# Copyright (C) 2010-2022 The ESPResSo project
#
# This file is part of ESPResSo.
#
# ESPResSo is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# ESPResSo is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
import ctypes
import math
import os
import sys
import time
import itertools
import threading
import numpy as np
import matplotlib.pyplot
import OpenGL.GL
import OpenGL.GLE
import OpenGL.GLU
import OpenGL.GLUT
import espressomd
import espressomd.particle_data
[docs]class openGLLive():
"""
This class provides live visualization using pyOpenGL.
Use the update method to push your current simulation state after
integrating. Modify the appearance with a list of keywords.
Timed callbacks can be registered via the :meth:`register_callback` method
and keyboard callbacks via :meth:`keyboard_manager.register_button()
<espressomd.visualization.KeyboardManager.register_button>`.
Parameters
----------
system : :class:`espressomd.system.System`
window_size : (2,) array_like of :obj:`int`, optional
Size of the visualizer window in pixels.
name : :obj:`str`, optional
The name of the visualizer window.
background_color : (3,) array_like of :obj:`float`, optional
RGB of the background.
periodic_images : (3,) array_like of :obj:`int`, optional
Periodic repetitions on both sides of the box in xyz-direction.
draw_box : :obj:`bool`, optional
Draw wireframe boundaries.
draw_axis : :obj:`bool`, optional
Draw xyz system axes.
draw_nodes : :obj:`bool`, optional
Draw node boxes.
draw_cells : :obj:`bool`, optional
Draw cell boxes.
quality_particles : :obj:`int`, optional
The number of subdivisions for particle spheres.
quality_bonds : :obj:`int`, optional
The number of subdivisions for cylindrical bonds.
quality_arrows : :obj:`int`, optional
The number of subdivisions for external force arrows.
quality_constraints : :obj:`int`, optional
The number of subdivisions for primitive constraints.
close_cut_distance : :obj:`float`, optional
The distance from the viewer to the near clipping plane.
far_cut_distance : :obj:`float`, optional
The distance from the viewer to the far clipping plane.
camera_position : :obj:`str` or (3,) array_like of :obj:`float`, optional
Initial camera position. Use ``'auto'`` (default) for shifted position in z-direction.
camera_target : :obj:`str` or (3,) array_like of :obj:`float`, optional
Initial camera target. Use ``'auto'`` (default) to look towards the system center.
camera_right : (3,) array_like of :obj:`float`, optional
Camera right vector in system coordinates. Default is ``[1, 0, 0]``
particle_sizes : :obj:`str` or array_like of :obj:`float` or callable, optional
* ``'auto'`` (default): The Lennard-Jones sigma value of the
self-interaction is used for the particle diameter.
* callable: A lambda function with one argument. Internally,
the numerical particle type is passed to the lambda
function to determine the particle radius.
* list: A list of particle radii, indexed by the particle type.
particle_coloring : :obj:`str`, optional
* ``'auto'`` (default): Colors of charged particles are
specified by ``particle_charge_colors``, neutral particles
by ``particle_type_colors``.
* ``'charge'``: Minimum and maximum charge of all particles is determined by the
visualizer. All particles are colored by a linear
interpolation of the two colors given by
``particle_charge_colors`` according to their charge.
* ``'type'``: Particle colors are specified by ``particle_type_colors``,
indexed by their numerical particle type.
* ``'node'``: Color according to the node the particle is on.
particle_type_colors : array_like of :obj:`float`, optional
Colors for particle types.
particle_type_materials : array_like of :obj:`str`, optional
Materials of the particle types.
particle_charge_colors : (2,) array_like of :obj:`float`, optional
Two colors for min/max charged particles.
draw_constraints : :obj:`bool`, optional
Enables constraint visualization. For simple constraints
(planes, spheres and cylinders), OpenGL primitives are
used. Otherwise, visualization by rasterization is used.
rasterize_pointsize : :obj:`float`, optional
Point size for the rasterization dots.
rasterize_resolution : :obj:`float`, optional
Accuracy of the rasterization.
quality_constraints : :obj:`int`, optional
The number of subdivisions for primitive constraints.
constraint_type_colors : array_like of :obj:`float`, optional
Colors of the constraints by type.
constraint_type_materials : array_like of :obj:`str`, optional
Materials of the constraints by type.
draw_bonds : :obj:`bool`, optional
Enables bond visualization.
bond_type_radius : array_like of :obj:`float`, optional
Radii of bonds by type.
bond_type_colors : array_like of :obj:`float`, optional
Color of bonds by type.
bond_type_materials : array_like of :obj:`str`, optional
Materials of bonds by type.
ext_force_arrows : :obj:`bool`, optional
Enables external force visualization.
ext_force_arrows_type_scale : array_like of :obj:`float`, optional
List of scale factors of external force arrows for different particle types.
ext_force_arrows_type_colors : array_like of :obj:`float`, optional
Colors of ext_force arrows for different particle types.
ext_force_arrows_type_materials : array_like of :obj:`str`, optional
Materials of ext_force arrows for different particle types.
ext_force_arrows_type_radii : array_like of :obj:`float`, optional
List of arrow radii for different particle types.
force_arrows : :obj:`bool`, optional
Enables particle force visualization.
force_arrows_type_scale : array_like of :obj:`float`, optional
List of scale factors of particle force arrows for different particle types.
force_arrows_type_colors : array_like of :obj:`float`, optional
Colors of particle force arrows for different particle types.
force_arrows_type_materials : array_like of :obj:`str`, optional
Materials of particle force arrows for different particle types.
force_arrows_type_radii : array_like of :obj:`float`, optional
List of arrow radii for different particle types.
velocity_arrows : :obj:`bool`, optional
Enables particle velocity visualization.
velocity_arrows_type_scale : array_like of :obj:`float`, optional
List of scale factors of particle velocity arrows for different particle types.
velocity_arrows_type_colors : array_like of :obj:`float`, optional
Colors of particle velocity arrows for different particle types.
velocity_arrows_type_materials : array_like of :obj:`str`, optional
Materials of particle velocity arrows for different particle types.
velocity_arrows_type_radii : array_like of :obj:`float`, optional
List of arrow radii for different particle types.
director_arrows : :obj:`bool`, optional
Enables particle director visualization.
director_arrows_type_scale : :obj:`float`, optional
Scale factor of particle director arrows for different particle types.
director_arrows_type_colors : array_like of :obj:`float`, optional
Colors of particle director arrows for different particle types.
director_arrows_type_materials : array_like of :obj:`str`, optional
Materials of particle director arrows for different particle types.
director_arrows_type_radii : array_like of :obj:`float`, optional
List of arrow radii for different particle types.
drag_enabled : :obj:`bool`, optional
Enables mouse-controlled particles dragging (Default: False)
drag_force : :obj:`bool`, optional
Factor for particle dragging
LB_draw_nodes : :obj:`bool`, optional
Draws a lattice representation of the LB nodes that are no boundaries.
LB_draw_node_boundaries : :obj:`bool`, optional
Draws a lattice representation of the LB nodes that are boundaries.
LB_draw_boundaries : :obj:`bool`, optional
Draws the LB shapes.
LB_draw_velocity_plane : :obj:`bool`, optional
Draws LB node velocity arrows in a plane perpendicular to the axis in
``LB_plane_axis``, at a distance ``LB_plane_dist`` from the origin,
every ``LB_plane_ngrid`` grid points.
LB_plane_axis : :obj:`int`, optional
LB node velocity arrows are drawn in a plane perpendicular to the
x, y, or z axes, which are encoded by values 0, 1, or 2 respectively.
LB_plane_dist : :obj:`float`, optional
LB node velocity arrows are drawn in a plane perpendicular to the
x, y, or z axes, at a distance ``LB_plane_dist`` from the origin.
LB_plane_ngrid : :obj:`int`, optional
LB node velocity arrows are drawn in a plane perpendicular to the
x, y, or z axes, every ``LB_plane_ngrid`` grid points.
LB_vel_scale : :obj:`float`, optional
Rescale LB node velocity arrow length.
LB_vel_radius_scale : :obj:`float`, optional
Rescale LB node velocity arrow radii.
LB_arrow_color : (3,) array_like of :obj:`float`, optional
RGB of the LB velocity arrows.
LB_arrow_material : :obj:`str`, optional
Material of LB arrows.
quality_constraints : :obj:`int`, optional
The number of subdivisions for LB arrows.
light_pos : (3,) array_like of :obj:`float`, optional
If auto (default) is used, the light is placed dynamically in
the particle barycenter of the system. Otherwise, a fixed
coordinate can be set.
light_colors : array_like of :obj:`float`, optional
Three lists to specify ambient, diffuse and specular light colors.
light_brightness : :obj:`float`, optional
Brightness (inverse constant attenuation) of the light.
light_size : :obj:`float`, optional
Size (inverse linear attenuation) of the light. If auto
(default) is used, the light size will be set to a reasonable
value according to the box size at start.
spotlight_enabled : :obj:`bool`, optional
If set to True (default), it enables a spotlight on the
camera position pointing in look direction.
spotlight_colors : array_like of :obj:`float`, optional
Three lists to specify ambient, diffuse and specular spotlight colors.
spotlight_angle : :obj:`float`, optional
The spread angle of the spotlight in degrees (from 0 to 90).
spotlight_brightness : :obj:`float`, optional
Brightness (inverse constant attenuation) of the spotlight.
spotlight_focus : :obj:`float`, optional
Focus (spot exponent) for the spotlight from 0 (uniform) to 128.
Notes
-----
The visualization of some constraints is either improved by or even relies
on the presence of an installed OpenGL Extrusion library on your system.
