#!/usr/bin/env python
# ***** BEGIN LICENSE BLOCK *****
# Version: MPL 1.1/GPL 2.0/LGPL 2.1
#
# The contents of this file are subject to the Mozilla Public License Version
# 1.1 (the "License"); you may not use this file except in compliance with
# the License. You may obtain a copy of the License at
# http://www.mozilla.org/MPL/
#
# Software distributed under the License is distributed on an "AS IS" basis,
# WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
# for the specific language governing rights and limitations under the
# License.
#
# The Original Code is the Python Computer Graphics Kit.
#
# The Initial Developer of the Original Code is Matthias Baas.
# Portions created by the Initial Developer are Copyright (C) 2004
# the Initial Developer. All Rights Reserved.
#
# Contributor(s):
#
# Alternatively, the contents of this file may be used under the terms of
# either the GNU General Public License Version 2 or later (the "GPL"), or
# the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
# in which case the provisions of the GPL or the LGPL are applicable instead
# of those above. If you wish to allow use of your version of this file only
# under the terms of either the GPL or the LGPL, and not to allow others to
# use your version of this file under the terms of the MPL, indicate your
# decision by deleting the provisions above and replace them with the notice
# and other provisions required by the GPL or the LGPL. If you do not delete
# the provisions above, a recipient may use your version of this file under
# the terms of any one of the MPL, the GPL or the LGPL.
#
# ***** END LICENSE BLOCK *****
# $Id: viewer.py,v 1.13 2006/03/03 09:13:59 mbaas Exp $
"""Viewer tool.
Global options:
background Background color (must be anything that can be passed to the
vec4 constructor).
fullscreen Boolean indicating if a full screen view should be used
stereo Stereo setting (None, "vsplit", "glstereo")
eyedistance Eye distance for stereo display
polygonmode Drawing mode ("fill", "line", "point")
navigationmode Selects the navigation mode ("maya", "max", "softimage")
resolution (width, height) (aspect is ignored)
fps Framerate
camera Specify camera to be used
"""
import sys, os, os.path
#sys.path = [r"D:\tmp\pygame_src\pygame-1.6.2\build\lib.win32-2.3"]+sys.path
import pygame
from pygame.locals import *
from cgkit._OpenGL.GL import *
#from cgkit._OpenGL.GLU import *
import cgkit._Image as Image
from math import *
from cgkit.all import *
from cgkit.scene import getScene
import cgkit
from cgkit.cmds import *
from cgkit.tool import Tool
import cgkit.wintab
from cgkit.wintab.constants import *
import cgkit.spacedevice
# Viewer
class Viewer(Tool):
"""Viewer tool."""
def __init__(self):
Tool.__init__(self, defaultoptionvar="VIEWER_DEFAULT_OPTIONS")
self.pygame_joysticks = []
self.cgkit_joysticks = []
self.spacedevice = None
self.enable_spacedevice = False # Disable SpaceMouse for now
self.wintabcontext = None
self.enable_wintab = True
