Author: DavidCzech
Date: 2008-11-30 22:04:39 -0500 (Sun, 30 Nov 2008)
New Revision: 1382

Modified:
   trunk/pysoy/src/models/Axis.pym
Log:
Ticket #963 : Completed but with a cheat


Modified: trunk/pysoy/src/models/Axis.pym
===================================================================
--- trunk/pysoy/src/models/Axis.pym     2008-11-30 02:21:44 UTC (rev 1381)
+++ trunk/pysoy/src/models/Axis.pym     2008-12-01 03:04:39 UTC (rev 1382)
@@ -23,45 +23,57 @@
     This :class:`~soy.model.Model` renders a "XYZ axis" oriented to each 
     body it's attached to.  This is useful for debugging.
   '''
-
+  def __cinit__(self, size=None,*args, **kw):
+    if size == None:    
+      self._size = 0;
+    else:
+      #assert isinstance(size,int)
+      self._size = size;
+
+  property size :
+    def __get__(self):
+      return self._size
+    def __set__(self, value):
+      self._size = value
+    
   ############################################################################
   #
   # WindowLoop Functions
   #
 
   cdef void _render(self, soy.bodies.Body _body) :
-    cdef VertPC      _vert[2]     # contains vertex position and color data
-    cdef Line        _elmt[1]     # contains indices to verts to render lines
-    cdef gl.GLfloat  _mtx[16]
-    cdef int a
+    cdef VertPC      _vert[20]     # contains vertex position and color data
+    cdef Line        _elmt[20]     # contains indices to verts to render lines
+    cdef gl.GLfloat  _mtx[16]
     #
     ######################################
     #
     # get model's matrix
     #
-    _mtx[0]  = _body._rotation[0]
+    _mtx[0]  = _body._rotation[0] 
     _mtx[1]  = _body._rotation[4]
     _mtx[2]  = _body._rotation[8]
-    _mtx[3]  = 0.0
+    _mtx[3]  = 0.0  
     _mtx[4]  = _body._rotation[1]
-    _mtx[5]  = _body._rotation[5]
+    _mtx[5]  = _body._rotation[5] 
     _mtx[6]  = _body._rotation[9]
-    _mtx[7]  = 0.0
+    _mtx[7]  = 0.0  
     _mtx[8]  = _body._rotation[2]
     _mtx[9]  = _body._rotation[6]
     _mtx[10] = _body._rotation[10]
-    _mtx[11] = 0.0
+    _mtx[11] = 0.0 
     _mtx[12] = _body._position[0]
     _mtx[13] = _body._position[1]
     _mtx[14] = _body._position[2]
-    _mtx[15] = 1.0
+    _mtx[15] = 1#-self._size + 2
     #
     ######################################
     #
     # save Camera matix before transforming to the Axis' matrix
     #
-    #gl.glPushMatrix()
-    #gl.glMultMatrixf(_mtx)
+    gl.glPushMatrix()
+    gl.glMultMatrixf(_mtx)
+    gl.glScalef(self._size,self._size,self._size)
     #
     ######################################
     #
@@ -80,27 +92,147 @@
       # This is the first render pass, so we need to setup the VBO
       #
       # First we'll populate _vert
-      #
-      _vert[0].px = 0.00          # \
+      #
+      # X Axis.
+      _vert[0].px = 0.00          # \  Vertex 0
       _vert[0].py = 0.00          #  } (0.0, 0.0, 0.0)
       _vert[0].pz = 0.00          # /
       _vert[0].cr = 1.00          # \
       _vert[0].cg = 0.00          #  } Red
       _vert[0].cb = 0.00          # /___________________________
-      _vert[1].px = 1.00          # \
+      _vert[1].px = 1.00          # \  Vertex 1
       _vert[1].py = 0.00          #  } (1.0, 0.0, 0.0)
       _vert[1].pz = 0.00          # /
       _vert[1].cr = 1.00          # \
       _vert[1].cg = 0.00          #  } Red
       _vert[1].cb = 0.00          # /___________________________
 
