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Python Trackball.zoom_to方法代码示例

本文整理汇总了Python中gl_utils.trackball.Trackball.zoom_to方法的典型用法代码示例。如果您正苦于以下问题:Python Trackball.zoom_to方法的具体用法?Python Trackball.zoom_to怎么用?Python Trackball.zoom_to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gl_utils.trackball.Trackball的用法示例。


在下文中一共展示了Trackball.zoom_to方法的6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 zoom_to [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)
开发者ID:PolynomialDivision,项目名称:pupil,代码行数:104,代码来源:visualizer_calibration.py

示例2: Reference_Surface

# 需要导入模块: from gl_utils.trackball import Trackball [as 别名]
# 或者: from gl_utils.trackball.Trackball import zoom_to [as 别名]

#.........这里部分代码省略.........

            self.trackball.pop()

            glfwSwapBuffers(self._window)
            glfwMakeContextCurrent(active_window)


    def open_window(self):
        if not self._window:
            if self.fullscreen:
                monitor = glfwGetMonitors()[self.monitor_idx]
                mode = glfwGetVideoMode(monitor)
                height,width= mode[0],mode[1]
            else:
                monitor = None
                height,width= 640,int(640./(self.real_world_size['x']/self.real_world_size['y'])) #open with same aspect ratio as surface

            self._window = glfwCreateWindow(height, width, "Reference Surface: " + self.name, monitor=monitor, share=glfwGetCurrentContext())
            if not self.fullscreen:
                glfwSetWindowPos(self._window,200,0)



            self.trackball = Trackball()
            self.input = {'down':False, 'mouse':(0,0)}


            #Register callbacks
            glfwSetFramebufferSizeCallback(self._window,self.on_resize)
            glfwSetKeyCallback(self._window,self.on_key)
            glfwSetWindowCloseCallback(self._window,self.on_close)
            glfwSetMouseButtonCallback(self._window,self.on_button)
            glfwSetCursorPosCallback(self._window,self.on_pos)
            glfwSetScrollCallback(self._window,self.on_scroll)

            self.on_resize(self._window,*glfwGetFramebufferSize(self._window))

            # gl_state settings
            active_window = glfwGetCurrentContext()
            glfwMakeContextCurrent(self._window)
            basic_gl_setup()
            make_coord_system_norm_based()

            # refresh speed settings
            glfwSwapInterval(0)

            glfwMakeContextCurrent(active_window)

    def close_window(self):
        if self._window:
            glfwDestroyWindow(self._window)
            self._window = None
            self.window_should_close = False

    def open_close_window(self):
        if self._window:
            self.close_window()
        else:
            self.open_window()


    # window calbacks
    def on_resize(self,window,w, h):
        self.trackball.set_window_size(w,h)
        active_window = glfwGetCurrentContext()
        glfwMakeContextCurrent(window)
        adjust_gl_view(w,h)
        glfwMakeContextCurrent(active_window)

    def on_key(self,window, key, scancode, action, mods):
        if action == GLFW_PRESS:
            if key == GLFW_KEY_ESCAPE:
                self.on_close()

    def on_close(self,window=None):
        self.window_should_close = True


    def on_button(self,window,button, action, mods):
        if action == GLFW_PRESS:
            self.input['down'] = True
            self.input['mouse'] = glfwGetCursorPos(window)
        if action == GLFW_RELEASE:
            self.input['down'] = False


    def on_pos(self,window,x, y):
        if self.input['down']:
            old_x,old_y = self.input['mouse']
            self.trackball.drag_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 cleanup(self):
        if self._window:
            self.close_window()
开发者ID:elmadjian,项目名称:pupil,代码行数:104,代码来源:reference_surface.py

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 zoom_to [as 别名]

#.........这里部分代码省略.........
		self.clear_gl_screen()
		self.trackball.push()

