Vismach

Обсуждение установки, настройки и использования LinuxCNC. Вопросы по Gкоду.

Re: Vismach

Сообщение NKS » 13 фев 2018, 12:42

nkp писал(а):но только сразу хочу написать про "обман" :
это не чисто в Axis,это просто поверх растянул окошко Vismach ))
но буду "вставлять" это в "родной" gremlin...

А насколько такая отрисовка утяжелит работу Linuxcnc?
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NKS
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Re: Vismach

Сообщение nkp » 13 фев 2018, 13:01

NKS писал(а):А насколько такая отрисовка утяжелит работу Linuxcnc?

если "заменить" (в кавычках - потому как в принципе - это одно и тоже) родной gremlin,то всё (наверно))) останется как есть...
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Re: Vismach

Сообщение nkp » 19 фев 2018, 10:25

выше на видео визуализация гибки "на" Vismach...
идея была такова:
создавать n элементов(парсим жкод - берем точное n) с нулевой длиной и "нулевыми " координатами отрисовки(первоначальной - при инициализации)
потом в процессе работы жкода изменяем эти две величины пинами,которые коннектятся к cmd(fb) осей
практически это может выглядеть так:
Код: Выделить всёРазвернуть
#!/usr/bin/python
# -*- coding: utf-8 -*-

from vlib import *
import hal

c_pins = 8

c = hal.component("stage")

L=[];T=[];RZ=[];RX=[]
for i in range(c_pins) :
    c.newpin('lng.%s'%i, hal.HAL_FLOAT, hal.HAL_IN)
    hal.new_sig('lng%s'%i,hal.HAL_FLOAT)
    hal.connect('stage.lng.%s'%i,'lng%s'%i)
    L.append('lng.%s'%i)

    c.newpin('trn.%s'%i, hal.HAL_FLOAT, hal.HAL_IN)
    hal.new_sig('trn%s'%i,hal.HAL_FLOAT)
    hal.connect('stage.trn.%s'%i,'trn%s'%i)
    T.append('trn.%s'%i)

    c.newpin('rtZ.%s'%i, hal.HAL_FLOAT, hal.HAL_IN)
    hal.new_sig('rtZ%s'%i,hal.HAL_FLOAT)
    hal.connect('stage.rtZ.%s'%i,'rtZ%s'%i)     
    RZ.append('rtZ.%s'%i)

    c.newpin('rtX.%s'%i, hal.HAL_FLOAT, hal.HAL_IN)
    hal.new_sig('rtX%s'%i,hal.HAL_FLOAT)
    hal.connect('stage.rtX.%s'%i,'rtX%s'%i)     
    RX.append('rtX.%s'%i)
   
c.newpin('r_tool', hal.HAL_FLOAT, hal.HAL_IN)
hal.new_sig('rtool',hal.HAL_FLOAT)
hal.connect('stage.r_tool','rtool')
     
c.ready()

th_wire = 9 # d wire

class LineOne:
    def __init__(self, comp,pl,prz, prx, trn,b=None):
        self.comp = comp
        self.pl = pl
        self.prz = prz #Z
        self.prx = prx #X
        self.trn = trn
       
        self.w = Collection([b,Sphere(0,0,0,9),HalToolCylinder(c,pl)])
        self.w = Color([0.0,0.3,0.4,0], [self.w] )
        self.w = HalRotate([self.w],c,prz,1,0,0,1)#about  Z
        self.w = HalRotate([self.w],c,prx,1,1,0,0) #about X
        self.w = HalTranslateX([self.w],c,trn, 0.0, 0.0, 0.0)
        self.f()
    def f(self):
        return  self.w
       
class HalToolCylinder(CylinderX):
    def __init__(self, comp,pin ,*args):
        CylinderX.__init__(self, *args)
        self.comp = comp
        self.pin = pin
        self.th_wire = 9 # d wire
    def coords(self):
        return (0, self.th_wire ,self.comp[self.pin],self.th_wire)



s = Sphere(0,0,0,9)


All=[]
for i in range(c_pins):
    wd = 'step%s'%i
    wd = 0
    All.append(wd)

try:
    for x,v in enumerate(All):
        if x==0:
            All[x] = (LineOne(c,L[x],RZ[x],RX[x],T[x] )).f()
        else:
            All[x] = (LineOne(c,L[x],RZ[x],RX[x],T[x] , All[x-1])).f()     
except:
    pass


blank = Collection([s,All[-1],CylinderX(0, 9, 350, 9),])
blank = Color([0.0,0.3,0.4,0], [blank] )
blank = Translate([blank], 0.0, 0.0, 0.0)



work = Capture()
model = Collection([work,blank])
main(model,  work, 500)

