2012-05-07 11:24:26 +00:00
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import math
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from util import util3d
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from util import profile
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2012-04-05 20:35:52 +00:00
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try:
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import OpenGL
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OpenGL.ERROR_CHECKING = False
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from OpenGL.GLU import *
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from OpenGL.GL import *
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hasOpenGLlibs = True
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except:
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print "Failed to find PyOpenGL: http://pyopengl.sourceforge.net/"
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hasOpenGLlibs = False
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def InitGL(window, view3D, zoom):
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# set viewing projection
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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size = window.GetSize()
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glViewport(0,0, size.GetWidth(), size.GetHeight())
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glLightfv(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0])
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2012-05-03 18:09:46 +00:00
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glLightfv(GL_LIGHT1, GL_POSITION, [1.0, 1.0, 1.0, 0.0])
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2012-04-05 20:35:52 +00:00
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2012-05-03 18:09:46 +00:00
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glEnable(GL_NORMALIZE)
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2012-04-05 20:35:52 +00:00
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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glEnable(GL_DEPTH_TEST)
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glEnable(GL_CULL_FACE)
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glDisable(GL_BLEND)
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glClearColor(0.0, 0.0, 0.0, 1.0)
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glClearStencil(0)
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glClearDepth(1.0)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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aspect = float(size.GetWidth()) / float(size.GetHeight())
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if view3D:
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2012-04-17 11:29:16 +00:00
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gluPerspective(45.0, aspect, 1.0, 1000.0)
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2012-04-05 20:35:52 +00:00
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else:
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glOrtho(-aspect, aspect, -1, 1, -1000.0, 1000.0)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
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def DrawMachine(machineSize):
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glColor3f(1,1,1)
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glLineWidth(4)
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glDisable(GL_LIGHTING)
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glBegin(GL_LINE_LOOP)
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glVertex3f(0, 0, 0)
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glVertex3f(machineSize.x, 0, 0)
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glVertex3f(machineSize.x, machineSize.y, 0)
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glVertex3f(0, machineSize.y, 0)
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glEnd()
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glLineWidth(2)
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glBegin(GL_LINES)
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for i in xrange(0, int(machineSize.x), 10):
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glVertex3f(i, 0, 0)
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glVertex3f(i, machineSize.y, 0)
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for i in xrange(0, int(machineSize.y), 10):
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glVertex3f(0, i, 0)
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glVertex3f(machineSize.x, i, 0)
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glEnd()
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glLineWidth(1)
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glBegin(GL_LINE_LOOP)
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glVertex3f(0, 0, machineSize.z)
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glVertex3f(machineSize.x, 0, machineSize.z)
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glVertex3f(machineSize.x, machineSize.y, machineSize.z)
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glVertex3f(0, machineSize.y, machineSize.z)
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glEnd()
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glBegin(GL_LINES)
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glVertex3f(0, 0, 0)
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glVertex3f(0, 0, machineSize.z)
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glVertex3f(machineSize.x, 0, 0)
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glVertex3f(machineSize.x, 0, machineSize.z)
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glVertex3f(machineSize.x, machineSize.y, 0)
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glVertex3f(machineSize.x, machineSize.y, machineSize.z)
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glVertex3f(0, machineSize.y, 0)
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glVertex3f(0, machineSize.y, machineSize.z)
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glEnd()
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2012-04-22 11:11:21 +00:00
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glPushMatrix()
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glTranslate(-5,-5,0)
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glLineWidth(2)
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glColor3f(0.5,0,0)
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glBegin(GL_LINES)
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glVertex3f(0,0,0)
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glVertex3f(20,0,0)
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glEnd()
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glColor3f(0,0.5,0)
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glBegin(GL_LINES)
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glVertex3f(0,0,0)
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glVertex3f(0,20,0)
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glEnd()
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glColor3f(0,0,0.5)
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glBegin(GL_LINES)
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glVertex3f(0,0,0)
