This file is indexed.

/usr/share/pyshared/VisionEgg/MoreStimuli.py is in python-visionegg 1.2.1-1.

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
# The Vision Egg: MoreStimuli
#
# Copyright (C) 2001-2003 Andrew Straw.
#           (C) 2005 by Hertie Institute for Clinical Brain Research,
#            Department of Cognitive Neurology, University of Tuebingen
#           (C) 2005,2008 California Institute of Technology
#           (C) 2006 Peter Jurica and Gijs Plomp
#
# URL: http://www.visionegg.org
#
# Distributed under the terms of the GNU Lesser General Public License
# (LGPL). See LICENSE.TXT that came with this file.

"""
Assorted stimuli.

"""

####################################################################
#
#        Import all the necessary packages
#
####################################################################

import logging

import VisionEgg
import VisionEgg.Core
import VisionEgg.ParameterTypes as ve_types

import numpy.oldnumeric as Numeric

import math

import VisionEgg.GL as gl # get all OpenGL stuff in one namespace

class Target2D(VisionEgg.Core.Stimulus):
    """Rectanglular stimulus.

    Parameters
    ==========
    anchor        -- specifies how position parameter is interpreted (String)
                     Default: center
    anti_aliasing -- (Boolean)
                     Default: True
    center        -- DEPRECATED: don't use (Sequence2 of Real)
                     Default: (determined at runtime)
    color         -- (AnyOf(Sequence3 of Real or Sequence4 of Real))
                     Default: (1.0, 1.0, 1.0)
    on            -- draw stimulus? (Boolean) (Boolean)
                     Default: True
    orientation   -- (Real)
                     Default: 0.0
    position      -- units: eye coordinates (AnyOf(Sequence2 of Real or Sequence3 of Real or Sequence4 of Real))
                     Default: (320.0, 240.0)
    size          -- units: eye coordinates (Sequence2 of Real)
                     Default: (64.0, 16.0)
    """

    parameters_and_defaults = {
        'on':(True,
              ve_types.Boolean,
              "draw stimulus? (Boolean)"),
        'color':((1.0,1.0,1.0),
                 ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                ve_types.Sequence4(ve_types.Real))),
        'anti_aliasing':(True,
                         ve_types.Boolean),
        'orientation':(0.0,
                       ve_types.Real),
        'position' : ( ( 320.0, 240.0 ),
                       ve_types.AnyOf(ve_types.Sequence2(ve_types.Real),
                                      ve_types.Sequence3(ve_types.Real),
                                      ve_types.Sequence4(ve_types.Real)),
                       "units: eye coordinates"),
        'anchor' : ('center',
                    ve_types.String,
                    "specifies how position parameter is interpreted"),
        'size':((64.0,16.0),
                ve_types.Sequence2(ve_types.Real),
                "units: eye coordinates"),
        'center' : (None,
                    ve_types.Sequence2(ve_types.Real),
                    "DEPRECATED: don't use"),
        }

    __slots__ = (
        '_gave_alpha_warning',
        )

    def __init__(self,**kw):
        VisionEgg.Core.Stimulus.__init__(self,**kw)
        self._gave_alpha_warning = 0

    def draw(self):
        p = self.parameters # shorthand
        if p.center is not None:
            if not hasattr(VisionEgg.config,"_GAVE_CENTER_DEPRECATION"):
                logger = logging.getLogger('VisionEgg.MoreStimuli')
                logger.warning("Specifying Target2D by deprecated "
                               "'center' parameter deprecated.  Use "
                               "'position' parameter instead.  (Allows "
                               "use of 'anchor' parameter to set to "
                               "other values.)")
                VisionEgg.config._GAVE_CENTER_DEPRECATION = 1
            p.anchor = 'center'
            p.position = p.center[0], p.center[1] # copy values (don't copy ref to tuple)
        if p.on:
            # calculate center
            center = VisionEgg._get_center(p.position,p.anchor,p.size)
            gl.glMatrixMode(gl.GL_MODELVIEW)
            gl.glPushMatrix()
            gl.glTranslate(center[0],center[1],0.0)
            gl.glRotate(p.orientation,0.0,0.0,1.0)

