Python bgl.glVertex3f() Examples
The following are 24
code examples of bgl.glVertex3f().
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Example #1
Source File: space_view3d_enhanced_3d_cursor.py From Fluid-Designer with GNU General Public License v3.0 | 6 votes |
def draw_offset(self, context): bgl.glShadeModel(bgl.GL_SMOOTH) tfm_operator = CursorDynamicSettings.active_transform_operator bgl.glBegin(bgl.GL_LINE_STRIP) if tfm_operator: p = tfm_operator.particles[0]. \ get_initial_matrix().to_translation() else: p = self.get_pos(self.last_id) bgl.glColor4f(1.0, 0.75, 0.5, 1.0) bgl.glVertex3f(p[0], p[1], p[2]) p = get_cursor_location(v3d=context.space_data) bgl.glColor4f(1.0, 1.0, 0.25, 1.0) bgl.glVertex3f(p[0], p[1], p[2]) bgl.glEnd() # ===== BOOKMARK ===== #
Example #2
Source File: display.py From phobos with BSD 3-Clause "New" or "Revised" License | 6 votes |
def draw_joint(joint, length): """ Args: joint: length: Returns: """ origin = Vector(joint.matrix_world.to_translation()) axis = joint.matrix_world * (length * joint.data.bones[0].vector.normalized()) endpoint = axis bgl.glColor4f(0.0, 1.0, 0.0, 0.5) bgl.glLineWidth(2) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glVertex3f(*origin) bgl.glVertex3f(*endpoint) bgl.glEnd()
Example #3
Source File: space_view3d_enhanced_3d_cursor.py From Fluid-Designer with GNU General Public License v3.0 | 6 votes |
def draw_arrow(p0, x, y, z, n_scl=0.2, ort_scl=0.035): p1 = p0 + z bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glVertex3f(p0[0], p0[1], p0[2]) bgl.glVertex3f(p1[0], p1[1], p1[2]) bgl.glEnd() p2 = p1 - z * n_scl bgl.glBegin(bgl.GL_TRIANGLE_FAN) bgl.glVertex3f(p1[0], p1[1], p1[2]) p3 = p2 + (x + y) * ort_scl bgl.glVertex3f(p3[0], p3[1], p3[2]) p3 = p2 + (-x + y) * ort_scl bgl.glVertex3f(p3[0], p3[1], p3[2]) p3 = p2 + (-x - y) * ort_scl bgl.glVertex3f(p3[0], p3[1], p3[2]) p3 = p2 + (x - y) * ort_scl bgl.glVertex3f(p3[0], p3[1], p3[2]) p3 = p2 + (x + y) * ort_scl bgl.glVertex3f(p3[0], p3[1], p3[2]) bgl.glEnd()
Example #4
Source File: utilities.py From object_alignment with GNU General Public License v3.0 | 6 votes |
def draw_3d_points_revised(context, points, color, size): region = context.region region3d = context.space_data.region_3d region_mid_width = region.width / 2.0 region_mid_height = region.height / 2.0 perspective_matrix = region3d.perspective_matrix.copy() bgl.glColor4f(*color) bgl.glPointSize(size) bgl.glBegin(bgl.GL_POINTS) for vec in points: vec_4d = perspective_matrix * vec.to_4d() if vec_4d.w > 0.0: x = region_mid_width + region_mid_width * (vec_4d.x / vec_4d.w) y = region_mid_height + region_mid_height * (vec_4d.y / vec_4d.w) bgl.glVertex3f(x, y, 0) bgl.glEnd()
Example #5
Source File: mi_curve_test.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 6 votes |
def mi_curve_draw_3d_polyline(points, p_size, p_col, x_ray): bgl.glEnable(bgl.GL_BLEND) bgl.glLineWidth(1) if x_ray is True: bgl.glDisable(bgl.GL_DEPTH_TEST) bgl.glPointSize(p_size) # bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3]) # bgl.glBegin(bgl.GL_POLYGON) for point in points: bgl.glVertex3f(point[0], point[1], point[2]) if x_ray is True: bgl.glEnable(bgl.GL_DEPTH_TEST) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Example #6
Source File: skeleton_ui_draw.py From object_alignment with GNU General Public License v3.0 | 6 votes |
