Example #1
0
def get_image_depth_and_mask(scene: pyrender.Scene,
                             scene_setup_loader: DiceScene.SceneSetupLoader,
                             width: int, height: int,
                             keep_nodes_in_scene: bool):
    """Renders an image ggiven a scene and seetup, along with the depth and segmentation mask labelling each die."""
    r = pyrender.OffscreenRenderer(width, height)
    color_bg, depth_bg = r.render(scene)

    depth_nodes = []
    for node in scene_setup_loader.dice_nodes:
        scene.add_node(node)
        color_node, depth_node = r.render(scene)
        depth_nodes.append(depth_node)
        scene.remove_node(node)

    scene_setup_loader.add_loaded_to_scene(scene)
    color_final, depth_final = r.render(scene)
    if not keep_nodes_in_scene:
        scene_setup_loader.remove_nodes_from_scene(scene)

    #Initialize labels of pixels to -1 (for background)
    labels_mask = np.ones((height, width), dtype=np.int8) * -1

    for index, depth_for_node in enumerate(depth_nodes):
        depth_not_background = np.not_equal(depth_bg, depth_for_node)
        depth_at_foreground = np.equal(depth_final, depth_for_node)
        depth_at_dice = np.logical_and(depth_not_background,
                                       depth_at_foreground)
        labels_mask[depth_at_dice] = index

    return color_final, depth_final, labels_mask
def build_scene(num_cubes, color_candidates):
    # Generate positions of each cube
    cube_position_array, barycenter = generate_block_positions(num_cubes)
    assert len(cube_position_array) == num_cubes

    # Place cubes
    scene = Scene(bg_color=np.array([0.0, 0.0, 0.0]),
                  ambient_light=np.array([0.3, 0.3, 0.3, 1.0]))
    cube_nodes = []
    for position in cube_position_array:
        mesh = trimesh.creation.box(extents=cube_size * np.ones(3))
        mesh = Mesh.from_trimesh(mesh, smooth=False)
        node = Node(mesh=mesh,
                    translation=np.array(([
                        position[0] - barycenter[0],
                        position[1] - barycenter[1],
                        position[2] - barycenter[2],
                    ])))
        scene.add_node(node)
        cube_nodes.append(node)

    update_cube_color_and_position(cube_nodes, color_candidates)

    # Place a light
    light = DirectionalLight(color=np.ones(3), intensity=15.0)
    quaternion_yaw = pyrender.quaternion.from_yaw(math.pi / 4)
    quaternion_pitch = pyrender.quaternion.from_pitch(-math.pi / 5)
    quaternion = pyrender.quaternion.multiply(quaternion_pitch, quaternion_yaw)
    quaternion = quaternion / np.linalg.norm(quaternion)
    node = Node(light=light,
                rotation=quaternion,
                translation=np.array([1, 1, 1]))
    scene.add_node(node)

    return scene, cube_nodes
Example #3
0
def build_scene(max_num_cubes, color_candidates, probabilities):
    num_cubes = np.random.choice(np.arange(1, max_num_cubes + 1),
                                 size=1,
                                 p=probabilities)[0]

    # Generate positions of each cube
    cube_position_array, barycenter = generate_block_positions(num_cubes)
    assert len(cube_position_array) == num_cubes

    # Place cubes
    scene = Scene(bg_color=np.array([0.0, 0.0, 0.0]),
                  ambient_light=np.array([0.3, 0.3, 0.3, 1.0]))
    cube_nodes = []
    for position in cube_position_array:
        mesh = trimesh.creation.box(extents=cube_size * np.ones(3))
        mesh = Mesh.from_trimesh(mesh, smooth=False)
        node = Node(mesh=mesh,
                    translation=np.array(([
                        position[0] - barycenter[0],
                        position[1] - barycenter[1],
                        position[2] - barycenter[2],
                    ])))
        scene.add_node(node)
        cube_nodes.append(node)

