created a python3 version of the 3dviewer and fixed the / = float in py3
authorMel Massadian <melmassadian@gmail.com>
Wed, 23 Aug 2017 18:02:58 +0000 (20:02 +0200)
committerMel Massadian <melmassadian@gmail.com>
Wed, 23 Aug 2017 18:02:58 +0000 (20:02 +0200)
port/PyAssimp/pyassimp/helper.py
port/PyAssimp/scripts/3d_viewer_py3.py [new file with mode: 0755]

index b281e94..4fa01d5 100644 (file)
@@ -9,6 +9,10 @@ import ctypes
 from ctypes import POINTER\r
 import operator\r
 \r
+from distutils.sysconfig import get_python_lib\r
+import re\r
+import sys\r
+\r
 try: import numpy\r
 except: numpy = None\r
 \r
@@ -26,7 +30,15 @@ if os.name=='posix':
     additional_dirs.append('/usr/lib/x86_64-linux-gnu')\r
     additional_dirs.append('/usr/local/lib/')\r
 \r
-    # note - this won't catch libassimp.so.N.n, but \r
+    # check if running from anaconda.\r
+    if "conda" or "continuum" in sys.version.lower():\r
+      cur_path = get_python_lib()\r
+      pattern = re.compile('.*\/lib\/')\r
+      conda_lib = pattern.match(cur_path).group()\r
+      logger.info("Adding Anaconda lib path:"+ conda_lib)\r
+      additional_dirs.append(conda_lib)\r
+\r
+    # note - this won't catch libassimp.so.N.n, but\r
     # currently there's always a symlink called\r
     # libassimp.so in /usr/local/lib.\r
     ext_whitelist.append('.so')\r
@@ -39,7 +51,7 @@ elif os.name=='nt':
     for dir_candidate in path_dirs:\r
         if 'assimp' in dir_candidate.lower():\r
             additional_dirs.append(dir_candidate)\r
-            \r
+\r
 #print(additional_dirs)\r
 def vec2tuple(x):\r
     """ Converts a VECTOR3D to a Tuple """\r
@@ -61,10 +73,10 @@ def transform(vector3, matrix4x4):
             m2[0]*x + m2[1]*y + m2[2]*z + m2[3],\r
             m3[0]*x + m3[1]*y + m3[2]*z + m3[3]\r
             ]\r
-    \r
+\r
 def _inv(matrix4x4):\r
     m0,m1,m2,m3 = matrix4x4\r
-    \r
+\r
     det  =  m0[3]*m1[2]*m2[1]*m3[0] - m0[2]*m1[3]*m2[1]*m3[0] - \\r
             m0[3]*m1[1]*m2[2]*m3[0] + m0[1]*m1[3]*m2[2]*m3[0] + \\r
             m0[2]*m1[1]*m2[3]*m3[0] - m0[1]*m1[2]*m2[3]*m3[0] - \\r
@@ -77,7 +89,7 @@ def _inv(matrix4x4):
             m0[2]*m1[1]*m2[0]*m3[3] + m0[1]*m1[2]*m2[0]*m3[3] + \\r
             m0[2]*m1[0]*m2[1]*m3[3] - m0[0]*m1[2]*m2[1]*m3[3] - \\r
             m0[1]*m1[0]*m2[2]*m3[3] + m0[0]*m1[1]*m2[2]*m3[3]\r
-        \r
+\r
     return[[( m1[2]*m2[3]*m3[1] - m1[3]*m2[2]*m3[1] + m1[3]*m2[1]*m3[2] - m1[1]*m2[3]*m3[2] - m1[2]*m2[1]*m3[3] + m1[1]*m2[2]*m3[3]) /det,\r
             ( m0[3]*m2[2]*m3[1] - m0[2]*m2[3]*m3[1] - m0[3]*m2[1]*m3[2] + m0[1]*m2[3]*m3[2] + m0[2]*m2[1]*m3[3] - m0[1]*m2[2]*m3[3]) /det,\r
             ( m0[2]*m1[3]*m3[1] - m0[3]*m1[2]*m3[1] + m0[3]*m1[1]*m3[2] - m0[1]*m1[3]*m3[2] - m0[2]*m1[1]*m3[3] + m0[1]*m1[2]*m3[3]) /det,\r
@@ -94,7 +106,7 @@ def _inv(matrix4x4):
             ( m0[1]*m2[2]*m3[0] - m0[2]*m2[1]*m3[0] + m0[2]*m2[0]*m3[1] - m0[0]*m2[2]*m3[1] - m0[1]*m2[0]*m3[2] + m0[0]*m2[1]*m3[2]) /det,\r
             ( m0[2]*m1[1]*m3[0] - m0[1]*m1[2]*m3[0] - m0[2]*m1[0]*m3[1] + m0[0]*m1[2]*m3[1] + m0[1]*m1[0]*m3[2] - m0[0]*m1[1]*m3[2]) /det,\r
             ( m0[1]*m1[2]*m2[0] - m0[2]*m1[1]*m2[0] + m0[2]*m1[0]*m2[1] - m0[0]*m1[2]*m2[1] - m0[1]*m1[0]*m2[2] + m0[0]*m1[1]*m2[2]) /det]]\r
-   \r
+\r
 def get_bounding_box(scene):\r
     bb_min = [1e10, 1e10, 1e10] # x,y,z\r
     bb_max = [-1e10, -1e10, -1e10] # x,y,z\r
@@ -129,7 +141,7 @@ def get_bounding_box_for_node(node, bb_min, bb_max, transformation):
                 t3[0]*T0[2] + t3[1]*T1[2] + t3[2]*T2[2] + t3[3]*T3[2],\r
                 t3[0]*T0[3] + t3[1]*T1[3] + t3[2]*T2[3] + t3[3]*T3[3]\r
             ] ]\r
-    \r
+\r
     for mesh in node.meshes:\r
         for v in mesh.vertices:\r
             v = transform(v, transformation)\r
@@ -149,25 +161,25 @@ def get_bounding_box_for_node(node, bb_min, bb_max, transformation):
 def try_load_functions(library_path, dll):\r
     '''\r
     Try to bind to aiImportFile and aiReleaseImport\r
-    \r
+\r
     Arguments\r
     ---------\r
     library_path: path to current lib\r
     dll:          ctypes handle to library\r
-    \r
+\r
     Returns\r
     ---------\r
     If unsuccessful:\r
         None\r
     If successful:\r
-        Tuple containing (library_path, \r
+        Tuple containing (library_path,\r
                           load from filename function,\r
                           load from memory function,\r
                           export to filename function,\r
-                          release function, \r
+                          release function,\r
                           ctypes handle to assimp library)\r
     '''\r
-    \r
+\r
     try:\r
         load     = dll.aiImportFile\r
         release  = dll.aiReleaseImport\r
@@ -176,7 +188,7 @@ def try_load_functions(library_path, dll):
     except AttributeError:\r
         #OK, this is a library, but it doesn't have the functions we need\r
         return None\r
-    \r
+\r
     # library found!\r
     from .structs import Scene\r
     load.restype = POINTER(Scene)\r
@@ -185,13 +197,13 @@ def try_load_functions(library_path, dll):
 \r
 def search_library():\r
     '''\r
-    Loads the assimp library. \r
