class PlaneScene(): def __init__(self, index): #self.depth = cv2.imread('dump/' + str(index) + '_depth_pred.png').astype(np.float32) / 255 * 10 self.depth = np.load('dump/' + str(index) + '_depth.npy') #cv2.imwrite('dump/alpha_0.5.png', np.zeros(self.depth[:, :, 0].shape).astype(np.uint8)) self.segmentation = np.load('dump/' + str(index) + '_segmentation.npy') #print(self.segmentation.shape) self.segmentation[self.segmentation == -1] = 10 cv2.imwrite('dump/2_segmentation.png', drawSegmentationImage(self.segmentation, blackIndex=10)) exit(1) width = 640 height = 480 self.depth = cv2.resize(self.depth, (width, height)) self.segmentation = cv2.resize(self.segmentation, (width, height), interpolation=cv2.INTER_NEAREST) self.planes = np.load('dump/' + str(index) + '_planes.npy') self.numPlanes = self.planes.shape[0] self.imageTexture = ObjMaterial() self.imageTexture.name = 'image' self.imageTexture.put('map_Kd', 'dump/' + str(index) + '_image.png') self.width = self.depth.shape[1] self.height = self.depth.shape[0] self.info = np.load('dump/' + str(index) + '_info.npy') self.camera = getCameraFromInfo(self.info) self.scene_index = index self.calcHorizontalPlanes() return def addRectangle(self, parent): planesGroup = EggGroup('planes') parent.addChild(planesGroup) vp = EggVertexPool('plane_vertex') parent.addChild(vp) p0 = Point3D(-10, 1, 0) p1 = Point3D(-10, 10, 0) p2 = Point3D(10, 1, 0) p3 = Point3D(10, 10, 0) # p0 = Point3D(-10, , 0) # p1 = Point3D(-10, 100, 0) # p3 = Point3D(10, 100, 0) # p2 = Point3D(10, 90, 0) planeGroup = EggGroup('plane') planesGroup.addChild(planeGroup) poly = EggPolygon() planeGroup.addChild(poly) vertex = EggVertex() vertex.setPos(p0) vertex.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p1) vertex.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p2) vertex.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(vertex)) poly = EggPolygon() planeGroup.addChild(poly) vertex = EggVertex() vertex.setPos(p1) vertex.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p2) vertex.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p3) vertex.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(vertex)) # vertex = EggVertex() # vertex.setPos(p2) # vertex.setUv(Point2D(1, 1)) # poly.addVertex(vp.addVertex(vertex)) return def generatePlanes(self, parent): planesGroup = EggGroup('planes') parent.addChild(planesGroup) vp = EggVertexPool('plane_vertex') parent.addChild(vp) for planeIndex in range(self.numPlanes): mask = (self.segmentation == planeIndex).astype(np.uint8) * 255 cv2.imwrite('test/mask_' + str(planeIndex) + '.png', mask) contours, _ = cv2.findContours(mask, cv2.RETR_LIST, cv2.CHAIN_APPROX_SIMPLE) plane = self.planes[planeIndex] planeD = np.linalg.norm(plane) planeNormal = plane / planeD for contour in contours: planeGroup = EggGroup('plane') planesGroup.addChild(planeGroup) poly = EggPolygon() planeGroup.addChild(poly) poly.setTexture(self.imageTexture.getEggTexture()) poly.setMaterial(self.imageTexture.getEggMaterial()) contour = contour.astype(np.float32) u = (contour[:, 0, 0].astype(np.float32) / self.width * self.info[16] - self.camera['cx']) / self.camera['fx'] v = -(contour[:, 0, 1].astype(np.float32) / self.height * self.info[17] - self.camera['cy']) / self.camera['fy'] ranges = np.stack([u, np.ones(u.shape), v], axis=1) depth = planeD / np.dot(ranges, planeNormal) XYZ = ranges * np.expand_dims(depth, -1) #print(contour) #print(XYZ) #exit(1) for vertexIndex, uv in enumerate(contour): vertex = EggVertex() X, Y, Z = XYZ[vertexIndex] vertex.setPos(Point3D(X, Y, Z)) u, v = uv[0] vertex.setUv(Point2D(u / self.width, 1 - v / self.height)) poly.addVertex(vp.addVertex(vertex)) continue continue continue return def generateRectangle(self, parent): planesGroup = EggGroup('planes') parent.addChild(planesGroup) vp = EggVertexPool('plane_vertex') parent.addChild(vp) poly = EggPolygon() planesGroup.addChild(poly) w = 0.5 p0 = Point3D(-w / 2, 0, -w / 2) p1 = Point3D(-w / 2, 0, w / 2) p2 = Point3D(w / 2, 0, w / 2) p3 = Point3D(w / 2, 0, -w / 2) poly.setTexture(self.plateTexture.getEggTexture()) poly.setMaterial(self.plateTexture.getEggMaterial()) vertex = EggVertex() vertex.setPos(Point3D(0, 1, 0)) vertex.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(Point3D(0, 1, 1)) vertex.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(Point3D(1, 1, 1)) vertex.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(Point3D(1, 1, 0)) vertex.