📄 vtk.py
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def OnRightButtonUp(self, event):
"Right mouse button released."
self.EndMotion(event)
def OnMouseMove(self, event):
event.x, event.y = event.GetPositionTuple()
if event.LeftIsDown():
if event.ShiftDown():
self.Pan(event.x, event.y)
else:
self.Rotate(event.x, event.y)
elif event.MiddleIsDown():
self.Pan(event.x, event.y)
elif event.RightIsDown():
self.Zoom(event.x, event.y)
def OnEnter(self, event):
self.__OldFocus = wxWindow_FindFocus()
self.SetFocus()
x, y = event.GetPositionTuple()
self.UpdateRenderer(x,y)
def OnLeave(self, event):
if (self._OldFocus != None):
self.__OldFocus.SetFocus()
def OnChar(self, event):
key = event.KeyCode()
if (key == ord('r')) or (key == ord('R')):
self.Reset()
elif (key == ord('w')) or (key == ord('W')):
self.Wireframe()
elif (key == ord('s')) or (key == ord('S')):
self.Surface()
elif (key == ord('p')) or (key == ord('P')):
x, y = event.GetPositionTuple()
self.PickActor(x, y)
else:
event.Skip()
# Start of internal functions
def GetZoomFactor(self):
return self._CurrentZoom
def SetZoomFactor(self, zf):
self._CurrentZoom = zf
def GetPicker(self):
return self._Picker
def Render(self):
if (self._CurrentLight):
light = self._CurrentLight
light.SetPosition(self._CurrentCamera.GetPosition())
light.SetFocalPoint(self._CurrentCamera.GetFocalPoint())
wxVTKRenderWindowBase.Render(self)
def UpdateRenderer(self, x, y):
"""
UpdateRenderer will identify the renderer under the mouse and set
up _CurrentRenderer, _CurrentCamera, and _CurrentLight.
"""
sz = self.GetSize()
windowX = sz.width
windowY = sz.height
renderers = self._RenderWindow.GetRenderers()
numRenderers = renderers.GetNumberOfItems()
self._CurrentRenderer = None
renderers.InitTraversal()
for i in range(0,numRenderers):
renderer = renderers.GetNextItem()
vx,vy = (0,0)
if (windowX > 1):
vx = float (x)/(windowX-1)
if (windowY > 1):
vy = (windowY-float(y)-1)/(windowY-1)
(vpxmin,vpymin,vpxmax,vpymax) = renderer.GetViewport()
if (vx >= vpxmin and vx <= vpxmax and
vy >= vpymin and vy <= vpymax):
self._CurrentRenderer = renderer
self._ViewportCenterX = float(windowX)*(vpxmax-vpxmin)/2.0\
+vpxmin
self._ViewportCenterY = float(windowY)*(vpymax-vpymin)/2.0\
+vpymin
self._CurrentCamera = self._CurrentRenderer.GetActiveCamera()
lights = self._CurrentRenderer.GetLights()
lights.InitTraversal()
self._CurrentLight = lights.GetNextItem()
break
self._LastX = x
self._LastY = y
def GetCurrentRenderer(self):
return self._CurrentRenderer
def StartMotion(self, event):
x, y = event.GetPositionTuple()
self.UpdateRenderer(x,y)
self.CaptureMouse()
def EndMotion(self, event=None):
if self._CurrentRenderer:
self.Render()
self.ReleaseMouse()
def Rotate(self,x,y):
if self._CurrentRenderer:
self._CurrentCamera.Azimuth(self._LastX - x)
self._CurrentCamera.Elevation(y - self._LastY)
self._CurrentCamera.OrthogonalizeViewUp()
self._LastX = x
self._LastY = y
self._CurrentRenderer.ResetCameraClippingRange()
self.Render()
def PanAbsolute(self, x_vec, y_vec):
if self._CurrentRenderer:
renderer = self._CurrentRenderer
camera = self._CurrentCamera
(pPoint0,pPoint1,pPoint2) = camera.GetPosition()
(fPoint0,fPoint1,fPoint2) = camera.GetFocalPoint()
if (camera.GetParallelProjection()):
renderer.SetWorldPoint(fPoint0,fPoint1,fPoint2,1.0)