"""
materials = {
'bright': [0.9, 1.0, 0.8, 0.4, 1.0],
'medium': [0.6, 0.8, 0.2, 0.4, 1.0],
'dark': [0.4, 0.5, 0.1, 0.4, 1.0],
'transparent1': [0.6, 0.8, 0.2, 0.5, 0.8],
'transparent2': [0.6, 0.8, 0.2, 0.5, 0.4],
'transparent3': [0.6, 0.8, 0.2, 0.5, 0.2],
'rubber': [0, 0.4, 0.7, 0.078125, 1.0],
'chrome': [0.25, 0.4, 0.774597, 0.6, 1.0],
'plastic': [0, 0.55, 0.7, 0.25, 1.0],
'steel': [0.25, 0.38, 0, 0.32, 1.0]
}
def __init__(self, system, **kwargs):
# default properties
self.specs = {
'window_size': [800, 800],
'name': 'ESPResSo Visualization',
'background_color': [0, 0, 0],
'draw_fps': False,
'draw_box': True,
'draw_axis': True,
'draw_nodes': False,
'draw_cells': False,
'update_fps': 30,
'periodic_images': [0, 0, 0],
'quality_particles': 20,
'quality_bonds': 16,
'quality_arrows': 16,
'quality_constraints': 32,
'close_cut_distance': 0.1,
'far_cut_distance': 5,
'camera_position': 'auto',
'camera_target': 'auto',
'camera_right': [1.0, 0.0, 0.0],
'particle_coloring': 'auto',
'particle_sizes': 'auto',
'particle_type_colors':
[[1, 1, 0], [1, 0, 1], [0, 0, 1], [0, 1, 1],
[1, 1, 1], [1, 0.5, 0], [0.5, 0, 1]],
'particle_type_materials': ['medium'],
'particle_charge_colors': [[1, 0, 0], [0, 1, 0]],
'draw_constraints': True,
'rasterize_pointsize': 10,
'rasterize_resolution': 75.0,
'constraint_type_colors':
[[0.5, 0.5, 0.5], [0, 0.5, 0.5], [0.5, 0, 0.5],
[0.5, 0.5, 0], [0, 0, 0.5], [0.5, 0, 0]],
'constraint_type_materials': ['transparent1'],
'draw_bonds': True,
'bond_type_radius': [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],
'bond_type_colors':
[[1, 1, 1], [1, 0, 1], [0, 0, 1], [0, 1, 1],
[1, 1, 0], [1, 0.5, 0], [0.5, 0, 1]],
'bond_type_materials': ['medium'],
'ext_force_arrows': False,
'ext_force_arrows_type_scale': [1.0],
'ext_force_arrows_type_colors':
[[1, 1, 1], [1, 0, 1], [0, 0, 1], [0, 1, 1],
[1, 1, 0], [1, 0.5, 0], [0.5, 0, 1]],
'ext_force_arrows_type_materials': ['transparent2'],
'ext_force_arrows_type_radii': [0.2],
'velocity_arrows': False,
'velocity_arrows_type_scale': [1.0],
'velocity_arrows_type_colors':
[[1, 1, 1], [1, 0, 1], [0, 0, 1], [0, 1, 1],
[1, 1, 0], [1, 0.5, 0], [0.5, 0, 1]],
'velocity_arrows_type_materials': ['transparent2'],
'velocity_arrows_type_radii': [0.2],
'force_arrows': False,
'force_arrows_type_scale': [1.0],
'force_arrows_type_colors':
[[1, 1, 1], [1, 0, 1], [0, 0, 1], [0, 1, 1],
[1, 1, 0], [1, 0.5, 0], [0.5, 0, 1]],
'force_arrows_type_materials': ['transparent2'],
'force_arrows_type_radii': [0.2],
'director_arrows': False,
'director_arrows_type_scale': [1.0],
'director_arrows_type_colors':
[[1, 1, 1], [1, 0, 1], [0, 0, 1], [0, 1, 1],
[1, 1, 0], [1, 0.5, 0], [0.5, 0, 1]],
'director_arrows_type_materials': ['transparent2'],
'director_arrows_type_radii': [0.2],
'LB_draw_nodes': False,
'LB_draw_node_boundaries': False,
'LB_draw_boundaries': False,
'LB_draw_velocity_plane': False,
'LB_plane_axis': 2,
'LB_plane_dist': 0,
'LB_plane_ngrid': 5,
'LB_vel_scale': 1.0,
'LB_vel_radius_scale': 0.005,
'LB_arrow_color': [1.0, 1.0, 1.0],
'LB_arrow_material': 'transparent1',
'LB_arrow_quality': 16,
'light_pos': 'auto',
'light_colors':
[[0.1, 0.1, 0.2], [0.9, 0.9, 0.9], [1.0, 1.0, 1.0]],
'light_brightness': 1.0,
'light_size': 'auto',
'spotlight_enabled': False,
'spotlight_colors':
[[0.2, 0.2, 0.3], [0.5, 0.5, 0.5], [1.0, 1.0, 1.0]],
'spotlight_angle': 45,
'spotlight_focus': 1,
'spotlight_brightness': 0.6,
'drag_enabled': False,
'drag_force': 3.0
}
# overwrite with user properties
for key in kwargs:
if key not in self.specs:
raise ValueError(f'{key} is no valid visualization property')
else:
self.specs[key] = kwargs[key]
# dependencies
if not espressomd.has_features('EXTERNAL_FORCES'):
self.specs['drag_enabled'] = False
self.specs['ext_force_arrows'] = False
if not espressomd.has_features('ROTATION'):
self.specs['director_arrows'] = False
if not espressomd.has_features('LB_BOUNDARIES') and \
not espressomd.has_features('LB_BOUNDARIES_GPU'):
self.specs['LB_draw_boundaries'] = False
self.specs['LB_draw_node_boundaries'] = False
# ESPResSo-related inits that are known only when running the
# integration loop are called once in the update loop
# (constraints, node boxes, cell boxes, charge range, bonds)
# ESPResSo-related inits that are known on instantiation go here:
# content of particle data
self.has_particle_data = {
'velocity': self.specs['velocity_arrows'],
'force': self.specs['force_arrows'],
'ext_force': self.specs['ext_force_arrows'] or
self.specs['drag_enabled']}
if espressomd.has_features('ELECTROSTATICS'):
self.has_particle_data['charge'] = \
self.specs['particle_coloring'] == 'auto' or \
self.specs['particle_coloring'] == 'charge'
else:
self.has_particle_data['charge'] = False
self.has_particle_data['director'] = self.specs['director_arrows']
self.has_particle_data['node'] = self.specs['particle_coloring'] == 'node'
# particle info of highlighted particle: collect particle attributes
self.highlighted_particle = {}
self.particle_attributes = []
for d in dir(espressomd.particle_data.ParticleHandle):
if isinstance(getattr(espressomd.particle_data.ParticleHandle, d),
type(espressomd.particle_data.ParticleHandle.pos)):
if d not in ["pos_folded"]:
self.particle_attributes.append(d)
self.max_len_attr = max([len(a) for a in self.particle_attributes])
# fixed colors from inverse background color for good contrast
self.inverse_bg_color = \
np.array([1 - self.specs['background_color'][0],
1 - self.specs['background_color'][1],
1 - self.specs['background_color'][2], 1.0])
self.node_box_color = np.copy(self.inverse_bg_color)
self.node_box_color[0] += 0.5 * (0.5 - self.node_box_color[0])
self.cell_box_color = np.copy(self.inverse_bg_color)
self.cell_box_color[1] += 0.5 * (0.5 - self.cell_box_color[1])
self.lb_box_color = np.copy(self.inverse_bg_color)
self.lb_box_color[2] = 0.5
self.lb_box_color_boundary = np.copy(self.inverse_bg_color)
self.lb_box_color_boundary[1] = 0.5
self.text_color = np.copy(self.inverse_bg_color)
# increase line thickness if node/cell box is enabled
self.line_width_fac = 1.0
if self.specs['draw_nodes']:
self.line_width_fac += 0.5
if self.specs['draw_cells']:
self.line_width_fac += 0.5
# has periodic images
self.has_images = any(i != 0 for i in self.specs['periodic_images'])
self.image_vectors = [
list(range(-i, i + 1)) for i in self.specs['periodic_images']]
# various inits
self.system = system
self.system_info = {}
self.last_box_l = self.system.box_l
self.fps_last = 0
self.fps = 0
self.fps_count = 1
self.glut_main_loop_started = False
self.screenshot_initialized = False
self.hasParticleData = False
self.quit_safely = False
self.paused = False
self.take_screenshot = False
self.screenshot_captured = False
self.keyboard_manager = KeyboardManager()
self.mouse_manager = MouseManager()
self.camera = self._init_camera()
self.timers = []
self.particles = {}
# times of last call of update(), redraw_on_idle()
self.last_update = time.time()
self.last_draw = time.time()
self.trigger_set_particle_drag = False
self.trigger_reset_particle_drag = False
self.drag_id = -1
# list of [(x, y), string] for user-defined text
self.user_texts = []
[docs] def update_system_info(self):
"""Update the information stored in dict self.system_info.
The dictionary is used for showing system information, such as particle
or constraint information, in the visualizer window.
"""
# collect system information
self.system_info = {
'Actors': [], 'Non-bonded interactions': [],
'Bonded interactions': [b for b in self.system.bonded_inter],
'Constraints': [], 'Thermostat': self.system.thermostat.get_state()
}
if len(self.system_info['Bonded interactions']) == 0:
self.system_info['Bonded interactions'].append('None')
# collect all actors
for a in self.system.actors:
self.system_info['Actors'].append(str(a))
if len(self.system_info['Actors']) == 0:
self.system_info['Actors'].append('None')
# collect all types from particles and constraints
all_types = set(self.system.part.all().type)
constraint_types = []
for c in self.system.constraints[:]:
constraint_types.append(c.get_parameter('particle_type'))
all_types.update(constraint_types)
# collect all active non-bonded interactions
all_non_bonded_inters = [
x for x in dir(self.system.non_bonded_inter[0, 0])
if not x.startswith('__') and x != 'type1' and x != 'type2']
for t1 in all_types:
for t2 in all_types:
for check_nb in all_non_bonded_inters:
nb = getattr(
self.system.non_bonded_inter[t1, t2], check_nb)
if nb is not None and nb.is_active():
self.system_info['Non-bonded interactions'].append(
[t1, t2, nb.type_name(), nb.get_params()])
if len(self.system_info['Non-bonded interactions']) == 0:
self.system_info['Non-bonded interactions'].append('None')
# collect constraints
for c in self.system.constraints[:]:
co = c.get_params()
co_s = c.get_parameter('shape')
co['shape'] = [co_s.name(), co_s.get_params()]
self.system_info['Constraints'].append(co)
if len(self.system_info['Constraints']) == 0:
self.system_info['Constraints'].append('None')
[docs] def register_callback(self, cb, interval=1000):
"""Register timed callbacks.
"""
self.timers.append((int(interval), cb))
[docs] def screenshot(self, path):
"""Renders the current state into an image file at ``path`` with
dimensions of ``specs['window_size']`` in PNG format.
"""
# on first call: init and create buffers
if not self.screenshot_initialized:
self.screenshot_initialized = True
self._init_opengl()
# create buffers that can be larger than the screen frame buffer
fbo = OpenGL.GL.glGenFramebuffers(1)
OpenGL.GL.glBindFramebuffer(OpenGL.GL.GL_FRAMEBUFFER, fbo)
# color buffer
rbo = OpenGL.GL.glGenRenderbuffers(1)
OpenGL.GL.glBindRenderbuffer(OpenGL.GL.GL_RENDERBUFFER, rbo)
OpenGL.GL.glRenderbufferStorage(
OpenGL.GL.GL_RENDERBUFFER,
OpenGL.GL.GL_RGB,
self.specs['window_size'][0],
self.specs['window_size'][1])
OpenGL.GL.glFramebufferRenderbuffer(
OpenGL.GL.GL_FRAMEBUFFER,
OpenGL.GL.GL_COLOR_ATTACHMENT0,
OpenGL.GL.GL_RENDERBUFFER,
rbo)
# depth buffer
dbo = OpenGL.GL.glGenRenderbuffers(1)
OpenGL.GL.glBindRenderbuffer(OpenGL.GL.GL_RENDERBUFFER, dbo)
OpenGL.GL.glRenderbufferStorage(
OpenGL.GL.GL_RENDERBUFFER, OpenGL.GL.GL_DEPTH_COMPONENT,
self.specs['window_size'][0], self.specs['window_size'][1])
OpenGL.GL.glFramebufferRenderbuffer(
OpenGL.GL.GL_FRAMEBUFFER,
OpenGL.GL.GL_DEPTH_ATTACHMENT,
OpenGL.GL.GL_RENDERBUFFER,
dbo)
self._reshape_window(
self.specs['window_size'][0], self.specs['window_size'][1])
OpenGL.GLUT.glutHideWindow()
# initialize properties that depend on the ESPResSo system
self._init_espresso_visualization()
self._initial_espresso_updates()
# draw the simulation box
OpenGL.GL.glClear(
OpenGL.GL.GL_COLOR_BUFFER_BIT | OpenGL.GL.GL_DEPTH_BUFFER_BIT)
OpenGL.GL.glLoadMatrixf(self.camera.modelview)
self._draw_system()
# read the pixels
OpenGL.GL.glReadBuffer(OpenGL.GL.GL_COLOR_ATTACHMENT0)
# save image
self._make_screenshot(path)
[docs] def run(self, integration_steps=1):
"""Convenience method with a simple integration thread.
"""
def main():
while True:
self.update()
if not self.paused:
try:
self.system.integrator.run(integration_steps)
except Exception as e:
print(e)
os._exit(1)
# Necessary to regularly drop the Global Interpreter Lock (GIL)
# which prevents freezing of the visualizer under certain
# circumstances (see Issue #3764).
time.sleep(1e-12)
t = threading.Thread(target=main)
t.daemon = True
t.start()
self.start()
[docs] def start(self):
"""The blocking start method.
"""
self._init_opengl()
self._init_espresso_visualization()
self._init_controls()
self._init_OpenGL_callbacks()
self._init_timers()
# start the blocking main loop
self.glut_main_loop_started = True
OpenGL.GLUT.glutMainLoop()
[docs] def update(self):
"""Update method to be called after integration.
Changes of ESPResSo system can only happen here.
"""
if self.glut_main_loop_started:
# update on startup
if not self.hasParticleData:
self._initial_espresso_updates()
self.hasParticleData = True
# updates
refresh_time = 1. / self.specs['update_fps']
if (time.time() - self.last_update) > refresh_time:
# update particle/bond data after system propagation,
# or on pause to display particle info
self._update_particles_and_bonds()
# LB update
if self.specs['LB_draw_velocity_plane']:
self._update_lb_velocity_plane()
# box_l changed
if not (self.last_box_l == self.system.box_l).all():
self.last_box_l = np.copy(self.system.box_l)
self._box_size_dependence()
# keyboard callbacks may change ESPResSo system properties,
# only safe to change here
for c in self.keyboard_manager.userCallbackStack:
c()
self.keyboard_manager.userCallbackStack = []
self.last_update = time.time()
# drag particles
if self.specs['drag_enabled']:
if self.trigger_set_particle_drag and self.drag_id != -1:
self.system.part.by_id(
self.drag_id).ext_force = self.dragExtForce
self.trigger_set_particle_drag = False
elif self.trigger_reset_particle_drag and self.drag_id != -1:
self.system.part.by_id(
self.drag_id).ext_force = self.extForceOld
self.trigger_reset_particle_drag = False
self.drag_id = -1
# <escape> key was pressed: wait for ESPResSo to complete current task,
# then call sys exit from main thread
if self.quit_safely:
os._exit(1)
# fetch data on startup
def _initial_espresso_updates(self):
self._update_particles_and_bonds()
if self.has_particle_data['charge']:
self._update_charge_color_range()
if self.specs['draw_constraints']:
self._update_constraints()
if self.specs['draw_cells'] or self.specs['draw_nodes']:
self._update_nodes()
if self.specs['draw_cells']:
self._update_cells()
def _update_particles_and_bonds(self):
"""Fetch particle data from core and put it in the data dicts
used by the visualizer.
"""
parts_from_core = self.system.part.all()
self._update_particles(parts_from_core)
self._update_bonds(parts_from_core)
def _update_particles(self, particle_data):
"""Updates particle data used for drawing particles.
Do not call directly but use _update_particles_and_bonds()!