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(vertex)) return def addCollisionPolygons(self, scene): polygons = scene.findAllMatches("**/plane") mesh = BulletTriangleMesh() for polygon in polygons: #cNode = scene.attachNewNode(CollisionNode('plane_solid')) #cNode.node().addSolid(CollisionPolygon(polygon)) #polygon.setCollideMask(BitMask32.bit(1)) node = polygon.node() print((node.getNumGeoms())) for i in range(node.getNumGeoms()): geom = node.getGeom(i) mesh.addGeom(geom) continue continue def test(self, scene): groundMask = BitMask32(0b1) parent = NodePath('cGeomConversionParent') for c in incomingNode.findAllMatches('**/+GeomNode'): if relativeTo: xform = c.getMat(relativeTo).xformPoint else: xform = c.getMat().xformPoint gni = 0 geomNode = c.node() for g in range(geomNode.getNumGeoms()): geom = geomNode.getGeom(g).decompose() vdata = geom.getVertexData() vreader = GeomVertexReader(vdata, 'vertex') cChild = CollisionNode('cGeom-%s-gni%i' % (c.getName(), gni)) gni += 1 for p in range(geom.getNumPrimitives()): prim = geom.getPrimitive(p) for p2 in range(prim.getNumPrimitives()): s = prim.getPrimitiveStart(p2) e = prim.getPrimitiveEnd(p2) v = [] for vi in range(s, e): vreader.setRow(prim.getVertex(vi)) v.append(xform(vreader.getData3f())) colPoly = CollisionPolygon(*v) cChild.addSolid(colPoly) n = parent.attachNewNode(cChild) #n.show() return parent def generateEggModel(self): data = EggData() model = EggGroup('model') data.addChild(model) self.generatePlanes(model) #self.generateRectangle(model) data.writeEgg(Filename("test/plane.egg")) scene = NodePath(loadEggData(data)) #self.addCollisionPolygons(scene) return scene def getPlaneTriangles(self): from skimage import measure planeTriangles = [] planeNormals = [] horizontalPlaneTriangles = [] for planeIndex in range(self.numPlanes): mask = (self.segmentation == planeIndex).astype(np.uint8) * 255 mask_ori = mask.copy() #contours, _ = cv2.findContours(mask, cv2.RETR_LIST, cv2.CHAIN_APPROX_SIMPLE) #contours, _ = cv2.findContours(mask, cv2.RETR_LIST, cv2.CHAIN_APPROX_TC89_KCOS) masks = measure.label(mask.astype(np.int32), background=0) contours = [] for maskIndex in range(masks.min() + 1, masks.max() + 1): mask = masks == maskIndex contour_mask = mask - np.logical_and( np.logical_and(np.roll(mask, shift=1, axis=0), np.roll(mask, shift=-1, axis=0)), np.logical_and(np.roll(mask, shift=1, axis=1), np.roll(mask, shift=-1, axis=1))) contour_v, contour_u = contour_mask.nonzero() contours.append(np.stack([contour_u, contour_v], axis=1)) continue plane = self.planes[planeIndex] planeD = np.linalg.norm(plane) planeNormal = plane / np.maximum(planeD, 1e-4) # cv2.imwrite('test/mask.png', mask_ori) # #print(len(contours)) # mask_ori = np.stack([mask_ori, mask_ori, mask_ori], 2) # count = 0 # for contour in contours: # count += contour.shape[0] # for uv in contour: # #uv = uv[0] # mask_ori[uv[1]][uv[0]] = np.array([255, 0, 0]) # continue # continue # cv2.imwrite('test/mask_contour.png', mask_ori) # if planeIndex == 1: # exit(1) indices = np.arange(self.width * self.height).astype(np.float32) us = indices % self.width us = us / self.width * self.info[16] - self.camera['cx'] vs = indices / self.width vs = -(vs / self.height * self.info[17] - self.camera['cy']) ranges = np.stack([ us / self.camera['fx'], np.ones(us.shape), vs / self.camera['fy'] ], axis=1) #print(ranges) #print(np.dot(ranges, planeNormal).shape) #print(np.dot(ranges, planeNormal)) #print(ranges) #exit(1) depth = planeD / np.tensordot(ranges, planeNormal, axes=([1], [0])) XYZ = ranges * np.expand_dims(depth, -1) XYZ = XYZ.reshape((self.height, self.width, 3)) for contour in contours: contour = contour.astype(np.float32)[::20] if contour.shape[0] < 3: continue rect = (0, 0, self.width, self.height) subdiv = cv2.Subdiv2D(rect) for point in contour: subdiv.insert((point[0], point[1])) continue triangleList = subdiv.getTriangleList() #print(contour) #print(triangleList) #exit(1) for triangle2D in triangleList: triangle = [] for vertexIndex in range(3): x = int(triangle2D[vertexIndex * 2 + 0]) y = int(triangle2D[vertexIndex * 2 + 1]) #print(x, y) if x < 0 or x >= self.width or y < 0 or y >= self.height: continue triangle.append(XYZ[y][x]) continue if len(triangle) == 3: #print(triangle) if np.dot( np.cross(planeNormal, triangle[1] - triangle[0]), triangle[2] - triangle[0]) > 0: triangle = [triangle[0], triangle[2], triangle[1]] pass if planeIndex in self.horizontalPlanes: horizontalPlaneTriangles.append(triangle) else: planeTriangles.append(triangle) pass #planeNormals.append(planeNormal) pass continue continue planeTriangles = np.array(planeTriangles) #planeNormals = np.array(planeNormals) np.save('dump/' + str(self.scene_index) + '_plane_triangles.npy', planeTriangles) #np.save('dump/' + str(self.scene_index) + '_plane_normals.npy', planeNormals) return planeTriangles, horizontalPlaneTriangles, self.gravityDirection def getPlaneGeometries(self): if os.path.exists('dump/' + str(self.scene_index) + '_plane_triangles.npy'): print('loading') planeTriangles = np.load('dump/' + str(self.scene_index) + '_plane_triangles.npy') planeNormals = np.load('dump/' + str(self.scene_index) + '_plane_normals.npy') return planeTriangles, planeNormals pass planeNormals = [] planeTriangles = [] for planeIndex in range(self.numPlanes): mask = (self.segmentation == planeIndex).astype(np.uint8) * 255 #mask_ori = mask.copy() #contours, _ = cv2.findContours(mask, cv2.RETR_LIST, cv2.CHAIN_APPROX_SIMPLE) plane = self.planes[planeIndex] planeD = np.linalg.norm(plane) planeNormal = plane / np.maximum(planeD, 1e-4) #cv2.imwrite('test/mask.png', mask) #v, u = mask.nonzero() u = np.arange(self.width * self.height) % self.width v = np.arange(self.width * self.height) / self.width u = u.astype( np.float32) / self.width * self.info[16] - self.camera['cx'] v = -(v.astype(np.float32) / self.height * self.info[17] - self.camera['cy']) ranges = np.stack([ u / self.camera['fx'], np.ones(u.shape), v / self.camera['fy'] ], axis=1) depth = planeD / np.dot(ranges, planeNormal) XYZ = ranges * np.expand_dims(depth, -1) XYZ = XYZ.reshape((self.height, self.width, 3)) triangles = [] for pixel in mask.reshape(-1).nonzero()[0]: x = pixel % self.width y = pixel / self.width for neighbors in [((x - 1, y), (x, y - 1)), ((x - 1, y), (x, y + 1)), ((x + 1, y), (x, y - 1)), ((x + 1, y), (x, y + 1))]: valid = True for neighbor in neighbors: if neighbor[0] < 0 or neighbor[ 0] >= self.width or neighbor[1] < 0 or neighbor[ 1] >= self.height or mask[neighbor[1]][ neighbor[0]] == False: valid = False break continue if valid: triangle = [XYZ[y][x]] for neighbor in neighbors: triangle.append(XYZ[neighbor[1], neighbor[0]]) continue triangles.append(triangle) pass continue continue planeTriangles.append(triangles) planeNormals.append(planeNormal) continue planeTriangles = np.array(planeTriangles) #planeNormals = np.array(planeNormals) #np.save('dump/' + str(self.scene_index) + '_plane_triangles.npy', planeTriangles) #np.save('dump/' + str(self.scene_index) + '_plane_normals.npy', planeNormals) return planeTriangles, planeNormals def calcHorizontalPlanes(self): from sklearn.cluster import KMeans planesD = np.linalg.norm(self.planes, axis=-1, keepdims=True) normals = self.planes / np.maximum(planesD, 1e-4) normals[normals[:, 1] < 0] *= -1 kmeans = KMeans(n_clusters=3).fit(normals) dominantNormals = kmeans.cluster_centers_ dominantNormals = dominantNormals / np.maximum( np.linalg.norm(dominantNormals, axis=-1, keepdims=True), 1e-4) planeClusters = kmeans.predict(normals) horizontalNormalIndex = np.argmax(np.abs(dominantNormals[:, 2])) self.gravityDirection = dominantNormals[horizontalNormalIndex] self.horizontalPlanes = ( planeClusters == horizontalNormalIndex).nonzero()[0] if self.gravityDirection[2] > 0: self.gravityDirection *= -1 pass print((self.horizontalPlanes)) print((self.gravityDirection)) return def getHorizontalPlanes(self): return self.gravityDirection, self.horizontalPlanes def getHolePos(self): floorPlaneIndex = 2 closePoint = np.array([0., 1.22, -0.2]) plane = self.planes[floorPlaneIndex] planeD = np.linalg.norm(plane) planeNormal = plane / planeD distance = planeD - np.dot(planeNormal, closePoint) distance *= 0.99 holePos = closePoint + planeNormal * distance H = P = R = 0 H = -90 + np.rad2deg(np.arctan2(planeNormal[1], planeNormal[0])) #P = 90 - np.rad2deg(np.arccos(np.abs(planeNormal[2]))) P = -90 + np.rad2deg(np.arccos(np.abs(planeNormal[2]))) #print(H, P, R) return holePos, np.array([H, P, R]) def getPortalPos(self): wallPlaneIndex = 1 closePoint_1 = np.array([0.5, 1.35, -0.5]) closePoint_2 = np.array([-0.4, 1, 0.19]) plane = self.planes[wallPlaneIndex] planeD = np.linalg.norm(plane) planeNormal = plane / planeD distance = planeD - np.dot(planeNormal, closePoint_1) distance *= 0.95 portalPos_1 = closePoint_1 + planeNormal * distance distance = planeD - np.dot(planeNormal, closePoint_2) distance *= 0.95 portalPos_2 = closePoint_2 + planeNormal * distance H = P = R = 0 H = -90 + np.rad2deg(np.arctan2(planeNormal[1], planeNormal[0])) #P = 90 - np.rad2deg(np.arccos(np.abs(planeNormal[2]))) P = -90 + np.rad2deg(np.arccos(-np.abs(planeNormal[2]))) #print(H, P, R) return portalPos_1, np.array([H, P, R]), portalPos_2, np.array( [H, P, R]), planeNormal
class PartsScene(): def __init__(self, index): #self.depth = cv2.imread('dump/' + str(index) + '_depth_pred.png').astype(np.float32) / 255 * 10 self.depth = np.load('dump/' + str(index) + '_depth.npy') self.segmentation = np.load('dump/' + str(index) + '_segmentation.npy') width = 640 height = 480 self.depth = cv2.resize(self.depth, (width, height)) self.segmentation = cv2.resize(self.segmentation, (width, height), interpolation=cv2.INTER_NEAREST) self.planes = np.load('dump/' + str(index) + '_planes.npy') self.numPlanes = self.planes.shape[0] self.imageTexture = ObjMaterial() self.imageTexture.name = 'image' self.imageTexture.put('map_Kd', 'dump/' + str(index) + '_image.png') self.width = self.depth.shape[1] self.height = self.depth.shape[0] self.info = np.load('dump/' + str(index) + '_info.npy') self.camera = getCameraFromInfo(self.info) return def addRectangle(self, parent): planesGroup = EggGroup('planes') parent.addChild(planesGroup) vp = EggVertexPool('plane_vertex') parent.addChild(vp) p0 = Point3D(-10, 1, 0) p1 = Point3D(-10, 10, 0) p2 = Point3D(10, 1, 0) p3 = Point3D(10, 10, 0) # p0 = Point3D(-10, , 0) # p1 = Point3D(-10, 100, 0) # p3 = Point3D(10, 100, 0) # p2 = Point3D(10, 90, 0) planeGroup = EggGroup('plane') planesGroup.addChild(planeGroup) poly = EggPolygon() planeGroup.addChild(poly) vertex = EggVertex() vertex.setPos(p0) vertex.