    # Generate positions of each cube
    cube_position_array, barycenter = generate_block_positions(num_cubes)

    for position, node in zip(cube_position_array, cube_nodes):
        color = np.array(random.choice(color_candidates))
        vertex_colors = np.broadcast_to(
            color, node.mesh.primitives[0].positions.shape)
        node.mesh.primitives[0].color_0 = vertex_colors
        node.translation = np.array(([
            position[0] - barycenter[0],
            position[1] - barycenter[1],
            position[2] - barycenter[2],
        ]))

    # Place a light
    light = DirectionalLight(color=np.ones(3), intensity=15.0)
    quaternion_yaw = pyrender.quaternion.from_yaw(math.pi / 4)
    quaternion_pitch = pyrender.quaternion.from_pitch(-math.pi / 5)
    quaternion = pyrender.quaternion.multiply(quaternion_pitch, quaternion_yaw)
    quaternion = quaternion / np.linalg.norm(quaternion)
    node = Node(light=light,
                rotation=quaternion,
                translation=np.array([1, 1, 1]))
    scene.add_node(node)

    return scene, cube_nodes
    def _reset_scene(self, scale_factor=1.0):
        """Resets the scene.

        Parameters
        ----------
        scale_factor : float
            optional scale factor to apply to the image dimensions
        """
        # delete scene
        if self._scene is not None:
            self._scene.clear()
            del self._scene

        # create scene
        scene = Scene()

        # setup camera
        camera = IntrinsicsCamera(
            self.camera.intrinsics.fx,
            self.camera.intrinsics.fy,
            self.camera.intrinsics.cx,
            self.camera.intrinsics.cy,
        )
        pose_m = self.camera.pose.matrix.copy()
        pose_m[:, 1:3] *= -1.0
        scene.add(camera, pose=pose_m, name=self.camera.frame)
        scene.main_camera_node = next(
            iter(scene.get_nodes(name=self.camera.frame))
        )

        material = MetallicRoughnessMaterial(
            baseColorFactor=np.array([1, 1, 1, 1.0]),
            metallicFactor=0.2,
            roughnessFactor=0.8,
        )

        # add workspace objects
        for obj_key in self.state.workspace_keys:
            obj_state = self.state[obj_key]
            obj_mesh = Mesh.from_trimesh(obj_state.mesh, material=material)
            T_obj_world = obj_state.pose.matrix
            scene.add(obj_mesh, pose=T_obj_world, name=obj_key)

        # add scene objects
        for obj_key in self.state.obj_keys:
            obj_state = self.state[obj_key]
            obj_mesh = Mesh.from_trimesh(obj_state.mesh, material=material)
            T_obj_world = obj_state.pose.matrix
            scene.add(obj_mesh, pose=T_obj_world, name=obj_key)

        # add light (for color rendering)
        light = DirectionalLight(color=np.ones(3), intensity=1.0)
        scene.add(light, pose=np.eye(4))
        ray_light_nodes = self._create_raymond_lights()
        [scene.add_node(rln) for rln in ray_light_nodes]

        self._scene = scene
Example #5
0
    # Scene creation
    # ==============================================================================

    scene = Scene(ambient_light=np.array([0.02, 0.02, 0.02, 1.0]))

    # ==============================================================================
    # Adding objects to the scene
    # ==============================================================================

    # ------------------------------------------------------------------------------
    # By manually creating nodes
    # ------------------------------------------------------------------------------
    fuze_node = Node(mesh=fuze_mesh,
                     translation=np.array(
                         [0.1, 0.15, -np.min(fuze_trimesh.vertices[:, 2])]))
    scene.add_node(fuze_node)
    boxv_node = Node(mesh=boxv_mesh, translation=np.array([-0.1, 0.10, 0.05]))
    scene.add_node(boxv_node)
    boxf_node = Node(mesh=boxf_mesh, translation=np.array([-0.1, -0.10, 0.05]))
    scene.add_node(boxf_node)

    # ------------------------------------------------------------------------------
    # By using the add() utility function
    # ------------------------------------------------------------------------------
    drill_node = scene.add(drill_mesh, pose=drill_pose)
    bottle_node = scene.add(bottle_mesh, pose=bottle_pose)
    wood_node = scene.add(wood_mesh)
    direc_l_node = scene.add(direc_l, pose=cam_pose)
    spot_l_node = scene.add(spot_l, pose=cam_pose)

