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Python GL.glTranslatef方法代码示例

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


在下文中一共展示了GL.glTranslatef方法的13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: initProjection

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]
 def initProjection(self):
     GL.glMatrixMode (GL.GL_PROJECTION)
     GL.glLoadIdentity ()
     GL.glOrtho(-10., 10., -10., 10., -10., 10.)
     GL.glMatrixMode(GL.GL_MODELVIEW)
     GL.glLoadIdentity()
     GL.glTranslatef(0, 0, 10.0)
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:9,代码来源:test_togl.py

示例2: arcdraw

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]
    def arcdraw(self, x, n, radius, colxf=None):

        # determine scale and rotation of template
        import math
        sz=0.0
        y = [0, 0, 0]
        for i in (0,1,2):
            y[i] = x[i]+n[i]
        for i in (0,1,2):
            sz=sz+(x[i]-y[i])*(x[i]-y[i])
        sz = sqrt(sz)
        if sz==0.0:
            return
        rx = -180.0*acos((y[2]-x[2])/sz)/pi
        rz = -180.0*atan2(y[0]-x[0],y[1]-x[1])/pi

        GL.glPushMatrix()
        GL.glTranslatef(float(x[0]),float(x[1]),float(x[2]))
        if rz<=180.0 and rz >=-180.0:
            GL.glRotatef(float(rz), 0., 0., 1.)
        GL.glRotatef(float(rx), 1., 0., 0.)
        GL.glScalef(float(radius),float(radius),float(sz))

        # draw circle
        GL.glColor4fv(colxf)
        GL.glBegin(GL.GL_LINE_STRIP)
        for i in range(self.nsegments+1):
            GL.glVertex3fv(self.v[i])

        GL.glEnd()

        GL.glPopMatrix()
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:34,代码来源:Arcs3D.py

示例3: arrowdraw

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]
    def arrowdraw(self, x, y, colxf=None, colxb=None,
                  colyf=None, colyb=None,face=None):
        # draw a cylinder going from x to y
        # col for materials
        # face can be GL_FRONT_AND_BACK or something else

        # determine scale and rotation of template
        import math
        sz=0.0
        for i in (0,1,2): sz=sz+(x[i]-y[i])*(x[i]-y[i])
        if sz <= 0.0: return
        sz = math.sqrt(sz)

        rx = -180.0*math.acos((y[2]-x[2])/sz)/math.pi
        dx = y[0]-x[0]
        dy = y[1]-x[1]
        if math.fabs(dx) < 0.00001 and math.fabs(dy) < 0.00001:
            rz = 0.0
        else:
            rz = -180.0*math.atan2(dx,dy)/math.pi

        GL.glPushMatrix()
        GL.glTranslatef(float(x[0]),float(x[1]),float(x[2]))
        if rz<=180.0 and rz >=-180.0: GL.glRotatef(float(rz), 0., 0., 1.)
        GL.glRotatef(float(rx), 1., 0., 0.)

        # draw arrow
        GL.glBegin(GL.GL_LINES)
        
        if colxf:
            
            for m in (0,1,2,3,4):
                if colxf[m] is not None:
                    glMaterialWithCheck( face, viewerConst.propConst[m],
                                         colxf[m] )
        if colxb and face!=GL.GL_FRONT_AND_BACK:
            for m in (0,1,2,3,4):
                if colxb[m] is not None:
                    glMaterialWithCheck( GL.GL_BACK,
                                         viewerConst.propConst[m],
                                         colxb[m] )
                    
        GL.glVertex3f(float(self.v[0][0]), float(self.v[0][1]), float(self.v[0][2]*sz))
        GL.glVertex3f(float(self.v[1][0]), float(self.v[1][1]), float(self.v[1][2]*sz))
        for i in range(self.npoly):
            h = i+2
            vx = self.v[h]
            GL.glVertex3f(float(self.v[1][0]), float(self.v[1][1]),
                          float(self.v[1][2]*sz))
            GL.glVertex3f(float(vx[0]*sz), float(vx[1]*sz), float(vx[2]*sz))

        GL.glEnd()

        GL.glPopMatrix()             
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:56,代码来源:Arrows.py