+    Loads the assimp library.\r
     Throws exception AssimpError if no library_path is found\r
-    \r
-    Returns: tuple, (load from filename function, \r
+\r
+    Returns: tuple, (load from filename function,\r
                      load from memory function,\r
                      export to filename function,\r
-                     release function, \r
+                     release function,\r
                      dll)\r
     '''\r
     #this path\r
@@ -201,7 +213,7 @@ def search_library():
     try:\r
         ctypes.windll.kernel32.SetErrorMode(0x8007)\r
     except AttributeError:\r
-        pass    \r
+        pass\r
 \r
     candidates = []\r
     # test every file\r
@@ -209,7 +221,7 @@ def search_library():
         if os.path.isdir(curfolder):\r
             for filename in os.listdir(curfolder):\r
                 # our minimum requirement for candidates is that\r
-                # they should contain 'assimp' somewhere in \r
+                # they should contain 'assimp' somewhere in\r
                 # their name\r
                 if filename.lower().find('assimp')==-1 or\\r
                     os.path.splitext(filename)[-1].lower() not in ext_whitelist:\r
@@ -248,10 +260,10 @@ def hasattr_silent(object, name):
     """\r
         Calls hasttr() with the given parameters and preserves the legacy (pre-Python 3.2)\r
         functionality of silently catching exceptions.\r
-        \r
+\r
         Returns the result of hasatter() or False if an exception was raised.\r
     """\r
-    \r
+\r
     try:\r
         return hasattr(object, name)\r
     except:\r
diff --git a/port/PyAssimp/scripts/3d_viewer_py3.py b/port/PyAssimp/scripts/3d_viewer_py3.py
new file mode 100755 (executable)
index 0000000..4e4eceb
--- /dev/null
@@ -0,0 +1,1320 @@
+#!/usr/bin/env python
+# -*- coding: UTF-8 -*-
+
+""" This program loads a model with PyASSIMP, and display it.
+
+Based on:
+- pygame code from http://3dengine.org/Spectator_%28PyOpenGL%29
+- http://www.lighthouse3d.com/tutorials
+- http://www.songho.ca/opengl/gl_transform.html
+- http://code.activestate.com/recipes/325391/
+- ASSIMP's C++ SimpleOpenGL viewer
+
+Authors: Séverin Lemaignan, 2012-2016
+"""
+import sys
+import logging
+
+from functools import reduce
+
+logger = logging.getLogger("pyassimp")
+gllogger = logging.getLogger("OpenGL")
+gllogger.setLevel(logging.WARNING)
+logging.basicConfig(level=logging.INFO)
+
+import OpenGL
+
+OpenGL.ERROR_CHECKING = False
+OpenGL.ERROR_LOGGING = False
+# OpenGL.ERROR_ON_COPY = True
+# OpenGL.FULL_LOGGING = True
+from OpenGL.GL import *
+from OpenGL.arrays import vbo
+from OpenGL.GL import shaders
+
+import pygame
+import pygame.font
+import pygame.image
+
+import math, random
+from numpy import linalg
+
+import pyassimp
+from pyassimp.postprocess import *
+from pyassimp.helper import *
+import transformations
+
+ROTATION_180_X = numpy.array([[1, 0, 0, 0], [0, -1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1]], dtype=numpy.float32)
+
+# rendering mode
+BASE = "BASE"
+COLORS = "COLORS"
+SILHOUETTE = "SILHOUETTE"
+HELPERS = "HELPERS"
+
+# Entities type
+ENTITY = "entity"
+CAMERA = "camera"
+MESH = "mesh"
+
+FLAT_VERTEX_SHADER_120 = """
+#version 120
+
+uniform mat4 u_viewProjectionMatrix;
+uniform mat4 u_modelMatrix;
+
+uniform vec4 u_materialDiffuse;
+
+attribute vec3 a_vertex;
+
+varying vec4 v_color;
+
+void main(void)
+{
+    v_color = u_materialDiffuse;
+    gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
+}
+"""
+
+FLAT_VERTEX_SHADER_130 = """
+#version 130
+
+uniform mat4 u_viewProjectionMatrix;
+uniform mat4 u_modelMatrix;
+
+uniform vec4 u_materialDiffuse;
+
+in vec3 a_vertex;
+
+out vec4 v_color;
+
+void main(void)
+{
+    v_color = u_materialDiffuse;
+    gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
+}
+"""
+
+BASIC_VERTEX_SHADER_120 = """
+#version 120
+
+uniform mat4 u_viewProjectionMatrix;
+uniform mat4 u_modelMatrix;
+uniform mat3 u_normalMatrix;
+uniform vec3 u_lightPos;
+
+uniform vec4 u_materialDiffuse;
+
+attribute vec3 a_vertex;
+attribute vec3 a_normal;
+
+varying vec4 v_color;
+
+void main(void)
+{
+    // Now the normal is in world space, as we pass the light in world space.
+    vec3 normal = u_normalMatrix * a_normal;
+
+    float dist = distance(a_vertex, u_lightPos);
+
+    // go to https://www.desmos.com/calculator/nmnaud1hrw to play with the parameters
+    // att is not used for now
+    float att=1.0/(1.0+0.8*dist*dist);
+
+    vec3 surf2light = normalize(u_lightPos - a_vertex);
+    vec3 norm = normalize(normal);
+    float dcont=max(0.0,dot(norm,surf2light));
+
+    float ambient = 0.3;
+    float intensity = dcont + 0.3 + ambient;
+
+    v_color = u_materialDiffuse  * intensity;
+
+    gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
+}
+"""
+
+BASIC_VERTEX_SHADER_130 = """
+#version 130
+
+uniform mat4 u_viewProjectionMatrix;
+uniform mat4 u_modelMatrix;
+uniform mat3 u_normalMatrix;
+uniform vec3 u_lightPos;
+
+uniform vec4 u_materialDiffuse;
+
+in vec3 a_vertex;
+in vec3 a_normal;
+
+out vec4 v_color;
+
+void main(void)
+{
+    // Now the normal is in world space, as we pass the light in world space.
