Fixed up MeshData and GLMeshItem classes for surface display
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@ -1,3 +1,5 @@
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from pyqtgraph.Qt import QtGui
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class MeshData(object):
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"""
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Class for storing 3D mesh data. May contain:
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@ -9,15 +11,16 @@ class MeshData(object):
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"""
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def __init__(self):
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self.vertexes = []
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self.edges = None
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self.faces = []
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self.vertexFaces = None ## maps vertex ID to a list of face IDs
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self.vertexNormals = None
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self.faceNormals = None
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self.vertexColors = None
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self.edgeColors = None
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self.faceColors = None
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self._vertexes = []
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self._edges = None
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self._faces = []
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self._vertexFaces = None ## maps vertex ID to a list of face IDs
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self._vertexNormals = None
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self._faceNormals = None
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self._vertexColors = None
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self._edgeColors = None
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self._faceColors = None
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self._meshColor = (1, 1, 1, 0.1) # default color to use if no face/edge/vertex colors are given
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def setFaces(self, faces, vertexes=None):
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"""
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@ -30,84 +33,111 @@ class MeshData(object):
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"""
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if vertexes is None:
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self._setUnindexedFaces(self, faces)
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self._setUnindexedFaces(faces)
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else:
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self._setIndexedFaces(self, faces)
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self._setIndexedFaces(faces, vertexes)
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def _setUnindexedFaces(self, faces):
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verts = {}
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self.faces = []
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self.vertexes = []
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self.vertexFaces = []
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self.faceNormals = None
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self.vertexNormals = None
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self._faces = []
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self._vertexes = []
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self._vertexFaces = []
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self._faceNormals = None
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self._vertexNormals = None
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for face in faces:
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inds = []
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for pt in face:
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pt2 = tuple([int(x*1e14) for x in pt]) ## quantize to be sure that nearly-identical points will be merged
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pt2 = tuple([round(x*1e14) for x in pt]) ## quantize to be sure that nearly-identical points will be merged
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index = verts.get(pt2, None)
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if index is None:
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self.vertexes.append(tuple(pt))
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self.vertexFaces.append([])
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index = len(self.vertexes)-1
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self._vertexes.append(QtGui.QVector3D(*pt))
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self._vertexFaces.append([])
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index = len(self._vertexes)-1
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verts[pt2] = index
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self.vertexFaces[index].append(face)
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self._vertexFaces[index].append(len(self._faces))
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inds.append(index)
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self.faces.append(tuple(inds))
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self._faces.append(tuple(inds))
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def _setIndexedFaces(self, faces, vertexes):
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self.vertexes = vertexes
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self.faces = faces
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self.edges = None
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self.vertexFaces = None
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self.faceNormals = None
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self.vertexNormals = None
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self._vertexes = [QtGui.QVector3D(*v) for v in vertexes]
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self._faces = faces
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self._edges = None
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self._vertexFaces = None
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self._faceNormals = None
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self._vertexNormals = None
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def getVertexFaces(self):
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def vertexFaces(self):
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"""
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Return list mapping each vertex index to a list of face indexes that use the vertex.
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"""
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if self.vertexFaces is None:
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self.vertexFaces = [[]] * len(self.vertexes)
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for i, face in enumerate(self.faces):
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if self._vertexFaces is None:
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self._vertexFaces = [[]] * len(self._vertexes)
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for i, face in enumerate(self._faces):
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for ind in face:
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if len(self.vertexFaces[ind]) == 0:
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self.vertexFaces[ind] = [] ## need a unique/empty list to fill
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self.vertexFaces[ind].append(i)
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return self.vertexFaces
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if len(self._vertexFaces[ind]) == 0:
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self._vertexFaces[ind] = [] ## need a unique/empty list to fill
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self._vertexFaces[ind].append(i)
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return self._vertexFaces
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def getFaceNormals(self):
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def __iter__(self):
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"""Iterate over all faces, yielding a list of three tuples [(position, normal, color), ...] for each face."""
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vnorms = self.vertexNormals()
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vcolors = self.vertexColors()
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for i in range(len(self._faces)):
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face = []
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for j in [0,1,2]:
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vind = self._faces[i][j]
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pos = self._vertexes[vind]
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norm = vnorms[vind]
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if vcolors is None:
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color = self._meshColor
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else:
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color = vcolors[vind]
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face.append((pos, norm, color))
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yield face
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def faceNormals(self):
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"""
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Computes and stores normal of each face.
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"""
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if self.faceNormals is None:
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self.faceNormals = []
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for i, face in enumerate(self.faces):
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if self._faceNormals is None:
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self._faceNormals = []
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for i, face in enumerate(self._faces):
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## compute face normal
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pts = [QtGui.QVector3D(*self.vertexes[vind]) for vind in face]
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norm = QtGui.QVector3D.crossProduct(pts[1]-pts[0], pts[2]-pts[0])
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self.faceNormals.append(norm)
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return self.faceNormals
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pts = [self._vertexes[vind] for vind in face]
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norm = QtGui.QVector3D.crossProduct(pts[1]-pts[0], pts[2]-pts[0]).normalized()
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self._faceNormals.append(norm)
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return self._faceNormals
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def getVertexNormals(self):
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def vertexNormals(self):
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"""
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Assigns each vertex the average of its connected face normals.
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If face normals have not been computed yet, then generateFaceNormals will be called.
