pyqtgraph/opengl/GLGraphicsItem.py

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from pyqtgraph.Qt import QtGui, QtCore
from pyqtgraph import Transform3D
class GLGraphicsItem(QtCore.QObject):
def __init__(self, parentItem=None):
QtCore.QObject.__init__(self)
self.__parent = None
self.__view = None
self.__children = set()
self.__transform = Transform3D()
self.__visible = True
self.setParentItem(parentItem)
self.setDepthValue(0)
def setParentItem(self, item):
if self.__parent is not None:
self.__parent.__children.remove(self)
if item is not None:
item.__children.add(self)
self.__parent = item
if self.__parent is not None and self.view() is not self.__parent.view():
if self.view() is not None:
self.view().removeItem(self)
self.__parent.view().addItem(self)
def parentItem(self):
return self.__parent
def childItems(self):
return list(self.__children)
def _setView(self, v):
self.__view = v
def view(self):
return self.__view
def setDepthValue(self, value):
"""
Sets the depth value of this item. Default is 0.
This controls the order in which items are drawn--those with a greater depth value will be drawn later.
Items with negative depth values are drawn before their parent.
(This is analogous to QGraphicsItem.zValue)
The depthValue does NOT affect the position of the item or the values it imparts to the GL depth buffer.
'"""
self.__depthValue = value
def depthValue(self):
"""Return the depth value of this item. See setDepthValue for mode information."""
return self.__depthValue
def setTransform(self, tr):
self.__transform = Transform3D(tr)
self.update()
def resetTransform(self):
self.__transform.setToIdentity()
self.update()
def applyTransform(self, tr, local):
"""
Multiply this object's transform by *tr*.
If local is True, then *tr* is multiplied on the right of the current transform:
newTransform = transform * tr
If local is False, then *tr* is instead multiplied on the left:
newTransform = tr * transform
"""
if local:
self.setTransform(self.transform() * tr)
else:
self.setTransform(tr * self.transform())
def transform(self):
return self.__transform
def viewTransform(self):
tr = self.__transform
p = self
while True:
p = p.parentItem()
if p is None:
break
tr = p.transform() * tr
return Transform3D(tr)
def translate(self, dx, dy, dz, local=False):
"""
Translate the object by (*dx*, *dy*, *dz*) in its parent's coordinate system.
If *local* is True, then translation takes place in local coordinates.
"""
tr = Transform3D()
tr.translate(dx, dy, dz)
self.applyTransform(tr, local=local)
def rotate(self, angle, x, y, z, local=False):
"""
Rotate the object around the axis specified by (x,y,z).
*angle* is in degrees.
"""
tr = Transform3D()
tr.rotate(angle, x, y, z)
self.applyTransform(tr, local=local)
def scale(self, x, y, z, local=True):
"""
Scale the object by (*dx*, *dy*, *dz*) in its local coordinate system.
If *local* is False, then scale takes place in the parent's coordinates.
"""
tr = Transform3D()
tr.scale(x, y, z)
self.applyTransform(tr, local=local)
def hide(self):
self.setVisible(False)
def show(self):
self.setVisible(True)
def setVisible(self, vis):
self.__visible = vis
self.update()
def visible(self):
return self.__visible
def initializeGL(self):
"""
Called after an item is added to a GLViewWidget.
The widget's GL context is made current before this method is called.
(So this would be an appropriate time to generate lists, upload textures, etc.)
"""
pass
def paint(self):
"""
Called by the GLViewWidget to draw this item.
It is the responsibility of the item to set up its own modelview matrix,
but the caller will take care of pushing/popping.
"""
pass
def update(self):
v = self.view()
if v is None:
return
v.updateGL()
def mapToParent(self, point):
tr = self.transform()
if tr is None:
return point
return tr.map(point)
def mapFromParent(self, point):
tr = self.transform()
if tr is None:
return point
return tr.inverted()[0].map(point)
def mapToView(self, point):
tr = self.viewTransform()
if tr is None:
return point
return tr.map(point)
def mapFromView(self, point):
tr = self.viewTransform()
if tr is None:
return point
return tr.inverted()[0].map(point)