This file is indexed.

/usr/share/pyshared/PyMca/Object3D/SceneGLWidget.py is in pymca 4.5.0-4.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
import Object3DQt as qt
import OpenGL.GL  as GL
import OpenGL.GLU as GLU
import numpy
import Object3DCoordinates
import Object3DRedBookFont
import Scene
import sys
import ObjectTree
import GLWidgetCachePixmap
import weakref
from HorizontalSpacer import HorizontalSpacer
QTVERSION = qt.qVersion()

DEBUG = 0
SCENE_MATRIX = True

class SceneGLWidget(qt.QGLWidget):
    def __init__(self, parent = None, scene=None):
        #qt.QGLWidget.__init__(self, qt.QGLFormat(qt.QGL.SampleBuffers), parent)
        qt.QGLWidget.__init__(self, parent)
        if 1:
            self.__test = None
        else:
            self.__test = [200, 0, 200, 400]
        if scene is None:
            self.scene = Scene.Scene()
        else:
            self.scene = weakref.proxy(scene)
        self.__ownTree =  ObjectTree.ObjectTree("__Scene__", "_Scene_")   
        self.__ownTree.addChildTree(self.scene.tree)

        self._visualVolume = [-100., 100., -100., 100., -100.0, 100.0]
        if SCENE_MATRIX:
            self.__currentViewPosition = self.scene.getCurrentViewMatrix()
        else:
            self.__currentViewPosition = numpy.zeros((4,4), numpy.float32)
            for i in [0, 1, 2, 3]:
                self.__currentViewPosition[i, i] = 1
            self.scene.setCurrentViewMatrix(self.__currentViewPosition)
        self.__sceneModelViewMatrix = numpy.zeros((4,4), numpy.float)
        for i in [0, 1, 2, 3]:
            self.__sceneModelViewMatrix[i, i] = 1
        self.__sceneProjectionMatrix = self.__sceneModelViewMatrix * 1.0 
        self.__selectedModelViewMatrix  = self.__sceneModelViewMatrix * 1.0 
        self.__selectedProjectionMatrix = self.__sceneModelViewMatrix * 1.0 


        self.__zoomFactor = 1.0/self.scene.getZoomFactor()

        self.scale   = 1.0
        self._objectSelectionMode = False
        self._vertexSelectionMode = False
        self.__selectingVertex    = False
        self.setAutoBufferSwap(False)
        self.autoScale = True
        self.coordinates = Object3DCoordinates.Object3DCoordinates(self)
        self.lastPos = qt.QPoint()


        #cache pixmap
        self.__cacheEnabled = True
        self.__usingCache = False
        self.__outOfSelectMode = False
        self.__cacheTexture = GLWidgetCachePixmap.GLWidgetCachePixmap()

    def setCurrentViewPosition(self, position, rotation_reset=None):
        if rotation_reset is None:
            rotation_reset = True
        if rotation_reset:
            self.scene.setThetaPhi(0, 0)
        if position.shape == (3, 4):
            self.__currentViewPosition[0:3, :] = position[0:3, :]
        else:
            self.__currentViewPosition[:, :] = position[:, :]
        if SCENE_MATRIX:
            self.scene.setCurrentViewMatrix(self.__currentViewPosition)
        self.cacheUpdateGL()

    def getCurrentViewPosition(self):
        if SCENE_MATRIX:
            return self.scene.getCurrentViewMatrix()
        else:
            return self.__currentViewPosition

    def addObject3D(self, ob, legend = None, plot=True):
        self.scene.addObject(ob, legend)
        if plot:
            #this is to recalculate the projection limits
            xmin, ymin, zmin, xmax, ymax, zmax = self.scene.getLimits()
            self._visualVolume = [xmin, xmax, ymin, ymax, zmin, zmax]
            self.cacheUpdateGL()
        return
            
    def setVisualizationVolume(self, xmin, xmax,
                                     ymin, ymax,
                                     zmin, zmax):
        if xmax == xmin: xmax = xmin + 1
        if ymax == ymin: ymax = ymin + 1
        if zmax == zmin: zmax = zmin + 1
        self._visualVolume = [xmin, xmax, ymin, ymax, zmin, zmax]
        self.cacheUpdateGL()

    def visualizationVolume(self):
        return self._visualVolume * 1

    def minimumSizeHint(self):
        return qt.QSize(50, 50)

    def sizeHint(self):
        return qt.QSize(400, 400)

    def setScale(self, value):
        self.scale = value
        self.emit(qt.SIGNAL("scaleChanged"), value)
        self.cacheUpdateGL()
        
    def setZoomFactor(self, value):
        # I have to update the viewport
        self.__zoomFactor = 1.0/value
        self.scene.setZoomFactor(value)
        self.cacheUpdateGL()

    def getZoomFactor(self):
        value = self.scene.getZoomFactor()
        self.__zoomFactor = 1.0/value
        return value
            
    def getScale(self):
        return self.scale * 1

    def setObjectSelectionMode(self, value):
        self._objectSelectionMode = value

    def objectSelectionMode(self):
        return self._objectSelectionMode

    def setVertexSelectionMode(self, value):
        self._vertexSelectionMode = value

    def vertexSelectionMode(self):
        return self._vertexSelectionMode

    def setSelectedObjectAlpha(self, alpha):
        i = 0
        for legend in self.objectsList:
            ob = self.objectsDict[legend]['object3D']
            if ob.selected():
                if DEBUG:
                    print "setting alpha = ", alpha
                ob.setAlpha(alpha)
            else:
                if DEBUG:
                    print " object %d not selected" % i
                i += 1

    def initializeGL(self):
        if DEBUG:
            print "OpenGL version = ", GL.glGetString(GL.GL_VERSION)
            print "Supported extensions = ", GL.glGetString(GL.GL_EXTENSIONS)
        GL.glClearDepth(1.0)
        ##########GL.glEnable(GL.GL_DEPTH_TEST)
        self.clearColor = [0.5, 0.5, 0.5, 1.0]
        #self.clearColor = [0.0, 0.0, 0.0, 1.0]
        #self.clearColor = [0.1, 0.1, 0.1, 1.0]
        GL.glClearColor(*self.clearColor)
        #enable blending for transparencies
        GL.glEnable(GL.GL_BLEND)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)

        if 0:
            #This line gave me problems on the BSIN when using
            #transparency
            GL.glShadeModel(GL.GL_SMOOTH)
        else:
            GL.glShadeModel(GL.GL_FLAT)
        GL.glDisable(GL.GL_DITHER) # no dithering, please
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glLoadIdentity()
        
