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From: Kevin C. <kj...@gr...> - 2001-08-20 15:55:23
|
Hi, I've been using Python (1.5.2) and wxPython (2.3.1-1) for a little over a year now, and recently heard about VPython. I just downloaded the VPython RPM and learned that it depends on libgtkgl.so.4. Mine's libgtkgl.so.5 (provided by gtkglarea-1.2.2-5). Should I just tell it to ignore the dependencies? Or will it be compiled soon with the newer library? I see that the VPython RPM was converted from a Debian package. So I guess there's no native source RPM to compile from... Is there a source deb? (I don't work with the debs much, but am willing to give it a go.) Thanks. -- Kevin Cole, RHCE, Linux Admin | E-mail: kj...@gr... Gallaudet Research Institute | WWW: http://gri.gallaudet.edu/~kjcole/ Hall Memorial Bldg S-419 | Voice: (202) 651-5135 Washington, D.C. 20002-3695 | FAX: (202) 651-5746 |
From: Karsten W. J. <kw...@fy...> - 2001-08-20 15:48:21
|
Does anybody know if there is vpython rpm which works with redhat 7.1? Or is it possible to do a compilation from scratch? I tried to install the package python-visual-2001.01.22-2.i386.rpm on my system and got the information that it requires "libgtkgl.so.4". This can be provided by gtkglarea-1.2.1-1.i386.rpm which I installed (The most up to date version of this package which I found (gtkglarea-1.2.2-4.i386.rpm) provides libgtkgl.so.5 and cannot be used). After installation of gklarea and python-visual I get the following mesage when I try to import visual: >>> from visual import * Visual-2000-11-26 Traceback (innermost last): File "<stdin>", line 1, in ? File "/usr/lib/python1.5/site-packages/visual/__init__.py", line 17, in ? import cvisual ImportError: /usr/lib/libgtkgl.so.4: undefined symbol: glXUseXFont Any help would be appreciated. Best regards, Karsten. -- Karsten W. Jacobsen, Professor CAMP, Dept. of Physics, Building 307, DTU, DK-2800 Lyngby, Denmark Phone: +45 45 25 31 86 Fax: +45 45 93 23 99 E-mail: kw...@fy...; WWW: http://www.fysik.dtu.dk/~kwj |
From: Bruce S. <ba...@an...> - 2001-08-18 02:43:33
|
There are three different attributes of a display that affect the camera position: center the point in the scene that the camera is pointing at forward the direction that the camera is pointing (toward center) fov field of view The negative of scene.forward is a vector pointing from scene.center toward the camera. The distance of the camera from scene.center is determined by the field of view. The larger the field of view, the closer the camera is to scene.center; the distance is inversely proportional to scene.fov. I don't understand the comment that "Setting scene.center and scene.forward to their initial conditions (after a mouse-move) does not put the camera back at [0,0,3] ..." When I do this, it does in fact restore the camera back to [0,0,3]. Bruce Sherwood --On Monday, August 13, 2001 16:14 -0400 Gary Strangman <st...@nm...> wrote: > Is there _any_ way (direct or indirect) to specify the exact position of > the camera in 3D coordinates? Apparently the camera orientation can only > be changed with scene.center, but how about the position? The > scene.mouse.camera attribute is read-only, so the doc says to change > scene.center and scene.forward to change the camera position. While the > camera position does change when I change those 2 controls, I still have > been unable put the camera where I want it (e.g., to put the camera back > where it started prior to a user mouse-zooming around). > > Perhaps this is related to the fact that I don't understand how the camera > is positioned in the first place. At the bottom of this e-mail I've > attached a very simple example that shows where the camera is located as > one mouse-zooms around. Why does the camera start at [0,0,3]? And how, > after some zooming, could I put it back there? Setting scene.center and > scene.forward to their initial conditions (after a mouse-move) does not > put the camera back at [0,0,3] ... |
From: David A. <dm...@an...> - 2001-08-17 13:29:20
|
I'll build a new *.rpm as soon as I can get past the "throw" bug I've been struggling with for weeks. |
From: Ari H. <ahe...@an...> - 2001-08-16 19:02:29
|