if sys.platform!="win32":
self.enable_spacedevice = False
self.enable_wintab = False
scene = getScene()
scene.setGlobal("stereo", self.options.stereo)
scene.setGlobal("polygonmode", self.options.polygon_mode)
scene.setGlobal("navigationmode", self.options.navigation_mode)
self.separate_specular_color = False
self.draw_orientation = True
self.keydict = {
8 : KEY_BACK,
9 : KEY_TAB,
13 : KEY_RETURN,
27 : KEY_ESCAPE,
32 : KEY_SPACE,
276 : KEY_LEFT,
273 : KEY_UP,
275 : KEY_RIGHT,
274 : KEY_DOWN,
301 : KEY_CAPSLOCK,
304 : KEY_SHIFT_LEFT,
303 : KEY_SHIFT_RIGHT,
306 : KEY_CONTROL_LEFT,
305 : KEY_CONTROL_RIGHT,
308 : KEY_ALT_LEFT,
307 : KEY_ALT_RIGHT,
310 : KEY_WINDOWS_LEFT,
309 : KEY_WINDOWS_RIGHT,
319 : KEY_WINDOWS_MENU,
317 : KEY_PRINT,
302 : KEY_SCROLL,
19 : KEY_PAUSE,
277 : KEY_INSERT,
127 : KEY_DELETE,
278 : KEY_HOME,
279 : KEY_END,
280 : KEY_PRIOR,
281 : KEY_NEXT,
282 : KEY_F1,
283 : KEY_F2,
284 : KEY_F3,
285 : KEY_F4,
286 : KEY_F5,
287 : KEY_F6,
288 : KEY_F7,
289 : KEY_F8,
290 : KEY_F9,
291 : KEY_F10,
292 : KEY_F11,
293 : KEY_F12,
300 : KEY_NUMLOCK,
256 : KEY_NUMPAD0,
257 : KEY_NUMPAD1,
258 : KEY_NUMPAD2,
259 : KEY_NUMPAD3,
260 : KEY_NUMPAD4,
261 : KEY_NUMPAD5,
262 : KEY_NUMPAD6,
263 : KEY_NUMPAD7,
264 : KEY_NUMPAD8,
265 : KEY_NUMPAD9,
266 : KEY_NUMPAD_DECIMAL,
267 : KEY_NUMPAD_DIVIDE,
268 : KEY_NUMPAD_MULTIPLY,
269 : KEY_NUMPAD_SUBTRACT,
270 : KEY_NUMPAD_ADD,
271 : KEY_NUMPAD_ENTER
}
def setOptions(self, optparser):
"""Add options specific to this tool."""
Tool.setOptions(self, optparser)
optparser.add_option("-F", "--full-screen", action="store_true", default=False,
help="Full screen display")
optparser.add_option("-S", "--stereo", metavar="MODE",
help="Activate stereo display (vsplit, glstereo)")
optparser.add_option("-D", "--eye-distance", type="float", default=0.07,
help="Default eye distance for stereo display. Default: 0.07")
optparser.add_option("-B", "--bounding-box", action="store_true", default=False,
help="Show bounding boxes")
optparser.add_option("-P", "--polygon-mode", metavar="MODE",
help="Polygon mode (fill, line, point). Default: fill")
optparser.add_option("-s", "--save", metavar="NAME",
help="Save screenshots as images.")
optparser.add_option("-N", "--navigation-mode", metavar="MODE",
help="Navigation mode (MAX, Maya, Softimage). Default: Maya")
optparser.add_option("-X", "--disable-spacedevice", action="store_true", default=False,
help="Disable SpaceMouse/SpaceBall.")
optparser.add_option("-T", "--disable-wintab", action="store_true", default=False,
help="Disable tablet support.")
# init
def init(self):
# Initialize pygame
passed, failed = pygame.init()
if failed>0:
print "Warning: %d pygame modules couldn't be initialized"%failed
# Initialize joysticks...
numjoy = pygame.joystick.get_count()
if self.options.verbose:
print numjoy, "joysticks available"
self.pygame_joysticks = []
self.cgkit_joysticks = []
for id in range(numjoy):
j = pygame.joystick.Joystick(id)
j.init()
self.pygame_joysticks.append(j)
