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Re: 3d view output

 

Dear Vaclav,
Thank you very much for your detailed reply. It's really very helpful.

Cheers,
Tao

2010/12/7 Václav Šmilauer <eu@xxxxxxxx>

>
>  What's more, I also want to know how to zoom the view automatically by
>>> adding some codes in GLViewer.cpp file? For instance, I want my model always
>>> be shown in the same size as the view.
>>>
>> Hi Tao, there is a functionality to save & load the 3d view configuration
>> (using the keys Alt-7,8,9 and 7,8,9 to save/load, and Alt-S to save to file
>> I think), and one can also handle that from scripts. They key is to
>> understand that the GL rendering happens in 2 places, one is
>> qt.OpenGLRenderer, the other one is qt.GLViewer (which you can retrive by
>> calling qt.views()[0] IIRC). I will write you a proper answer tomorrow, you
>> can have a look in docs for now.
>>
> Hi Tao, sorry for late reply. I fixed the docs so that the python interface
> to the glviewer is properly documented now (
> https://www.yade-dem.org/sphinx/yade.qt.html ; note that the
> yade.qt._GLViewer is itself imported directly to yade.qt, so you never have
> to specify _GLViewer). You can save views with Alt+7,8,9 and load it by
> pressing 7,8,9 again (press "h" in the view to get some terse help on that);
> those 3 states are saved in scene and can be saved/loaded programatically
> via loadState(num)/saveState(num). The viewer object can be obtained either
> when you create it with v=qt.View(), or when already opened, with
> v=qt.views()[0].
>
> Then use v.loadState(1), v.saveState(2) etc. Individual parameters can be
> also manipulated, see
> https://www.yade-dem.org/sphinx/yade.qt.html#yade.qt._GLViewer.GLViewer ,
> also get some inspiration in scripts/test/beam-l3geom.py where the view is
> set "by hand".
>
> The GLViewer determines how do you look the scene, whereas OpenGLRenderer
> determines what is actually drawn in the 3d space (whether you see
> particles, or interactions etc); for that, see
> https://www.yade-dem.org/sphinx/yade.wrapper.html#yade.wrapper.OpenGLRenderer,
> which is also accessible from the second tab of the Controller (In there,
> you also have access to all Gl1_* functors and their attributes). You can
> get the renderer (there is only one instance of it) from qt.Renderer() and
> then play with that.
>
> Hope this help a bit.
>
> Cheers, v.
>
>
>
>
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-- 
Tao Zhao
DPhil student in Engineering Science
Department of Engineering Science, Parks Road, Oxford, OX1 3PJ
University of Oxford, United Kingdom
Tel:       (0044) 01865283268   (office)
Mobile:  (0044) 07587493495
E-mail: tao.zhao@xxxxxxxxxxxx OR aaronztaoox@xxxxxxxxx
 <06zhaotao@xxxxxxxxxxxxx>

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