Beispiel #1
0
 def build(src_file):
     savedpath = os.getcwd()
     try:
         os.chdir('data')
         return OBJ('%s.obj' % meshname)
     finally:
         os.chdir(savedpath)
Beispiel #2
0
def readOBJ(file_name):
    obj = OBJ(file_name)
    # print(obj.mtl)
    for name, mtl in obj.mtl.items():
        if 'texture_Kd' in mtl:
            return mtl['texture_Kd']
    return ''
Beispiel #3
0
def init_gl():
    global obj
    global cam
    global sun
    global mercury, venus, earth, mars, jupiter, saturn, uranus, neptune
    global planets
    global asteroid
    global t
    global quad
    global ship

    glClearColor(0.0, 0.0, 0.0, 1.0)
    glClearDepth(1.0)
    glEnable(GL_DEPTH_TEST)
    glShadeModel(GL_SMOOTH)

    glEnable(GL_LIGHTING)

    glLightfv(GL_LIGHT0, GL_AMBIENT, light_amb_0)
    glLightfv(GL_LIGHT0, GL_POSITION, light_pos_0)
    glEnable(GL_LIGHT0)

    glLightfv(GL_LIGHT1, GL_POSITION, light_pos_1)
    glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, light_dir_1)
    glLightfv(GL_LIGHT1, GL_AMBIENT, light_amb_1)
    glLightfv(GL_LIGHT1, GL_DIFFUSE, light_dif_1)
    glEnable(GL_LIGHT1)

    obj = OBJ("cube.obj", textureFile="stars.jpg")
    obj.generate()

    cam = Camera()

    sun = Sun(textureFile="sun.jpg")

    mercury = Planet("mercury.jpg", 8, 5, 0.5, 0.1, 0.25)
    venus = Planet("venus.jpg", 9.6, 6, 0.4, 0.1, 0.35)
    earth = Planet("earth.jpg", 11.2, 7, 0.3, 0.1, 0.45, "moon.jpg",
                   [0.7, 0.8, 0.09])
    mars = Planet("mars.jpg", 12.8, 8, 0.2, 0.1, 0.33)
    jupiter = Planet("jupiter.jpg", 19.2, 12, 0.2, 1, 1.5, "jupiter-moon.jpg",
                     [3, 1, 0.3])
    saturn = Planet("saturn.jpg", 25.6, 16, 0.15, 0.2, 1.1)
    uranus = Planet("uranus.jpg", 30.4, 19, 0.11, 0.2, 0.8)
    neptune = Planet("neptune.jpg", 32.8, 20.5, 0.09, 0.2, 0.7)
    planets = [mercury, venus, earth, mars, jupiter, saturn, uranus, neptune]

    quad = gluNewQuadric()
    gluQuadricTexture(quad, GL_TRUE)

    asteroid = Asteroid(Fire())

    t = Texture("rings.jpg")

    ship = pywavefront.Wavefront('Apollo/apollo.obj')
    def InitGL(self):
        
        self.safe_angle = list(self.angle)      #the last angle ran
        self.detect_col = True                  #collision 
        self.port_locked = False                #serial port lock
        self.project = self.frame.project       #main project

        #light 0
        glLightfv(GL_LIGHT0, GL_POSITION,  (-100, 500,  0, 1.0))
        glLightfv(GL_LIGHT0, GL_AMBIENT, (0.2, 0.2, 0.2, 1.0))
        glLightfv(GL_LIGHT0, GL_DIFFUSE, (.1, .1, .1, .1))
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
        glEnable(GL_LIGHT0)
       
        #Light 1
        glLightfv(GL_LIGHT1, GL_AMBIENT,  [0.0, 0.0, 0.0, 1.0]) # R G B A
        glLightfv(GL_LIGHT1, GL_DIFFUSE,  [.85, .85, .85, 1]) # R G B A
        glLightfv(GL_LIGHT1, GL_POSITION, [300, 550, 300, 0.0]) # x y z w y = height, z = distance
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
        glEnable(GL_LIGHT1)
        
        glEnable(GL_LIGHTING)
        glEnable(GL_DEPTH_TEST)
        glShadeModel(GL_SMOOTH)           # most obj files expect to be smooth-shaded
        
        glEnable(GL_BLEND)#allow blending
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        #load object files after init
        