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"""
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if self.vertexNormals is None:
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faceNorms = self.getFaceNormals()
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vertFaces = self.getVertexFaces()
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self.vertexNormals = []
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for vindex in xrange(len(self.vertexes)):
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if self._vertexNormals is None:
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faceNorms = self.faceNormals()
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vertFaces = self.vertexFaces()
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self._vertexNormals = []
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for vindex in xrange(len(self._vertexes)):
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#print vertFaces[vindex]
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norms = [faceNorms[findex] for findex in vertFaces[vindex]]
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if len(norms) == 0:
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norm = QtGui.QVector3D()
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else:
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norm = reduce(QtGui.QVector3D.__add__, facenorms) / float(len(norms))
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self.vertexNormals.append(norm)
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return self.vertexNormals
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norm = QtGui.QVector3D()
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for fn in norms:
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norm += fn
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norm.normalize()
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self._vertexNormals.append(norm)
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return self._vertexNormals
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def vertexColors(self):
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return self._vertexColors
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def faceColors(self):
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return self._faceColors
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def edgeColors(self):
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return self._edgeColors
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def reverseNormals(self):
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"""
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@ -1,5 +1,6 @@
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from OpenGL.GL import *
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from .. GLGraphicsItem import GLGraphicsItem
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from .. MeshData import MeshData
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from pyqtgraph.Qt import QtGui
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import pyqtgraph as pg
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from .. import shaders
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@ -10,33 +11,20 @@ import numpy as np
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__all__ = ['GLMeshItem']
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class GLMeshItem(GLGraphicsItem):
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def __init__(self, faces):
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self.faces = faces
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self.normals, self.faceNormals = pg.meshNormals(faces)
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"""
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Displays a 3D triangle mesh.
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"""
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def __init__(self, faces, vertexes=None):
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"""
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See MeshData for initialization arguments.
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"""
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self.data = MeshData()
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self.data.setFaces(faces, vertexes)
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GLGraphicsItem.__init__(self)
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def initializeGL(self):
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#balloonVertexShader = shaders.compileShader("""
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#varying vec3 normal;
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#void main() {
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#normal = normalize(gl_NormalMatrix * gl_Normal);
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#//vec4 color = normal;
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#//normal.w = min(color.w + 2.0 * color.w * pow(normal.x*normal.x + normal.y*normal.y, 2.0), 1.0);
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#gl_FrontColor = gl_Color;
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#gl_BackColor = gl_Color;
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#gl_Position = ftransform();
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#}""", GL_VERTEX_SHADER)
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#balloonFragmentShader = shaders.compileShader("""
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#varying vec3 normal;
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#void main() {
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#vec4 color = gl_Color;
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#color.w = min(color.w + 2.0 * color.w * pow(normal.x*normal.x + normal.y*normal.y, 5.0), 1.0);
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#gl_FragColor = color;
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#}""", GL_FRAGMENT_SHADER)
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#self.shader = shaders.compileProgram(balloonVertexShader, balloonFragmentShader)
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self.shader = shaders.getShader('balloon')
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l = glGenLists(1)
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@ -51,39 +39,33 @@ class GLMeshItem(GLGraphicsItem):
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glDisable( GL_DEPTH_TEST )
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glColor4f(1, 1, 1, .1)
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glBegin( GL_TRIANGLES )
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for i, f in enumerate(self.faces):
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pts = [QtGui.QVector3D(*x) for x in f]
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if pts[0] is None:
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print f
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continue
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#norm = QtGui.QVector3D.crossProduct(pts[1]-pts[0], pts[2]-pts[0])
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for j in [0,1,2]:
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norm = self.normals[self.faceNormals[i][j]]
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for face in self.data:
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for (pos, norm, color) in face:
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glColor4f(*color)
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glNormal3f(norm.x(), norm.y(), norm.z())
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glVertex3f(pos.x(), pos.y(), pos.z())
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glEnd()
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glEndList()
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#l = glGenLists(1)
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#self.meshList = l
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#glNewList(l, GL_COMPILE)
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#glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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#glEnable( GL_BLEND )
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#glEnable( GL_ALPHA_TEST )
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##glAlphaFunc( GL_ALWAYS,0.5 )
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#glEnable( GL_POINT_SMOOTH )
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#glEnable( GL_DEPTH_TEST )
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#glColor4f(1, 1, 1, .3)
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#glBegin( GL_LINES )
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#for f in self.faces:
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#for i in [0,1,2]:
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#j = (i+1) % 3
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glVertex3f(*f[j])
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glEnd()
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glEndList()
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l = glGenLists(1)
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self.meshList = l
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glNewList(l, GL_COMPILE)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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glEnable( GL_BLEND )
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glEnable( GL_ALPHA_TEST )
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#glAlphaFunc( GL_ALWAYS,0.5 )
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glEnable( GL_POINT_SMOOTH )
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glEnable( GL_DEPTH_TEST )
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glColor4f(1, 1, 1, .3)
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glBegin( GL_LINES )
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for f in self.faces:
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for i in [0,1,2]:
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j = (i+1) % 3
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glVertex3f(*f[i])
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glVertex3f(*f[j])
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glEnd()
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glEndList()
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#glVertex3f(*f[i])
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#glVertex3f(*f[j])
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#glEnd()
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#glEndList()
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def paint(self):
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