示例4: Draw

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]
    def Draw(self):
        #print "Sticker.Draw", self
        
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPushMatrix()
        GL.glLoadIdentity()
        Insert2d.Draw(self)
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPushMatrix()
        GL.glLoadIdentity()

        GL.glDisable(GL.GL_DEPTH_TEST)
        GL.glDisable(GL.GL_LIGHTING); 

        lLabelbounds = self.calculateSize()

        width = self.size[0]
        height = self.size[1]

        fullWidth = self.viewer.currentCamera.width
        fullHeight = self.viewer.currentCamera.height

        # we want the anchor of the image to be at the given position
        posxFromLeft = self.position[0] * fullWidth - self.anchor[0] * width
        posyFrombottom = (1.-self.position[1]) * fullHeight - (1.-self.anchor[1]) * height
        posxFromLeft = int(floor( posxFromLeft ) )
        posyFrombottom = int(floor( posyFrombottom ) )
        
        if (self.position[1] == 0.):
                posyFrombottom -= 1
        #print "posxFromLeft, posyFrombottom", posxFromLeft, posyFrombottom

        # used for picking
        self.polygonContour = [ (posxFromLeft, posyFrombottom),
                                (posxFromLeft+width, posyFrombottom),
                                (posxFromLeft+width, posyFrombottom+height),
                                (posxFromLeft, posyFrombottom+height)
                              ]

        GL.glTranslatef(float(posxFromLeft), float(posyFrombottom), 0)

        self.drawSticker(lLabelbounds)

        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glEnable(GL.GL_LIGHTING); 

        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPopMatrix()
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPopMatrix()

        return 1
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:54,代码来源:glfSticker.py

示例5: initProjection

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]
    def initProjection(self):
        """ guillaume: prepare the opengl matrices 
for drawing the widget 
(for instance the sliders in the case of the MaterialEditor) 
"""
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        
        GL.glMatrixMode (GL.GL_PROJECTION)
        GL.glLoadIdentity ()
        GL.glOrtho(0., 1., 0., 1., -2.5, 2.5)
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glLoadIdentity()
        GL.glTranslatef(0, 0, 2.0)
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:16,代码来源:MaterialEditor.py

示例6: DrawStuff

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]
def DrawStuff ():

    GL.glClear (GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
    
    # set up some matrices so that the object spins with the mouse 
    GL.glPushMatrix ()
    GL.glTranslatef (0.0, 0.0, -80.0)
    GL.glRotatef (lastx, 0.0, 1.0, 0.0)
    GL.glRotatef (lasty, 1.0, 0.0, 0.0)
    
    # Phew. FINALLY, Draw the polycylinder  -- 
    #gle.glePolyCylinder (NPTS, points, colors, 2.3)
    gle.glePolyCylinder (points, colors, 2.3)
    GL.glPopMatrix ()
    
    GLUT.glutSwapBuffers ()
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:18,代码来源:test.py

示例7: drawSticker

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]
    def drawSticker(self, lLabelbounds):   

        if self.framePolygonMode != GL.GL_NONE:
            lenFrameColor = len(self.frameColor)
            if lenFrameColor == 4:
                GL.glColor4fv(self.frameColor)
            elif lenFrameColor == 3:
                GL.glColor3fv(self.frameColor)
            GL.glPolygonMode(GL.GL_FRONT, self.framePolygonMode)
            GL.glBegin(GL.GL_QUADS)
            GL.glVertex2f(0, 0)
            GL.glVertex2f(float(self.size[0]), 0)
            GL.glVertex2f(float(self.size[0]), float(self.size[1]))
            GL.glVertex2f(0, float(self.size[1]))
            GL.glEnd()

        GL.glScalef(float(self.fontScales[0]),
                    float(self.fontScales[1]),
                    0)
        GL.glTranslatef(float(self.frameSpace[0]),
                        float(self.frameSpace[1]),
                        0)