    # ==============================================================================
Example #6
0
def build_scene(floor_textures, wall_textures, fix_light_position=False):
    scene = Scene(bg_color=np.array([153 / 255, 226 / 255, 249 / 255]),
                  ambient_light=np.array([0.5, 0.5, 0.5, 1.0]))

    floor_trimesh = trimesh.load("{}/floor.obj".format(object_directory))
    mesh = Mesh.from_trimesh(floor_trimesh, smooth=False)
    node = Node(mesh=mesh,
                rotation=pyrender.quaternion.from_pitch(-math.pi / 2),
                translation=np.array([0, 0, 0]))
    texture_path = random.choice(floor_textures)
    set_random_texture(node, texture_path)
    scene.add_node(node)

    texture_path = random.choice(wall_textures)

    wall_trimesh = trimesh.load("{}/wall.obj".format(object_directory))
    mesh = Mesh.from_trimesh(wall_trimesh, smooth=False)
    node = Node(mesh=mesh, translation=np.array([0, 1.15, -3.5]))
    set_random_texture(node, texture_path)
    scene.add_node(node)

    mesh = Mesh.from_trimesh(wall_trimesh, smooth=False)
    node = Node(mesh=mesh,
                rotation=pyrender.quaternion.from_yaw(math.pi),
                translation=np.array([0, 1.15, 3.5]))
    set_random_texture(node, texture_path)
    scene.add_node(node)

    mesh = Mesh.from_trimesh(wall_trimesh, smooth=False)
    node = Node(mesh=mesh,
                rotation=pyrender.quaternion.from_yaw(-math.pi / 2),
                translation=np.array([3.5, 1.15, 0]))
    set_random_texture(node, texture_path)
    scene.add_node(node)

    mesh = Mesh.from_trimesh(wall_trimesh, smooth=False)
    node = Node(mesh=mesh,
                rotation=pyrender.quaternion.from_yaw(math.pi / 2),
                translation=np.array([-3.5, 1.15, 0]))
    set_random_texture(node, texture_path)
    scene.add_node(node)

    light = DirectionalLight(color=np.ones(3), intensity=10)
    if fix_light_position == True:
        translation = np.array([1, 1, 1])
    else:
        xz = np.random.uniform(-1, 1, size=2)
        translation = np.array([xz[0], 1, xz[1]])
    yaw, pitch = compute_yaw_and_pitch(translation)
    node = Node(light=light,
                rotation=genearte_camera_quaternion(yaw, pitch),
                translation=translation)
    scene.add_node(node)

    return scene
Example #7
0
 def add_loaded_to_scene(self, scene: pyrender.Scene):
     """Add to scene all dice nodes in loaded internal list."""
     for node in self.dice_nodes:
         scene.add_node(node)
def test_scenes():

    # Basics
    s = Scene()
    assert np.allclose(s.bg_color, np.ones(4))
    assert np.allclose(s.ambient_light, np.zeros(3))
    assert len(s.nodes) == 0
    assert s.name is None
    s.name = 'asdf'
    s.bg_color = None
    s.ambient_light = None
    assert np.allclose(s.bg_color, np.ones(4))
    assert np.allclose(s.ambient_light, np.zeros(3))

    assert s.nodes == set()
    assert s.cameras == set()
    assert s.lights == set()
    assert s.point_lights == set()
    assert s.spot_lights == set()
    assert s.directional_lights == set()
    assert s.meshes == set()
    assert s.camera_nodes == set()
    assert s.light_nodes == set()
    assert s.point_light_nodes == set()
    assert s.spot_light_nodes == set()
    assert s.directional_light_nodes == set()
    assert s.mesh_nodes == set()
    assert s.main_camera_node is None
    assert np.all(s.bounds == 0)
    assert np.all(s.centroid == 0)
    assert np.all(s.extents == 0)
    assert np.all(s.scale == 0)

