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authortoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
committertoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
commit90825e2392b2d70e43c7a25b8a3752299a933894 (patch)
treee33aa27f02b74604afbfd0ea4f1cfca8833d882a /python/pyqt/examples3/gears.py
downloadtdebindings-90825e2392b2d70e43c7a25b8a3752299a933894.tar.gz
tdebindings-90825e2392b2d70e43c7a25b8a3752299a933894.zip
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923 git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdebindings@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'python/pyqt/examples3/gears.py')
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diff --git a/python/pyqt/examples3/gears.py b/python/pyqt/examples3/gears.py
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+#!/usr/bin/env python
+
+
+import sys
+import math
+from qt import *
+from qtgl import *
+from OpenGL.GL import *
+
+def gear(inner_radius,outer_radius,width,teeth,tooth_depth):
+ r0 = inner_radius
+ r1 = outer_radius - tooth_depth/2.0
+ r2 = outer_radius + tooth_depth/2.0
+
+ da = 2.0*math.pi/teeth/4.0
+
+ glShadeModel(GL_FLAT)
+
+ glNormal3f(0.0,0.0,1.0)
+
+ # draw front face
+
+ glBegin(GL_QUAD_STRIP)
+
+ for i in range(teeth+1):
+ angle = i * 2.0*math.pi/teeth
+ glVertex3f(r0*math.cos(angle), r0*math.sin(angle), width*0.5 )
+ glVertex3f(r1*math.cos(angle), r1*math.sin(angle), width*0.5 )
+ glVertex3f(r0*math.cos(angle), r0*math.sin(angle), width*0.5 )
+ glVertex3f(r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), width*0.5 )
+
+ glEnd()
+
+ # draw front sides of teeth
+
+ da = 2.0*math.pi/teeth/4.0
+
+ glBegin(GL_QUADS)
+
+ for i in range(teeth):
+ angle = i*2.0*math.pi/teeth
+
+ glVertex3f( r1*math.cos(angle), r1*math.sin(angle), width*0.5 )
+ glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), width*0.5 )
+ glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), width*0.5 )
+ glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), width*0.5 )
+
+ glEnd()
+
+
+ glNormal3f( 0.0, 0.0, -1.0 )
+
+ # draw back face
+
+ glBegin( GL_QUAD_STRIP )
+
+ for i in range(teeth+1):
+ angle = i*2.0*math.pi/teeth
+
+ glVertex3f( r1*math.cos(angle), r1*math.sin(angle), -width*0.5 )
+ glVertex3f( r0*math.cos(angle), r0*math.sin(angle), -width*0.5 )
+ glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), -width*0.5 )
+ glVertex3f( r0*math.cos(angle), r0*math.sin(angle), -width*0.5 )
+
+ glEnd()
+
+ # draw back sides of teeth
+
+ da = 2.0*math.pi/teeth/4.0
+
+ glBegin( GL_QUADS )
+
+ for i in range(teeth):
+ angle = i*2.0*math.pi/teeth
+
+ glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), -width*0.5 )
+ glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), -width*0.5 )
+ glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), -width*0.5 )
+ glVertex3f( r1*math.cos(angle), r1*math.sin(angle), -width*0.5 )
+
+ glEnd()
+
+ # draw outward faces of teeth
+
+ glBegin( GL_QUAD_STRIP )
+
+ for i in range(teeth):
+ angle = i*2.0*math.pi/teeth
+
+ glVertex3f( r1*math.cos(angle), r1*math.sin(angle), width*0.5 )
+ glVertex3f( r1*math.cos(angle), r1*math.sin(angle), -width*0.5 )
+
+ u = r2*math.cos(angle+da) - r1*math.cos(angle)
+ v = r2*math.sin(angle+da) - r1*math.sin(angle)
+
+ len = math.sqrt( u*u + v*v )
+ u /= len
+ v /= len
+ glNormal3f( v, -u, 0.0 )
+ glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), width*0.5 )
+ glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), -width*0.5 )
+ glNormal3f( math.cos(angle), math.sin(angle), 0.0 )
+ glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), width*0.5 )
+ glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), -width*0.5 )
+ u = r1*math.cos(angle+3*da) - r2*math.cos(angle+2*da)
+ v = r1*math.sin(angle+3*da) - r2*math.sin(angle+2*da)
+ glNormal3f( v, -u, 0.0 )
+ glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), width*0.5 )
+ glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), -width*0.5 )
+ glNormal3f( math.cos(angle), math.sin(angle), 0.0 )
+
+ glVertex3f( r1*math.cos(0.0), r1*math.sin(0.0), width*0.5 )
+ glVertex3f( r1*math.cos(0.0), r1*math.sin(0.0), -width*0.5 )
+
+ glEnd()
+
+ glShadeModel (GL_SMOOTH)
+
+ # draw inside radius cylinder
+
+ glBegin( GL_QUAD_STRIP )
+
+ for i in range(teeth+1):
+ angle = i * 2.0*math.pi / teeth
+ glNormal3f( -math.cos(angle), -math.sin(angle), 0.0 )
+ glVertex3f( r0*math.cos(angle), r0*math.sin(angle), -width*0.5 )
+ glVertex3f( r0*math.cos(angle), r0*math.sin(angle), width*0.5 )
+
+ glEnd()
+
+##############################################################################
+class GearWidget(QGLWidget):
+ def __init__(self,parent=None,name=None):
+ QGLWidget.__init__(self,parent,name)
+
+ self.angle=0.0
+ self.view_rotx=0.0
+ self.view_roty=0.0
+ self.view_rotz=0.0
+
+ self.startTimer(10)
+
+ def timerEvent(self,event):
+ self.updateGL()
+
+ def paintGL(self):
+ self.angle = self.angle + 2.0
+ self.view_rotx = self.view_rotx + 1.0
+ self.view_roty = self.view_roty + 3.0
+ self.view_rotz = self.view_rotz + 2.0
+
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
+
+ glPushMatrix()
+ glRotatef( self.view_rotx, 1.0, 0.0, 0.0 )
+ glRotatef( self.view_roty, 0.0, 1.0, 0.0 )
+ glRotatef( self.view_rotz, 0.0, 0.0, 1.0 )
+
+ glPushMatrix()
+ glTranslatef( -3.0, -2.0, 0.0 )
+ glRotatef( self.angle, 0.0, 0.0, 1.0 )
+ glCallList(self.gear1)
+ glPopMatrix()
+
+ glPushMatrix()
+ glTranslatef( 3.1, -2.0, 0.0 )
+ glRotatef( -2.0*self.angle-9.0, 0.0, 0.0, 1.0 )
+ glCallList(self.gear2)
+ glPopMatrix()
+
+ glPushMatrix()
+ glTranslatef( -3.1, 2.2, -1.8 )
+ glRotatef( 90.0, 1.0, 0.0, 0.0 )
+ glRotatef( 2.0*self.angle-2.0, 0.0, 0.0, 1.0 )
+ glCallList(self.gear3)
+ glPopMatrix()
+
+ glPopMatrix()
+
+ def resizeGL(self,width,height):
+ w = width / float(height)
+ h = 1.0
+
+ glViewport( 0, 0, width, height )
+ glMatrixMode(GL_PROJECTION)
+ glLoadIdentity()
+ glFrustum( -w, w, -h, h, 5.0, 60.0 )
+ glMatrixMode(GL_MODELVIEW)
+ glLoadIdentity()
+ glTranslatef( 0.0, 0.0, -40.0 )
+
+ def initializeGL(self):
+ pos=(5.0, 5.0, 10.0, 1.0 )
+ ared=(0.8, 0.1, 0.0, 1.0 )
+ agreen=(0.0, 0.8, 0.2, 1.0 )
+ ablue=(0.2, 0.2, 1.0, 1.0 )
+
+ glLightfv(GL_LIGHT0,GL_POSITION,pos)
+ glEnable(GL_CULL_FACE)
+ glEnable(GL_LIGHTING)
+ glEnable(GL_LIGHT0)
+ glEnable(GL_DEPTH_TEST)
+
+ self.gear1=glGenLists(1)
+ glNewList(self.gear1,GL_COMPILE)
+ glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,ared)
+ gear(1.0,4.0,1.0,20,0.7)
+ glEndList()
+
+ self.gear2=glGenLists(1)
+ glNewList(self.gear2,GL_COMPILE)
+ glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,agreen)
+ gear(0.5,2.0,2.0,10,0.7)
+ glEndList()
+
+ self.gear3=glGenLists(1)
+ glNewList(self.gear3,GL_COMPILE)
+ glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,ablue)
+ gear(1.3,2.0,0.5,10,0.7)
+ glEndList()
+
+ glEnable(GL_NORMALIZE)
+
+##############################################################################
+if __name__=='__main__':
+ QApplication.setColorSpec(QApplication.CustomColor)
+ app=QApplication(sys.argv)
+
+ if not QGLFormat.hasOpenGL():
+ raise 'No Qt OpenGL support.'
+
+ widget=GearWidget()
+ app.setMainWidget(widget)
+ widget.show()
+ app.exec_loop()