920fd9333e
- volumetric rendering - isosurfaces, mesh rendering - basic transformation and parent/child functionality
141 lines
4.4 KiB
Python
141 lines
4.4 KiB
Python
from pyqtgraph.Qt import QtGui, QtCore
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class GLGraphicsItem(QtCore.QObject):
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def __init__(self, parentItem=None):
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QtCore.QObject.__init__(self)
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self.__parent = None
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self.__view = None
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self.__children = set()
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self.__transform = QtGui.QMatrix4x4()
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self.__visible = True
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self.setParentItem(parentItem)
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self.setDepthValue(0)
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def setParentItem(self, item):
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if self.__parent is not None:
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self.__parent.__children.remove(self)
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if item is not None:
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item.__children.add(self)
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self.__parent = item
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if self.__parent is not None and self.view() is not self.__parent.view():
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if self.view() is not None:
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self.view().removeItem(self)
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self.__parent.view().addItem(self)
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def parentItem(self):
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return self.__parent
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def childItems(self):
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return list(self.__children)
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def _setView(self, v):
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self.__view = v
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def view(self):
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return self.__view
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def setDepthValue(self, value):
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"""
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Sets the depth value of this item. Default is 0.
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This controls the order in which items are drawn--those with a greater depth value will be drawn later.
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Items with negative depth values are drawn before their parent.
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(This is analogous to QGraphicsItem.zValue)
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The depthValue does NOT affect the position of the item or the values it imparts to the GL depth buffer.
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'"""
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self.__depthValue = value
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def depthValue(self):
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"""Return the depth value of this item. See setDepthValue for mode information."""
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return self.__depthValue
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def setTransform(self, tr):
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self.__transform = tr
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self.update()
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def applyTransform(self, tr, local):
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"""
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Multiply this object's transform by *tr*.
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If local is True, then *tr* is multiplied on the right of the current transform:
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newTransform = transform * tr
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If local is False, then *tr* is instead multiplied on the left:
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newTransform = tr * transform
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"""
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if local:
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self.setTransform(self.transform() * tr)
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else:
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self.setTransform(tr * self.transform())
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def transform(self):
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return self.__transform
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def translate(self, dx, dy, dz, local=False):
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"""
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Translate the object by (*dx*, *dy*, *dz*) in its parent's coordinate system.
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If *local* is True, then translation takes place in local coordinates.
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"""
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tr = QtGui.QMatrix4x4()
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tr.translate(dx, dy, dz)
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self.applyTransform(tr, local=local)
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def rotate(self, angle, x, y, z, local=False):
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"""
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Rotate the object around the axis specified by (x,y,z).
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*angle* is in degrees.
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"""
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tr = QtGui.QMatrix4x4()
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tr.rotate(angle, x, y, z)
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self.applyTransform(tr, local=local)
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def scale(self, x, y, z, local=True):
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"""
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Scale the object by (*dx*, *dy*, *dz*) in its local coordinate system.
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If *local* is False, then scale takes place in the parent's coordinates.
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"""
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tr = QtGui.QMatrix4x4()
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tr.scale(x, y, z)
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self.applyTransform(tr, local=local)
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def hide(self):
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self.setVisible(False)
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def show(self):
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self.setVisible(True)
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def setVisible(self, vis):
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self.__visible = vis
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self.update()
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def visible(self):
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return self.__visible
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def initializeGL(self):
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"""
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Called after an item is added to a GLViewWidget.
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The widget's GL context is made current before this method is called.
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(So this would be an appropriate time to generate lists, upload textures, etc.)
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"""
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pass
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def paint(self):
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"""
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Called by the GLViewWidget to draw this item.
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It is the responsibility of the item to set up its own modelview matrix,
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but the caller will take care of pushing/popping.
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"""
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pass
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def update(self):
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v = self.view()
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if v is None:
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return
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v.updateGL()
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def mapFromParent(self, point):
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tr = self.transform()
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if tr is None:
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return point
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return tr.inverted()[0].map(point) |