    # From trimesh scene
    tms = trimesh.load('tests/data/WaterBottle.glb')
    s = Scene.from_trimesh_scene(tms)
    assert len(s.meshes) == 1
    assert len(s.mesh_nodes) == 1

    # Test bg color formatting
    s = Scene(bg_color=[0, 1.0, 0])
    assert np.allclose(s.bg_color, np.array([0.0, 1.0, 0.0, 1.0]))

    # Test constructor for nodes
    n1 = Node()
    n2 = Node()
    n3 = Node()
    nodes = [n1, n2, n3]
    s = Scene(nodes=nodes)
    n1.children.append(n2)
    s = Scene(nodes=nodes)
    n3.children.append(n2)
    with pytest.raises(ValueError):
        s = Scene(nodes=nodes)
    n3.children = []
    n2.children.append(n3)
    n3.children.append(n2)
    with pytest.raises(ValueError):
        s = Scene(nodes=nodes)

    # Test node accessors
    n1 = Node()
    n2 = Node()
    n3 = Node()
    nodes = [n1, n2]
    s = Scene(nodes=nodes)
    assert s.has_node(n1)
    assert s.has_node(n2)
    assert not s.has_node(n3)

    # Test node poses
    for n in nodes:
        assert np.allclose(s.get_pose(n), np.eye(4))
    with pytest.raises(ValueError):
        s.get_pose(n3)
    with pytest.raises(ValueError):
        s.set_pose(n3, np.eye(4))
    tf = np.eye(4)
    tf[:3, 3] = np.ones(3)
    s.set_pose(n1, tf)
    assert np.allclose(s.get_pose(n1), tf)
    assert np.allclose(s.get_pose(n2), np.eye(4))

    nodes = [n1, n2, n3]
    tf2 = np.eye(4)
    tf2[:3, :3] = np.diag([-1, -1, 1])
    n1.children.append(n2)
    n1.matrix = tf
    n2.matrix = tf2
    s = Scene(nodes=nodes)
    assert np.allclose(s.get_pose(n1), tf)
    assert np.allclose(s.get_pose(n2), tf.dot(tf2))
    assert np.allclose(s.get_pose(n3), np.eye(4))

    n1 = Node()
    n2 = Node()
    n3 = Node()
    n1.children.append(n2)
    s = Scene()
    s.add_node(n1)
    with pytest.raises(ValueError):
        s.add_node(n2)
    s.set_pose(n1, tf)
    assert np.allclose(s.get_pose(n1), tf)
    assert np.allclose(s.get_pose(n2), tf)
    s.set_pose(n2, tf2)
    assert np.allclose(s.get_pose(n2), tf.dot(tf2))

    # Test node removal
    n1 = Node()
    n2 = Node()
    n3 = Node()
    n1.children.append(n2)
    n2.children.append(n3)
    s = Scene(nodes=[n1, n2, n3])
    s.remove_node(n2)
    assert len(s.nodes) == 1
    assert n1 in s.nodes
    assert len(n1.children) == 0
    assert len(n2.children) == 1
    s.add_node(n2, parent_node=n1)
    assert len(n1.children) == 1
    n1.matrix = tf
    n3.matrix = tf2
    assert np.allclose(s.get_pose(n3), tf.dot(tf2))

    # Now test ADD function
    s = Scene()
    m = Mesh([], name='m')
    cp = PerspectiveCamera(yfov=2.0)
    co = OrthographicCamera(xmag=1.0, ymag=1.0)
    dl = DirectionalLight()
    pl = PointLight()
    sl = SpotLight()

    n1 = s.add(m, name='mn')
    assert n1.mesh == m
    assert len(s.nodes) == 1
    assert len(s.mesh_nodes) == 1
    assert n1 in s.mesh_nodes
    assert len(s.meshes) == 1
    assert m in s.meshes
    assert len(s.get_nodes(node=n2)) == 0
    n2 = s.add(m, pose=tf)
    assert len(s.nodes) == len(s.mesh_nodes) == 2
    assert len(s.meshes) == 1
    assert len(s.get_nodes(node=n1)) == 1
    assert len(s.get_nodes(node=n1, name='mn')) == 1
    assert len(s.get_nodes(name='mn')) == 1
    assert len(s.get_nodes(obj=m)) == 2
    assert len(s.get_nodes(obj=m, obj_name='m')) == 2
    assert len(s.get_nodes(obj=co)) == 0
    nsl = s.add(sl, name='sln')
    npl = s.add(pl, parent_name='sln')
    assert nsl.children[0] == npl
    ndl = s.add(dl, parent_node=npl)
    assert npl.children[0] == ndl
    nco = s.add(co)
    ncp = s.add(cp)

