chiark / gitweb /
Small fix on the new view position after object selection.
[cura.git] / Cura / gui / sceneView.py
1 from __future__ import absolute_import
2
3 import wx
4 import numpy
5 import time
6
7 import OpenGL
8 OpenGL.ERROR_CHECKING = False
9 from OpenGL.GLU import *
10 from OpenGL.GL import *
11
12 from Cura.util import profile
13 from Cura.util import meshLoader
14 from Cura.gui.util import opengl
15 from Cura.gui.util import openglGui
16
17 class anim(object):
18         def __init__(self, start, end, runTime):
19                 self._start = start
20                 self._end = end
21                 self._startTime = time.time()
22                 self._runTime = runTime
23
24         def isDone(self):
25                 return time.time() > self._startTime + self._runTime
26
27         def getPosition(self):
28                 if self.isDone():
29                         return self._end
30                 f = (time.time() - self._startTime) / self._runTime
31                 ts=f*f
32                 tc=f*f*f
33                 f = 6*tc*ts + -15*ts*ts + 10*tc
34                 return self._start + (self._end - self._start) * f
35
36 class SceneView(openglGui.glGuiPanel):
37         def __init__(self, parent):
38                 super(SceneView, self).__init__(parent)
39
40                 self._yaw = 30
41                 self._pitch = 60
42                 self._zoom = 300
43                 self._objectList = []
44                 self._objectShader = None
45                 self._focusObj = None
46                 self._selectedObj = None
47                 self._objColors = [None,None,None,None]
48                 self._mouseX = -1
49                 self._mouseY = -1
50                 self._mouseState = None
51                 self._viewTarget = numpy.array([0,0,0], numpy.float32);
52                 self._animView = None
53                 self._animZoom = None
54                 wx.EVT_IDLE(self, self.OnIdle)
55                 self.updateProfileToControls()
56
57         def OnIdle(self, e):
58                 if self._animView is not None or self._animZoom is not None:
59                         self.Refresh()
60
61         def loadScene(self, fileList):
62                 for filename in fileList:
63                         for obj in meshLoader.loadMeshes(filename):
64                                 self._objectList.append(obj)
65
66         def _deleteObject(self, obj):
67                 if obj == self._selectedObj:
68                         self._selectedObj = None
69                 if obj == self._focusObj:
70                         self._focusObj = None
71                 self._objectList.remove(obj)
72                 for m in obj._meshList:
73                         if m.vbo is not None:
74                                 self.glReleaseList.append(m.vbo)
75
76         def updateProfileToControls(self):
77                 self._machineSize = numpy.array([profile.getPreferenceFloat('machine_width'), profile.getPreferenceFloat('machine_depth'), profile.getPreferenceFloat('machine_height')])
78                 self._objColors[0] = profile.getPreferenceColour('model_colour')
79                 self._objColors[1] = profile.getPreferenceColour('model_colour2')
80                 self._objColors[2] = profile.getPreferenceColour('model_colour3')
81                 self._objColors[3] = profile.getPreferenceColour('model_colour4')
82
83         def OnKeyChar(self, keyCode):
84                 if keyCode == wx.WXK_DELETE or keyCode == wx.WXK_NUMPAD_DELETE:
85                         if self._selectedObj is not None:
86                                 self._deleteObject(self._selectedObj)
87                                 self.Refresh()
88
89         def OnMouseDown(self,e):
90                 self._mouseX = e.GetX()
91                 self._mouseY = e.GetY()
92                 if e.ButtonDClick():
93                         self._mouseState = 'doubleClick'
94                 else:
95                         self._mouseState = 'dragOrClick'
96
97         def OnMouseUp(self, e):
98                 if self._mouseState == 'dragOrClick':
99                         if e.Button == 1 and self._focusObj is not None:
100                                 self._selectedObj = self._focusObj
101                                 newViewPos = numpy.array([self._selectedObj.getPosition()[0], self._selectedObj.getPosition()[1], self._selectedObj.getMaximum()[2] / 2])
102                                 self._animView = anim(self._viewTarget.copy(), newViewPos, 0.5)
103                 if self._mouseState == 'doubleClick':
104                         if self._selectedObj is not None:
