本文整理汇总了Python中gl_utils.trackball.Trackball.pop方法的典型用法代码示例。如果您正苦于以下问题:Python Trackball.pop方法的具体用法?Python Trackball.pop怎么用?Python Trackball.pop使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类gl_utils.trackball.Trackball
的用法示例。
在下文中一共展示了Trackball.pop方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: Calibration_Visualizer
# 需要导入模块: from gl_utils.trackball import Trackball [as 别名]
# 或者: from gl_utils.trackball.Trackball import pop [as 别名]
#.........这里部分代码省略.........
if self.world_camera_width != 0:
self.draw_frustum( self.world_camera_width/ 10.0 , self.world_camera_height/ 10.0 , self.world_camera_focal / 10.0)
for p in self.cal_observed_points_3d:
glutils.draw_polyline( [ (0,0,0), p] , 1 , calibration_points_line_color, line_type = GL_LINES)
#draw error lines form eye gaze points to ref points
for(cal_point,ref_point) in zip(self.cal_ref_points_3d, self.cal_observed_points_3d):
glutils.draw_polyline( [ cal_point, ref_point] , 1 , error_line_color, line_type = GL_LINES)
#calibration points
glutils.draw_points( self.cal_ref_points_3d , 4 , RGBA( 0, 1, 1, 1 ) )
glPopMatrix()
if sphere0:
# eye camera
glPushMatrix()
glLoadMatrixf( self.eye_camera_to_world_matrix0.T )
self.draw_coordinate_system(60)
self.draw_frustum( self.image_width / 10.0, self.image_height / 10.0, self.focal_length /10.)
glPopMatrix()
#everything else is in world coordinates
#eye
sphere_center0 = list(sphere0['center'])
sphere_radius0 = sphere0['radius']
self.draw_sphere(sphere_center0,sphere_radius0, color = RGBA(1,1,0,1))
#gazelines
for p in self.cal_gaze_points0_3d:
glutils.draw_polyline( [ sphere_center0, p] , 1 , calibration_points_line_color, line_type = GL_LINES)
#calibration points
# glutils.draw_points( self.cal_gaze_points0_3d , 4 , RGBA( 1, 0, 1, 1 ) )
#current gaze points
glutils.draw_points( gaze_points0 , 2 , RGBA( 1, 0, 0, 1 ) )
for p in gaze_points0:
glutils.draw_polyline( [sphere_center0, p] , 1 , RGBA(0,0,0,1), line_type = GL_LINES)
#draw error lines form eye gaze points to ref points
for(cal_gaze_point,ref_point) in zip(self.cal_gaze_points0_3d, self.cal_ref_points_3d):
glutils.draw_polyline( [ cal_gaze_point, ref_point] , 1 , error_line_color, line_type = GL_LINES)
#second eye
if sphere1:
# eye camera
glPushMatrix()
glLoadMatrixf( self.eye_camera_to_world_matrix1.T )
self.draw_coordinate_system(60)
self.draw_frustum( self.image_width / 10.0, self.image_height / 10.0, self.focal_length /10.)
glPopMatrix()
#everything else is in world coordinates
#eye
sphere_center1 = list(sphere1['center'])
sphere_radius1 = sphere1['radius']
self.draw_sphere(sphere_center1,sphere_radius1, color = RGBA(1,1,0,1))
#gazelines
for p in self.cal_gaze_points1_3d:
glutils.draw_polyline( [ sphere_center1, p] , 4 , calibration_points_line_color, line_type = GL_LINES)
#calibration points
glutils.draw_points( self.cal_gaze_points1_3d , 4 , RGBA( 1, 0, 1, 1 ) )
#current gaze points
glutils.draw_points( gaze_points1 , 2 , RGBA( 1, 0, 0, 1 ) )
for p in gaze_points1:
glutils.draw_polyline( [sphere_center1, p] , 1 , RGBA(0,0,0,1), line_type = GL_LINES)
#draw error lines form eye gaze points to ref points
for(cal_gaze_point,ref_point) in zip(self.cal_gaze_points1_3d, self.cal_ref_points_3d):
glutils.draw_polyline( [ cal_gaze_point, ref_point] , 1 , error_line_color, line_type = GL_LINES)
self.trackball.pop()
self.end_update_window() #swap buffers, handle context
############ window callbacks #################
def on_resize(self,window,w, h):
Visualizer.on_resize(self,window,w, h)
self.trackball.set_window_size(w,h)
def on_char(self,window,char):
if char == ord('r'):
self.trackball.distance = [0,0,-0.1]
self.trackball.pitch = 0
self.trackball.roll = 180
def on_scroll(self,window,x,y):
self.trackball.zoom_to(y)
示例2: Eye_Visualizer
# 需要导入模块: from gl_utils.trackball import Trackball [as 别名]
# 或者: from gl_utils.trackball.Trackball import pop [as 别名]
#.........这里部分代码省略.........
