Example #1
0
    def render_robot_cameras(self, modes=('rgb')):
        frames = []
        for instance in self.instances:
            if isinstance(instance, Robot):
                camera_pos = instance.robot.eyes.get_position()
                orn = instance.robot.eyes.get_orientation()
                mat = quat2rotmat(xyzw2wxyz(orn))[:3, :3]
                view_direction = mat.dot(np.array([1, 0, 0]))
                self.set_camera(camera_pos, camera_pos + view_direction,
                                [0, 0, 1])
                self.set_fov(60)
                for item in self.render(modes=modes, hidden=[instance]):
                    frames.append(item)

                if instance.robot.wrist_eyes is not None:
                    wrist_camera_pos = instance.robot.wrist_eyes.get_position()
                    wrist_orn = instance.robot.wrist_eyes.get_orientation()
                    wrist_mat = quat2rotmat(xyzw2wxyz(wrist_orn))[:3, :3]
                    wrist_view_direction = wrist_mat.dot(np.array([1, 0, 0]))
                    self.set_camera(wrist_camera_pos,
                                    wrist_camera_pos + wrist_view_direction,
                                    [0, 0, 1])
                    self.set_fov(80)
                    for item in self.render(modes=modes, hidden=[instance]):
                        frames.append(item)

        return frames
Example #2
0
 def render_robot_cameras(self, modes=('rgb')):
     frames = []
     for instance in self.instances:
         if isinstance(instance, Robot):
             camera_pos = instance.robot.eyes.get_position()
             orn = instance.robot.eyes.get_orientation()
             mat = quat2rotmat(xyzw2wxyz(orn))[:3, :3]
             view_direction = mat.dot(np.array([1, 0, 0]))
             self.set_camera(camera_pos, camera_pos + view_direction, [0, 0, 1])
             for item in self.render(modes=modes):
                 frames.append(item)
     return frames
Example #3
0
    def load_object(self,
                    obj_path,
                    scale=np.array([1, 1, 1]),
                    transform_orn=None,
                    transform_pos=None,
                    input_kd=None,
                    texture_scale=1.0,
                    load_texture=True):
        """
        Load a wavefront obj file into the renderer and create a VisualObject to manage it.

        :param obj_path: path of obj file
        :param scale: scale, default 1
        :param transform_orn: rotation quaternion, convention xyzw
        :param transform_pos: translation for loading, it is a list of length 3
        :param input_kd: if loading material fails, use this default material. input_kd should be a list of length 3
        :param texture_scale: texture scale for the object, downsample to save memory.
        :param load_texture: load texture or not
        :return: VAO_ids
        """
        reader = tinyobjloader.ObjReader()
        logging.info("Loading {}".format(obj_path))
        ret = reader.ParseFromFile(obj_path)

        if ret == False:
            logging.error("Warning: {}".format(reader.Warning()))
            logging.error("Error: {}".format(reader.Error()))
            logging.error("Failed to load: {}".format(obj_path))
            sys.exit(-1)

        if reader.Warning():
            logging.warning("Warning: {}".format(reader.Warning()))

        attrib = reader.GetAttrib()
        logging.debug("Num vertices = {}".format(len(attrib.vertices)))
        logging.debug("Num normals = {}".format(len(attrib.normals)))
        logging.debug("Num texcoords = {}".format(len(attrib.texcoords)))

        materials = reader.GetMaterials()
        logging.debug("Num materials: {}".format(len(materials)))

        if logging.root.level <= logging.DEBUG:  #Only going into this if it is for logging --> efficiency
            for m in materials:
                logging.debug("Material name: {}".format(m.name))
                logging.debug("Material diffuse: {}".format(m.diffuse))

        shapes = reader.GetShapes()
        logging.debug("Num shapes: {}".format(len(shapes)))

        material_count = len(self.materials_mapping)
        materials_fn = {}

        for i, item in enumerate(materials):
            if item.diffuse_texname != '' and load_texture:
                materials_fn[i + material_count] = item.diffuse_texname
                obj_dir = os.path.dirname(obj_path)
                #texture = loadTexture(os.path.join(dir, item.diffuse_texname), scale=texture_scale)
                texture = self.r.loadTexture(
                    os.path.join(obj_dir, item.diffuse_texname))
                self.textures.append(texture)
                material = Material('texture', texture_id=texture)
            else:
                material = Material('color', kd=item.diffuse)
            self.materials_mapping[i + material_count] = material

        if input_kd is not None:  # append the default material in the end, in case material loading fails
            self.materials_mapping[len(materials) + material_count] = Material(
                'color', kd=input_kd)
        else:
            self.materials_mapping[len(materials) + material_count] = Material(
                'color', kd=[0.5, 0.5, 0.5])

        VAO_ids = []

        vertex_position = np.array(attrib.vertices).reshape(
            (len(attrib.vertices) // 3, 3))
        vertex_normal = np.array(attrib.normals).reshape(
            (len(attrib.normals) // 3, 3))
        vertex_texcoord = np.array(attrib.texcoords).reshape(
            (len(attrib.texcoords) // 2, 2))

        for shape in shapes:
            logging.debug("Shape name: {}".format(shape.name))
            material_id = shape.mesh.material_ids[
                0]  # assume one shape only has one material
            logging.debug("material_id = {}".format(material_id))
            logging.debug("num_indices = {}".format(len(shape.mesh.indices)))
            n_indices = len(shape.mesh.indices)
            np_indices = shape.mesh.numpy_indices().reshape((n_indices, 3))

            shape_vertex_index = np_indices[:, 0]
            shape_normal_index = np_indices[:, 1]
            shape_texcoord_index = np_indices[:, 2]

            shape_vertex = vertex_position[shape_vertex_index]

            if len(vertex_normal) == 0:
                shape_normal = np.zeros(
                    (shape_vertex.shape[0],
                     3))  #dummy normal if normal is not available
            else:
                shape_normal = vertex_normal[shape_normal_index]

            if len(vertex_texcoord) == 0:
                shape_texcoord = np.zeros(
                    (shape_vertex.shape[0],
                     2))  #dummy texcoord if texcoord is not available
            else:
                shape_texcoord = vertex_texcoord[shape_texcoord_index]

            vertices = np.concatenate(
                [shape_vertex * scale, shape_normal, shape_texcoord], axis=-1)

            faces = np.array(range(len(vertices))).reshape(
                (len(vertices) // 3, 3))
            if not transform_orn is None:
                orn = quat2rotmat(xyzw2wxyz(transform_orn))
                vertices[:, :3] = vertices[:, :3].dot(orn[:3, :3].T)
            if not transform_pos is None:
                vertices[:, :3] += np.array(transform_pos)

            vertexData = vertices.astype(np.float32)

            [VAO,
             VBO] = self.r.load_object_meshrenderer(self.shaderProgram,
                                                    vertexData)

            self.VAOs.append(VAO)
            self.VBOs.append(VBO)
            self.faces.append(faces)
            self.objects.append(obj_path)
            self.vertex_data.append(vertexData)
            self.shapes.append(shape)
            if material_id == -1:  # if material loading fails, use the default material
                self.mesh_materials.append(len(materials) + material_count)
            else:
                self.mesh_materials.append(material_id + material_count)

            logging.debug('mesh_materials: {}'.format(self.mesh_materials))
            VAO_ids.append(self.get_num_objects() - 1)

        #release(scene)
        new_obj = VisualObject(obj_path, VAO_ids, len(self.visual_objects),
                               self)
        self.visual_objects.append(new_obj)
        return VAO_ids