==========================================
c_pins = 8 - здесь как видно - это как раз количество элементов(заодно и "наборов" пинов)
---------
так вот - больше 8-ми не удается сотворить ;)
ошибка
Код: Выделить всёРазвернуть
linuxcnc
LINUXCNC - 2.7.12
Machine configuration directory is '/home/nkp/linuxcnc/configs/bend'
Machine configuration file is 'bend.ini'
Starting LinuxCNC...
.
Found file(REL): ./core_sim.hal
Found file(REL): ./sim_spindle_encoder.hal
Found file(REL): ./axis_manualtoolchange.hal
Found file(REL): ./simulated_home.hal
radeon: Acquired access to Hyper-Z.
Exception in Tkinter callback
Traceback (most recent call last):
  File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 1413, in __call__
    return self.func(*args)
  File "/usr/lib/pymodules/python2.7/rs274/OpenGLTk.py", line 371, in tkExpose
    self.tkRedraw()
  File "/usr/lib/pymodules/python2.7/rs274/OpenGLTk.py", line 348, in tkRedraw
    self.redraw()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 818, in redraw
    self.model.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 34, in traverse
    p.draw()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 247, in draw
    gluDisk(self.q, 0, r2, 32, 1)
error: (1283, 'stack overflow')
Exception in Tkinter callback
Traceback (most recent call last):
  File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 1413, in __call__
    return self.func(*args)
  File "/usr/lib/pymodules/python2.7/rs274/OpenGLTk.py", line 358, in tkMap
    self.tkExpose()
  File "/usr/lib/pymodules/python2.7/rs274/OpenGLTk.py", line 371, in tkExpose
    self.tkRedraw()
  File "/usr/lib/pymodules/python2.7/rs274/OpenGLTk.py", line 344, in tkRedraw
    0., 1., 0.)
error: (1283, 'stack overflow')
Exception in Tkinter callback
Traceback (most recent call last):
  File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 1413, in __call__
    return self.func(*args)
  File "/usr/lib/pymodules/python2.7/rs274/OpenGLTk.py", line 371, in tkExpose
    self.tkRedraw()
  File "/usr/lib/pymodules/python2.7/rs274/OpenGLTk.py", line 348, in tkRedraw
    self.redraw()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 818, in redraw
    self.model.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 30, in traverse
    p.apply()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 909, in apply
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, self.color)
error: (1283, 'stack overflow')
Exception in Tkinter callback
Traceback (most recent call last):
  File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 1413, in __call__
    return self.func(*args)
  File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 498, in callit
    func(*args)
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 1030, in <lambda>
    t.after(100, lambda: t.set_viewangle(lat, lon))
  File "/usr/lib/pymodules/python2.7/glnav.py", line 296, in set_viewangle
    self.tkRedraw()
  File "/usr/lib/pymodules/python2.7/rs274/OpenGLTk.py", line 344, in tkRedraw
    0., 1., 0.)
error: (1283, 'stack overflow')
Exception in Tkinter callback
Traceback (most recent call last):
  File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 1413, in __call__
    return self.func(*args)
  File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 498, in callit
    func(*args)
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 1056, in update
    t.tkRedraw()
  File "/usr/lib/pymodules/python2.7/rs274/OpenGLTk.py", line 348, in tkRedraw
    self.redraw()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 818, in redraw
    self.model.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 36, in traverse
    p.traverse()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 30, in traverse
    p.apply()
  File "/home/nkp/linuxcnc/configs/bend/vlib.py", line 909, in apply
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, self.color)
error: (1283, 'stack overflow')
Exception in Tkinter callback
Traceback (most recent call last):
  File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 1413, in __call__
    return self.func(*args)
  File "/usr/lib/pymodules/python2.7/rs274/OpenGLTk.py", line 371, in tkExpose
    self.tkRedraw()
  File "/usr/lib/pymodules/python2.7/rs274/OpenGLTk.py", line 344, in tkRedraw
    0., 1., 0.)
error: (1283, 'stack overflow')
task: main loop took 0.012839 seconds
task: main loop took 0.010148 seconds



vlib.py - это стандартный модуль vismach.py самую малость подрихтованый(может как раз в этом причина ошибки :) )
Код: Выделить всёРазвернуть
#    Copyright 2007 John Kasunich and Jeff Epler
#
#    This program 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 2 of the License, or
#    (at your option) any later version.
#
#    This program 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, write to the Free Software
#    Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.

import rs274.OpenGLTk, Tkinter, signal, hal
from minigl import *
from math import *
import glnav

class Collection(object):
    def __init__(self, parts):
        self.parts = parts
        self.vol = 0

    def traverse(self):
        for p in self.parts:
            if hasattr(p, "apply"):
                p.apply()
            if hasattr(p, "capture"):
                p.capture()
            if hasattr(p, "draw"):
                p.draw()
            if hasattr(p, "traverse"):
                p.traverse()
            if hasattr(p, "unapply"):
                p.unapply()

    def volume(self):
        if hasattr(self, "vol") and self.vol != 0:
            vol = self.vol
        else:
            vol = sum(part.volume() for part in self.parts)
        #print "Collection.volume", vol
        return vol

    # a collection consisting of overlapping parts will have an incorrect
    # volume, because overlapping volumes will be counted twice.  If the
    # correct volume is known, it can be set using this method
    def set_volume(self,vol):
        self.vol = vol;

class Translate(Collection):
    def __init__(self, parts, x, y, z):
        self.parts = parts
        self.where = x, y, z

    def apply(self):
        glPushMatrix()
        glTranslatef(*self.where)

    def unapply(self):
        glPopMatrix()

class Scale(Collection):
    def __init__(self, parts, x, y, z):
        self.parts = parts
        self.scaleby = x, y, z

    def apply(self):
        glPushMatrix()
        glScalef(*self.scaleby)

    def unapply(self):
        glPopMatrix()

class HalTranslate(Collection):
    def __init__(self, parts, comp, var, x, y, z):
        self.parts = parts
        self.where = x, y, z
        self.comp = comp
        self.var = var

    def apply(self):
        x, y, z = self.where
        v = self.comp[self.var]
       
        glPushMatrix()
        glTranslatef(x+v, y+v, z+v)

    def unapply(self):
        glPopMatrix()

class HalTranslateX(Collection):
    def __init__(self, parts, comp, var, x, y, z):
        self.parts = parts
        self.where = x, y, z
        self.comp = comp
        self.var = var

    def apply(self):
        x, y, z = self.where
        v = self.comp[self.var]
       
        glPushMatrix()
        glTranslatef(x+v, y, z)

    def unapply(self):
        glPopMatrix()