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glVertex3f(0,0,20)
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glEnd()
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glDisable(GL_DEPTH_TEST)
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#X
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glColor3f(1,0,0)
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glPushMatrix()
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glTranslate(23,0,0)
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noZ = ResetMatrixRotationAndScale()
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glBegin(GL_LINES)
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glVertex3f(-0.8,1,0)
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glVertex3f(0.8,-1,0)
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glVertex3f(0.8,1,0)
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glVertex3f(-0.8,-1,0)
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glEnd()
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glPopMatrix()
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#Y
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glColor3f(0,1,0)
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glPushMatrix()
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glTranslate(0,23,0)
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ResetMatrixRotationAndScale()
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glBegin(GL_LINES)
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glVertex3f(-0.8, 1,0)
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glVertex3f( 0.0, 0,0)
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glVertex3f( 0.8, 1,0)
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glVertex3f(-0.8,-1,0)
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glEnd()
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glPopMatrix()
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#Z
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if not noZ:
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glColor3f(0,0,1)
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glPushMatrix()
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glTranslate(0,0,23)
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ResetMatrixRotationAndScale()
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glBegin(GL_LINES)
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glVertex3f(-0.8, 1,0)
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glVertex3f( 0.8, 1,0)
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glVertex3f( 0.8, 1,0)
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glVertex3f(-0.8,-1,0)
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glVertex3f(-0.8,-1,0)
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glVertex3f( 0.8,-1,0)
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glEnd()
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glPopMatrix()
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glPopMatrix()
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glEnable(GL_DEPTH_TEST)
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def ResetMatrixRotationAndScale():
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matrix = glGetFloatv(GL_MODELVIEW_MATRIX)
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noZ = False
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2012-04-25 14:30:51 +00:00
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if matrix[3][2] > 0:
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return False
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2012-04-22 11:11:21 +00:00
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scale2D = matrix[0][0]
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matrix[0][0] = 1.0
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matrix[1][0] = 0.0
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matrix[2][0] = 0.0
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matrix[0][1] = 0.0
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matrix[1][1] = 1.0
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matrix[2][1] = 0.0
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matrix[0][2] = 0.0
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matrix[1][2] = 0.0
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matrix[2][2] = 1.0
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if matrix[3][2] != 0.0:
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matrix[3][0] /= -matrix[3][2] / 100
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matrix[3][1] /= -matrix[3][2] / 100
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matrix[3][2] = -100
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else:
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matrix[0][0] = scale2D
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matrix[1][1] = scale2D
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matrix[2][2] = scale2D
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matrix[3][2] = -100
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noZ = True
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glLoadMatrixf(matrix)
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return noZ
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2012-04-17 17:12:40 +00:00
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def DrawBox(vMin, vMax):
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glBegin(GL_LINE_LOOP)
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glVertex3f(vMin.x, vMin.y, vMin.z)
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glVertex3f(vMax.x, vMin.y, vMin.z)
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glVertex3f(vMax.x, vMax.y, vMin.z)
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glVertex3f(vMin.x, vMax.y, vMin.z)
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glEnd()
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glBegin(GL_LINE_LOOP)
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glVertex3f(vMin.x, vMin.y, vMax.z)
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glVertex3f(vMax.x, vMin.y, vMax.z)
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glVertex3f(vMax.x, vMax.y, vMax.z)
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glVertex3f(vMin.x, vMax.y, vMax.z)
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glEnd()
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glBegin(GL_LINES)
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glVertex3f(vMin.x, vMin.y, vMin.z)
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glVertex3f(vMin.x, vMin.y, vMax.z)
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glVertex3f(vMax.x, vMin.y, vMin.z)
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glVertex3f(vMax.x, vMin.y, vMax.z)
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glVertex3f(vMax.x, vMax.y, vMin.z)
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glVertex3f(vMax.x, vMax.y, vMax.z)
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glVertex3f(vMin.x, vMax.y, vMin.z)
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glVertex3f(vMin.x, vMax.y, vMax.z)
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glEnd()
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2012-04-05 20:35:52 +00:00
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def DrawSTL(mesh):