		# 2. in pixel space draw video frame
		glLoadMatrixf(self.get_image_space_matrix(15))
		g_pool.image_tex.draw( quad=((0,self.image_height),(self.image_width,self.image_height),(self.image_width,0),(0,0)) ,alpha=0.5)

		glLoadMatrixf(self.get_adjusted_pixel_space_matrix(15))
		self.draw_frustum()

		glLoadMatrixf(self.get_anthropomorphic_matrix())
		model_count = 0;
		sphere_color = RGBA( 0,147/255.,147/255.,0.2)
		initial_sphere_color = RGBA( 0,147/255.,147/255.,0.2)

		alternative_sphere_color = RGBA( 1,0.5,0.5,0.05)
		alternative_initial_sphere_color = RGBA( 1,0.5,0.5,0.05)

		for model in sphere_models:
			bin_positions = model['binPositions']
			sphere = model['sphere']
			initial_sphere = model['initialSphere']

			if model_count == 0:
				# self.draw_sphere(initial_sphere[0],initial_sphere[1], color = sphere_color )
				self.draw_sphere(sphere[0],sphere[1],  color = initial_sphere_color )
				draw_points(bin_positions, 3 , RGBA(0.6,0.0,0.6,0.5) )

			else:
				#self.draw_sphere(initial_sphere[0],initial_sphere[1], color = alternative_sphere_color )
				self.draw_sphere(sphere[0],sphere[1],  color = alternative_initial_sphere_color )

			model_count += 1


		self.draw_circle( latest_circle[0], latest_circle[1], latest_circle[2], RGBA(0.0,1.0,1.0,0.4))
		# self.draw_circle( predicted_circle[0], predicted_circle[1], predicted_circle[2], RGBA(1.0,0.0,0.0,0.4))

		draw_points(edges, 2 , RGBA(1.0,0.0,0.6,0.5) )

		glLoadMatrixf(self.get_anthropomorphic_matrix())
		self.draw_coordinate_system(4)

		self.trackball.pop()

		self.draw_debug_info(result)

		glfwSwapBuffers(self._window)
		glfwPollEvents()
		return True

	def close_window(self):
		if self._window:
			glfwDestroyWindow(self._window)
			self._window = None

	############ 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 = 0

	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
开发者ID:DuongHoangThuy,项目名称:pupil-1,代码行数:104,代码来源:visualizer_3d.py

示例4: Reference_Surface

# 需要导入模块: from gl_utils.trackball import Trackball [as 别名]
# 或者: from gl_utils.trackball.Trackball import zoom_to [as 别名]

#.........这里部分代码省略.........

            self.trackball.pop()

            glfwSwapBuffers(self._window)
            glfwMakeContextCurrent(active_window)


    def open_window(self):
        if not self._window:
            if self.fullscreen:
                monitor = glfwGetMonitors()[self.monitor_idx]
                mode = glfwGetVideoMode(monitor)
                height,width= mode[0],mode[1]
            else:
                monitor = None
                height,width= 640,int(640./(self.real_world_size['x']/self.real_world_size['y'])) #open with same aspect ratio as surface

            self._window = glfwCreateWindow(height, width, "Reference Surface: " + self.name, monitor=monitor, share=glfwGetCurrentContext())
            if not self.fullscreen:
                glfwSetWindowPos(self._window,200,0)



            self.trackball = Trackball()
            self.input = {'down':False, 'mouse':(0,0)}


            #Register callbacks
            glfwSetFramebufferSizeCallback(self._window,self.on_resize)
            glfwSetKeyCallback(self._window,self.on_key)
            glfwSetWindowCloseCallback(self._window,self.on_close)
            glfwSetMouseButtonCallback(self._window,self.on_button)
            glfwSetCursorPosCallback(self._window,self.on_pos)
            glfwSetScrollCallback(self._window,self.on_scroll)

            self.on_resize(self._window,*glfwGetFramebufferSize(self._window))

            # gl_state settings
            active_window = glfwGetCurrentContext()
            glfwMakeContextCurrent(self._window)
            basic_gl_setup()
            make_coord_system_norm_based()