            if len(p.color)==3:
                gl.glColor3f(*p.color)
            elif len(p.color)==4:
                gl.glColor4f(*p.color)
            gl.glDisable(gl.GL_DEPTH_TEST)
            gl.glDisable(gl.GL_TEXTURE_2D)
            gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA)
            gl.glEnable(gl.GL_BLEND)

            w = p.size[0]/2.0
            h = p.size[1]/2.0

            gl.glBegin(gl.GL_QUADS)
            gl.glVertex3f(-w,-h, 0.0)
            gl.glVertex3f( w,-h, 0.0)
            gl.glVertex3f( w, h, 0.0)
            gl.glVertex3f(-w, h, 0.0)
            gl.glEnd() # GL_QUADS

            if p.anti_aliasing:
                if not self._gave_alpha_warning:
                    if len(p.color) > 3 and p.color[3] != 1.0:
                        logger = logging.getLogger('VisionEgg.MoreStimuli')
                        logger.warning("The parameter anti_aliasing is "
                                       "set to true in the Target2D "
                                       "stimulus class, but the color "
                                       "parameter specifies an alpha "
                                       "value other than 1.0.  To "
                                       "acheive anti-aliasing, ensure "
                                       "that the alpha value for the "
                                       "color parameter is 1.0.")
                        self._gave_alpha_warning = 1

                # We've already drawn a filled polygon (aliased), now
                # redraw the outline of the polygon (with
                # anti-aliasing).  (Using GL_POLYGON_SMOOTH results in
                # artifactual lines where triangles were joined to
                # create quad, at least on some OpenGL
                # implementations.)

                # Calculate coverage value for each pixel of outline
                # and store as alpha
                gl.glEnable(gl.GL_LINE_SMOOTH)
                # Now specify how to use the alpha value
                gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA)
                gl.glEnable(gl.GL_BLEND)

                # Draw a second polygon in line mode, so the edges are anti-aliased
                gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_LINE)
                gl.glBegin(gl.GL_QUADS)
                gl.glVertex3f(-w,-h, 0.0);
                gl.glVertex3f( w,-h, 0.0);
                gl.glVertex3f( w, h, 0.0);
                gl.glVertex3f(-w, h, 0.0);
                gl.glEnd() # GL_QUADS

                # Set the polygon mode back to fill mode
                gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_FILL)
                gl.glDisable(gl.GL_LINE_SMOOTH)
            gl.glPopMatrix()

class Rectangle3D(VisionEgg.Core.Stimulus):
    """Solid color rectangle positioned explicitly by four vertices.

    Parameters
    ==========
    color   -- (AnyOf(Sequence3 of Real or Sequence4 of Real))
               Default: (1.0, 1.0, 1.0, 1.0)
    on      -- (Boolean)
               Default: True
    vertex1 -- units: eye coordinates (AnyOf(Sequence3 of Real or Sequence4 of Real))
               Default: (-10.0, 0.0, -10.0)
    vertex2 -- units: eye coordinates (AnyOf(Sequence3 of Real or Sequence4 of Real))
               Default: (-10.0, 0.0, 10.0)
    vertex3 -- units: eye coordinates (AnyOf(Sequence3 of Real or Sequence4 of Real))
               Default: (10.0, 0.0, 10.0)
    vertex4 -- units: eye coordinates (AnyOf(Sequence3 of Real or Sequence4 of Real))
               Default: (10.0, 0.0, -10.0)
    """

    parameters_and_defaults = {
        'on':(True,
              ve_types.Boolean),

        'blending_enabled':(False,
                    ve_types.Boolean),

        # different default than TextureStimulus3D due to not break backwards compatibility
        'depth_test':(False,
                      ve_types.Boolean),