+    vec3 normal = u_normalMatrix * a_normal;
+
+    float dist = distance(a_vertex, u_lightPos);
+
+    // go to https://www.desmos.com/calculator/nmnaud1hrw to play with the parameters
+    // att is not used for now
+    float att=1.0/(1.0+0.8*dist*dist);
+
+    vec3 surf2light = normalize(u_lightPos - a_vertex);
+    vec3 norm = normalize(normal);
+    float dcont=max(0.0,dot(norm,surf2light));
+
+    float ambient = 0.3;
+    float intensity = dcont + 0.3 + ambient;
+
+    v_color = u_materialDiffuse  * intensity;
+
+    gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
+}
+"""
+
+BASIC_FRAGMENT_SHADER_120 = """
+#version 120
+
+varying vec4 v_color;
+
+void main() {
+    gl_FragColor = v_color;
+}
+"""
+
+BASIC_FRAGMENT_SHADER_130 = """
+#version 130
+
+in vec4 v_color;
+
+void main() {
+    gl_FragColor = v_color;
+}
+"""
+
+GOOCH_VERTEX_SHADER_120 = """
+#version 120
+
+// attributes
+attribute vec3 a_vertex; // xyz - position
+attribute vec3 a_normal; // xyz - normal
+
+// uniforms
+uniform mat4 u_modelMatrix;
+uniform mat4 u_viewProjectionMatrix;
+uniform mat3 u_normalMatrix;
+uniform vec3 u_lightPos;
+uniform vec3 u_camPos;
+
+// output data from vertex to fragment shader
+varying vec3 o_normal;
+varying vec3 o_lightVector;
+
+///////////////////////////////////////////////////////////////////
+
+void main(void)
+{
+   // transform position and normal to world space
+   vec4 positionWorld = u_modelMatrix * vec4(a_vertex, 1.0);
+   vec3 normalWorld = u_normalMatrix * a_normal;
+
+   // calculate and pass vectors required for lighting
+   o_lightVector = u_lightPos - positionWorld.xyz;
+   o_normal = normalWorld;
+
+   // project world space position to the screen and output it
+   gl_Position = u_viewProjectionMatrix * positionWorld;
+}
+"""
+
+GOOCH_VERTEX_SHADER_130 = """
+#version 130
+
+// attributes
+in vec3 a_vertex; // xyz - position
+in vec3 a_normal; // xyz - normal
+
+// uniforms
+uniform mat4 u_modelMatrix;
+uniform mat4 u_viewProjectionMatrix;
+uniform mat3 u_normalMatrix;
+uniform vec3 u_lightPos;
+uniform vec3 u_camPos;
+
+// output data from vertex to fragment shader
+out vec3 o_normal;
+out vec3 o_lightVector;
+
+///////////////////////////////////////////////////////////////////
+
+void main(void)
+{
+   // transform position and normal to world space
+   vec4 positionWorld = u_modelMatrix * vec4(a_vertex, 1.0);
+   vec3 normalWorld = u_normalMatrix * a_normal;
+
+   // calculate and pass vectors required for lighting
+   o_lightVector = u_lightPos - positionWorld.xyz;
+   o_normal = normalWorld;
+
+   // project world space position to the screen and output it
+   gl_Position = u_viewProjectionMatrix * positionWorld;
+}
+"""
+
+GOOCH_FRAGMENT_SHADER_120 = """
+#version 120
+
+// data from vertex shader
+varying vec3 o_normal;
+varying vec3 o_lightVector;
+
+// diffuse color of the object
+uniform vec4 u_materialDiffuse;
+// cool color of gooch shading
+uniform vec3 u_coolColor;
+// warm color of gooch shading
+uniform vec3 u_warmColor;
+// how much to take from object color in final cool color
+uniform float u_alpha;
+// how much to take from object color in final warm color
+uniform float u_beta;
+
+///////////////////////////////////////////////////////////
+
+void main(void)
+{
+   // normlize vectors for lighting
+   vec3 normalVector = normalize(o_normal);
+   vec3 lightVector = normalize(o_lightVector);
+   // intensity of diffuse lighting [-1, 1]
+   float diffuseLighting = dot(lightVector, normalVector);
+   // map intensity of lighting from range [-1; 1] to [0, 1]
+   float interpolationValue = (1.0 + diffuseLighting)/2;
+
+   //////////////////////////////////////////////////////////////////
+
+   // cool color mixed with color of the object
+   vec3 coolColorMod = u_coolColor + vec3(u_materialDiffuse) * u_alpha;
+   // warm color mixed with color of the object
+   vec3 warmColorMod = u_warmColor + vec3(u_materialDiffuse) * u_beta;
+   // interpolation of cool and warm colors according
+   // to lighting intensity. The lower the light intensity,
+   // the larger part of the cool color is used
+   vec3 colorOut = mix(coolColorMod, warmColorMod, interpolationValue);
+
+   //////////////////////////////////////////////////////////////////
+
+   // save color
+   gl_FragColor.rgb = colorOut;
+   gl_FragColor.a = 1;
+}
+"""
+
+GOOCH_FRAGMENT_SHADER_130 = """
+#version 130
+
+// data from vertex shader
+in vec3 o_normal;
+in vec3 o_lightVector;
+
+// diffuse color of the object
+uniform vec4 u_materialDiffuse;
+// cool color of gooch shading
+uniform vec3 u_coolColor;
+// warm color of gooch shading
+uniform vec3 u_warmColor;
+// how much to take from object color in final cool color
+uniform float u_alpha;
+// how much to take from object color in final warm color
+uniform float u_beta;
+
+// output to framebuffer
+out vec4 resultingColor;
+
+///////////////////////////////////////////////////////////
+
+void main(void)
+{
+   // normlize vectors for lighting
+   vec3 normalVector = normalize(o_normal);
+   vec3 lightVector = normalize(o_lightVector);
+   // intensity of diffuse lighting [-1, 1]
+   float diffuseLighting = dot(lightVector, normalVector);
+   // map intensity of lighting from range [-1; 1] to [0, 1]
+   float interpolationValue = (1.0 + diffuseLighting)/2;
+
+   //////////////////////////////////////////////////////////////////
+
+   // cool color mixed with color of the object
+   vec3 coolColorMod = u_coolColor + vec3(u_materialDiffuse) * u_alpha;
+   // warm color mixed with color of the object
+   vec3 warmColorMod = u_warmColor + vec3(u_materialDiffuse) * u_beta;
+   // interpolation of cool and warm colors according
+   // to lighting intensity. The lower the light intensity,
+   // the larger part of the cool color is used
+   vec3 colorOut = mix(coolColorMod, warmColorMod, interpolationValue);
+
+   //////////////////////////////////////////////////////////////////
+
+   // save color
+   resultingColor.rgb = colorOut;
+   resultingColor.a = 1;
+}
+"""
+
+SILHOUETTE_VERTEX_SHADER_120 = """
+#version 120
+
+attribute vec3 a_vertex; // xyz - position
+attribute vec3 a_normal; // xyz - normal
+
+uniform mat4 u_modelMatrix;
+uniform mat4 u_viewProjectionMatrix;
+uniform mat4 u_modelViewMatrix;
+uniform vec4 u_materialDiffuse;
+uniform float u_bordersize; // width of the border
+
+varying vec4 v_color;
+
+void main(void){
+   v_color = u_materialDiffuse;
+   float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z;
+   vec4 tPos   = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0);
+   gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos;
