoublev(GL_PROJECTION_MATRIX)
self.surface.gl_end()
del self.ctx
del self.surface
self._persist = False
if exc_type is not None:
import traceback
traceback.print_exception(exc_type,exc_value,exc_traceback)
return True # suppress
def open_context(self,persist_matrix_changes = False):
if not hasattr(self,"_context"):
self._context = self._Context(self)
assert(self._context._count == 0)
self._context._persist = persist_matrix_changes
return self._context
def get_open_context(self):
if hasattr(self,"_context") and (self._context._count > 0):
return self._context
def _init(self,widget):
assert(widget == self)
self.init() ### optionally overriden by subclasses
return True
def reset(self):
with self.open_context(True):
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def init(self):
glLightfv(GL_LIGHT0,GL_AMBIENT, (1.,1.,1.,1.))
glLightfv(GL_LIGHT0,GL_DIFFUSE, (1.,1.,1.,1.))
glLightfv(GL_LIGHT0,GL_SPECULAR,(1.,1.,1.,1.))
glLightfv(GL_LIGHT0,GL_POSITION,(1.,-1.,1.,0.))
glMaterialfv(GL_FRONT,GL_AMBIENT, (.7,.7,.7,1.))
glMaterialfv(GL_FRONT,GL_DIFFUSE, (.8,.8,.8,1.))
glMaterialfv(GL_FRONT,GL_SPECULAR,(1.,1.,1.,1.))
glMaterialfv(GL_FRONT,GL_SHININESS,100.0)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glDepthFunc(GL_LESS)
glEnable(GL_DEPTH_TEST)
glEnable(GL_NORMALIZE)
glEnable(GL_COLOR_MATERIAL)
def _reshape(self,widget,event):
assert(self == widget)
with self.open_context(True):
x, y, width, height = self.get_allocation()
glViewport(0,0,width,height);
self._top = 1.0
self._bottom = -1.0
self._left = -float(width)/float(height)
self._right = -self._left
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(self._left,self._right,self._bottom,self._top,self._zNear,self._zFar)
if hasattr(self,"reshape"):
self.reshape(event,x,y,width,height) ### optionally implemented by subclasses
return True
def _mouseMotion(self,widget,event):
assert(widget==self)
if event.is_hint:
x, y, state = event.window.get_pointer()
else:
x = event.x
y = event.y
state = event.state
dx = x - self._mouseX
dy = y - self._mouseY
if (dx==0 and dy==0): return
self._mouseX, self._mouseY = x, y
with self.open_context(True):
changed = False
if self._mouseZoom:
s = math.exp(float(dy)*0.01)
self._apply(glScalef,s,s,s)
changed = True
elif self._mouseRotate:
ax, ay, az = dy, dx, 0.
viewport = glGetIntegerv(GL_VIEWPORT)
angle = math.sqrt(ax**2+ay**2+az**2)/float(viewport[2]+1)*180.0
inv = matrix(glGetDoublev(GL_MODELVIEW_MATRIX)).I
bx = inv[0,0]*ax + inv[1,0]*ay + inv[2,0]*az
by = inv[0,1]*ax + inv[1,1]*ay + inv[2,1]*az
bz = inv[0,2]*ax + inv[1,2]*ay + inv[2,2]*az
self._apply(glRotatef,angle,bx,by,bz)
changed = True
elif self._mousePan:
px, py, pz = self._pos(x,y);
modelview = glGetDoublev(GL_MODELVIEW_MATRIX)
glLoadIdentity()
glTranslatef(px-self._dragPosX,py-self._dragPosY,pz-self._dragPosZ)
glMultMatrixd(modelview)
self._dragPosX = px
self._dragPosY = py
self._dragPosZ = pz
changed = True
if changed:
self.queue_draw()
def _apply(self,func,*args):
glTranslatef(*self._zprReferencePoint[0:3])
func(*args)
glTranslatef(*map(lambda x:-x,self._zprReferencePoint[0:3]))
def _mouseScroll(self,widget,event):
assert(self == widget)
s = 4. if (event.direction == gdk.SCROLL_UP) else -4.
