def test_random_operation():
    ''' Randomly connect and disconnect the client, this is very likely to fail '''
    echo_server = MessageServer((localhost, echo_port))
    echo_server.start()
    client = unrealcv.Client((localhost, echo_port))

    num_random_trial = 10
    print('Try random operation %d times' % num_random_trial)
    for i in range(num_random_trial):
        msg = 'Trial %d' % i
        choice = random.randrange(2)
        if choice == 1:
            client.connect()
            time.sleep(0.1)
            assert client.isconnected() == True, msg
        elif choice == 0:
            client.disconnect()
            time.sleep(0.1)
            assert client.isconnected() == False, msg

    for i in range(10):
        client.connect()
        assert client.isconnected() == True
    for i in range(10):
        client.disconnect()
        assert client.isconnected() == False
    echo_server.shutdown()
def test_client_release():
    '''
    If the previous client release the connection, further connection should be accepted. This will also test the server code
    '''
    echo_server = MessageServer((localhost, echo_port))
    echo_server.start()
    client = unrealcv.Client((localhost, echo_port))

    num_release_trial = 10
    print('Try to release client %d times', num_release_trial)
    for i in range(num_release_trial):
        msg = 'Trial %d' % i
        client.connect()
        assert client.isconnected() == True, msg

        # Do something
        req = 'ok'
        res = client.request(req)
        assert req == res, msg

        client.disconnect(
        )  # Make sure the server can correctly handle the disconnection signal
        assert client.isconnected() == False, msg
        print('Trial %d is finished.' % i)
    echo_server.shutdown()
Ejemplo n.º 3
0
def main():
    total_nr_objects = 68
    max_nr_objects = 68
    locations, rotations = generate_camera_positions()

    ensure_dir(base_folder + "Points/gt/%s/" % (sub_scale_folder))
    ensure_dir(base_folder + "Calibration/cal18/")
    for c in range(len(locations)):
        RT = position_to_transform(locations[c], rotations[c])
        P = np.matmul(baseK, RT)
        output_file = base_folder + "Calibration/cal18/pos_%03d.txt" % (c +
                                                                        1, )
        f = open(output_file, 'w')
        f.write("%f %f %f %f\n" % (P[0, 0], P[0, 1], P[0, 2], P[0, 3]))
        f.write("%f %f %f %f\n" % (P[1, 0], P[1, 1], P[1, 2], P[1, 3]))
        f.write("%f %f %f %f\n" % (P[2, 0], P[2, 1], P[2, 2], P[2, 3]))
        f.close()

    try:
        if not client.connect():
            print("Could not connect to client! Exiting.")
            return
        set_all_invisible(total_nr_objects)
        set_resolution()
        for i in tqdm(range(1, max_nr_objects + 1), desc="Scanning"):
            set_visible_object(i)
            scan_path = 'scan%d' % (i, )
            capture_camera_positions(scan_path, locations, rotations)
    finally:
        client.disconnect()
def test_request():
    ''' Simple test for basic functions '''
    server = MessageServer((localhost, echo_port))
    server.start()
    client = unrealcv.Client((localhost, echo_port))
    cmds = ['hi', 'hello', 'asdf' * 70]
    client.connect()
    assert client.isconnected() == True
    for cmd in cmds:
        res = client.request(cmd)
        assert res == cmd
    client.disconnect()  # TODO: What if forgot to disconnect
    server.shutdown()
Ejemplo n.º 5
0
    def collect(self, count=400, preprocess=True):
        client.connect()
        if not client.isconnected():
            raise RuntimeError("Could not connect to client. ")

        # First we prepare the Unreal Engine environment by preprocessing it
        if preprocess:
            PreProcessor(self.environment_folder).preprocess()

        # Then we build our dataset
        Builder(self.environment_folder).build(count)

        client.disconnect()
Ejemplo n.º 6
0
def main():
    client.connect()
    if not client.isconnected():
        print("LOG: UnrealCV server is not running")
    else:
        root = Tk()

        #size of the window
        root.geometry("1200x610")

        app = Window(root)
        
        root.mainloop()

        client.disconnect()
Ejemplo n.º 7
0
def build():
    default_environment_folder = UnrealCollector(
        "testing_default").environment_folder

    client.connect()
    if not client.isconnected():
        raise RuntimeError("Could not connect to client. ")

    builder = Builder(default_environment_folder)
    points = builder.get_random_points(400)
    builder.build_from_points(points)

    new_environment_folder = UnrealCollector("testing_new").environment_folder
    builder = Builder(new_environment_folder)
    PreProcessor(new_environment_folder).preprocess()
    builder.build_from_points(points)

