Exemple #1
0
    def refresh(self, q):
        """Refresh the display if there is new data

        :q: TODO
        :returns: TODO

        """
        while not q.empty():
            self.message = q.get()
        if self.message is not None:
            map_points, poses, colors = self.message

            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            gl.glClearColor(0.0, 0.0, 0.0, 1.0)
            self.dcam.Activate(self.scam)

            if poses is not None:
                if poses.shape[0] >= 2:
                    gl.glColor3f(0.0, 1.0, 0.0)
                    pangolin.DrawCameras(poses[0:-1, :])
                    gl.glColor3f(1.0, 1.0, 0.0)
                    pangolin.DrawCameras(poses[-1:, :])

            if map_points is not None and colors is not None:
                if map_points.shape[0] != 0:
                    gl.glPointSize(3)
                    gl.glColor3f(1.0, 0.0, 0.0)
                    pangolin.DrawPoints(map_points, colors)

        pangolin.FinishFrame()
    def viewer_refresh(self, q):
        while not q.empty():
            self.state = q.get()

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(0.0, 0.0, 0.0, 1.0)
        self.dcam.Activate(self.scam)

        if self.state is not None:
            if self.state[0].shape[0] >= 2:
                # draw poses
                gl.glColor3f(0.0, 1.0, 0.0)
                pangolin.DrawCameras(self.state[0][:-1])

            if self.state[0].shape[0] >= 1:
                # draw current pose as yellow
                gl.glColor3f(1.0, 1.0, 0.0)
                pangolin.DrawCameras(self.state[0][-1:])

            if self.state[1].shape[0] != 0:
                # draw keypoints
                gl.glPointSize(5)
                gl.glColor3f(1.0, 0.0, 0.0)
                pangolin.DrawPoints(self.state[1], self.state[2])

        pangolin.FinishFrame()
    def viewer_refresh(self, data):
        top = None

        # get poses
        while not data.empty():
            top = data.get()

        if top is None:
            return

        self.frames = top[0]
        self.points = top[1]

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(0.0, 0.0, 0.0, 1.0)
        self.dcam.Activate(self.scam)

        # draw all poses
        if self.frames is not None:
            gl.glColor3f(0.0, 1.0, 0.0)
            pangolin.DrawCameras(self.frames[:-1])

        # draw world coordinates
        if self.points is not None and self.points.shape[0] > 0:
            colors = np.zeros((len(self.points), 3))
            colors[:, 1] = 1 - self.points[:, 0] / 10.0
            colors[:, 2] = 1 - self.points[:, 1] / 10.0
            colors[:, 0] = 1 - self.points[:, 2] / 10.0

            gl.glPointSize(2)
            gl.glColor3f(0.0, 0.0, 1.0)
            # # uncomment to draw points
            # pangolin.DrawPoints(self.points, colors)

        pangolin.FinishFrame()
Exemple #4
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    def viewer_refresh(self, q):
        while not q.empty():
            self.data = q.get()

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(0.0, 0.0, 0.0, 1.0)

        self.dcam.Activate(self.scam)

        # drawing begins here

        # self.pose[2, 3] = self.pose[2, 3] - 0.1
        # self.poses.append(np.linalg.inv(self.pose))

        if self.data is not None:
            gl.glLineWidth(3)
            gl.glColor3f(0.0, 1.0, 0.0)
            pangolin.DrawCameras(self.data[0])
            if len(self.data) > 1:
                gl.glPointSize(5)
                points = self.data[1]
                colors = self.data[2]
                pangolin.DrawPoints(points, colors)

        pangolin.FinishFrame()
Exemple #5
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  def viewer_refresh(self, q):
    if self.state is None or not q.empty():
      self.state = q.get()

    gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
    gl.glClearColor(0.0, 0.0, 0.0, 1.0)
    self.dcam.Activate(self.scam)

    if self.state is not None:
      if self.state[0].shape[0] >= 2:
        gl.glColor3f(0.0, 1.0, 0.0)
        pangolin.DrawCameras(self.state[0][:-1])

      if self.state[0].shape[0] >= 1:
        gl.glColor3f(1.0, 1.0, 0.0)
        pangolin.DrawCameras(self.state[0][-1:])

      if self.state[1].shape[0] != 0:
        gl.glPointSize(2)
        gl.glColor3f(1.0, 0.0, 0.0)
        pangolin.DrawPoints(self.state[1], self.state[2])

    pangolin.FinishFrame()
Exemple #6
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    def viewer_refresh(self, q):
        if self.state is None or not q.empty():
            self.state = q.get()

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(1.0, 1.0, 1.0, 1.0)
        self.dcam.Activate(self.scam)

        gl.glLineWidth(1)
        gl.glColor3f(0.0, 1.0, 0.0)
        pangolin.DrawCameras(self.state[0])

        gl.glPointSize(2)
        gl.glColor3f(1.0, 0.0, 0.0)
        pangolin.DrawPoints(self.state[1])

        pangolin.FinishFrame()
Exemple #7
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def main():
	w, h = 640, 480
	pangolin.CreateWindowAndBind('Main', 640, 480)
	gl.glEnable(gl.GL_DEPTH_TEST)

	# Create Interactive View in window
	scam = pangolin.OpenGlRenderState(
	  pangolin.ProjectionMatrix(w, h, 420, 420, w//2, h//2, 0.2, 10000),
	  pangolin.ModelViewLookAt(0, -10, -8,
							   0, 0, 0,
							   0, -1, 0))
	handler = pangolin.Handler3D(scam)

	# Create Interactive View in window
	dcam = pangolin.CreateDisplay()
	dcam.SetBounds(0.0, 1.0, 0.0, 1.0, w/h)
	dcam.SetHandler(handler)
	# hack to avoid small Pangolin, no idea why it's *2
	dcam.Resize(pangolin.Viewport(0,0,w*2,h*2))
	dcam.Activate()

	poses = []
	# pose = np.hstack((np.identity(3), np.zeros((3,1))))
	pose = np.identity(4)
	poses.append(np.linalg.inv(pose))
	while not pangolin.ShouldQuit():
		gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
		gl.glClearColor(0.0, 0.0, 0.0, 1.0)
		dcam.Activate(scam)

		pose[2, 3] = pose[2, 3] - 1
		poses.append(np.linalg.inv(pose))

		print(poses[-1])

		gl.glLineWidth(3)
		gl.glColor3f(0.0, 1.0, 0.0)
		pangolin.DrawCameras(poses)
		# pangolin.DrawCamera(pose)
		time.sleep(0.2) 
		# pangolin.DrawCameras(np.linalg.inv(poses[-1]))
		# pangolin.DrawCameras(np.stack(poses, axis=0))
		# print(np.stack(poses,axis=2).shape)
		pangolin.FinishFrame()
    def viewer_refresh(self, q):
        if self.state is None or not q.empty():
            self.state = q.get()

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        # gl.glClearColor(1.0, 1.0, 1.0, 1.0)
        gl.glClearColor(0.0, 0.0, 0.0, 1.0)
        self.dcam.Activate(self.scam)

        # draw poses
        gl.glColor3f(0.0, 1.0, 0.0)
        pangolin.DrawCameras(self.state[0])

        # draw keypoints
        gl.glPointSize(5)
        gl.glColor3f(1.0, 0.0, 0.0)
        pangolin.DrawPoints(self.state[1], self.state[2])

        pangolin.FinishFrame()
Exemple #9
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def main():
    pango.CreateWindowAndBind('frustrum render', 640, 480)