        #initialize own font lists
	self.redBookFont = Object3DRedBookFont.Object3DRedBookFont()
	self.redBookFont.initialize()
        ####

        if 0:
            #initialize lighting
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION,  (0.0, 0.0, 1, 0.0))
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, (1.0, 1.0, 1.0, 1.0))
            GL.glEnable(GL.GL_LIGHT0)
            
            GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, (0.0, 0.0, -1.0, 0.0))
            GL.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, (1.0, 1.0, 1.0, 1.0))
            GL.glEnable(GL.GL_LIGHT1)
            
            GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE)
            GL.glEnable(GL.GL_COLOR_MATERIAL)
            if 1:
                #Light off
                GL.glDisable(GL.GL_LIGHTING)
            else:
                #Light on
                GL.glEnable(GL.GL_LIGHTING)
        if 1:
            #lighting from marching cubes example
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION,  (1.0, 1.0, 1.0, 0.0))
            self.afAmbientWhite  = [0.25, 0.25, 0.25, 1.00] 
            self.afAmbientRed    = [0.25, 0.00, 0.00, 1.00] 
            self.afAmbientGreen  = [0.00, 0.25, 0.00, 1.00] 
            self.afAmbientBlue   = [0.00, 0.00, 0.25, 1.00] 
            self.afDiffuseWhite  = [0.75, 0.75, 0.75, 1.00] 
            self.afDiffuseRed    = [0.75, 0.00, 0.00, 1.00] 
            self.afDiffuseGreen  = [0.00, 0.75, 0.00, 1.00] 
            self.afDiffuseBlue   = [0.00, 0.00, 0.75, 1.00] 
            self.afSpecularWhite = [1.00, 1.00, 1.00, 1.00] 
            self.afSpecularRed   = [1.00, 0.25, 0.25, 1.00] 
            self.afSpecularGreen = [0.25, 1.00, 0.25, 1.00] 
            self.afSpecularBlue  = [0.25, 0.25, 1.00, 1.00] 
            self.afPropertiesAmbient  = [0.50, 0.50, 0.50, 1.00] 
            self.afPropertiesDiffuse  = [0.75, 0.75, 0.75, 1.00] 
            self.afPropertiesSpecular = [1.00, 1.00, 1.00, 1.00] 
            GL.glLightfv( GL.GL_LIGHT0, GL.GL_AMBIENT,  self.afPropertiesAmbient) 
            GL.glLightfv( GL.GL_LIGHT0, GL.GL_DIFFUSE,  self.afPropertiesDiffuse) 
            GL.glLightfv( GL.GL_LIGHT0, GL.GL_SPECULAR, self.afPropertiesSpecular) 
            GL.glLightModelf(GL.GL_LIGHT_MODEL_TWO_SIDE, 1.0) 

            GL.glEnable( GL.GL_LIGHT0 ) 

            GL.glMaterialfv(GL.GL_BACK,  GL.GL_AMBIENT,   self.afAmbientGreen) 
            GL.glMaterialfv(GL.GL_BACK,  GL.GL_DIFFUSE,   self.afDiffuseGreen) 
            GL.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT,   self.afAmbientBlue)
            GL.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE,   self.afDiffuseBlue) 
            GL.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR,  self.afSpecularWhite) 
            GL.glMaterialf( GL.GL_FRONT, GL.GL_SHININESS, 25.0) 
            GL.glEnable(GL.GL_COLOR_MATERIAL)
        else:
            #lighting from appli
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION,  (0, 0, 1000, 0))
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, (0.4, 0.4, 0.4, 1.0))
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, (0.6, 0.6, 0.6, 1.0))
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, (0.2, 0.2, 0.2, 1.0))
            GL.glEnable(GL.GL_LIGHT0)

            GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION,  (0, 1000, 0, 0))
            #GL.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, (0.2, 0.2, 0.2, 0.2))
            GL.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, (0.2, 0.2, 0.2, 1.0))
            GL.glEnable(GL.GL_LIGHT1)

            GL.glLightfv(GL.GL_LIGHT2, GL.GL_POSITION,  (1000, 0, 0, 0))
            #GL.glLightfv(GL.GL_LIGHT2, GL.GL_AMBIENT, (0.05, 0.05, 0.05, 0.05))
            #GL.glLightfv(GL.GL_LIGHT2, GL.GL_DIFFUSE, (0.2, 0.2, 0.2, 1.0))
            GL.glLightfv(GL.GL_LIGHT2, GL.GL_SPECULAR, (0.2, 0.2, 0.2, 1.0))
            GL.glEnable(GL.GL_LIGHT2)

            GL.glLightfv(GL.GL_LIGHT3, GL.GL_POSITION,  (0, 0, -1000, 0))
            #GL.glLightfv(GL.GL_LIGHT3, GL.GL_AMBIENT, (0.05, 0.05, 0.05, 0.05))
            #GL.glLightfv(GL.GL_LIGHT3, GL.GL_DIFFUSE, (0.2, 0.2, 0.2, 1.0))
            GL.glLightfv(GL.GL_LIGHT3, GL.GL_SPECULAR, (0.2, 0.2, 0.2, 1.0))
            GL.glEnable(GL.GL_LIGHT3)

            GL.glLightfv(GL.GL_LIGHT4, GL.GL_POSITION,  (-1000, 0, 0, 0))
            #GL.glLightfv(GL.GL_LIGHT4, GL.GL_DIFFUSE, (0.2, 0.2, 0.2, 0.2))
            GL.glLightfv(GL.GL_LIGHT4, GL.GL_SPECULAR, (0.2, 0.2, 0.2, 1.0))
            #GL.glLightfv(GL.GL_LIGHT4, GL.GL_AMBIENT, (0.2, 0.2, 0.2, 0.2))
            GL.glEnable(GL.GL_LIGHT4)

            GL.glLightfv(GL.GL_LIGHT5, GL.GL_POSITION,  (0, -1000, 0, 0))
            #GL.glLightfv(GL.GL_LIGHT5, GL.GL_DIFFUSE, (0.2, 0.2, 0.2, 0.2))
            #GL.glLightfv(GL.GL_LIGHT5, GL.GL_AMBIENT, (0.05, 0.05, 0.05, 0.05))
            GL.glLightfv(GL.GL_LIGHT5, GL.GL_SPECULAR, (0.2, 0.2, 0.2, 1.0))
            GL.glEnable(GL.GL_LIGHT5)
            #GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE)
            GL.glEnable(GL.GL_COLOR_MATERIAL)
        if 1:
            #Light off
            GL.glDisable(GL.GL_LIGHTING)
        else:
            #Light on
            GL.glEnable(GL.GL_LIGHTING)
            
        
        if 0:
            GL.glEnable(GL.GL_CULL_FACE) #hides bottom face
        else:
            GL.glDisable(GL.GL_CULL_FACE) #shows opposite face