def draw_circle(self, world_loc, radius, inner_ratio, color_outside, color_inside): bgl.glDepthRange(0, 0.9999) # squeeze depth just a bit bgl.glEnable(bgl.GL_BLEND) bgl.glDepthMask(bgl.GL_FALSE) # do not overwrite depth bgl.glEnable(bgl.GL_DEPTH_TEST) bgl.glDepthFunc(bgl.GL_LEQUAL) # draw in front of geometry circleShader.enable() self.drawing.point_size(2.0 * radius) circleShader['uMVPMatrix'] = self.drawing.get_view_matrix_buffer() circleShader['uInOut'] = inner_ratio bgl.glBegin(bgl.GL_POINTS) circleShader['vOutColor'] = color_outside circleShader['vInColor'] = color_inside bgl.glVertex3f(*world_loc) bgl.glEnd() circleShader.disable() bgl.glDepthFunc(bgl.GL_LEQUAL) bgl.glDepthRange(0.0, 1.0) bgl.glDepthMask(bgl.GL_TRUE)
Example #7
Source File: skeleton_ui_draw.py From object_alignment with GNU General Public License v3.0 | 6 votes |
def draw3d_polyline(points, color, thickness, view_loc, view_ortho, stipple=False, zfar=0.997): if not points: return if stipple: bgl.glLineStipple(4, 0x5555) #play with this later bgl.glEnable(bgl.GL_LINE_STIPPLE) bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(*color) bgl.glLineWidth(thickness) set_depthrange(0.0, zfar, points, view_loc, view_ortho) bgl.glBegin(bgl.GL_LINE_STRIP) for coord in points: bgl.glVertex3f(*coord) bgl.glEnd() bgl.glLineWidth(1) if stipple: bgl.glDisable(bgl.GL_LINE_STIPPLE) bgl.glEnable(bgl.GL_BLEND) # back to uninterrupted lines
Example #8
Source File: mi_widget_curve.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 6 votes |
def draw_3d_polyline(points, p_size, p_col, x_ray): bgl.glEnable(bgl.GL_BLEND) bgl.glLineWidth(1) if x_ray is True: bgl.glDisable(bgl.GL_DEPTH_TEST) bgl.glPointSize(p_size) # bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3]) # bgl.glBegin(bgl.GL_POLYGON) for point in points: bgl.glVertex3f(point[0], point[1], point[2]) if x_ray is True: bgl.glEnable(bgl.GL_DEPTH_TEST) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Example #9
Source File: mi_curve_test.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 6 votes |
def mi_curve_draw_3d_polyline(points, p_size, p_col, x_ray): bgl.glEnable(bgl.GL_BLEND) bgl.glLineWidth(1) if x_ray is True: bgl.glDisable(bgl.GL_DEPTH_TEST) bgl.glPointSize(p_size) # bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3]) # bgl.glBegin(bgl.GL_POLYGON) for point in points: bgl.glVertex3f(point[0], point[1], point[2]) if x_ray is True: bgl.glEnable(bgl.GL_DEPTH_TEST) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Example #10
Source File: mi_curve_test.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 5 votes |
def draw_callback_px_2d(self, context): # 50% alpha, 2 pixel width line bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(1.0, 1.0, 1.0, 0.5) bgl.glLineWidth(2) # bgl.glBegin(bgl.GL_LINE_STRIP) # bgl.glVertex3f(*ob.matrix_world.translation) # bgl.glVertex3f(*context.scene.cursor_location) # bgl.glEnd() #bgl.glBegin(bgl.GL_POLYGON) ##bgl.glColor4f(0.0, 0.0, 0.0, 0.5) #bgl.glVertex3f(0.0, 0.0, 0.0) #bgl.glVertex3f(0.0, 1.0, 0.0) #bgl.glVertex3f(1.0, 1.0, 0.0) #bgl.glVertex3f(1.0, 0.0, 0.0) #bgl.glEnd() #bgl.glEnable(bgl.GL_BLEND) #bgl.glLineWidth(1.5) bgl.glPointSize(4) # bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glBegin(bgl.GL_POINTS) # bgl.glBegin(bgl.GL_POLYGON) bgl.glColor4f(0.5,1.1,1.0,0.5) bgl.glVertex2f(10, 20) bgl.glVertex2f(50,60) bgl.glVertex2f(700,80) bgl.glVertex2f(2,180) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Example #11
Source File: display.py From phobos with BSD 3-Clause "New" or "Revised" License | 5 votes |
def draw_path(path, color=colors['white'], dim3=False, width=4): """ Args: path: color: (Default value = colors['white']) dim3: (Default value = False) width: (Default value = 4) Returns: """ origins = [] for e in range(len(path)): origins.append(path[e].matrix_world.to_translation()) bgl.glEnable(bgl.GL_BLEND) bgl.glLineWidth(width) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glColor4f(*color) for o in origins: if dim3: bgl.glVertex3f(o) else: bgl.glVertex2f(*to2d(o)) bgl.glEnd() bgl.glDisable(bgl.GL_BLEND)