s = math.exp(s*0.01)
with self.open_context(True):
self._apply(glScalef,s,s,s)
self.queue_draw()
@classmethod
def event_masked(cls,event,mask):
return (event.state & mask) == mask
@classmethod
def _button_check(cls,event,button,mask):
# this shouldn't be so crazy complicated
if event.button == button:
return (event.type == gdk.BUTTON_PRESS)
return cls.event_masked(event,mask)
@classmethod
def get_left_button_down(cls,event):
return cls._button_check(event,1,gdk.BUTTON1_MASK)
@classmethod
def get_middle_button_down(cls,event):
return cls._button_check(event,2,gdk.BUTTON2_MASK)
@classmethod
def get_right_button_down(cls,event):
return cls._button_check(event,3,gdk.BUTTON3_MASK)
def _mouseButton(self,widget,event):
left = self.get_left_button_down(event)
middle = self.get_middle_button_down(event)
right = self.get_right_button_down(event)
self._mouseRotate = left and not (middle or right)
self._mouseZoom = middle or (left and right)
self._mousePan = right # and self.event_masked(event,gdk.CONTROL_MASK)
x = self._mouseX = event.x
y = self._mouseY = event.y
self._dragPosX, self._dragPosY, self._dragPosZ = self._pos(x,y)
if (left and not self.event_masked(event,gdk.CONTROL_MASK)) and \
hasattr(self,"pick"):
with self.open_context():
nearest, hits = \
self._pick(x,self.get_allocation().height-1-y,3,3,event)
self.pick(event,nearest,hits) # None if nothing hit
self.queue_draw()
def pick(self,event,nearest,hits):
print "picked",nearest
for hit in hits:
print hit.near, hit.far, hit.names
def _pos(self,x,y):
"""
Use the ortho projection and viewport information
to map from mouse co-ordinates back into world
co-ordinates
"""
viewport = glGetIntegerv(GL_VIEWPORT)
px = float(x-viewport[0])/float(viewport[2])
py = float(y-viewport[1])/float(viewport[3])
px = self._left + px*(self._right-self._left)
py = self._top + py*(self._bottom-self._top)
pz = self._zNear
return (px,py,pz)
def _pick(self,x,y,dx,dy,event):
buf = glSelectBuffer(256)
glRenderMode(GL_SELECT)
glInitNames()
glMatrixMode(GL_PROJECTION)
glPushMatrix() # remember projection matrix
viewport = glGetIntegerv(GL_VIEWPORT)
projection = glGetDoublev(GL_PROJECTION_MATRIX)
glLoadIdentity()
gluPickMatrix(x,y,dx,dy,viewport)
glMultMatrixd(projection)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
self.draw(event)
glPopMatrix()
hits = glRenderMode(GL_RENDER)
nearest = []
minZ = None
for hit in hits:
if (len(hit.names) > 0) and \
((minZ is None) or (hit.near < minZ)):
minZ = hit.near
nearest = hit.names
glMatrixMode(GL_PROJECTION)
glPopMatrix() # restore projection matrix
glMatrixMode(GL_MODELVIEW)
return (nearest, hits)
def _draw(self,widget,event):
assert(self == widget)
with self.open_context() as ctx:
glMatrixMode(GL_MODELVIEW)
self.draw(event) ### implemented by subclasses
if ctx.surface.is_double_buffered():
ctx.surface.swap_buffers()
else:
glFlush()
return True
def _demo_draw(event):
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glScalef(0.25,0.25,0.25)
glPushMatrix() # No name for grey sphere
glColor3f(0.3,0.3,0.3)
glutSolidSphere(0.7, 20, 20)
glPopMatrix()
glPushMatrix()
glPushName(1) # Red cone is 3
glColor3f(1,0,0)
glRotatef(90,0,1,0)
glutSolidCone(0.6, 4.0, 20, 20)
glPopName()
glPopMatrix()
glPushMatrix()
glPushName(2) # Green cone is 2
glColor3f(0,1,0)
glRotatef(-90,1,0,0)
glutSolidCone(0.6, 4.0, 20, 20)
glPopName()
glPopMatrix()
glPushMatrix()
glColor3f(0,0,1) # Blue cone is 3
glPushName(3)
glutSolidCone(0.6, 4.0, 20, 20)
glPopName()
glPopMatrix()
if __name__ == '__main__':
import sys
glutInit(sys.argv)
gtk.gdk.threads_init()
window = gtk.Window(gtk.WINDOW_TOPLEVEL)
window.set_title("Zoom Pan Rotate")
window.set_size_request(640,480)
window.connect("destroy",lambda event: gtk.main_quit())
vbox = gtk.VBox(False, 0)
window.add(vbox)
zpr = GLZPR()
zpr.draw = _demo_draw
vbox.pack_start(zpr,True,True)
window.show_all()
gtk.main()