-      for a from 0 <= a <= 1 :
-        stdio.printf("Index: %d, px %f py %f pz %f cr %f cg %f cb 
%f\n",a,_vert[a].px,_vert[a].py,_vert[a].pz,_vert[a].cr,_vert[a].cg,_vert[a].cb)
+      _vert[2].px = 1.00          # \  Vertex 2
+      _vert[2].py = 0.30          #  } (1.0, 0.3, 0.0)
+      _vert[2].pz = 0.00          # /
+      _vert[2].cr = 1.00          # \
+      _vert[2].cg = 0.00          #  } Red
+      _vert[2].cb = 0.00          # /___________________________
+      _vert[3].px = 1.30          # \  Vertex 3
+      _vert[3].py = 0.00          #  } (1.3, 0.0, 0.0)
+      _vert[3].pz = 0.00          # /
+      _vert[3].cr = 1.00          # \
+      _vert[3].cg = 0.00          #  } Red
+      _vert[3].cb = 0.00          # /___________________________
+
+      _vert[4].px = 1.00          # \  Vertex 4
+      _vert[4].py = -.30          #  } (1.0, -0.3, 0.0)
+      _vert[4].pz = 0.00          # /
+      _vert[4].cr = 1.00          # \
+      _vert[4].cg = 0.00          #  } Red
+      _vert[4].cb = 0.00          # /___________________________
+
+      # Y Axis
+      _vert[5]= _vert[0]          # Vertex 5 is the same as vertex 0
+      _vert[5].cr = 0.0           # Except its not Red.
+      _vert[5].cg = 1.0           # Its green.
+
+      _vert[6].px = 0.00          # \  Vertex 6
+      _vert[6].py = 1.00          #  } (0.0, 1.0, 0.0)
+      _vert[6].pz = 0.00          # /
+      _vert[6].cr = 0.00          # \
+      _vert[6].cg = 1.00          #  } Red
+      _vert[6].cb = 0.00          # /___________________________
+      _vert[7].px = 0.30          # \  Vertex 7
+      _vert[7].py = 1.00          #  } (0.3, 1.0, 0.0)
+      _vert[7].pz = 0.00          # /
+      _vert[7].cr = 0.00          # \
+      _vert[7].cg = 1.00          #  } Red
+      _vert[7].cb = 0.00          # /___________________________
+
+      _vert[8].px = 0.00          # \  Vertex 8
+      _vert[8].py = 1.30          #  } (0.0, 1.3, 0.0)
+      _vert[8].pz = 0.00          # /
+      _vert[8].cr = 0.00          # \
+      _vert[8].cg = 1.00          #  } Red
+      _vert[8].cb = 0.00          # /___________________________
+      _vert[9].px = -.30          # \  Vertex 9
+      _vert[9].py = 1.00          #  } (-0.3, 1.0, 0.0)
+      _vert[9].pz = 0.00          # /
+      _vert[9].cr = 0.00          # \
+      _vert[9].cg = 1.00          #  } Red
+      _vert[9].cb = 0.00          # /___________________________
+
+      # Z Axis
+      _vert[10] = _vert[0]
+      _vert[10].cr = 0.00          # \
+      _vert[10].cb = 1.00          # /___________________________
+
+      _vert[11].px = 0.00          # \  Vertex 11
+      _vert[11].py = 0.00          #  } (0.0, 1.3, 0.0)
+      _vert[11].pz = 1.00          # /
+      _vert[11].cr = 0.00          # \
+      _vert[11].cg = 0.00          #  } Red
+      _vert[11].cb = 1.00          # /___________________________
+
+      _vert[12].px = 0.30          # \  Vertex 12
+      _vert[12].py = 0.00          #  } (-0.3, 1.0, 0.0)
+      _vert[12].pz = 1.00          # /
+      _vert[12].cr = 0.00          # \
+      _vert[12].cg = 0.00          #  } Red
+      _vert[12].cb = 1.00          # /___________________________
+
+      _vert[13].px = 0.00          # \  Vertex 13
+      _vert[13].py = 0.00          #  } (0.0, 1.3, 0.0)
+      _vert[13].pz = 1.30          # /
+      _vert[13].cr = 0.00          # \
+      _vert[13].cg = 0.00          #  } Red
+      _vert[13].cb = 1.00          # /___________________________
+      _vert[14].px = -.30          # \  Vertex 14
+      _vert[14].py = 0.00          #  } (-0.3, 1.0, 0.0)
+      _vert[14].pz = 1.00          # /
+      _vert[14].cr = 0.00          # \
+      _vert[14].cg = 0.00          #  } Red
+      _vert[14].cb = 1.00          # /___________________________
+
+      # TODO optional tags. I left them out because they're not all that useful
+      # and take up another 15+ verticies.. maybe when we can define verticies 
more easily.
+      
+
       #
       # Next populate _elmt
       #
       _elmt[0].a = 0              # Line 0: 0-1
