/usr/lib/python2.7/dist-packages/pyqtgraph/opengl/items/GLMeshItem.py is in python-pyqtgraph 0.9.10-5.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 | 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 <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(*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)
|