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# The Original Code is the Python Computer Graphics Kit.
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# The Initial Developer of the Original Code is Matthias Baas.
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# $Id: glrenderer.py,v 1.3 2005/08/28 19:42:43 mbaas Exp $
## \file glrenderer.py
## Contains the GLRenderer class.
from _OpenGL.GL import *
from _OpenGL.GLU import *
from scene import getScene
import _core
# GLRenderInstance
class GLRenderInstance(_core.GLRenderInstance):
"""GLRenderInstance.
"""
# protocols.advise(instancesProvide=[ISceneItem])
def __init__(self):
_core.GLRenderInstance.__init__(self)
# pick
def pick(self, x, y, dx=2, dy=2, root=None):
"""Do an OpenGL picking pass at the specified cursor position.
\param x (\c float) X window coordinate where to pick
\param y (\c float) Y window coordinate where to pick
\param dx (\c float) Width of the picking region
\param dy (\c float) Height of the picking region
\param root (\c WorldObject) Only check this subtree (None=entire world).
\return Returns a list of hits. Each hit entry is a 3-tuple (zmin, zmax, object).
"""
scene = getScene()
vpx,vpy,width,height = self.getViewport()
if self.stereo_mode==1:
width /= 2
glSelectBuffer(50)
glRenderMode(GL_SELECT)
glInitNames()
glPushName(0)
glDisable(GL_DEPTH_TEST)
glDisable(GL_LIGHTING)
glDisable(GL_BLEND)
glDisable(GL_NORMALIZE)
# Projection
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPickMatrix(x, height-y, dx, dy, [vpx,vpy,width,height])
glMultMatrixd(self.getProjection().toList())
# Viewing transformation
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
if scene.handedness=='l':
glScaled(-1,1,1)
glRotated(180,0,1,0);
glMultMatrixd(self.getViewTransformation().toList())
# 'Render' scene
lut = {}
if root==None:
root = scene.worldRoot()
glPushMatrix()
# Change to the coordinate system of the parent of the root
# so that we can continue with the local system
if root.parent!=None:
glMultMatrixd(root.parent.worldtransform.toList())
self._pick_node(root, 0, lut)
glPopMatrix()
# Get results
buffer = glRenderMode(GL_RENDER)
res = []
for zmin,zmax,names in buffer:
idx = names[0]
res.append((zmin,zmax,lut[idx]))
# Sort so that nearest object is first
res.sort()
return res
def _pick_node(self, obj, idx, lut):
"""Helper method for the pick() method.
Returns the current index to use for the object 'names'.
"""
if not obj.visible:
return idx
glPushMatrix()
glMultMatrixd(obj.localTransform().toList())
geom = obj.geom
if geom!=None:
glLoadName(idx)
lut[idx] = obj
idx+=1
geom.drawGL()
for child in obj.iterChilds():
idx = self._pick_node(child, idx, lut)
glPopMatrix()
return idx
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