        # this corrects the glf draw function to start the label at the proper position
        GL.glTranslatef(1, float(-lLabelbounds[1]), 0)

        lenFontColor = len(self.fontColor)
        if lenFontColor == 4:
            GL.glColor4fv(self.fontColor)
        elif lenFontColor == 3:
            GL.glColor3fv(self.fontColor)
        GL.glPolygonMode(GL.GL_FRONT, GL.GL_FILL)
        if self.wireFont in [0, False]:
            glf.glfDrawSolidString(self.label)
        else:
            glf.glfDrawWiredString(self.label)
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:38,代码来源:glfSticker.py

示例8: drawLegendLabelName

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]

#.........这里部分代码省略.........
    if verticalLegend is True:
        if leftOrBelowLabels is True:
            lRoomLeftToLabel = -fontScaleHalf + lRoomToLegendCloseLongSide
            lRoomLeftToName = -fontScaleHalf + lRoomToLegendFarLongSide - lNameWidth
            lRoomLeftToUnit = -fontScaleHalf + lRoomToLegendFarLongSide - lUnitWidth
            lRoomBelowName = -fontScaleHalf + roomBelowLegend - lMaxLabelsHeight - lNameHeight
            lRoomBelowUnit = fontScaleHalf + roomBelowLegend + legendLongSide + lMaxLabelsHeight
        else:
            lRoomLeftToLabel = fontScaleHalf + lRoomToLegendFarLongSide
            lRoomLeftToName = fontScaleHalf + lRoomToLegendCloseLongSide    
            lRoomLeftToUnit = lRoomLeftToName
            lRoomBelowName = -fontScaleHalf + roomBelowLegend - lMaxLabelsHeight - lNameHeight
            lRoomBelowUnit = fontScaleHalf + roomBelowLegend + legendLongSide + lMaxLabelsHeight
    else:
        if leftOrBelowLabels is True:
            lRoomBelowLabel = -fontScaleHalf + lRoomToLegendFarLongSide \
                              - legendShortSide - lMaxLabelsHeight
            lRoomBelowName = lRoomToLegendCloseLongSide + legendShortSideHalf \
                             - lMaxNameUnitHeightHalf
        else:
            lRoomBelowLabel = fontScaleHalf + lRoomToLegendCloseLongSide \
                              + legendShortSide
            lRoomBelowName = lRoomToLegendCloseLongSide + legendShortSideHalf \
                             - lMaxNameUnitHeightHalf
        lRoomBelowUnit = lRoomBelowName
        lRoomLeftToName = -fontScaleHalf + lRoomToLegendCloseShortSide - lNameWidth
        lRoomLeftToUnit = fontScaleHalf + lRoomToLegendFarShortSide

    # set the color of the text
    GL.glColor3fv(labelColor2)

    # print the legend name
    GL.glPushMatrix()
    GL.glTranslatef(
            float(lRoomLeftToName+fontScale),
            float(lRoomBelowName-lNameMinAndMax[1]),
            0)
    GL.glScalef(float(fontScale), float(fontScale), 0);
    glf.glfDrawSolidString(name)
    GL.glPopMatrix()
    if unit is not None and (len(unit) > 0):
        GL.glPushMatrix()
        GL.glTranslatef(
            float(lRoomLeftToUnit+fontScale),
            float(lRoomBelowUnit-lUnitMinAndMax[1]),
            0)
        GL.glScalef(float(fontScale), float(fontScale), 1);
        glf.glfDrawSolidString(unit)
        GL.glPopMatrix()
       
    if mini is not None and maxi is not None:
        i = 0
        for v in lOnScreenLabelValues:
            #calculate label position
            lLabel = "%.*g" % (significantDigits,v)
            lStep = (v - mini) * lUnitStep
            GL.glPushMatrix()
            if verticalLegend:
                if leftOrBelowLabels:
                    GL.glTranslatef(
                        float(lRoomLeftToLabel+fontScale-lLabelsWidth[i]),
                        float(roomBelowLegend-(lLabelsHeight[i]/2+lLabelsMinAndMax[i][1])+lStep),
                        0)
                else:
                    GL.glTranslatef(
                        float(lRoomLeftToLabel+fontScale),
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:70,代码来源:Legend.py