    # Projection and ModelView Matrices
    scam = pango.OpenGlRenderState(
        pango.ProjectionMatrix(640, 480, 2000, 2000, 320, 240, 0.1, 5000),
        pango.ModelViewLookAt(0, -50, -10, 0, 0, 0, 0, -1,
                              0))  #pango.AxisDirection.AxisY))
    handler = pango.Handler3D(scam)

    # Interactive View in Window
    disp_cam = pango.CreateDisplay()
    disp_cam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0 / 480.0)
    disp_cam.SetHandler(handler)

    # create and append pose matrices for cameras
    pose = np.identity(4)
    poses = []
    for i in range(3):
        poses.append(np.linalg.inv(pose))
        pose[2, 3] -= 1

    while not pango.ShouldQuit():
        # Clear screen
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(0.15, 0.15, 0.15, 0.0)
        disp_cam.Activate(scam)

        # Render Cameras
        gl.glLineWidth(2)

        gl.glColor3f(1.0, 0.0, 1.0)
        pango.DrawCamera(poses[0])

        gl.glColor3f(0.2, 1.0, 0.2)
        pango.DrawCameras(poses[1:-1])

        gl.glColor3f(1.0, 1.0, 1.0)
        pango.DrawCamera(poses[-1])

        # End frame update
        pango.FinishFrame()
Exemple #10
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    def render_map(self, q):
        if (self.currState is None) or (not q.empty()):
            self.currState = q.get()

        # Extract points and poses
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(1.0, 1.0, 1.0, 1.0)
        self.dcam.Activate(self.scam)

        # Draw poses
        #gl.glPointSize(10)
        gl.glColor3f(1.0, 0.0, 0.0)
        pangolin.DrawCameras(self.currState[0])

        # Draw points
        gl.glPointSize(2)
        gl.glColor3f(0.0, 1.0, 0.0)
        pangolin.DrawPoints(self.currState[1])

        pangolin.FinishFrame()
Exemple #11
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    def refresh(self):
        #clear and activate screen
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(0.15, 0.15, 0.15, 0.0)
        #gl.glClearColor(1.0, 1.0, 1.0, 0.0)

        self.dcam.Activate(self.scam)

        # render
        gl.glLineWidth(1)
        # render cameras
        if len(self.nodes) > 1:
            gl.glColor3f(1.0, 1.0, 1.0)
            pango.DrawCameras(self.nodes)
        # render edges
        if len(self.edges) > 1:
            gl.glColor3f(0.0, 0.8, 0.5)
            pango.DrawLines(self.edges[:, 0, :-1, -1], self.edges[:, 1, :-1,
                                                                  -1])
        pango.FinishFrame()
Exemple #12
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    def draw(self):
        q = self.q
        self.draw_init()
        while not pangolin.ShouldQuit():
            try:
                while not q.empty():
                    state = q.get()

                if state is not None:
                    self.cams.append(state[0])
                    gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
                    gl.glClearColor(1.0, 1.0, 1.0, 1.0)
                    self.dcam.Activate(self.scam)
                    # Draw cam
                    gl.glLineWidth(2)
                    gl.glColor3f(0.0, 1.0, 0.0)
                    # pangolin.DrawCamera(state[0], 0.5, 0.75, 0.8)
                    pangolin.DrawCameras(self.cams)

                    pangolin.FinishFrame()
            except:
                continue
Exemple #13
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    def viewer_refresh(self, q):
        if self.state is None or not q.empty():
            self.state = q.get()

        # turn state into points
        #ppts = np.array([d[:3, 3] for d in self.state[0]])
        spts = np.array(self.state[1])

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(1.0, 1.0, 1.0, 1.0)
        self.dcam.Activate(self.scam)

        # draw poses
        gl.glColor3f(0.0, 1.0, 0.0)
        pangolin.DrawCameras(self.state[0])

        #draw keypoints
        gl.glPointSize(2)
        gl.glColor3f(1.0, 0.0, 0.0)
        pangolin.DrawPoints(spts)

        pangolin.FinishFrame()
Exemple #14
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    def view(self):
        pangolin.CreateWindowAndBind('Viewer', 1024, 768)

        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        panel = pangolin.CreatePanel('menu')
        panel.SetBounds(0.5, 1.0, 0.0, 175 / 1024.)

        # checkbox
        m_follow_camera = pangolin.VarBool('menu.Follow Camera',
                                           value=True,
                                           toggle=True)
        m_show_points = pangolin.VarBool('menu.Show Points', True, True)
        m_show_lines = pangolin.VarBool('menu.Show Lines', True, True)
        m_show_keyframes = pangolin.VarBool('menu.Show KeyFrames', True, True)
        m_show_graph = pangolin.VarBool('menu.Show Graph', True, True)
        m_show_image = pangolin.VarBool('menu.Show Image', True, True)

        # button
        m_replay = pangolin.VarBool('menu.Replay', value=False, toggle=False)
        m_refresh = pangolin.VarBool('menu.Refresh', False, False)
        m_reset = pangolin.VarBool('menu.Reset', False, False)

        if self.config is None:
            width, height = 400, 250
            viewpoint_x = 0
            viewpoint_y = -500  # -10
            viewpoint_z = -100  # -0.1
            viewpoint_f = 2000
            camera_width = 1.
        else:
            width = self.config.view_image_width
            height = self.config.view_image_height
            viewpoint_x = self.config.view_viewpoint_x
            viewpoint_y = self.config.view_viewpoint_y
            viewpoint_z = self.config.view_viewpoint_z
            viewpoint_f = self.config.view_viewpoint_f
            camera_width = self.config.view_camera_width

        proj = pangolin.ProjectionMatrix(1024, 768, viewpoint_f, viewpoint_f,
                                         512, 389, 0.1, 5000)
        look_view = pangolin.ModelViewLookAt(viewpoint_x, viewpoint_y,
                                             viewpoint_z, 0, 0, 0, 0, -1, 0)

        # Camera Render Object (for view / scene browsing)
        scam = pangolin.OpenGlRenderState(proj, look_view)

        # Add named OpenGL viewport to window and provide 3D Handler
        dcam = pangolin.CreateDisplay()
        dcam.SetBounds(0.0, 1.0, 175 / 1024., 1.0, -1024 / 768.)
        dcam.SetHandler(pangolin.Handler3D(scam))

        # image
        # width, height = 400, 130
        dimg = pangolin.Display('image')
        dimg.SetBounds(0, height / 768., 0.0, width / 1024., 1024 / 768.)
        dimg.SetLock(pangolin.Lock.LockLeft, pangolin.Lock.LockTop)

        texture = pangolin.GlTexture(width, height, gl.GL_RGB, False, 0,
                                     gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
        image = np.ones((height, width, 3), 'uint8')

        pose = pangolin.OpenGlMatrix()  # identity matrix
        following = True

        active = []
        replays = []
        graph = []
        loops = []
        mappoints = DynamicArray(shape=(3, ))
        maplines = DynamicArray(shape=(6, ))
        colors = DynamicArray(shape=(3, ))
        cameras = DynamicArray(shape=(4, 4))

        active_lines = []
        line_colors = []
        gnd_mesh = None

        while not pangolin.ShouldQuit():

            if not self.q_pose.empty():
                pose.m = self.q_pose.get()

            follow = m_follow_camera.Get()
            if follow and following:
                scam.Follow(pose, True)
            elif follow and not following:
                scam.SetModelViewMatrix(look_view)
                scam.Follow(pose, True)
                following = True
            elif not follow and following:
                following = False

            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            gl.glClearColor(1.0, 1.0, 1.0, 1.0)
            dcam.Activate(scam)