    assert len(s.light_nodes) == len(s.lights) == 3
    assert len(s.point_light_nodes) == len(s.point_lights) == 1
    assert npl in s.point_light_nodes
    assert len(s.spot_light_nodes) == len(s.spot_lights) == 1
    assert nsl in s.spot_light_nodes
    assert len(s.directional_light_nodes) == len(s.directional_lights) == 1
    assert ndl in s.directional_light_nodes
    assert len(s.cameras) == len(s.camera_nodes) == 2
    assert s.main_camera_node == nco
    s.main_camera_node = ncp
    s.remove_node(ncp)
    assert len(s.cameras) == len(s.camera_nodes) == 1
    assert s.main_camera_node == nco
    s.remove_node(n2)
    assert len(s.meshes) == 1
    s.remove_node(n1)
    assert len(s.meshes) == 0
    s.remove_node(nsl)
    assert len(s.lights) == 0
    s.remove_node(nco)
    assert s.main_camera_node is None

    s.add_node(n1)
    s.clear()
    assert len(s.nodes) == 0

    # Trigger final errors
    with pytest.raises(ValueError):
        s.main_camera_node = None
    with pytest.raises(ValueError):
        s.main_camera_node = ncp
    with pytest.raises(ValueError):
        s.add(m, parent_node=n1)
    with pytest.raises(ValueError):
        s.add(m, name='asdf')
        s.add(m, name='asdf')
        s.add(m, parent_name='asdf')
    with pytest.raises(ValueError):
        s.add(m, parent_name='asfd')
    with pytest.raises(TypeError):
        s.add(None)

    s.clear()
    # Test bounds
    m1 = Mesh.from_trimesh(trimesh.creation.box())
    m2 = Mesh.from_trimesh(trimesh.creation.box())
    m3 = Mesh.from_trimesh(trimesh.creation.box())
    n1 = Node(mesh=m1)
    n2 = Node(mesh=m2, translation=[1.0, 0.0, 0.0])
    n3 = Node(mesh=m3, translation=[0.5, 0.0, 1.0])
    s.add_node(n1)
    s.add_node(n2)
    s.add_node(n3)
    assert np.allclose(s.bounds, [[-0.5, -0.5, -0.5], [1.5, 0.5, 1.5]])
    s.clear()
    s.add_node(n1)
    s.add_node(n2, parent_node=n1)
    s.add_node(n3, parent_node=n2)
    assert np.allclose(s.bounds, [[-0.5, -0.5, -0.5], [2.0, 0.5, 1.5]])
    tf = np.eye(4)
    tf[:3, 3] = np.ones(3)
    s.set_pose(n3, tf)
    assert np.allclose(s.bounds, [[-0.5, -0.5, -0.5], [2.5, 1.5, 1.5]])
    s.remove_node(n2)
    assert np.allclose(s.bounds, [[-0.5, -0.5, -0.5], [0.5, 0.5, 0.5]])
    s.clear()
    assert np.allclose(s.bounds, 0.0)
Example #9
0
class PybulletPhysicsEngine(PhysicsEngine):
    """Wrapper for pybullet physics engine that is tied to a single ID"""