# Create a cgkit joystick object...
id = j.get_id()
name = j.get_name()
numaxes = j.get_numaxes()
numballs = j.get_numballs()
numhats = j.get_numhats()
numbuttons = j.get_numbuttons()
cgj = Joystick(id=id, name=name, numaxes=numaxes, numhats=numhats,
numballs=numballs, numbuttons=numbuttons)
getScene().setJoystick(cgj)
# Initialize the values
# for i in range(numaxes):
# cgj.setAxis(i, j.get_axis(i))
self.cgkit_joysticks.append(cgj)
if self.options.verbose:
print "Joystick #%d (%s):"%(id, name)
print " %d axes, %d balls, %d buttons, %d hats"%(numaxes, numballs, numbuttons, numhats)
if self.options.disable_spacedevice:
self.enable_spacedevice = True # temporarily invert the meaning of -X
# self.enable_spacedevice = False
if self.options.disable_wintab:
self.enable_wintab = False
# Initialize SpaceMouse/SpaceBall
if self.enable_spacedevice and cgkit.spacedevice.available():
try:
self.spacedevice = cgkit.spacedevice.SpaceDevice()
except RuntimeError, e:
print "3DxWare exception:",e
else:
if self.options.verbose and self.enable_spacedevice:
print "SpaceMouse/SpaceBall module (spacedevice) not available"
# Initialize Wintab context
if self.enable_wintab and cgkit.wintab.available():
if self.options.verbose:
info = cgkit.wintab.info(WTI_INTERFACE)
print 'Wintab identification: "%s"'%info["WINTABID"]
info = cgkit.wintab.info(WTI_DEVICES)
print "Initializing %s..."%info["NAME"]
self.wintabcontext = cgkit.wintab.Context()
ctx = self.wintabcontext
ctx.name = os.path.basename(sys.argv[0])
ctx.options = 0
# Compute the pktdata attribute...
ncursors = cgkit.wintab.info(WTI_INTERFACE)["NCURSORS"]
pktdata = 0
for i in range(ncursors):
info = cgkit.wintab.info(WTI_CURSORS+i)
pd = info["PKTDATA"]
if pd!=None:
pktdata |= pd
ctx.pktdata = pktdata
else:
if self.options.verbose and self.enable_wintab:
print "No Wintab driver available"
# Create renderer
self.renderer = GLRenderInstance()
# setOptionsFromGlobals
def setOptionsFromGlobals(self):
Tool.setOptionsFromGlobals(self)
scene = getScene()
self.options.full_screen = scene.getGlobal("fullscreen", self.options.full_screen)
self.options.eye_distance = float(scene.getGlobal("eyedistance", self.options.eye_distance))
# Check the stereo option and initialize the variable "stereo_mode"
Sopt = scene.getGlobal("stereo", None)
self.stereo_mode = self.translateKeyWordOpt(Sopt,
{ None:0, "vsplit":1, "glstereo":2 },
"Unknown stereo mode: '%s'")
# Check the polygon mode option
Popt = scene.getGlobal("polygonmode", "fill")
self.polygon_mode = self.translateKeyWordOpt(Popt,
{ None:2, "point":0, "line":1, "fill":2 },
"Unknown polygon mode: '%s'")
# Check the navigationmode option
Nopt = scene.getGlobal("navigationmode", "maya")
self.navigation_mode = self.translateKeyWordOpt(Nopt,
{ None:1, "max":0, "maya":1, "softimage":2 },
"Unknown navigation mode: '%s'")
# action
def action(self):
# Display the scene using pygame...
scene = getScene()
timer = scene.timer()
# Create a camera control component
CameraControl(cam=self.cam, mode=self.navigation_mode)
# Get options...
fps = timer.fps
width = self.options.width
height = self.options.height
# Open a window...
pygame.display.set_caption("OpenGL viewer")
if self.stereo_mode==2:
pygame.display.gl_set_attribute(pygame.GL_STEREO, 1)
flags = OPENGL | DOUBLEBUF
if self.options.full_screen:
flags |= FULLSCREEN
srf = pygame.display.set_mode((width,height), flags)
# Output OpenGL infos...
if self.options.verbose:
print "OpenGL information:"
print " Vendor :",glGetString(GL_VENDOR)
print " Renderer:", glGetString(GL_RENDERER)
print " Version :",glGetString(GL_VERSION)
# Check if stereo output is active...
if self.stereo_mode==2:
if pygame.display.gl_get_attribute(pygame.GL_STEREO)==0:
raise RuntimeError, "Stereo buffers not supported by this hardware."