        #@todo these values should come from project?
        self.base = OBJ("base_bm.obj")
        self.shoulder = OBJ("shoulder_b.obj")
        self.bicep = OBJ("bicep_b.obj")
        self.bicep001 = OBJ("bicep001_b.obj")
        self.wrist = OBJ("wrist_wrail.obj")
        self.gripper = OBJ("gripper_b.obj")
        self.gripper001 = OBJ("gripper001_b.obj")
        self.room_T_B_B = OBJ('room_T_B.obj', swapyz=False, my_texture = True, use_mat = False)
        
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        
        if self.size:
            width, height = self.size
        else: 
            print"no size"
            width, height = 800, 600
        gluPerspective(45, width/float(height), 1, 2000.0)
        
        glEnable(GL_DEPTH_TEST)
        glMatrixMode(GL_MODELVIEW)
        glEnable(GL_COLOR_MATERIAL)
    def InitGL(self):
        glLightfv(GL_LIGHT0, GL_DIFFUSE, (1, 1, 1))
        glLightfv(GL_LIGHT0, GL_AMBIENT, (0.2, 0.2, 0.2))
        glLightfv(GL_LIGHT0, GL_SPECULAR, (1.0, 1.0, 1.0))
        glLightfv(GL_LIGHT0, GL_POSITION, (3, 3, 0.0))
        glEnable(GL_LIGHT0)
        glEnable(GL_LIGHTING)
        glEnable(GL_COLOR_MATERIAL)
        glEnable(GL_DEPTH_TEST)
        glShadeModel(GL_SMOOTH)  # most obj files expect to be smooth-shaded

        self.obj = OBJ("small_sphere.obj", swapyz=True)

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        gluPerspective(90, 800.0 / 600.0, 1, 100.0)
        glEnable(GL_DEPTH_TEST)
        glMatrixMode(GL_MODELVIEW)
Beispiel #6
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def main():
    homography = None 
    # для камеры 1
    camera_parameters = np.array([[693.90888662, 0, 333.27294343], [0, 688.54241995, 237.91849834], [0, 0, 1]])
    # для камеры 0
    #camera_parameters = np.array([[862.44357443, 0, 261.31601578], [0, 859.96288926, 176.84476175], [0, 0, 1]])
    orb = cv2.ORB_create()
    bf = cv2.BFMatcher(cv2.NORM_HAMMING, crossCheck=True)
    model = cv2.imread("C:/Users/tonym/Desktop/ProjectX/reference/model7.jpg", 0)
    kp_model = orb.detect(model)
    kp_model, des_model = orb.compute(model, kp_model)
    obj = OBJ("C:/Users/tonym/Desktop/ProjectX/models/rat.obj", swapyz=True)  
    cap = cv2.VideoCapture(1)
    while cap.isOpened():
           
        if cv2.waitKey(1) == ord('q'):
            break
        ret, scene = cap.read()
        if not ret:
            print("Unable to capture video")
            return 
        kp_scene = orb.detect(scene)
        kp_scene, des_scene = orb.compute(scene, kp_scene)
        matches = bf.match(des_model, des_scene)
        matches = sorted(matches, key=lambda x: x.distance)
        if len(matches) > MIN_MATCHES:
            src_pts = np.float32([kp_model[m.queryIdx].pt for m in matches]).reshape(-1, 1, 2)
            dst_pts = np.float32([kp_scene[m.trainIdx].pt for m in matches]).reshape(-1, 1, 2)
            homography, mask = cv2.findHomography(src_pts, dst_pts, cv2.RANSAC, 5.0)
            if homography is not None:
                try:    
                    projection = projection_matrix(camera_parameters, homography)  
                    scene = render(scene, obj, projection, model)
                except:
                    pass
                