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p1) vertex.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p2) vertex.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(vertex)) poly = EggPolygon() planeGroup.addChild(poly) vertex = EggVertex() vertex.setPos(p1) vertex.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p2) vertex.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p3) vertex.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(vertex)) # vertex = EggVertex() # vertex.setPos(p2) # vertex.setUv(Point2D(1, 1)) # poly.addVertex(vp.addVertex(vertex)) return def generateEggModel(self): self.planeNPs = [] self.planeCenters = [] print((self.numPlanes)) for planeIndex in range(self.numPlanes): mask = (self.segmentation == planeIndex).astype(np.uint8) * 255 #cv2.imwrite('test/mask_' + str(planeIndex) + '.png', mask) contours, _ = cv2.findContours(mask, cv2.RETR_LIST, cv2.CHAIN_APPROX_SIMPLE) plane = self.planes[planeIndex] planeD = np.linalg.norm(plane) planeNormal = plane / planeD for contour in contours: data = EggData() model = EggGroup('model') data.addChild(model) vp = EggVertexPool('plane_vertex') model.addChild(vp) planeGroup = EggGroup('plane') model.addChild(planeGroup) poly = EggPolygon() planeGroup.addChild(poly) poly.setTexture(self.imageTexture.getEggTexture()) poly.setMaterial(self.imageTexture.getEggMaterial()) contour = contour.astype(np.float32) #u = (contour[:, 0, 0] - self.width / 2) / self.width * 640 / self.focalLength #v = -(contour[:, 0, 1] - self.height / 2) / self.height * 480 / self.focalLength u = (contour[:, 0, 0].astype(np.float32) / self.width * self.info[16] - self.camera['cx']) / self.camera['fx'] v = -(contour[:, 0, 1].astype(np.float32) / self.height * self.info[17] - self.camera['cy']) / self.camera['fy'] ranges = np.stack([u, np.ones(u.shape), v], axis=1) depth = planeD / np.dot(ranges, planeNormal) XYZ = ranges * np.expand_dims(depth, -1) center = XYZ.mean(0) #print(contour) #print(XYZ) #exit(1) for vertexIndex, uv in enumerate(contour): vertex = EggVertex() X, Y, Z = XYZ[vertexIndex] vertex.setPos(Point3D(X - center[0], Y - center[1], Z - center[2])) u, v = uv[0] vertex.setUv(Point2D(u / self.width, 1 - v / self.height)) poly.addVertex(vp.addVertex(vertex)) continue scene = NodePath(loadEggData(data)) self.planeNPs.append(scene) self.planeCenters.append(center) continue return self.planeNPs, self.planeCenters def generateRectangle(self, parent): planesGroup = EggGroup('planes') parent.addChild(planesGroup) vp = EggVertexPool('plane_vertex') parent.addChild(vp) poly = EggPolygon() planesGroup.addChild(poly) w = 0.5 p0 = Point3D(-w / 2, 0, -w / 2) p1 = Point3D(-w / 2, 0, w / 2) p2 = Point3D(w / 2, 0, w / 2) p3 = Point3D(w / 2, 0, -w / 2) poly.setTexture(self.plateTexture.getEggTexture()) poly.setMaterial(self.plateTexture.getEggMaterial()) vertex = EggVertex() vertex.setPos(Point3D(0, 1, 0)) vertex.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(Point3D(0, 1, 1)) vertex.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(Point3D(1, 1, 1)) vertex.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(Point3D(1, 1, 0)) vertex.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(vertex)) return def addCollisionPolygons(self, scene): polygons = scene.findAllMatches("**/plane") mesh = BulletTriangleMesh() for polygon in polygons: #cNode = scene.attachNewNode(CollisionNode('plane_solid')) #cNode.node().addSolid(CollisionPolygon(polygon)) #polygon.setCollideMask(BitMask32.bit(1)) node = polygon.node() print((node.getNumGeoms())) for i in range(node.getNumGeoms()): geom = node.getGeom(i) mesh.addGeom(geom) continue continue def test(self, scene): groundMask=BitMask32(0b1) parent = NodePath('cGeomConversionParent') for c in incomingNode.findAllMatches('**/+GeomNode'): if relativeTo: xform=c.getMat(relativeTo).xformPoint else: xform=c.getMat().xformPoint gni = 0 geomNode = c.node() for g in range(geomNode.getNumGeoms()): geom = geomNode.getGeom(g).decompose() vdata = geom.getVertexData() vreader = GeomVertexReader(vdata, 'vertex') cChild = CollisionNode('cGeom-%s-gni%i' % (c.getName(), gni)) gni += 1 for p in range(geom.getNumPrimitives()): prim = geom.getPrimitive(p) for p2 in range(prim.getNumPrimitives()): s = prim.getPrimitiveStart(p2) e = prim.getPrimitiveEnd(p2) v = [] for vi in range (s, e): vreader.setRow(prim.getVertex(vi)) v.append (xform(vreader.getData3f())) colPoly = CollisionPolygon(*v) cChild.addSolid(colPoly) n=parent.attachNewNode (cChild) #n.show() return parent