On Thu, Aug 16, 2001 at 02:16:25PM -0400, Randall A. Jones wrote: > Hello, > I am using the Linux version of vpython. I have had great luck and > much fun with it, except... there seems to be no faces object. > Python reports: > "NameError: faces" > when I try to instantiate a "faces" object. > (as a result, both "faces" demos don't work either) > > The shared object cvisualmodule.so has symbols present for the other > objects (cylinder, sphere,...) but no symbols in the file for "faces", > which means it wasn't there at compile/link time. > > Is this supposed to be the case? Is there a version with "faces" for > Linux? > > I'm using python-visual-2001.01.22-2.i386.rpm Hmm, that's a very out-of-date RPM which predates the faces primitive. If new packages haven't been put up on the website (the date should be July 2001) then just compile cvisualmodule.so yourself (get the 'cvisual' cvs module). Ari |
From: Randall A. J. <Ran...@gs...> - 2001-08-16 18:16:51
|
Hello, I am using the Linux version of vpython. I have had great luck and much fun with it, except... there seems to be no faces object. Python reports: "NameError: faces" when I try to instantiate a "faces" object. (as a result, both "faces" demos don't work either) The shared object cvisualmodule.so has symbols present for the other objects (cylinder, sphere,...) but no symbols in the file for "faces", which means it wasn't there at compile/link time. Is this supposed to be the case? Is there a version with "faces" for Linux? I'm using python-visual-2001.01.22-2.i386.rpm Thanks, Randall -- __________________________________________________________________ Scientific Visualization Studio _/_/_/_/ _| _/ _/_/_/_/ NASA Goddard Space Flight Center _/ _| _/ _/ Code 935 301-286-2239 _/_/_/_/ _| _/ _/_/_/_/ Randall A. Jones GST _/ _| _/ _/ Ran...@gs... _/_/_/_/ _|_/ _/_/_/_/ http://svs.gsfc.nasa.gov __________________________________________________________________ |
From: Rich H. <rha...@th...> - 2001-08-16 16:54:44
|
Ahhh, that's what *that* demo does... ;) The slider window ended up behind other windows. Didn't realize what it was doing until I look close. Sorry 'bout that! Thanks! Rich |
From: Ari H. <ahe...@an...> - 2001-08-16 16:40:52
|
On Thu, Aug 16, 2001 at 12:30:23PM -0400, Rich Harkins wrote: > Howdy all, > > I'm new to this mailing list but I didn't find these questions in the > archive, so please forgive me if this has been asked before. > > Is there any way to do the following in VPython at this point (or when is it > likely to become reality)? > > * Accept keystrokes from the user > * Provide buttons/general GUI stuff in/around the display area > There's a demo that shows using VPython with some TkInter widgets, IIRC. It's included with the standard widget set. Bruce should be able to tell you more about this, but he may still be off on the summer convention circuit. Ari |
From: Rich H. <rha...@th...> - 2001-08-16 16:30:32
|
Howdy all, I'm new to this mailing list but I didn't find these questions in the archive, so please forgive me if this has been asked before. Is there any way to do the following in VPython at this point (or when is it likely to become reality)? * Accept keystrokes from the user * Provide buttons/general GUI stuff in/around the display area Thanks, Rich |
From: Gary S. <st...@nm...> - 2001-08-13 20:14:49
|
Hello, I'm new to this list, but have been using Visual Python for a while and find it to be an outstanding tool. I have been working on a fairly complex project with it, and have one question that I can't seem to find an answer to in either the doc or the archives. Is there _any_ way (direct or indirect) to specify the exact position of the camera in 3D coordinates? Apparently the camera orientation can only be changed with scene.center, but how about the position? The scene.mouse.camera attribute is read-only, so the doc says to change scene.center and scene.forward to change the camera position. While the camera position does change when I change those 2 controls, I still have been unable put the camera where I want it (e.g., to put the camera back where it started prior to a user mouse-zooming around). Perhaps this is related to the fact that I don't understand how the camera is positioned in the first place. At the bottom of this e-mail I've attached a very simple example that shows where the camera is located as one mouse-zooms around. Why does the camera start at [0,0,3]? And how, after some zooming, could I put it back there? Setting scene.center and scene.forward to their initial conditions (after a mouse-move) does not put the camera back at [0,0,3] ... Any pointers or clarification would be greatly appreciated. Cheers, Gary Strangman from visual import * sphere() scene.autoscale = 0 scene.autocenter = 0 old = (0,0,0) while 1: if old[0]<>scene.mouse.camera[0] or old[1]<>scene.mouse.camera[1] or old[2]<>scene.mouse.camera[2]: print scene.mouse.camera, scene.center, scene.forward, scene.up, scene.fov old = scene.mouse.camera -------------------------------------------------------------- Gary Strangman, PhD | Neural Systems Group Office: 617-724-0662 | Massachusetts General Hospital Fax: 617-726-4078 | 13th Street, Bldg 149, Room 9103 st...