            cv2.imshow('frame', scene)
            cv2.imwrite("C:/Users/tonym/Desktop/ProjectX/rat_testing/img" + str(random.randint(1, 10000)) + ".jpg", scene)
        else:
            print("Недостаточно совпадений - %d/%d" % (len(matches), MIN_MATCHES))
    cap.release()
    cv2.destroyAllWindows()
    return 0
Beispiel #7
0
def regenerate_defective_image(defective_image_path):
    # PYGAME
    pygame.init()
    srf = set_viewport(VIEWPORT[0], VIEWPORT[1])
    # LOAD OBJECT AFTER PYGAME INIT
    obj = OBJ(OBJECT, swapyz=True)
    # clock = pygame.time.Clock()
    # set up OPENGL env
    light_position = (-40, 200, 100, 0.0)
    set_light_property(light_position)
    set_filed_of_vision(FOVY, VIEWPORT, Z_NEAR, Z_FAR)
    # create image
    part_start = time.time()
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    glLoadIdentity()

    # Defect image cartesian coordinate parameters
    defective_image_with_png = remove_extra_path(defective_image_path)
    defective_image = remove_filename_extension(defective_image_with_png)
    c_x, c_y, c_z, p_x, p_y, p_z, u_x, u_y, u_z = find_defect_image_target_value(
        defective_image)

    # take the shoot
    logging.info('Start regenerating defect image ' + defective_image)
    print(c_x, c_y, c_z, p_x, p_y, p_z, u_x, u_y, u_z)
    gluLookAt(c_x, c_y, c_z, p_x, p_y, p_z, u_x, u_y, u_z)
    glCallList(obj.gl_list)

    # Move old defect image to /home/eva/space_center/moon_8K/Regen_Image/defect_image/
    defective_path = shutil.move(defective_image_path, DEFECTIVE_PATH)
    logging.info('{} move to {}'.format(defective_path, DEFECTIVE_PATH))

    # SAVE regenerated image
    pygame.image.save(srf, os.path.join(PATCH_PATH, defective_image + '.png'))
    pygame.image.save(srf, defective_image_path)
    logging.info('Finish creating defect image, time = {}'.format(time.time() -
                                                                  part_start))
 def __init__(self, fire):
     self.asteroid = OBJ("asteroid.obj", textureFile="asteroid.jpg")
     self.ellipse = Ellipse(18, 4, 0.17)
     self.fire = fire
     self.angle = 0
 def load_obj(self, obj_file):
     self.obj = OBJ(obj_file, swapyz=True)
     self.Refresh(True)
Beispiel #10
0
    up = [0, 1, 0]  # for Dataset_six_random

    norm_forward = normalize(forward)
    side = normalize(crossf(norm_forward, up))
    up = normalize(crossf(side, norm_forward))

    return up[0], up[1], up[2]


if __name__ == '__main__':
    EXPERIMENT_IMAGE = "near"
    # PYGAME
    pygame.init()
    srf = set_viewport(VIEWPORT[0], VIEWPORT[1])
    # LOAD OBJECT AFTER PYGAME INIT
    obj = OBJ(OBJECT, swapyz=True)
    clock = pygame.time.Clock()
    # set up OPENGL env
    set_light_property()
    glEnable(GL_LIGHT0)
    glEnable(GL_LIGHTING)
    glEnable(GL_COLOR_MATERIAL)
    glEnable(GL_DEPTH_TEST)
    glShadeModel(GL_SMOOTH)  # most obj files expect to be smooth-shaded
    set_filed_of_vision(FOVY, VIEWPORT, Z_NEAR, Z_FAR)
    # create image
    sample_target = {}
    part_start = time.time()
    logging.info('Start creating experiment image ' + EXPERIMENT_IMAGE)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    glLoadIdentity()
Beispiel #11
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def transfer_pygame_surface_to_cv2_ndarray(surface):
    pygame_string = pygame.image.tostring(surface, 'RGB')
    img = np.fromstring(pygame_string, dtype=np.uint8)
    img = img.reshape((VIEWPORT[1], VIEWPORT[0], 3))
    img = cv2.cvtColor(img, cv2.COLOR_RGB2BGR)