示例9: Draw

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]
    def Draw(self):
        """ Draw function of the geom
return status 0 or 1
If you want fast rendering, you need to set self.templateDSPL
using MakeTemplate.
"""
        #print "Ellipsoids.Draw"
        
        assert self.templateDSPL is not None

        currentcontext = self.viewer.currentCamera.tk.call(self.viewer.currentCamera._w, 'contexttag')
        if currentcontext != self.templateDSPL[1]:
            warnings.warn("""draw failed because the current context is the wrong one""")
            #print "currentcontext != self.templateDSPL[1]", currentcontext, self.templateDSPL[1]
            return 0

        centers = self.vertexSet.vertices.array
        if len(centers) == 0: return
        scaling = self.scaling
        orientation = self.orientation
        vertices = self.vertexSet.vertices.array
        
        if len(vertices) != len(scaling) or len(vertices) != len(orientation):
            return

        if self.inheritMaterial:
            fp = None
            bp = None
        else:
            fp = self.materials[GL.GL_FRONT]
            if not self.frontAndBack:
                bp = self.materials[GL.GL_BACK]
                face = GL.GL_FRONT
            else:
                bp = None
                face = GL.GL_FRONT_AND_BACK

        for i in xrange(len(vertices)):
            GL.glPushName(i)

            if fp:
                for m in (0,1,2,3,4):
                    if fp.binding[m] != viewerConst.OVERALL:
                        glMaterialWithCheck( face,
                                             viewerConst.propConst[m],
                                             fp.prop[m][i] )
            if bp:
                for m in (0,1,2,3,4):
                    if bp.binding[m] != viewerConst.OVERALL:
                        glMaterialWithCheck( face,
                                             viewerConst.propConst[m],
                                             bp.prop[m][i] )

            GL.glPushMatrix()
            GL.glTranslatef(float(vertices[i][0]),
                            float(vertices[i][1]),
                            float(vertices[i][2]))
            GL.glMultMatrixf( orientation[i].ravel() )
            GL.glScalef(float(scaling[i][0]),
                        float(scaling[i][1]),
                        float(scaling[i][2]))
            #print '#%d'%self.templateDSPL[0], "glCallList Ellipsoids0"
            GL.glCallList(self.templateDSPL[0])
            GL.glPopMatrix()

            GL.glPopName()

        return True
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:70,代码来源:Ellipsoids.py

示例10: cyldrawWithInterpolatedColors

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]
    def cyldrawWithInterpolatedColors(self, 
                x, y, radx, rady, colxf=None, colxb=None,
                colyf=None, colyb=None, face=None, **kw):
        # draw a cylinder going from x to y with radii rx, and ry and materials
        # colxf and colxb for front and back mterial in x
        # colyf and colyb for front and back mterial in y
        # face can be GL_FRONT_AND_BACK or something else

        # determine scale and rotation of template
        import math
        sz=0.0
        for i in (0,1,2): sz=sz+(x[i]-y[i])*(x[i]-y[i])
        if sz <= 0.0: return
        sz = math.sqrt(sz)

        valueCos = (y[2]-x[2])/sz
        valueCos = min(valueCos, 1)
        valueCos = max(valueCos, -1)
        rx = -180.0*math.acos(valueCos)/math.pi
        dx = y[0]-x[0]
        dy = y[1]-x[1]
        if math.fabs(dx) < 0.00001 and math.fabs(dy) < 0.00001:
            rz = 0.0
        else:
            rz = -180.0*math.atan2(dx,dy)/math.pi

        GL.glPushMatrix()
        GL.glTranslatef(float(x[0]),float(x[1]),float(x[2]))
        if rz<=180.0 and rz >=-180.0: GL.glRotatef(float(rz), 0., 0., 1.)
        GL.glRotatef(float(rx), 1., 0., 0.)