class PlaneScene(): def __init__(self, index): #self.depth = cv2.imread('dump/' + str(index) + '_depth_pred.png').astype(np.float32) / 255 * 10 self.depth = np.load('dump/' + str(index) + '_depth.npy') #cv2.imwrite('dump/alpha_0.5.png', np.zeros(self.depth[:, :, 0].shape).astype(np.uint8)) self.segmentation = np.load('dump/' + str(index) + '_segmentation.npy') width = 640 height = 480 self.depth = cv2.resize(self.depth, (width, height)) self.segmentation = cv2.resize(self.segmentation, (width, height), interpolation=cv2.INTER_NEAREST) self.planes = np.load('dump/' + str(index) + '_planes.npy') self.numPlanes = self.planes.shape[0] self.imageTexture = ObjMaterial() self.imageTexture.name = 'image' self.imageTexture.put('map_Kd', 'dump/' + str(index) + '_image.png') self.width = self.depth.shape[1] self.height = self.depth.shape[0] self.info = np.load('dump/' + str(index) + '_info.npy') self.camera = getCameraFromInfo(self.info) self.scene_index = index self.calcHorizontalPlanes() return def addRectangle(self, parent): planesGroup = EggGroup('planes') parent.addChild(planesGroup) vp = EggVertexPool('plane_vertex') parent.addChild(vp) p0 = Point3D(-10, 1, 0) p1 = Point3D(-10, 10, 0) p2 = Point3D(10, 1, 0) p3 = Point3D(10, 10, 0) # p0 = Point3D(-10, , 0) # p1 = Point3D(-10, 100, 0) # p3 = Point3D(10, 100, 0) # p2 = Point3D(10, 90, 0) planeGroup = EggGroup('plane') planesGroup.addChild(planeGroup) poly = EggPolygon() planeGroup.addChild(poly) vertex = EggVertex() vertex.setPos(p0) vertex.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p1) vertex.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p2) vertex.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(vertex)) poly = EggPolygon() planeGroup.addChild(poly) vertex = EggVertex() vertex.setPos(p1) vertex.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p2) vertex.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(p3) vertex.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(vertex)) # vertex = EggVertex() # vertex.setPos(p2) # vertex.setUv(Point2D(1, 1)) # poly.addVertex(vp.addVertex(vertex)) return def generatePlanes(self, parent): planesGroup = EggGroup('planes') parent.addChild(planesGroup) vp = EggVertexPool('plane_vertex') parent.addChild(vp) for planeIndex in xrange(self.numPlanes): mask = (self.segmentation == planeIndex).astype(np.uint8) * 255 cv2.imwrite('dump/mask_' + str(planeIndex) + '.png', mask) contours, _ = cv2.findContours(mask, cv2.RETR_LIST, cv2.CHAIN_APPROX_SIMPLE) plane = self.planes[planeIndex] planeD = np.linalg.norm(plane) planeNormal = plane / planeD for contour in contours: planeGroup = EggGroup('plane') planesGroup.addChild(planeGroup) poly = EggPolygon() planeGroup.addChild(poly) poly.setTexture(self.imageTexture.getEggTexture()) poly.setMaterial(self.imageTexture.getEggMaterial()) contour = contour.astype(np.float32) u = (contour[:, 0, 0].astype(np.float32) / self.width * self.info[16] - self.camera['cx']) / self.camera['fx'] v = -(contour[:, 0, 1].astype(np.float32) / self.height * self.info[17] - self.camera['cy']) / self.camera['fy'] ranges = np.stack([u, np.ones(u.shape), v], axis=1) depth = planeD / np.dot(ranges, planeNormal) XYZ = ranges * np.expand_dims(depth, -1) #print(contour) #print(XYZ) #exit(1) for vertexIndex, uv in enumerate(contour): vertex = EggVertex() X, Y, Z = XYZ[vertexIndex] vertex.setPos(Point3D(X, Y, Z)) u, v = uv[0] vertex.setUv(Point2D(u / self.width, 1 - v / self.height)) poly.addVertex(vp.addVertex(vertex)) continue continue continue return def generateRectangle(self, parent): planesGroup = EggGroup('planes') parent.addChild(planesGroup) vp = EggVertexPool('plane_vertex') parent.addChild(vp) poly = EggPolygon() planesGroup.addChild(poly) w = 0.5 p0 = Point3D(-w / 2, 0, -w / 2) p1 = Point3D(-w / 2, 0, w / 2) p2 = Point3D(w / 2, 0, w / 2) p3 = Point3D(w / 2, 0, -w / 2) poly.setTexture(self.plateTexture.getEggTexture()) poly.setMaterial(self.plateTexture.getEggMaterial()) vertex = EggVertex() vertex.setPos(Point3D(0, 1, 0)) vertex.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(Point3D(0, 1, 1)) vertex.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(Point3D(1, 1, 1)) vertex.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(vertex)) vertex = EggVertex() vertex.setPos(Point3D(1, 1, 0)) vertex.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(vertex)) return def addCollisionPolygons(self, scene): polygons = scene.findAllMatches("**/plane") mesh = BulletTriangleMesh() for polygon in polygons: #cNode = scene.attachNewNode(CollisionNode('plane_solid')) #cNode.node().addSolid(CollisionPolygon(polygon)) #polygon.setCollideMask(BitMask32.bit(1)) node = polygon.node() print(node.getNumGeoms()) for i in xrange(node.getNumGeoms()): geom = node.getGeom(i) mesh.addGeom(geom) continue continue def test(self, scene): groundMask=BitMask32(0b1) parent = NodePath('cGeomConversionParent') for c in incomingNode.findAllMatches('**/+GeomNode'): if relativeTo: xform=c.getMat(relativeTo).xformPoint else: xform=c.getMat().xformPoint gni = 0 geomNode = c.node() for g in range(geomNode.getNumGeoms()): geom = geomNode.getGeom(g).decompose() vdata = geom.getVertexData() vreader = GeomVertexReader(vdata, 'vertex') cChild = CollisionNode('cGeom-%s-gni%i' % (c.getName(), gni)) gni += 1 for p in range(geom.getNumPrimitives()): prim = geom.getPrimitive(p) for p2 in range(prim.getNumPrimitives()): s = prim.getPrimitiveStart(p2) e = prim.getPrimitiveEnd(p2) v = [] for vi in range (s, e): vreader.setRow(prim.getVertex(vi)) v.append (xform(vreader.getData3f())) colPoly = CollisionPolygon(*v) cChild.addSolid(colPoly) n=parent.attachNewNode (cChild) #n.show() return parent def generateEggModel(self): data = EggData() model = EggGroup('model') data.addChild(model) self.generatePlanes(model) #self.generateRectangle(model) data.writeEgg(Filename("dump/plane.egg")) scene = NodePath(loadEggData(data)) #self.addCollisionPolygons(scene) return scene def getPlaneTriangles(self): from skimage import measure planeTriangles = [] planeNormals = [] horizontalPlaneTriangles = [] for planeIndex in xrange(self.numPlanes): mask = (self.segmentation == planeIndex).astype(np.uint8) * 255 mask_ori = mask.copy() #contours, _ = cv2.findContours(mask, cv2.RETR_LIST, cv2.CHAIN_APPROX_SIMPLE) #contours, _ = cv2.findContours(mask, cv2.RETR_LIST, cv2.CHAIN_APPROX_TC89_KCOS) masks = measure.label(mask.astype(np.int32), background=0) contours = [] for maskIndex in xrange(masks.min() + 1, masks.max() + 1): mask = masks == maskIndex contour_mask = mask - np.logical_and(np.logical_and(np.roll(mask, shift=1, axis=0), np.roll(mask, shift=-1, axis=0)), np.logical_and(np.roll(mask, shift=1, axis=1), np.roll(mask, shift=-1, axis=1))) contour_v, contour_u = contour_mask.nonzero() contours.append(np.stack([contour_u, contour_v], axis=1)) continue plane = self.planes[planeIndex] planeD = np.linalg.norm(plane) planeNormal = plane / np.maximum(planeD, 1e-4) # cv2.imwrite('test/mask.png', mask_ori) # #print(len(contours)) # mask_ori = np.stack([mask_ori, mask_ori, mask_ori], 2) # count = 0 # for contour in contours: # count += contour.shape[0] # for uv in contour: # #uv = uv[0] # mask_ori[uv[1]][uv[0]] = np.array([255, 0, 0]) # continue # continue # cv2.imwrite('test/mask_contour.png', mask_ori) # if planeIndex == 1: # exit(1) indices = np.arange(self.width * self.height).astype(np.float32) us = indices % self.width us = us / self.width * self.info[16] - self.camera['cx'] vs = indices / self.width vs = -(vs / self.height * self.info[17] - self.camera['cy']) ranges = np.stack([us / self.camera['fx'], np.ones(us.shape), vs / self.camera['fy']], axis=1) #print(ranges) #print(np.dot(ranges, planeNormal).shape) #print(np.dot(ranges, planeNormal)) #print(ranges) #exit(1) depth = planeD / np.tensordot(ranges, planeNormal, axes=([1], [0])) XYZ = ranges * np.expand_dims(depth, -1) XYZ = XYZ.reshape((self.height, self.width, 3)) for contour in contours: contour = contour.astype(np.float32)[::20] if contour.shape[0] < 3: continue rect = (0, 0, self.width, self.height) subdiv = cv2.Subdiv2D(rect) for point in contour: subdiv.insert((point[0], point[1])) continue triangleList = subdiv.getTriangleList() #print(contour) #print(triangleList) #exit(1) for triangle2D in triangleList: triangle = [] for vertexIndex in xrange(3): x = int(triangle2D[vertexIndex * 2 + 0]) y = int(triangle2D[vertexIndex * 2 + 1]) #print(x, y) if x < 0 or x >= self.width or y < 0 or y >= self.height: continue triangle.append(XYZ[y][x]) continue if len(triangle) == 3: #print(triangle) if np.dot(np.cross(planeNormal, triangle[1] - triangle[0]), triangle[2] - triangle[0]) > 0: triangle = [triangle[0], triangle[2], triangle[1]] pass if planeIndex in self.horizontalPlanes: horizontalPlaneTriangles.append(triangle) else: planeTriangles.append(triangle) pass #planeNormals.append(planeNormal) pass continue continue planeTriangles = np.array(planeTriangles) #planeNormals = np.array(planeNormals) np.save('dump/' + str(self.scene_index) + '_plane_triangles.npy', planeTriangles) #np.save('dump/' + str(self.scene_index) + '_plane_normals.npy', planeNormals) return planeTriangles, horizontalPlaneTriangles, self.gravityDirection def getPlaneGeometries(self): if os.path.exists('dump/' + str(self.scene_index) + '_plane_triangles.npy'): print('loading') planeTriangles = np.load('dump/' + str(self.scene_index) + '_plane_triangles.npy') planeNormals = np.load('dump/' + str(self.scene_index) + '_plane_normals.npy') return planeTriangles, planeNormals pass planeNormals = [] planeTriangles = [] for planeIndex in xrange(self.numPlanes): mask = (self.segmentation == planeIndex).astype(np.uint8) * 255 #mask_ori = mask.copy() #contours, _ = cv2.findContours(mask, cv2.RETR_LIST, cv2.CHAIN_APPROX_SIMPLE) plane = self.planes[planeIndex] planeD = np.linalg.norm(plane) planeNormal = plane / np.maximum(planeD, 1e-4) #cv2.imwrite('test/mask.png', mask) #v, u = mask.nonzero() u = np.arange(self.width * self.height) % self.width v = np.arange(self.width * self.height) / self.width u = u.astype(np.float32) / self.width * self.info[16] - self.camera['cx'] v = -(v.astype(np.float32) / self.height * self.info[17] - self.camera['cy']) ranges = np.stack([u / self.camera['fx'], np.ones(u.shape), v / self.camera['fy']], axis=1) depth = planeD / np.dot(ranges, planeNormal) XYZ = ranges * np.expand_dims(depth, -1) XYZ = XYZ.reshape((self.height, self.width, 