    return img


if __name__ == '__main__':
    # PYGAME
    pygame.init()
    srf = set_viewport(VIEWPORT[0], VIEWPORT[1])
    # LOAD OBJECT AFTER PYGAME INIT
    obj = OBJ(sys.argv[1], swapyz=True)
    clock = pygame.time.Clock()
    # set up OPENGL env
    set_light_property()
    glEnable(GL_LIGHT0)
    glEnable(GL_LIGHTING)
    glEnable(GL_COLOR_MATERIAL)
    glEnable(GL_DEPTH_TEST)
    glShadeModel(GL_SMOOTH)  # most obj files expect to be smooth-shaded
    set_filed_of_vision(FOVY, VIEWPORT, Z_NEAR, Z_FAR)
    # create image
    for i in range(LEVEL_1_INDEX):
        sample_target = {}
        # sample_image = {}
        logging.info('Start creating Part_{}'.format(i))
        part_start = time.time()
Beispiel #12
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def main():
    parser = ArgumentParser()
    parser.add_argument('--obj', type=str, required=True, help='OBJ filename')
    args = parser.parse_args()

    init()
    viewport = (800, 600)
    display.set_mode(viewport, OPENGL | DOUBLEBUF)
    display.set_caption('pyobb 3D demo')

    glEnable(GL_LIGHTING)
    glEnable(GL_LIGHT0)
    glLightfv(GL_LIGHT0, GL_POSITION, (0, -1, 0, 0))
    glLightfv(GL_LIGHT0, GL_AMBIENT, (0.2, 0.2, 0.2, 1))
    glLightfv(GL_LIGHT0, GL_DIFFUSE, (0.5, 0.5, 0.5, 1))

    glEnable(GL_COLOR_MATERIAL)
    glEnable(GL_DEPTH_TEST)
    glShadeModel(GL_SMOOTH)

    obj = OBJ(filename=args.obj)
    indices = []
    for face in obj.faces:
        indices.append(face[0][0] - 1)
        indices.append(face[0][1] - 1)
        indices.append(face[0][2] - 1)
    obb = OBB.build_from_triangles(obj.vertices, indices)

    obb_gl_list = glGenLists(1)
    glNewList(obb_gl_list, GL_COMPILE)
    glBegin(GL_LINES)
    glColor3fv((1, 0, 0))

    def input_vertex(x, y, z):
        glVertex3fv(obb.transform((x, y, z)))

    input_vertex(*obb.max)
    input_vertex(obb.max[0], obb.min[1], obb.max[2])

    input_vertex(obb.max[0], obb.min[1], obb.max[2])
    input_vertex(obb.min[0], obb.min[1], obb.max[2])

    input_vertex(obb.min[0], obb.min[1], obb.max[2])
    input_vertex(obb.min[0], obb.max[1], obb.max[2])

    input_vertex(obb.min[0], obb.max[1], obb.max[2])
    input_vertex(*obb.max)

    input_vertex(obb.max[0], obb.max[1], obb.max[2])
    input_vertex(obb.max[0], obb.max[1], obb.min[2])

    input_vertex(obb.max[0], obb.min[1], obb.max[2])
    input_vertex(obb.max[0], obb.min[1], obb.min[2])

    input_vertex(obb.min[0], obb.max[1], obb.max[2])
    input_vertex(obb.min[0], obb.max[1], obb.min[2])

    input_vertex(obb.min[0], obb.min[1], obb.max[2])
    input_vertex(obb.min[0], obb.min[1], obb.min[2])

    input_vertex(obb.max[0], obb.max[1], obb.min[2])
    input_vertex(obb.max[0], obb.min[1], obb.min[2])

    input_vertex(obb.max[0], obb.min[1], obb.min[2])
    input_vertex(*obb.min)

    input_vertex(*obb.min)
    input_vertex(obb.min[0], obb.max[1], obb.min[2])

    input_vertex(obb.min[0], obb.max[1], obb.min[2])
    input_vertex(obb.max[0], obb.max[1], obb.min[2])
    glEnd()
    glEndList()

    clock = time.Clock()