    client.disconnect()
def test_multi_connection():
    '''
    Only one client is allowed for the server
    Make a second connection to the server, when one connection exists
    '''
    echo_server = MessageServer((localhost, echo_port))
    echo_server.start()
    client = unrealcv.Client((localhost, echo_port))
    client.connect(timeout=0.1)
    assert client.isconnected() == True
    response = client.request('hi')
    assert response == 'hi'
    for i in range(10):
        client = unrealcv.Client((localhost, echo_port))
        client.connect(0.1)
        # print client.connect()
        assert client.isconnected() == False
    client.disconnect()
    echo_server.shutdown()
            cm.render_joints(skeletons, color1)

            skeletons = api.estimate_keypoints(color2, 192)
            cm.render_skeletons(skeletons, color2)
            cm.render_joints(skeletons, color2)

            skeletons = api.estimate_keypoints(color3, 192)
            cm.render_skeletons(skeletons, color3)
            cm.render_joints(skeletons, color3)

            skeletons = api.estimate_keypoints(color4, 192)
            cm.render_skeletons(skeletons, color4)
            cm.render_joints(skeletons, color4)

            h1 = np.hstack((color1, color2))
            h2 = np.hstack((color3, color4))
            images = np.vstack((h1, h2))
            vid_writer.write(images)

            if cv2.waitKey(1) & 0xFF == ord('q'):
                break

            frame_count -= 1

    finally:
        client.request(f'vrun slomo 1.0')
        client.disconnect()

        vid_writer.release()
        vid_writer_org.release()
        cv2.destroyAllWindows()
Ejemplo n.º 10
0
 def client_disconnect(self):
     res = client.disconnect()
     return res
 def reset_client():
     # Free up unrealcv connection cleanly when shutting down
     client.disconnect()
     rospy.loginfo(
         'On unreal_ros_client shutdown: disconnected unrealcv client.')
Ejemplo n.º 12
0
 def __del__(self):
     client.disconnect()
def main():
    client.connect()  # Connect to the game
    if not client.isconnected():  # Check if the connection is successfully established
        print('UnrealCV server is not running.')
        sys.exit(-1)
    else:
        res = client.request('vget /unrealcv/status')
        # The image resolution and port is configured in the config file.
        print(res)

        traj_file = '../../docs/tutorials_source/camera_traj.json'
        camera_trajectory = json.load(open(traj_file))

        idx = 1
        loc, rot = camera_trajectory[idx]
        # Set position of the first camera
        client.request('vset /camera/0/location {x} {y} {z}'.format(**loc))
        client.request('vset /camera/0/rotation {pitch} {yaw} {roll}'.format(**rot))

        # Get image
        res = client.request('vget /camera/0/lit lit.png')
        print('The image is saved to %s' % res)
        im = read_png(res)

        # Generate Ground Truth
        res = client.request('vget /camera/0/object_mask object_mask.png')
        print('The image is saved to %s' % res)
        object_mask = read_png(res)
        res = client.request('vget /camera/0/normal normal.png')
        print('The image is saved to %s' % res)
        normal = read_png(res)

        # Generate Depth
        res = client.request('vget /camera/0/depth depth.png')
        print('The image is saved to %s' % res)

        # Get objects from the scene
        scene_objects = client.request('vget /objects').split(' ')
        print('Number of objects in this scene: ', len(scene_objects))
        print('They are: ', scene_objects)

        # Map from object id to the labeling color
        id2color = {}
        for obj_id in scene_objects:
            color = Color(client.request('vget /object/%s/color' % obj_id))
            id2color[obj_id] = color
            # print('%s : %s' % (obj_id, str(color)))

        id2mask = {}
        for obj_id in scene_objects:
            color = id2color[obj_id]
            mask = match_color(object_mask, [color.R, color.G, color.B], tolerance=3)
            if mask is not None:
                id2mask[obj_id] = mask

        obj_file = '../../docs/tutorials_source/object_category.json'
        with open(obj_file) as f:
            id2category = json.load(f)
        categories = set(id2category.values())
        # Show statistics of this frame
        image_objects = id2mask.keys()
        print('Number of objects in this image:', len(image_objects))
        print('%20s : %s' % ('Category name', 'Object name'))
        for category in categories:
            objects = [v for v in image_objects if id2category.get(v) == category]
            if len(objects) > 6:  # Trim the list if too long
                objects[6:] = ['...']
            if len(objects) != 0:
                print('%20s : %s' % (category, objects))

        # Plot objs
        vase_instance = [v for v in image_objects if id2category.get(v) == 'Vase']
        mask = sum(id2mask[v] for v in vase_instance)
        plt.figure()
        plt.imshow(mask, cmap="gray")
        plt.show()

        client.disconnect()