from OpenGL.GL import * from .. GLGraphicsItem import GLGraphicsItem from .. MeshData import MeshData from ...Qt import QtGui from .. import shaders from ... import functions as fn import numpy as np __all__ = ['GLMeshItem'] class GLMeshItem(GLGraphicsItem): """ **Bases:** :class:`GLGraphicsItem ` Displays a 3D triangle mesh. """ def __init__(self, **kwds): """ ============== ===================================================== Arguments meshdata MeshData object from which to determine geometry for this item. color Default face color used if no vertex or face colors are specified. edgeColor Default edge color to use if no edge colors are specified in the mesh data. drawEdges If True, a wireframe mesh will be drawn. (default=False) drawFaces If True, mesh faces are drawn. (default=True) shader Name of shader program to use when drawing faces. (None for no shader) smooth If True, normal vectors are computed for each vertex and interpolated within each face. computeNormals If False, then computation of normal vectors is disabled. This can provide a performance boost for meshes that do not make use of normals. ============== ===================================================== """ self.opts = { 'meshdata': None, 'color': (1., 1., 1., 1.), 'drawEdges': False, 'drawFaces': True, 'edgeColor': (0.5, 0.5, 0.5, 1.0), 'shader': None, 'smooth': True, 'computeNormals': True, } GLGraphicsItem.__init__(self) glopts = kwds.pop('glOptions', 'opaque') self.setGLOptions(glopts) shader = kwds.pop('shader', None) self.setShader(shader) self.setMeshData(**kwds) ## storage for data compiled from MeshData object self.vertexes = None self.normals = None self.colors = None self.faces = None def setShader(self, shader): """Set the shader used when rendering faces in the mesh. (see the GL shaders example)""" self.opts['shader'] = shader self.update() def shader(self): shader = self.opts['shader'] if isinstance(shader, shaders.ShaderProgram): return shader else: return shaders.getShaderProgram(shader) def setColor(self, c): """Set the default color to use when no vertex or face colors are specified.""" self.opts['color'] = c self.update() def setMeshData(self, **kwds): """ Set mesh data for this item. This can be invoked two ways: 1. Specify *meshdata* argument with a new MeshData object 2. Specify keyword arguments to be passed to MeshData(..) to create a new instance. """ md = kwds.get('meshdata', None) if md is None: opts = {} for k in ['vertexes', 'faces', 'edges', 'vertexColors', 'faceColors']: try: opts[k] = kwds.pop(k) except KeyError: pass md = MeshData(**opts) self.opts['meshdata'] = md self.opts.update(kwds) self.meshDataChanged() self.update() def meshDataChanged(self): """ This method must be called to inform the item that the MeshData object has been altered. """ self.vertexes = None self.faces = None self.normals = None self.colors = None self.edges = None self.edgeColors = None self.update() def parseMeshData(self): ## interpret vertex / normal data before drawing ## This can: ## - automatically generate normals if they were not specified ## - pull vertexes/noormals/faces from MeshData if that was specified if self.vertexes is not None and self.normals is not None: return #if self.opts['normals'] is None: #if self.opts['meshdata'] is None: #self.opts['meshdata'] = MeshData(vertexes=self.opts['vertexes'], faces=self.opts['faces']) if self.opts['meshdata'] is not None: md = self.opts['meshdata'] if self.opts['smooth'] and not md.hasFaceIndexedData(): self.vertexes = md.vertexes() if self.opts['computeNormals']: self.normals = md.vertexNormals() self.faces = md.faces() if md.hasVertexColor(): self.colors = md.vertexColors() if md.hasFaceColor(): self.colors = md.faceColors() else: self.vertexes = md.vertexes(indexed='faces') if self.opts['computeNormals']: if self.opts['smooth']: self.normals = md.vertexNormals(indexed='faces') else: self.normals = md.faceNormals(indexed='faces') self.faces = None if md.hasVertexColor(): self.colors = md.vertexColors(indexed='faces') elif md.hasFaceColor(): self.colors = md.faceColors(indexed='faces') if self.opts['drawEdges']: self.edges = md.edges() self.edgeVerts = md.vertexes() return def paint(self): self.setupGLState() self.parseMeshData() if self.opts['drawFaces']: with self.shader(): verts = self.vertexes norms = self.normals color = self.colors faces = self.faces if verts is None: return glEnableClientState(GL_VERTEX_ARRAY) try: glVertexPointerf(verts) if self.colors is None: color = self.opts['color'] if isinstance(color, QtGui.QColor): glColor4f(*fn.glColor(color)) else: glColor4f(*color) else: glEnableClientState(GL_COLOR_ARRAY) glColorPointerf(color) if norms is not None: glEnableClientState(GL_NORMAL_ARRAY) glNormalPointerf(norms) if faces is None: glDrawArrays(GL_TRIANGLES, 0, np.product(verts.shape[:-1])) else: faces = faces.astype(np.uint).flatten() glDrawElements(GL_TRIANGLES, faces.shape[0], GL_UNSIGNED_INT, faces) finally: glDisableClientState(GL_NORMAL_ARRAY) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_COLOR_ARRAY) if self.opts['drawEdges']: verts = self.edgeVerts edges = self.edges glEnableClientState(GL_VERTEX_ARRAY) try: glVertexPointerf(verts) if self.edgeColors is None: color = self.opts['edgeColor'] if isinstance(color, QtGui.QColor): glColor4f(*fn.glColor(color)) else: glColor4f(*color) else: glEnableClientState(GL_COLOR_ARRAY) glColorPointerf(color) edges = edges.flatten() glDrawElements(GL_LINES, edges.shape[0], GL_UNSIGNED_INT, edges) finally: glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_COLOR_ARRAY)