"""
self.particles['pos'] = particle_data.pos_folded
self.particles['type'] = particle_data.type
# particle ids can be discontiguous, therefore create a dict that maps
# particle ids to respective index in data arrays (used by
# _draw_bonds())
self.index_from_id = {
id: ndx for ndx, id in enumerate(
particle_data.id)}
if self.has_particle_data['velocity']:
self.particles['velocity'] = particle_data.v
if self.has_particle_data['force']:
self.particles['force'] = particle_data.f
if self.has_particle_data['ext_force']:
self.particles['ext_force'] = particle_data.ext_force
if self.has_particle_data['charge']:
self.particles['charge'] = particle_data.q
if self.has_particle_data['director']:
self.particles['director'] = particle_data.director
if self.has_particle_data['node']:
self.particles['node'] = particle_data.node
if self.info_id != -1:
# data array index of particle with id info_id
info_index = self.index_from_id[self.info_id]
for attr in self.particle_attributes:
self.highlighted_particle[attr] = \
getattr(particle_data, attr)[info_index]
def _update_lb_velocity_plane(self):
if self.lb_is_cpu:
self._update_lb_velocity_plane_cpu()
else:
self._update_lb_velocity_plane_gpu()
def _update_lb_velocity_plane_cpu(self):
agrid = self.lb_params['agrid']
self.lb_plane_vel = []
ng = self.specs['LB_plane_ngrid']
for xi in range(ng):
for xj in range(ng):
pp = np.copy((self.lb_plane_p + xi * 1.0 / ng * self.lb_plane_b1 +
xj * 1.0 / ng * self.lb_plane_b2) % self.system.box_l)
i, j, k = (int(ppp / agrid) for ppp in pp)
lb_vel = np.copy(self.lb[i, j, k].velocity)
self.lb_plane_vel.append([pp, lb_vel])
def _update_lb_velocity_plane_gpu(self):
ng = self.specs['LB_plane_ngrid']
col_pos = []
for xi in range(ng):
for xj in range(ng):
p = np.array((self.lb_plane_p + xi * 1.0 / ng * self.lb_plane_b1 +
xj * 1.0 / ng * self.lb_plane_b2) % self.system.box_l)
col_pos.append(p)
lb_vels = self.lb.get_interpolated_fluid_velocity_at_positions(
np.array(col_pos))
self.lb_plane_vel = []
for p, v in zip(col_pos, lb_vels):
self.lb_plane_vel.append([p, v])
def _update_cells(self):
self.cell_box_origins = []
cell_system_state = self.system.cell_system.get_state()
# Not all particle decompositions have a cell grid, if
# it does not exist in the cell system state, we just
# ignore it
try:
self.cell_size = cell_system_state['cell_size']
for i in range(cell_system_state['cell_grid'][0]):
for j in range(cell_system_state['cell_grid'][1]):
for k in range(cell_system_state['cell_grid'][2]):
self.cell_box_origins.append(
np.array([i, j, k]) * self.cell_size)
except KeyError:
pass
def _update_nodes(self):
self.node_box_origins = []
self.local_box_l = np.array([0, 0, 0])
for i in range(self.system.cell_system.node_grid[0]):
for j in range(self.system.cell_system.node_grid[1]):
for k in range(self.system.cell_system.node_grid[2]):
self.node_box_origins.append(
np.array([i, j, k]) * self.local_box_l)
def _update_constraints(self):
"""Collect shapes and interaction type (for coloring) from constraints
and update the list self.shapes with instances of the respective Shape
(or child) classes.
"""
self.shapes = []
# helper functions and shape dictionary
def unpack_shapes(shapes_list):
"""Return a list of shapes, where all unions have been unpacked.
"""
shapes = []
try:
# recursively unpack unions
for shape in shapes_list:
shapes.extend(unpack_shapes(shape))
except TypeError:
# otherwise just append the shape
shapes.append(shapes_list)
return shapes
def shape_arguments(shape, part_type):
"""Helper function returning argument list for initialization of
Shape class (or respective child classes).
"""
arguments = [
shape, part_type,
self._modulo_indexing(self.specs['constraint_type_colors'],
part_type),
self.materials[self._modulo_indexing(
self.specs['constraint_type_materials'], part_type)],
self.specs['quality_constraints'], self.system.box_l,
self.specs['rasterize_resolution'],
self.specs['rasterize_pointsize']
]
return arguments
shape_mapping = {
'Shapes::Cylinder': Cylinder,
'Shapes::Ellipsoid': Ellipsoid,
'Shapes::HollowConicalFrustum': HollowConicalFrustum,
'Shapes::SimplePore': SimplePore,
'Shapes::Slitpore': Slitpore,
'Shapes::Sphere': Sphere,
'Shapes::SpheroCylinder': Spherocylinder,
'Shapes::Wall': Wall
}
# collect shapes using the helper functions
for constraint in self.system.constraints:
if isinstance(constraint,
espressomd.constraints.ShapeBasedConstraint):
part_type = constraint.get_parameter('particle_type')
shape = constraint.get_parameter('shape')
for sub_shape in unpack_shapes(shape):
arguments = shape_arguments(sub_shape, part_type)
try:
self.shapes.append(
shape_mapping[sub_shape.name()](*arguments))
except KeyError:
self.shapes.append(Shape(*arguments))
if self.specs['LB_draw_boundaries']:
ni = 0
for constraint in self.system.lbboundaries:
if isinstance(constraint, espressomd.lbboundaries.LBBoundary):
part_type = ni
ni += 1
shape = constraint.get_parameter('shape')
for sub_shape in unpack_shapes(shape):
arguments = shape_arguments(sub_shape, part_type)
try:
self.shapes.append(
shape_mapping[sub_shape.name()](*arguments))
except KeyError:
self.shapes.append(Shape(*arguments))
def _update_bonds(self, particle_data):
"""Update bond data used for drawing bonds.
Do not call directly but use
:meth:`~espressomd.visualization_opengl.openGLLive._update_particles_and_bonds`!
Updates data array ``self.bonds[]``; structure of elements is:
``[<id of first bond partner>, <id of second bond partner>, <bond type>]``
"""
if self.specs['draw_bonds']:
self.bonds = []
for particle in particle_data:
for bond in particle.bonds:
# input data:
# bond[0]: bond type, bond[1:] bond partners
bond_type = bond[0].type_number()
if len(bond) == 4:
self.bonds.append([particle.id, bond[1], bond_type])
self.bonds.append([particle.id, bond[2], bond_type])
self.bonds.append([bond[2], bond[3], bond_type])
else:
for bond_partner in bond[1:]:
self.bonds.append(
[particle.id, bond_partner, bond_type])
def _draw_text(self, x, y, text, color,
font=OpenGL.GLUT.GLUT_BITMAP_9_BY_15):
OpenGL.GL.glColor(color)
OpenGL.GL.glWindowPos2f(x, y)
for ch in text:
OpenGL.GLUT.glutBitmapCharacter(font, ctypes.c_int(ord(ch)))
# draw called automatically from GLUT display function
def _draw_system(self):
if self.specs['LB_draw_velocity_plane']:
self._draw_lb_vel()
if self.specs['draw_axis']:
axis_fac = 0.2
axis_r = np.min(self.system.box_l) / 50.0
draw_arrow([0, 0, 0], [self.system.box_l[0] * axis_fac, 0, 0], axis_r,
[1, 0, 0, 1], self.materials['chrome'], self.specs['quality_arrows'])
draw_arrow([0, 0, 0], [0, self.system.box_l[2] * axis_fac, 0], axis_r,
[0, 1, 0, 1], self.materials['chrome'], self.specs['quality_arrows'])
draw_arrow([0, 0, 0], [0, 0, self.system.box_l[2] * axis_fac], axis_r,
[0, 0, 1, 1], self.materials['chrome'], self.specs['quality_arrows'])
if self.specs['draw_bonds']:
self._draw_bonds()
self._draw_system_particles()
if self.specs['draw_constraints']:
self._draw_constraints()
if self.specs['draw_box']:
self._draw_system_box()
if self.specs['draw_nodes']:
self._draw_nodes()
if self.specs['draw_cells']:
self._draw_cells()
if self.specs['LB_draw_nodes'] or self.specs['LB_draw_node_boundaries']:
self._draw_lb_grid()
def _draw_system_box(self):
draw_box([0, 0, 0], self.system.box_l, self.inverse_bg_color,
self.materials['medium'], 2.0 * self.line_width_fac)
def _draw_nodes(self):
for n in self.node_box_origins:
draw_box(n, self.local_box_l, self.node_box_color,
self.materials['transparent1'], 1.5 * self.line_width_fac)
def _draw_cells(self):
for n in self.node_box_origins:
for c in self.cell_box_origins:
draw_box(
c + n, self.cell_size, self.cell_box_color,
self.materials['transparent1'], 0.75 * self.line_width_fac)
def _draw_lb_grid(self):
a = self.lb_params['agrid']
cell_size = np.array([a] * 3)
dims = np.rint(np.array(self.system.box_l) / a)
for i in range(int(dims[0])):
for j in range(int(dims[1])):
for k in range(int(dims[2])):
n = np.array([i, j, k]) * cell_size
if self.specs['LB_draw_node_boundaries'] \
and self.lb[i, j, k].boundary:
draw_box(n, cell_size, self.lb_box_color_boundary,
self.materials['transparent2'], 5.0)
if self.specs['LB_draw_nodes'] \
and not self.lb[i, j, k].boundary:
draw_box(n, cell_size, self.lb_box_color,
self.materials['transparent2'], 1.5)
def _draw_constraints(self):
# clip borders of simulation box
for i in range(6):
OpenGL.GL.glEnable(OpenGL.GL.GL_CLIP_PLANE0 + i)
OpenGL.GL.glClipPlane(OpenGL.GL.GL_CLIP_PLANE0 + i,
self.box_eqn[i, :])
for shape in self.shapes:
shape.draw()
for i in range(6):
OpenGL.GL.glDisable(OpenGL.GL.GL_CLIP_PLANE0 + i)
def _determine_radius(self, part_type):
def radius_by_lj(part_type):
ia = self.system.non_bonded_inter[part_type, part_type]
radius = 0.0
if hasattr(ia, "lennard_jones"):
radius = ia.lennard_jones.get_params()["sigma"] * 0.5
if radius == 0.0 and hasattr(ia, "wca"):
radius = ia.wca.get_params()["sigma"] * 0.5
if radius == 0.0:
radius = 0.5
return radius
if self.specs['particle_sizes'] == 'auto':
radius = radius_by_lj(part_type)
elif callable(self.specs['particle_sizes']):
radius = self.specs['particle_sizes'](part_type)
else:
try:
radius = self._modulo_indexing(
self.specs['particle_sizes'], part_type)
except RuntimeError:
radius = self.radius_by_lj(part_type)
return radius
def _draw_system_particles(self, color_by_id=False):
part_type = -1
reset_material = False
for part_id, index in self.index_from_id.items():
part_type_last = part_type
part_type = int(self.particles['type'][index])
# Only change material if type/charge has changed, color_by_id or
# material was reset by arrows
if reset_material or color_by_id or part_type != part_type_last or \
part_id == self.drag_id or part_id == self.info_id or \
self.specs['particle_coloring'] == 'node':
reset_material = False
radius = self._determine_radius(part_type)
m = self._modulo_indexing(
self.specs['particle_type_materials'], part_type)
material = self.materials[m]
if color_by_id:
color = self._id_to_fcolor(part_id)
OpenGL.GL.glColor(color)
else:
if self.specs['particle_coloring'] == 'auto':
# Color auto: Charge then Type
if self.has_particle_data['charge'] and self.particles['charge'][index] != 0:
color = self._color_by_charge(
self.particles['charge'][index])
reset_material = True
else:
color = self._modulo_indexing(
self.specs['particle_type_colors'], part_type)
elif self.specs['particle_coloring'] == 'charge':
color = self._color_by_charge(
self.particles['charge'][index])
reset_material = True
elif self.specs['particle_coloring'] == 'type':
color = self._modulo_indexing(
self.specs['particle_type_colors'], part_type)
elif self.specs['particle_coloring'] == 'node':
color = self._modulo_indexing(
self.specs['particle_type_colors'], self.particles['node'][index])
else:
raise ValueError(
f"Cannot process particle_coloring={self.specs['particle_coloring']}")
# Invert color of highlighted particle
if part_id == self.drag_id or part_id == self.info_id:
reset_material = True
color = [1. - color[0], 1. - color[1], 1. - color[2]]
set_solid_material(color, material)
# Create a new display list, used until next material/color
# change
OpenGL.GL.glNewList(self.dl_sphere, OpenGL.GL.GL_COMPILE)
OpenGL.GLUT.glutSolidSphere(
radius, self.specs['quality_particles'], self.specs['quality_particles'])
OpenGL.GL.glEndList()
self._redraw_sphere(self.particles['pos'][index])
if self.has_images:
for imx, imy, imz in itertools.product(*self.image_vectors):
if imx != 0 or imy != 0 or imz != 0:
offset = [imx, imy, imz] * self.system.box_l
self._redraw_sphere(
self.particles['pos'][index] + offset)