@nm... | Charlestown, MA 02129 http://www.nmr.mgh.harvard.edu/Neural_Systems_Group/gary/ |
From: Michael Z. K. <mz...@an...> - 2001-08-08 02:39:40
|
David, When I click on one of teh color sliders python just segfaults...sometmies it will turn my entire screen white (I then just have to refresh it) but it always crashes. -Michael On Tue, 7 Aug 2001, David Andersen wrote: > I've checked in an updated Makefile. > > Michael, would you please try running colorsliders.py out of the demo > programs? > > Click on one of the sliders, then click again to move it. > > > |
From: David A. <dm...@an...> - 2001-08-07 12:21:40
|
I've checked in an updated Makefile. Michael, would you please try running colorsliders.py out of the demo programs? Click on one of the sliders, then click again to move it. |
From: Ari H. <ahe...@an...> - 2001-08-07 07:19:44
|
On Mon, Aug 06, 2001 at 10:45:29PM -0400, Michael Zadok Katzhyman wrote: > I get the following error when running python and then importing the > visual module: > > Python 2.1 (#1, Jul 30 2001, 23:12:46) > [GCC 2.96 20000731 (Red Hat Linux 7.1 2.96-85)] on linux2 > Type "copyright", "credits" or "license" for more information. > >>> from visual import * > Visual-2001-07-28 > Traceback (most recent call last): > File "<stdin>", line 1, in ? > File "/usr/lib/python2.1/visual/__init__.py", line 17, in ? > import cvisual > ImportError: /usr/lib/python2.1/lib-dynload/cvisualmodule.so: undefined > symbol: create_faces__FRCQ22Py5TupleRCQ22Py4Dict > >>> > > I compiled visual from both CVS and the VisualSource file and got the > above error. > > I was able to fix this by adding faceset.cpp to the VISUAL_SOURCES list. > So it looks like this might need to be fixed in the source. Yeah, sorry, this is known. I will try to check in a makefile fix. DMA, if you could do this it would be appreciated (a CVS checkout over here is a long, drawn-out, painful affair). > > > The 3D is also not very reliable...I get weird screen artifacts and > sometimes the vpython window won't respond for about 10 seconds...this > occurs on complicated scenes and ones which just are a box (i.e.. from > visual import * box() ) > > I am runnning RedHat 7.1 and I have a Matrox G400 with hardware > accelerated OpenGL. Any ideas...is there any linux setup which gives good > results? Under Windows everything runs ok (cringe..). > Hmm, I've been using things pretty heavily on my laptop (so software Mesa GL) with fairly complex scenes (Quake3 models), and things have been performing just fine. I don't know if I can offer any insights, except that I'l lbe playing with things more (and on a hardware-accelerated platform) in a week and a half when i'm back in town. Ari |
From: Michael Z. K. <mz...@an...> - 2001-08-07 02:45:33
|
I get the following error when running python and then importing the visual module: Python 2.1 (#1, Jul 30 2001, 23:12:46) [GCC 2.96 20000731 (Red Hat Linux 7.1 2.96-85)] on linux2 Type "copyright", "credits" or "license" for more information. >>> from visual import * Visual-2001-07-28 Traceback (most recent call last): File "<stdin>", line 1, in ? File "/usr/lib/python2.1/visual/__init__.py", line 17, in ? import cvisual ImportError: /usr/lib/python2.1/lib-dynload/cvisualmodule.so: undefined symbol: create_faces__FRCQ22Py5TupleRCQ22Py4Dict >>> I compiled visual from both CVS and the VisualSource file and got the above error. I was able to fix this by adding faceset.cpp to the VISUAL_SOURCES list. So it looks like this might need to be fixed in the source. The 3D is also not very reliable...I get weird screen artifacts and sometimes the vpython window won't respond for about 10 seconds...this occurs on complicated scenes and ones which just are a box (i.e.. from visual import * box() ) I am runnning RedHat 7.1 and I have a Matrox G400 with hardware accelerated OpenGL. Any ideas...is there any linux setup which gives good results? Under Windows everything runs ok (cringe..). -Michael |