       
       
class HalRotate(Collection):
    def __init__(self, parts, comp, var, th, x, y, z):
        self.parts = parts
        self.where = th, x, y, z
        self.comp = comp
        self.var = var

    def apply(self):
        th, x, y, z = self.where
        glPushMatrix()
        glRotatef(th * self.comp[self.var], x, y, z)

    def unapply(self):
        glPopMatrix()


class Rotate(Collection):
    def __init__(self, parts, th, x, y, z):
        self.parts = parts
        self.where = th, x, y, z

    def apply(self):
        th, x, y, z = self.where
        glPushMatrix()
        glRotatef(th, x, y, z)

    def unapply(self):
        glPopMatrix()


class Track(Collection):
    '''move and rotate an object to point from one capture()'d
    coordinate system to another.
    we need "world" to convert coordinates from GL_MODELVIEW coordinates
    to our coordinate system'''
    def __init__(self, parts, position, target, world):
        self.parts = parts
        self.target = target
        self.position = position
        self.world2view = world
   
    def angle_to(self,x,y,z):
        '''returns polar coordinates in degrees to a point from the origin
        a rotates around the x-axis; b rotates around the y axis; r is the distance'''
        azimuth = atan2(y, x)*180/pi #longitude
        elevation = atan2(z, sqrt(x**2 + y**2))*180/pi
        radius = sqrt(x**2+y**2+z**2)
        return((azimuth, elevation, radius))
       
    def map_coords(self,tx,ty,tz,transform):
        # now we have to transform them to the world frame
        wx = tx*transform[0]+ty*transform[4]+tz*transform[8]+transform[12]
        wy = tx*transform[1]+ty*transform[5]+tz*transform[9]+transform[13]
        wz = tx*transform[2]+ty*transform[6]+tz*transform[10]+transform[14]
        return([wx,wy,wz])
   
   
    def apply(self):
        #make sure we have something to work with first
        if (self.world2view.t == []):
            #something's borkled - give up
            print "vismach.py: Track: why am i here? world is not in the scene yet"
            glPushMatrix()
            return
       
        view2world = invert(self.world2view.t)
       
        px, py, pz = self.position.t[12:15]
        px, py, pz = self.map_coords(px,py,pz,view2world)
        tx, ty, tz = self.target.t[12:15]
        tx, ty, tz = self.map_coords(tx,ty,tz,view2world)
        dx = tx - px; dy = ty - py; dz = tz - pz;
        (az,el,r) = self.angle_to(dx,dy,dz)
        if(hasattr(HUD, "debug_track") and HUD.debug_track == 1):
            HUD.strs = []
            HUD.strs += ["current coords: %3.4f %3.4f %3.4f " % (px, py, pz)]
            HUD.strs += ["target coords: %3.4f %3.4f %3.4f" %  (tx, ty, tz)]
            HUD.strs += ["az,el,r: %3.4f %3.4f %3.4f" %  (az,el,r)]
        glPushMatrix()
        glTranslatef(px,py,pz)
        glRotatef(az-90,0,0,1)
        glRotatef(el-90,1,0,0)


    def unapply(self):
        glPopMatrix()

class CoordsBase(object):
    def __init__(self, *args):
        if args and isinstance(args[0], hal.component):
            self.comp = args[0]
            args = args[1:]
        else:
            self.comp = None
        self._coords = args
        self.q = gluNewQuadric()

    def coords(self):
        return map(self._coord, self._coords)

    def _coord(self, v):
        if isinstance(v, str): return self.comp[v]
        return v

# give endpoint X values and radii
# resulting cylinder is on the X axis
class CylinderX(CoordsBase):
    def draw(self):
        x1, r1, x2, r2 = self.coords()
        if x1 > x2:
            tmp = x1
            x1 = x2
            x2 = tmp
            tmp = r1
            r1 = r2
            r2 = tmp
        glPushMatrix()
        # GL creates cylinders along Z, so need to rotate
        z1 = x1
        z2 = x2
        glRotatef(90,0,1,0)
        # need to translate the whole thing to z1
        glTranslatef(0,0,z1)
        # the cylinder starts out at Z=0
        gluCylinder(self.q, r1, r2, z2-z1, 32, 1)
        # bottom cap
        glRotatef(180,1,0,0)
        gluDisk(self.q, 0, r1, 32, 1)
        glRotatef(180,1,0,0)
        # the top cap needs flipped and translated
        glPushMatrix()
        glTranslatef(0,0,z2-z1)
        gluDisk(self.q, 0, r2, 32, 1)
        glPopMatrix()
        glPopMatrix()

    def volume(self):
        x1, r1, x2, r2 = self.coords()
        # actually a frustum of a cone
        vol = 3.1415927/3.0 * abs(x1-x2)*(r1*r1+r1*r2+r2*r2)
        #print "CylinderX.volume", vol
        return vol