Example #12
Source File: display.py From phobos with BSD 3-Clause "New" or "Revised" License | 5 votes |
def draw_2dpolygon(points, linecolor=None, fillcolor=None, distance=0.2, linewidth=1): """ Args: points: linecolor: (Default value = None) fillcolor: (Default value = None) distance: (Default value = 0.2) linewidth: (Default value = 1) Returns: """ # background bgl.glEnable(bgl.GL_BLEND) bgl.glLineWidth(linewidth) if fillcolor: bgl.glColor4f(*fillcolor) bgl.glBegin(bgl.GL_POLYGON) for p in points: bgl.glVertex3f(*p, distance) bgl.glEnd() # frame if linecolor: bgl.glColor4f(*linecolor) bgl.glBegin(bgl.GL_LINE_STRIP) for p in points: bgl.glVertex3f(*p, distance) bgl.glVertex3f(*points[0], distance) bgl.glEnd() bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND)
Example #13
Source File: skeleton_ui_draw.py From object_alignment with GNU General Public License v3.0 | 5 votes |
def draw3d_points(points, color, size, view_loc, view_ortho, zfar=0.997): if not points: return bgl.glColor4f(*color) bgl.glPointSize(size) set_depthrange(0.0, zfar, points, view_loc, view_ortho) bgl.glBegin(bgl.GL_POINTS) for coord in points: bgl.glVertex3f(*coord) bgl.glEnd() bgl.glPointSize(1.0) # draws polylines.
Example #14
Source File: 3dview_play_tictactoe.py From BAddons with GNU General Public License v3.0 | 5 votes |
def drawX(self, xa, xb, ya, yb): bgl.glColor3f(*self.COLOR_X) r = xb - xa bgl.glVertex3f(xa + r*self.EMPTY_FACTOR, ya + r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f(xb - r*self.EMPTY_FACTOR, yb - r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f(xa + r*self.EMPTY_FACTOR, yb - r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f(xb - r*self.EMPTY_FACTOR, ya + r*self.EMPTY_FACTOR, 0.0)
Example #15
Source File: 3dview_play_tictactoe.py From BAddons with GNU General Public License v3.0 | 5 votes |
def drawO(self, xa, xb, ya, yb): bgl.glColor3f(*self.COLOR_O) r = xb - xa bgl.glVertex3f(xa + r*self.EMPTY_FACTOR, (ya + yb)/2.0, 0.0) bgl.glVertex3f((xa + xb)/2.0, yb - r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f((xa + xb)/2.0, yb - r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f(xb - r*self.EMPTY_FACTOR, (ya + yb)/2.0, 0.0) bgl.glVertex3f(xb - r*self.EMPTY_FACTOR, (ya + yb)/2.0, 0.0) bgl.glVertex3f((xa + xb)/2.0, ya + r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f((xa + xb)/2.0, ya + r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f(xa + r*self.EMPTY_FACTOR, (ya + yb)/2.0, 0.0)
Example #16
Source File: ogl_velocitiesrenderer.py From BAddons with GNU General Public License v3.0 | 5 votes |
def drawCallback(self): mat = self.interfacer.getBlenderObject().matrix_world if self.do_draw and self.interfacer.isClean(): # isClean() is not really needed here, but it shows its # behavior and helps reducing (a tiny bit!) the run time... bgl.glColor3f(0.0, 1.0, 1.0) bgl.glPointSize(5) bgl.glBegin(bgl.GL_POINTS) for v in self.vertices: bgl.glVertex3f(*(mat*v)) bgl.glEnd() bgl.glPointSize(1) bgl.glColor3f(1.0, 1.0, 0.0) bgl.glLineWidth(2) bgl.glBegin(bgl.GL_LINES) for v, w in zip(self.vertices, self.velocities): bgl.glVertex3f(*(mat*v)) bgl.glVertex3f(*(mat*(v + w))) bgl.glEnd() bgl.glLineWidth(1) # this in toplevel is also requested # MAIN_CLASS should be set to any callable returning the # requested instance, which provides the update() method.