# Try to get the native window handle
# (this only works with pygame 1.6.2 and later)
try:
info = pygame.display.get_wm_info()
hwnd = info["window"]
except:
hwnd = None
# Open SpaceMouse/SpaceBall device...
if self.spacedevice!=None:
if hwnd==None:
if sys.platform=="win32" and self.options.verbose:
print "SpaceMouse/SpaceBall support is not available with the installed version"
print "of pygame. Please upgrade to v1.6.2 or later."
else:
try:
self.spacedevice.open("viewer.py", hwnd)
self.spacedevice.setUIMode(True)
if self.options.verbose:
typ,btns,degs,beep,firmware = self.spacedevice.getDeviceInfo()
print "3D input device:",firmware
print "%s: %d buttons, %d degrees of freedom"%(typ,btns,degs)
pygame.event.set_allowed(SYSWMEVENT)
except RuntimeError, e:
print "SpaceDevice:",e
print "SpaceMouse/SpaceBall support is disabled."
self.spacedevice = None
# Open Wintab context
if self.wintabcontext!=None:
if hwnd==None:
self.wintabcontext = None
if sys.platform=="win32" and self.options.verbose:
print "Tablet support is not available with the installed version of pygame."
print "Please upgrade to v1.6.2 or later."
else:
self.wintabcontext.open(hwnd, True)
pygame.event.set_allowed(SYSWMEVENT)
# Event loop...
self.running = True
active = True
clk = pygame.time.Clock()
cnt = 0
timer.startClock()
while self.running:
# Display the scene
self.draw(self.cam, width, height)
pygame.display.flip()
# Handle events
events = pygame.event.get()
self.handleEvents(events)
if self.wintabcontext!=None:
self.handleWintabEvents()
if self.time_end!=None and timer.time>self.time_end+1E-10:
active = False
if active:
if self.options.save!=None:
self.saveScreenshot(srf)
# Step time
timer.step()
# Sync
clk.tick(fps)
cnt+=1
# if cnt==25:
# print "fps: %d"%clk.get_fps()
# print "Virtual time:",timer.time, "Real time:",timer.clock
# cnt=0
# handleEvents
def handleEvents(self, events):
eventmanager = eventManager()
for e in events:
if e.type==QUIT:
self.running=False
# KEYDOWN?
elif e.type==KEYDOWN:
if e.key==27:
self.running=False
key = e.unicode
code = self.keydict.get(e.key, e.key)
mods = self.convertMods(e.mod)
eventmanager.event(KEY_PRESS, KeyEvent(key, code, mods))
# keyboard.setKeyValue(e.key, True)
# KEYUP
elif e.type==KEYUP:
code = self.keydict.get(e.key, e.key)
try:
key = unicode(chr(e.key))
except:
key = u""
mods = self.convertMods(e.mod)
eventmanager.event(KEY_RELEASE, KeyEvent(key, code, mods))
# keyboard.setKeyValue(e.key, False)
# MOUSEBUTTONDOWN
elif e.type==MOUSEBUTTONDOWN:
x,y = e.pos
x0 = float(x)/self.options.width
y0 = float(y)/self.options.height
if e.button==1:
eventname = LEFT_DOWN
evt = MouseButtonEvent(e.button, x, y, x0, y0)
elif e.button==2:
eventname = MIDDLE_DOWN
evt = MouseButtonEvent(e.button, x, y, x0, y0)
elif e.button==3:
eventname = RIGHT_DOWN
evt = MouseButtonEvent(e.button, x, y, x0, y0)
elif e.button==4:
eventname = MOUSE_WHEEL