        #this is slower, but much better when performing rotations
        GL.glEnable(GL.GL_DEPTH_TEST)

        # get supported point size and step size
        self._pointSizes    = GL.glGetFloatv(GL.GL_POINT_SIZE_RANGE)
        self._pointSizeStep = GL.glGetFloatv(GL.GL_POINT_SIZE_GRANULARITY)

        # get supported line width and step size
        self._lineWidths    = GL.glGetFloatv(GL.GL_LINE_WIDTH_RANGE)
        self._lineWidthStep = GL.glGetFloatv(GL.GL_LINE_WIDTH_GRANULARITY)
        if not hasattr(self._lineWidths, '__iter__'):
            #some versions give back a single value instead
            self._lineWidths = [self._lineWidthStep, self._lineWidths] 

        #This should be at least 256
        self.__maximumTextureLength = GL.glGetIntegerv(GL.GL_MAX_TEXTURE_SIZE)

        #This should be at least 2
        self.__maximumTextureDepth = GL.glGetIntegerv(GL.GL_MAX_TEXTURE_STACK_DEPTH)

        #print "point sizes = " , self._pointSizes
        #print "granularity =  ", self._pointSizeStep

        #nice lines
        #it could be blending is necessary to get them nice ...
        #GL.glEnable (GL.GL_LINE_SMOOTH)
        #GL.glLineWidth (4)
        #GL.glHint (GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST)

    def forceRedrawing(self):
        self.__usingCache = False

    def setCacheEnabled(self, value):
        if value:
            self.__cacheEnabled = True
        else:
            self.__cacheEnabled = False

    def drawCacheTexture(self):
        if DEBUG:
            print "USING CACHE TEXTURE!!!!!!!!!!!!"
        GL.glClearColor(*self.clearColor)
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glLoadIdentity()
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glLoadIdentity()
        GL.glOrtho(0, self.width(),
                   0, self.height(),
                   -1, 1)
        self.__cacheTexture.drawObject()
        #
        self.swapBuffers()

    def paintGL(self):
        if self.__selectingVertex:
            GL.glClearColor(1.0, 1.0, 1.0, 1.0) #white
            #GL.glClearColor(0.0, 0.0, 0.0, 0.0)  #black
        else:
            GL.glClearColor(*self.clearColor)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT)
        if self.__outOfSelectMode and self.__cacheEnabled and self.__usingCache:
            self.drawCacheTexture()
            return
        elif self.__cacheEnabled and\
           self.__usingCache and\
           (not self.__selectingVertex) and\
           (GL.glGetIntegerv(GL.GL_RENDER_MODE) != GL.GL_SELECT):
            self.drawCacheTexture()
            return
        else:
            #make sure texturing is disabled
            GL.glDisable(GL.GL_TEXTURE_2D)
        #setup the projection
        width = self.width()
        height = self.height()
        #self.setupViewport(width, height)
        self.setupProjection(width, height)
        
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glLoadIdentity()
        if SCENE_MATRIX:
            GL.glMultMatrixf(self.scene.getTransformationMatrix())
        else:
            #apply the selected face
            GL.glMultMatrixf(self.__currentViewPosition)
            
            # center of the scene
            xmin, ymin, zmin, xmax, ymax, zmax = self.scene.getLimits()
            centerX = 0.5 * (xmax + xmin)
            centerY = 0.5 * (ymax + ymin)
            centerZ = 0.5 * (zmax + zmin)
            #zenith angle theta in spherical coordinates z = r * cos(theta)
            #rotate theta around Y axis
            #azimuthal angle phi in spherical coordinates
            #rotate phi around Z axis
            theta, phi = self.scene.getThetaPhi()
            sceneConfig = self.scene.tree.root[0].getConfiguration() 
            #I have to rotate around the center of the scene
            #taking into account the scale it will use
            scale = sceneConfig['common']['scale']
            anchor = [centerX*scale[0], centerY*scale[1], centerZ*scale[2]]
            #print "ANCHOR = ", anchor
            #print "ZENITH = %f, AZIMUTH = %f " % (theta, phi)
            #M = self.getRotationMatrix(0, theta, phi, anchor)
            #print "M = ", M
            GL.glTranslated(anchor[0], anchor[1], anchor[2])
            GL.glRotated(theta, 0.0, 1.0, 0.0)
            GL.glRotated(phi, 0.0, 0.0, 1.0)
            GL.glTranslated(-anchor[0], -anchor[1], -anchor[2])

        self.drawScene()

        #prepare a pure virtual method for derived classes ???
        self.userPaintGL()
            
        if self.doubleBuffer():
            if not self.autoBufferSwap():
                if not self.__selectingVertex:
                    if GL.glGetIntegerv(GL.GL_RENDER_MODE) == GL.GL_RENDER:
                        self.swapBuffers()
            else:
                print "WARNING: Expected to work with autoBufferSwap off"

        #keep a copy of the current image
        #self.__finalImage = GL.glReadPixelsub(0,0, self.width(),self.height(),

        if GL.glGetIntegerv(GL.GL_RENDER_MODE) != GL.GL_SELECT and\
           (not self.__selectingVertex):
            self.__finalImage = GL.glReadPixelsub(0,0,
                                self.width(), self.height(),
                                GL.GL_RGBA, GL.GL_UNSIGNED_BYTE)

            self.__cacheTexture.setPixmap(self.__finalImage,
                                      self.width(), self.height())
            self.__usingCache = True
            #self.saveImage()

        if 0:
            #keep a hardcopy of the image
            image = GL.glReadPixels(0,0,self.width(),self.height(),
                                    GL.GL_BGRA,GL.GL_UNSIGNED_BYTE)
            qimage=qt.QImage(image, self.width(),
                             self.height(),
                             qt.QImage.Format_RGB32).mirrored(0, 1)
            qimage.save('Object3DGLWidget2.png')
        return

    def getQImage(self):
        qimage = qt.QImage(self.__finalImage,
                           self.width(),
                           self.height(),
                           qt.QImage.Format_ARGB32).mirrored(0, 1)
        a=qimage.rgbSwapped()
        return a

    def saveImage(self, filename=None):
        if filename is None:
            filename = 'Object3DGLWidget.png'
        qimage = qt.QImage(self.__finalImage,
                           self.width(),
                           self.height(),
                           qt.QImage.Format_ARGB32).mirrored(0, 1)
        a=qimage.rgbSwapped()
        return a.save(filename)
    
    def drawTree(self, tree):
        childList = tree.childList()
        for subTree in childList:
            name = subTree.name()
            object3D = subTree.root[0]
            GL.glPushMatrix()
            GL.glPushName(self.scene.getIndex(name))
            object3D.setVertexSelectionMode(False)
            configDict = object3D.getConfiguration()['common']
            #This call could be made at the object if needed ...
            GL.glPointSize(configDict['pointsize'])
            SCALE_BEFORE = True
            if SCALE_BEFORE:
                #print "SCALING BEFORE"
                GL.glScalef(*configDict['scale'])
            if self.__selectingVertex:
                if object3D.selected():
                    #force Object3D GL_SELECT equivalent drawing
                    object3D.setVertexSelectionMode(True) 
                else:
                    #We'll only draw the object that can be selected ????
                    #or the different objects will take care?
                    # I take care below
                    pass

