# Path: fos/vsml.py
# DEBUG = False
#         MODELVIEW = 0
#         PROJECTION = 1
# def normalize(vectarr):
#     def __new__(cls, *args, **kwargs):
#     def __init__(self):
#     def setSize(self, width, height):
#     def loadIdentity(self, aType):
#     def pushMatrix(self, aType):
#     def popMatrix(self, aType):
#     def multMatrix(self, aType, aMatrix):
#     def get_modelview_matrix(self, array_type=c_float, glGetMethod=glGetFloatv):
#     def get_projection_matrix(self, array_type=c_float, glGetMethod=glGetFloatv):
#     def get_viewport(self):
#     def get_projection(self):
#     def get_modelview(self):
#     def initUniformLocs(sefl, modelviewLoc, projLoc):
#     def initUniformBlock(self, buf, modelviewOffset, projOffset):
#     def translate(self, x, y, z, aType = MatrixTypes.MODELVIEW ):
#     def scale(self, x, y, z, aType = MatrixTypes.MODELVIEW ):
#     def rotate(self, angle, x, y, z, aType = MatrixTypes.MODELVIEW ):
#     def loadMatrix(self, aMatrix, aType = MatrixTypes.MODELVIEW ):
#     def lookAt(self, xPos, yPos, zPos, xLook, yLook, zLook, xUp, yUp, zUp):
#     def perspective(self, fov, ratio, nearp, farp):
#     def ortho(self, left, right, top, bottom, nearp=-1.0, farp=1.0):
#     def frustum(self, left, right, bottom, top, nearp, farp):
#     def matrixToBuffer(self, aType):
#     def matrixToUniform(self, aType):
#     def matrixToGL(self, aType):
# class VSML(object):
#     class MatrixTypes(object):


import numpy as np
import fos.util
from pyglet.gl import *
from PySide.QtGui import QMatrix4x4
from fos.shader.lib import *
from fos.vsml import vsml
from .base import *
        self.colors_draw = np.repeat(self.colors, 2, axis=0)
        self.radius_draw = np.repeat(self.radius, 2, axis=0)
        if self.enable_picking:
            self.ID_draw = np.repeat(self.ID, 2, axis=0)
            
    def _setup_colors_pick(self, colorsshape, ID):
        """ Setups the colors_pick array using the ID for picking
        """
        colors_pick = np.ones( colorsshape, dtype = np.float32 )

        # selectionId to color
        def con( ID ):
            r = (ID & 0x00FF0000) >> 16
            g = (ID & 0x0000FF00) >> 8
            b = (ID & 0x000000FF)
            return r,g,b

        for i in range(colorsshape[0]):
            #TODO: check dimensions
            colors_pick[i,:3] = np.array(con(ID[i])).T/255.0

        return colors_pick, colors_pick.ctypes.data

    def _pick_extruded(self, x, y):
        pass

    def _draw_extruded(self):
        self.program.bind()

        self.program.setUniformValueArray( self.projMatrix,

# Path: fos/vsml.py
# DEBUG = False
#         MODELVIEW = 0
#         PROJECTION = 1
# def normalize(vectarr):
#     def __new__(cls, *args, **kwargs):
#     def __init__(self):
#     def setSize(self, width, height):
#     def loadIdentity(self, aType):
#     def pushMatrix(self, aType):
#     def popMatrix(self, aType):
#     def multMatrix(self, aType, aMatrix):
#     def get_modelview_matrix(self, array_type=c_float, glGetMethod=glGetFloatv):
#     def get_projection_matrix(self, array_type=c_float, glGetMethod=glGetFloatv):
#     def get_viewport(self):
#     def get_projection(self):
#     def get_modelview(self):
#     def initUniformLocs(sefl, modelviewLoc, projLoc):
#     def initUniformBlock(self, buf, modelviewOffset, projOffset):
#     def translate(self, x, y, z, aType = MatrixTypes.MODELVIEW ):
#     def scale(self, x, y, z, aType = MatrixTypes.MODELVIEW ):
#     def rotate(self, angle, x, y, z, aType = MatrixTypes.MODELVIEW ):
#     def loadMatrix(self, aMatrix, aType = MatrixTypes.MODELVIEW ):
#     def lookAt(self, xPos, yPos, zPos, xLook, yLook, zLook, xUp, yUp, zUp):
#     def perspective(self, fov, ratio, nearp, farp):
#     def ortho(self, left, right, top, bottom, nearp=-1.0, farp=1.0):
#     def frustum(self, left, right, bottom, top, nearp, farp):
#     def matrixToBuffer(self, aType):
#     def matrixToUniform(self, aType):
#     def matrixToGL(self, aType):
# class VSML(object):
#     class MatrixTypes(object):


# Path: fos/actor/skeleton.py
import numpy as np
import fos.util
from pyglet.gl import *
from PySide.QtGui import QMatrix4x4
from fos.shader.lib import *
from fos.vsml import vsml
from .base import *

        self.colors_draw = np.repeat(self.colors, 2, axis=0)
        self.radius_draw = np.repeat(self.radius, 2, axis=0)
        if self.enable_picking:
            self.ID_draw = np.repeat(self.ID, 2, axis=0)
            
    def _setup_colors_pick(self, colorsshape, ID):
        """ Setups the colors_pick array using the ID for picking
        """
        colors_pick = np.ones( colorsshape, dtype = np.float32 )

        # selectionId to color
        def con( ID ):
            r = (ID & 0x00FF0000) >> 16
            g = (ID & 0x0000FF00) >> 8
            b = (ID & 0x000000FF)
            return r,g,b

        for i in range(colorsshape[0]):
            #TODO: check dimensions
            colors_pick[i,:3] = np.array(con(ID[i])).T/255.0

        return colors_pick, colors_pick.ctypes.data

    def _pick_extruded(self, x, y):
        pass

    def _draw_extruded(self):
        self.program.bind()

        self.program.setUniformValueArray( self.projMatrix,

            QMatrix4x4( tuple(vsml.projection.ravel().tolist()) ),