evt = MouseWheelEvent(120, x, y, x0, y0)
elif e.button==5:
eventname = MOUSE_WHEEL
evt = MouseWheelEvent(-120, x, y, x0, y0)
else:
eventname = MOUSE_BUTTON_DOWN
evt = MouseButtonEvent(e.button, x, y, x0, y0)
eventmanager.event(eventname, evt)
# MOUSEBUTTONUP
elif e.type==MOUSEBUTTONUP:
x,y = e.pos
x0 = float(x)/self.options.width
y0 = float(y)/self.options.height
if e.button==1:
eventname = LEFT_UP
evt = MouseButtonEvent(e.button, x, y, x0, y0)
elif e.button==2:
eventname = MIDDLE_UP
evt = MouseButtonEvent(e.button, x, y, x0, y0)
elif e.button==3:
eventname = RIGHT_UP
evt = MouseButtonEvent(e.button, x, y, x0, y0)
elif e.button==4:
eventname = MOUSE_WHEEL
evt = MouseWheelEvent(120, x, y, x0, y0)
elif e.button==5:
eventname = MOUSE_WHEEL
evt = MouseWheelEvent(-120, x, y, x0, y0)
else:
eventname = MOUSE_BUTTON_UP
evt = MouseButtonEvent(e.button, x, y, x0, y0)
eventmanager.event(eventname, evt)
# MOUSEMOTION
elif e.type==MOUSEMOTION:
btns = 0
b1,b2,b3 = e.buttons
if b1:
btns |= 0x1
if b2:
btns |= 0x2
if b3:
btns |= 0x4
x,y = e.pos
dx, dy = e.rel
width = self.options.width
height = self.options.height
x0 = float(x)/width
y0 = float(y)/height
dx0 = float(dx)/width
dy0 = float(dy)/height
evt = MouseMoveEvent(x, y, dx, dy, x0, y0, dx0, dy0, btns)
eventmanager.event(MOUSE_MOVE, evt)
# JOYAXISMOTION
elif e.type==JOYAXISMOTION:
self.cgkit_joysticks[e.joy].setAxis(e.axis, e.value)
# e = JoystickAxisEvent(e.joy, e.axis, e.value)
# print e
# eventmanager.event(JOYSTICK_AXIS, e)
# JOYBALLMOTION
elif e.type==JOYBALLMOTION:
self.cgkit_joysticks[e.joy].setBall(e.ball, e.value)
# e = JoystickBallEvent(e.joy, e.ball, e.value)
# print e
# eventmanager.event(JOYSTICK_BALL, e)
# JOYHATMOTION
elif e.type==JOYHATMOTION:
x,y = e.value
self.cgkit_joysticks[e.joy].setBall(e.hat, x, y)
# e = JoystickHatEvent(e.joy, e.hat, x, y)
# print e
# eventmanager.event(JOYSTICK_HAT, e)
# JOYBUTTONUP
elif e.type==JOYBUTTONUP:
self.cgkit_joysticks[e.joy].setButton(e.button, False)
# e = JoystickButtonEvent(e.joy, e.button)
# print "up",e
# eventmanager.event(JOYSTICK_BUTTON_UP, e)
# JOYBUTTONDOWN
elif e.type==JOYBUTTONDOWN:
self.cgkit_joysticks[e.joy].setButton(e.button, True)
# e = JoystickButtonEvent(e.joy, e.button)
# print "down",e
# eventmanager.event(JOYSTICK_BUTTON_DOWN, e)
# SYSWMEVENT
elif e.type==SYSWMEVENT:
if sys.platform=="win32" and not hasattr(e, "msg") and not pygame.event.get_blocked(SYSWMEVENT):
pygame.event.set_blocked(SYSWMEVENT)
print "Warning: This version of pygame does not allow processing system events."
if self.spacedevice!=None:
self.spacedevice=None
print " -> SpaceMouse/SpaceBall support is disabled."
if self.wintabcontext!=None:
print " -> Tablet support is only partially available."
if self.spacedevice!=None:
self.handleSpaceEvents(e)
# handleSpaceEvents
def handleSpaceEvents(self, e):
"""Handle SpaceMouse/SpaceBall events.