-      _elmt[0].b = 1              # ____________________________
+      _elmt[0].b = 1              # ____________________________
+
+      _elmt[1].a = 2              # Line 1: 2-4
+      _elmt[1].b = 4              # ____________________________
+
+      _elmt[2].a = 2              # Line 2: 2-3
+      _elmt[2].b = 3              # ____________________________
+
+      _elmt[3].a = 3              # Line 3: 3-4
+      _elmt[3].b = 4              # ____________________________
+
+      _elmt[4].a = 5              # Line 4: 5-6
+      _elmt[4].b = 6              # ____________________________
+
+      _elmt[5].a = 7              # Line 5: 7-9
+      _elmt[5].b = 9              # ____________________________
+
+      _elmt[6].a = 8              # Line 6: 8-9
+      _elmt[6].b = 9              # ____________________________
+
+      _elmt[7].a = 8              # Line 7: 8-7
+      _elmt[7].b = 7              # ____________________________
+
+      _elmt[8].a = 10             # Line 8: 10-11
+      _elmt[8].b = 11             # ____________________________
+
+      _elmt[9].a = 14             # Line 9: 14-12
+      _elmt[9].b = 12             # ____________________________
+
+      _elmt[10].a = 13            # Line 10: 13-12
+      _elmt[10].b = 12            # ____________________________
+
+      _elmt[11].a = 13            # Line 11: 13-14
+      _elmt[11].b = 14            # ____________________________
+
       #
       # Create new vertex buffer and send _vert
       #
@@ -112,9 +244,10 @@
       # Do the same for the element buffer
       #
       gl.glGenBuffersARB(1, &self._elmtBuffer)
-      gl.glBindBufferARB(gl.GL_ARRAY_BUFFER_ARB, self._elmtBuffer)
-      gl.glBufferDataARB(gl.GL_ARRAY_BUFFER_ARB, sizeof(_elmt), _elmt,
-                         gl.GL_STATIC_DRAW_ARB)
+      gl.glBindBufferARB(gl.GL_ELEMENT_ARRAY_BUFFER_ARB, self._elmtBuffer)
+      gl.glBufferDataARB(gl.GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(_elmt), _elmt,
+                         gl.GL_STATIC_DRAW_ARB)
+
     #
     ######################################
     #
@@ -123,8 +256,8 @@
     #   Unlike Mesh and most other models, Axis doesn't use normals or textures
     #   so we need to turn these off while rendering an Axis
     #
-    #gl.glDisableClientState(gl.GL_NORMAL_ARRAY)         # No Normals
-    #gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)  # No Texture Coords
+    gl.glDisableClientState(gl.GL_NORMAL_ARRAY)         # No Normals
+    gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)  # No Texture Coords
     #
     ######################################
     #
@@ -135,26 +268,24 @@
     #
     gl.glEnableClientState(gl.GL_COLOR_ARRAY) # We need to render with color 
arrays
     #
-    gl.glVertexPointer(3, gl.GL_FLOAT, 0,  <gl.GLvoid *> 0)
-    gl.glNormalPointer  (    gl.GL_FLOAT, 0,<gl.GLvoid *> 0)  # nx ny nz
-    gl.glTexCoordPointer(3, gl.GL_FLOAT, 0,  <gl.GLvoid *> 0) # tx ty tz
-    gl.glColorPointer (3, gl.GL_FLOAT, 0, <gl.GLvoid *> 0)
+    gl.glVertexPointer(3, gl.GL_FLOAT, sizeof(VertPC),  <gl.GLvoid *> 0)
+    gl.glColorPointer (3, gl.GL_FLOAT, sizeof(VertPC), <gl.GLvoid *> 0+12)
     gl.glDisable(gl.GL_CULL_FACE)
     gl.glDisable(gl.GL_DEPTH_TEST)
     gl.glDisable(gl.GL_LIGHTING)
-    gl.glDrawElements(gl.GL_LINES, 2, gl.GL_UNSIGNED_BYTE, <gl.GLvoid *> 0)
+    gl.glDrawElements(gl.GL_LINES, 24, gl.GL_UNSIGNED_BYTE, <gl.GLvoid *> 0)
     gl.glEnable(gl.GL_LIGHTING)
     gl.glEnable(gl.GL_DEPTH_TEST)
     gl.glEnable(gl.GL_CULL_FACE) 
     gl.glDisableClientState(gl.GL_COLOR_ARRAY)
-    #gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
-    #gl.glEnableClientState(gl.GL_NORMAL_ARRAY)
+    gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
+    gl.glEnableClientState(gl.GL_NORMAL_ARRAY)
     #
     ######################################
     #
     # return to camera matrix
     #
-    #gl.glPopMatrix()
+    gl.glPopMatrix()
     #
     ######################################
 

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