+}
+"""
+
+SILHOUETTE_VERTEX_SHADER_130 = """
+#version 130
+
+in vec3 a_vertex; // xyz - position
+in vec3 a_normal; // xyz - normal
+
+uniform mat4 u_modelMatrix;
+uniform mat4 u_viewProjectionMatrix;
+uniform mat4 u_modelViewMatrix;
+uniform vec4 u_materialDiffuse;
+uniform float u_bordersize; // width of the border
+
+out vec4 v_color;
+
+void main(void){
+   v_color = u_materialDiffuse;
+   float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z;
+   vec4 tPos   = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0);
+   gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos;
+}
+"""
+DEFAULT_CLIP_PLANE_NEAR = 0.001
+DEFAULT_CLIP_PLANE_FAR = 1000.0
+
+
+def get_world_transform(scene, node):
+    if node == scene.rootnode:
+        return numpy.identity(4, dtype=numpy.float32)
+
+    parents = reversed(_get_parent_chain(scene, node, []))
+    parent_transform = reduce(numpy.dot, [p.transformation for p in parents])
+    return numpy.dot(parent_transform, node.transformation)
+
+
+def _get_parent_chain(scene, node, parents):
+    parent = node.parent
+
+    parents.append(parent)
+
+    if parent == scene.rootnode:
+        return parents
+
+    return _get_parent_chain(scene, parent, parents)
+
+
+class DefaultCamera:
+    def __init__(self, w, h, fov):
+        self.name = "default camera"
+        self.type = CAMERA
+        self.clipplanenear = DEFAULT_CLIP_PLANE_NEAR
+        self.clipplanefar = DEFAULT_CLIP_PLANE_FAR
+        self.aspect = w / h
+        self.horizontalfov = fov * math.pi / 180
+        self.transformation = numpy.array([[0.68, -0.32, 0.65, 7.48],
+                                           [0.73, 0.31, -0.61, -6.51],
+                                           [-0.01, 0.89, 0.44, 5.34],
+                                           [0., 0., 0., 1.]], dtype=numpy.float32)
+
+        self.transformation = numpy.dot(self.transformation, ROTATION_180_X)
+
+    def __str__(self):
+        return self.name
+
+
+class PyAssimp3DViewer:
+    base_name = "PyASSIMP 3D viewer"
+
+    def __init__(self, model, w=1024, h=768):
+
+        self.w = w
+        self.h = h
+
+        pygame.init()
+        pygame.display.set_caption(self.base_name)
+        pygame.display.set_mode((w, h), pygame.OPENGL | pygame.DOUBLEBUF)
+
+        glClearColor(0.18, 0.18, 0.18, 1.0)
+
+        shader_compilation_succeeded = False
+        try:
+            self.set_shaders_v130()
+            self.prepare_shaders()
+        except RuntimeError, message:
+            sys.stderr.write("%s\n" % message)
+            sys.stdout.write("Could not compile shaders in version 1.30, trying version 1.20\n")
+
+        if not shader_compilation_succeeded:
+            self.set_shaders_v120()
+            self.prepare_shaders()
+
+        self.scene = None
+        self.meshes = {}  # stores the OpenGL vertex/faces/normals buffers pointers
+
+        self.node2colorid = {}  # stores a color ID for each node. Useful for mouse picking and visibility checking
+        self.colorid2node = {}  # reverse dict of node2colorid
+
+        self.currently_selected = None
+        self.moving = False
+        self.moving_situation = None
+
+        self.default_camera = DefaultCamera(self.w, self.h, fov=70)
+        self.cameras = [self.default_camera]
+
+        self.current_cam_index = 0
+        self.current_cam = self.default_camera
+        self.set_camera_projection()
+
+        self.load_model(model)
+
+        # user interactions
+        self.focal_point = [0, 0, 0]
+        self.is_rotating = False
+        self.is_panning = False
+        self.is_zooming = False
+
+    def set_shaders_v120(self):
+      self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_120
+      self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_120
+      self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_120
+      self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_120
+
+      self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_120
+      self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_120
+
+    def set_shaders_v130(self):
+      self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_130
+      self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_130
+      self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_130
+      self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_130
+
+      self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_130
+      self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_130
+
+    def prepare_shaders(self):
+
+        ### Base shader
+        vertex = shaders.compileShader(self.BASIC_VERTEX_SHADER, GL_VERTEX_SHADER)
+        fragment = shaders.compileShader(self.BASIC_FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
+
+        self.shader = shaders.compileProgram(vertex, fragment)
+
+        self.set_shader_accessors(('u_modelMatrix',
+                                   'u_viewProjectionMatrix',
+                                   'u_normalMatrix',
+                                   'u_lightPos',
+                                   'u_materialDiffuse'),
+                                  ('a_vertex',
+                                   'a_normal'), self.shader)
+
+        ### Flat shader
+        flatvertex = shaders.compileShader(self.FLAT_VERTEX_SHADER, GL_VERTEX_SHADER)
+        self.flatshader = shaders.compileProgram(flatvertex, fragment)
+
+        self.set_shader_accessors(('u_modelMatrix',
+                                   'u_viewProjectionMatrix',
+                                   'u_materialDiffuse',),
+                                  ('a_vertex',), self.flatshader)
+
+        ### Silhouette shader
+        silh_vertex = shaders.compileShader(self.SILHOUETTE_VERTEX_SHADER, GL_VERTEX_SHADER)
+        self.silhouette_shader = shaders.compileProgram(silh_vertex, fragment)
+
+        self.set_shader_accessors(('u_modelMatrix',
+                                   'u_viewProjectionMatrix',
+                                   'u_modelViewMatrix',
+                                   'u_materialDiffuse',
+                                   'u_bordersize'  # width of the silhouette
+                                   ),
+                                  ('a_vertex',
+                                   'a_normal'), self.silhouette_shader)
+
+        ### Gooch shader
+        gooch_vertex = shaders.compileShader(self.GOOCH_VERTEX_SHADER, GL_VERTEX_SHADER)
+        gooch_fragment = shaders.compileShader(self.GOOCH_FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