if espressomd.has_features('EXTERNAL_FORCES'):
if self.specs['ext_force_arrows'] or part_id == self.drag_id:
if any(v != 0 for v in self.particles['ext_force'][index]):
if part_id == self.drag_id:
sc = 1
else:
sc = self._modulo_indexing(
self.specs['ext_force_arrows_type_scale'], part_type)
if sc > 0:
arrow_col = self._modulo_indexing(
self.specs['ext_force_arrows_type_colors'], part_type)
arrow_radius = self._modulo_indexing(
self.specs['ext_force_arrows_type_radii'], part_type)
draw_arrow(self.particles['pos'][index], np.array(
self.particles['ext_force'][index]) * sc, arrow_radius, arrow_col,
self.materials['chrome'], self.specs['quality_arrows'])
reset_material = True
if self.specs['velocity_arrows']:
self._draw_arrow_property(
part_id, part_type, self.specs['velocity_arrows_type_scale'],
self.specs['velocity_arrows_type_colors'],
self.specs['velocity_arrows_type_materials'],
self.specs['velocity_arrows_type_radii'], 'velocity')
reset_material = True
if self.specs['force_arrows']:
self._draw_arrow_property(
part_id, part_type, self.specs['force_arrows_type_scale'],
self.specs['force_arrows_type_colors'],
self.specs['force_arrows_type_materials'],
self.specs['force_arrows_type_radii'], 'force')
reset_material = True
if self.specs['director_arrows']:
self._draw_arrow_property(
part_id, part_type, self.specs['director_arrows_type_scale'],
self.specs['director_arrows_type_colors'],
self.specs['director_arrows_type_materials'],
self.specs['director_arrows_type_radii'], 'director')
reset_material = True
def _draw_arrow_property(self, part_id, part_type, type_scale,
type_colors, type_materials, type_radii, prop):
sc = self._modulo_indexing(type_scale, part_type)
if sc > 0:
v = self.particles[prop][self.index_from_id[part_id]]
col = self._modulo_indexing(type_colors, part_type)
radius = self._modulo_indexing(type_radii, part_type)
material = self._modulo_indexing(type_materials, part_type)
draw_arrow(self.particles['pos'][self.index_from_id[part_id]],
np.array(v, dtype=float) * sc, radius, col,
self.materials[material], self.specs['quality_arrows'])
def _draw_bonds(self):
half_box_l = self.system.box_l / 2.0
quality_bonds = self.specs['quality_bonds']
for b in self.bonds:
col = self._modulo_indexing(self.specs['bond_type_colors'], b[2])
mat = self.materials[self._modulo_indexing(
self.specs['bond_type_materials'], b[2])]
radius = self._modulo_indexing(
self.specs['bond_type_radius'], b[2])
# if particles are deleted in the core, index_from_id might
# throw a KeyError -- e. g. when deleting a bond created by
# collision_detection (using virtual site particles)
try:
x_a = self.particles['pos'][self.index_from_id[b[0]]]
x_b = self.particles['pos'][self.index_from_id[b[1]]]
except Exception:
# skip this bond
continue
dx = x_b - x_a
if np.all(np.abs(dx) < half_box_l):
# bond completely inside box
draw_cylinder(x_a, x_b, radius, col, mat, quality_bonds)
if self.has_images:
for imx, imy, imz in itertools.product(
*self.image_vectors):
if imx != 0 or imy != 0 or imz != 0:
offset = [imx, imy, imz] * self.system.box_l
draw_cylinder(x_a + offset, x_b + offset, radius,
col, mat, quality_bonds)
else:
# bond crosses the box boundaries
d = self._cut_bond(x_a, dx)
if d is np.inf:
continue
s_a = x_a + d * dx
s_b = x_b - (1 - d) * dx
draw_cylinder(x_a, s_a, radius, col, mat, quality_bonds)
draw_cylinder(x_b, s_b, radius, col, mat, quality_bonds)
if self.has_images:
for imx, imy, imz in itertools.product(
*self.image_vectors):
if imx != 0 or imy != 0 or imz != 0:
offset = [imx, imy, imz] * self.system.box_l
draw_cylinder(x_a + offset, s_a + offset, radius,
col, mat, quality_bonds)
draw_cylinder(x_b + offset, s_b + offset, radius,
col, mat, quality_bonds)
def _redraw_sphere(self, pos):
OpenGL.GL.glPushMatrix()
OpenGL.GL.glTranslatef(pos[0], pos[1], pos[2])
OpenGL.GL.glCallList(self.dl_sphere)
OpenGL.GL.glPopMatrix()
# helper to draw periodic bonds
def _cut_bond(self, x_a, dx):
"""
Algorithm for the line-plane intersection problem. Given the unfolded
positions of two particles, determine: 1) the box image that minimizes
the folded bond length, 2) which side of the simulation box is crossed
by the bond, 3) how much of the bond is inside the unit cell starting
from the first particle. That scalar is returned by the function, and
can be used to calculate the coordinates of the line-plane
intersection point. The algorithm can be found at
https://en.wikipedia.org/w/index.php?title=Line%E2%80%93plane_intersection&oldid=940427752#Algebraic_form
"""
# corner case: the two particles occupy the same position
if np.dot(dx, dx) < 1e-9:
return np.inf
# find the box image that minimizes the unfolded bond length
shift = np.rint(dx / self.system.box_l)
# get the unfolded bond vector
dx -= shift * self.system.box_l
# find which side of the simulation box is crossed by the bond
best_d = np.inf
for i in range(3):
if dx[i] == 0:
continue # corner case: bond is parallel to a face
elif dx[i] > 0:
p0_i = self.system.box_l[i]
else:
p0_i = 0
# calculate the length of the bond that is inside the box using
# an optimized version of `np.dot(p0 - x0, n) / np.dot(dx, n)`
# where the dot products decay to an array access, because `n`
# is always a unit vector in rectangular boxes and its sign
# is canceled out by the division
d = (p0_i - x_a[i]) / dx[i]
if d < best_d:
best_d = d
return best_d
# arrows in a plane for LB velocities
def _draw_lb_vel(self):
for lb_pos, lb_vel in self.lb_plane_vel:
draw_arrow(
lb_pos,
lb_vel * self.specs['LB_vel_scale'],
self.lb_arrow_radius,
self.specs['LB_arrow_color'],
self.materials[self.specs['LB_arrow_material']],
self.specs['LB_arrow_quality'])
# use modulo if there are more particle types than type definitions for
# colors, materials etc.
@staticmethod
def _modulo_indexing(l, t):
return l[t % len(l)]
# fade particle charge color from white (q=0) to plus_color (q=q_max) resp
# minus_color (q=q_min)
def _color_by_charge(self, q):
if q < 0.:
c = q / self.min_q
minus_color = self.specs['particle_charge_colors'][0]
return (1. - c) * np.ones(3) + c * np.array(minus_color)
else:
c = q / self.max_q
plus_color = self.specs['particle_charge_colors'][1]
return (1. - c) * np.ones(3) + c * np.array(plus_color)
# on initialization, check q_max/q_min
def _update_charge_color_range(self):
if len(self.particles['charge'][:]) > 0:
self.min_q = min(self.particles['charge'][:])
self.max_q = max(self.particles['charge'][:])
def _handle_screenshot(self):
if self.take_screenshot:
self.take_screenshot = False
script_name = os.path.splitext(sys.argv[0])[0]
i = 0
while os.path.exists(f"{script_name}_{i:04d}.png"):
i += 1
file_name = f"{script_name}_{i:04d}.png"
self._make_screenshot(file_name)
self.screenshot_captured = True
self.screenshot_capture_time = time.time()
self.screenshot_capture_txt = f"Saved screenshot {file_name}"
def _make_screenshot(self, filepath):
data = OpenGL.GL.glReadPixels(0, 0, self.specs['window_size'][0],
self.specs['window_size'][1],
OpenGL.GL.GL_RGB, OpenGL.GL.GL_FLOAT)
data = np.flipud(data.reshape((data.shape[1], data.shape[0], 3)))
matplotlib.pyplot.imsave(filepath, data)
def _display_all(self):
OpenGL.GL.glClear(
OpenGL.GL.GL_COLOR_BUFFER_BIT | OpenGL.GL.GL_DEPTH_BUFFER_BIT)
OpenGL.GL.glLoadMatrixf(self.camera.modelview)
self._set_camera_spotlight()
self._draw_system()
self._draw_texts()
OpenGL.GLUT.glutSwapBuffers()
self._handle_screenshot()
def _draw_texts(self):
# draw user text
for (x, y), text in self.user_texts:
self._draw_text(x, y, text, self.text_color)
# draw fps text
if self.specs['draw_fps']:
t = time.time()
if t - self.fps_last > 1.0:
self.fps_last = t
self.fps = self.fps_count
self.fps_count = 0
self._draw_text(10, 10, f"{self.fps} fps", self.text_color)
self._draw_text(10, 30, f"{1000.0 / self.fps} ms/frame",
self.text_color)
self.fps_count += 1
# draw particle info
if self.show_system_info:
self._draw_sysinfo_dict(self.system_info)
elif self.info_id != -1:
self._draw_particle_dict(
self.highlighted_particle, self.max_len_attr)
# indicate screen capture
if self.screenshot_captured and not self.take_screenshot:
col = np.array(self.text_color)
ts = time.time() - self.screenshot_capture_time
fadetime = 2.0
col[3] = 1.0 - ts / fadetime
if ts > fadetime:
self.screenshot_captured = False
else:
self._draw_text(
self.specs['window_size'][0] - len(
self.screenshot_capture_txt) * 9.0 - 15,
self.specs['window_size'][1] - 15, self.screenshot_capture_txt, col)
def _draw_sysinfo_dict(self, sysinfo_dict):
y = 0
for key, value_list in sysinfo_dict.items():
# category title
self._draw_text(10, self.specs['window_size'][1] - 10 - 15 * y,
f"{key}:", self.text_color)
# item list
for item in value_list:
txt = str(item)
n_lines = int(
len(txt) * 9.0 / self.specs['window_size'][0]) + 1
chars_per_line = int(self.specs['window_size'][0] / 9) - 4
if chars_per_line < 20:
break
ls = 0
for _ in range(n_lines):
y += 1
line_txt = txt[ls:ls + chars_per_line]
self._draw_text(
30, self.specs['window_size'][1] - 10 - 15 * y,
line_txt, self.text_color)
ls += chars_per_line
y += 1.5
def _draw_particle_dict(self, particle_dict, max_len):
y = 0
for k, v in particle_dict.items():
txt = f"{k} {(max_len - len(k)) * ' '} {v}"
self._draw_text(10, self.specs['window_size'][1] - 10 - 15 * y,
txt, self.text_color)
y += 1
# called on window position/size change
def _reshape_window(self, w, h):
OpenGL.GL.glViewport(0, 0, w, h)
OpenGL.GL.glMatrixMode(OpenGL.GL.GL_PROJECTION)
OpenGL.GL.glLoadIdentity()
box_diag = np.linalg.norm(self.system.box_l)
OpenGL.GLU.gluPerspective(40, 1.0 * w / h,
self.specs['close_cut_distance'],
self.specs['far_cut_distance'] * box_diag)
OpenGL.GL.glMatrixMode(OpenGL.GL.GL_MODELVIEW)
self.specs['window_size'][0] = w
self.specs['window_size'][1] = h
# inits for GLUT functions
def _init_OpenGL_callbacks(self):
# OpenGL callbacks
def display():
if self.hasParticleData and self.glut_main_loop_started:
self._display_all()
# pylint: disable=unused-argument
def keyboard_up(button, x, y):
if isinstance(button, bytes):
button = button.decode("utf-8")
self.keyboard_manager.keyboard_up(button)
# pylint: disable=unused-argument
def keyboard_down(button, x, y):
if isinstance(button, bytes):
button = button.decode("utf-8")
self.keyboard_manager.keyboard_down(button)
def mouse(button, state, x, y):
self.mouse_manager.mouse_click(button, state, x, y)
def motion(x, y):
self.mouse_manager.mouse_move(x, y)
def redraw_on_idle():
# don't repost faster than 60 fps
if (time.time() - self.last_draw) > 1.0 / 60.0:
OpenGL.GLUT.glutPostRedisplay()
self.last_draw = time.time()
def reshape_callback(w, h):
self._reshape_window(w, h)
def close_window():
os._exit(1)
OpenGL.GLUT.glutDisplayFunc(display)
OpenGL.GLUT.glutMouseFunc(mouse)
OpenGL.GLUT.glutKeyboardFunc(keyboard_down)
OpenGL.GLUT.glutKeyboardUpFunc(keyboard_up)
OpenGL.GLUT.glutSpecialFunc(keyboard_down)
OpenGL.GLUT.glutSpecialUpFunc(keyboard_up)
OpenGL.GLUT.glutReshapeFunc(reshape_callback)
OpenGL.GLUT.glutMotionFunc(motion)
OpenGL.GLUT.glutWMCloseFunc(close_window)
OpenGL.GLUT.glutIdleFunc(redraw_on_idle)
def _init_timers(self):
"""
Starts infinite loops of timed function callbacks.
Using `OpenGL.GLUT.glutTimerFunc()` a timed function callback is
registered that after (at least) the specified time calls a
specific function, which re-registers a timed callback to itself
plus does some other stuff.
Per callback registered in `self.timers`, one such infinite
callback loop is started.
In addition, potential keyboard input is handled every (at least)
17 ms, corresponding to a rate of ~60 1/s.