            ########### Should this be made at the object itself ?? #
            if 1:
                anchor = configDict['anchor']
                anchorPosition = [0.0, 0.0, 0.0]

                #print all this made by the object itself???
                limits = object3D.getLimits()

                for i in range(3):
                    xmin =limits[0][i] * 1
                    xmax =limits[1][i] * 1
                    if anchor[i] == 1:
                        anchorPosition[i] = xmin
                        continue
                    if anchor[i] == 2:
                        anchorPosition[i] = 0.5 * (xmax + xmin)
                        continue
                    if anchor[i] == 3:
                        anchorPosition[i] = xmax 
                        continue

                TRANSLATE_BEFORE = True
                if TRANSLATE_BEFORE:
                    # object translation in the parent system
                    GL.glTranslated(*configDict['translation'])
                    anchorPosition[0] += configDict['translation'][0]
                    anchorPosition[1] += configDict['translation'][1]
                    anchorPosition[2] += configDict['translation'][2]

                GL.glTranslated(anchorPosition[0],
                                anchorPosition[1],
                                anchorPosition[2])
                                
                #this works
                #RotX
                angle = configDict['rotation'][0]*numpy.pi/180.
                cs = numpy.cos(angle)
                sn = numpy.sin(angle)
                rotX = numpy.zeros((4,4), numpy.float64)
                rotX[0,0] =  1
                rotX[1,1] =  1
                rotX[2,2] =  1
                rotX[3,3] =  1                    
                rotX[1,1] =  cs; rotX[1,2] = sn   
                rotX[2,1] = -sn; rotX[2,2] = cs

                #RotY
                angle = configDict['rotation'][1]*numpy.pi/180.
                cs = numpy.cos(angle)
                sn = numpy.sin(angle)
                rotY = numpy.zeros((4,4), numpy.float64)
                rotY[0,0] =  1
                rotY[1,1] =  1
                rotY[2,2] =  1
                rotY[3,3] =  1                    
                rotY[0,0] =  cs; rotY[0,2] = -sn   #inverted respect to the others
                rotY[2,0] =  sn; rotY[2,2] =  cs
                
                #RotZ
                angle = configDict['rotation'][2]*numpy.pi/180.
                cs = numpy.cos(angle)
                sn = numpy.sin(angle)
                rotZ = numpy.zeros((4,4), numpy.float64)
                rotZ[0,0] =  1
                rotZ[1,1] =  1
                rotZ[2,2] =  1
                rotZ[3,3] =  1                    
                rotZ[0,0] =  cs; rotZ[0,1] = sn   
                rotZ[1,0] = -sn; rotZ[1,1] = cs

                #The final matrix
                rotMatrix = numpy.dot(rotZ,numpy.dot(rotY, rotX))

                #perform the inplace rotation
                GL.glMultMatrixd(rotMatrix)

                #find out where the anchor goes under that rotation
                trans = numpy.zeros((4,4), numpy.double)
                trans[0,0] = 1.0
                trans[1,1] = 1.0
                trans[2,2] = 1.0
                trans[3,3] = 1.0
                trans[3,0] = anchorPosition[0]
                trans[3,1] = anchorPosition[1]
                trans[3,2] = anchorPosition[2]
                distance = numpy.dot(rotMatrix, trans)

                # and subtract it
                GL.glTranslated(-distance[3,0],
                                -distance[3,1],
                                -distance[3,2])

                if not TRANSLATE_BEFORE:
                    # object translation to its position
                    # The translation is in the object reference system
                    GL.glTranslated(*configDict['translation'])
                else:
                    #find out the displacement under that rotation
                    trans = numpy.zeros((4,4), numpy.double)
                    trans[0,0] = 1.0
                    trans[1,1] = 1.0
                    trans[2,2] = 1.0
                    trans[3,3] = 1.0
                    trans[3,0] = configDict['translation'][0]
                    trans[3,1] = configDict['translation'][1]
                    trans[3,2] = configDict['translation'][2]
                    distance = numpy.dot(rotMatrix, trans)
                    GL.glTranslated(distance[3,0],
                                    distance[3,1],
                                    distance[3,2])
                    
                if not SCALE_BEFORE:
                    #print "SCALING AFTER"
                    GL.glScalef(*configDict['scale'])

                #get the current matrix
                if name.upper() == "SCENE":
                    self.__sceneModelViewMatrix = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
                    self.__sceneProjectionMatrix = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)

                if object3D.selected():
                    self.__selectedModelViewMatrix = GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX)
                    self.__selectedProjectionMatrix = GL.glGetDoublev(GL.GL_PROJECTION_MATRIX)

                if self.__selectingVertex:
                    if object3D.selected():
                        # draw the object
                        object3D.draw()
                else:
                    # draw the object
                    object3D.draw()

                if object3D.selected() and not self.__selectingVertex:
                    self.coordinates.setLimits(limits)
                    self.coordinates.setFlags(*configDict['showlimits'])
                    #self.coordinates.setLimits(object3D.getLimits())
                    self.coordinates.draw()
            ########################################################
            else:
                self.scene[name].root[0].draw()
            GL.glPopName()
            self.drawTree(subTree)
            GL.glPopMatrix()

    def drawScene(self):
        #be ready for selections
        #get the maximum number of names
        self.maxNumberNames = GL.glGetIntegerv(GL.GL_MAX_NAME_STACK_DEPTH)  #The very minimum is 64
        objectCounter = 1
        if GL.glGetIntegerv(GL.GL_RENDER_MODE) == GL.GL_SELECT:
            GL.glInitNames()    #reset the name list
            #GL.glPushName(-1)   #the red book says -1, but it is not accepted here

        if 1:
            self.drawTree(self.__ownTree)
        else:
            #This misses drawing the scene bounding box
            self.drawTree(self.scene.tree)

    def getRotationMatrix(self, xRot, yRot, zRot, anchor=None):
        """
        Angles given in degrees!!!!
        """
        M = numpy.zeros((4,4), numpy.float64)
        M[0, 0] = 1
        M[1, 1] = 1
        M[2, 2] = 1
        M[3, 3] = 1
        if (xRot == 0) and (yRot == 0) and (zRot == 0):
            return M

        if anchor is None:
            anchorPosition = [0.0, 0.0, 0.0]
        else:
            anchorPosition = anchor

        trans = M * 1
        rotX  = M * 1
        rotY  = M * 1
        rotZ  = M * 1

        #translation
        M[3, 0] = anchorPosition[0]
        M[3, 1] = anchorPosition[1]
        M[3, 2] = anchorPosition[2]
                                