        'color':((1.0,1.0,1.0,1.0),
                 ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                ve_types.Sequence4(ve_types.Real))),
        'vertex1':(( -10.0, 0.0, -10.0),
                   ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                  ve_types.Sequence4(ve_types.Real)),
                 "units: eye coordinates"),
        'vertex2':(( -10.0, 0.0,  10.0),
                   ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                  ve_types.Sequence4(ve_types.Real)),
                 "units: eye coordinates"),
        'vertex3':((  10.0, 0.0,  10.0),
                   ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                  ve_types.Sequence4(ve_types.Real)),
                 "units: eye coordinates"),
        'vertex4':((  10.0, 0.0, -10.0),
                   ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                  ve_types.Sequence4(ve_types.Real)),
                 "units: eye coordinates"),
        }

    def __init__(self,**kw):
        VisionEgg.Core.Stimulus.__init__(self,**kw)

    def draw(self):
        p = self.parameters # shorthand
        if p.on:
            if len(p.color)==3:
                gl.glColor3f(*p.color)
            elif len(p.color)==4:
                gl.glColor4f(*p.color)

            gl.glDisable(gl.GL_TEXTURE_2D)
            if p.depth_test:
                gl.glEnable(gl.GL_DEPTH_TEST)
            else:
                gl.glDisable(gl.GL_DEPTH_TEST)
            if p.blending_enabled:
                gl.glEnable(gl.GL_BLEND)
            else:
                gl.glDisable(gl.GL_BLEND)

            gl.glBegin(gl.GL_QUADS)
            gl.glVertex(*p.vertex1)
            gl.glVertex(*p.vertex2)
            gl.glVertex(*p.vertex3)
            gl.glVertex(*p.vertex4)
            gl.glEnd() # GL_QUADS

class Arrow(VisionEgg.Core.Stimulus):
    """Arrow stimulus.

    Parameters
    ==========
    anchor        -- (String)
                     Default: center
    anti_aliasing -- (Boolean)
                     Default: True
    color         -- (AnyOf(Sequence3 of Real or Sequence4 of Real))
                     Default: (1.0, 1.0, 1.0)
    on            -- (Boolean)
                     Default: True
    orientation   -- (Real)
                     Default: 0.0
    position      -- units: eye coordinates (AnyOf(Sequence2 of Real or Sequence3 of Real or Sequence4 of Real))
                     Default: (320.0, 240.0)
    size          -- (Sequence2 of Real)
                     Default: (64.0, 16.0)
    """

    parameters_and_defaults = {
        'on':(True,
              ve_types.Boolean),
        'color':((1.0,1.0,1.0),
                 ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                ve_types.Sequence4(ve_types.Real))),
        'anti_aliasing':(True,
                         ve_types.Boolean),
        'orientation':(0.0, # 0.0 degrees = right, 90.0 degrees = up
                       ve_types.Real),
        'position' : ( ( 320.0, 240.0 ), # In eye coordinates
                       ve_types.AnyOf(ve_types.Sequence2(ve_types.Real),
                                      ve_types.Sequence3(ve_types.Real),
                                      ve_types.Sequence4(ve_types.Real)),
                       "units: eye coordinates"),
        'anchor' : ('center',
                    ve_types.String),
        'size':((64.0,16.0), # In eye coordinates
                ve_types.Sequence2(ve_types.Real)),
        }

    __slots__ = VisionEgg.Core.Stimulus.__slots__ + (
        '_gave_alpha_warning',
        )

    def __init__(self,**kw):
        VisionEgg.Core.Stimulus.__init__(self,**kw)
        self._gave_alpha_warning = 0

    def draw(self):
        p = self.parameters # Shorthand
        if p.on:
            # Calculate center
            center = VisionEgg._get_center(p.position,p.anchor,p.size)
            gl.glMatrixMode(gl.GL_MODELVIEW)
            gl.glPushMatrix()
            gl.glTranslate(center[0],center[1],0.0)
            gl.glRotate(-p.orientation,0.0,0.0,1.0)

            if len(p.color)==3:
                gl.glColor3f(*p.color)
            elif len(p.color)==4:
                gl.glColor4f(*p.color)
            gl.glDisable(gl.GL_DEPTH_TEST)
            gl.glDisable(gl.GL_TEXTURE_2D)
            gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA)
            gl.glEnable(gl.GL_BLEND)

            w = p.size[0]/2.0
            h = p.size[1]/2.0

            gl.glBegin(gl.GL_QUADS) # Draw Rectangle
            gl.glVertex3f( 0.25*w, h, 0.0)
            gl.glVertex3f(-w, h, 0.0)
            gl.glVertex3f(-w,-h, 0.0)
            gl.glVertex3f( 0.25*w, -h, 0.0)
            gl.glEnd() # GL_QUADS