"""
# timers for register_callback
def dummy_timer(index):
self.timers[index][1]()
OpenGL.GLUT.glutTimerFunc(
self.timers[index][0], dummy_timer, index)
for index, timer in enumerate(self.timers):
OpenGL.GLUT.glutTimerFunc(timer[0], dummy_timer, index)
# handle input with 60 fps
# pylint: disable=unused-argument
def timed_handle_input(data):
self.keyboard_manager.handle_input()
OpenGL.GLUT.glutTimerFunc(17, timed_handle_input, -1)
OpenGL.GLUT.glutTimerFunc(17, timed_handle_input, -1)
# click on particle: drag; click on background: change camera angle.
def _mouse_motion(self, mouse_pos, mouse_pos_old, mouse_button_state):
if self.specs['drag_enabled'] and self.drag_id != -1:
part_pos = self.particles['pos'][self.drag_id]
viewport = OpenGL.GL.glGetIntegerv(OpenGL.GL.GL_VIEWPORT)
mouse_world = OpenGL.GLU.gluUnProject(
mouse_pos[0], viewport[3] - mouse_pos[1], self.depth)
self.dragExtForce = self.specs['drag_force'] * \
(np.asarray(mouse_world) - np.array(part_pos))
self.trigger_set_particle_drag = True
else:
self.camera.rotate_camera(mouse_pos, mouse_pos_old,
mouse_button_state)
# re-draw scene without light to identify particle id by pixel color
def _get_particle_id(self, pos):
OpenGL.GL.glClearColor(0.0, 0.0, 0.0, 1.0)
OpenGL.GL.glClear(
OpenGL.GL.GL_COLOR_BUFFER_BIT | OpenGL.GL.GL_DEPTH_BUFFER_BIT)
OpenGL.GL.glLoadMatrixf(self.camera.modelview)
OpenGL.GL.glDisable(OpenGL.GL.GL_LIGHTING)
OpenGL.GL.glDisable(OpenGL.GL.GL_LIGHT0)
if self.specs['spotlight_enabled']:
OpenGL.GL.glDisable(OpenGL.GL.GL_LIGHT1)
self._draw_system_particles(color_by_id=True)
viewport = OpenGL.GL.glGetIntegerv(OpenGL.GL.GL_VIEWPORT)
read_pixel = OpenGL.GL.glReadPixelsui(
pos[0], viewport[3] - pos[1], 1, 1,
OpenGL.GL.GL_RGB, OpenGL.GL.GL_FLOAT)[0][0]
depth = OpenGL.GL.glReadPixelsf(
pos[0], viewport[3] - pos[1], 1, 1,
OpenGL.GL.GL_DEPTH_COMPONENT, OpenGL.GL.GL_FLOAT)[0][0]
part_id = self._fcolor_to_id(read_pixel)
OpenGL.GL.glEnable(OpenGL.GL.GL_LIGHTING)
OpenGL.GL.glEnable(OpenGL.GL.GL_LIGHT0)
if self.specs['spotlight_enabled']:
OpenGL.GL.glEnable(OpenGL.GL.GL_LIGHT1)
OpenGL.GL.glClearColor(self.specs['background_color'][0],
self.specs['background_color'][1],
self.specs['background_color'][2], 1.)
return part_id, depth
@staticmethod
def _id_to_fcolor(part_id):
part_id += 1
return [int(part_id / 256 ** 2) / 255.0,
int((part_id % 256 ** 2) / 256) / 255.0,
(part_id % 256) / 255.0, 1.0]
@staticmethod
def _fcolor_to_id(fcolor):
if (fcolor == [0, 0, 0]).all():
return -1
return int(fcolor[0] * 255) * 256 ** 2 + \
int(fcolor[1] * 255) * 256 + \
int(fcolor[2] * 255) - 1
# pylint: disable=unused-argument
def _set_particle_drag(self, pos, pos_old):
part_id, depth = self._get_particle_id(pos)
self.drag_id = part_id
if part_id != -1:
self.dragPosInitial = self.particles['pos'][self.drag_id]
self.extForceOld = self.particles['ext_force'][self.drag_id][:]
self.depth = depth
# pylint: disable=unused-argument
def _reset_particle_drag(self, pos, pos_old):
if self.drag_id != -1:
self.trigger_reset_particle_drag = True
def _get_particle_info(self, pos, pos_old):
part_id, _ = self._get_particle_id(pos)
if self.show_system_info:
self.show_system_info = False
elif part_id == -1 and self.info_id == -1:
self.show_system_info = True
self.update_system_info()
self.info_id = part_id
def _next_particle_info(self):
self.info_id = (self.info_id + 1) % len(self.particles['pos'])
def _previous_particle_info(self):
self.info_id = (self.info_id - 1) % len(self.particles['pos'])
def _init_espresso_visualization(self):
# initialize properties that depend on the ESPResSo system
self.max_q = 0.
self.min_q = 0.
self.drag_id = -1
self.info_id = -1
self.show_system_info = False
self.dragPosInitial = []
self.extForceOld = []
self.dragExtForceOld = []
self.trigger_reset_particle_drag = False
self.trigger_set_particle_drag = False
self.depth = 0
# LOOK FOR LB ACTOR
lb_types = [espressomd.lb.LBFluid]
if espressomd.has_features('CUDA'):
lb_types.append(espressomd.lb.LBFluidGPU)
for actor in self.system.actors:
if isinstance(actor, tuple(lb_types)):
self.lb_params = actor.get_params()
self.lb = actor
self.lb_is_cpu = isinstance(actor, espressomd.lb.LBFluid)
break
if self.specs['LB_draw_velocity_plane']:
if self.specs['LB_plane_axis'] == 0:
pn = [1.0, 0.0, 0.0]
self.lb_plane_b1 = [0.0, 1.0, 0.0]
self.lb_plane_b2 = [0.0, 0.0, 1.0]
elif self.specs['LB_plane_axis'] == 1:
pn = [0.0, 1.0, 0.0]
self.lb_plane_b1 = [1.0, 0.0, 0.0]
self.lb_plane_b2 = [0.0, 0.0, 1.0]
else:
pn = [0.0, 0.0, 1.0]
self.lb_plane_b1 = [1.0, 0.0, 0.0]
self.lb_plane_b2 = [0.0, 1.0, 0.0]
self.lb_plane_b1 *= self.system.box_l
self.lb_plane_b2 *= self.system.box_l
self.lb_plane_p = np.array(pn) * self.specs['LB_plane_dist']
self.lb_arrow_radius = self.system.box_l[
self.specs['LB_plane_axis']] * self.specs['LB_vel_radius_scale']
self.lb_min_vel = np.array([-1e-6] * 3)
self.lb_max_vel = np.array([1e-6] * 3)
self.lb_vel_range = self.lb_max_vel - self.lb_min_vel
self.lb_min_dens = np.array([0] * 3)
self.lb_max_dens = np.array([0] * 3)
self._update_lb_velocity_plane()
self._box_size_dependence()
def _box_size_dependence(self):
# initialize properties that depend on the box geometry
if self.specs['draw_cells'] or self.specs['draw_nodes']:
self._update_nodes()
if self.specs['draw_cells']:
self._update_cells()
self.box_eqn = np.full((6, 4), np.nan)
# set face normals of box
self.box_eqn[:3, :3] = np.identity(3)
self.box_eqn[3:, :3] = -np.identity(3)
# set face parameters of box
self.box_eqn[:3, 3] = 0.001 * self.system.box_l
self.box_eqn[3:, 3] = 1.001 * self.system.box_l
self.camera.center = np.array(self.system.box_l) * 0.5
self.camera.update_modelview()
def _init_controls(self):
# initialize mouse/keyboard event listeners
# mouse look/rotate/drag
self.mouse_manager.register_button(MouseButtonEvent(
None, MouseFireEvent.FreeMotion, self._mouse_motion))
self.mouse_manager.register_button(MouseButtonEvent(
3, MouseFireEvent.ButtonPressed, self.camera.move_backward))
self.mouse_manager.register_button(MouseButtonEvent(
4, MouseFireEvent.ButtonPressed, self.camera.move_forward))
# left mouse button to start/stop drag
if self.specs['drag_enabled']:
self.mouse_manager.register_button(MouseButtonEvent(
OpenGL.GLUT.GLUT_LEFT_BUTTON, MouseFireEvent.ButtonPressed, self._set_particle_drag, True))
self.mouse_manager.register_button(MouseButtonEvent(
OpenGL.GLUT.GLUT_LEFT_BUTTON, MouseFireEvent.ButtonReleased, self._reset_particle_drag, True))
# left mouse button for particle information
self.mouse_manager.register_button(MouseButtonEvent(
OpenGL.GLUT.GLUT_LEFT_BUTTON, MouseFireEvent.DoubleClick, self._get_particle_info, True))
# left/right arrows to cycle through particles
self.keyboard_manager.register_button(KeyboardButtonEvent(
OpenGL.GLUT.GLUT_KEY_LEFT, KeyboardFireEvent.Pressed, self._previous_particle_info))
self.keyboard_manager.register_button(KeyboardButtonEvent(
OpenGL.GLUT.GLUT_KEY_RIGHT, KeyboardFireEvent.Pressed, self._next_particle_info))
# <space> key to pause integration thread
self.keyboard_manager.register_button(KeyboardButtonEvent(
' ', KeyboardFireEvent.Pressed, self._pause, True))
# <return> key to take screenshot
self.keyboard_manager.register_button(KeyboardButtonEvent(
'\x0d', KeyboardFireEvent.Pressed, self._trigger_screenshot, True))
# <escape> key to quit
self.keyboard_manager.register_button(KeyboardButtonEvent(
'\x1b', KeyboardFireEvent.Pressed, self._quit, True))
# camera control via keyboard
self.keyboard_manager.register_button(KeyboardButtonEvent(
'w', KeyboardFireEvent.Hold, self.camera.move_up, True))
self.keyboard_manager.register_button(KeyboardButtonEvent(
's', KeyboardFireEvent.Hold, self.camera.move_down, True))
self.keyboard_manager.register_button(KeyboardButtonEvent(
'a', KeyboardFireEvent.Hold, self.camera.move_left, True))
self.keyboard_manager.register_button(KeyboardButtonEvent(
'd', KeyboardFireEvent.Hold, self.camera.move_right, True))
self.keyboard_manager.register_button(KeyboardButtonEvent(
'e', KeyboardFireEvent.Hold, self.camera.rotate_system_XR, True))
self.keyboard_manager.register_button(KeyboardButtonEvent(
'q', KeyboardFireEvent.Hold, self.camera.rotate_system_XL, True))
self.keyboard_manager.register_button(KeyboardButtonEvent(
'c', KeyboardFireEvent.Hold, self.camera.rotate_system_YR, True))
self.keyboard_manager.register_button(KeyboardButtonEvent(
'z', KeyboardFireEvent.Hold, self.camera.rotate_system_YL, True))
self.keyboard_manager.register_button(KeyboardButtonEvent(
'r', KeyboardFireEvent.Hold, self.camera.rotate_system_ZR, True))
self.keyboard_manager.register_button(KeyboardButtonEvent(
'f', KeyboardFireEvent.Hold, self.camera.rotate_system_ZL, True))
self.keyboard_manager.register_button(KeyboardButtonEvent(
't', KeyboardFireEvent.Hold, self.camera.move_forward, True))
self.keyboard_manager.register_button(KeyboardButtonEvent(
'g', KeyboardFireEvent.Hold, self.camera.move_backward, True))
def _quit(self):
self.quit_safely = True
def _pause(self):
self.paused = not self.paused
def _trigger_screenshot(self):
self.take_screenshot = True
# asynchronous parallel calls to glLight() causes segfaults, so only change
# light at central display() method and trigger changes
def _set_camera_spotlight(self):
if self.specs['spotlight_enabled']:
p = self.camera.cam_pos
fp = [p[0], p[1], p[2], 1]
OpenGL.GL.glLightfv(OpenGL.GL.GL_LIGHT1, OpenGL.GL.GL_POSITION, fp)
OpenGL.GL.glLightfv(
OpenGL.GL.GL_LIGHT1,
OpenGL.GL.GL_SPOT_DIRECTION,
self.camera.state_target)
def _init_camera(self):
b = np.array(self.system.box_l)
box_diag = np.linalg.norm(b)
box_center = b * 0.5
if self.specs['camera_position'] == 'auto':
cp = [box_center[0], box_center[1], b[2] * 3]
else:
cp = self.specs['camera_position']
if self.specs['camera_target'] == 'auto':
ct = box_center
else:
ct = self.specs['camera_target']
cr = np.array(self.specs['camera_right'])
self._set_camera_spotlight()
return Camera(cam_pos=np.array(cp), cam_target=ct, cam_right=cr,
move_speed=0.5 * box_diag / 17.0, center=box_center)
def _init_opengl(self):
OpenGL.GLUT.glutInit(self.specs['name'])
OpenGL.GLUT.glutInitDisplayMode(
OpenGL.GLUT.GLUT_DOUBLE | OpenGL.GLUT.GLUT_RGB | OpenGL.GLUT.GLUT_DEPTH)
OpenGL.GLUT.glutInitWindowSize(self.specs['window_size'][0],
self.specs['window_size'][1])
OpenGL.GLUT.glutCreateWindow(b"ESPResSo visualization")
OpenGL.GL.glClearColor(self.specs['background_color'][0],
self.specs['background_color'][1],
self.specs['background_color'][2], 1.)