+        self.gooch_shader = shaders.compileProgram(gooch_vertex, gooch_fragment)
+
+        self.set_shader_accessors(('u_modelMatrix',
+                                   'u_viewProjectionMatrix',
+                                   'u_normalMatrix',
+                                   'u_lightPos',
+                                   'u_materialDiffuse',
+                                   'u_coolColor',
+                                   'u_warmColor',
+                                   'u_alpha',
+                                   'u_beta'
+                                   ),
+                                  ('a_vertex',
+                                   'a_normal'), self.gooch_shader)
+
+    @staticmethod
+    def set_shader_accessors(uniforms, attributes, shader):
+        # add accessors to the shaders uniforms and attributes
+        for uniform in uniforms:
+            location = glGetUniformLocation(shader, uniform)
+            if location in (None, -1):
+                raise RuntimeError('No uniform: %s (maybe it is not used '
+                                   'anymore and has been optimized out by'
+                                   ' the shader compiler)' % uniform)
+            setattr(shader, uniform, location)
+
+        for attribute in attributes:
+            location = glGetAttribLocation(shader, attribute)
+            if location in (None, -1):
+                raise RuntimeError('No attribute: %s' % attribute)
+            setattr(shader, attribute, location)
+
+    @staticmethod
+    def prepare_gl_buffers(mesh):
+
+        mesh.gl = {}
+
+        # Fill the buffer for vertex and normals positions
+        v = numpy.array(mesh.vertices, 'f')
+        n = numpy.array(mesh.normals, 'f')
+
+        mesh.gl["vbo"] = vbo.VBO(numpy.hstack((v, n)))
+
+        # Fill the buffer for vertex positions
+        mesh.gl["faces"] = glGenBuffers(1)
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"])
+        glBufferData(GL_ELEMENT_ARRAY_BUFFER,
+                     numpy.array(mesh.faces, dtype=numpy.int32),
+                     GL_STATIC_DRAW)
+
+        mesh.gl["nbfaces"] = len(mesh.faces)
+
+        # Unbind buffers
+        glBindBuffer(GL_ARRAY_BUFFER, 0)
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
+
+    @staticmethod
+    def get_rgb_from_colorid(colorid):
+        r = (colorid >> 0) & 0xff
+        g = (colorid >> 8) & 0xff
+        b = (colorid >> 16) & 0xff
+
+        return r, g, b
+
+    def get_color_id(self):
+        id = random.randint(0, 256 * 256 * 256)
+        if id not in self.colorid2node:
+            return id
+        else:
+            return self.get_color_id()
+
+    def glize(self, scene, node):
+
+        logger.info("Loading node <%s>" % node)
+        node.selected = True if self.currently_selected and self.currently_selected == node else False
+
+        node.transformation = node.transformation.astype(numpy.float32)
+
+        if node.meshes:
+            node.type = MESH
+            colorid = self.get_color_id()
+            self.colorid2node[colorid] = node
+            self.node2colorid[node.name] = colorid
+
+        elif node.name in [c.name for c in scene.cameras]:
+
+            # retrieve the ASSIMP camera object
+            [cam] = [c for c in scene.cameras if c.name == node.name]
+            node.type = CAMERA
+            logger.info("Added camera <%s>" % node.name)
+            logger.info("Camera position: %.3f, %.3f, %.3f" % tuple(node.transformation[:, 3][:3].tolist()))
+            self.cameras.append(node)
+            node.clipplanenear = cam.clipplanenear
+            node.clipplanefar = cam.clipplanefar
+
+            if numpy.allclose(cam.lookat, [0, 0, -1]) and numpy.allclose(cam.up, [0, 1, 0]):  # Cameras in .blend files
+
+                # Rotate by 180deg around X to have Z pointing forward
+                node.transformation = numpy.dot(node.transformation, ROTATION_180_X)
+            else:
+                raise RuntimeError(
+                    "I do not know how to normalize this camera orientation: lookat=%s, up=%s" % (cam.lookat, cam.up))
+
+            if cam.aspect == 0.0:
+                logger.warning("Camera aspect not set. Setting to default 4:3")
+                node.aspect = 1.333
+            else:
+                node.aspect = cam.aspect
+
+            node.horizontalfov = cam.horizontalfov
+
+        else:
+            node.type = ENTITY
+
+        for child in node.children:
+            self.glize(scene, child)
+
+    def load_model(self, path, postprocess=aiProcessPreset_TargetRealtime_MaxQuality):
+        logger.info("Loading model:" + path + "...")
+
+        if postprocess:
+            self.scene = pyassimp.load(path, processing=postprocess)
+        else:
+            self.scene = pyassimp.load(path)
+        logger.info("Done.")
+
+        scene = self.scene
+        # log some statistics
+        logger.info("  meshes: %d" % len(scene.meshes))
+        logger.info("  total faces: %d" % sum([len(mesh.faces) for mesh in scene.meshes]))
+        logger.info("  materials: %d" % len(scene.materials))
+        self.bb_min, self.bb_max = get_bounding_box(self.scene)
+        logger.info("  bounding box:" + str(self.bb_min) + " - " + str(self.bb_max))
+
+        self.scene_center = [(a + b) / 2. for a, b in zip(self.bb_min, self.bb_max)]
+
+        for index, mesh in enumerate(scene.meshes):
+            self.prepare_gl_buffers(mesh)
+
+        self.glize(scene, scene.rootnode)
+
+        # Finally release the model
+        pyassimp.release(scene)
+        logger.info("Ready for 3D rendering!")
+
+    def cycle_cameras(self):
+
+        self.current_cam_index = (self.current_cam_index + 1) % len(self.cameras)
+        self.current_cam = self.cameras[self.current_cam_index]
+        self.set_camera_projection(self.current_cam)
+        logger.info("Switched to camera <%s>" % self.current_cam)
+
+    def set_overlay_projection(self):
+        glViewport(0, 0, self.w, self.h)
+        glMatrixMode(GL_PROJECTION)
+        glLoadIdentity()
+        glOrtho(0.0, self.w - 1.0, 0.0, self.h - 1.0, -1.0, 1.0)
+        glMatrixMode(GL_MODELVIEW)
+        glLoadIdentity()
+
+    def set_camera_projection(self, camera=None):
+
+        if not camera:
+            camera = self.current_cam
+
+        znear = camera.clipplanenear or DEFAULT_CLIP_PLANE_NEAR
+        zfar = camera.clipplanefar or DEFAULT_CLIP_PLANE_FAR
+        aspect = camera.aspect
+        fov = camera.horizontalfov
+
+        glMatrixMode(GL_PROJECTION)
+        glLoadIdentity()
+
+        # Compute gl frustrum
+        tangent = math.tan(fov / 2.)
