pyqtgraph/pyqtgraph/opengl/items/GLMeshItem.py

227 lines
8.4 KiB
Python

from OpenGL.GL import *
from .. GLGraphicsItem import GLGraphicsItem
from .. MeshData import MeshData
from ...Qt import QtGui
from .. import shaders
import numpy as np
__all__ = ['GLMeshItem']
class GLMeshItem(GLGraphicsItem):
"""
**Bases:** :class:`GLGraphicsItem <pyqtgraph.opengl.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']:
if not md.hasFaceIndexedData():
self.edges = md.edges()
self.edgeVerts = md.vertexes()
else:
self.edges = md.edges()
self.edgeVerts = md.vertexes(indexed='faces')
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(*color.getRgbF())
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.uint32).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(*color.getRgbF())
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)