Added GL picking, matrix retrieval methods
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934e50ad55
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@ -80,14 +80,17 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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#self.update()
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#self.update()
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def setProjection(self, region=None):
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def setProjection(self, region=None):
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m = self.projectionMatrix(region)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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a = np.array(m.copyDataTo()).reshape((4,4))
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glMultMatrixf(a.transpose())
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def projectionMatrix(self, region=None):
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# Xw = (Xnd + 1) * width/2 + X
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# Xw = (Xnd + 1) * width/2 + X
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if region is None:
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if region is None:
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region = (0, 0, self.width(), self.height())
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region = (0, 0, self.width(), self.height())
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## Create the projection matrix
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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#w = self.width()
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#h = self.height()
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x0, y0, w, h = self.getViewport()
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x0, y0, w, h = self.getViewport()
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dist = self.opts['distance']
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dist = self.opts['distance']
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fov = self.opts['fov']
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fov = self.opts['fov']
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@ -105,20 +108,45 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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bottom = t * ((region[1]-y0) * (2.0/h) - 1)
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bottom = t * ((region[1]-y0) * (2.0/h) - 1)
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top = t * ((region[1]+region[3]-y0) * (2.0/h) - 1)
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top = t * ((region[1]+region[3]-y0) * (2.0/h) - 1)
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glFrustum( left, right, bottom, top, nearClip, farClip)
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tr = QtGui.QMatrix4x4()
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#glFrustum(-r, r, -t, t, nearClip, farClip)
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tr.frustum(left, right, bottom, top, nearClip, farClip)
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return tr
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def setModelview(self):
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def setModelview(self):
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glMatrixMode(GL_MODELVIEW)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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glLoadIdentity()
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glTranslatef( 0.0, 0.0, -self.opts['distance'])
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m = self.viewMatrix()
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glRotatef(self.opts['elevation']-90, 1, 0, 0)
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a = np.array(m.copyDataTo()).reshape((4,4))
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glRotatef(self.opts['azimuth']+90, 0, 0, -1)
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glMultMatrixf(a.transpose())
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def viewMatrix(self):
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tr = QtGui.QMatrix4x4()
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tr.translate( 0.0, 0.0, -self.opts['distance'])
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tr.rotate(self.opts['elevation']-90, 1, 0, 0)
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tr.rotate(self.opts['azimuth']+90, 0, 0, -1)
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center = self.opts['center']
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center = self.opts['center']
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glTranslatef(-center.x(), -center.y(), -center.z())
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tr.translate(-center.x(), -center.y(), -center.z())
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return tr
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def itemsAt(self, region=None):
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#buf = np.zeros(100000, dtype=np.uint)
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buf = glSelectBuffer(100000)
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try:
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glRenderMode(GL_SELECT)
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glInitNames()
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glPushName(0)
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self._itemNames = {}
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self.paintGL(region=region, useItemNames=True)
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def paintGL(self, region=None, viewport=None):
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finally:
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hits = glRenderMode(GL_RENDER)
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items = [(h.near, h.names[0]) for h in hits]
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items.sort(key=lambda i: i[0])
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return [self._itemNames[i[1]] for i in items]
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def paintGL(self, region=None, viewport=None, useItemNames=False):
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"""
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"""
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viewport specifies the arguments to glViewport. If None, then we use self.opts['viewport']
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viewport specifies the arguments to glViewport. If None, then we use self.opts['viewport']
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region specifies the sub-region of self.opts['viewport'] that should be rendered.
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region specifies the sub-region of self.opts['viewport'] that should be rendered.
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@ -131,9 +159,9 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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self.setProjection(region=region)
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self.setProjection(region=region)
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self.setModelview()
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self.setModelview()
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glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT )
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glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT )
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self.drawItemTree()
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self.drawItemTree(useItemNames=useItemNames)
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def drawItemTree(self, item=None):
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def drawItemTree(self, item=None, useItemNames=False):
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if item is None:
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if item is None:
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items = [x for x in self.items if x.parentItem() is None]
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items = [x for x in self.items if x.parentItem() is None]
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else:
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else:
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@ -146,6 +174,9 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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if i is item:
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if i is item:
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try:
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try:
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glPushAttrib(GL_ALL_ATTRIB_BITS)
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glPushAttrib(GL_ALL_ATTRIB_BITS)
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if useItemNames:
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glLoadName(id(i))
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self._itemNames[id(i)] = i
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i.paint()
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i.paint()
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except:
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except:
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import pyqtgraph.debug
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import pyqtgraph.debug
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@ -168,7 +199,7 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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tr = i.transform()
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tr = i.transform()
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a = np.array(tr.copyDataTo()).reshape((4,4))
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a = np.array(tr.copyDataTo()).reshape((4,4))
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glMultMatrixf(a.transpose())
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glMultMatrixf(a.transpose())
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self.drawItemTree(i)
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self.drawItemTree(i, useItemNames=useItemNames)
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finally:
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finally:
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glMatrixMode(GL_MODELVIEW)
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glMatrixMode(GL_MODELVIEW)
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glPopMatrix()
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glPopMatrix()
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