    def __init__(self, urdf_cache_dir, debug=False):
        PhysicsEngine.__init__(self)
        self._physics_client = None
        self._debug = debug
        self._urdf_cache_dir = urdf_cache_dir
        if not os.path.isabs(self._urdf_cache_dir):
            self._urdf_cache_dir = os.path.join(
                os.getcwd(), self._urdf_cache_dir
            )
        if not os.path.exists(os.path.join(self._urdf_cache_dir, "plane")):
            os.makedirs(os.path.join(self._urdf_cache_dir, "plane"))
        shutil.copy(
            pkg_resources.resource_filename(
                "sd_maskrcnn", "data/plane/plane.urdf"
            ),
            os.path.join(self._urdf_cache_dir, "plane", "plane.urdf"),
        )
        shutil.copy(
            pkg_resources.resource_filename(
                "sd_maskrcnn", "data/plane/plane_convex_piece_0.obj"
            ),
            os.path.join(
                self._urdf_cache_dir, "plane", "plane_convex_piece_0.obj"
            ),
        )

    def add(self, obj, static=False):

        # create URDF
        urdf_filename = os.path.join(
            self._urdf_cache_dir,
            KEY_SEP_TOKEN.join(obj.key.split(KEY_SEP_TOKEN)[:-1]),
            "{}.urdf".format(
                KEY_SEP_TOKEN.join(obj.key.split(KEY_SEP_TOKEN)[:-1])
            ),
        )
        urdf_dir = os.path.dirname(urdf_filename)
        if not os.path.exists(urdf_filename):
            try:
                os.makedirs(urdf_dir)
            except:
                self._logger.warning(
                    "Failed to create dir %s. The object may have been created simultaneously by another process"
                    % (urdf_dir)
                )
            self._logger.info(
                "Exporting URDF for object {}".format(
                    KEY_SEP_TOKEN.join(obj.key.split(KEY_SEP_TOKEN)[:-1])
                )
            )

            # Fix center of mass (for rendering) and density and export
            geometry = obj.mesh.copy()
            geometry.apply_translation(-obj.mesh.center_mass)
            trimesh.exchange.export.export_urdf(geometry, urdf_dir)

        com = obj.mesh.center_mass
        pose = self._convert_pose(obj.pose, com)
        obj_t = pose.translation
        obj_q_wxyz = pose.quaternion
        obj_q_xyzw = np.roll(obj_q_wxyz, -1)
        try:
            obj_id = pybullet.loadURDF(
                urdf_filename,
                obj_t,
                obj_q_xyzw,
                useFixedBase=static,
                physicsClientId=self._physics_client,
            )
        except:
            raise Exception("Failed to load %s" % (urdf_filename))

        if self._debug:
            self._add_to_scene(obj)

        self._key_to_id[obj.key] = obj_id
        self._key_to_com[obj.key] = com

    def get_velocity(self, key):
        obj_id = self._key_to_id[key]
        return pybullet.getBaseVelocity(
            obj_id, physicsClientId=self._physics_client
        )

    def get_pose(self, key):
        obj_id = self._key_to_id[key]
        obj_t, obj_q_xyzw = pybullet.getBasePositionAndOrientation(
            obj_id, physicsClientId=self._physics_client
        )
        obj_q_wxyz = np.roll(obj_q_xyzw, 1)
        pose = RigidTransform(
            rotation=obj_q_wxyz,
            translation=obj_t,
            from_frame="obj",
            to_frame="world",
        )
        pose = self._deconvert_pose(pose, self._key_to_com[key])
        return pose

    def remove(self, key):
        obj_id = self._key_to_id[key]
        pybullet.removeBody(obj_id, physicsClientId=self._physics_client)
        self._key_to_id.pop(key)
        self._key_to_com.pop(key)
        if self._debug:
            self._remove_from_scene(key)

    def step(self):
        pybullet.stepSimulation(physicsClientId=self._physics_client)
        if self._debug:
            time.sleep(0.04)
            self._update_scene()

    def reset(self):
        if self._physics_client is not None:
            self.stop()
        self.start()

    def start(self):
        if self._physics_client is None:
            self._physics_client = pybullet.connect(pybullet.DIRECT)
            pybullet.setGravity(
                0, 0, -GRAVITY_ACCEL, physicsClientId=self._physics_client
            )
            self._key_to_id = {}
            self._key_to_com = {}
            if self._debug:
                self._create_scene()
                self._viewer = Viewer(
                    self._scene, use_raymond_lighting=True, run_in_thread=True
                )