Example #17
Source File: mi_widget_curve.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 5 votes |
def draw_3d_polyline(points, p_size, p_col, x_ray): bgl.glEnable(bgl.GL_BLEND) bgl.glLineWidth(1) if x_ray is True: bgl.glDisable(bgl.GL_DEPTH_TEST) bgl.glPointSize(p_size) coords = [(point[0], point[1], point[2]) for point in points] batch = batch_for_shader(shader3d, 'LINE_STRIP', {"pos": coords}) shader3d.bind() shader3d.uniform_float("color", (p_col[0], p_col[1], p_col[2], p_col[3])) batch.draw(shader3d) # bgl.glBegin(bgl.GL_LINE_STRIP) # bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3]) # for point in points: # bgl.glVertex3f(point[0], point[1], point[2]) if x_ray is True: bgl.glEnable(bgl.GL_DEPTH_TEST) # bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND)
Example #18
Source File: edit_mesh.py From coa_tools with GNU General Public License v3.0 | 5 votes |
def draw_circle(self,pos,color,size=8): pos = pos + Vector((0,-.1,0)) bgl.glColor4f(color[0], color[1], color[2], 1.0) bgl.glPointSize(size) bgl.glBegin(bgl.GL_POINTS) bgl.glVertex3f(pos[0],pos[1],pos[2]) bgl.glEnd()
Example #19
Source File: mi_curve_test.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 5 votes |
def draw_callback_px_2d(self, context): # 50% alpha, 2 pixel width line bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(1.0, 1.0, 1.0, 0.5) bgl.glLineWidth(2) # bgl.glBegin(bgl.GL_LINE_STRIP) # bgl.glVertex3f(*ob.matrix_world.translation) # bgl.glVertex3f(*context.scene.cursor_location) # bgl.glEnd() #bgl.glBegin(bgl.GL_POLYGON) ##bgl.glColor4f(0.0, 0.0, 0.0, 0.5) #bgl.glVertex3f(0.0, 0.0, 0.0) #bgl.glVertex3f(0.0, 1.0, 0.0) #bgl.glVertex3f(1.0, 1.0, 0.0) #bgl.glVertex3f(1.0, 0.0, 0.0) #bgl.glEnd() #bgl.glEnable(bgl.GL_BLEND) #bgl.glLineWidth(1.5) bgl.glPointSize(4) # bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glBegin(bgl.GL_POINTS) # bgl.glBegin(bgl.GL_POLYGON) bgl.glColor4f(0.5,1.1,1.0,0.5) bgl.glVertex2f(10, 20) bgl.glVertex2f(50,60) bgl.glVertex2f(700,80) bgl.glVertex2f(2,180) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Example #20
Source File: mi_curve_test.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 5 votes |
def draw_callback_px_3d(self, context): # 50% alpha, 2 pixel width line bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(1.0, 1.0, 1.0, 0.5) bgl.glLineWidth(2) # bgl.glBegin(bgl.GL_LINE_STRIP) # bgl.glVertex3f(*ob.matrix_world.translation) # bgl.glVertex3f(*context.scene.cursor_location) # bgl.glEnd() bgl.glBegin(bgl.GL_POLYGON) #bgl.glColor4f(0.0, 0.0, 0.0, 0.5) bgl.glVertex3f(0.0, 0.0, 0.0) bgl.glVertex3f(0.0, 1.0, 0.0) bgl.glVertex3f(1.0, 1.0, 0.0) bgl.glVertex3f(1.0, 0.0, 0.0) bgl.glEnd() ##bgl.glEnable(bgl.GL_BLEND) ##bgl.glLineWidth(1.5) #bgl.glPointSize(4) ## bgl.glBegin(bgl.GL_LINE_LOOP) #bgl.glBegin(bgl.GL_POINTS) ## bgl.glBegin(bgl.GL_POLYGON) #bgl.glColor4f(0.5,1.1,1.0,0.5) #bgl.glVertex2f(10, 20) #bgl.glVertex2f(50,60) #bgl.glVertex2f(700,80) #bgl.glVertex2f(2,180) #bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Example #21