3)) triangles = [] for pixel in mask.reshape(-1).nonzero()[0]: x = pixel % self.width y = pixel / self.width for neighbors in [((x - 1, y), (x, y - 1)), ((x - 1, y), (x, y + 1)), ((x + 1, y), (x, y - 1)), ((x + 1, y), (x, y + 1))]: valid = True for neighbor in neighbors: if neighbor[0] < 0 or neighbor[0] >= self.width or neighbor[1] < 0 or neighbor[1] >= self.height or mask[neighbor[1]][neighbor[0]] == False: valid = False break continue if valid: triangle = [XYZ[y][x]] for neighbor in neighbors: triangle.append(XYZ[neighbor[1], neighbor[0]]) continue triangles.append(triangle) pass continue continue planeTriangles.append(triangles) planeNormals.append(planeNormal) continue planeTriangles = np.array(planeTriangles) #planeNormals = np.array(planeNormals) #np.save('dump/' + str(self.scene_index) + '_plane_triangles.npy', planeTriangles) #np.save('dump/' + str(self.scene_index) + '_plane_normals.npy', planeNormals) return planeTriangles, planeNormals def calcHorizontalPlanes(self): from sklearn.cluster import KMeans planesD = np.linalg.norm(self.planes, axis=-1, keepdims=True) normals = self.planes / np.maximum(planesD, 1e-4) normals[normals[:, 1] < 0] *= -1 kmeans = KMeans(n_clusters=3).fit(normals) dominantNormals = kmeans.cluster_centers_ dominantNormals = dominantNormals / np.maximum(np.linalg.norm(dominantNormals, axis=-1, keepdims=True), 1e-4) planeClusters = kmeans.predict(normals) horizontalNormalIndex = np.argmax(np.abs(dominantNormals[:, 2])) self.gravityDirection = dominantNormals[horizontalNormalIndex] self.horizontalPlanes = (planeClusters == horizontalNormalIndex).nonzero()[0] if self.gravityDirection[2] > 0: self.gravityDirection *= -1 pass print(self.horizontalPlanes) print(self.gravityDirection) return def getHorizontalPlanes(self): return self.gravityDirection, self.horizontalPlanes def getHolePos(self): floorPlaneIndex = 2 closePoint = np.array([0., 1.22, -0.2]) plane = self.planes[floorPlaneIndex] planeD = np.linalg.norm(plane) planeNormal = plane / planeD distance = planeD - np.dot(planeNormal, closePoint) distance *= 0.99 holePos = closePoint + planeNormal * distance H = P = R = 0 H = -90 + np.rad2deg(np.arctan2(planeNormal[1], planeNormal[0])) #P = 90 - np.rad2deg(np.arccos(np.abs(planeNormal[2]))) P = -90 + np.rad2deg(np.arccos(np.abs(planeNormal[2]))) #print(H, P, R) return holePos, np.array([H, P, R]) def getPortalPos(self): wallPlaneIndex = 1 closePoint_1 = np.array([0.5, 1.35, -0.5]) closePoint_2 = np.array([-0.4, 1, 0.19]) plane = self.planes[wallPlaneIndex] planeD = np.linalg.norm(plane) planeNormal = plane / planeD distance = planeD - np.dot(planeNormal, closePoint_1) distance *= 0.95 portalPos_1 = closePoint_1 + planeNormal * distance distance = planeD - np.dot(planeNormal, closePoint_2) distance *= 0.95 portalPos_2 = closePoint_2 + planeNormal * distance H = P = R = 0 H = -90 + np.rad2deg(np.arctan2(planeNormal[1], planeNormal[0])) #P = 90 - np.rad2deg(np.arccos(np.abs(planeNormal[2]))) P = -90 + np.rad2deg(np.arccos(-np.abs(planeNormal[2]))) #print(H, P, R) return portalPos_1, np.array([H, P, R]), portalPos_2, np.array([H, P, R]), planeNormal
class Floorplan(): def __init__(self, filename): self.wallWidth = 0.005 self.wallHeight = 0.3 self.doorWidth = self.wallWidth self.doorHeight = self.wallHeight * 0.8 self.windowWidth = self.wallWidth + 0.0001 self.windowHeight = self.wallHeight * 0.5 self.windowOffset = self.wallHeight * 0.4 self.filename = filename self.floorMat = ObjMaterial() #self.floorMat.filename = self.filename + '.png' self.floorMat.name = 'floor' self.floorMat.put('map_Kd', self.filename + '.png') self.ceilingMat = ObjMaterial() self.ceilingMat.name = 'ceiling' self.ceilingMat.put('map_Kd', 'data/ceiling.jpg') self.wallMats = [] wallMat_1 = ObjMaterial() wallMat_1.name = 'wall_1' wallMat_1.put('map_Kd', 'data/bedroom_wall.jpg') wallMat_2 = ObjMaterial() wallMat_2.name = 'wall_2' wallMat_2.put('map_Kd', 'data/kitchen_wall.jpg') wallMat_3 = ObjMaterial() wallMat_3.name = 'wall_3' wallMat_3.put('map_Kd', 'data/dining_wall.jpg') wallMat_4 = ObjMaterial() wallMat_4.name = 'wall_4' wallMat_4.put('map_Kd', 'data/bathroom_wall.jpg') wallMat_5 = ObjMaterial() wallMat_5.name = 'wall_5' wallMat_5.put('map_Kd', 'data/wall.jpg') self.wallMats.append(wallMat_3) self.wallMats.append(wallMat_2) self.wallMats.append(wallMat_1) self.wallMats.append(wallMat_4) self.wallMats.append(wallMat_4) self.wallMats.append(wallMat_1) self.wallMats.append(wallMat_5) self.wallMats.append(wallMat_2) self.wallMats.append(wallMat_4) self.wallMats.append(wallMat_5) self.wallMats.append(wallMat_5) self.doorMat = ObjMaterial() self.doorMat.name = 'door' self.doorMat.put('map_Kd', 'data/door.jpg') self.windowMat = ObjMaterial() self.windowMat.name = 'window' self.windowMat.put('map_Kd', 'data/window.jpg') self.iconNodes = {} self.iconNodes['cooking_counter'] = base.loader.loadModel( 'data/cooking_counter.egg') self.iconNodes['bathtub'] = base.loader.loadModel('data/bathtub.egg') self.iconNodes['toilet'] = base.loader.loadModel('data/toilet.egg') self.iconNodes['washing_basin'] = base.loader.loadModel( 