            # show graph
            if not self.q_graph.empty():
                graph = self.q_graph.get()
                loops = np.array([_[0] for _ in graph if _[1] == 2])
                graph = np.array([_[0] for _ in graph if _[1] < 2])
            if m_show_graph.Get():
                if len(graph) > 0:
                    gl.glLineWidth(1)
                    gl.glColor3f(0.0, 1.0, 0.0)
                    pangolin.DrawLines(graph, 3)
                if len(loops) > 0:
                    gl.glLineWidth(2)
                    gl.glColor3f(0.0, 0.0, 0.0)
                    pangolin.DrawLines(loops, 4)

                gl.glPointSize(4)
                gl.glColor3f(1.0, 0.0, 0.0)
                gl.glBegin(gl.GL_POINTS)
                gl.glVertex3d(pose[0, 3], pose[1, 3], pose[2, 3])
                gl.glEnd()

            # if not self.q_ground.empty():
            #     gnd_mesh = self.q_ground.get()

            if gnd_mesh is not None:
                gl.glLineWidth(2)
                gl.glColor3f(0.5, 0.25, 0.5)
                pangolin.DrawLines(gnd_mesh, 2)

            # Show mappoints
            if not self.q_points.empty():
                pts, code = self.q_points.get()
                cls, code = self.q_colors.get()
                if code == 1:  # append new points
                    mappoints.extend(pts)
                    colors.extend(cls)
                elif code == 0:  # refresh all points
                    mappoints.clear()
                    mappoints.extend(pts)
                    colors.clear()
                    colors.extend(cls)

            if m_show_points.Get():
                gl.glPointSize(4)
                # easily draw millions of points
                pangolin.DrawPoints(mappoints.array(), colors.array())

                if not self.q_active.empty():
                    active = self.q_active.get()

                gl.glPointSize(5)
                gl.glBegin(gl.GL_POINTS)
                gl.glColor3f(1.0, 0.0, 0.0)
                for point in active:
                    gl.glVertex3f(*point)
                gl.glEnd()

            if not self.q_lines.empty():
                lines, code = self.q_lines.get()
                maplines.extend(lines)

            if m_show_lines.Get():

                gl.glLineWidth(1)
                gl.glColor3f(1.0, 0.0, 0.5)
                pangolin.DrawLines(maplines.array(), 2)

                if not self.q_active_lines.empty():
                    active_lines, line_colors = np.array(
                        self.q_active_lines.get())

                if active_lines is not None:
                    for act_line, color in zip(active_lines, line_colors):
                        c = (color[2] / 255, color[1] / 255, color[0] / 255)
                        act_line = act_line.reshape((1, 6))
                        gl.glLineWidth(5)
                        gl.glColor3f(*c)
                        pangolin.DrawLines(act_line, 2)

            if len(replays) > 0:
                n = 300
                gl.glPointSize(4)
                gl.glColor3f(1.0, 0.0, 0.0)
                gl.glBegin(gl.GL_POINTS)
                for point in replays[:n]:
                    gl.glVertex3f(*point)
                gl.glEnd()
                replays = replays[n:]

            # show cameras
            if not self.q_camera.empty():
                cams = self.q_camera.get()
                if len(cams) > 20:
                    cameras.clear()
                cameras.extend(cams)

            if m_show_keyframes.Get():
                gl.glLineWidth(1)
                gl.glColor3f(0.0, 0.0, 1.0)
                pangolin.DrawCameras(cameras.array(), camera_width)

            # show image
            if not self.q_image.empty():
                image = self.q_image.get()
                if image.ndim == 3:
                    image = image[::-1, :, ::-1]
                else:
                    image = np.repeat(image[::-1, :, np.newaxis], 3, axis=2)
                image = cv2.resize(image, (width, height))
            if m_show_image.Get():
                texture.Upload(image, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
                dimg.Activate()
                gl.glColor3f(1.0, 1.0, 1.0)
                texture.RenderToViewport()

            if pangolin.Pushed(m_replay):
                replays = mappoints.array()

            if pangolin.Pushed(m_reset):
                m_show_graph.SetVal(True)
                m_show_keyframes.SetVal(True)
                m_show_points.SetVal(True)
                m_show_image.SetVal(True)
                m_follow_camera.SetVal(True)
                follow_camera = True

            if pangolin.Pushed(m_refresh):
                self.q_refresh.put(True)

            pangolin.FinishFrame()
    def UpdatePointsThread(self, PointsQueue, PoseQueue):
        import OpenGL.GL as gl
        import pangolin

        pangolin.CreateWindowAndBind('Main', 640, 480)
        gl.glEnable(gl.GL_DEPTH_TEST)

        # Define Projection and initial ModelView matrix
        # scam = pangolin.OpenGlRenderState(
        #     pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.2, 100),
        #     pangolin.ModelViewLookAt(-2, 2, -2,
        #     						  0, 0, 0,
        #     						  pangolin.AxisDirection.AxisY))

        scam = pangolin.OpenGlRenderState(
            pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.2,
                                      10000),
            pangolin.ModelViewLookAt(-2, 2, -2, 0, 0, 0,
                                     pangolin.AxisDirection.AxisY))

        handler = pangolin.Handler3D(scam)

        # Create Interactive View in window
        dcam = pangolin.CreateDisplay()
        dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0 / 480.0)
        dcam.SetHandler(handler)

        points = None

        cameras = None

        while not pangolin.ShouldQuit():

            if points is None:
                try:
                    points = PointsQueue.get()
                except:
                    continue
            else:

                points = np.vstack((points, PointsQueue.get()))

            if cameras is None:
                try:
                    cameras = [PoseQueue.get()]
                except:
                    continue
            else:

                cameras.append(PoseQueue.get())

            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            gl.glClearColor(1.0, 1.0, 1.0, 1.0)
            dcam.Activate(scam)

            # Render OpenGL Cube
            pangolin.glDrawColouredCube()

            gl.glPointSize(2)
            gl.glColor3f(0.0, 1.0, 0.0)
            pangolin.DrawPoints(points)

            gl.glColor3f(1.0, 0.0, 0.0)
            pangolin.DrawCameras(cameras)

            # gl.glPointSize(5)
            # gl.glColor3f(1.0, 0.0, 0.0)
            # pangolin.DrawPoints(self.state[1], self.state[2])
            #assert 1==0

            pangolin.FinishFrame()
Exemple #16
0
    def glMainLoop(self):
        self.logger.info("Running gl viewer ...")

        flag = False

        pangolin.CreateWindowAndBind('Main', 640, 480)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        panel = pangolin.CreatePanel('menu')
        panel.SetBounds(1.0, 1.0, 0.0, 100 / 640.)