            gl.glBegin(gl.GL_TRIANGLES) # Draw Triangle
            gl.glVertex3f( 1.00*w, 0.0*h, 0.0) # Top
            gl.glVertex3f( 0.25*w,-3.0*h, 0.0)
            gl.glVertex3f( 0.25*w, 3.0*h, 0.0)
            gl.glEnd() # GL_QUADS

            if p.anti_aliasing:
                if not self._gave_alpha_warning:
                    if len(p.color) > 3 and p.color[3] != 1.0:
                        logger = logging.getLogger('VisionEgg.Arrow')
                        logger.warning("The parameter anti_aliasing is "
                                       "set to true in the Arrow "
                                       "stimulus class, but the color "
                                       "parameter specifies an alpha "
                                       "value other than 1.0.  To "
                                       "acheive anti-aliasing, ensure "
                                       "that the alpha value for the "
                                       "color parameter is 1.0.")
                        self._gave_alpha_warning = 1

                # We've already drawn a filled polygon (aliased), now redraw
                # the outline of the polygon (with anti-aliasing). (Using
                # GL_POLYGON_SMOOTH results in artifactual lines where
                # triangles were joined to create quad, at least on some OpenGL
                # implementations.)

                # Calculate coverage value for each pixel of outline
                # and store as alpha
                gl.glEnable(gl.GL_LINE_SMOOTH)
                # Now specify how to use the alpha value
                gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA)
                gl.glEnable(gl.GL_BLEND)

                # Draw a second polygon in line mode, so the edges are anti-aliased
                gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_LINE)
                gl.glBegin(gl.GL_QUADS)

                gl.glVertex3f( 0.25*w, h, 0.0) # Draw Rectangle
                gl.glVertex3f(-w, h, 0.0)
                gl.glVertex3f(-w,-h, 0.0)
                gl.glVertex3f( 0.25*w, -h, 0.0)
                gl.glVertex3f( 1.00*w, 0.0*h, 0.0) # Draw Triangle
                gl.glVertex3f( 0.25*w,-3.0*h, 0.0)
                gl.glVertex3f( 0.25*w, 3.0*h, 0.0)
                gl.glEnd() # GL_QUADS

                # Set the polygon mode back to fill mode
                gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_FILL)
                gl.glDisable(gl.GL_LINE_SMOOTH)
            gl.glPopMatrix()

class FilledCircle(VisionEgg.Core.Stimulus):
    """  A circular stimulus, typically used as a fixation point.

    (Note, this implementation almost certainly could be made faster
    using display lists.)

    Parameters
    ==========
    anchor        -- how position parameter is used (String)
                     Default: center
    anti_aliasing -- (Boolean)
                     Default: True
    color         -- color (AnyOf(Sequence3 of Real or Sequence4 of Real))
                     Default: (1.0, 1.0, 1.0)
    num_triangles -- number of triangles used to draw circle (Integer)
                     Default: 51
    on            -- draw? (Boolean)
                     Default: True
    position      -- position in eye coordinates (AnyOf(Sequence2 of Real or Sequence3 of Real or Sequence4 of Real))
                     Default: (320.0, 240.0)
    radius        -- radius in eye coordinates (Real)
                     Default: 2.0
    """

    parameters_and_defaults = VisionEgg.ParameterDefinition({
        'on':(True,
              ve_types.Boolean,
              'draw?'),
        'color':((1.0,1.0,1.0),
                 ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
                                ve_types.Sequence4(ve_types.Real)),
                 'color'),
        'anti_aliasing':(True,
                         ve_types.Boolean),
        'position' : ( ( 320.0, 240.0 ), # in eye coordinates
                       ve_types.AnyOf(ve_types.Sequence2(ve_types.Real),
                                      ve_types.Sequence3(ve_types.Real),
                                      ve_types.Sequence4(ve_types.Real)),
                       'position in eye coordinates'),
        'anchor' : ('center',
                    ve_types.String,
                    'how position parameter is used'),
        'radius':(2.0,
                  ve_types.Real,
                  'radius in eye coordinates'),
        'num_triangles':(51,
                         ve_types.Integer,
                         'number of triangles used to draw circle'),
        })
    __slots__ = VisionEgg.Core.Stimulus.__slots__ + (
        '_gave_alpha_warning',
        )