# give endpoint Y values and radii
# resulting cylinder is on the Y axis
class CylinderY(CoordsBase):
    def __init__(self, y1, r1, y2, r2):
        self._coords = y1, r1, y2, r2
        self.q = gluNewQuadric()

    def draw(self):
        y1, r1, y2, r2 = self.coords()
        if y1 > y2:
            tmp = y1
            y1 = y2
            y2 = tmp
            tmp = r1
            r1 = r2
            r2 = tmp
        glPushMatrix()
        # GL creates cylinders along Z, so need to rotate
        z1 = y1
        z2 = y2
        glRotatef(-90,1,0,0)
        # need to translate the whole thing to z1
        glTranslatef(0,0,z1)
        # the cylinder starts out at Z=0
        gluCylinder(self.q, r1, r2, z2-z1, 32, 1)
        # bottom cap
        glRotatef(180,1,0,0)
        gluDisk(self.q, 0, r1, 32, 1)
        glRotatef(180,1,0,0)
        # the top cap needs flipped and translated
        glPushMatrix()
        glTranslatef(0,0,z2-z1)
        gluDisk(self.q, 0, r2, 32, 1)
        glPopMatrix()
        glPopMatrix()

    def volume(self):
        y1, r1, y2, r2 = self.coords()
        # actually a frustum of a cone
        vol = 3.1415927/3.0 * abs(y1-y2)*(r1*r1+r1*r2+r2*r2)
        #print "CylinderY.volume", vol
        return vol


class CylinderZ(CoordsBase):
    def draw(self):
        z1, r1, z2, r2 = self.coords()
        if z1 > z2:
            tmp = z1
            z1 = z2
            z2 = tmp
            tmp = r1
            r1 = r2
            r2 = tmp
        # need to translate the whole thing to z1
        glPushMatrix()
        glTranslatef(0,0,z1)
        # the cylinder starts out at Z=0
        gluCylinder(self.q, r1, r2, z2-z1, 32, 1)
        # bottom cap
        glRotatef(180,1,0,0)
        gluDisk(self.q, 0, r1, 32, 1)
        glRotatef(180,1,0,0)
        # the top cap needs flipped and translated
        glPushMatrix()
        glTranslatef(0,0,z2-z1)
        gluDisk(self.q, 0, r2, 32, 1)
        glPopMatrix()
        glPopMatrix()

    def volume(self):
        z1, r1, z2, r2 = self.coords()
        # actually a frustum of a cone
        vol = 3.1415927/3.0 * abs(z1-z2)*(r1*r1+r1*r2+r2*r2)
        #print "CylinderZ.volume", vol
        return vol

# give center and radius
class Sphere(CoordsBase):
    def draw(self):
        x, y, z, r = self.coords()
        # need to translate the whole thing to x,y,z
        glPushMatrix()
        glTranslatef(x,y,z)
        # the sphere starts out at the origin
        gluSphere(self.q, r, 32, 16)
        glPopMatrix()

    def volume(self):
        x, y, z, r = self.coords()
        vol = 1.3333333*3.1415927*r*r*r
        #print "Sphere.volume", vol
        return vol


# triangular plate in XY plane
# specify the corners Z values for each side
class TriangleXY(CoordsBase):
    def draw(self):
        x1, y1, x2, y2, x3, y3, z1, z2 = self.coords()
        x12 = x1-x2
        y12 = y1-y2
        x13 = x1-x3
        y13 = y1-y3
        cross = x12*y13 - x13*y12
        if cross < 0:
            tmp = x2
            x2 = x3
            x3 = tmp
            tmp = y2
            y2 = y3
            y3 = tmp
        if z1 > z2:
            tmp = z1
            z1 = z2
            z2 = tmp
        x12 = x1-x2
        y12 = y1-y2
        x23 = x2-x3
        y23 = y2-y3
        x31 = x3-x1
        y31 = y3-y1
        glBegin(GL_QUADS)
        # side 1-2
        h = hypot(x12,y12)
        glNormal3f(-y12/h,x12/h,0)
        glVertex3f(x1, y1, z1)
        glVertex3f(x2, y2, z1)
        glVertex3f(x2, y2, z2)
        glVertex3f(x1, y1, z2)
        # side 2-3
        h = hypot(x23,y23)
        glNormal3f(-y23/h,x23/h,0)
        glVertex3f(x2, y2, z1)
        glVertex3f(x3, y3, z1)
        glVertex3f(x3, y3, z2)
        glVertex3f(x2, y2, z2)
        # side 3-1
        h = hypot(x31,y31)
        glNormal3f(-y31/h,x31/h,0)
        glVertex3f(x3, y3, z1)
        glVertex3f(x1, y1, z1)
        glVertex3f(x1, y1, z2)
        glVertex3f(x3, y3, z2)
        glEnd()
        glBegin(GL_TRIANGLES)
        # upper face
        glNormal3f(0,0,1)
        glVertex3f(x1, y1, z2)
        glVertex3f(x2, y2, z2)
        glVertex3f(x3, y3, z2)
        # lower face
        glNormal3f(0,0,-1)
        glVertex3f(x1, y1, z1)
        glVertex3f(x3, y3, z1)
        glVertex3f(x2, y2, z1)
        glEnd()

    def volume(self):
        x1, y1, x2, y2, x3, y3, z1, z2 = self.coords()
        # compute pts 2 and 3 relative to 1 (puts pt1 at origin)
        x2 = x2-x1
        x3 = x3-x1
        y2 = y2-y1
        y3 = y3-y1
        # compute area of triangle
        area = 0.5*abs(x2*y3 - x3*y2)
        thk = abs(z1-z2)
        vol = area*thk
        #print "TriangleXY.volume = area * thickness)",vol, area, thk
        return vol

# triangular plate in XZ plane
class TriangleXZ(TriangleXY):
    def coords(self):
        x1, z1, x2, z2, x3, z3, y1, y2 = TriangleXY.coords(self)
        return x1, z1, x2, z2, x3, z3, -y1, -y2
   
    def draw(self):
        glPushMatrix()
        glRotatef(90,1,0,0)
        # create the triangle in XY plane
        TriangleXY.draw(self)
        # bottom cap
        glPopMatrix()

    def volume(self):
        vol = TriangleXY.volume(self)
        #print " TriangleXZ.volume",vol
        return vol