+        h = znear * tangent
+        w = h * aspect
+
+        # params: left, right, bottom, top, near, far
+        glFrustum(-w, w, -h, h, znear, zfar)
+        # equivalent to:
+        # gluPerspective(fov * 180/math.pi, aspect, znear, zfar)
+
+        self.projection_matrix = glGetFloatv(GL_PROJECTION_MATRIX).transpose()
+
+        glMatrixMode(GL_MODELVIEW)
+        glLoadIdentity()
+
+    def render_colors(self):
+
+        glEnable(GL_DEPTH_TEST)
+        glDepthFunc(GL_LEQUAL)
+
+        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
+        glEnable(GL_CULL_FACE)
+
+        glUseProgram(self.flatshader)
+
+        glUniformMatrix4fv(self.flatshader.u_viewProjectionMatrix, 1, GL_TRUE,
+                           numpy.dot(self.projection_matrix, self.view_matrix))
+
+        self.recursive_render(self.scene.rootnode, self.flatshader, mode=COLORS)
+
+        glUseProgram(0)
+
+    def get_hovered_node(self, mousex, mousey):
+        """
+        Attention: The performances of this method relies heavily on the size of the display!
+        """
+
+        # mouse out of the window?
+        if mousex < 0 or mousex >= self.w or mousey < 0 or mousey >= self.h:
+            return None
+
+        self.render_colors()
+        # Capture image from the OpenGL buffer
+        buf = (GLubyte * (3 * self.w * self.h))(0)
+        glReadPixels(0, 0, self.w, self.h, GL_RGB, GL_UNSIGNED_BYTE, buf)
+
+        # Reinterpret the RGB pixel buffer as a 1-D array of 24bits colors
+        a = numpy.ndarray(len(buf), numpy.dtype('>u1'), buf)
+        colors = numpy.zeros(len(buf) // 3, numpy.dtype('<u4'))
+        for i in range(3):
+            colors.view(dtype='>u1')[i::4] = a.view(dtype='>u1')[i::3]
+
+        colorid = colors[mousex + mousey * self.w]
+
+        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
+
+        if colorid in self.colorid2node:
+            return self.colorid2node[colorid]
+
+    def render(self, wireframe=False, twosided=False):
+
+        glEnable(GL_DEPTH_TEST)
+        glDepthFunc(GL_LEQUAL)
+
+        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE if wireframe else GL_FILL)
+        glDisable(GL_CULL_FACE) if twosided else glEnable(GL_CULL_FACE)
+
+        self.render_grid()
+
+        self.recursive_render(self.scene.rootnode, None, mode=HELPERS)
+
+        ### First, the silhouette
+
+        if False:
+            shader = self.silhouette_shader
+
+            # glDepthMask(GL_FALSE)
+            glCullFace(GL_FRONT)  # cull front faces
+
+            glUseProgram(shader)
+            glUniform1f(shader.u_bordersize, 0.01)
+
+            glUniformMatrix4fv(shader.u_viewProjectionMatrix, 1, GL_TRUE,
+                               numpy.dot(self.projection_matrix, self.view_matrix))
+
+            self.recursive_render(self.scene.rootnode, shader, mode=SILHOUETTE)
+
+            glUseProgram(0)
+
+        ### Then, inner shading
+        # glDepthMask(GL_TRUE)
+        glCullFace(GL_BACK)
+
+        use_gooch = False
+        if use_gooch:
+            shader = self.gooch_shader
+
+            glUseProgram(shader)
+            glUniform3f(shader.u_lightPos, -.5, -.5, .5)
+
+            ##### GOOCH specific
+            glUniform3f(shader.u_coolColor, 159.0 / 255, 148.0 / 255, 255.0 / 255)
+            glUniform3f(shader.u_warmColor, 255.0 / 255, 75.0 / 255, 75.0 / 255)
+            glUniform1f(shader.u_alpha, .25)
+            glUniform1f(shader.u_beta, .25)
+            #########
+        else:
+            shader = self.shader
+            glUseProgram(shader)
+            glUniform3f(shader.u_lightPos, -.5, -.5, .5)
+
+        glUniformMatrix4fv(shader.u_viewProjectionMatrix, 1, GL_TRUE,
+                           numpy.dot(self.projection_matrix, self.view_matrix))
+
+        self.recursive_render(self.scene.rootnode, shader)
+
+        glUseProgram(0)
+
+    def render_axis(self,
+                    transformation=numpy.identity(4, dtype=numpy.float32),
+                    label=None,
+                    size=0.2,
+                    selected=False):
+        m = transformation.transpose()  # OpenGL row major
+
+        glPushMatrix()
+        glMultMatrixf(m)
+
+        glLineWidth(3 if selected else 1)
+
+        size = 2 * size if selected else size
+
+        glBegin(GL_LINES)
+
+        # draw line for x axis
+        glColor3f(1.0, 0.0, 0.0)
+        glVertex3f(0.0, 0.0, 0.0)
+        glVertex3f(size, 0.0, 0.0)
+
+        # draw line for y axis
+        glColor3f(0.0, 1.0, 0.0)
+        glVertex3f(0.0, 0.0, 0.0)
+        glVertex3f(0.0, size, 0.0)
+
+        # draw line for Z axis
+        glColor3f(0.0, 0.0, 1.0)
+        glVertex3f(0.0, 0.0, 0.0)
+        glVertex3f(0.0, 0.0, size)
+
+        glEnd()
+
+        if label:
+            self.showtext(label)
+
+        glPopMatrix()
+
+    @staticmethod
+    def render_camera(camera, transformation):
+
+        m = transformation.transpose()  # OpenGL row major
+
+        aspect = camera.aspect
+
+        u = 0.1  # unit size (in m)
+        l = 3 * u  # lenght of the camera cone
+        f = 3 * u  # aperture of the camera cone
+
+        glPushMatrix()
+        glMultMatrixf(m)
+
+        glLineWidth(2)
+        glBegin(GL_LINE_STRIP)
+
+        glColor3f(.2, .2, .2)
+
+        glVertex3f(u, u, -u)
+        glVertex3f(u, -u, -u)
+        glVertex3f(-u, -u, -u)
+        glVertex3f(-u, u, -u)
+        glVertex3f(u, u, -u)
+
+        glVertex3f(u, u, 0.0)
+        glVertex3f(u, -u, 0.0)
+        glVertex3f(-u, -u, 0.0)
+        glVertex3f(-u, u, 0.0)
+        glVertex3f(u, u, 0.0)
+
+        glVertex3f(f * aspect, f, l)
+        glVertex3f(f * aspect, -f, l)
+        glVertex3f(-f * aspect, -f, l)
+        glVertex3f(-f * aspect, f, l)
+        glVertex3f(f * aspect, f, l)
+
+        glEnd()
+
+        glBegin(GL_LINE_STRIP)
+        glVertex3f(u, -u, -u)
+        glVertex3f(u, -u, 0.0)
+        glVertex3f(f * aspect, -f, l)
+        glEnd()
+
+        glBegin(GL_LINE_STRIP)
+        glVertex3f(-u, -u, -u)
+        glVertex3f(-u, -u, 0.0)
+        glVertex3f(-f * aspect, -f, l)
+        glEnd()
+
+        glBegin(GL_LINE_STRIP)
+        glVertex3f(-u, u, -u)
+        glVertex3f(-u, u, 0.0)
+        glVertex3f(-f * aspect, f, l)
+        glEnd()
+
+        glPopMatrix()
+
+    @staticmethod
+    def render_grid():
+
+        glLineWidth(1)
+        glColor3f(0.5, 0.5, 0.5)
+        glBegin(GL_LINES)
+        for i in range(-10, 11):
+            glVertex3f(i, -10.0, 0.0)
+            glVertex3f(i, 10.0, 0.0)
+
+        for i in range(-10, 11):
+            glVertex3f(-10.0, i, 0.0)
+            glVertex3f(10.0, i, 0.0)
+        glEnd()
+
+    def recursive_render(self, node, shader, mode=BASE, with_normals=True):
+        """ Main recursive rendering method.
