installed. Create the code page small and hide it to reduce flicker, it will later be shown and sized correctly when put into the notebook. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@28918 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			272 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			272 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
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import wx
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try:
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    from wx import glcanvas
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    haveGLCanvas = True
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except ImportError:
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    haveGLCanvas = False
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try:
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    # The Python OpenGL package can be found at
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    # http://PyOpenGL.sourceforge.net/
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    from OpenGL.GL import *
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    from OpenGL.GLUT import *
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    haveOpenGL = True
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except ImportError:
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    haveOpenGL = False
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#----------------------------------------------------------------------
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buttonDefs = {
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    wx.NewId() : ('CubeCanvas',      'Cube'),
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    wx.NewId() : ('ConeCanvas',      'Cone'),
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    }
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class ButtonPanel(wx.Panel):
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    def __init__(self, parent, log):
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        wx.Panel.__init__(self, parent, -1)
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        self.log = log
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        box = wx.BoxSizer(wx.VERTICAL)
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        box.Add((20, 30))
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        keys = buttonDefs.keys()
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        keys.sort()
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        for k in keys:
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            text = buttonDefs[k][1]
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            btn = wx.Button(self, k, text)
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            box.Add(btn, 0, wx.ALIGN_CENTER|wx.ALL, 15)
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            self.Bind(wx.EVT_BUTTON, self.OnButton, btn)
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        #** Enable this to show putting a GLCanvas on the wx.Panel
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        if 0:
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            c = CubeCanvas(self)
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            c.SetSize((200, 200))
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            box.Add(c, 0, wx.ALIGN_CENTER|wx.ALL, 15)
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        self.SetAutoLayout(True)
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        self.SetSizer(box)
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    def OnButton(self, evt):
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        if not haveGLCanvas:
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            dlg = wx.MessageDialog(self,
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                                   'The GLCanvas class has not been included with this build of wxPython!',
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                                   'Sorry', wx.OK | wx.ICON_INFORMATION)
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            dlg.ShowModal()
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            dlg.Destroy()
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        elif not haveOpenGL:
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            dlg = wx.MessageDialog(self,
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                                   'The OpenGL package was not found.  You can get it at\n'
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                                   'http://PyOpenGL.sourceforge.net/',
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                                   'Sorry', wx.OK | wx.ICON_INFORMATION)
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            dlg.ShowModal()
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            dlg.Destroy()
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        else:
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            canvasClassName = buttonDefs[evt.GetId()][0]
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            canvasClass = eval(canvasClassName)
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            frame = wx.Frame(None, -1, canvasClassName, size=(400,400))
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            canvas = canvasClass(frame)
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            frame.Show(True)
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class MyCanvasBase(glcanvas.GLCanvas):
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    def __init__(self, parent):
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        glcanvas.GLCanvas.__init__(self, parent, -1)
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        self.init = False
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        # initial mouse position
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        self.lastx = self.x = 30
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        self.lasty = self.y = 30
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        self.Bind(wx.EVT_ERASE_BACKGROUND, self.OnEraseBackground)
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        self.Bind(wx.EVT_SIZE, self.OnSize)
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        self.Bind(wx.EVT_PAINT, self.OnPaint)
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        self.Bind(wx.EVT_LEFT_DOWN, self.OnMouseDown)
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        self.Bind(wx.EVT_LEFT_UP, self.OnMouseUp)
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        self.Bind(wx.EVT_MOTION, self.OnMouseMotion)
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    def OnEraseBackground(self, event):
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        pass # Do nothing, to avoid flashing on MSW.