            # refresh speed settings
            glfwSwapInterval(0)

            glfwMakeContextCurrent(active_window)

    def close_window(self):
        if self._window:
            glfwDestroyWindow(self._window)
            self._window = None
            self.window_should_close = False

    def open_close_window(self):
        if self._window:
            self.close_window()
        else:
            self.open_window()


    # window calbacks
    def on_resize(self,window,w, h):
        self.trackball.set_window_size(w,h)
        active_window = glfwGetCurrentContext()
        glfwMakeContextCurrent(window)
        adjust_gl_view(w,h)
        glfwMakeContextCurrent(active_window)

    def on_key(self,window, key, scancode, action, mods):
        if action == GLFW_PRESS:
            if key == GLFW_KEY_ESCAPE:
                self.on_close()

    def on_close(self,window=None):
        self.window_should_close = True


    def on_button(self,window,button, action, mods):
        if action == GLFW_PRESS:
            self.input['down'] = True
            self.input['mouse'] = glfwGetCursorPos(window)
        if action == GLFW_RELEASE:
            self.input['down'] = False


    def on_pos(self,window,x, y):
        if self.input['down']:
            old_x,old_y = self.input['mouse']
            self.trackball.drag_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 cleanup(self):
        if self._window:
            self.close_window()
开发者ID:papr,项目名称:pupil,代码行数:104,代码来源:reference_surface.py

示例5: 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 zoom_to [as 别名]

#.........这里部分代码省略.........
		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']
		predicted_circle = result['predicted_circle']
		edges =  result['edges']
		sphere_models = result['models']

		self.clear_gl_screen()
		self.trackball.push()

		# 2. in pixel space draw video frame
		glLoadMatrixf(self.get_image_space_matrix(15))
		g_pool.image_tex.draw( quad=((0,self.image_height),(self.image_width,self.image_height),(self.image_width,0),(0,0)) ,alpha=0.5)

		glLoadMatrixf(self.get_adjusted_pixel_space_matrix(15))
		self.draw_frustum( self.image_width, self.image_height, self.focal_length )

		glLoadMatrixf(self.get_anthropomorphic_matrix())
		model_count = 0;
		sphere_color = RGBA( 0,147/255.,147/255.,0.2)
		initial_sphere_color = RGBA( 0,147/255.,147/255.,0.2)

		alternative_sphere_color = RGBA( 1,0.5,0.5,0.05)
		alternative_initial_sphere_color = RGBA( 1,0.5,0.5,0.05)

		for model in sphere_models:
			bin_positions = model['bin_positions']
			sphere = model['sphere']
			initial_sphere = model['initial_sphere']

			if model_count == 0:
				# self.draw_sphere(initial_sphere[0],initial_sphere[1], color = sphere_color )
				self.draw_sphere(sphere[0],sphere[1],  color = initial_sphere_color )
				glutils.draw_points(bin_positions, 3 , RGBA(0.6,0.0,0.6,0.5) )

			else:
				#self.draw_sphere(initial_sphere[0],initial_sphere[1], color = alternative_sphere_color )
				self.draw_sphere(sphere[0],sphere[1],  color = alternative_initial_sphere_color )

			model_count += 1


		self.draw_circle( latest_circle[0], latest_circle[1], latest_circle[2], RGBA(0.0,1.0,1.0,0.4))
		# self.draw_circle( predicted_circle[0], predicted_circle[1], predicted_circle[2], RGBA(1.0,0.0,0.0,0.4))

		glutils.draw_points(edges, 2 , RGBA(1.0,0.0,0.6,0.5) )

		glLoadMatrixf(self.get_anthropomorphic_matrix())
		self.draw_coordinate_system(4)

		self.trackball.pop()

		self.draw_debug_info(result)

		self.end_update_window()

		return True


	############ 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 = 0


	def on_scroll(self,window,x,y):
		self.trackball.zoom_to(y)
开发者ID:papr,项目名称:pupil,代码行数:104,代码来源:visualizer_3d.py

示例6: 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 zoom_to [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
开发者ID:avilleret,项目名称:pupil,代码行数:104,代码来源:visualizer_calibration.py


注:本文中的gl_utils.trackball.Trackball.zoom_to方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。