OpenGL.GL.glEnable(OpenGL.GL.GL_BLEND)
OpenGL.GL.glBlendFunc(
OpenGL.GL.GL_SRC_ALPHA,
OpenGL.GL.GL_ONE_MINUS_SRC_ALPHA)
OpenGL.GL.glEnable(OpenGL.GL.GL_POINT_SMOOTH)
OpenGL.GL.glEnable(OpenGL.GL.GL_LINE_SMOOTH)
OpenGL.GL.glHint(OpenGL.GL.GL_LINE_SMOOTH_HINT, OpenGL.GL.GL_NICEST)
# bad for transparent particles
# OpenGL.GL.glEnable(OpenGL.GL.GL_CULL_FACE)
# OpenGL.GL.glCullFace(OpenGL.GL.GL_BACK)
OpenGL.GL.glLineWidth(2.0)
OpenGL.GLUT.glutIgnoreKeyRepeat(1)
# setup lighting
if self.specs['light_size'] == 'auto':
box_diag = np.linalg.norm(self.system.box_l)
self.specs['light_size'] = box_diag * 2.0
OpenGL.GL.glEnable(OpenGL.GL.GL_DEPTH_TEST)
OpenGL.GL.glEnable(OpenGL.GL.GL_LIGHTING)
# LIGHT0
if self.specs['light_pos'] != 'auto':
OpenGL.GL.glLightfv(OpenGL.GL.GL_LIGHT0, OpenGL.GL.GL_POSITION,
np.array(self.specs['light_pos']).tolist())
else:
OpenGL.GL.glLightfv(OpenGL.GL.GL_LIGHT0, OpenGL.GL.GL_POSITION,
(np.array(self.system.box_l) * 1.1).tolist())
OpenGL.GL.glLightfv(
OpenGL.GL.GL_LIGHT0,
OpenGL.GL.GL_AMBIENT,
self.specs['light_colors'][0])
OpenGL.GL.glLightfv(
OpenGL.GL.GL_LIGHT0,
OpenGL.GL.GL_DIFFUSE,
self.specs['light_colors'][1])
OpenGL.GL.glLightfv(
OpenGL.GL.GL_LIGHT0,
OpenGL.GL.GL_SPECULAR,
self.specs['light_colors'][2])
OpenGL.GL.glLightf(
OpenGL.GL.GL_LIGHT0, OpenGL.GL.GL_CONSTANT_ATTENUATION,
1.0 / self.specs['light_brightness'])
OpenGL.GL.glLightf(
OpenGL.GL.GL_LIGHT0, OpenGL.GL.GL_LINEAR_ATTENUATION,
1.0 / self.specs['light_size'])
OpenGL.GL.glEnable(OpenGL.GL.GL_LIGHT0)
# LIGHT1: spotlight on camera in look direction
if self.specs['spotlight_enabled']:
OpenGL.GL.glLightfv(
OpenGL.GL.GL_LIGHT1,
OpenGL.GL.GL_POSITION,
[0, 0, 0, 1])
OpenGL.GL.glLightfv(
OpenGL.GL.GL_LIGHT1,
OpenGL.GL.GL_AMBIENT,
self.specs['spotlight_colors'][0])
OpenGL.GL.glLightfv(
OpenGL.GL.GL_LIGHT1,
OpenGL.GL.GL_DIFFUSE,
self.specs['spotlight_colors'][1])
OpenGL.GL.glLightfv(OpenGL.GL.GL_LIGHT1, OpenGL.GL.GL_SPECULAR,
self.specs['spotlight_colors'][2])
OpenGL.GL.glLightf(
OpenGL.GL.GL_LIGHT1,
OpenGL.GL.GL_SPOT_CUTOFF,
self.specs['spotlight_angle'])
OpenGL.GL.glLightfv(
OpenGL.GL.GL_LIGHT1,
OpenGL.GL.GL_SPOT_DIRECTION,
[1.0, 1.0, 1.0])
OpenGL.GL.glLightf(OpenGL.GL.GL_LIGHT1, OpenGL.GL.GL_SPOT_EXPONENT,
self.specs['spotlight_focus'])
OpenGL.GL.glLightf(
OpenGL.GL.GL_LIGHT1, OpenGL.GL.GL_CONSTANT_ATTENUATION,
1.0 / self.specs['spotlight_brightness'])
OpenGL.GL.glLightf(
OpenGL.GL.GL_LIGHT1,
OpenGL.GL.GL_LINEAR_ATTENUATION,
0.0)
OpenGL.GL.glLightf(
OpenGL.GL.GL_LIGHT1,
OpenGL.GL.GL_QUADRATIC_ATTENUATION,
0.0)
OpenGL.GL.glEnable(OpenGL.GL.GL_LIGHT1)
self.dl_sphere = OpenGL.GL.glGenLists(1)
# END OF MAIN CLASS
[docs]class Shape():
"""
Shape base class in the visualizer context.
"""
def __init__(self, shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize):
self.shape = shape
self.particle_type = particle_type
self.color = color
self.material = material
self.quality = quality
self.box_l = box_l
self.rasterize_resolution = rasterize_resolution
self.pointsize = rasterize_pointsize
self.rasterized_surface_points = None
[docs] def draw(self):
"""
Draw shape via rasterization. Used as a default draw method.
Can and should be overwritten in child classes to implement a better
draw method.
"""
# get and store points of rasterized surface if not already present
if self.rasterized_surface_points is None:
self.rasterized_surface_points = self._rasterize_shape()
set_solid_material(self.color, self.material)
OpenGL.GL.glPointSize(self.pointsize)
OpenGL.GL.glBegin(OpenGL.GL.GL_POINTS)
for point in self.rasterized_surface_points:
OpenGL.GL.glVertex3f(point[0], point[1], point[2])
OpenGL.GL.glEnd()
def _rasterize_shape(self):
# rasterize brute force
spacing = max(self.box_l) / self.rasterize_resolution
resolution = np.array(self.box_l) / spacing
points = []
for i in range(int(resolution[0])):
for j in range(int(resolution[1])):
for k in range(int(resolution[2])):
# some shapes may not have a well-defined distance function
# in the whole domain and may throw a ValueError
try:
p = np.array([i, j, k]) * spacing
dist, vec = self.shape.call_method(
"calc_distance", position=p.tolist())
if not (np.isnan(vec).any() or np.isnan(dist)) \
and abs(dist) < spacing:
points.append((p - vec).tolist())
except ValueError:
continue
return points
def _has_gle_features(self, feature_names):
for feature_name in feature_names:
if not bool(getattr(OpenGL.GLE, feature_name)):
return False
return True
[docs]class Cylinder(Shape):
"""
Drawable Shape Cylinder.
"""
def __init__(self, shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize):
super().__init__(shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize)
self.center = np.array(self.shape.get_parameter('center'))
self.axis = np.array(self.shape.get_parameter('axis'))
self.length = self.shape.get_parameter('length')
self.radius = self.shape.get_parameter('radius')
self.open = self.shape.get_parameter('open')
self.cap_center_1 = self.center - self.axis / \
np.linalg.norm(self.axis) * 0.5 * self.length
self.cap_center_2 = self.center + self.axis / \
np.linalg.norm(self.axis) * 0.5 * self.length
[docs] def draw(self):
draw_cylinder(self.cap_center_1, self.cap_center_2,
self.radius, self.color, self.material,
self.quality, draw_caps=not self.open)
[docs]class Ellipsoid(Shape):
"""
Drawable Shape Ellipsoid.
"""
def __init__(self, shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize):
super().__init__(shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize)
self.center = np.array(self.shape.get_parameter('center'))
self.semiaxis_a = np.array(self.shape.get_parameter('a'))
self.semiaxis_b = np.array(self.shape.get_parameter('b'))
self.semiaxis_c = np.array(self.shape.get_parameter('b'))
[docs] def draw(self):
set_solid_material(self.color, self.material)
OpenGL.GL.glPushMatrix()
OpenGL.GL.glTranslatef(self.center[0], self.center[1], self.center[2])
OpenGL.GL.glScalef(self.semiaxis_a, self.semiaxis_b, self.semiaxis_c)
OpenGL.GLUT.glutSolidSphere(1, self.quality, self.quality)
OpenGL.GL.glPopMatrix()
[docs]class HollowConicalFrustum(Shape):
"""
Drawable Shape HollowConicalFrustum.
"""
def __init__(self, shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize):
super().__init__(shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize)
ctp = self.shape.get_parameter('cyl_transform_params')
self.center = np.array(ctp.center)
self.axis = np.array(ctp.axis)
self.orientation = np.array(ctp.orientation)
self.radius_1 = self.shape.get_parameter('r1')
self.radius_2 = self.shape.get_parameter('r2')
self.length = self.shape.get_parameter('length')
self.thickness = self.shape.get_parameter('thickness')
self.central_angle = self.shape.get_parameter('central_angle')
self.use_gle = self._has_gle_features(
["gleSpiral", "gleSetNumSides", "gleSetJoinStyle"])
[docs] def draw(self):
"""
Draw using OpenGL Extrusion library, if available.
Use rasterization of base class, otherwise.
"""
if self.use_gle and self.central_angle == 0.:
self._draw_using_gle()
else:
super().draw()
# if available, use the GL Extrusion library
def _draw_using_gle(self):
set_solid_material(self.color, self.material)
OpenGL.GL.glPushMatrix()
# basic position and orientation
OpenGL.GL.glTranslate(self.center[0], self.center[1], self.center[2])
ax, rx, ry = rotation_helper(self.axis)
OpenGL.GL.glRotatef(ax, rx, ry, 0.0)
n = max(20, self.quality)
rotation_angle = np.arctan(
(self.radius_1 - self.radius_2) / self.length)
l = self.length / np.cos(rotation_angle)
contour = []
for theta in np.linspace(-0.5 * np.pi, 0.5 * np.pi, n):
contour.append([np.sin(theta) * 0.5 * self.thickness,
np.cos(theta) * 0.5 * self.thickness + 0.5 * l])
for theta in np.linspace(0.5 * np.pi, -0.5 * np.pi, n):
contour.append([np.sin(theta) * 0.5 * self.thickness,
-np.cos(theta) * 0.5 * self.thickness - 0.5 * l])
contour = np.matmul(np.array(contour),
np.array([[np.cos(rotation_angle), -np.sin(rotation_angle)],
[np.sin(rotation_angle), np.cos(rotation_angle)]]))
normals = np.diff(np.array(contour), axis=0)
normals /= np.linalg.norm(normals, ord=2, axis=1, keepdims=True)
normals = np.roll(normals, 1, axis=1)
OpenGL.GLE.gleSetJoinStyle(OpenGL.GLE.TUBE_JN_ANGLE)
OpenGL.GLE.gleSetNumSides(max(90, 3 * self.quality))
OpenGL.GLE.gleSpiral(contour, normals, [0, 0, 1], 0.5 * (self.radius_1 + self.radius_2), 0., 0., 0.,
[[1, 0, 0], [0, 1, 0]], [[0, 0, 0], [0, 0, 0]], 0., 360)
OpenGL.GL.glPopMatrix()
[docs]class SimplePore(Shape):
"""
Drawable Shape SimplePore.
"""
def __init__(self, shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize):
super().__init__(shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize)
self.center = np.array(self.shape.get_parameter('center'))
self.axis = np.array(self.shape.get_parameter('axis'))
self.length = np.array(self.shape.get_parameter('length'))
self.radius = np.array(self.shape.get_parameter('radius'))
self.smoothing_radius = np.array(
self.shape.get_parameter('smoothing_radius'))
self.max_box_l = max(box_l)
self.use_gle = self._has_gle_features(
["gleSpiral", "gleSetNumSides", "gleSetJoinStyle"])
[docs] def draw(self):
"""
Draw using OpenGL Extrusion library, if available.
Use OpenGL primitives + clip planes, otherwise.
