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primitives.py
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primitives.py
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#!/usr/bin/env python
"""
Implementing 2D drawing primitives using
pyglet.gl
copyright 2007 by Flavio Codeco Coelho
"""
from __future__ import division, print_function, unicode_literals
from pyglet import font
from pyglet import clock
from pyglet import window
from pyglet import image
from pyglet.gl import *
from pyglet.window import mouse
from pyglet.window import event
from pyglet.window import key
class Base(object):
"""
Basic attributes of all drawing primitives
"""
def __init__(self, x, y, z=0, color=(0.,0.,0.,1.), stroke=0, rotation=0):
try :
self.rect
except AttributeError:
self.rect = Rect(x,y,1,1) # this inits x,y and loc as well
self.visible = 1 #
self.z = z
self.rotation = rotation
self.stroke = stroke
self.color = color
self.q = gluNewQuadric()
def setLoc(self, p) : self.rect.loc = p
def getLoc(self) : return self.rect.loc
def setX(self, x) : self.rect.x = x
def getX(self) : return self.rect.x
def setY(self, y) : self.rect.y = y
def getY(self) : return self.rect.y
loc = property(getLoc, setLoc)
x = property(getX, setX)
y = property(getY, setY)
def setWidth(self,w) : self.rect.width = w
def getWidth(self) : return self.rect.width
def setHeight(self, h) : self.rect.height = h
def getHeight(self) : return self.rect.height
width = property(getWidth, setWidth)
height = property(getHeight, setHeight)
class Pixel(Base):
""" A pixel at a given x,y,z position and color.
Pixel(x=12, y=100, z=900, color=(1,0,0,0.5))
"""
def render(self):
"""
Draws a pixel at a given x and y with given color .
Color = 3 or 4 arg tuple. RGB values from 0 to 1 being 1 max value (1, 1, 1) would be white
"""
glColor4f(*self.color)
## glDisable(GL_TEXTURE_2D) # disable in case it was on
glPushMatrix() # remember previous matrix state before translating, rotating
glTranslatef(self.x, self.y, -self.z) # translate to point to draw
glBegin(GL_POINTS) # draw point
glVertex3f(0.0, 0.0, 0.0)
glEnd()
glPopMatrix() # back to previous matrix state
def intersects(self, x,y):
if x==self.x and y==self.y : return True
class Circle(Base):
""" Circle class
Circle(x=20, y=100, z=1, width=300, color=(1,1,0,0.3), stroke=5, rotation=0, style=GLU_FILL)
style choices are : GLU_LINE, GLU_FILL, GLU_SILHOUETTE, GLU_POINT
"""
def __init__(self, x=10, y=10, z=0, width=2, color=(0,0,0,1), stroke=0, rotation=0.0, style=GLU_FILL):
self.radius = width*0.5
self.rect = Rect(x, y, width, width)
self.style = style
self.circleresolution = 60
Base.__init__(self, x,y,z,color, stroke, rotation)
def setWidth(self, w):
self.radius = w*0.5
self.rect.width = w
width = property(Base.getWidth, setWidth)
def render(self):
""" Draw Circle
x, y, z, width in pixel, rotation, color and line width in px
style choices are : GLU_LINE, GLU_FILL, GLU_SILHOUETTE, GLU_POINT
TO DO : textured circles
"""
glColor4f(*self.color)
glPushMatrix()
glTranslatef(self.x, self.y, -self.z)
glRotatef(self.rotation, 0, 0, 0.1)
if self.radius < 1 : self.radius = 1
if self.stroke :
inner = self.radius - self.stroke # outline width
if inner < 0: inner=0
else :
inner = 0 # filled