        # Does not work with initialization of window
        # self.Init()

        camera_pose = pangolin.OpenGlMatrix()

        # create scene graph
        #     scene = pangolin.Renderable()
        #     # x : R
        #     # y : G
        #     # z : B
        #     scene.Add(pangolin.Axis())

        #
        rendered_cam = pangolin.OpenGlRenderState(
            pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.01, 2000),
            pangolin.ModelViewLookAt(1, 0, 1, 0, 0, 0, 0, 0, 1)
        )
        handler = pangolin.Handler3D(rendered_cam)
        #     handler = pangolin.SceneHandler(scene, rendered_cam)

        # add drawing callback

        #
        viewport = pangolin.CreateDisplay()
        viewport.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0 / 480.0)
        viewport.SetHandler(handler)

        image_viewport = pangolin.Display('image')
        w = 160
        h = 120
        image_viewport.SetBounds(0, h / 480., 0.0, w / 640., 640. / 480.)
        image_viewport.SetLock(pangolin.Lock.LockLeft, pangolin.Lock.LockTop)

        texture = pangolin.GlTexture(w, h, gl.GL_RGB, False, 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)

        # geometries
        self.lines = []
        self.points = {}
        self.colors = {}
        self.poses = []

        self.redundant_points = []
        self.redundant_colors = []

        self.landmarks = {}

        #
        img = np.ones((h, w, 3), 'uint8')

        while not pangolin.ShouldQuit():

            datum = None
            if not self.attributes.empty():
                self.logger.info("[GL Process] attributes is not empty, fetching datum ...")
                datum = self.attributes.get()
                self.logger.info("[GL Process] get a datum from the main thread of the parent process")

            if datum is not None:
                # dispatch instructions
                if datum.attrs.get('pose', None) is not None:
                    pose = datum.attrs['pose']
                    # self.camera.pose.m = pose
                    # set Twc
                    camera_pose.m = pose  # np.linalg.inv(pose)
                    # camera_pose.m = pose
                    rendered_cam.Follow(camera_pose, True)
                    self.logger.info("[GL Process] update camera pose matrix got from datum: \n%s" % pose)
                    pass
                pass

            # self.Clear()
            # self.control.Update(self.camera.pose)

            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            gl.glClearColor(1.0, 1.0, 1.0, 1.0)
            viewport.Activate(rendered_cam)
            #       scene.Render()

            # Just for test
            # pangolin.glDrawColouredCube(0.1)

            # render graph
            if datum is not None:
                # dispatch data

                # update graph
                if datum.attrs.get('lines', None) is not None:
                    lines = datum.attrs['lines']
                    self.lines.extend(lines)
                    self.logger.info("[GL Process] drawing %d lines ..." % len(lines))

                if datum.attrs.get('pose', None) is not None:
                    pose = datum.attrs['pose']
                    self.poses.append(pose)
                    self.logger.info("[GL Process] drawing a camera with new pose matrix ...")
                    pass

                # update image
                if datum.attrs.get('img', None) is not None:
                    img = datum.attrs['img']
                    # see pangolin issue #180
                    # change cv BGR channels to norm one
                    # img = img[::-1, : ,::-1].astype(np.uint8)
                    img = img.astype(np.uint8)
                    img = cv2.resize(img, (w, h))
                    self.logger.info("[GL Process] drawing image to image viewport ...")

                # show mappoints
                if datum.attrs.get('points', None) is not None:
                    points = datum.attrs['points']
                    if len(points) > 0:
                        # self.points.extend(points)
                        for point in points:
                            self.points[point.seq] = point

                        # colors = np.array([p.color if p.color is not None else np.array([1.0, 0.0, 0.0]) for p in points]).astype(np.float64)
                        colors = [p.color / 255. if p.color is not None else np.array([1.0, 1.0, 0.0]) for p in points]
                        # print("colors: \n%s" % np.array(colors))

                        # colors = [ [1., 1., 0.] for p in points]

                        # self.colors.extend(colors)
                        for i, color in enumerate(colors):
                            point = points[i]
                            self.colors[point.seq] = color

                        self.logger.info("[GL Process] drawing %d points" % len(points))
                        # print("new mappoints: \n%s" % np.array([ p.data for p in points]).astype(np.float64))
                        # print("new colors (default): \n%s" % np.array(colors))
                    else:
                        self.logger.info("[GL Process] no points to be drawn.")

                # redundant points
                if datum.attrs.get('points-redundant', None) is not None:
                    points = datum.attrs['points-redundant']
                    colors = datum.attrs['colors-redundant']

                    for i, p in enumerate(points):
                        self.redundant_points.append(p)
                        self.redundant_colors.append(colors[i] / 255.)

                # show landmarks
                if datum.attrs.get('landmarks', None) is not None:
                    landmarks = datum.attrs['landmarks']
                    for landmark in landmarks:
                        self.landmarks[landmark.seq] = landmark
                    self.logger.info("[GL Process] drawing %d landmarks" % len(landmarks))

                self.attributes.task_done()
                self.logger.info("[GL Process] datum has been processed.")

            ############
            # draw graph
            ############
            line_geometries = np.array([
                [*line[0], *line[1]] for line in self.lines
            ])
            if len(line_geometries) > 0:
                gl.glLineWidth(1)
                gl.glColor3f(0.0, 1.0, 0.0)
                pangolin.DrawLines(line_geometries, 3)

            # pose = self.camera.pose
            pose = camera_pose

            # GL 2.0 API
            gl.glPointSize(4)
            gl.glColor3f(1.0, 0.0, 0.0)

            gl.glBegin(gl.GL_POINTS)
            gl.glVertex3d(pose[0, 1], pose[1, 3], pose[2, 3])
            gl.glEnd()

            ############
            # draw poses
            ############
            if len(self.poses) > 0:
                gl.glLineWidth(1)
                gl.glColor3f(0.0, 0.0, 1.0)

                # poses: numpy.ndarray[float64], w: float=1.0, h_ratio: float=0.75, z_ratio: float=0.6
                pangolin.DrawCameras(np.array(self.poses))

                gl.glPointSize(4)
                gl.glColor3f(0.0, 0.0, 1.0)

                gl.glBegin(gl.GL_POINTS)
                for pose in self.poses:
                    gl.glVertex3d(pose[0, 1], pose[1, 3], pose[2, 3])
                gl.glEnd()

            ################
            # draw mappoints
            ################
            if len(self.points) > 0:
                # points_geometries = np.array([p.data for p in self.points]).astype(np.float64)
                points_geometries = []
                colors = []
                for point_key, p in self.points.items():
                    points_geometries.append(p.data)
                    colors.append(self.colors[point_key])

                points_geometries = np.array(points_geometries).astype(np.float64)
                colors = np.array(colors).astype(np.float64)

                gl.glPointSize(6)
                # pangolin.DrawPoints(points_geometries, np.array(self.colors).astype(np.float64) )
                pangolin.DrawPoints(points_geometries, colors)

                # gl.glPointSize(4)
                # gl.glColor3f(1.0, 0.0, 0.0)
                #
                # gl.glBegin(gl.GL_POINTS)
                # for point in points_geometries:
                #   gl.glVertex3d(point[0], point[1], point[2])
                # gl.glEnd()

            ####################
            # redundant points #
            ####################
            if len(self.redundant_points) > 0:
                points_geometries = []
                colors = []
                for i, p in enumerate(self.redundant_points):
                    points_geometries.append(p.data)
                    colors.append(self.redundant_colors[i])

                points_geometries = np.array(points_geometries).astype(np.float64)
                colors = np.array(colors).astype(np.float64)

                gl.glPointSize(3)
                pangolin.DrawPoints(points_geometries, colors)

            ################
            # draw landmarks
            ################
            for key, landmarkDatum in self.landmarks.items():
                # abox = landmark.computeAABB()
                # drawABox(abox.toArray())

                drawABox(landmarkDatum.abox.toArray(), color=landmarkDatum.color)
                pass

            #############
            # draw images
            #############
            # self.camera.RenderImg(img)
            texture.Upload(img, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
            image_viewport.Activate()
            gl.glColor3f(1.0, 1.0, 1.0)
            texture.RenderToViewport()

            pangolin.FinishFrame()

        print("gl program loop stopped")
        with self._state_locker:
            self._stopped = True
Exemple #17
0
    def view(self):
        pangolin.CreateWindowAndBind('Viewer', 1024, 768)

        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        panel = pangolin.CreatePanel('menu')
        panel.SetBounds(0.5, 1.0, 0.0, 175 / 1024.)