From: Arthur S. <aj...@ix...> - 2001-08-05 20:52:43
|
PyGeo site announcement: http://home.netcom.com/~ajs/ From the readme: What is PyGeo? --------------- PyGeo is a Dynamic Geometry toolset, written in Python, dependencies on Python's Numeric and VPython extensions. It defines a set of geometric primitives in 3d space and allows for the construction of geometric models that can be interactively manipulated, while defined geometric relationships remain invariant. It was created for, and is therefore particularly suitable for, the visualization of concepts of Projective Geometry. Doesn't sound like from the above description, but its fun. It is also, hopefully: A take-apart toy for folks trying to learn programming A insult to the "Old Dog, New Tricks" adage - having been created by a middle-ager without significant prior math or programming background. A work-in-process. HELP WANTED. |
From: Matthew K. <koh...@an...> - 2001-07-30 20:58:35
|
On Wednesday, July 25, 2001 17:13 -0400, Ari Heitner wrote: > Playing with Scherer's Mesh class based on the faces object, I realized > that drawing heightfield meshes might be a pretty common application. I agree, and I've actually been playing around with this for a few weeks. Attached are two programs that plot wireframe surfaces constructed out of curve objects. The first, wireframe_heightfield.py, allows the user to input a function of x and y which is plotted as a heightfield. The second, wireframe_parametric.py, plots a series of parametric curves based on a vector function. It can produce closed surfaces like spheres, ellipsoids, cones, etc., depending on the vector function. Of course, these programs suffer from the fact that they produce wireframe outputs, which do not provide the 3D visual cues that smooth surfaces do. But it may be useful to Ari, David, and others working on this problem to take a look at the way these programs do the math to plot surfaces. In any case, anyone is free to use them in any way they wish. -Matt |
From: Michael Z. K. <mz...@an...> - 2001-07-29 01:48:34
|
It looks like the link to the full install *.exe on the download page for windows is actually pointing to the VisualSource zipfile. -Michael |
From: Michael Z. K. <mz...@an...> - 2001-07-28 20:54:48
|
A new version of VRML Export is now available which is compatible with the newest VPython versoin (7-28-01). It can be found at http://www.andrew.cmu.edu/~mzk/vrmlexport/ -Michael |
From: Bruce S. <ba...@an...> - 2001-07-28 19:16:31
|
On the VPython web site is a new version for Windows with a change to the faces object, changing "normals" to "normal". There was an inconsistency (faces.normals but "normal" when appending), and the developers also decided that "normal" was more consistent with other Visual syntax (e.g. "color" not "colors" for a curve). The documentation for the faces object has also been expanded to explain in more detail how to use the object. The minimum download to get the fixe would be just the DLL, but you might want the Doc as well. Bruce |
From: Bruce S. <ba...@an...> - 2001-07-27 14:43:27
|
--On Sunday, July 22, 2001 14:45 -0400 Ari Heitner <ahe...@an...> wrote: > and hexahedrons ...i didn't even know we had a hexahedron > primitive This object is undocumented and should be yanked. It was an early test version of what eventually became "convex". Bruce Sherwood |
From: David S. <dsc...@vy...> - 2001-07-25 22:39:16
|
I wrote: > I thought about this (in fact, I did it once). It might not > be a bad idea. I should add this: a "mesh" object like Ari described would be useful for much more than height fields. For example, a surface of revolution or extrusion is also a mesh: ################## from visual import * def mesh(pos): "Stand-in for mesh object (wireframe rendering)" pos = array(pos) for i in range(pos.shape[0]): curve(pos=pos[i]) for j in range(pos.shape[1]): curve(pos=pos[:,j]) def surface_of_revolution(length, radius): circle = arange(0, 2*pi+0.2, 0.2) count = len(radius) pos = [ [ vector(i*length/count, radius[i]*cos(theta), radius[i]*sin(theta)) for theta in circle ] for i in range(count) ] return mesh(pos) def extrusion( points, displacement ): pos = [ (point, point+displacement) for point in points ] return mesh(pos) surface_of_revolution( 10, [5,1,1,1,1,2,3,4,5] ) extrusion( [ vector(0,0,0), vector(1,0,0), vector(0,1,0), vector(0,0,0) ], vector(0,0,1) ) ################### mesh would be accessible to more people than faces. It wouldn't, however, be as general for people who want to play with new primitives or *especially* model import. Dave |