gluQuadricDrawStyle(self.q, self.style)
gluDisk(self.q, inner, self.radius, self.circleresolution, 1) # gluDisk(quad, inner, outer, slices, loops)
glPopMatrix()
class Arc(Base):
""" Arc class
Arc(x=10, y=10, z=0, radius=1, start=0, sweep=1, color=(0,0,0,1), stroke=0, rotation=0.0, style=GLU_FILL)
style choices are : GLU_LINE, GLU_FILL, GLU_SILHOUETTE, GLU_POINT
"""
def __init__(self, x=10, y=10, z=0, radius=1, start=0, sweep=1, color=(0,0,0,1), stroke=0,
rotation=0.0, style=GLU_FILL):
Base.__init__(self, x,y,z,color, stroke, rotation)
self.radius = radius
self.start = start
self.sweep = sweep
self.style = style
self.circleresolution = 60
def render(self):
"""
Draws Arc
"""
glColor4f(*self.color)
glPushMatrix()
glTranslatef(self.x, self.y, -self.z)
glRotatef(self.rotation, 0, 0, 0.1)
if self.stroke :
inner = self.radius - self.stroke
if inner < 0: inner=0
else :
inner = 0 # full, no inner
self.start -= 180
gluQuadricDrawStyle(self.q, self.style)
gluPartialDisk(self.q, inner, self.radius, self.circleresolution, 1, self.start, self.sweep)
glPopMatrix()
class Polygon(Base):
def __init__(self, v, z=0, color=(0,0,0,1), stroke=0, rotation=0.0, style=0):
""" polygon class
Polygon(vertexarray=[(0, 0), (29, 100), (30, 200)], z=100, color=(0,0.3,0.1,1), stroke=0, rotation=23)
overwrites few methods from superclass as polygons are more complex, needs to update everyvertex.
"""
self.v = v
l, t, r, b = calcPolygonRect(v) # get the bounding rect
self.rect = Rect(l+(r-l)*0.5, t+(b-t)*0.5, r-l, b-t)
self.v2 = [(i[0] - self.rect.x, i[1] - self.rect.y) for i in v] #relative polygon
self.style = style
Base.__init__(self, self.rect.x, self.rect.y, z,color,stroke,rotation)
def updateV(self):
self.v = [(self.rect.x + n[0], self.rect.y + n[1]) for n in self.v2]
def setLoc(self, p):
self.rect.loc = p ; self.updateV()
def setX(self, x):
self.rect.x = x ; self.updateV()
def setY(self, y):
self.rect.y = y; self.updateV()
x = property(Base.getX, setX)
y = property(Base.getY, setY)
loc = property(Base.getLoc, setLoc)
def render(self):
""" Draw Polygon
v is an array with tuple points like [(x, y), (x2, y2), (x3, y3)]
min vertex number to draw a polygon is 3
stroke=0 to fil with color the inside of the shape or stroke=N just to draw N-px thick outline.
Note. It doesnt work with non convex polygons, need to implement tesselation yet
"""
l,t,r,b = calcPolygonRect(self.v)
x,y = calcRectCenter(l,t,r,b)
self.drawVertex(x, y, self.z, [(i[0] - x, i[1] - y) for i in self.v], self.color, self.stroke, self.rotation, self.style)
def drawVertex(self, x, y, z=0, v=(), color=(0,0,0,1), stroke=0, rotation=0.0, style=0):
glColor4f(*self.color)
glPushMatrix()
glTranslatef(x, y, -z)
glRotatef(self.rotation, 0, 0, 0.1)
if self.style :
glEnable(GL_LINE_STIPPLE)
glLineStipple(1, style)
## else :
## glDisable(GL_LINE_STIPPLE)
## 0xF0F0 # dashed line
## 0xF00F # long dashed line
## 0x8888 # dotted lines
## glRect(x1,y,1,x1,x2)
## glRectiv(v1,v2) # oposite vertex of rectangle
# -- start drawing
if self.stroke : # outlined polygon
glLineWidth(self.stroke)
glBegin(GL_LINE_LOOP)
else: # filled polygon
if len(v) == 4 : glBegin(GL_QUADS)
elif len(v) > 4 : glBegin(GL_POLYGON)
else : glBegin(GL_TRIANGLES) # which type of polygon are we drawing?