        #this works
        #RotX
        angle = xRot * numpy.pi/180.
        cs = numpy.cos(angle)
        sn = numpy.sin(angle)
        rotX = numpy.zeros((4,4), numpy.float64)
        rotX[0,0] =  1
        rotX[1,1] =  1
        rotX[2,2] =  1
        rotX[3,3] =  1                    
        rotX[1,1] =  cs; rotX[1,2] = sn   
        rotX[2,1] = -sn; rotX[2,2] = cs

        #RotY
        angle = yRot * numpy.pi/180.
        cs = numpy.cos(angle)
        sn = numpy.sin(angle)
        rotY = numpy.zeros((4,4), numpy.float64)
        rotY[0,0] =  1
        rotY[1,1] =  1
        rotY[2,2] =  1
        rotY[3,3] =  1                    
        rotY[0,0] =  cs; rotY[0,2] = -sn   #inverted respect to the others
        rotY[2,0] =  sn; rotY[2,2] =  cs
                
        #RotZ
        angle = zRot * numpy.pi/180.
        cs = numpy.cos(angle)
        sn = numpy.sin(angle)
        rotZ = numpy.zeros((4,4), numpy.float64)
        rotZ[0,0] =  1
        rotZ[1,1] =  1
        rotZ[2,2] =  1
        rotZ[3,3] =  1                    
        rotZ[0,0] =  cs; rotZ[0,1] = sn   
        rotZ[1,0] = -sn; rotZ[1,1] = cs
        
        #The final rotation matrix
        rotMatrix = numpy.dot(rotZ,numpy.dot(rotY, rotX))

        #perform the in-place rotation
        #GL.glMultMatrixd(rotMatrix)

        #find out where the anchor goes under that rotation
        trans = numpy.zeros((4,4), numpy.double)
        trans[0,0] = 1.0
        trans[1,1] = 1.0
        trans[2,2] = 1.0
        trans[3,3] = 1.0
        trans[3,0] = anchorPosition[0]
        trans[3,1] = anchorPosition[1]
        trans[3,2] = anchorPosition[2]
        distance = numpy.dot(rotMatrix, trans)

        # and subtract it
        trans[3,0] = -distance[3,0]
        trans[3,1] = -distance[3,1]
        trans[3,2] = -distance[3,2]
        M = numpy.dot(trans, numpy.dot(rotMatrix,M))
        return M

    def userPaintGL(self):
        pass

    def resizeGL(self, width, height):
        if self.__outOfSelectMode == False:
            self.forceRedrawing()
        else:
            pass
            #print "OUT OF SELECT MODE"
        self.setupViewport(width, height)
        if 0:
            #moved to paintGL
            self.setupProjection(width, height)
        self.updateGL()        #Do I need to ask for the update? YES!!!
        if self.__outOfSelectMode:
            self.__outOfSelectMode = False

    def setupProjection(self, width, height):
        # I can also apply a zoom based on the visual volume
        if self.scene is None:
            xmin, xmax, ymin, ymax, zmin, zmax = self._visualVolume
        else:
            xmin, ymin, zmin, xmax, ymax, zmax = self.scene.getLimits()

        #zmax = zmax + 2 * deltaz
        #zmin = zmin - 2 * deltaz
        if 1:
            zmean = 0.5 * (zmax + zmin)
        else:
            zmin = min(-abs(zmin), -abs(zmax))
            zmax = max(abs(zmin), abs(zmax))

        deltaz = zmax - zmin
        #the first zoom should be 1.0
        deltax = (xmax - xmin) * 0.5
        deltay = (ymax - ymin) * 0.5
        deltaz = (zmax - zmin) * 0.5
        deltax = deltax * self.__zoomFactor
        deltay = deltay * self.__zoomFactor
        deltaz = deltaz * self.__zoomFactor

        #What if the scene has a different scale than 1, 1, 1?
        #The calculation works quite nicely but, if the user
        #changes the z scale to -1, we may loose the whole image because
        #of the change in sign of zmax and zmin
        xScale, yScale, zScale = self.scene.tree.root[0].getConfiguration()['common']['scale']
        if xScale < 0:
            t = xmax
            xmax = xmin * xScale
            xmin = t * xScale
        elif xScale > 0:
            xmax *= xScale
            xmin *= xScale
        if yScale < 0:
            t = ymax
            ymax = ymin * yScale
            ymin = t * yScale
        elif yScale > 0:
            ymax *= yScale
            ymin *= yScale
        if zScale < 0:
            t = zmax
            zmax = zmin * zScale
            zmin = t * zScale
        elif zScale > 0:
            zmax *= zScale
            zmin *= zScale
        #end of scene scale correction
                
        xmean = 0.5 * (xmax + xmin)
        ymean = 0.5 * (ymax + ymin)
        zmean = 0.5 * (zmax + zmin)
        xmin = xmean - deltax
        xmax = xmean + deltax
        ymin = ymean - deltay
        ymax = ymean + deltay
        #zmin = zmean - deltaz
        #zmax = zmean + deltaz
        if (width < height):
            #This is to center at least the first plot at zoom 1
            #GL.glTranslatef(0.0, (height-width)/float(height), 0.0)
            ratio = height / (1.0 * width)
            ymin = ymean - ratio * deltay
            ymax = ymean + ratio * deltay
        else:
            ratio = width / (1.0 * height)
            xmin = xmean - deltax * ratio
            xmax = xmean + deltax * ratio

        if 0:
            #This is the minimum not to cut when plotting the XY plane
            GL.glOrtho(xmin, xmax,
                       ymin, ymax,
                      -zmax, -zmin)
        else:
            radius = numpy.sqrt(deltax * deltax + deltay * deltay)
            zmax += radius
            zmin -= radius
            if (xmin == xmax):
                xmax += 0.5
                xmin -= 0.5
            if (ymin == ymax):
                ymax += 0.5
                ymin -= 0.5
            GL.glOrtho(xmin, xmax,
                       ymin, ymax,
                      -zmax, -zmin)
        #If the limits are set here, it does not seem to be correct
        #to store them there ...            
        self.scene.setOrthoLimits(xmin,
                                  ymin,
                                  zmin,
                                  xmax,
                                  ymax,
                                  zmax)
        self.__orthoLimits = [xmin, ymin, zmin, xmax, ymax, zmax]
        #print "PROJECTION zmin, zmax = ", zmin, zmax