        # checkbox
        if self.view_point_cloud:
            m_show_points = pangolin.VarBool('menu.Show Points', True, True)
        m_show_keyframes = pangolin.VarBool('menu.Show KeyFrames', True, True)
        m_show_graph = pangolin.VarBool('menu.Show Graph', True, True)
        m_show_image = pangolin.VarBool('menu.Show Image', True, True)

        # button
        m_next_frame = pangolin.VarBool('menu.Next', False, False)

        if self.config is None:
            viewpoint_x = 0
            viewpoint_y = -500  # -10
            viewpoint_z = -100  # -0.1
            viewpoint_f = 2000
            camera_width = 1.
            width, height = 350, 250
        else:
            viewpoint_x = self.config.view_viewpoint_x
            viewpoint_y = self.config.view_viewpoint_y
            viewpoint_z = self.config.view_viewpoint_z
            viewpoint_f = self.config.view_viewpoint_f
            camera_width = self.config.view_camera_width
            width = self.config.view_image_width * 2
            height = self.config.view_image_height

        proj = pangolin.ProjectionMatrix(1024, 768, viewpoint_f, viewpoint_f,
                                         512, 389, 0.1, 5000)
        look_view = pangolin.ModelViewLookAt(viewpoint_x, viewpoint_y,
                                             viewpoint_z, 0, 0, 0, 0, -1, 0)

        # Camera Render Object (for view / scene browsing)
        scam = pangolin.OpenGlRenderState(proj, look_view)

        # Add named OpenGL viewport to window and provide 3D Handler
        dcam = pangolin.CreateDisplay()
        dcam.SetBounds(0.0, 1.0, 175 / 1024., 1.0, -1024 / 768.)
        dcam.SetHandler(pangolin.Handler3D(scam))

        # Dilay image
        dimg = pangolin.Display('image')
        dimg.SetBounds(0, height / 768., 0.0, width / 1024., 1024 / 768.)
        dimg.SetLock(pangolin.Lock.LockLeft, pangolin.Lock.LockTop)

        texture = pangolin.GlTexture(width, height, gl.GL_RGB, False, 0,
                                     gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
        image = np.ones((height, width, 3), 'uint8')

        pose = pangolin.OpenGlMatrix()  # identity matrix

        active = []
        graph = []
        loops = []
        loops_local = []
        mappoints = DynamicArray(shape=(3, ))
        colors = DynamicArray(shape=(3, ))
        cameras = DynamicArray(shape=(4, 4))

        while not pangolin.ShouldQuit():

            if not self.q_pose.empty():
                pose.m = self.q_pose.get()

            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            gl.glClearColor(1.0, 1.0, 1.0, 1.0)
            dcam.Activate(scam)

            # Show graph
            if not self.q_graph.empty():
                graph = self.q_graph.get()
                loops = np.array([_[0] for _ in graph if _[1] == 2])
                loops_local = np.array([_[0] for _ in graph if _[1] == 1])
                graph = np.array([_[0] for _ in graph if _[1] == 0])

            if m_show_graph.Get():
                if len(graph) > 0:
                    gl.glLineWidth(1)
                    gl.glColor3f(0.0, 1.0, 0.0)
                    pangolin.DrawLines(graph, 3)

                if len(loops) > 0:
                    gl.glLineWidth(2)
                    gl.glColor3f(1.0, 0.0, 1.0)
                    pangolin.DrawLines(loops, 4)

                if len(loops_local) > 0:
                    gl.glLineWidth(2)
                    gl.glColor3f(1.0, 1.0, 0.0)
                    pangolin.DrawLines(loops_local, 4)

            if self.view_point_cloud:
                # Show mappoints
                if not self.q_points.empty():
                    pts, code = self.q_points.get()
                    cls, code = self.q_colors.get()
                    if code == 1:  # append new points
                        mappoints.extend(pts)
                        colors.extend(cls)
                    elif code == 0:  # refresh all points
                        mappoints.clear()
                        mappoints.extend(pts)
                        colors.clear()
                        colors.extend(cls)

                if m_show_points.Get():
                    gl.glPointSize(2)
                    # easily draw millions of points
                    pangolin.DrawPoints(mappoints.array(), colors.array())

                    if not self.q_active.empty():
                        active = self.q_active.get()

                    gl.glPointSize(3)
                    gl.glBegin(gl.GL_POINTS)
                    gl.glColor3f(1.0, 0.0, 0.0)
                    for point in active:
                        gl.glVertex3f(*point)
                    gl.glEnd()

            # Show cameras
            if not self.q_camera.empty():
                cams = self.q_camera.get()
                if len(cams) > 20:
                    cameras.clear()
                cameras.extend(cams)

            if m_show_keyframes.Get():

                if cameras.array().shape[0] > 0:

                    gl.glLineWidth(1)
                    gl.glColor3f(0.0, 0.0, 1.0)
                    pangolin.DrawCameras(cameras.array()[:-1], camera_width)

                    gl.glLineWidth(1)
                    gl.glColor3f(1.0, 0.0, 0.0)
                    pangolin.DrawCameras(
                        np.expand_dims(cameras.array()[-1], axis=0),
                        camera_width)

            # Show image
            if not self.q_image.empty():
                image = self.q_image.get()
                if image.ndim == 3:
                    image = image[::-1, :, ::-1]
                else:
                    image = np.repeat(image[::-1, :, np.newaxis], 3, axis=2)
                image = cv2.resize(image, (width, height))

            if m_show_image.Get():
                texture.Upload(image, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
                dimg.Activate()
                gl.glColor3f(1.0, 1.0, 1.0)
                texture.RenderToViewport()

            if pangolin.Pushed(m_next_frame):
                self.q_next.put(True)

            pangolin.FinishFrame()
Exemple #18
0
 def draw_cameras(self, Ts, color=(0.0, 0.0, 1.0)):
     self.dcam.Activate(self.scam)
     gl.glLineWidth(1)
     gl.glColor3f(*color)
     pango.DrawCameras(Ts, h_ratio=0.31, z_ratio=0.5)
Exemple #19
0
    def viewer_refresh(self, q_poses, q_gt, q_img, q_errors,
                       q_poses_optimized):
        while not q_poses.empty():
            self.state = q_poses.get()
        if True:
            while not q_poses_optimized.empty():
                self.state_optimized = q_poses_optimized.get()
        if not q_img.empty():
            self.img = q_img.get()
            self.img = self.img[::-1, :]
            self.img = cv2.resize(self.img, (self.w_i, self.h_i))

        while not q_gt.empty():
            self.state_gt = q_gt.get()

        while not q_errors.empty():
            error_r, error_t = q_errors.get()[-1]
            #self.log.Log(errors[0], errors[1], errors[2])

            self.errorlog_t.append(error_t)
            self.errorlog_r.append(error_r)
            #print(np.shape(self.errorlog))
            self.log.Log(np.sum(self.errorlog_t), np.sum(self.errorlog_r))

        # Clear and Activate Screen (we got a real nice shade of gray
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(0.15, 0.15, 0.15, 0.0)
        #gl.glClearColor(0.0,0.0, 0.0, 0.0)
        self.dcam.Activate(self.scam)

        # Render
        if self.state is not None:
            gl.glLineWidth(1)
            # Render current pose
            if self.state_gt[0].shape[0] >= 1:
                gl.glColor3f(1.0, 1.0, 1.0)
                pangolin.DrawCameras(self.state_gt[1:])
            # Render previous keyframes
            if self.state[0].shape[0] >= 2:
                gl.glColor3f(1.0, 0.0, 1.0)
                pangolin.DrawCameras(self.state[:-1])