105                                 newZoom = numpy.linalg.norm(self._selectedObj.getSize()) * 2
106                                 self._animZoom = anim(self._zoom, newZoom, 0.5)
107                 self._mouseState = None
108
109         def OnMouseMotion(self,e):
110                 if e.Dragging():
111                         self._mouseState == 'drag'
112                         if not e.LeftIsDown() and e.RightIsDown():
113                                 self._yaw += e.GetX() - self._mouseX
114                                 self._pitch -= e.GetY() - self._mouseY
115                                 if self._pitch > 170:
116                                         self._pitch = 170
117                                 if self._pitch < 10:
118                                         self._pitch = 10
119                         if (e.LeftIsDown() and e.RightIsDown()) or e.MiddleIsDown():
120                                 self._zoom += e.GetY() - self._mouseY
121                                 if self._zoom < 1:
122                                         self._zoom = 1
123                                 if self._zoom > numpy.max(self._machineSize) * 3:
124                                         self._zoom = numpy.max(self._machineSize) * 3
125                 self._mouseX = e.GetX()
126                 self._mouseY = e.GetY()
127
128         def _init3DView(self):
129                 # set viewing projection
130                 size = self.GetSize()
131                 glViewport(0, 0, size.GetWidth(), size.GetHeight())
132                 glLoadIdentity()
133
134                 glLightfv(GL_LIGHT0, GL_POSITION, [0.2, 0.2, 1.0, 0.0])
135
136                 glDisable(GL_RESCALE_NORMAL)
137                 glDisable(GL_LIGHTING)
138                 glDisable(GL_LIGHT0)
139                 glEnable(GL_DEPTH_TEST)
140                 glDisable(GL_CULL_FACE)
141                 glDisable(GL_BLEND)
142                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
143
144                 glClearColor(0.8, 0.8, 0.8, 1.0)
145                 glClearStencil(0)
146                 glClearDepth(1.0)
147
148                 glMatrixMode(GL_PROJECTION)
149                 glLoadIdentity()
150                 aspect = float(size.GetWidth()) / float(size.GetHeight())
151                 gluPerspective(45.0, aspect, 1.0, 1000.0)
152
153                 glMatrixMode(GL_MODELVIEW)
154                 glLoadIdentity()
155                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
156
157         def OnPaint(self,e):
158                 if self._animView is not None:
159                         self._viewTarget = self._animView.getPosition()
160                         if self._animView.isDone():
161                                 self._animView = None
162                 if self._animZoom is not None:
163                         self._zoom = self._animZoom.getPosition()
164                         if self._animZoom.isDone():
165                                 self._animZoom = None
166                 if self._objectShader is None:
167                         self._objectShader = opengl.GLShader("""
168 uniform float cameraDistance;
169 varying float light_amount;
170
171 void main(void)
172 {
173     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
174     gl_FrontColor = gl_Color;
175
176         light_amount = abs(dot(normalize(gl_NormalMatrix * gl_Normal), normalize(gl_LightSource[0].position.xyz)));
177         light_amount *= 1 - (length(gl_Position.xyz - vec3(0,0,cameraDistance)) / 1.5 / cameraDistance);
178         light_amount += 0.2;
179 }
180                         ""","""
181 uniform float cameraDistance;
182 varying float light_amount;
183
184 void main(void)
185 {
186         gl_FragColor = vec4(gl_Color.xyz * light_amount, gl_Color[3]);
187 }
188                         """)
189                 self._init3DView()
190                 glTranslate(0,0,-self._zoom)
191                 glRotate(-self._pitch, 1,0,0)
192                 glRotate(self._yaw, 0,0,1)
193                 glTranslate(-self._viewTarget[0],-self._viewTarget[1],-self._viewTarget[2])
194                 glClearColor(1,1,1,1)
195                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
196
197                 for n in xrange(0, len(self._objectList)):
198                         obj = self._objectList[n]
199                         glColor4ub((n >> 24) & 0xFF, (n >> 16) & 0xFF, (n >> 8) & 0xFF, n & 0xFF)
200                         self._renderObject(obj)
201
202                 if self._mouseX > -1:
203                         n = glReadPixels(self._mouseX, self.GetSize().GetHeight() - 1 - self._mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8)[0][0]