"""
set_solid_material(self.color, self.material)
OpenGL.GL.glPushMatrix()
# basic position and orientation
OpenGL.GL.glTranslate(self.center[0], self.center[1], self.center[2])
ax, rx, ry = rotation_helper(self.axis)
OpenGL.GL.glRotatef(ax, rx, ry, 0.0)
if self.use_gle:
self._draw_using_gle()
else:
self._draw_using_primitives()
OpenGL.GL.glPopMatrix()
def _draw_using_gle(self):
n = max(10, self.quality // 3)
contour = [[0.5 * self.max_box_l, -0.5 * self.length]]
for theta in np.linspace(0, 0.5 * np.pi, n):
contour.append([(1. - np.sin(theta)) * self.smoothing_radius,
-0.5 * self.length + (1. - np.cos(theta)) * self.smoothing_radius])
for theta in np.linspace(0.5 * np.pi, np.pi, n):
contour.append([(1. - np.sin(theta)) * self.smoothing_radius,
0.5 * self.length - (1. + np.cos(theta)) * self.smoothing_radius])
contour.append([0.5 * self.max_box_l, 0.5 * self.length])
normals = np.diff(np.array(contour), axis=0)
normals /= np.linalg.norm(normals, ord=2, axis=1, keepdims=True)
normals = np.roll(normals, 1, axis=1)
normals[:, 0] *= -1
OpenGL.GLE.gleSetJoinStyle(OpenGL.GLE.TUBE_JN_ANGLE)
OpenGL.GLE.gleSetNumSides(max(90, 3 * self.quality))
OpenGL.GLE.gleSpiral(contour, normals, [0, 0, 1], self.radius, 0., 0., 0.,
[[1, 0, 0], [0, 1, 0]], [[0, 0, 0], [0, 0, 0]], 0., 360)
def _draw_using_primitives(self):
clip_plane = get_extra_clip_plane()
# cylinder
OpenGL.GL.glTranslate(0, 0, -0.5 * self.length + self.smoothing_radius)
quadric = OpenGL.GLU.gluNewQuadric()
OpenGL.GLU.gluCylinder(quadric, self.radius, self.radius, self.length - 2 *
self.smoothing_radius, self.quality, self.quality)
# torus segment
OpenGL.GL.glEnable(clip_plane)
OpenGL.GL.glClipPlane(clip_plane, (0, 0, -1, 0))
OpenGL.GLUT.glutSolidTorus(
self.smoothing_radius,
self.radius + self.smoothing_radius,
self.quality,
self.quality)
OpenGL.GL.glDisable(clip_plane)
# wall
OpenGL.GL.glTranslate(0, 0, -self.smoothing_radius)
OpenGL.GLU.gluPartialDisk(quadric, self.radius + self.smoothing_radius,
2.0 * self.max_box_l, self.quality, 1, 0, 360)
# torus segment
OpenGL.GL.glTranslate(0, 0, self.length - self.smoothing_radius)
OpenGL.GL.glEnable(clip_plane)
OpenGL.GL.glClipPlane(clip_plane, (0, 0, 1, 0))
OpenGL.GLUT.glutSolidTorus(
self.smoothing_radius,
self.radius + self.smoothing_radius,
self.quality,
self.quality)
OpenGL.GL.glDisable(clip_plane)
# wall
OpenGL.GL.glTranslate(0, 0, self.smoothing_radius)
OpenGL.GLU.gluPartialDisk(quadric, self.radius + self.smoothing_radius,
2.0 * self.max_box_l, self.quality, 1, 0, 360)
OpenGL.GLU.gluDeleteQuadric(quadric)
[docs]class Slitpore(Shape):
"""
Drawable Shape Slitpore.
"""
def __init__(self, shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize):
super().__init__(shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize)
self.channel_width = np.array(
self.shape.get_parameter('channel_width'))
self.lower_smoothing_radius = np.array(
self.shape.get_parameter('lower_smoothing_radius'))
self.upper_smoothing_radius = np.array(
self.shape.get_parameter('upper_smoothing_radius'))
self.pore_length = np.array(self.shape.get_parameter('pore_length'))
self.pore_mouth = np.array(self.shape.get_parameter('pore_mouth'))
self.pore_width = np.array(self.shape.get_parameter('pore_width'))
self.dividing_plane = np.array(
self.shape.get_parameter('dividing_plane'))
self.max_box_l = max(self.box_l)
[docs] def draw(self):
set_solid_material(self.color, self.material)
# If pore is large, an additional wall is necessary
if self.pore_width > 2. * self.lower_smoothing_radius:
wall_0 = [
[self.dividing_plane - 0.5 * self.pore_width + self.lower_smoothing_radius,
0., self.pore_mouth - self.pore_length],
[self.dividing_plane + 0.5 * self.pore_width - self.lower_smoothing_radius,
0., self.pore_mouth - self.pore_length],
[self.dividing_plane + 0.5 * self.pore_width - self.lower_smoothing_radius,
self.max_box_l, self.pore_mouth - self.pore_length],
[self.dividing_plane - 0.5 * self.pore_width + self.lower_smoothing_radius,
self.max_box_l, self.pore_mouth - self.pore_length]]
draw_plane(wall_0, self.color, self.material)
# Add the remaining walls
wall_1 = [
[0., 0., self.channel_width + self.pore_mouth],
[self.max_box_l, 0., self.channel_width + self.pore_mouth],
[self.max_box_l, self.max_box_l, self.channel_width + self.pore_mouth],
[0., self.max_box_l, self.channel_width + self.pore_mouth]]
wall_2 = [
[0., 0., self.pore_mouth],
[self.dividing_plane - 0.5 * self.pore_width -
self.upper_smoothing_radius, 0., self.pore_mouth],
[self.dividing_plane - 0.5 * self.pore_width -
self.upper_smoothing_radius, self.max_box_l, self.pore_mouth],
[0., self.max_box_l, self.pore_mouth]]
wall_3 = [
[self.dividing_plane + 0.5 * self.pore_width +
self.upper_smoothing_radius, 0., self.pore_mouth],
[self.max_box_l, 0., self.pore_mouth],
[self.max_box_l, self.max_box_l, self.pore_mouth],
[self.dividing_plane + 0.5 * self.pore_width +
self.upper_smoothing_radius, self.max_box_l, self.pore_mouth]]
wall_4 = [
[self.dividing_plane - 0.5 * self.pore_width, 0.,
self.pore_mouth - self.upper_smoothing_radius],
[self.dividing_plane - 0.5 * self.pore_width, self.max_box_l,
self.pore_mouth - self.upper_smoothing_radius],
[self.dividing_plane - 0.5 * self.pore_width, self.max_box_l,
self.pore_mouth - self.pore_length + self.lower_smoothing_radius],
[self.dividing_plane - 0.5 * self.pore_width, 0.,
self.pore_mouth - self.pore_length + self.lower_smoothing_radius]]
wall_5 = [
[self.dividing_plane + 0.5 * self.pore_width, 0.,
self.pore_mouth - self.upper_smoothing_radius],
[self.dividing_plane + 0.5 * self.pore_width, self.max_box_l,
self.pore_mouth - self.upper_smoothing_radius],
[self.dividing_plane + 0.5 * self.pore_width, self.max_box_l,
self.pore_mouth - self.pore_length + self.lower_smoothing_radius],
[self.dividing_plane + 0.5 * self.pore_width, 0.,
self.pore_mouth - self.pore_length + self.lower_smoothing_radius]]
draw_plane(wall_1, self.color, self.material)
draw_plane(wall_2, self.color, self.material)
draw_plane(wall_3, self.color, self.material)
draw_plane(wall_4, self.color, self.material)
draw_plane(wall_5, self.color, self.material)
# Add smooth edges via clipped cylinders
ax, rx, ry = rotation_helper([0., 1., 0.])
OpenGL.GL.glPushMatrix()
quadric = OpenGL.GLU.gluNewQuadric()
OpenGL.GL.glTranslate(self.dividing_plane - self.upper_smoothing_radius -
0.5 * self.pore_width, 0, self.pore_mouth - self.upper_smoothing_radius)
OpenGL.GL.glRotatef(ax, rx, ry, 0.)
# Upper edges
clip_plane = get_extra_clip_plane()
OpenGL.GL.glEnable(clip_plane)
OpenGL.GL.glClipPlane(clip_plane,
(1, -1, 0, -self.upper_smoothing_radius))
OpenGL.GLU.gluCylinder(quadric, self.upper_smoothing_radius,
self.upper_smoothing_radius, self.max_box_l, self.quality, self.quality)
OpenGL.GL.glTranslate(self.pore_width + 2. * self.upper_smoothing_radius,
0, 0)
OpenGL.GL.glClipPlane(clip_plane,
(-1, -1, 0, -self.upper_smoothing_radius))
OpenGL.GLU.gluCylinder(quadric, self.upper_smoothing_radius,
self.upper_smoothing_radius, self.max_box_l, self.quality, self.quality)
# Lower edges
OpenGL.GL.glTranslate(- self.upper_smoothing_radius - self.lower_smoothing_radius,
self.pore_length - self.upper_smoothing_radius - self.lower_smoothing_radius, 0)
OpenGL.GL.glClipPlane(clip_plane,
(1, 1, 0, -self.lower_smoothing_radius))
OpenGL.GLU.gluCylinder(quadric, self.lower_smoothing_radius,
self.lower_smoothing_radius, self.max_box_l, self.quality, self.quality)
OpenGL.GL.glTranslate(-self.pore_width + 2. *
self.lower_smoothing_radius, 0, 0)
OpenGL.GL.glClipPlane(clip_plane,
(-1, 1, 0, -self.lower_smoothing_radius))
OpenGL.GLU.gluCylinder(quadric, self.lower_smoothing_radius,
self.lower_smoothing_radius, self.max_box_l, self.quality, self.quality)
OpenGL.GL.glDisable(clip_plane)
OpenGL.GLU.gluDeleteQuadric(quadric)
OpenGL.GL.glPopMatrix()
[docs]class Sphere(Shape):
"""
Drawable Shape Sphere.
"""
def __init__(self, shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize):
super().__init__(shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize)
self.center = self.shape.get_parameter('center')
self.radius = self.shape.get_parameter('radius')
[docs] def draw(self):
OpenGL.GL.glPushMatrix()
OpenGL.GL.glTranslatef(self.center[0], self.center[1], self.center[2])
set_solid_material(self.color, self.material)
OpenGL.GLUT.glutSolidSphere(self.radius, self.quality, self.quality)
OpenGL.GL.glPopMatrix()
[docs]class Spherocylinder(Shape):
"""
Drawable Shape Spherocylinder.
"""
def __init__(self, shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize):
super().__init__(shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize)
self.center = np.array(self.shape.get_parameter('center'))
self.axis = np.array(self.shape.get_parameter('axis'))
self.length = self.shape.get_parameter('length')
self.radius = self.shape.get_parameter('radius')
self.cap_center_1 = self.center - self.axis / \
np.linalg.norm(self.axis) * 0.5 * self.length
self.cap_center_2 = self.center + self.axis / \
np.linalg.norm(self.axis) * 0.5 * self.length
[docs] def draw(self):
set_solid_material(self.color, self.material)
OpenGL.GL.glPushMatrix()
quadric = OpenGL.GLU.gluNewQuadric()
d = self.cap_center_2 - self.cap_center_1
if d[2] == 0.0:
d[2] = 0.0001
v = np.linalg.norm(d)
if v == 0:
ax = 57.2957795
else:
ax = 57.2957795 * math.acos(d[2] / v)
if d[2] < 0.0:
ax = -ax
rx = -d[1] * d[2]
ry = d[0] * d[2]
length = np.linalg.norm(d)
OpenGL.GL.glTranslatef(
self.cap_center_1[0],
self.cap_center_1[1],
self.cap_center_1[2])
OpenGL.GL.glRotatef(ax, rx, ry, 0.0)
# First hemispherical cap
clip_plane = get_extra_clip_plane()
OpenGL.GL.glEnable(clip_plane)
OpenGL.GL.glClipPlane(clip_plane, (0, 0, -1, 0))
OpenGL.GLU.gluSphere(quadric, self.radius, self.quality, self.quality)
OpenGL.GL.glDisable(clip_plane)
# Cylinder
OpenGL.GLU.gluCylinder(quadric, self.radius, self.radius,
length, self.quality, self.quality)
# Second hemispherical cap
OpenGL.GL.glTranslatef(0, 0, v)
OpenGL.GL.glEnable(clip_plane)
OpenGL.GL.glClipPlane(clip_plane, (0, 0, 1, 0))
OpenGL.GLU.gluSphere(quadric, self.radius, self.quality, self.quality)
OpenGL.GL.glDisable(clip_plane)
OpenGL.GLU.gluDeleteQuadric(quadric)
OpenGL.GL.glPopMatrix()
[docs]class Wall(Shape):
"""
Drawable Shape Wall.