        # draw cylinder
        GL.glBegin(GL.GL_QUAD_STRIP)
        for i in range(self.npoly+1):
            if self.invertNormals:
                GL.glNormal3fv(-self.n[i])
            else:
                GL.glNormal3fv(self.n[i])
            if colxf:
                for m in (0,1,2,3,4):
                    if colxf[m] is not None:
                        #print "colxf[m]",type(colxf[m])
                        #print 'AAAAA', colxf[m]
                        glMaterialWithCheck( face, viewerConst.propConst[m],
                                             colxf[m], check=self.checkMat )
                if colxf[1] is not None:
                    GL.glColor4fv(colxf[1])
            if colxb and face!=GL.GL_FRONT_AND_BACK:
                for m in (0,1,2,3,4):
                    if colxb[m] is not None:
                        glMaterialWithCheck( GL.GL_BACK,
                                             viewerConst.propConst[m],
                                             colxb[m], check=self.checkMat )

            vx = self.v[i][0]
            GL.glVertex3f(float(vx[0]*radx), float(vx[1]*radx), float(vx[2]*sz))

            if colyf:
                for m in (0,1,2,3,4):
                    if colyf[m] is not None:
                        #print 'BBBBB', colyf[m]
                        glMaterialWithCheck( face, viewerConst.propConst[m],
                                             colyf[m], check=self.checkMat )
                if colyf[1] is not None:
                    GL.glColor4fv(colyf[1])
            if colyb and face!=GL.GL_FRONT_AND_BACK:
                for m in (0,1,2,3,4):
                    if colyb[m] is not None:
                        glMaterialWithCheck( GL.GL_BACK,
                                             viewerConst.propConst[m],
                                             colyb[m], check=self.checkMat )
            vy = self.v[i][1]
            GL.glVertex3f(float(vy[0]*rady), float(vy[1]*rady), float(vy[2]*sz))

        GL.glEnd()

        GL.glPopMatrix()
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:79,代码来源:Cylinders.py

示例11: cyldrawWithSharpColorBoundaries

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]
    def cyldrawWithSharpColorBoundaries(self, 
                x, y, radx, rady, 
                colxf=None, colxb=None,
                colyf=None, colyb=None, face=None,
                highlightX=0, highlightY=0):

        # determine scale and rotation of template
        import math
        sz=0.0
        for i in (0,1,2):
            sz=sz+(x[i]-y[i])*(x[i]-y[i])
        if sz <= 0.0: return
        sz = math.sqrt(sz)
        sz2 = sz * .5
        valueCos = (y[2]-x[2])/sz
        valueCos = min(valueCos, 1)
        valueCos = max(valueCos, -1)
        rx = -180.0*math.acos(valueCos)/math.pi
        dx = y[0]-x[0]
        dy = y[1]-x[1]
        if math.fabs(dx) < 0.00001 and math.fabs(dy) < 0.00001:
            rz = 0.0
        else:
            rz = -180.0*math.atan2(dx,dy)/math.pi

        GL.glPushMatrix()
        GL.glTranslatef(float(x[0]),float(x[1]),float(x[2]))
        if rz<=180.0 and rz >=-180.0:
            GL.glRotatef(float(rz), 0., 0., 1.)

        GL.glRotatef(float(rx), 1., 0., 0.)

        if colyf:
            for m in (0,1,2,3,4):
                if colyf[m] is not None:
                    glMaterialWithCheck( face, viewerConst.propConst[m],
                                     colyf[m], check=self.checkMat)
            if colyf[1] is not None:
                GL.glColor4fv(colyf[1])
        if colyb and face!=GL.GL_FRONT_AND_BACK:
            for m in (0,1,2,3,4):
                if colyb[m] is not None:
                    self.checkMat = 0
                    glMaterialWithCheck( GL.GL_BACK,
                                     viewerConst.propConst[m],
                                     colyb[m], check=self.checkMat)

        # this tests (colxf==colyf)
        self.checkMat = 1
        idem = (highlightX == highlightY)
        if idem is True:
            if colxf is None:
                if colyf is not None:
                    idem = False
            else:
                if colyf is None:
                    idem = False
                else:
                    lencol = len(colxf)
                    if lencol != len(colyf):
                        idem = False
                    else:
                        for i in range(lencol):
                            if colxf[i] is not None:
                                if bool(numpy.alltrue(colxf[i] == colyf[i])) is False:
                                    idem = False
                                    break
        if idem is True:
            if colxb is None:
                if colyb is not None:
                    idem = False
            else:
                if colyb is None:
                    idem = False
                else:
                    lencol = len(colxb)
                    if lencol != len(colyb):
                        idem = False
                    else:
                        for i in range(lencol):
                            if colxb[i] is not None:
                                if bool(numpy.alltrue(colxb[i] == colyb[i])) is False:
                                    idem = False
                                    break
        