            # Render current pose
            if self.state[0].shape[0] >= 1:
                gl.glColor3f(0.2, 1.0, 0.2)
                pangolin.DrawCameras(self.state[-1:])
        if True:
            if self.state_optimized is not None:
                if self.state_optimized[0].shape[0] >= 1:
                    gl.glColor3f(0.5, 1.0, 1.0)
                    pangolin.DrawCameras(self.state_optimized)

        #print(self.img.shape)
        #cv2.imshow("test", self.img)

        self.texture.Upload(self.img, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)

        self.dimg.Activate()
        gl.glColor3f(1.0, 1.0, 1.0)

        self.texture.RenderToViewport()

        pangolin.FinishFrame()
Exemple #20
0
    def view(self):
        pangolin.CreateWindowAndBind('Viewer', 1024, 768)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
        viewpoint_x = 0
        viewpoint_y = -5  # -10
        viewpoint_z = -10  # -0.1
        viewpoint_f = 200
        camera_width = 0.5

        proj = pangolin.ProjectionMatrix(1024, 768, viewpoint_f, viewpoint_f,
                                         512, 389, 0.1, 5000)
        look_view = pangolin.ModelViewLookAt(viewpoint_x, viewpoint_y,
                                             viewpoint_z, 0, 0, 0, 0, -1, 0)

        scam = pangolin.OpenGlRenderState(proj, look_view)

        dcam = pangolin.CreateDisplay()
        dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -1024. / 768.)
        dcam.SetHandler(pangolin.Handler3D(scam))

        dimg = pangolin.Display('image')
        dimg.SetBounds(0.0, self.h / 768., 0.0, self.w / 1024.,
                       float(self.w) / self.h)
        dimg.SetLock(pangolin.Lock.LockLeft, pangolin.Lock.LockTop)
        texture = pangolin.GlTexture(self.w, self.h, gl.GL_RGB, False, 0,
                                     gl.GL_RGB, gl.GL_UNSIGNED_BYTE)

        ddepth = pangolin.Display('depth')
        ddepth.SetBounds(self.h / 768., self.h / 768. * 2.0, 0.0,
                         self.w / 1024.,
                         float(self.w) / float(self.h))
        ddepth.SetLock(pangolin.Lock.LockLeft, pangolin.Lock.LockTop)

        if self.use_custom_depth_image:
            print("Use RGB depth buffer")
            texture_depth = pangolin.GlTexture(self.w, self.h, gl.GL_RGB,
                                               False, 0, gl.GL_RGB,
                                               gl.GL_UNSIGNED_BYTE)
        else:
            texture_depth = pangolin.GlTexture(self.w, self.h, gl.GL_LUMINANCE,
                                               False, 0, gl.GL_LUMINANCE,
                                               gl.GL_UNSIGNED_BYTE)

        cameras = []
        trajectory = []
        pose = pangolin.OpenGlMatrix()
        points = np.empty(shape=(0, 3))
        colors = np.empty(shape=(0, 3))
        # image = random_image(self.w, self.h)
        image = 255 * np.ones((self.h, self.w, 3), 'uint8')
        if self.use_custom_depth_image:
            depth = 255 * np.ones((self.h, self.w, 3), 'uint8')
        else:
            depth = 255 * np.ones((self.h, self.w), 'uint8')

        gl.glPointSize(3)
        gl.glLineWidth(2)
        while not pangolin.ShouldQuit():
            if not self.q_camera.empty():
                cameras = self.q_camera.get()

            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            gl.glClearColor(0.75, 0.75, 0.75, 1.0)
            if not self.q_pose.empty():
                pose.m = self.q_pose.get()
            # scam.Follow(pose, True)

            dcam.Activate(scam)

            gl.glColor3f(0.0, 0.0, 1.0)
            if len(cameras) > 0:
                pangolin.DrawCameras(cameras, camera_width)

            if not self.q_trajectory.empty():
                trajectory = self.q_trajectory.get()
            if len(trajectory) > 1:
                gl.glColor3f(0.0, 0.0, 0.0)
                pangolin.DrawLine(trajectory)

            if not self.q_point.empty():
                points = self.q_point.get()

            if not self.q_color.empty():
                colors = self.q_color.get()
            # if len(points) > 0:
            # pangolin.DrawPoints(points, colors)

            if not self.q_image.empty():
                image = self.q_image.get()
                # print(image.shape, image.dtype)

            texture.Upload(image, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
            dimg.Activate()
            gl.glColor3f(1.0, 1.0, 1.0)
            texture.RenderToViewport()

            if not self.q_depth.empty():
                depth = self.q_depth.get()
                print('^^^')
                print(depth.shape, depth.dtype)

            if self.use_custom_depth_image:
                texture_depth.Upload(depth, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
            else:
                texture_depth.Upload(depth, gl.GL_LUMINANCE,
                                     gl.GL_UNSIGNED_BYTE)
            ddepth.Activate()
            gl.glColor3f(1.0, 1.0, 1.0)
            texture_depth.RenderToViewport()

            pangolin.FinishFrame()
Exemple #21
0
    def viewer_refresh(self, qmap, qvo, is_paused):

        while not qmap.empty():
            self.map_state = qmap.get()

        while not qvo.empty():
            self.vo_state = qvo.get()

        # if pangolin.Pushed(self.button):
        #    print('You Pushed a button!')

        self.do_follow = self.checkboxFollow.Get()
        self.is_grid = self.checkboxGrid.Get()
        self.draw_cameras = self.checkboxCams.Get()
        self.draw_covisibility = self.checkboxCovisibility.Get()
        self.draw_spanning_tree = self.checkboxSpanningTree.Get()

        #if pangolin.Pushed(self.checkboxPause):
        if self.checkboxPause.Get():
            is_paused.value = 0
        else:
            is_paused.value = 1

        # self.int_slider.SetVal(int(self.float_slider))
        self.pointSize = self.int_slider.Get()

        if self.do_follow and self.is_following:
            self.scam.Follow(self.Twc, True)
        elif self.do_follow and not self.is_following:
            self.scam.SetModelViewMatrix(self.look_view)
            self.scam.Follow(self.Twc, True)
            self.is_following = True
        elif not self.do_follow and self.is_following:
            self.is_following = False

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(1.0, 1.0, 1.0, 1.0)

        self.dcam.Activate(self.scam)

        if self.is_grid:
            Viewer3D.drawPlane()

        # ==============================
        # draw map
        if self.map_state is not None:
            if self.map_state.cur_pose is not None:
                # draw current pose in blue
                gl.glColor3f(0.0, 0.0, 1.0)
                gl.glLineWidth(2)
                pangolin.DrawCamera(self.map_state.cur_pose)
                gl.glLineWidth(1)
                self.updateTwc(self.map_state.cur_pose)

            if self.map_state.predicted_pose is not None and kDrawCameraPrediction:
                # draw predicted pose in red
                gl.glColor3f(1.0, 0.0, 0.0)
                pangolin.DrawCamera(self.map_state.predicted_pose)

            if len(self.map_state.poses) > 1:
                # draw keyframe poses in green
                if self.draw_cameras:
                    gl.glColor3f(0.0, 1.0, 0.0)
                    pangolin.DrawCameras(self.map_state.poses[:])

            # rysowaine wektora za którym powinno wyznaczać boxy
            if len(self.map_state.line) > 0:
                #     # wyznaczam nowy wektor obrócony o -90 i 90 stopni o długości 10
                gl.glLineWidth(3)
                gl.glPointSize(self.pointSize)
                gl.glColor3f(0.0, 0.0, 0.0)
                pangolin.DrawPoints(self.map_state.line)
            #     # pangolin.DrawLines([self.map_state.line[0], self.map_state.line[0]])

            if len(self.map_state.points) > 0:
                # draw keypoints with their color
                gl.glPointSize(self.pointSize)
                #gl.glColor3f(1.0, 0.0, 0.0)
                pangolin.DrawPoints(self.map_state.points,
                                    self.map_state.colors)