        # reset model matrix
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glLoadIdentity()

    def setupViewport(self, width, height):
        """
        Done here to be able to do the same transformations in object selection
        mode without code duplication
        """
        if 0:
            side = min(width, height)
            GL.glViewport((width - side) / 2, (height - side) / 2, side, side)


            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadIdentity()
            #GL.glOrtho(-100., 100., 100., -100., -100.0, 100.0)
            GL.glOrtho(*self._visualVolume)
            GL.glMatrixMode(GL.GL_MODELVIEW)
            GL.glLoadIdentity()

        else:
            if (height == 0):
                height = 1
            if (width == 0):
                width = 1

            #match the viewport to the window size
            GL.glViewport(0, 0, width, height)
            #reset projection matrix
            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadIdentity()
            
            #I can apply zoom below or now
            viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
            if 0 and self.__test is None:
                GLU.gluPickMatrix(viewport[2]*0.5,
                              viewport[3]*0.5,
                              viewport[2]*0.5*self.__zoomFactor,
                              viewport[3]*0.5*self.__zoomFactor,
                              viewport)
            elif 0 and self.__test is not None:
                GLU.gluPickMatrix(self.__test[0],
                              self.__test[1],
                              self.__test[2],
                              self.__test[3],
                              viewport)
                self.__test = None
            #gluPickMatrix code
            """
gluPickMatrix(GLdouble x, GLdouble y, GLdouble deltax, GLdouble deltay,
		  GLint viewport[4])
{
    if (deltax <= 0 || deltay <= 0) { 
	return;
    }

    /* Translate and scale the picked region to the entire window */
    glTranslatef((viewport[2] - 2 * (x - viewport[0])) / deltax,
	    (viewport[3] - 2 * (y - viewport[1])) / deltay, 0);
    glScalef(viewport[2] / deltax, viewport[3] / deltay, 1.0);
}
            """

    if 0 and QTVERSION >= '4.3.0':
        def renderText(self,  x, y, z, text, font = None, listbase = 2000):
            GL.glGetError()
            GL.glGetError()
            qt.QGLWidget.renderText(self, x, y, z, text, font, listbase)
            GL.glGetError()
            GL.glGetError()

    def renderText(self, x, y, z, text, font = None, listbase = 2000):
        if font is None: font=self.font()
        if (QTVERSION < '4.3.2') or (QTVERSION > '4.4.0'):
            qt.QGLWidget.renderText(self, x, y, z, text, font, listbase)
        else:
            if 0:
                GL.glRasterPos3d(x, y, z)
                self.redBookFont.printString(text)
            else:
                GL.glPushAttrib(GL.GL_ALL_ATTRIB_BITS)
                GL.glDisable(GL.GL_TEXTURE_1D)
                GL.glDisable(GL.GL_TEXTURE_2D)
                GL.glDisable(GL.GL_CULL_FACE)

                GL.glRasterPos3d(x, y, z)
                GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
                GL.glEnable(GL.GL_BLEND)

                GL.glAlphaFunc(GL.GL_GREATER, 0.0)
                GL.glEnable(GL.GL_ALPHA_TEST)
                GL.glListBase(self.redBookFont.fontOffset)
                GL.glCallLists(text)
                GL.glPopAttrib()


    def mousePressEvent(self, event):
        if DEBUG:print "pressEvent"
        self.lastPos = qt.QPoint(event.pos())
        #get the color
        x = self.lastPos.x()
        y = self.lastPos.y()
        width  = self.width()
        height = self.height()
        """
        if event.buttons() == qt.Qt.MidButton:
            if GL.glGetIntegerv(GL.GL_RENDER_MODE) == GL.GL_SELECT:
                GL.glRenderMode(GL.GL_RENDER)
            else:
                print "setting selection mode"
                GL.glRenderMode(GL.GL_SELECT)
        """
        if event.buttons() & qt.Qt.RightButton:
            if DEBUG:
                print "Right button clicked"
            return
        if self._objectSelectionMode:
            if DEBUG:
                print "in object selection mode"
            y = self.height()- y

            self.makeCurrent()
            #change to selection mode
            # setup a result buffer for GL_SELECT mode
            GL.glSelectBuffer(10000)

            # start GL_SELECT mode : no rendering, just listing objects
            GL.glRenderMode(GL.GL_SELECT)

            #setup a small 5x5 pixel square region
            viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadIdentity()



            # changed viewport size to 10x10
            w = 10
            self.__test = [x,
                           y,
                           w,
                           w]
            GLU.gluPickMatrix(self.__test[0],
                             self.__test[1],
                             self.__test[2],
                             self.__test[3],
                             viewport)

            # draw the small square (but not visible)
            self.paintGL()
                
            # returns to usual mode and get the select buffer
            self.selectBuffer = list(GL.glRenderMode(GL.GL_RENDER))

            objectsList = self.scene.getObjectList()
            ddict = {}
            ddict['legend'] = None
            if len(self.selectBuffer):
                # search for the nearest object
                nearest = (1e20,())
                for (near, far, index) in self.selectBuffer:
                    if (near < nearest[0]) and (index != ()):
                        #if index > 0: #do not select the scene???
                            nearest = (near,index)
                    #print "near = ", near, "far = ", far, index
                if DEBUG:
                    print " Object index   = ", nearest[1][0] - 1
                if len(nearest[1]):
                    index = nearest[1][0]
                    if index <= len(objectsList):
                        ddict['legend'] = objectsList[index]
            else:
                ddict['legend'] = self.scene.name()

            if DEBUG:
                print "In SceneGLWidget"
                print "current = ", self.scene.getSelectedObject()
                print "selected = ", ddict['legend']
            if ddict['legend'] == self.scene.getSelectedObject():
                self.__outOfSelectMode = True
            else:
                #Just to draw the proper bounding box ...
                #otherways one could just redraw the texture
                self.__outOfSelectMode = False

            self.scene.setSelectedObject(ddict['legend'])

            if not self.__outOfSelectMode:
                self.emit(qt.SIGNAL('objectSelected'), ddict)
            else:
                print "no signal"

            qt.QApplication.postEvent(self,
                              qt.QResizeEvent(qt.QSize(width,height),self.size()))

        elif self._vertexSelectionMode:
            #self.setCacheEnabled(False)
            if DEBUG:
                print "vertexSelectionMode"
            selected = False
            legend = self.scene.getSelectedObject()
            if legend is None:
                if DEBUG:
                    print " NO OBJECT SELECTED"
                return
            else:
                selected = True
            object3D = self.scene[legend].root[0]
            if not object3D.selected():
                if DEBUG:
                    print "%s NOT SELECTED" % legend
                print "THIS SHOULD NOT HAPPEN"
                return
            if not object3D.isVertexSelectionModeSupported():
                #emit info
                ddict= {}
                ddict['legend'] = legend
                ddict['index'] = None
                txt = "Object %s does not support vertex selection." % legend
                ddict['info'] = txt
                ddict['vertex'] = None
                ddict['value']  = None
                self.emit(qt.SIGNAL('vertexSelected'), ddict)
                return