# triangular plate in YZ plane
class TriangleYZ(TriangleXY):
    def coords(self):
        y1, z1, y2, z2, y3, z3, x1, x2 = TriangleXY.coords(self)
        return z1, y1, z2, y2, z3, y3, -x1, -x2
   
    def draw(self):
        glPushMatrix()
        glRotatef(90,0,-1,0)
        # create the triangle in XY plane
        TriangleXY.draw(self)
        # bottom cap
        glPopMatrix()

    def volume(self):
        vol = TriangleXY.volume(self)
        #print " TriangleYZ.volume",vol
        return vol


class ArcX(CoordsBase):
    def draw(self):
        x1, x2, r1, r2, a1, a2, steps = self.coords()
        if x1 > x2:
            tmp = x1
            x1 = x2
            x2 = tmp
        if r1 > r2:
            tmp = r1
            r1 = r2
            r2 = tmp
        while a1 > a2:
            a2 = a2 + 360
        astep = ((a2-a1)/steps)*(pi/180)
        a1rads = a1 * (pi/180)
        # positive X end face
        glBegin(GL_QUAD_STRIP)
        glNormal3f(1,0,0)
        n = 0
        while n <= steps:
            angle = a1rads+n*astep
            s = sin(angle)
            c = cos(angle)
            glVertex3f(x2, r1*s, r1*c)
            glVertex3f(x2, r2*s, r2*c)
            n = n + 1

        glEnd()
        # negative X end face
        glBegin(GL_QUAD_STRIP)
        glNormal3f(-1,0,0)
        n = 0
        while n <= steps:
            angle = a1rads+n*astep
            s = sin(angle)
            c = cos(angle)
            glVertex3f(x1, r1*s, r1*c)
            glVertex3f(x1, r2*s, r2*c)
            n = n + 1
        glEnd()
        # inner diameter
        glBegin(GL_QUAD_STRIP)
        n = 0
        while n <= steps:
            angle = a1rads+n*astep
            s = sin(angle)
            c = cos(angle)
            glNormal3f(0,-s, -c)
            glVertex3f(x1, r1*s, r1*c)
            glVertex3f(x2, r1*s, r1*c)
            n = n + 1
        glEnd()
        # outer diameter
        glBegin(GL_QUAD_STRIP)
        n = 0
        while n <= steps:
            angle = a1rads+n*astep
            s = sin(angle)
            c = cos(angle)
            glNormal3f(0, s, c)
            glVertex3f(x1, r2*s, r2*c)
            glVertex3f(x2, r2*s, r2*c)
            n = n + 1
        glEnd()
        # end plates
        glBegin(GL_QUADS)
        # first end plate
        angle = a1 * (pi/180)
        s = sin(angle)
        c = cos(angle)
        glNormal3f(0, -c, s)
        glVertex3f(x1, r2*s, r2*c)
        glVertex3f(x2, r2*s, r2*c)
        glVertex3f(x2, r1*s, r1*c)
        glVertex3f(x1, r1*s, r1*c)
        # other end
        angle = a2 * (pi/180)   
        s = sin(angle)
        c = cos(angle)
        glNormal3f(0, c, -s)
        glVertex3f(x1, r2*s, r2*c)
        glVertex3f(x2, r2*s, r2*c)
        glVertex3f(x2, r1*s, r1*c)
        glVertex3f(x1, r1*s, r1*c)
        glEnd()

    def volume(self):
        x1, x2, r1, r2, a1, a2, steps = self.coords()
        if x1 > x2:
            tmp = x1
            x1 = x2
            x2 = tmp
        if r1 > r2:
            tmp = r1
            r1 = r2
            r2 = tmp
        while a1 > a2:
            a2 = a2 + 360
        height = x2 - x1
        angle = a2 - a1
        area = (angle/360.0)*pi*(r2*r2-r1*r1)
        vol = area * height
        #print "Arc.volume = angle * area * height",vol, angle, area, height
        return vol
   



# six coordinate version - specify each side of the box
class Box(CoordsBase):
    def draw(self):
        x1, y1, z1, x2, y2, z2 = self.coords()
        if x1 > x2:
            tmp = x1
            x1 = x2
            x2 = tmp
        if y1 > y2:
            tmp = y1
            y1 = y2
            y2 = tmp
        if z1 > z2:
            tmp = z1
            z1 = z2
            z2 = tmp

        glBegin(GL_QUADS)
        # bottom face
        glNormal3f(0,0,-1)
        glVertex3f(x2, y1, z1)
        glVertex3f(x1, y1, z1)
        glVertex3f(x1, y2, z1)
        glVertex3f(x2, y2, z1)
        # positive X face
        glNormal3f(1,0,0)
        glVertex3f(x2, y1, z1)
        glVertex3f(x2, y2, z1)
        glVertex3f(x2, y2, z2)
        glVertex3f(x2, y1, z2)
        # positive Y face
        glNormal3f(0,1,0)
        glVertex3f(x1, y2, z1)
        glVertex3f(x1, y2, z2)
        glVertex3f(x2, y2, z2)
        glVertex3f(x2, y2, z1)
        # negative Y face
        glNormal3f(0,-1,0)
        glVertex3f(x2, y1, z2)
        glVertex3f(x1, y1, z2)
        glVertex3f(x1, y1, z1)
        glVertex3f(x2, y1, z1)
        # negative X face
        glNormal3f(-1,0,0)
        glVertex3f(x1, y1, z1)
        glVertex3f(x1, y1, z2)
        glVertex3f(x1, y2, z2)
        glVertex3f(x1, y2, z1)
        # top face
        glNormal3f(0,0,1)
        glVertex3f(x1, y2, z2)
        glVertex3f(x1, y1, z2)
        glVertex3f(x2, y1, z2)
        glVertex3f(x2, y2, z2)
        glEnd()

    def volume(self):
        x1, y1, z1, x2, y2, z2 = self.coords()
        vol = abs((x1-x2)*(y1-y2)*(z1-z2))
        #print "Box.volume", vol
        return vol