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2012-05-03 18:09:46 +00:00
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glEnable(GL_CULL_FACE)
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2012-04-05 20:35:52 +00:00
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for face in mesh.faces:
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glBegin(GL_TRIANGLES)
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v1 = face.v[0]
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v2 = face.v[1]
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v3 = face.v[2]
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glNormal3f(face.normal.x, face.normal.y, face.normal.z)
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glVertex3f(v1.x, v1.y, v1.z)
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glVertex3f(v2.x, v2.y, v2.z)
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glVertex3f(v3.x, v3.y, v3.z)
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glNormal3f(-face.normal.x, -face.normal.y, -face.normal.z)
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glVertex3f(v1.x, v1.y, v1.z)
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glVertex3f(v3.x, v3.y, v3.z)
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glVertex3f(v2.x, v2.y, v2.z)
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glEnd()
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2012-05-07 11:24:26 +00:00
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def DrawGCodeLayer(layer):
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filamentRadius = profile.getProfileSettingFloat('filament_diameter') / 2
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filamentArea = math.pi * filamentRadius * filamentRadius
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lineWidth = profile.getProfileSettingFloat('nozzle_size') / 2 / 10
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fillCycle = 0
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fillColorCycle = [[0.5,0.5,0.0],[0.0,0.5,0.5],[0.5,0.0,0.5]]
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glDisable(GL_CULL_FACE)
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for path in layer:
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if path.type == 'move':
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glColor3f(0,0,1)
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if path.type == 'extrude':
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if path.pathType == 'FILL':
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glColor3fv(fillColorCycle[fillCycle])
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fillCycle = (fillCycle + 1) % len(fillColorCycle)
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elif path.pathType == 'WALL-INNER':
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glColor3fv([0,1,0])
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elif path.pathType == 'SUPPORT':
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glColor3fv([0,1,1])
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elif path.pathType == 'SKIRT':
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glColor3fv([0,0.5,0.5])
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else:
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glColor3fv([1,0,0])
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if path.type == 'retract':
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glColor3fv([0,1,1])
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if path.type == 'extrude':
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drawLength = 0.0
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prevNormal = None
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for i in xrange(0, len(path.list)-1):
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v0 = path.list[i]
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v1 = path.list[i+1]
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# Calculate line width from ePerDistance (needs layer thickness and filament diameter)
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dist = (v0 - v1).vsize()
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if dist > 0 and path.layerThickness > 0:
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extrusionMMperDist = (v1.e - v0.e) / dist
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lineWidth = extrusionMMperDist * filamentArea / path.layerThickness / 2
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drawLength += (v0 - v1).vsize()
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normal = (v0 - v1).cross(util3d.Vector3(0,0,1))
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normal.normalize()
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vv2 = v0 + normal * lineWidth
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vv3 = v1 + normal * lineWidth
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vv0 = v0 - normal * lineWidth
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vv1 = v1 - normal * lineWidth
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glBegin(GL_QUADS)
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glVertex3f(vv0.x, vv0.y, vv0.z - 0.01)
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glVertex3f(vv1.x, vv1.y, vv1.z - 0.01)
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glVertex3f(vv3.x, vv3.y, vv3.z - 0.01)
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glVertex3f(vv2.x, vv2.y, vv2.z - 0.01)
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glEnd()
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if prevNormal != None:
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n = (normal + prevNormal)
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n.normalize()
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vv4 = v0 + n * lineWidth
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vv5 = v0 - n * lineWidth
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glBegin(GL_QUADS)
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glVertex3f(vv2.x, vv2.y, vv2.z)
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glVertex3f(vv4.x, vv4.y, vv4.z)
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glVertex3f(prevVv3.x, prevVv3.y, prevVv3.z)
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glVertex3f(v0.x, v0.y, v0.z)
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glVertex3f(vv0.x, vv0.y, vv0.z)
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glVertex3f(vv5.x, vv5.y, vv5.z)
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glVertex3f(prevVv1.x, prevVv1.y, prevVv1.z)
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glVertex3f(v0.x, v0.y, v0.z)
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glEnd()
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prevNormal = normal
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prevVv1 = vv1
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prevVv3 = vv3
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else:
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glBegin(GL_LINE_STRIP)
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for v in path.list:
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glVertex3f(v.x, v.y, v.z)
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glEnd()
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glEnable(GL_CULL_FACE)
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