            #print "glu pro before height correction",GLU.gluUnProject(x, y, 0.0)
            y = self.height()- y
            #print "glu pro after height correction",GLU.gluUnProject(x, y, 0.0)

            #I should try to do all this in paintGL to avoid make current ...
            self.makeCurrent()

            #make sure I am in render mode
            GL.glRenderMode(GL.GL_RENDER)

            #draw only the active object
            lightFlag = GL.glGetBooleanv(GL.GL_LIGHTING)
            try:
                if lightFlag:
                    GL.glDisable(GL.GL_LIGHTING)
                self.__selectingVertex = True
                self.paintGL()
            finally:
                if lightFlag:
                    GL.glEnable(GL.GL_LIGHTING)
                self.__selectingVertex = False
            GL.glFlush()
            #GL.glFinish()

            #this assumes I draw on white background when selecting vertices
            backgroundIndex = 16777215

            # returns to usual mode and get the select buffer
            color = GL.glReadPixelsub(x, y, 1, 1, GL.GL_RGBA)
            #workaround a PyOpenGL bug
            if color.dtype == 'int8':
                if DEBUG:print '######### workaround pyopengl bug #########'
                color = color.astype(numpy.uint8)

            if DEBUG:
                print "color = ", color

            index =  color[0][0][0] + \
                    (color[0][0][1] << 8) +\
                    (color[0][0][2] << 16)

            index += pow(2,24) * (255 - color[0][0][3])
            if index == backgroundIndex:
                searchRegion = range(10) 
                for i in searchRegion:
                    if index != backgroundIndex:break
                    for k in range(2):
                        if index != backgroundIndex:break
                        if k == 1:
                            i = -i                        
                        if (x+i) >= width:continue
                        if (x+i) < 0:    continue
                        for j in searchRegion:
                            if index != backgroundIndex:break
                            for k in range(2):
                                if k == 1:
                                    j = -j
                                if (y+j) >= height:continue
                                if (y+j) < 0:    continue
                                color = GL.glReadPixelsub(x+i, y+j, 1, 1, GL.GL_RGBA)
                                #workaround a PyOpenGL bug
                                if color.dtype == 'int8':
                                    color = color.astype(numpy.uint8)
                                index = color[0][0][0] + \
                                        (color[0][0][1] << 8) + \
                                        (color[0][0][2] << 16)
                                index += pow(2,24) * (255 - color[0][0][3])
                                if index != backgroundIndex:
                                    if DEBUG:
                                        print "found with x, y = ", i, j
                                        print "color = ", color
                                        print "index = ", index
                                        if hasattr(object3D, "getIndexValues"):
                                            print "VERTEX = ",\
                                                   object3D.getIndexValues(index)
                                    break
            if DEBUG:
                if index == backgroundIndex:
                    print "click too far away"
                else:
                    print "INDEX =  ", index
                    if hasattr(object3D, "getIndexValues"):
                        print "VERTEX = ", object3D.getIndexValues(index)

            #make sure everything is fine ...
            qt.QApplication.postEvent(self,
                    qt.QResizeEvent(qt.QSize(width,height),self.size()))            

            #emit info
            ddict= {}
            ddict['legend'] = None
            ddict['index'] = index
            if index == backgroundIndex:
                ddict['info'] ="Clicked too far away"
                ddict['vertex'] = None
                ddict['value']  = None
            else:
                try:
                    values = object3D.getIndexValues(index)
                    ddict['vertex'] = [values[0], values[1], values[2]]
                    ddict['value']  = values[-1]
                    ddict['legend'] = object3D._configuration['common']['name']                
                    ddict['info'] = "X = %f   Y = %f   Z = %f   I = %f"  %\
                                    (values[0], values[1], values[2], values[3])
                except:
                    ddict['info'] = "ERROR: %s" % (sys.exc_info()[1])
            self.emit(qt.SIGNAL('vertexSelected'), ddict)

    def mouseReleaseEvent(self, event):
        if DEBUG:
            print "Release event = L", event.button() & qt.Qt.LeftButton
            print "Release event = M", event.button() & qt.Qt.MidButton
            print "Release event = R", event.button() & qt.Qt.RightButton
        if self._objectSelectionMode:
            self.setCacheEnabled(True)
            return
        #This does not work: event.buttons() excludes the button that caused the event
        if event.buttons() & qt.Qt.MidButton:
            pass

        #This does not work: event.buttons() excludes the button that caused the event
        if event.buttons() & qt.Qt.RightButton:
            if DEBUG:
                print "Right button released"
            pass

    def mouseMoveEvent(self, event):
        if event.buttons() & qt.Qt.LeftButton:
            if self._objectSelectionMode:
                return
            if self._vertexSelectionMode:
                return
        dx = event.x() - self.lastPos.x()
        dy = event.y() - self.lastPos.y()
        