# specify the width in X and Y, and the height in Z
# the box is centered on the origin
class BoxCentered(Box):
    def __init__(self, xw, yw, zw):
        Box.__init__(self, -xw/2.0, -yw/2.0, -zw/2.0, xw/2.0, yw/2.0, zw/2.0)

# specify the width in X and Y, and the height in Z
# the box is centered in X and Y, and runs from Z=0 up
# (or down) to the specified Z value
class BoxCenteredXY(Box):
    def __init__(self, xw, yw, zw):
        Box.__init__(self, -xw/2.0, -yw/2.0, 0, xw/2.0, yw/2.0, zw)

# capture current transformation matrix
# note that this tranforms from the current coordinate system
# to the viewport system, NOT to the world system
class Capture(object):
    def __init__(self):
        self.t = []

    def capture(self):
        self.t = glGetDoublev(GL_MODELVIEW_MATRIX)
   
    def volume(self):
        return 0.0

# function to invert a transform matrix
# based on http://steve.hollasch.net/cgindex/math/ ... forthinv.c
# with simplifications since we don't do scaling

# This function inverts a 4x4 matrix that is affine and orthogonal.  In
# other words, the perspective components are [0 0 0 1], and the basis
# vectors are orthogonal to each other.  In addition, the matrix must
# not do scaling

def invert(src):
    # make a copy
    inv=src[:]
    # The inverse of the upper 3x3 is the transpose (since the basis
    # vectors are orthogonal to each other.
    inv[1],inv[4] = inv[4],inv[1]
    inv[2],inv[8] = inv[8],inv[2]
    inv[6],inv[9] = inv[9],inv[6]
    # The inverse of the translation component is just the negation
    # of the translation after dotting with the new upper3x3 rows. */   
    inv[12] = -(src[12]*inv[0] + src[13]*inv[4] + src[14]*inv[8])
    inv[13] = -(src[12]*inv[1] + src[13]*inv[5] + src[14]*inv[9])
    inv[14] = -(src[12]*inv[2] + src[13]*inv[6] + src[14]*inv[10])
    return inv

class Hud(object):
    '''head up display - draws a semi-transparent text box.
    use HUD.strs for things that must be updated constantly,
    and HUD.show("stuff") for one-shot things like error messages'''
    def __init__(self,  showme=1):
        self.app = []
        self.strs = []
        self.messages = []
        self.showme = 0
       
    def show(self, string="xyzzy"):
        self.showme = 1
        if string != "xyzzy":
            self.messages += [str(string)]
       
    def hide(self):
        self.showme = 0
       
    def clear(self):
        self.messages = []
       
    def draw(self):
        drawtext = self.strs + self.messages
        self.lines = len(drawtext)
        #draw head-up-display
        #see axis.py for more font/color configurability
        if ((self.showme == 0) or (self.lines == 0)):
            return
       
        glMatrixMode(GL_PROJECTION)
        glPushMatrix()
        glLoadIdentity()
       
        #pointer to font?
        fontbase = int(self.app.loadbitmapfont("9x15"))
        char_width, char_height = 9, 15
        xmargin,ymargin = 5,5
        ypos = float(self.app.winfo_height())
       
        glOrtho(0.0, self.app.winfo_width(), 0.0, ypos, -1.0, 1.0)
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadIdentity()
       
        #draw the text box
        maxlen = max([len(p) for p in drawtext])
        box_width = maxlen * char_width
        glDepthFunc(GL_ALWAYS)
        glDepthMask(GL_FALSE)
        glDisable(GL_LIGHTING)
        glEnable(GL_BLEND)
        glEnable(GL_NORMALIZE)
        glBlendFunc(GL_ONE, GL_CONSTANT_ALPHA)
        glColor3f(0.2,0,0)
        glBlendColor(0,0,0,0.5) #rgba
        glBegin(GL_QUADS)
        glVertex3f(0, ypos, 1) #upper left
        glVertex3f(0, ypos - 2*ymargin - char_height*len(drawtext), 1) #lower left
        glVertex3f(box_width+2*xmargin, ypos - 2*ymargin - char_height*len(drawtext), 1) #lower right
        glVertex3f(box_width+2*xmargin,  ypos , 1) #upper right
        glEnd()
        glDisable(GL_BLEND)
        glEnable(GL_LIGHTING)
       