    def stop(self):
        if self._physics_client is not None:
            pybullet.disconnect(self._physics_client)
            self._physics_client = None
            if self._debug:
                self._scene = None
                self._viewer.close_external()
                while self._viewer.is_active:
                    pass

    def __del__(self):
        self.stop()
        del self

    def _convert_pose(self, pose, com):
        new_pose = pose.copy()
        new_pose.translation = pose.rotation.dot(com) + pose.translation
        return new_pose

    def _deconvert_pose(self, pose, com):
        new_pose = pose.copy()
        new_pose.translation = pose.rotation.dot(-com) + pose.translation
        return new_pose

    def _create_scene(self):
        self._scene = Scene()
        camera = PerspectiveCamera(
            yfov=0.833, znear=0.05, zfar=3.0, aspectRatio=1.0
        )
        cn = Node()
        cn.camera = camera
        pose_m = np.array(
            [
                [0.0, 1.0, 0.0, 0.0],
                [1.0, 0.0, 0.0, 0.0],
                [0.0, 0.0, -1.0, 0.88],
                [0.0, 0.0, 0.0, 1.0],
            ]
        )
        pose_m[:, 1:3] *= -1.0
        cn.matrix = pose_m
        self._scene.add_node(cn)
        self._scene.main_camera_node = cn

    def _add_to_scene(self, obj):
        self._viewer.render_lock.acquire()
        n = Node(
            mesh=Mesh.from_trimesh(obj.mesh),
            matrix=obj.pose.matrix,
            name=obj.key,
        )
        self._scene.add_node(n)
        self._viewer.render_lock.release()

    def _remove_from_scene(self, key):
        self._viewer.render_lock.acquire()
        if self._scene.get_nodes(name=key):
            self._scene.remove_node(
                next(iter(self._scene.get_nodes(name=key)))
            )
        self._viewer.render_lock.release()

    def _update_scene(self):
        self._viewer.render_lock.acquire()
        for key in self._key_to_id.keys():
            obj_pose = self.get_pose(key).matrix
            if self._scene.get_nodes(name=key):
                next(iter(self._scene.get_nodes(name=key))).matrix = obj_pose
        self._viewer.render_lock.release()
    while True:
        r += delta_r
        frame += 1
        t += 50
        if t % 1000 == 0:
            delta_r *= -1

        s = parametric_surface.doughnut(R, r, [50, 20])

        doughnut_trimesh = trimesh.Trimesh(
            vertices=s.flat_vertices,
            faces=s.flat_triangular_mesh_indices,
        )
        # for facet in doughnut_trimesh.facets:
        #     doughnut_trimesh.visual.face_colors[facet] = trimesh.visual.random_color()
        mesh = pyrender.Mesh.from_trimesh(doughnut_trimesh, smooth=False)
        mesh_node = Node(mesh=mesh, translation=np.array([0.0, 0.0, 0.0]))

        scene = Scene(ambient_light=np.array([0.02, 0.02, 0.02, 1.0]),
                      bg_color=[0.0, 0.0, 0.0])
        cam_node = scene.add(cam, pose=cam_pose)
        scene.add_node(mesh_node)
        # v = Viewer(scene)
        color, depth = off_screen_renderer.render(scene)
        cv2.imshow('f', color)
        cv2.waitKey(1)
        end_time = time.time()
        print(frame / (end_time - start_time))

    off_screen_renderer.delete()
def test_offscreen_renderer(tmpdir):

    # Fuze trimesh
    fuze_trimesh = trimesh.load('examples/models/fuze.obj')
    fuze_mesh = Mesh.from_trimesh(fuze_trimesh)

    # Drill trimesh
    drill_trimesh = trimesh.load('examples/models/drill.obj')
    drill_mesh = Mesh.from_trimesh(drill_trimesh)
    drill_pose = np.eye(4)
    drill_pose[0, 3] = 0.1
    drill_pose[2, 3] = -np.min(drill_trimesh.vertices[:, 2])