            # TODO dopisać rozwiązanie drukujące na ekran zaznaczone obiekty w postaci obszarów
            if len(self.map_state.dict_pose) > 0:
                for k, v in self.map_state.dict_pose.items():
                    sizes = []
                    poses = [np.identity(4) for i in range(len(v))]
                    for pose, point in zip(poses, v):
                        pose[:3, 3] = np.array(point[0])
                        sizes.append(np.array(point[1]))
                    gl.glLineWidth(2)
                    d_color = k[1:-1].split(' ')
                    gl.glColor3f(float(d_color[0]), float(d_color[1]),
                                 float(d_color[2]))
                    # gl.glColor3f(1.0, 0.0, 1.0)
                    # gl.glColor3f(self.map_state.box_color)
                    #     print("{} {}".format(poses, sizes))
                    pangolin.DrawBoxes(poses, sizes)
                # pangolin.DrawBoxes(self.map_state.box_left_botton, self.map_state.box_size)

            if self.map_state.reference_pose is not None and kDrawReferenceCamera:
                # draw predicted pose in purple
                gl.glColor3f(0.5, 0.0, 0.5)
                gl.glLineWidth(2)
                pangolin.DrawCamera(self.map_state.reference_pose)
                gl.glLineWidth(1)

            if len(self.map_state.covisibility_graph) > 0:
                if self.draw_covisibility:
                    gl.glLineWidth(1)
                    gl.glColor3f(0.0, 1.0, 0.0)
                    pangolin.DrawLines(self.map_state.covisibility_graph, 3)

            if len(self.map_state.spanning_tree) > 0:
                if self.draw_spanning_tree:
                    gl.glLineWidth(1)
                    gl.glColor3f(0.0, 0.0, 1.0)
                    pangolin.DrawLines(self.map_state.spanning_tree, 3)

            if len(self.map_state.loops) > 0:
                if self.draw_spanning_tree:
                    gl.glLineWidth(2)
                    gl.glColor3f(0.5, 0.0, 0.5)
                    pangolin.DrawLines(self.map_state.loops, 3)
                    gl.glLineWidth(1)

        # ==============================
        # draw vo
        if self.vo_state is not None:
            if self.vo_state.poses.shape[0] >= 2:
                # draw poses in green
                if self.draw_cameras:
                    gl.glColor3f(0.0, 1.0, 0.0)
                    pangolin.DrawCameras(self.vo_state.poses[:-1])

            if self.vo_state.poses.shape[0] >= 1:
                # draw current pose in blue
                gl.glColor3f(0.0, 0.0, 1.0)
                current_pose = self.vo_state.poses[-1:]
                pangolin.DrawCameras(current_pose)
                self.updateTwc(current_pose[0])

            if self.vo_state.traj3d_est.shape[0] != 0:
                # draw blue estimated trajectory
                gl.glPointSize(self.pointSize)
                gl.glColor3f(0.0, 0.0, 1.0)
                pangolin.DrawLine(self.vo_state.traj3d_est)

            if self.vo_state.traj3d_gt.shape[0] != 0:
                # draw red ground-truth trajectory
                gl.glPointSize(self.pointSize)
                gl.glColor3f(1.0, 0.0, 0.0)
                pangolin.DrawLine(self.vo_state.traj3d_gt)

        pangolin.FinishFrame()
Exemple #22
0
    def viewer_refresh(self, qmap, qvo, is_paused):

        while not qmap.empty():
            self.map_state = qmap.get()

        while not qvo.empty():
            self.vo_state = qvo.get()

        # if pangolin.Pushed(self.button):
        #    print('You Pushed a button!')

        self.do_follow = self.checkboxFollow.Get()
        self.is_grid = self.checkboxGrid.Get()        
        self.draw_cameras = self.checkboxCams.Get()
        self.draw_covisibility = self.checkboxCovisibility.Get()
        self.draw_spanning_tree = self.checkboxSpanningTree.Get()
        
        #if pangolin.Pushed(self.checkboxPause):
        if self.checkboxPause.Get():
            is_paused.value = 0  
        else:
            is_paused.value = 1  
                    
        # self.int_slider.SetVal(int(self.float_slider))
        self.pointSize = self.int_slider.Get()
            
        if self.do_follow and self.is_following:
            self.scam.Follow(self.Twc, True)
        elif self.do_follow and not self.is_following:
            self.scam.SetModelViewMatrix(self.look_view)
            self.scam.Follow(self.Twc, True)
            self.is_following = True
        elif not self.do_follow and self.is_following:
            self.is_following = False            

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(1.0, 1.0, 1.0, 1.0)
        
        self.dcam.Activate(self.scam)

        if self.is_grid:
            Viewer3D.drawPlane()

        # ==============================
        # draw map 
        if self.map_state is not None:
            if self.map_state.cur_pose is not None:
                # draw current pose in blue
                gl.glColor3f(0.0, 0.0, 1.0)
                gl.glLineWidth(2)                
                pangolin.DrawCamera(self.map_state.cur_pose)
                gl.glLineWidth(1)                
                self.updateTwc(self.map_state.cur_pose)
                
            if self.map_state.predicted_pose is not None and kDrawCameraPrediction:
                # draw predicted pose in red
                gl.glColor3f(1.0, 0.0, 0.0)
                pangolin.DrawCamera(self.map_state.predicted_pose)           
                
            if len(self.map_state.poses) >1:
                # draw keyframe poses in green
                if self.draw_cameras:
                    gl.glColor3f(0.0, 1.0, 0.0)
                    pangolin.DrawCameras(self.map_state.poses[:])

            if len(self.map_state.points)>0:
                # draw keypoints with their color
                gl.glPointSize(self.pointSize)
                #gl.glColor3f(1.0, 0.0, 0.0)
                pangolin.DrawPoints(self.map_state.points, self.map_state.colors)    
                
            if self.map_state.reference_pose is not None and kDrawReferenceCamera:
                # draw predicted pose in purple
                gl.glColor3f(0.5, 0.0, 0.5)
                gl.glLineWidth(2)                
                pangolin.DrawCamera(self.map_state.reference_pose)      
                gl.glLineWidth(1)          
                
            if len(self.map_state.covisibility_graph)>0:
                if self.draw_covisibility:
                    gl.glLineWidth(1)
                    gl.glColor3f(0.0, 1.0, 0.0)
                    pangolin.DrawLines(self.map_state.covisibility_graph,3)                                             
                    
            if len(self.map_state.spanning_tree)>0:
                if self.draw_spanning_tree:
                    gl.glLineWidth(1)
                    gl.glColor3f(0.0, 0.0, 1.0)
                    pangolin.DrawLines(self.map_state.spanning_tree,3)              
                    
            if len(self.map_state.loops)>0:
                if self.draw_spanning_tree:
                    gl.glLineWidth(2)
                    gl.glColor3f(0.5, 0.0, 0.5)
                    pangolin.DrawLines(self.map_state.loops,3)        
                    gl.glLineWidth(1)                                               