        #fill the box with text
        maxlen = 0
        ypos -= char_height+ymargin
        i=0
        glDisable(GL_LIGHTING)
        glColor3f(0.9,0.9,0.9)
        for string in drawtext:
            maxlen = max(maxlen, len(string))
        #   if i < len(homed) and homed[i]:
        #       glRasterPos2i(6, ypos)
        #       glBitmap(13, 16, 0, 3, 17, 0, homeicon)
            glRasterPos2i(xmargin, int(ypos))
            for char in string:
                glCallList(fontbase + ord(char))
        #   if i < len(homed) and limit[i]:
        #       glBitmap(13, 16, -5, 3, 17, 0, limiticon)
            ypos -= char_height
            i = i + 1
        glDepthFunc(GL_LESS)
        glDepthMask(GL_TRUE)
        glEnable(GL_LIGHTING)
   
        glPopMatrix()
        glMatrixMode(GL_PROJECTION)
        glPopMatrix()
        glMatrixMode(GL_MODELVIEW)


class O(rs274.OpenGLTk.Opengl):
    def __init__(self, *args, **kw):
        rs274.OpenGLTk.Opengl.__init__(self, *args, **kw)
        self.r_back = self.g_back = self.b_back = 0
        #self.q1 = gluNewQuadric()
        #self.q2 = gluNewQuadric()
        #self.q3 = gluNewQuadric()
        self.plotdata = []
        self.plotlen = 16000
        #does not show HUD by default
        self.hud = Hud()

    def basic_lighting(self):
        self.activate()
        glLightfv(GL_LIGHT0, GL_POSITION, (1, -1, .5, 0))
        glLightfv(GL_LIGHT0, GL_AMBIENT, (.2,.2,.2,0))
        glLightfv(GL_LIGHT0, GL_DIFFUSE, (.6,.6,.4,0))
        glLightfv(GL_LIGHT0+1, GL_POSITION, (-1, -1, .5, 0))
        glLightfv(GL_LIGHT0+1, GL_AMBIENT, (.0,.0,.0,0))
        glLightfv(GL_LIGHT0+1, GL_DIFFUSE, (.0,.0,.4,0))
        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, (1,1,1,0))
        glDisable(GL_CULL_FACE)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
        glEnable(GL_LIGHT0+1)
        glDepthFunc(GL_LESS)
        glEnable(GL_DEPTH_TEST)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
 

       

    def redraw(self, *args):
        if self.winfo_width() == 1: return
        self.model.traverse()
        # current coords: world
        # the matrices tool2view, work2view, and world2view
        # transform from tool/work/world coords to viewport coords
        # if we want to draw in tool coords, we need to do
        # "tool -> view -> world" (since the current frame is world)
        # and if we want to draw in work coords, we need
        # "work -> view -> world".  For both, we need to invert
        # the world2view matrix to do the second step
        view2world = invert(self.world2view.t)
        # likewise, for backplot, we want to transform the tooltip
        # position from tool coords (where it is [0,0,0]) to work
        # coords, so we need tool -> view -> work
        # so lets also invert the work2view matrix
        view2work = invert(self.work2view.t)

        # since backplot lines only need vertexes, not orientation,
        # and the tooltip is at the origin, getting the tool coords
        # is easy
        #tx, ty, tz = self.tool2view.t[12:15]
        # now we have to transform them to the work frame
        #wx = tx*view2work[0]+ty*view2work[4]+tz*view2work[8]+view2work[12]
        #wy = tx*view2work[1]+ty*view2work[5]+tz*view2work[9]+view2work[13]
        #wz = tx*view2work[2]+ty*view2work[6]+tz*view2work[10]+view2work[14]
        # wx, wy, wz are the values to use for backplot
        # so we save them in a buffer
            #if len(self.plotdata) == self.plotlen:
            #del self.plotdata[:self.plotlen / 10]
        #point = [ wx, wy, wz ]
        #if not self.plotdata or point != self.plotdata[-1]:
            #self.plotdata.append(point)

        # now lets draw something in the tool coordinate system
        #glPushMatrix()
        # matrixes take effect in reverse order, so the next
        # two lines do "tool -> view -> world"
        #glMultMatrixd(view2world)
        #glMultMatrixd(self.tool2view.t)

        # do drawing here
        # cylinder normally goes to +Z, we want it down
        #glTranslatef(0,0,-60)
        #gluCylinder(self.q1, 20, 20, 60, 32, 16)

        # back to world coords
        #glPopMatrix()
       
       
        # we can also draw in the work coord system
        glPushMatrix()
        # "work -> view -> world"
        glMultMatrixd(view2world)
        glMultMatrixd(self.work2view.t)
        # now we can draw in work coords, and whatever we draw
        # will move with the work, (if the work is attached to
        # a table or indexer or something that moves with
        # respect to the world

        # just a test object, sitting on the table
        #gluCylinder(self.q2, 40, 20, 60, 32, 16)
       
        #draw head up display
        if(hasattr(self.hud, "draw")):
            self.hud.draw()

        # draw backplot
        glDisable(GL_LIGHTING)
        glLineWidth(2)
        glColor3f(1.0,0.5,0.5)

            #glBegin(GL_LINE_STRIP)
        #for p in self.plotdata:
            #glVertex3f(*p)
        #glEnd()

        glEnable(GL_LIGHTING)
        glColor3f(1,1,1)
        glLineWidth(1)
        glDisable(GL_BLEND)
        glDepthFunc(GL_LESS)