        quality = self.quality * 5
        if idem is True:
            if highlightX != 0:
                GL.glStencilFunc(GL.GL_ALWAYS, 1, 1)
                solidCylinder(float(rady), float(radx), sz, quality, 1, self.invertNormals)
                GL.glStencilFunc(GL.GL_ALWAYS, 0, 1)
            else:
                solidCylinder(float(rady), float(radx), sz, quality, 1, self.invertNormals)
        else:
            midRadius = (radx + rady) * .5
            if highlightX != 0:
                GL.glStencilFunc(GL.GL_ALWAYS, 1, 1)
                solidCylinder(midRadius, float(radx), sz2, quality, 1, self.invertNormals)
                GL.glStencilFunc(GL.GL_ALWAYS, 0, 1)
            else:
#.........这里部分代码省略.........
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:103,代码来源:Cylinders.py

示例12: DisplayFunction

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]
    def DisplayFunction(self):
        """Draw a square with diagonals to represent the clipping plane
"""
        #print "ClippingPlane.DisplayFunction"
	#trans = self.eqn[3]*(self.eqn[:3]*self.n)
        resetMaterialMemory()
        trans = self.translation
	GL.glPushMatrix()
	#GL.glTranslatef(-trans[0],-trans[1],-trans[2])
        GL.glTranslatef(float(trans[0]),
                        float(trans[1]),
                        float(trans[2]))
	GL.glMultMatrixf(self.rotation)
	GL.glScalef(float(self.scale[0]),
                    float(self.scale[1]),
                    float(self.scale[2]))

	if self.polyMode == GL.GL_QUADS:

	    GL.glPushAttrib(GL.GL_CURRENT_BIT | GL.GL_LIGHTING_BIT |
			    GL.GL_POLYGON_BIT)
            GL.glDisable(GL.GL_LIGHTING)

	    GL.glMaterialWithCheck(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT,
                                self.color)
            if self.viewer is not None:
                self.viewer.enableOpenglLighting()
	    GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)

            GL.glPushMatrix()
            GL.glMultMatrixf(self.planeRot)

	    GL.glBegin (GL.GL_QUADS)
	    GL.glVertex3f (0.0, -5.0, -5.0)
	    GL.glVertex3f (0.0, -5.0,  5.0)
	    GL.glVertex3f (0.0,  5.0,  5.0)
	    GL.glVertex3f (0.0,  5.0, -5.0)
	    GL.glVertex3f (0.0, -5.0, -5.0)
	    GL.glEnd ()
            GL.glPopMatrix()

	    GL.glPopAttrib()

	else:
# MS disabling GL.GL_BLEND breaks display of transparent surfaces
##  	    if self.antialiased==True:
##  		GL.glEnable(GL.GL_LINE_SMOOTH)
##  		GL.glEnable(GL.GL_BLEND)
##  	    else:
##  		GL.glDisable(GL.GL_LINE_SMOOTH)
##  		GL.glDisable(GL.GL_BLEND)

	    GL.glColor4fv (self.color)
	    GL.glLineWidth(self.lineWidth)

            GL.glPushMatrix()
            GL.glMultMatrixf(self.planeRot)
            
	    # could and should be a display list made once for all planes
	    GL.glBegin (GL.GL_LINE_STRIP)
	    GL.glVertex3f (0.0, -5.0, -5.0)
	    GL.glVertex3f (0.0, -5.0,  5.0)
	    GL.glVertex3f (0.0,  5.0,  5.0)
	    GL.glVertex3f (0.0,  5.0, -5.0)
	    GL.glVertex3f (0.0, -5.0, -5.0)
	    GL.glVertex3f (0.0,  5.0,  5.0)
	    GL.glVertex3f (0.0, -5.0,  5.0)
	    GL.glVertex3f (0.0,  5.0, -5.0)
	    GL.glEnd ()
            GL.glPopMatrix()