        # ==============================
        # draw vo 
        if self.vo_state is not None:
            if self.vo_state.poses.shape[0] >= 2:
                # draw poses in green
                if self.draw_cameras:
                    gl.glColor3f(0.0, 1.0, 0.0)
                    pangolin.DrawCameras(self.vo_state.poses[:-1])

            if self.vo_state.poses.shape[0] >= 1:
                # draw current pose in blue
                gl.glColor3f(0.0, 0.0, 1.0)
                current_pose = self.vo_state.poses[-1:]
                pangolin.DrawCameras(current_pose)
                self.updateTwc(current_pose[0])

            if self.vo_state.traj3d_est.shape[0] != 0:
                # draw blue estimated trajectory 
                gl.glPointSize(self.pointSize)
                gl.glColor3f(0.0, 0.0, 1.0)
                pangolin.DrawLine(self.vo_state.traj3d_est)

            if self.vo_state.traj3d_gt.shape[0] != 0:
                # draw red ground-truth trajectory 
                gl.glPointSize(self.pointSize)
                gl.glColor3f(1.0, 0.0, 0.0)
                pangolin.DrawLine(self.vo_state.traj3d_gt)                


        pangolin.FinishFrame()
Exemple #23
0
gl.glEnable(gl.GL_DEPTH_TEST)

scam = pangolin.OpenGlRenderState(
    pangolin.ProjectionMatrix(w, h, 420, 420, w // 2, h // 2, 0.2, 10000),
    pangolin.ModelViewLookAt(0, -10, -8, 0, 0, 0, 0, -1, 0))
handler = pangolin.Handler3D(scam)

# Create Interactive View in window
dcam = pangolin.CreateDisplay()
dcam.SetBounds(0.0, 1.0, 0.0, 1.0, w / h)
dcam.SetHandler(handler)
# hack to avoid small Pangolin, no idea why it's *2
dcam.Resize(pangolin.Viewport(0, 0, w * 2, h * 2))
dcam.Activate()

while not pangolin.ShouldQuit():
    gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
    gl.glClearColor(0.0, 0.0, 0.0, 1.0)
    dcam.Activate(scam)
    if state is not None:
        if state[0].shape[0] >= 2:
            gl.glColor3f(0.0, 1.0, 0.0)
            pangolin.DrawCameras(state[0][:-1])
        if state[0].shape[0] >= 1:
            gl.glColor3f(1.0, 1.0, 0.0)
            pangolin.DrawCameras(state[0][-1:])
        # if state[1].shape[0] != 0:
        #     gl.glPointSize(1)
        #     gl.glColor3f(1.0, 0.0, 0.0)
        #     pangolin.DrawPoints(state[1], state[2])
    pangolin.FinishFrame()
Exemple #24
0
    def view(self):
        pangolin.CreateWindowAndBind('Viewer', 1024, 768)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        viewpoint_x = 0
        viewpoint_y = -7
        viewpoint_z = -18
        viewpoint_f = 1000

        proj = pangolin.ProjectionMatrix(1024, 768, viewpoint_f, viewpoint_f,
                                         512, 389, 0.1, 300)
        look_view = pangolin.ModelViewLookAt(viewpoint_x, viewpoint_y,
                                             viewpoint_z, 0, 0, 0, 0, -1, 0)

        # Camera Render Object (for view / scene browsing)
        scam = pangolin.OpenGlRenderState(proj, look_view)

        # Add named OpenGL viewport to window and provide 3D Handler
        dcam = pangolin.CreateDisplay()
        dcam.SetBounds(0.0, 1.0, 175 / 1024., 1.0, -1024 / 768.)
        dcam.SetHandler(pangolin.Handler3D(scam))

        # image
        width, height = 376, 240
        dimg = pangolin.Display('image')
        dimg.SetBounds(0, height / 768., 0.0, width / 1024., 1024 / 768.)
        dimg.SetLock(pangolin.Lock.LockLeft, pangolin.Lock.LockTop)

        texture = pangolin.GlTexture(width, height, gl.GL_RGB, False, 0,
                                     gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
        image = np.ones((height, width, 3), 'uint8')

        # axis
        axis = pangolin.Renderable()
        axis.Add(pangolin.Axis())

        trajectory = DynamicArray()
        camera = None
        image = None

        while not pangolin.ShouldQuit():
            if not self.pose_queue.empty():
                while not self.pose_queue.empty():
                    pose = self.pose_queue.get()
                trajectory.append(pose[:3, 3])
                camera = pose

            if not self.image_queue.empty():
                while not self.image_queue.empty():
                    img = self.image_queue.get()
                img = img[::-1, :, ::-1]
                img = cv2.resize(img, (width, height))
                image = img.copy()

            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            gl.glClearColor(1.0, 1.0, 1.0, 1.0)
            dcam.Activate(scam)

            # draw axis
            axis.Render()

            # draw current camera
            if camera is not None:
                gl.glLineWidth(1)
                gl.glColor3f(0.0, 0.0, 1.0)
                pangolin.DrawCameras(np.array([camera]), 0.5)

            # show trajectory
            if len(trajectory) > 0:
                gl.glPointSize(2)
                gl.glColor3f(0.0, 0.0, 0.0)
                pangolin.DrawPoints(trajectory.array())

            # show image
            if image is not None:
                texture.Upload(image, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
                dimg.Activate()
                gl.glColor3f(1.0, 1.0, 1.0)
                texture.RenderToViewport()

            pangolin.FinishFrame()
Exemple #25
0
    def viewer_refresh(self, qmap, qvo):

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(1.0, 1.0, 1.0, 1.0)

        while not qmap.empty():
            self.state_map = qmap.get()

        while not qvo.empty():
            self.state_vo = qvo.get()

        # if pangolin.Pushed(self.button):
        #    print('You Pushed a button!')

        self.do_follow = self.checkboxFollow.Get()
        self.is_grid = self.checkboxGrid.Get()
        self.draw_cameras = self.checkboxCams.Get()
        # self.int_slider.SetVal(int(self.float_slider))
        self.pointSize = self.int_slider.Get()

        self.dcam.Activate(self.scam)
        if self.do_follow:
            self.scam.Follow(self.Twc, True)

        if self.is_grid:
            Viewer3D.drawPlane()

        # draw map
        if self.state_map is not None:
            if self.state_map[0].shape[0] >= 2:
                # draw poses in green
                if self.draw_cameras:
                    gl.glColor3f(0.0, 1.0, 0.0)
                    pangolin.DrawCameras(self.state_map[0][:-1])

            if self.state_map[0].shape[0] >= 1:
                # draw current pose in blue
                gl.glColor3f(0.0, 0.0, 1.0)
                currentPose = self.state_map[0][-1:]
                pangolin.DrawCameras(currentPose)
                self.updateTwc(currentPose)

            if self.state_map[1].shape[0] != 0:
                # draw keypoints with their color
                gl.glPointSize(self.pointSize)
                #gl.glColor3f(1.0, 0.0, 0.0)
                pangolin.DrawPoints(self.state_map[1], self.state_map[2])

    # draw vo
        if self.state_vo is not None:
            if self.state_vo[0].shape[0] >= 2:
                # draw poses in green
                if self.draw_cameras:
                    gl.glColor3f(0.0, 1.0, 0.0)
                    pangolin.DrawCameras(self.state_vo[0][:-1])

            if self.state_vo[0].shape[0] >= 1:
                # draw current pose in blue
                gl.glColor3f(0.0, 0.0, 1.0)
                currentPose = self.state_vo[0][-1:]
                pangolin.DrawCameras(currentPose)
                self.updateTwc(currentPose)

            if self.state_vo[1].shape[0] != 0:
                # draw blue estimated trajectory
                gl.glPointSize(self.pointSize)
                gl.glColor3f(0.0, 0.0, 1.0)
                pangolin.DrawLine(self.state_vo[1])

            if self.state_vo[2].shape[0] != 0:
                # draw red ground-truth trajectory
                gl.glPointSize(self.pointSize)
                gl.glColor3f(1.0, 0.0, 0.0)
                pangolin.DrawLine(self.state_vo[2])

        pangolin.FinishFrame()