def draw_debug_info(self, result ):
models = result['models']
eye = models[0]['sphere'];
direction = result['circle'][1];
pupil_radius = result['circle'][2];
status = ' Eyeball center : X: %.2fmm Y: %.2fmm Z: %.2fmm\n Pupil direction: X: %.2f Y: %.2f Z: %.2f\n Pupil Diameter: %.2fmm\n ' \
%(eye[0][0], eye[0][1],eye[0][2],
direction[0], direction[1],direction[2], pupil_radius*2)
self.glfont.push_state()
self.glfont.set_color_float( (0,0,0,1) )
self.glfont.draw_multi_line_text(5,20,status)
#draw model info for each model
delta_y = 20
for model in models:
modelStatus = ('Model: %d \n' % model['model_id'] ,
' age: %.1fs\n' %(self.g_pool.get_timestamp()-model['birth_timestamp']) ,
' maturity: %.3f\n' % model['maturity'] ,
' solver fit: %.6f\n' % model['solver_fit'] ,
' confidence: %.6f\n' % model['confidence'] ,
' performance: %.6f\n' % model['performance'] ,
' perf.Grad.: %.3e\n' % model['performance_gradient'] ,
)
modeltext = ''.join( modelStatus )
self.glfont.draw_multi_line_text(self.window_size[0] - 200 ,delta_y, modeltext)
delta_y += 160
self.glfont.pop_state()
def draw_circle(self, circle_center, circle_normal, circle_radius, color=RGBA(1.1,0.2,.8), num_segments = 20):
vertices = []
vertices.append( (0,0,0) ) # circle center
#create circle vertices in the xy plane
for i in np.linspace(0.0, 2.0*math.pi , num_segments ):
x = math.sin(i)
y = math.cos(i)
z = 0
vertices.append((x,y,z))
glPushMatrix()
glMatrixMode(GL_MODELVIEW )
glLoadMatrixf(self.get_pupil_transformation_matrix(circle_normal,circle_center, circle_radius))
glutils.draw_polyline((vertices),color=color, line_type = GL_TRIANGLE_FAN) # circle
glutils.draw_polyline( [ (0,0,0), (0,0, 4) ] ,color=RGBA(0,0,0), line_type = GL_LINES) #normal
glPopMatrix()
def update_window(self, g_pool, result ):
if not result:
return
if not self.window:
return
self.begin_update_window()
self.image_width , self.image_height = g_pool.capture.frame_size
latest_circle = result['circle']
示例3: Visualizer
# 需要导入模块: from gl_utils.trackball import Trackball [as 别名]
# 或者: from gl_utils.trackball.Trackball import pop [as 别名]
#.........这里部分代码省略.........
glPopMatrix()
def draw_debug_info(self, result ):
models = result['models']
eye = models[0]['sphere'];
direction = result['circle'][1];
pupil_radius = result['circle'][2];
status = ' Eyeball center : X: %.2fmm Y: %.2fmm Z: %.2fmm\n Pupil direction: X: %.2f Y: %.2f Z: %.2f\n Pupil Diameter: %.2fmm\n ' \
%(eye[0][0], eye[0][1],eye[0][2],
direction[0], direction[1],direction[2], pupil_radius*2)
self.glfont.push_state()
self.glfont.set_color_float( (0,0,0,1) )
self.glfont.draw_multi_line_text(5,20,status)
#draw model info for each model
delta_y = 20
for model in models:
modelStatus = ('Model: %d \n ' % model['modelID'] ,
' maturity: %.3f\n' % model['maturity'] ,
' fit: %.6f\n' % model['fit'] ,
' performance: %.6f\n' % model['performance'] ,
' perf.Grad.: %.3e\n' % model['performanceGradient'] ,
)
modeltext = ''.join( modelStatus )
self.glfont.draw_multi_line_text(self.window_size[0] - 200 ,delta_y, modeltext)
delta_y += 100
self.glfont.pop_state()
########## Setup functions I don't really understand ############
def basic_gl_setup(self):
glEnable(GL_POINT_SPRITE )
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE) # overwrite pointsize
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_BLEND)
glClearColor(.8,.8,.8,1.)
glEnable(GL_LINE_SMOOTH)
# glEnable(GL_POINT_SMOOTH)
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
glEnable(GL_LINE_SMOOTH)
glEnable(GL_POLYGON_SMOOTH)
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST)
def adjust_gl_view(self,w,h):
"""
adjust view onto our scene.