"""
def __init__(self, shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize):
super().__init__(shape, particle_type, color, material,
quality, box_l, rasterize_resolution, rasterize_pointsize)
self.distance = self.shape.get_parameter('dist')
self.normal = self.shape.get_parameter('normal')
self.box_diag = np.linalg.norm(self.box_l)
self.edges = self._edges_from_pn(self.distance * np.array(self.normal),
self.normal, 2 * self.box_diag)
@staticmethod
def _get_tangents(n):
n = np.array(n)
v1 = np.random.randn(3)
v1 -= v1.dot(n) * n / np.linalg.norm(n)**2
v2 = np.cross(n, v1)
v1 /= np.linalg.norm(v1)
v2 /= np.linalg.norm(v2)
return v1, v2
def _edges_from_pn(self, p, n, diag):
v1, v2 = self._get_tangents(n)
edges = [p + diag * v1, p + diag * v2, p - diag * v1, p - diag * v2]
return edges
[docs] def draw(self):
draw_plane(self.edges, self.color, self.material)
# OPENGL DRAW WRAPPERS
[docs]def set_solid_material(color, material=(0.6, 1.0, 0.1, 0.4, 1.0)):
OpenGL.GL.glMaterialfv(OpenGL.GL.GL_FRONT_AND_BACK, OpenGL.GL.GL_AMBIENT, [
color[0] * material[0], color[1] * material[0], color[2] * material[0], material[4]])
OpenGL.GL.glMaterialfv(OpenGL.GL.GL_FRONT_AND_BACK, OpenGL.GL.GL_DIFFUSE, [
color[0] * material[1], color[1] * material[1], color[2] * material[1], material[4]])
OpenGL.GL.glMaterialfv(OpenGL.GL.GL_FRONT_AND_BACK, OpenGL.GL.GL_SPECULAR, [
color[0] * material[2], color[1] * material[2], color[2] * material[2], material[4]])
OpenGL.GL.glMaterialf(
OpenGL.GL.GL_FRONT_AND_BACK,
OpenGL.GL.GL_SHININESS,
int(material[3] * 128))
[docs]def draw_box(p0, s, color, material, width):
OpenGL.GL.glLineWidth(width)
set_solid_material(color, material)
OpenGL.GL.glPushMatrix()
OpenGL.GL.glTranslatef(p0[0], p0[1], p0[2])
OpenGL.GL.glBegin(OpenGL.GL.GL_LINE_LOOP)
OpenGL.GL.glVertex3f(0.0, 0.0, 0.0)
OpenGL.GL.glVertex3f(s[0], 0.0, 0.0)
OpenGL.GL.glVertex3f(s[0], s[1], 0.0)
OpenGL.GL.glVertex3f(0, s[1], 0.0)
OpenGL.GL.glEnd()
OpenGL.GL.glBegin(OpenGL.GL.GL_LINE_LOOP)
OpenGL.GL.glVertex3f(0.0, 0.0, s[2])
OpenGL.GL.glVertex3f(s[0], 0.0, s[2])
OpenGL.GL.glVertex3f(s[0], s[1], s[2])
OpenGL.GL.glVertex3f(0, s[1], s[2])
OpenGL.GL.glEnd()
OpenGL.GL.glBegin(OpenGL.GL.GL_LINES)
OpenGL.GL.glVertex3f(0.0, 0.0, 0.0)
OpenGL.GL.glVertex3f(0.0, 0.0, s[2])
OpenGL.GL.glVertex3f(s[0], 0.0, 0.0)
OpenGL.GL.glVertex3f(s[0], 0.0, s[2])
OpenGL.GL.glVertex3f(s[0], s[1], 0.0)
OpenGL.GL.glVertex3f(s[0], s[1], s[2])
OpenGL.GL.glVertex3f(0.0, s[1], 0.0)
OpenGL.GL.glVertex3f(0.0, s[1], s[2])
OpenGL.GL.glEnd()
OpenGL.GL.glPopMatrix()
[docs]def draw_plane(corners, color, material):
set_solid_material(color, material)
OpenGL.GL.glBegin(OpenGL.GL.GL_QUADS)
for c in corners:
OpenGL.GL.glVertex3f(c[0], c[1], c[2])
OpenGL.GL.glEnd()
[docs]def draw_cylinder(posA, posB, radius, color, material, quality,
draw_caps=False):
set_solid_material(color, material)
OpenGL.GL.glPushMatrix()
quadric = OpenGL.GLU.gluNewQuadric()
d = posB - posA
length = np.linalg.norm(d)
OpenGL.GL.glTranslatef(posA[0], posA[1], posA[2])
ax, rx, ry = rotation_helper(d)
OpenGL.GL.glRotatef(ax, rx, ry, 0.0)
OpenGL.GLU.gluCylinder(quadric, radius, radius, length, quality, quality)
if draw_caps:
OpenGL.GLU.gluDisk(quadric, 0, radius, quality, quality)
OpenGL.GL.glTranslatef(0, 0, length)
OpenGL.GLU.gluDisk(quadric, 0, radius, quality, quality)
OpenGL.GLU.gluDeleteQuadric(quadric)
OpenGL.GL.glPopMatrix()
[docs]def rotation_helper(d):
# the rotation axis is the cross product between z and d
vz = np.cross([0.0, 0.0, 1.0], d)
# get the angle using a dot product
norm = np.linalg.norm(d)
angle = np.nan
if norm != 0.:
angle = 180.0 / np.pi * math.acos(d[2] / norm)
return angle, vz[0], vz[1]
[docs]def draw_arrow(pos, d, radius, color, material, quality):
pos2 = np.array(pos) + np.array(d)
draw_cylinder(pos, pos2, radius, color, material, quality)
ax, rx, ry = rotation_helper(d)
if math.isnan(ax):
return
OpenGL.GL.glPushMatrix()
OpenGL.GL.glTranslatef(pos2[0], pos2[1], pos2[2])
OpenGL.GL.glRotatef(ax, rx, ry, 0.0)
OpenGL.GLUT.glutSolidCone(radius * 3, radius * 3, quality, quality)
OpenGL.GL.glPopMatrix()
# MOUSE EVENT MANAGER
[docs]class MouseFireEvent:
"""Event type of mouse button used for mouse callbacks.
"""
ButtonPressed = 0
FreeMotion = 1
ButtonMotion = 2
ButtonReleased = 3
DoubleClick = 4
[docs]class MouseManager:
"""Handles mouse callbacks.
"""
def __init__(self):
self.mousePos = np.array([0, 0])
self.mousePosOld = np.array([0, 0])
self.mouseEventsPressed = []
self.mouseEventsFreeMotion = []
self.mouseEventsButtonMotion = []
self.mouseEventsReleased = []
self.mouseEventsDoubleClick = []
self.mouseState = {OpenGL.GLUT.GLUT_LEFT_BUTTON: OpenGL.GLUT.GLUT_UP,
OpenGL.GLUT.GLUT_MIDDLE_BUTTON: OpenGL.GLUT.GLUT_UP,
OpenGL.GLUT.GLUT_RIGHT_BUTTON: OpenGL.GLUT.GLUT_UP,
'3': OpenGL.GLUT.GLUT_UP, '4': OpenGL.GLUT.GLUT_UP}
self.pressedTime = {OpenGL.GLUT.GLUT_LEFT_BUTTON: 0,
OpenGL.GLUT.GLUT_MIDDLE_BUTTON: 0,
OpenGL.GLUT.GLUT_RIGHT_BUTTON: 0,
3: 0, 4: 0}
self.pressedTimeOld = {OpenGL.GLUT.GLUT_LEFT_BUTTON: 0,
OpenGL.GLUT.GLUT_MIDDLE_BUTTON: 0,
OpenGL.GLUT.GLUT_RIGHT_BUTTON: 0, 3: 0, 4: 0}
[docs] def mouse_click(self, button, state, x, y):
self.mousePosOld = self.mousePos
self.mousePos = np.array([x, y])
self.mouseState[button] = state
for me in self.mouseEventsPressed:
if me.button == button and state == OpenGL.GLUT.GLUT_DOWN:
if me.positional:
me.callback(self.mousePos, self.mousePosOld)
else:
me.callback()
for me in self.mouseEventsReleased:
if me.button == button and state == OpenGL.GLUT.GLUT_UP:
if me.positional:
me.callback(self.mousePos, self.mousePosOld)
else:
me.callback()
if state == OpenGL.GLUT.GLUT_DOWN:
self.pressedTimeOld[button] = self.pressedTime[button]
self.pressedTime[button] = time.time()
for me in self.mouseEventsDoubleClick:
if me.button == button and state == OpenGL.GLUT.GLUT_DOWN and self.pressedTime[
button] - self.pressedTimeOld[button] < 0.25:
if me.positional:
me.callback(self.mousePos, self.mousePosOld)
else:
me.callback()
[docs] def mouse_move(self, x, y):
self.mousePosOld = self.mousePos
self.mousePos = np.array([x, y])
for me in self.mouseEventsFreeMotion:
me.callback(self.mousePos, self.mousePosOld, self.mouseState)
# KEYBOARD EVENT MANAGER
[docs]class KeyboardFireEvent:
"""Event type of button used for keyboard callbacks.
"""
Pressed = 0
Hold = 1
Released = 2
[docs]class KeyboardManager:
"""Handles keyboard callbacks.
"""
def __init__(self):
self.pressedKeys = set([])
self.keyStateOld = {}
self.keyState = {}
self.buttonEventsPressed = []
self.buttonEventsHold = []
self.buttonEventsReleased = []
self.userCallbackStack = []
[docs] def keyboard_up(self, button):
self.keyState[button] = 0 # Key up
[docs] def keyboard_down(self, button):
self.pressedKeys.add(button)
self.keyState[button] = 1 # Key down
if button not in self.keyStateOld.keys():
self.keyStateOld[button] = 0
# CAMERA
[docs]class Camera:
def __init__(self, cam_pos=np.array([0, 0, 1]), cam_target=np.array([0, 0, 0]),
cam_right=np.array([1.0, 0.0, 0.0]), move_speed=0.5,
global_rot_speed=3.0, center=np.array([0, 0, 0])):
self.cam_pos = cam_pos
self.move_speed = move_speed
self.global_rot_speed = global_rot_speed
self.center = center
self.modelview = np.identity(4, np.float32)
t = cam_pos - cam_target
r = np.linalg.norm(t)
self.state_target = -t / r
self.state_right = cam_right / np.linalg.norm(cam_right)
self.state_up = np.cross(self.state_right, self.state_target)
self.state_pos = np.array([0, 0, r])
self.update_modelview()
[docs] def move_forward(self):
self.state_pos[2] += self.move_speed
self.update_modelview()
[docs] def move_backward(self):
self.state_pos[2] -= self.move_speed
self.update_modelview()
[docs] def move_up(self):
self.state_pos[1] += self.move_speed
self.update_modelview()
[docs] def move_down(self):
self.state_pos[1] -= self.move_speed
self.update_modelview()
[docs] def move_left(self):
self.state_pos[0] -= self.move_speed
self.update_modelview()
[docs] def move_right(self):
self.state_pos[0] += self.move_speed
self.update_modelview()
[docs] def rotate_system_XL(self):
self.rotate_system_y(0.01 * self.global_rot_speed)
[docs] def rotate_system_XR(self):
self.rotate_system_y(-0.01 * self.global_rot_speed)
[docs] def rotate_system_YL(self):
self.rotate_system_z(0.01 * self.global_rot_speed)
[docs] def rotate_system_YR(self):
self.rotate_system_z(-0.01 * self.global_rot_speed)
[docs] def rotate_system_ZL(self):
self.rotate_system_x(0.01 * self.global_rot_speed)
[docs] def rotate_system_ZR(self):
self.rotate_system_x(-0.01 * self.global_rot_speed)
[docs] def rotate_camera(self, mouse_pos, mouse_pos_old, mouse_button_state):
dm = mouse_pos - mouse_pos_old
if mouse_button_state[OpenGL.GLUT.GLUT_LEFT_BUTTON] == OpenGL.GLUT.GLUT_DOWN:
if dm[0] != 0:
self.rotate_system_y(-0.001 * dm[0] * self.global_rot_speed)
if dm[1] != 0:
self.rotate_system_x(-0.001 * dm[1] * self.global_rot_speed)
elif mouse_button_state[OpenGL.GLUT.GLUT_RIGHT_BUTTON] == OpenGL.GLUT.GLUT_DOWN:
self.state_pos[0] -= 0.05 * dm[0] * self.move_speed
self.state_pos[1] += 0.05 * dm[1] * self.move_speed
self.update_modelview()
elif mouse_button_state[OpenGL.GLUT.GLUT_MIDDLE_BUTTON] == OpenGL.GLUT.GLUT_DOWN:
self.state_pos[2] += 0.05 * dm[1] * self.move_speed
self.rotate_system_z(dm[0] * 0.001 * self.global_rot_speed)
[docs] def get_camera_rotation_matrix(self, target_vec, up_vec):
normalized_target_vec = target_vec / np.linalg.norm(target_vec)
normalized_up_vec = up_vec / np.linalg.norm(up_vec)
perpendicular_normal = np.cross(normalized_up_vec, target_vec)
rotation_matrix = np.identity(4, np.float32)
rotation_matrix[:3, :3] = np.array(
[perpendicular_normal,
np.cross(normalized_target_vec, perpendicular_normal),
normalized_target_vec]).T
return rotation_matrix
[docs] def rotate_vector(self, vector, phi, axis):
"""
Rotate vector around (unit vector) axis by angle phi.
Uses Rodrigues' rotation formula.
"""
rotated = vector * np.cos(phi) + np.cross(axis, vector) * np.sin(phi) \
+ axis * np.dot(axis, vector) * (1 - np.cos(phi))
return rotated
[docs] def rotate_system_x(self, angle):
self.state_target = self.rotate_vector(self.state_target,
angle, self.state_right)
self.state_up = np.cross(self.state_right, self.state_target)
self.update_modelview()
[docs] def rotate_system_y(self, angle):
self.state_target = self.rotate_vector(self.state_target,
angle, self.state_up)
self.state_right = np.cross(self.state_target, self.state_up)
self.update_modelview()
[docs] def rotate_system_z(self, angle):
self.state_right = self.rotate_vector(self.state_right,
angle, self.state_target)
self.state_up = self.rotate_vector(self.state_up,
angle, self.state_target)
self.update_modelview()
[docs] def update_modelview(self):
self.state_up /= np.linalg.norm(self.state_up)
self.state_right /= np.linalg.norm(self.state_right)
self.state_target /= np.linalg.norm(self.state_target)
# Center Box
trans = np.identity(4, np.float32)
trans[3, :3] -= self.center
# Camera rotation
rotate_cam = self.get_camera_rotation_matrix(
-self.state_target, self.state_up)
# System translation
trans_cam = np.identity(4, np.float32)
trans_cam[3, :3] -= self.state_pos
self.modelview = trans.dot(rotate_cam.dot(trans_cam))
c_xyz = -1 * np.mat(self.modelview[:3, :3]) * \
np.mat(self.modelview[3, :3]).T
self.cam_pos = np.array([c_xyz[0, 0], c_xyz[1, 0], c_xyz[2, 0]])