Check if the event e is a SpaceMouse/SpaceBall event and process it.
The return value is True if the event was a SpaceMouse/SpaceBall event.
This method may currently only be calld on Windows.
"""
# Check if the event was a SpaceMouse event
res, evttype, data = self.spacedevice.translateWin32Event(e.msg, e.wparam, e.lparam)
if res!=cgkit.spacedevice.RetVal.IS_EVENT:
return False
eventmanager = eventManager()
# Motion?
if evttype==cgkit.spacedevice.EventType.MOTION_EVENT:
t,r,period = data
eventmanager.event(SPACE_MOTION, SpaceMotionEvent(vec3(t), vec3(r) ,period))
# Button?
elif evttype==cgkit.spacedevice.EventType.BUTTON_EVENT:
pressed, released = data
for b in pressed:
eventmanager.event(SPACE_BUTTON_DOWN, SpaceButtonEvent(b))
for b in released:
eventmanager.event(SPACE_BUTTON_UP, SpaceButtonEvent(b))
# Zero?
elif evttype==cgkit.spacedevice.EventType.ZERO_EVENT:
eventmanager.event(SPACE_ZERO)
return True
# handleWintabEvents
def handleWintabEvents(self):
"""Poll and process Wintab events.
This method may only be called if self.wintabcontext is not None!
"""
eventmanager = eventManager()
pkts = self.wintabcontext.packetsGet(20)
for p in pkts:
eventmanager.event(TABLET, p)
def convertMods(self, mods):
"""Convert pygame key modifier flags to cgkit modifier flags.
"""
res = 0
if mods & 0x0001 or mods & 0x0002:
res |= KEYMOD_SHIFT
if mods & 0x0040 or mods & 0x0080:
res |= KEYMOD_CONTROL
if mods & 0x0100 or mods & 0x0200:
res |= KEYMOD_ALT
return res
def draw(self, cam, width, height):
scene = getScene()
renderer = self.renderer
# Set handedness
renderer.left_handed = scene.handedness=="l"
renderer.setViewport(0,0,width,height)
renderer.draw_solid = True
renderer.draw_bboxes = self.options.bounding_box
renderer.draw_coordsys = False
renderer.draw_orientation = self.draw_orientation
renderer.smooth_model = True
renderer.backface_culling = False
renderer.separate_specular_color = self.separate_specular_color
renderer.polygon_mode = self.polygon_mode # 0=Point 1=Line 2=Fill
renderer.stereo_mode = self.stereo_mode
renderer.clearcol = vec4(scene.getGlobal("background", vec4(0.5,0.5,0.6,0)))
V = cam.viewTransformation()
V2 = None
if renderer.stereo_mode!=0:
d = getattr(cam, "eye_distance", self.options.eye_distance)
T1 = mat4().translation(vec3(-d,0,0))
T2 = mat4().translation(vec3(d,0,0))
V2 = T2*V
V = T1*V
if renderer.stereo_mode==1:
width /= 2
# Set projection matrix
near, far = cam.getNearFar()
P = cam.projection(width,height,near,far)
renderer.setProjection(P)
# Set view matrix
renderer.setViewTransformation(V, 0)
if V2!=None:
renderer.setViewTransformation(V2, 1)
# Draw scene
root = scene.worldRoot()
renderer.paint(root)
# saveScreenshot
def saveScreenshot(self, srf):
"""Save the current window content.
srf is the pygame Surface object.
"""
name,ext = os.path.splitext(self.options.save)
f = int(round(getScene().timer().frame))
fname = "%s%04d%s"%(name, f, ext)
print 'Saving "%s"...'%fname
data = pygame.image.tostring(srf, "RGB")
img = Image.fromstring("RGB", (srf.get_width(), srf.get_height()), data)
img.save(fname)
######################################################################
if __name__=="__main__":
viewer = Viewer()
viewer.run()
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