From: David S. <dsc...@vy...> - 2001-07-25 21:22:21
|
> for a 30x30 > Mesh that's 900 polys and 3600 vertices in the inner loop. For a 30x30 2-sided mesh it's 29x29x2 = 1682 quads, 1682x2 = 3364 triangles, 3364x3 = 10092 vertices. Dave |
From: David S. <dsc...@vy...> - 2001-07-25 21:20:44
|
I thought about this (in fact, I did it once). It might not be a bad idea. However, note that my faces.index proposal would take care of the inefficiency and perhaps some of the difficulty of use (a wrapper could set up the index array for a mesh, and then you would just use the same [x,y,0:3] position array. The sample code I wrote for constructing triangles is absurdly slow; I didn't intend anyone to do anything useful with it. It's basically intended as a tutorial on how triangle rendering and shading work. Realistic applications can probably do the same things in parallel with Numeric. Dave > -----Original Message----- > From: vis...@li... > [mailto:vis...@li...] On > Behalf Of Ari Heitner > Sent: Wednesday, July 25, 2001 5:14 PM > To: vis...@li... > Subject: [Visualpython-users] proposed mesh object > > > > Playing with Scherer's Mesh class based on the faces object, > I realized that drawing heightfield meshes might be a pretty > common application. Right now faces is extremely poorly > optimized for this (using the Mesh class anyhow): vertices > are not correctly shared between polygons, and setting up the > mesh from the data is extremely slow (since it turns the Mesh > into polygons one vertex at a time in Python, for a 30x30 > Mesh that's 900 polys and 3600 vertices in the inner loop. > > This was by far the most expensive part of a heightfield demo > I wrote; by comparison calculating fractals heightfield data > is very cheap. > > A mesh object would be pretty easy to write that took a > rectangular x 3 matrix (i.e. a rectangular matrix of > vectors). This would be faster to render as well as faster to > construct. > > Any thoughts/requests? > > > Ari > > _______________________________________________ > Visualpython-users mailing list > Vis...@li... > http://lists.sourceforge.net/lists/listinfo/visualpython-users > |
From: Ari H. <ahe...@an...> - 2001-07-25 21:13:36
|
Playing with Scherer's Mesh class based on the faces object, I realized that drawing heightfield meshes might be a pretty common application. Right now faces is extremely poorly optimized for this (using the Mesh class anyhow): vertices are not correctly shared between polygons, and setting up the mesh from the data is extremely slow (since it turns the Mesh into polygons one vertex at a time in Python, for a 30x30 Mesh that's 900 polys and 3600 vertices in the inner loop. This was by far the most expensive part of a heightfield demo I wrote; by comparison calculating fractals heightfield data is very cheap. A mesh object would be pretty easy to write that took a rectangular x 3 matrix (i.e. a rectangular matrix of vectors). This would be faster to render as well as faster to construct. Any thoughts/requests? Ari |
From: Jonathan B. <blo...@go...> - 2001-07-23 21:32:39
|
In GollyGee Blocks, most of the objects do not have texture coordinates previously assigned, and we've got a technique which works reasonably well and you might find useful for vpython. Starting with a list of vertices and faces (stored by vertex index) we end up with a uv coordinate for each vertex index on a face. In psuedocode: For each face Find the major axis of the face (the x, y, or z axis with the greatest normal component) For each vertex in the face Drop the coordinate of the major axis from the vertex The texture coordinates are the remaining two coordinates normalized using the bounding box of the object For the simple case of a cube, it puts the whole texture on the whole face of a cube. It's not the most perfect scheme, but it was easy to code and is fairly effective. It's also best for flat rather than smooth shaded objects. JB Jonathan Blocksom GollyGee Software, Inc. -- http://www.gollygee.com 703-437-8342 |