renderer.WorldToDisplay()
fx,fy,fz = renderer.GetDisplayPoint()
renderer.SetDisplayPoint(fx+x_vec,
fy+y_vec,
fz)
renderer.DisplayToWorld()
fx,fy,fz,fw = renderer.GetWorldPoint()
camera.SetFocalPoint(fx,fy,fz)
renderer.SetWorldPoint(pPoint0,pPoint1,pPoint2,1.0)
renderer.WorldToDisplay()
fx,fy,fz = renderer.GetDisplayPoint()
renderer.SetDisplayPoint(fx+x_vec,
fy+y_vec,
fz)
renderer.DisplayToWorld()
fx,fy,fz,fw = renderer.GetWorldPoint()
camera.SetPosition(fx,fy,fz)
else:
(fPoint0,fPoint1,fPoint2) = camera.GetFocalPoint()
# Specify a point location in world coordinates
renderer.SetWorldPoint(fPoint0,fPoint1,fPoint2,1.0)
renderer.WorldToDisplay()
# Convert world point coordinates to display coordinates
dPoint = renderer.GetDisplayPoint()
focalDepth = dPoint[2]
aPoint0 = self._ViewportCenterX + x_vec
aPoint1 = self._ViewportCenterY + y_vec
renderer.SetDisplayPoint(aPoint0,aPoint1,focalDepth)
renderer.DisplayToWorld()
(rPoint0,rPoint1,rPoint2,rPoint3) = renderer.GetWorldPoint()
if (rPoint3 != 0.0):
rPoint0 = rPoint0/rPoint3
rPoint1 = rPoint1/rPoint3
rPoint2 = rPoint2/rPoint3
camera.SetFocalPoint((fPoint0 - rPoint0) + fPoint0,
(fPoint1 - rPoint1) + fPoint1,
(fPoint2 - rPoint2) + fPoint2)
camera.SetPosition((fPoint0 - rPoint0) + pPoint0,
(fPoint1 - rPoint1) + pPoint1,
(fPoint2 - rPoint2) + pPoint2)
self.Render()
def Pan(self, x, y):
self.PanAbsolute(x - self._LastX, - y + self._LastY)
self._LastX = x
self._LastY = y
def Zoom(self,x,y):
if self._CurrentRenderer:
renderer = self._CurrentRenderer
camera = self._CurrentCamera
zoomFactor = math.pow(1.02,(0.5*(self._LastY - y)))
self._CurrentZoom = self._CurrentZoom * zoomFactor
if camera.GetParallelProjection():
parallelScale = camera.GetParallelScale()/zoomFactor
camera.SetParallelScale(parallelScale)
else:
camera.Dolly(zoomFactor)
renderer.ResetCameraClippingRange()
self._LastX = x
self._LastY = y
self.Render()
def Reset(self):
if self._CurrentRenderer:
self._CurrentRenderer.ResetCamera()
self.Render()
def Wireframe(self):
actors = self._CurrentRenderer.GetActors()
numActors = actors.GetNumberOfItems()
actors.InitTraversal()
for i in range(0,numActors):
actor = actors.GetNextItem()
actor.GetProperty().SetRepresentationToWireframe()
self.Render()
def Surface(self):
actors = self._CurrentRenderer.GetActors()
numActors = actors.GetNumberOfItems()
actors.InitTraversal()
for i in range(0,numActors):
actor = actors.GetNextItem()
actor.GetProperty().SetRepresentationToSurface()
self.Render()
def PickActor(self,x,y):
if self._CurrentRenderer:
renderer = self._CurrentRenderer
picker = self._Picker
windowY = self.GetSize().height
picker.Pick(x,(windowY - y - 1),0.0,renderer)
assembly = picker.GetAssembly()
if (self._PickedAssembly != None and
self._PrePickedProperty != None):
self._PickedAssembly.SetProperty(self._PrePickedProperty)
# release hold of the property
self._PrePickedProperty.UnRegister(self._PrePickedProperty)
self._PrePickedProperty = None
if (assembly != None):
self._PickedAssembly = assembly
self._PrePickedProperty = self._PickedAssembly.GetProperty()
# hold onto the property
self._PrePickedProperty.Register(self._PrePickedProperty)
self._PickedAssembly.SetProperty(self._PickedProperty)
self.Render()
'''
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