+        """
+
+        normals = with_normals
+
+        if mode == COLORS:
+            normals = False
+
+
+        if not hasattr(node, "selected"):
+            node.selected = False
+
+        m = get_world_transform(self.scene, node)
+
+        # HELPERS mode
+        ###
+        if mode == HELPERS:
+            # if node.type == ENTITY:
+            self.render_axis(m,
+                             label=node.name if node != self.scene.rootnode else None,
+                             selected=node.selected if hasattr(node, "selected") else False)
+
+            if node.type == CAMERA:
+                self.render_camera(node, m)
+
+            for child in node.children:
+                    self.recursive_render(child, shader, mode)
+
+            return
+
+        # Mesh rendering modes
+        ###
+        if node.type == MESH:
+
+            for mesh in node.meshes:
+
+                stride = 24  # 6 * 4 bytes
+
+                if node.selected and mode == SILHOUETTE:
+                    glUniform4f(shader.u_materialDiffuse, 1.0, 0.0, 0.0, 1.0)
+                    glUniformMatrix4fv(shader.u_modelViewMatrix, 1, GL_TRUE,
+                                       numpy.dot(self.view_matrix, m))
+
+                else:
+                    if mode == COLORS:
+                        colorid = self.node2colorid[node.name]
+                        r, g, b = self.get_rgb_from_colorid(colorid)
+                        glUniform4f(shader.u_materialDiffuse, r / 255.0, g / 255.0, b / 255.0, 1.0)
+                    elif mode == SILHOUETTE:
+                        glUniform4f(shader.u_materialDiffuse, .0, .0, .0, 1.0)
+                    else:
+                        if node.selected:
+                            diffuse = (1.0, 0.0, 0.0, 1.0)  # selected nodes in red
+                        else:
+                            diffuse = mesh.material.properties["diffuse"]
+                        if len(diffuse) == 3:  # RGB instead of expected RGBA
+                            diffuse.append(1.0)
+                        glUniform4f(shader.u_materialDiffuse, *diffuse)
+                        # if ambient:
+                        #    glUniform4f( shader.Material_ambient, *mat["ambient"] )
+
+                if mode == BASE:  # not in COLORS or SILHOUETTE
+                    normal_matrix = linalg.inv(numpy.dot(self.view_matrix, m)[0:3, 0:3]).transpose()
+                    glUniformMatrix3fv(shader.u_normalMatrix, 1, GL_TRUE, normal_matrix)
+
+                glUniformMatrix4fv(shader.u_modelMatrix, 1, GL_TRUE, m)
+
+                vbo = mesh.gl["vbo"]
+                vbo.bind()
+
+                glEnableVertexAttribArray(shader.a_vertex)
+                if normals:
+                    glEnableVertexAttribArray(shader.a_normal)
+
+                glVertexAttribPointer(
+                    shader.a_vertex,
+                    3, GL_FLOAT, False, stride, vbo
+                )
+
+                if normals:
+                    glVertexAttribPointer(
+                        shader.a_normal,
+                        3, GL_FLOAT, False, stride, vbo + 12
+                    )
+
+                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"])
+                glDrawElements(GL_TRIANGLES, mesh.gl["nbfaces"] * 3, GL_UNSIGNED_INT, None)
+
+                vbo.unbind()
+                glDisableVertexAttribArray(shader.a_vertex)
+
+                if normals:
+                    glDisableVertexAttribArray(shader.a_normal)
+
+                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
+
+        for child in node.children:
+            self.recursive_render(child, shader, mode)
+
+
+    def switch_to_overlay(self):
+        glPushMatrix()
+        self.set_overlay_projection()
+
+    def switch_from_overlay(self):
+        self.set_camera_projection()
+        glPopMatrix()
+
+    def select_node(self, node):
+        self.currently_selected = node
+        self.update_node_select(self.scene.rootnode)
+
+    def update_node_select(self, node):
+        if node is self.currently_selected:
+            node.selected = True
+        else:
+            node.selected = False
+
+        for child in node.children:
+            self.update_node_select(child)
+
+    def loop(self):
+
+        pygame.display.flip()
+
+        if not self.process_events():
+            return False  # ESC has been pressed
+
+        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
+
+        return True
+
+    def process_events(self):
+
+        LEFT_BUTTON = 1
+        MIDDLE_BUTTON = 2
+        RIGHT_BUTTON = 3
+        WHEEL_UP = 4
+        WHEEL_DOWN = 5
+
+        dx, dy = pygame.mouse.get_rel()
+        mousex, mousey = pygame.mouse.get_pos()
+
+        zooming_one_shot = False
+
+        ok = True
+
+        for evt in pygame.event.get():
+            if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == LEFT_BUTTON:
+                hovered = self.get_hovered_node(mousex, self.h - mousey)
+                if hovered:
+                    if self.currently_selected and self.currently_selected == hovered:
+                        self.select_node(None)
+                    else:
+                        logger.info("Node %s selected" % hovered)
+                        self.select_node(hovered)
+                else:
+                    self.is_rotating = True
+            if evt.type == pygame.MOUSEBUTTONUP and evt.button == LEFT_BUTTON:
+                self.is_rotating = False
+
+            if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == MIDDLE_BUTTON:
+                self.is_panning = True
+            if evt.type == pygame.MOUSEBUTTONUP and evt.button == MIDDLE_BUTTON:
+                self.is_panning = False
+
+            if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == RIGHT_BUTTON:
+                self.is_zooming = True
+            if evt.type == pygame.MOUSEBUTTONUP and evt.button == RIGHT_BUTTON:
+                self.is_zooming = False
+
+            if evt.type == pygame.MOUSEBUTTONDOWN and evt.button in [WHEEL_UP, WHEEL_DOWN]:
+                zooming_one_shot = True
+                self.is_zooming = True
+                dy = -10 if evt.button == WHEEL_UP else 10
+
+            if evt.type == pygame.KEYDOWN:
+                ok = (ok and self.process_keystroke(evt.key, evt.mod))
+
+        self.controls_3d(dx, dy, zooming_one_shot)
+
+        return ok
+
+    def process_keystroke(self, key, mod):
+
+        # process arrow keys if an object is selected
+        if self.currently_selected:
+            up = 0
+            strafe = 0
+
+            if key == pygame.K_UP:
+                up = 1
+            if key == pygame.K_DOWN:
+                up = -1
+            if key == pygame.K_LEFT:
+                strafe = -1
+            if key == pygame.K_RIGHT:
+                strafe = 1
+
+            self.move_selected_node(up, strafe)
+
+        if key == pygame.K_f:
+            pygame.display.toggle_fullscreen()
+
+        if key == pygame.K_TAB:
+            self.cycle_cameras()
+
+        if key in [pygame.K_ESCAPE, pygame.K_q]:
+            return False
+
+        return True
+
+    def controls_3d(self, dx, dy, zooming_one_shot=False):
+
+        CAMERA_TRANSLATION_FACTOR = 0.01
+        CAMERA_ROTATION_FACTOR = 0.01
+
+        if not (self.is_rotating or self.is_panning or self.is_zooming):
+            return
+
+        current_pos = self.current_cam.transformation[:3, 3].copy()
+        distance = numpy.linalg.norm(self.focal_point - current_pos)
+
+        if self.is_rotating:
+            """ Orbiting the camera is implemented the following way:
+
+            - the rotation is split into a rotation around the *world* Z axis
+              (controlled by the horizontal mouse motion along X) and a
+              rotation around the *X* axis of the camera (pitch) *shifted to
+              the focal origin* (the world origin for now). This is controlled
+              by the vertical motion of the mouse (Y axis).