Source File: cm_draw.py From CrowdMaster with GNU General Public License v3.0 | 5 votes |
def drawLine3D(color, start, end, width=1): bgl.glLineWidth(width) bgl.glColor4f(*color) bgl.glBegin(bgl.GL_LINES) bgl.glVertex3f(*start) bgl.glVertex3f(*end)
Example #22
Source File: space_view3d_enhanced_3d_cursor.py From Fluid-Designer with GNU General Public License v3.0 | 5 votes |
def draw_line(p0, p1, c=None): if c is not None: bgl.glColor4f(c[0], c[1], c[2], \ (c[3] if len(c) > 3 else 1.0)) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glVertex3f(p0[0], p0[1], p0[2]) bgl.glVertex3f(p1[0], p1[1], p1[2]) bgl.glEnd()
Example #23
Source File: space_view3d_enhanced_3d_cursor.py From Fluid-Designer with GNU General Public License v3.0 | 5 votes |
def draw_trace(self, context): bgl.glColor4f(0.75, 1.0, 0.75, 1.0) bgl.glBegin(bgl.GL_LINE_STRIP) for entry in self.entries: p = entry.pos bgl.glVertex3f(p[0], p[1], p[2]) bgl.glEnd()
Example #24
Source File: bmesh_render.py From addon_common with GNU General Public License v3.0 | 4 votes |
def glDrawSimpleFaces(lsf, opts=None, enableShader=True): opts_ = opts or {} nosel = opts_.get('no selection', False) mx = opts_.get('mirror x', False) my = opts_.get('mirror y', False) mz = opts_.get('mirror z', False) dn = opts_.get('normal', 0.0) bmeshShader.assign('focus_mult', opts_.get('focus mult', 1.0)) bmeshShader.assign('use_selection', 0.0 if nosel else 1.0) bmeshShader.assign('selected', 0.0) @profiler.profile def render(sx, sy, sz): bmeshShader.assign('vert_scale', (sx, sy, sz)) for sf in lsf: for v0, v1, v2 in triangulateFace(sf): (c0, n0), (c1, n1), (c2, n2) = v0, v1, v2 bgl.glNormal3f(*n0) bgl.glVertex3f(*c0) bgl.glNormal3f(*n1) bgl.glVertex3f(*c1) bgl.glNormal3f(*n2) bgl.glVertex3f(*c2) if enableShader: bmeshShader.enable() glSetOptions('poly', opts) bgl.glBegin(bgl.GL_TRIANGLES) render(1, 1, 1) bgl.glEnd() bgl.glDisable(bgl.GL_LINE_STIPPLE) if mx or my or mz: glSetOptions('poly mirror', opts) bgl.glBegin(bgl.GL_TRIANGLES) if mx: render(-1, 1, 1) if my: render(1, -1, 1) if mz: render(1, 1, -1) if mx and my: render(-1, -1, 1) if mx and mz: render(-1, 1, -1) if my and mz: render(1, -1, -1) if mx and my and mz: render(-1, -1, -1) bgl.glEnd() bgl.glDisable(bgl.GL_LINE_STIPPLE) if enableShader: bmeshShader.disable()