    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    width, height = viewport
    gluPerspective(90.0, width / float(height), 0.1, 100.0)
    glEnable(GL_DEPTH_TEST)
    glMatrixMode(GL_MODELVIEW)

    rotation = [0, 0]
    translation = [
        -obb.centroid[0], -obb.centroid[1],
        -(obb.centroid[2] + obb.extents[2] * 2)
    ]
    rotate = move = False
    while True:
        clock.tick(30)
        for e in event.get():
            if e.type == QUIT:
                exit()
            elif e.type == KEYDOWN and e.key == K_ESCAPE:
                exit()
            elif e.type == MOUSEBUTTONDOWN:
                if e.button == 4:
                    translation[2] += 0.1
                elif e.button == 5:
                    translation[2] -= 0.1
                elif e.button == 1:
                    rotate = True
                elif e.button == 2:
                    move = True
            elif e.type == MOUSEBUTTONUP:
                if e.button == 1:
                    rotate = False
                elif e.button == 2:
                    move = False
            elif e.type == MOUSEMOTION:
                i, j = e.rel
                if rotate:
                    rotation[1] += i
                    rotation[0] += j
                if move:
                    translation[0] += i * .025
                    translation[1] -= j * .025

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glLoadIdentity()

        glTranslate(translation[0], translation[1], translation[2])
        glRotate(rotation[0], 1, 0, 0)
        glRotate(rotation[1], 0, 1, 0)

        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
        glCallList(obj.gl_list)
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
        glCallList(obb_gl_list)

        display.flip()
Beispiel #13
0
def step1():
    fn = "obj.pkl"
    if 1 == 1:
        obj = OBJ("", "bunny.obj", swapyz=True)
        obj.create_bbox()

        with open(fn, 'wb') as f:  # open file with write-mode
            pickle.dump(obj, f)  #picklestring = pickle.dumps(summer)
    else:
        with open(fn, 'rb') as f:
            obj = pickle.load(f)

    pygame.init()

    viewport = (600, 600)
    srf = pygame.display.set_mode(viewport, OPENGL | DOUBLEBUF)

    light.setup_lighting()
    glLightfv(GL_LIGHT0, GL_POSITION, (0, 0, -100, 0.0))

    glEnable(GL_DEPTH_TEST)
    glShadeModel(GL_SMOOTH)  # most obj files expect to be smooth-shaded

    obj.create_gl_list()

    clock = pygame.time.Clock()

    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()

    #gluPerspective(60.0, width / float(height), 1, 100.0)
    cam = light.camera
    #cam.Ortho.params=cam.Ortho.params*15
    cam.Ortho.bbox[:] = cam.Ortho.bbox * 13
    cam.Ortho.nf[:] = cam.Ortho.nf * 20
    glOrtho(*cam.Ortho.params)

    glEnable(GL_DEPTH_TEST)
    glMatrixMode(GL_MODELVIEW)

    rx, ry = (0, 0)
    tx, ty = (0, 0)
    zpos = 5
    rotate = move = False
    while 1:
        clock.tick(30)
        for e in pygame.event.get():
            if e.type == QUIT:
                sys.exit()
            elif e.type == KEYDOWN and e.key == K_ESCAPE:
                sys.exit()
            elif e.type == MOUSEBUTTONDOWN:
                if e.button == 4:
                    zpos = max(1, zpos - 1)
                elif e.button == 5:
                    zpos += 1
                elif e.button == 1:
                    rotate = True
                elif e.button == 3:
                    move = True
            elif e.type == MOUSEBUTTONUP:
                if e.button == 1:
                    rotate = False
                elif e.button == 3:
                    move = False
            elif e.type == MOUSEMOTION:
                #p(e.rel)
                i, j = e.rel
                if rotate:
                    rx -= i
                    ry -= j
                if move:
                    tx += i
                    ty -= j

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glLoadIdentity()

        # RENDER OBJECT
        glTranslate(tx / 20., ty / 20., -zpos)
        glRotate(ry / 5, 1, 0, 0)
        glRotate(rx / 5, 0, 0, 1)

        s = [10 / obj.bbox_half_r] * 3
        glScale(*s)

        t = -obj.bbox_center
        glTranslate(*t)

        glCallList(obj.gl_list)

        pygame.display.flip()