MrDraw/SkeinPyPy_NewUI/newui/preview3d.py
daid bb7e453bc4 Some more new UI updates. Not functional yet.
UI no longer crashes if you don't have PyOpenGL.
Start of UI using skeinforge settings.
2012-02-20 16:44:43 +01:00

165 lines
4.8 KiB
Python

#from wxPython.glcanvas import wxGLCanvas
import wx
import sys,math
from wx.glcanvas import GLCanvas
try:
from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
hasOpenGLlibs = True
except:
print "Failed to find PyOpenGL: http://pyopengl.sourceforge.net/"
hasOpenGLlibs = False
from fabmetheus_utilities.fabmetheus_tools import fabmetheus_interpret
from fabmetheus_utilities.vector3 import Vector3
class myGLCanvas(GLCanvas):
def __init__(self, parent):
GLCanvas.__init__(self, parent,-1)
wx.EVT_PAINT(self, self.OnPaint)
wx.EVT_SIZE(self, self.OnSize)
wx.EVT_ERASE_BACKGROUND(self, self.OnEraseBackground)
wx.EVT_MOTION(self, self.OnMouseMotion)
self.init = 0
self.triangleMesh = None
self.yaw = 30
self.pitch = 60
self.zoom = 150
self.machineSize = Vector3(210, 210, 200)
self.machineCenter = Vector3(100, 100, 0)
def loadFile(self, filename):
self.triangleMesh = fabmetheus_interpret.getCarving(filename)
minZ = self.triangleMesh.getMinimumZ()
min = self.triangleMesh.getCarveCornerMinimum()
max = self.triangleMesh.getCarveCornerMaximum()
self.moveModel()
def moveModel():
if self.triangleMesh == None:
return
for v in self.triangleMesh.vertexes:
v.z -= minZ
v.x -= min.x + (max.x - min.x) / 2
v.y -= min.y + (max.y - min.y) / 2
v.x += self.machineCenter.x
v.y += self.machineCenter.y
def OnMouseMotion(self,e):
if e.Dragging() and e.LeftIsDown():
self.yaw += e.GetX() - self.oldX
self.pitch -= e.GetY() - self.oldY
if self.pitch > 170:
self.pitch = 170
if self.pitch < 10:
self.pitch = 10
if e.Dragging() and e.RightIsDown():
self.zoom += e.GetY() - self.oldY
self.oldX = e.GetX()
self.oldY = e.GetY()
self.Refresh()
def OnEraseBackground(self,event):
pass
def OnSize(self,event):
self.Refresh()
return
def OnPaint(self,event):
dc = wx.PaintDC(self)
if not hasOpenGLlibs:
dc.Clear()
dc.DrawText("No PyOpenGL installation found.\nNo preview window available.", 10, 10)
return
self.SetCurrent()
self.InitGL()
self.OnDraw()
return
def OnDraw(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glTranslate(-self.machineCenter.x, -self.machineCenter.y, 0)
if self.triangleMesh != None:
glBegin(GL_TRIANGLES)
for face in self.triangleMesh.faces:
v1 = self.triangleMesh.vertexes[face.vertexIndexes[0]]
v2 = self.triangleMesh.vertexes[face.vertexIndexes[1]]
v3 = self.triangleMesh.vertexes[face.vertexIndexes[2]]
normal = (v2 - v1).cross(v3 - v1)
normal.normalize()
glNormal3f(normal.x, normal.y, normal.z)
glVertex3f(v1.x, v1.y, v1.z)
glVertex3f(v2.x, v2.y, v2.z)
glVertex3f(v3.x, v3.y, v3.z)
glEnd()
glLineWidth(4)
glDisable(GL_LIGHTING)
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0, 0)
glVertex3f(self.machineSize.x, 0, 0)
glVertex3f(self.machineSize.x, self.machineSize.y, 0)
glVertex3f(0, self.machineSize.y, 0)
glEnd()
glLineWidth(2)
glBegin(GL_LINES)
for i in xrange(0, self.machineSize.x, 10):
glVertex3f(i, 0, 0)
glVertex3f(i, self.machineSize.y, 0)
for i in xrange(0, self.machineSize.y, 10):
glVertex3f(0, i, 0)
glVertex3f(self.machineSize.x, i, 0)
glEnd()
glLineWidth(1)
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0, self.machineSize.z)
glVertex3f(self.machineSize.x, 0, self.machineSize.z)
glVertex3f(self.machineSize.x, self.machineSize.y, self.machineSize.z)
glVertex3f(0, self.machineSize.y, self.machineSize.z)
glEnd()
glBegin(GL_LINES)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, self.machineSize.z)
glVertex3f(self.machineSize.x, 0, 0)
glVertex3f(self.machineSize.x, 0, self.machineSize.z)
glVertex3f(self.machineSize.x, self.machineSize.y, 0)
glVertex3f(self.machineSize.x, self.machineSize.y, self.machineSize.z)
glVertex3f(0, self.machineSize.y, 0)
glVertex3f(0, self.machineSize.y, self.machineSize.z)
glEnd()
self.SwapBuffers()
return
def InitGL(self):
# set viewing projection
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glViewport(0,0, self.GetSize().GetWidth(), self.GetSize().GetHeight())
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 0.8, 0.6, 1.0])
glLightfv(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0])
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.2, 0.2, 0.2, 0.0])
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_DEPTH_TEST)
glClearColor(0.0, 0.0, 0.0, 1.0)
glClearDepth(1.0)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(90.0, float(self.GetSize().GetWidth()) / float(self.GetSize().GetHeight()), 1.0, 1000.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslate(0,0,-self.zoom)
glRotate(-self.pitch, 1,0,0)
glRotate(self.yaw, 0,0,1)
#glRotate(90, 1,0,0)
return