    # Wood trimesh
    wood_trimesh = trimesh.load('examples/models/wood.obj')
    wood_mesh = Mesh.from_trimesh(wood_trimesh)

    # Water bottle trimesh
    bottle_gltf = trimesh.load('examples/models/WaterBottle.glb')
    bottle_trimesh = bottle_gltf.geometry[list(bottle_gltf.geometry.keys())[0]]
    bottle_mesh = Mesh.from_trimesh(bottle_trimesh)
    bottle_pose = np.array([
        [1.0, 0.0, 0.0, 0.1],
        [0.0, 0.0, -1.0, -0.16],
        [0.0, 1.0, 0.0, 0.13],
        [0.0, 0.0, 0.0, 1.0],
    ])

    boxv_trimesh = trimesh.creation.box(extents=0.1 * np.ones(3))
    boxv_vertex_colors = np.random.uniform(size=(boxv_trimesh.vertices.shape))
    boxv_trimesh.visual.vertex_colors = boxv_vertex_colors
    boxv_mesh = Mesh.from_trimesh(boxv_trimesh, smooth=False)
    boxf_trimesh = trimesh.creation.box(extents=0.1 * np.ones(3))
    boxf_face_colors = np.random.uniform(size=boxf_trimesh.faces.shape)
    boxf_trimesh.visual.face_colors = boxf_face_colors
    # Instanced
    poses = np.tile(np.eye(4), (2, 1, 1))
    poses[0, :3, 3] = np.array([-0.1, -0.10, 0.05])
    poses[1, :3, 3] = np.array([-0.15, -0.10, 0.05])
    boxf_mesh = Mesh.from_trimesh(boxf_trimesh, poses=poses, smooth=False)

    points = trimesh.creation.icosphere(radius=0.05).vertices
    point_colors = np.random.uniform(size=points.shape)
    points_mesh = Mesh.from_points(points, colors=point_colors)

    direc_l = DirectionalLight(color=np.ones(3), intensity=1.0)
    spot_l = SpotLight(color=np.ones(3),
                       intensity=10.0,
                       innerConeAngle=np.pi / 16,
                       outerConeAngle=np.pi / 6)

    cam = PerspectiveCamera(yfov=(np.pi / 3.0))
    cam_pose = np.array([[0.0, -np.sqrt(2) / 2,
                          np.sqrt(2) / 2, 0.5], [1.0, 0.0, 0.0, 0.0],
                         [0.0, np.sqrt(2) / 2,
                          np.sqrt(2) / 2, 0.4], [0.0, 0.0, 0.0, 1.0]])

    scene = Scene(ambient_light=np.array([0.02, 0.02, 0.02]))

    fuze_node = Node(mesh=fuze_mesh,
                     translation=np.array(
                         [0.1, 0.15, -np.min(fuze_trimesh.vertices[:, 2])]))
    scene.add_node(fuze_node)
    boxv_node = Node(mesh=boxv_mesh, translation=np.array([-0.1, 0.10, 0.05]))
    scene.add_node(boxv_node)
    boxf_node = Node(mesh=boxf_mesh)
    scene.add_node(boxf_node)

    _ = scene.add(drill_mesh, pose=drill_pose)
    _ = scene.add(bottle_mesh, pose=bottle_pose)
    _ = scene.add(wood_mesh)
    _ = scene.add(direc_l, pose=cam_pose)
    _ = scene.add(spot_l, pose=cam_pose)
    _ = scene.add(points_mesh)

    _ = scene.add(cam, pose=cam_pose)

    r = OffscreenRenderer(viewport_width=640, viewport_height=480)
    color, depth = r.render(scene)

    assert color.shape == (480, 640, 3)
    assert depth.shape == (480, 640)
    assert np.max(depth.data) > 0.05
    assert np.count_nonzero(depth.data) > (0.2 * depth.size)
    r.delete()
Example #12
0
 def __init__(self, scene: pyrender.Scene, parent_node=None, **kwargs):
     super().__init__(**kwargs)
     self._scene = scene
     self._enabled = True
     scene.add_node(self, parent_node=parent_node)