for p in v:
glVertex3f(p[0], p[1],0) # draw each vertex
glEnd()
# -- end drawing
if self.style : glDisable(GL_LINE_STIPPLE)
glPopMatrix()
class LineRel(Base):
def __init__(self, x,y, a=(0,0), b=(0,0), z=0, color=(0,0,0,1), stroke=0, rotation=0.0, style=0):
""" Draws a basic line given the begining and end point (tuples), color (tuple) and stroke
(thickness of line)
Line( x,y, a=(1,1), b=(100,100), z=0, color=(0.2,0,0,1), stroke=10, rotation=45)
"""
w = (b[0] - a[0])
h = (b[1] - a[1])
x = abs(a[0] + w*0.5)
y = abs(a[1] + h*0.5)
self.a2 = abs(a[0]) - x, abs(a[1]) - y
self.b2 = abs(b[0]) - x, abs(b[1]) - y
self.a = x - w*0.5, y - w*0.5
self.b = x + w*0.5, y + w*0.5
self.rect = Rect(x, y, w, h)
self.style = style
Base.__init__(self, x, y, z,color,stroke,rotation)
def render(self):
"""
Draws Line
"""
p1 = self.a2
p2 = self.b2
glColor4f(*self.color)
color = (GLfloat *4)(*self.color)
glPushMatrix()
glTranslatef(self.x, self.y, -self.z) # translate to GL loc ppint
glRotatef(self.rotation, 0, 0, 0.1)
if self.style :
glEnable(GL_LINE_STIPPLE)
glLineStipple(1, self.style)
## else :
## glDisable(GL_LINE_STIPPLE)
if self.stroke <= 0:
self.stroke = 1
glLineWidth(self.stroke)
glBegin(GL_LINES)
glVertex2i(int(p1[0]), int(p1[1])) # draw pixel points
glVertex2i(int(p2[0]), int(p2[1]))
glEnd()
if self.style :
glDisable(GL_LINE_STIPPLE)
glPopMatrix()
def updateAB(self):
self.a = self.x + self.a[0], self.y + self.a[0]
self.b = self.x + self.b[0], self.y + self.b[0]
def setLoc(self, p):
self.rect.loc = p ; self.updateAB()
def setX(self, x):
self.rect.x = x ; self.updateAB()
def setY(self, y):
self.rect.y = y; self.updateAB()
x = property(Base.getX, setX)
y = property(Base.getY, setY)
loc = property(Base.getLoc, setLoc)
class Line(LineRel):
def __init__(self, a=(0,0), b=(0,0), z=0, color=(0,0,0,1), stroke=0, rotation=0.0, style=0):
""" Draws a basic line given the begining and end point (tuples), color (tuple) and stroke
(thickness of line)
Line( a=(1,1), b=(100,100), z=20, color=(0.2,0,0,1), stroke=10, rotation=45)
"""
w = (b[0] - a[0])
h = (b[1] - a[1])
x = abs(a[0] + w*0.5) # abs x,y
y = abs(a[1] + h*0.5)
a = x-w*0.5, y-h*0.5 # relative a,b
b = x+w*0.5, y+h*0.5
LineRel.__init__(self, x, y, a, b, z, color, stroke, rotation, style)
# intersectable shapes (draggable)
class Rect(object):
def __init__(self, x=0,y=0,w=0,h=0):
""" rect(self, x=0,y=0,w=0,h=0)
x,y,loc, width, height
left,top,right,bottom
quad ->
--------------------
topleft = quad[0]
topright = quad[1]
bottomright = quad[2]
bottomleft = quad[3]
"""
self.rect = x,y,w,h
def setRect(self, r):
self.__x = r[0]
self.__y = r[1]
self.__width = r[2]
self.__height = r[3]
w = r[2]*0.5 ; h = r[3]*0.5
self.__rect = r[0]-w, r[1]-h, r[0]+w, r[1]+h # l t r b
def getRect(self):
return self.__rect
rect = property(getRect, setRect)
def setQuad(self, q): # [ q[0][0], q[0][1], q[1][0], q[2][1] ] # l t r b