	GL.glPopMatrix()
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:74,代码来源:Clip.py

示例13: Draw

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glTranslatef [as 别名]

#.........这里部分代码省略.........
                if fp.binding[m] == viewerConst.OVERALL:
                    glMaterialWithCheck( face,
                                         viewerConst.propConst[m],
                                         fpProp[m][0])
            if fp.binding[1] == viewerConst.OVERALL:
                GL.glColor4fv(colorFront[0])

            if fp:
                for m in (0,1,2,3,4):
                    if fp.binding[m] != viewerConst.OVERALL:
                        glMaterialWithCheck( face,
                                             viewerConst.propConst[m],
                                             fpProp[m][0])

                if fp.binding[1] != viewerConst.OVERALL:
                    GL.glColor4fv(colorFront[0])
            if bp:
                for m in (0,1,2,3,4):
                    if bp.binding[m] != viewerConst.OVERALL:
                        glMaterialWithCheck( GL.GL_BACK,
                                             viewerConst.propConst[m],
                                             bp.prop[m][0])

        #print self.name
        #if fp: print fp.prop[1], fp.binding
        #else: print
        
        if self.fastSpheres:
            #print "self.fastSpheres", self.fastSpheres
            if self.oneRadius == viewerConst.NO:
                radii = self.vertexSet.radii.array
                #FIXME: quick fix because can be called from base class Set
                # method after centers have been set BUT before radii have been
                # set
                if len(self.vertexSet.vertices) != len(radii):
                    return 0
            else:
                radii = Numeric.ones( centers.shape[0] ) * self.radius
            radii.shape = (-1,1)
            coords = Numeric.concatenate ( (centers, radii), 1 )

##             if not self.inheritMaterial:
##                 mat = self.materials[GL.GL_FRONT]
##                 fpProp = []
##                 for propInd in range(4):
##                     b, p = mat.GetProperty(propInd)
##                     fpProp.append(p)
##                 fpProp.append(mat.prop[4])
##                 #fpProp = self.materials[GL.GL_FRONT].prop[:5]
##             else:
##                 fpProp = None

            #print 'FUGU OVERWRITE COLOR', fpProp
            #import numpy
            #GL.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, numpy.array((.6,.6,.6,1), 'f'))
            #GL.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, numpy.array((1.,1.,1.,1), 'f'))
            #GL.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, numpy.array((.4,.4,.4,1), 'f'))
            #GL.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, numpy.array((0,0,0,1), 'f'))
            #GL.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, 1.)

            status = glDrawSphereSet( 
                                  self.templateDSPL[0],
                                  coords.astype('f'),
                                  fpProp, #self.materials[GL.GL_FRONT].prop,
                                  highlight=self.highlight,
                                  )
            #print "Spheres, status: ", status
            return status
        else:
            resetMaterialMemory()
            #print "SLOW Spheres"
            if self.oneRadius == viewerConst.NO:
                radii = self.vertexSet.radii.array
            else:
                radii = Numeric.ones( centers.shape[0] ) * self.radius

            if len(self.vertexSet.vertices) != len(radii):
                return 0
            
            for i in xrange(centers.shape[0]):
                GL.glPushName(i)
                GL.glPushMatrix()
                GL.glTranslatef(float(centers[i][0]),
                                float(centers[i][1]),
                                float(centers[i][2]))
                if not self.oneRadius:
                    GL.glScalef(float(radii[i]),float(radii[i]),float(radii[i]))
                else:
                    GL.glScalef(float(self.radius), float(self.radius), float(self.radius))
                #print '#%d'%self.templateDSPL[0], "glCallList Spheres0"
                if fp:
                    for m in (0,1,2,3,4):
                        if fp.binding[m] != viewerConst.OVERALL:
                            glMaterialWithCheck( face,
                                                 viewerConst.propConst[m],
                                                 fp.prop[m][0], geom=self)
                GL.glCallList(self.templateDSPL[0])
                GL.glPopMatrix()
                GL.glPopName()
            return 1
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:104,代码来源:Spheres.py


注:本文中的opengltk.OpenGL.GL.glTranslatef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。