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    def OnSize(self, event):
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        size = self.GetClientSize()
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        if self.GetContext():
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            self.SetCurrent()
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            glViewport(0, 0, size.width, size.height)
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        event.Skip()
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    def OnPaint(self, event):
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        dc = wx.PaintDC(self)
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        self.SetCurrent()
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        if not self.init:
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            self.InitGL()
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            self.init = True
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        self.OnDraw()
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    def OnMouseDown(self, evt):
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        self.CaptureMouse()
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    def OnMouseUp(self, evt):
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        self.ReleaseMouse()
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    def OnMouseMotion(self, evt):
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        if evt.Dragging() and evt.LeftIsDown():
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            self.x, self.y = self.lastx, self.lasty
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            self.x, self.y = evt.GetPosition()
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            self.Refresh(False)
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class CubeCanvas(MyCanvasBase):
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    def InitGL(self):
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        # set viewing projection
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        glMatrixMode(GL_PROJECTION);
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        glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
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        # position viewer
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        glMatrixMode(GL_MODELVIEW);
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        glTranslatef(0.0, 0.0, -2.0);
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        # position object
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        glRotatef(self.y, 1.0, 0.0, 0.0);
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        glRotatef(self.x, 0.0, 1.0, 0.0);
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        glEnable(GL_DEPTH_TEST);
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        glEnable(GL_LIGHTING);
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        glEnable(GL_LIGHT0);
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    def OnDraw(self):
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        # clear color and depth buffers
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        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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        # draw six faces of a cube
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        glBegin(GL_QUADS)
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        glNormal3f( 0.0, 0.0, 1.0)
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        glVertex3f( 0.5, 0.5, 0.5)
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        glVertex3f(-0.5, 0.5, 0.5)
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        glVertex3f(-0.5,-0.5, 0.5)
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        glVertex3f( 0.5,-0.5, 0.5)
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        glNormal3f( 0.0, 0.0,-1.0)
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        glVertex3f(-0.5,-0.5,-0.5)
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        glVertex3f(-0.5, 0.5,-0.5)
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        glVertex3f( 0.5, 0.5,-0.5)
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        glVertex3f( 0.5,-0.5,-0.5)
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        glNormal3f( 0.0, 1.0, 0.0)
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        glVertex3f( 0.5, 0.5, 0.5)
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        glVertex3f( 0.5, 0.5,-0.5)
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        glVertex3f(-0.5, 0.5,-0.5)
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        glVertex3f(-0.5, 0.5, 0.5)
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        glNormal3f( 0.0,-1.0, 0.0)
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        glVertex3f(-0.5,-0.5,-0.5)
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        glVertex3f( 0.5,-0.5,-0.5)
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        glVertex3f( 0.5,-0.5, 0.5)
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        glVertex3f(-0.5,-0.5, 0.5)
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        glNormal3f( 1.0, 0.0, 0.0)
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        glVertex3f( 0.5, 0.5, 0.5)
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        glVertex3f( 0.5,-0.5, 0.5)
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        glVertex3f( 0.5,-0.5,-0.5)
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        glVertex3f( 0.5, 0.5,-0.5)
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        glNormal3f(-1.0, 0.0, 0.0)
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        glVertex3f(-0.5,-0.5,-0.5)
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        glVertex3f(-0.5,-0.5, 0.5)
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        glVertex3f(-0.5, 0.5, 0.5)
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        glVertex3f(-0.5, 0.5,-0.5)
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        glEnd()
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        glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
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        glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);
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        self.SwapBuffers()
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class ConeCanvas(MyCanvasBase):
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    def InitGL( self ):
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        glMatrixMode(GL_PROJECTION);
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        # camera frustrum setup
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        glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
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        glMaterial(GL_FRONT, GL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
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        glMaterial(GL_FRONT, GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
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        glMaterial(GL_FRONT, GL_SPECULAR, [1.0, 0.0, 1.0, 1.0])
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        glMaterial(GL_FRONT, GL_SHININESS, 50.0)
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        glLight(GL_LIGHT0, GL_AMBIENT, [0.0, 1.0, 0.0, 1.0])
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        glLight(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
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        glLight(GL_LIGHT0, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
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        glLight(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0]);
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        glLightModel(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
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        glEnable(GL_LIGHTING)
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        glEnable(GL_LIGHT0)
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        glDepthFunc(GL_LESS)
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        glEnable(GL_DEPTH_TEST)
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        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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        # position viewer
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        glMatrixMode(GL_MODELVIEW);
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    def OnDraw(self):
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        # clear color and depth buffers
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        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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        # use a fresh transformation matrix
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        glPushMatrix()
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        # position object
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        glTranslate(0.0, 0.0, -2.0);
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        glRotate(30.0, 1.0, 0.0, 0.0);
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        glRotate(30.0, 0.0, 1.0, 0.0);
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        glTranslate(0, -1, 0)
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        glRotate(250, 1, 0, 0)
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        glutSolidCone(0.5, 1, 30, 5)
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        glPopMatrix()
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        glRotatef((self.lasty - self.y)/100., 0.0, 0.0, 1.0);
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        glRotatef(0.0, (self.lastx - self.x)/100., 1.0, 0.0);
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        # push into visible buffer
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        self.SwapBuffers()
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#----------------------------------------------------------------------
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def runTest(frame, nb, log):
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    win = ButtonPanel(nb, log)
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    return win
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overview = """\
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"""
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if __name__ == '__main__':
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    import sys,os
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    import run
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    run.main(['', os.path.basename(sys.argv[0])] + sys.argv[1:])
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#----------------------------------------------------------------------
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