+
+            - as a result, the resulting transformation of the camera in the
+              world frame C' is:
+                C' = (T · Rx · T⁻¹ · (Rz · C)⁻¹)⁻¹
+
+              where:
+                - C is the original camera transformation in the world frame,
+                - Rz is the rotation along the Z axis (in the world frame)
+                - T is the translation camera -> world (ie, the inverse of the
+                  translation part of C
+                - Rx is the rotation around X in the (translated) camera frame
+            """
+
+            rotation_camera_x = dy * CAMERA_ROTATION_FACTOR
+            rotation_world_z = dx * CAMERA_ROTATION_FACTOR
+            world_z_rotation = transformations.euler_matrix(0, 0, rotation_world_z)
+            cam_x_rotation = transformations.euler_matrix(rotation_camera_x, 0, 0)
+
+            after_world_z_rotation = numpy.dot(world_z_rotation, self.current_cam.transformation)
+
+            inverse_transformation = transformations.inverse_matrix(after_world_z_rotation)
+
+            translation = transformations.translation_matrix(
+                transformations.decompose_matrix(inverse_transformation)[3])
+            inverse_translation = transformations.inverse_matrix(translation)
+
+            new_inverse = numpy.dot(inverse_translation, inverse_transformation)
+            new_inverse = numpy.dot(cam_x_rotation, new_inverse)
+            new_inverse = numpy.dot(translation, new_inverse)
+
+            self.current_cam.transformation = transformations.inverse_matrix(new_inverse).astype(numpy.float32)
+
+        if self.is_panning:
+            tx = -dx * CAMERA_TRANSLATION_FACTOR * distance
+            ty = dy * CAMERA_TRANSLATION_FACTOR * distance
+            cam_transform = transformations.translation_matrix((tx, ty, 0)).astype(numpy.float32)
+            self.current_cam.transformation = numpy.dot(self.current_cam.transformation, cam_transform)
+
+        if self.is_zooming:
+            tz = dy * CAMERA_TRANSLATION_FACTOR * distance
+            cam_transform = transformations.translation_matrix((0, 0, tz)).astype(numpy.float32)
+            self.current_cam.transformation = numpy.dot(self.current_cam.transformation, cam_transform)
+
+        if zooming_one_shot:
+            self.is_zooming = False
+
+        self.update_view_camera()
+
+    def update_view_camera(self):
+
+        self.view_matrix = linalg.inv(self.current_cam.transformation)
+
+        # Rotate by 180deg around X to have Z pointing backward (OpenGL convention)
+        self.view_matrix = numpy.dot(ROTATION_180_X, self.view_matrix)
+
+        glMatrixMode(GL_MODELVIEW)
+        glLoadIdentity()
+        glMultMatrixf(self.view_matrix.transpose())
+
+    def move_selected_node(self, up, strafe):
+        self.currently_selected.transformation[0][3] += strafe
+        self.currently_selected.transformation[2][3] += up
+
+    @staticmethod
+    def showtext(text, x=0, y=0, z=0, size=20):
+
+        # TODO: alpha blending does not work...
+        # glEnable(GL_BLEND)
+        # glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
+
+        font = pygame.font.Font(None, size)
+        text_surface = font.render(text, True, (10, 10, 10, 255),
+                                  (255 * 0.18, 255 * 0.18, 255 * 0.18, 0))
+        text_data = pygame.image.tostring(text_surface, "RGBA", True)
+        glRasterPos3d(x, y, z)
+        glDrawPixels(text_surface.get_width(),
+                     text_surface.get_height(),
+                     GL_RGBA, GL_UNSIGNED_BYTE,
+                     text_data)
+
+        # glDisable(GL_BLEND)
+
+
+def main(model, width, height):
+    app = PyAssimp3DViewer(model, w=width, h=height)
+
+    clock = pygame.time.Clock()
+
+    while app.loop():
+
+        app.update_view_camera()
+
+        ## Main rendering
+        app.render()
+
+        ## GUI text display
+        app.switch_to_overlay()
+        app.showtext("Active camera: %s" % str(app.current_cam), 10, app.h - 30)
+        if app.currently_selected:
+            app.showtext("Selected node: %s" % app.currently_selected, 10, app.h - 50)
+            pos = app.h - 70
+
+            app.showtext("(%sm, %sm, %sm)" % (app.currently_selected.transformation[0, 3],
+                                              app.currently_selected.transformation[1, 3],
+                                              app.currently_selected.transformation[2, 3]), 30, pos)
+
+        app.switch_from_overlay()
+
+        # Make sure we do not go over 30fps
+        clock.tick(30)
+
+    logger.info("Quitting! Bye bye!")
+
+
+#########################################################################
+#########################################################################
+
+if __name__ == '__main__':
+    if not len(sys.argv) > 1:
+        print("Usage: " + __file__ + " <model>")
+        sys.exit(2)
+
+    main(model=sys.argv[1], width=1024, height=768)