204                         if n < len(self._objectList):
205                                 self._focusObj = self._objectList[n]
206                         else:
207                                 self._focusObj = None
208
209                 self._init3DView()
210                 glTranslate(0,0,-self._zoom)
211                 glRotate(-self._pitch, 1,0,0)
212                 glRotate(self._yaw, 0,0,1)
213                 glTranslate(-self._viewTarget[0],-self._viewTarget[1],-self._viewTarget[2])
214
215                 self._objectShader.bind()
216                 self._objectShader.setUniform('cameraDistance', self._zoom)
217                 for obj in self._objectList:
218                         col = self._objColors[0]
219                         if self._selectedObj == obj:
220                                 col = map(lambda n: n * 1.5, col)
221                         elif self._focusObj == obj:
222                                 col = map(lambda n: n * 1.2, col)
223                         elif self._focusObj is not None or  self._selectedObj is not None:
224                                 col = map(lambda n: n * 0.8, col)
225                         glColor4f(col[0], col[1], col[2], col[3])
226                         self._renderObject(obj)
227                 self._objectShader.unbind()
228
229                 self._drawMachine()
230
231         def _renderObject(self, obj):
232                 glPushMatrix()
233                 glTranslate(obj.getPosition()[0], obj.getPosition()[1], 0)
234                 offset = obj.getDrawOffset()
235                 glTranslate(-offset[0], -offset[1], -offset[2])
236                 for m in obj._meshList:
237                         if m.vbo is None:
238                                 m.vbo = opengl.GLVBO(m.vertexes, m.normal)
239                         m.vbo.render()
240                 glPopMatrix()
241
242         def _drawMachine(self):
243                 size = [profile.getPreferenceFloat('machine_width'), profile.getPreferenceFloat('machine_depth'), profile.getPreferenceFloat('machine_height')]
244                 v0 = [ size[0] / 2, size[1] / 2, size[2]]
245                 v1 = [ size[0] / 2,-size[1] / 2, size[2]]
246                 v2 = [-size[0] / 2, size[1] / 2, size[2]]
247                 v3 = [-size[0] / 2,-size[1] / 2, size[2]]
248                 v4 = [ size[0] / 2, size[1] / 2, 0]
249                 v5 = [ size[0] / 2,-size[1] / 2, 0]
250                 v6 = [-size[0] / 2, size[1] / 2, 0]
251                 v7 = [-size[0] / 2,-size[1] / 2, 0]
252
253                 vList = [v0,v1,v3,v2, v1,v0,v4,v5, v2,v3,v7,v6, v0,v2,v6,v4, v3,v1,v5,v7]
254                 glEnable(GL_CULL_FACE)
255                 glEnable(GL_BLEND)
256                 glEnableClientState(GL_VERTEX_ARRAY)
257                 glVertexPointer(3, GL_FLOAT, 3*4, vList)
258
259                 glColor4ub(5, 171, 231, 64)
260                 glDrawArrays(GL_QUADS, 0, 4)
261                 glColor4ub(5, 171, 231, 96)
262                 glDrawArrays(GL_QUADS, 4, 8)
263                 glColor4ub(5, 171, 231, 128)
264                 glDrawArrays(GL_QUADS, 12, 8)
265
266                 sx = self._machineSize[0]
267                 sy = self._machineSize[1]
268                 for x in xrange(-int(sx/20)-1, int(sx / 20) + 1):
269                         for y in xrange(-int(sx/20)-1, int(sy / 20) + 1):
270                                 x1 = x * 10
271                                 x2 = x1 + 10
272                                 y1 = y * 10
273                                 y2 = y1 + 10
274                                 x1 = max(min(x1, sx/2), -sx/2)
275                                 y1 = max(min(y1, sy/2), -sy/2)
276                                 x2 = max(min(x2, sx/2), -sx/2)
277                                 y2 = max(min(y2, sy/2), -sy/2)
278                                 if (x & 1) == (y & 1):
279                                         glColor4ub(5, 171, 231, 127)
280                                 else:
281                                         glColor4ub(5 * 8 / 10, 171 * 8 / 10, 231 * 8 / 10, 128)
282                                 glBegin(GL_QUADS)
283                                 glVertex3f(x1, y1, -0.02)
284                                 glVertex3f(x2, y1, -0.02)
285                                 glVertex3f(x2, y2, -0.02)
286                                 glVertex3f(x1, y2, -0.02)
287                                 glEnd()
288
289                 glDisableClientState(GL_VERTEX_ARRAY)
290                 glDisable(GL_BLEND)
291                 glDisable(GL_CULL_FACE)