self.rect = q[0][0]+(q[1][0]-q[0][0])*0.5, q[0][1]+(q[2][1]-q[0][1])*0.5, q[1][0]-q[0][0], q[2][1]-q[0][1]
def getQuad(self):
return [(self.rect[0], self.rect[1]),(self.rect[2], self.rect[1]),(self.rect[2], self.rect[3]),(self.rect[0], self.rect[3])] # tl tr br bl
quad = property(getQuad, setQuad)
def setX(self, x):
self.rect = x, self.y, self.width, self.height
def getX(self) : return self.__x
x = property(getX, setX)
def setY(self, y):
self.rect = self.x, y, self.width, self.height
def getY(self) : return self.__y
y = property(getY, setY)
def setLoc(self, p):
self.rect = p[0], p[1], self.width, self.height
def getLoc(self) : return self.__x, self.__y # self.x, self.y
loc = property(getLoc, setLoc)
def setWidth(self, w):
self.rect = self.x, self.y, w, self.height
def getWidth(self): return self.__width
width = property(getWidth, setWidth)
def setHeight(self, h):
self.rect = self.x, self.y, self.width, h
def getHeight(self): return self.__height
height = property(getHeight, setHeight)
def setLeft(self,x):
self.rect = x+self.width*0.5, self.y, self.width, self.height
def getLeft(self): return self.rect[0]
left = property(getLeft, setLeft)
def setTop(self,y):
self.rect = self.x, y+self.width*0.5, self.width, self.height
def getTop(self): return self.rect[1]
top = property(getTop, setTop)
def setRight(self,x):
self.rect = x-self.width*0.5, self.y, self.width, self.height
def getRight(self): return self.rect[2]
right = property(getRight, setRight)
def setBottom(self,x):
self.rect = self.x, y-self.width*0.5, self.width, self.height
def getBottom(self): return self.rect[3]
bottom = property(getBottom, setBottom)
def calcPolygonRect(pointArray):
""" receives a point list and returns the rect that contains them as a tupple -> tuple left, top, right, bottom
"""
# init to ridiculously big values. not very elegant or eficient
l, t, r, b = 10000000, 10000000, -10000000, -10000000
## l = pointArray[0]
## t = pointArray[1]
## r = l
## b = t
for n in pointArray: # calc bounding rectangle rect
if n[0] < l : l = n[0]
if n[0] > r : r = n[0]
if n[1] < t : t = n[1]
if n[1] > b : b = n[1]
return l, t, r, b
def calcRectCenter(l,t,r,b):#,v=()):
""" returns rect center point -> x,y
calcRectCenter(l,t,r,b)
"""
## if len(v) : l,t,r,b = v[0],v[1],v[2],v[3]
return l+((r-l)*0.5), t+((b-t)*0.5)
if __name__=="__main__":
import random
win = window.Window()
glClearColor(.8, .8, .8, 1.0)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
p = Pixel(10,10)
c = Circle(200,100,width=100,color=(0.,.9,0.,1.))
a = Arc(150,150,radius=100,color=(1.,0.,0.,1.),sweep=90,style=GLU_FILL)
P = Polygon([(0, 0), (50, 200), (80, 200),(60,100),(100,5)],color=(.3,0.2,0.5,.7))
l = Line((10,299),(100,299),stroke=2,color=(0,0.,1.,1.))
while not win.has_exit:
win.dispatch_events()
col = [random.random() for i in range(3)]+[1]
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
c.color = col
c.render()
p.render()
a.render()
a.rotation+=1
P.render()
l.render()
win.flip()