Beispiel #1
0
    def get_shape_viz(self, index):
        """Retrieves a shape's visual information.

        :param index: 0-based index of the shape element to retrieve
            (compound shapes contain more than one shape element)

        :return: SShapeVizInfo.
        """
        info = sim.simGetShapeViz(shapeHandle=self._handle, index=index)

        vertices = np.array(info.vertices, dtype=float).reshape(-1, 3)
        indices = np.array(info.indices, dtype=float).reshape(-1, 3)
        normals = np.array(info.normals, dtype=float).reshape(-1, 3)
        colors = np.array(info.colors, dtype=float)
        texture = np.array(info.texture, dtype=np.uint8).reshape(
            info.textureRes[1], info.textureRes[0], 4)
        textureCoords = np.array(info.textureCoords, dtype=float).reshape(
            -1, 2)

        res = SShapeVizInfo(
            vertices=vertices,
            indices=indices,
            normals=normals,
            shading_angle=info.shadingAngle,
            colors=colors,
            texture=texture,
            texture_id=info.textureId,
            texture_coords=textureCoords,
            texture_apply_mode=info.textureApplyMode,
            texture_options=info.textureOptions,
        )
        return res
Beispiel #2
0
    def get_shape_viz(self, index, world_frame=False):
        """Retrieves a shape's visual information.

        :param index: 0-based index of the shape element to retrieve
            (compound shapes contain more than one shape element)
        :param world_frame: Whether to represent the mesh in the world frame.
        :return: SShapeVizInfo.
        """
        info = sim.simGetShapeViz(shapeHandle=self._handle, index=index)
        if info == 0:
            return None
        vertices = np.array(info.vertices, dtype=np.float64).reshape(-1, 3)
        indices = np.array(info.indices, dtype=np.int64).reshape(-1, 3)
        normals = np.array(info.normals, dtype=np.float64).reshape(-1, 3)
        normals_w_ones = np.concatenate(
            (normals, np.ones_like(normals[:, -1:])), -1)
        vertex_normals = np.zeros([vertices.shape[0], 4], dtype=np.float64)
        np.add.at(vertex_normals, indices.reshape(-1), normals_w_ones)
        vertex_normals = vertex_normals[..., 0:3] / vertex_normals[..., -1:]
        if world_frame:
            inv_ext_mat_homo = self.get_matrix()
            rot_mat = inv_ext_mat_homo[0:3, 0:3]
            trans = inv_ext_mat_homo[0:3, -1]
            vertices = np.transpose(
                np.matmul(rot_mat, np.transpose(vertices, (1, 0))),
                (1, 0)) + trans
            vertex_normals = np.transpose(
                np.matmul(rot_mat, np.transpose(vertex_normals, (1, 0))),
                (1, 0))
        colors = np.array(info.colors, dtype=float)
        try:
            # ToDo: work out why this happens, for some reason sometimes the shapes don't match
            texture = np.array(info.texture,
                               dtype=np.uint8).reshape(info.textureRes[1],
                                                       info.textureRes[0], 4)
            textureCoords = np.array(info.textureCoords,
                                     dtype=float).reshape(-1, 2)
        except:
            texture = np.array([], dtype=np.uint8)
            textureCoords = np.array([], dtype=float)

        res = SShapeVizInfo(
            vertices=vertices,
            indices=indices,
            normals=vertex_normals,
            shading_angle=info.shadingAngle,
            colors=colors,
            texture=texture,
            texture_id=info.textureId,
            texture_coords=textureCoords,
            texture_apply_mode=info.textureApplyMode,
            texture_options=info.textureOptions,
        )
        return res