        # back to world again
        glPopMatrix()

class Color(Collection):
    def __init__(self, color, parts):
        self.color = color
        Collection.__init__(self, parts)

    def apply(self):
        glPushAttrib(GL_LIGHTING_BIT)
        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, self.color)

    def unapply(self):
        glPopAttrib()

class AsciiSTL:
    def __init__(self, filename=None, data=None):
        if data is None:
            data = open(filename, "r")
        elif isinstance(data, str):
            data = data.split("\n")
        self.list = None
        t = []
        n = [0,0,0]
        self.d = d = []
        for line in data:
            if line.find("normal") != -1:
                line = line.split()
                x, y, z = map(float, line[-3:])
                n = [x,y,z]
            elif line.find("vertex") != -1:
                line = line.split()
                x, y, z = map(float, line[-3:])
                t.append([x,y,z])
                if len(t) == 3:
                    if n == [0,0,0]:
                        dx1 = t[1][0] - t[0][0]
                        dy1 = t[1][1] - t[0][1]
                        dz1 = t[1][2] - t[0][2]
                        dx2 = t[2][0] - t[0][0]
                        dy2 = t[2][1] - t[0][1]
                        dz2 = t[2][2] - t[0][2]
                        n = [y1*z2 - y2*z1, z1*x2 - z2*x1, y1*x2 - y2*x1]
                    d.append((n, t))
                    t = []
                    n = [0,0,0]

    def draw(self):
        if self.list is None:
            # OpenGL isn't ready yet in __init__ so the display list
            # is created during the first draw
            self.list = glGenLists(1)
            glNewList(self.list, GL_COMPILE)
            glBegin(GL_TRIANGLES)
            for n, t in self.d:
                glNormal3f(*n)
                glVertex3f(*t[0])
                glVertex3f(*t[1])
                glVertex3f(*t[2])
            glEnd()
            glEndList()
            del self.d
        glCallList(self.list)

class AsciiOBJ:
    def __init__(self, filename=None, data=None):
        if data is None:
            data = open(filename, "r")
        elif isinstance(data, str):
            data = data.split("\n")

        self.v = v = []
        self.vn = vn = []
        self.f = f = []
        for line in data:
            if line.startswith("#"): continue
            if line.startswith("vn"):
                vn.append([float(w) for w in line.split()[1:]])
            elif line.startswith("v"):
                v.append([float(w) for w in line.split()[1:]])
            elif line.startswith("f"):
                f.append(self.parse_face(line))

        #print v[:5]
        #print vn[:5]
        #print f[:5]

        self.list = None


    def parse_int(self, i):
        if i == '': return None
        return int(i)

    def parse_slash(self, word):
        return [self.parse_int(i) for i in word.split("/")]

    def parse_face(self, line):
        return [self.parse_slash(w) for w in line.split()[1:]]

    def draw(self):
        if self.list is None:
            # OpenGL isn't ready yet in __init__ so the display list
            # is created during the first draw
            self.list = glGenLists(1)
            glNewList(self.list, GL_COMPILE)
            glDisable(GL_CULL_FACE)
            glBegin(GL_TRIANGLES)
            #print "obj", len(self.f)
            for f in self.f:
                for v, t, n in f:
                    if n:
                        glNormal3f(*self.vn[n-1])
                    glVertex3f(*self.v[v-1])
            glEnd()
            glEndList()
            del self.v
            del self.vn
            del self.f
        glCallList(self.list)


def main(model,  work, size=10, hud=0, rotation_vectors=None, lat=0, lon=0):
    app = Tkinter.Tk()

    t = O(app, double=1, depth=1)
    # set which axes to rotate around
    if rotation_vectors: t.rotation_vectors = rotation_vectors
    # we want to be able to see the model from all angles
    t.set_latitudelimits(-180, 180)
    # set starting viewpoint if desired
    t.after(100, lambda: t.set_viewangle(lat, lon))

    #there's probably a better way of doing this
    global HUD
    HUD = 0
    if(hud != 0 and hasattr(hud, "app")):
        HUD = hud
        #point our app at the global
        t.hud = HUD

    t.hud.app = t #HUD needs to know where to draw
   
    # need to capture the world coordinate system
    world = Capture()

    t.model = Collection([model, world])
    t.distance = size * 3
    t.near = size * 0.01
    t.far = size * 10.0
    #t.tool2view = tool
    t.world2view = world
    t.work2view = work

    t.pack(fill="both", expand=1)

    def update():
        t.tkRedraw()
        t.after(100, update)
    update()

    def quit(*args):
        raise SystemExit

    signal.signal(signal.SIGTERM, quit)
    signal.signal(signal.SIGINT, quit)

    app.mainloop()

===============
может кто подскажет причину?
nkp
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Re: Vismach

Сообщение nkp » 19 фев 2018, 11:20

"пощупать " это все можно так:
в папку конфига кидаем stage.py и vlib.py
bend.tar
(40 Кб) Скачиваний: 34

-------------
а в hal прописываем сам компонент с окном
Код: Выделить всёРазвернуть
loadusr -Wn stage python stage.py


и simpin для задания значения пинам
Код: Выделить всёРазвернуть
loadusr sim_pin    stage.lng.0  stage.lng.1  stage.lng.2  stage.lng.3  stage.lng.4  stage.lng.5  stage.lng.6   stage.trn.0  stage.trn.1  stage.trn.2  stage.trn.3  stage.trn.4  stage.trn.5  stage.trn.6    stage.rtX.0  stage.rtX.1  stage.rtX.2  stage.rtX.3  stage.rtX.4  stage.rtX.5  stage.rtX.6   stage.rtZ.0  stage.rtZ.1  stage.rtZ.2  stage.rtZ.3  stage.rtZ.4  stage.rtZ.5  stage.rtZ.6 

(это одной строкой нужно прописать)
(можно и в ини это прописать)
вот примерно так это выглядит:
Vismach Выделение_065.jpg
nkp
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Re: Vismach

Сообщение NKS » 19 фев 2018, 11:55

nkp писал(а):может кто подскажет причину?

Так там же написано (1283, stack overflow). Может быть, размера памяти выделенной для opengl не хватает?
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