    def __init__(self,**kw):
        VisionEgg.Core.Stimulus.__init__(self,**kw)
        self._gave_alpha_warning = 0

    def draw(self):
        p = self.parameters # shorthand
        if p.on:
            # calculate center
            center = VisionEgg._get_center(p.position,p.anchor,(p.radius, p.radius))
            gl.glDisable(gl.GL_DEPTH_TEST)
            gl.glDisable(gl.GL_TEXTURE_2D)
            gl.glDisable(gl.GL_BLEND)

            if len(p.color)==3:
                gl.glColor3f(*p.color)
            elif len(p.color)==4:
                gl.glColor4f(*p.color)

          # Build filled circle from points
#           gl.glBegin(gl.GL_POINTS)
#           radius = int(math.ceil(p.radius))
#           for i in range(-radius, radius):
#               for j in range(-radius, radius):
#                   if(i * i + j * j < radius * radius):
#                       gl.glVertex3f(p.position[0] + i, p.position[1] + j, 0.0)
#           gl.glEnd() # GL_POINTS

            # Build filled circle from triangles (this is typically faster
            # then the commented code above with the points)
            gl.glBegin(gl.GL_TRIANGLE_FAN)
            gl.glVertex3f(p.position[0], p.position[1], 0.0)
            angles = Numeric.arange(p.num_triangles)/float(p.num_triangles)*2.0*math.pi
            verts = Numeric.zeros( (p.num_triangles,2), Numeric.Float )
            verts[:,0] = p.position[0] + p.radius * Numeric.cos(angles)
            verts[:,1] = p.position[1] + p.radius * Numeric.sin(angles)
            for i in range(verts.shape[0]):
                gl.glVertex2fv(verts[i])
            gl.glVertex2fv(verts[0])

            gl.glEnd() # GL_TRIANGLE_FAN
            if p.anti_aliasing:
                if not self._gave_alpha_warning:
                    if len(p.color) > 3 and p.color[3] != 1.0:
                        logger = logging.getLogger('VisionEgg.Arrow')
                        logger.warning("The parameter anti_aliasing is "
                                       "set to true in the Arrow "
                                       "stimulus class, but the color "
                                       "parameter specifies an alpha "
                                       "value other than 1.0.  To "
                                       "acheive anti-aliasing, ensure "
                                       "that the alpha value for the "
                                       "color parameter is 1.0.")
                        self._gave_alpha_warning = 1

                        # We've already drawn a filled polygon (aliased), now redraw
                        # the outline of the polygon (with anti-aliasing). (Using
                        # GL_POLYGON_SMOOTH results in artifactual lines where
                        # triangles were joined to create quad, at least on some OpenGL
                        # implementations.)

                # Calculate coverage value for each pixel of outline
                # and store as alpha
                gl.glEnable(gl.GL_LINE_SMOOTH)
                # Now specify how to use the alpha value
                gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA)
                gl.glEnable(gl.GL_BLEND)

                # Draw a second polygon in line mode, so the edges are anti-aliased
                gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_LINE)
                gl.glBegin(gl.GL_TRIANGLE_FAN)
                gl.glVertex3f(p.position[0], p.position[1], 0.0)
                angles = Numeric.arange(p.num_triangles)/float(p.num_triangles)*2.0*math.pi
                verts = Numeric.zeros( (p.num_triangles,2), Numeric.Float )
                verts[:,0] = p.position[0] + p.radius * Numeric.cos(angles)
                verts[:,1] = p.position[1] + p.radius * Numeric.sin(angles)
                for i in range(verts.shape[0]):
                    gl.glVertex2fv(verts[i])
                gl.glVertex2fv(verts[0])
                gl.glEnd() # GL_TRIANGLE_FAN

                # Set the polygon mode back to fill mode
                gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_FILL)
                gl.glDisable(gl.GL_LINE_SMOOTH)