"""
glViewport(0, 0, w, h)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, w, h, 0, -1, 1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def clear_gl_screen(self):
glClearColor(.9,.9,0.9,1.)
glClear(GL_COLOR_BUFFER_BIT)
示例4: Calibration_Visualizer
# 需要导入模块: from gl_utils.trackball import Trackball [as 别名]
# 或者: from gl_utils.trackball.Trackball import pop [as 别名]
#.........这里部分代码省略.........
glPushMatrix()
glLoadMatrixf( self.eye_to_world_matrix1.T )
sphere_center1 = list(sphere1['center'])
sphere_radius1 = sphere1['radius']
self.draw_sphere(sphere_center1,sphere_radius1, color = RGBA(1,1,0,1))
for p in self.cal_gaze_points1_3d:
draw_polyline( [ sphere_center1, p] , 1 , calibration_points_line_color, line_type = GL_LINES)
#calibration points
draw_points( self.cal_gaze_points1_3d , 4 , RGBA( 1, 0, 1, 1 ) )
# eye camera
self.draw_coordinate_system(60)
self.draw_frustum( self.image_width / 10.0, self.image_height / 10.0, self.focal_length /10.)
draw_points( gaze_points1 , 2 , RGBA( 1, 0, 0, 1 ) )
for p in gaze_points1:
draw_polyline( [sphere_center1, p] , 1 , RGBA(0,0,0,1), line_type = GL_LINES)
glPopMatrix()
#draw error lines form eye gaze points to world camera ref points
for(cal_gaze_point,ref_point) in zip(self.cal_gaze_points1_3d, self.cal_ref_points_3d):
point = np.zeros(4)
point[:3] = cal_gaze_point
point[3] = 1.0
point = self.eye_to_world_matrix1.dot( point )
point = np.squeeze(np.asarray(point))
draw_polyline( [ point[:3], ref_point] , 1 , error_line_color, line_type = GL_LINES)
#intersection points in world coordinate system
if len(intersection_points) > 0:
draw_points( intersection_points , 2 , RGBA( 1, 0.5, 0.5, 1 ) )
for p in intersection_points:
draw_polyline( [(0,0,0), p] , 1 , RGBA(0.3,0.3,0.9,1), line_type = GL_LINES)
self.trackball.pop()
glfwSwapBuffers(self.window)
glfwPollEvents()
glfwMakeContextCurrent(active_window)
def close_window(self):
if self.window:
active_window = glfwGetCurrentContext();
glfwDestroyWindow(self.window)
self.window = None
glfwMakeContextCurrent(active_window)
############ window callbacks #################
def on_resize(self,window,w, h):
h = max(h,1)
w = max(w,1)
self.trackball.set_window_size(w,h)
self.window_size = (w,h)
active_window = glfwGetCurrentContext()
glfwMakeContextCurrent(window)
self.adjust_gl_view(w,h)
glfwMakeContextCurrent(active_window)
def on_char(self,window,char):
if char == ord('r'):
self.trackball.distance = [0,0,-0.1]
self.trackball.pitch = 0
self.trackball.roll = 180
def on_button(self,window,button, action, mods):
# self.gui.update_button(button,action,mods)
if action == GLFW_PRESS:
self.input['button'] = button
self.input['mouse'] = glfwGetCursorPos(window)
if action == GLFW_RELEASE:
self.input['button'] = None
def on_pos(self,window,x, y):
hdpi_factor = float(glfwGetFramebufferSize(window)[0]/glfwGetWindowSize(window)[0])
x,y = x*hdpi_factor,y*hdpi_factor
# self.gui.update_mouse(x,y)
if self.input['button']==GLFW_MOUSE_BUTTON_RIGHT:
old_x,old_y = self.input['mouse']
self.trackball.drag_to(x-old_x,y-old_y)
self.input['mouse'] = x,y
if self.input['button']==GLFW_MOUSE_BUTTON_LEFT:
old_x,old_y = self.input['mouse']
self.trackball.pan_to(x-old_x,y-old_y)
self.input['mouse'] = x,y
def on_scroll(self,window,x,y):
self.trackball.zoom_to(y)
def on_iconify(self,window,iconified): pass
def on_key(self,window, key, scancode, action, mods): pass