        if event.buttons() & qt.Qt.LeftButton:
            #try to move the scene
            # I need the viewport size and the orthographic limits
            w = self.width()
            h = self.height()
            # I need the orthographic limits
            if dx != 0:
                dx = (dx/float(w)) * (self.__orthoLimits[3]-self.__orthoLimits[0])
            if dy != 0:
                dy = (dy/float(h)) * (self.__orthoLimits[4]-self.__orthoLimits[1])
            #probably the zoom also plays a role
            if SCENE_MATRIX:
                self.__currentViewPosition = self.scene.getCurrentViewMatrix()
            self.__currentViewPosition[3,0] += dx
            self.__currentViewPosition[3,1] -= dy
            self.scene.setCurrentViewMatrix(self.__currentViewPosition)            
            self.cacheUpdateGL()
        elif event.buttons() & qt.Qt.RightButton:
            self.setCacheEnabled(False)
            angleX =  0.3*dy
            angleZ =  0.3*dx
            xmin, ymin, zmin, xmax, ymax, zmax = self.scene.getLimits()
            centerX = 0.5 * (xmax + xmin)
            centerY = 0.5 * (ymax + ymin)
            centerZ = 0.5 * (zmax + zmin)
            scale = self.scene.tree.root[0].getConfiguration()['common']['scale']
            anchor = [centerX*scale[0], centerY*scale[1], centerZ*scale[2]]
            M = self.getRotationMatrix(angleX, 0, angleZ, anchor)
            if SCENE_MATRIX:
                self.__currentViewPosition = self.scene.getCurrentViewMatrix()
            self.__currentViewPosition = numpy.dot(M,
                                            self.__currentViewPosition)
            self.scene.setCurrentViewMatrix(self.__currentViewPosition)
            self.cacheUpdateGL()
            viewMatrix = self.scene.getCurrentViewMatrix()
        elif event.buttons() & qt.Qt.MidButton:
            #Z translation
            #in orthographic projection is almost senseless
            h = self.height()
            #the zoom plays a minor role
            #but the scene scale plays a big one
            if dy != 0:
                dy = (dy/float(h)) * (self.__orthoLimits[5]-self.__orthoLimits[2])
                if SCENE_MATRIX:
                    self.__currentViewPosition = self.scene.getCurrentViewMatrix()
                self.__currentViewPosition[3,2] -= dy
                self.scene.setCurrentViewMatrix(self.__currentViewPosition)            
                self.cacheUpdateGL()
        else:
            if DEBUG:
                print "I can only be here is mouse tracking is enabled"
            xPixel = event.x()
            yPixel = event.y()
            width  = self.width()
            height = self.height()
            x = xPixel
            y = self.height()- yPixel
            if 0:
                # I am not sure about the value of Z being the correct one
                # but I expect this to be used when in "2D" mode
                z = 0.0
            else:
                # The correct way (NeHe "Using gluUnproject" tutorial)
                # glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z)
                z = GL.glReadPixels(x, int(y), 1, 1, GL.GL_DEPTH_COMPONENT, GL.GL_FLOAT)
                z = z[0]
            
            #print numpy.dot(numpy.linalg.inv(self.__sceneModelViewMatrix), xyz)
            #x, y, z, w = numpy.dot(numpy.linalg.inv(self.__sceneModelViewMatrix), xyz)
            ddict = {}
            ddict['event']  = 'mouseMoved'
            ddict['xpixel'] = xPixel
            ddict['ypixel'] = yPixel
            ddict['zpixel'] = z
            view = GL.glGetIntegerv(GL.GL_VIEWPORT)
            glX, glY, glZ   = GLU.gluUnProject(x, y, z,
                                   model=self.__sceneModelViewMatrix,
                                   proj=self.__sceneProjectionMatrix,
                                   view=view)
            ddict['x'] = glX
            ddict['y'] = glY
            ddict['z'] = glZ
            glX, glY, glZ   = GLU.gluUnProject(x, y, z,
                                   model=self.__selectedModelViewMatrix,
                                   proj=self.__selectedProjectionMatrix,
                                   view=view)
            ddict['xselected'] = glX
            ddict['yselected'] = glY
            ddict['zselected'] = glZ                        
            if DEBUG:
                print "Emitting mouseMoved signal", ddict
            self.emit(qt.SIGNAL('mouseMoved'), ddict)
        self.lastPos = qt.QPoint(event.pos())

    def cacheUpdateGL(self):
        qt.QApplication.postEvent(self,
                 qt.QResizeEvent(self.size(),self.size()))

    
    def print3D(self):
        """
        #This worked on Qt3
        printer = qt.QPrinter()
        if printer.setup(None):
            painter = qt.QPainter()
            if not(painter.begin(printer)):
                return 0
            image = GL.glReadPixels(0,0,self.width,self.height,GL.GL_BGRA,opengl.GL_UNSIGNED_BYTE)
            a=Numeric.array(image,'c')
            qimage=qt.QImage(image, self.width, self.height, 32, None, 0, qt.QImage.IgnoreEndian)

            painter.drawImage(0,0,qimage)
            painter.end()
        """
        pass

    def closeEvent(self, event):
        self.__cacheTexture.openGLCleanup()
        self.setCacheEnabled(False)
        qt.QGLWidget.closeEvent(self, event)

if __name__ == '__main__':
    import sys
    import Object3DBase
    app = qt.QApplication(sys.argv)
    class MyObject(Object3DBase.Object3D):
        def drawObject(self):
            #GL.glShadeModel(GL.GL_FLAT)  
            GL.glShadeModel(GL.GL_SMOOTH) #in order not to have just blue face
            GL.glBegin(GL.GL_TRIANGLE_STRIP)
            GL.glColor3f(1., 0., 0.)      # Red
            GL.glVertex3f(-25., 0., 0.)
            GL.glColor3f(0., 1., 0.)      # Green
            GL.glVertex3f(25., 0., 0.)
            GL.glColor3f(0., 0., 1.)      # Blue
            GL.glVertex3f(0, 25, 0.)
            GL.glEnd()

    ob3D1 = MyObject()
    ob3D1.setLimits(-25, 0.0, 0.0, 25, 25, 0.0)

    ob3D2 = MyObject()    
    ob3D2.setLimits(-25, 0.0, 0.0, 25, 25, 0.0)


    #translate
    config = ob3D2.getConfiguration()
    config['common']['translation'] = [0.0, -25, 0.0]
    ob3D2.setConfiguration(config)

    if 0:
        import SceneWindow
        window = SceneWindow.SceneWindow()
        window.show()
        window.addObject(ob3D1, "Object1")
        window.show()
        sys.exit(app.exec_())


    window = SceneGLWidget()
    window.setWindowTitle('Object3DGLWidget')
    window.scene.setAutoScale(False)
    window.addObject3D(ob3D1, "Object1", plot=False)
    window.addObject3D(ob3D2, "Object2", plot=True)
    window.setObjectSelectionMode(True)
    window.setZoomFactor(1)
    def mySlot(ddict):
        print "Selected = ", ddict['legend']
        print "Object %s selected" % ddict['legend']
        if ddict['legend'] in [None, 'Scene']:
            print "Come on! It is not so difficult to hit one triangle"
            window.setZoomFactor(window.getZoomFactor() / 1.1)
        else:
            window.setZoomFactor(window.getZoomFactor() * 1.1)
            
        print "NEW ZOOM = ", window.getZoomFactor()
    qt.QObject.connect(window, qt.SIGNAL('objectSelected'), mySlot)
    window.show()
    sys.exit(app.exec_())