'data/washing_basin.egg') return def read(self): floorplanFile = open(self.filename + '.txt', 'r') self.walls = [] self.doors = [] self.icons = [] self.wallsInt = [] for line in floorplanFile.readlines(): line = line.strip() values = line.split('\t') if len(values) == 2: self.width = float(values[0]) self.height = float(values[1]) self.maxDim = max(self.width, self.height) elif len(values) == 6: wall = [] for i in xrange(4): wall.append(float(values[i])) continue lineDim = calcLineDim(((wall[0], wall[1]), (wall[2], wall[3]))) wall[lineDim], wall[2 + lineDim] = min(wall[lineDim], wall[2 + lineDim]), max( wall[lineDim], wall[2 + lineDim]) wall[1 - lineDim] = wall[3 - lineDim] = (wall[1 - lineDim] + wall[3 - lineDim]) / 2 wall.append(int(values[4]) - 1) wall.append(int(values[5]) - 1) for pointIndex in xrange(2): wall[pointIndex * 2 + 0] /= self.maxDim wall[pointIndex * 2 + 1] /= self.maxDim continue self.walls.append(wall) wallInt = [] for i in xrange(4): wallInt.append(int(values[i])) continue wallInt[lineDim], wallInt[2 + lineDim] = min( wallInt[lineDim], wallInt[2 + lineDim]), max(wallInt[lineDim], wallInt[2 + lineDim]) self.wallsInt.append(wallInt) elif len(values) == 7: item = [] for i in xrange(4): item.append(float(values[i])) for pointIndex in xrange(2): item[pointIndex * 2 + 0] /= self.maxDim item[pointIndex * 2 + 1] /= self.maxDim continue if values[4] == 'door': self.doors.append(item) else: item.append(values[4]) self.icons.append(item) pass pass continue return def generateFloor(self, data): floorGroup = EggGroup('floor') data.addChild(floorGroup) vp = EggVertexPool('floor_vertex') floorGroup.addChild(vp) exteriorWalls = [] for wall in self.walls: if wall[4] == 10 or wall[5] == 10: exteriorWalls.append(copy.deepcopy(wall)) pass continue exteriorOpenings = [] for wall in exteriorWalls: lineDim = calcLineDim((wall[:2], wall[2:4])) for doorIndex, door in enumerate(self.doors): if calcLineDim((door[:2], door[2:4])) != lineDim: continue if door[lineDim] >= wall[lineDim] and door[ 2 + lineDim] <= wall[2 + lineDim] and abs( door[1 - lineDim] - wall[1 - lineDim]) <= self.wallWidth: exteriorOpenings.append(doorIndex) pass continue continue minDistance = 10000 mainDoorIndex = -1 for icon in self.icons: if icon[4] == 'entrance': for doorIndex in exteriorOpenings: door = self.doors[doorIndex] distance = pow( pow((door[0] + door[2]) / 2 - (icon[0] + icon[2]) / 2, 2) + pow( (door[1] + door[3]) / 2 - (icon[1] + icon[3]) / 2, 2), 0.5) if distance < minDistance: minDistance = distance mainDoorIndex = doorIndex pass continue break continue self.startCameraPos = [0.5, -0.5, self.wallHeight * 0.5] self.startTarget = [0.5, 0.5, self.wallHeight * 0.5] if mainDoorIndex >= 0: mainDoor = self.doors[mainDoorIndex] lineDim = calcLineDim((mainDoor[:2], mainDoor[2:4])) fixedValue = (mainDoor[1 - lineDim] + mainDoor[3 - lineDim]) / 2 imageSize = [self.width / self.maxDim, self.height / self.maxDim] side = int(fixedValue < imageSize[1 - lineDim] * 0.5) * 2 - 1 self.startCameraPos[lineDim] = (mainDoor[lineDim] + mainDoor[2 + lineDim]) / 2 self.startTarget[lineDim] = (mainDoor[lineDim] + mainDoor[2 + lineDim]) / 2 self.startCameraPos[1 - lineDim] = fixedValue - 0.5 * side self.startTarget[1 - lineDim] = fixedValue + 0.5 * side self.startCameraPos[0] = 1 - self.startCameraPos[0] self.startTarget[0] = 1 - self.startTarget[0] pass newDoors = [] self.windows = [] for doorIndex, door in enumerate(self.doors): if doorIndex == mainDoorIndex or doorIndex not in exteriorOpenings: newDoors.append(door) else: self.windows.append(door) pass continue self.doors = newDoors exteriorWallLoops = [] visitedMask = {} gap = 5.0 / self.maxDim for wallIndex, wall in enumerate(exteriorWalls): if wallIndex in visitedMask: continue visitedMask[wallIndex] = True exteriorWallLoop = [] exteriorWallLoop.append(wall) for loopWall in exteriorWallLoop: for neighborWallIndex, neighborWall in enumerate( exteriorWalls): if neighborWallIndex in visitedMask: continue #if calcDistance(neighborWall[:2], loopWall[:2]) < gap or calcDistance(neighborWall[2:4], loopWall[:2]) < gap or calcDistance(neighborWall[:2], loopWall[2:4]) < gap or calcDistance(neighborWall[2:4], loopWall[2:4]) < gap: if calcDistance(neighborWall[:2], loopWall[2:4]) < gap: exteriorWallLoop.append(neighborWall) visitedMask[neighborWallIndex] = True break elif calcDistance(neighborWall[2:4], loopWall[2:4]) < gap: neighborWall[0], neighborWall[2] = neighborWall[ 2], neighborWall[0] neighborWall[1], neighborWall[3] = neighborWall[ 3], neighborWall[1] exteriorWallLoop.append(neighborWall) visitedMask[neighborWallIndex] = True break continue continue exteriorWallLoops.append(exteriorWallLoop) continue for exteriorWallLoop in exteriorWallLoops: poly = EggPolygon() floorGroup.addChild(poly) poly.setTexture(self.floorMat.getEggTexture()) poly.setMaterial(self.floorMat.getEggMaterial()) for wallIndex, wall in enumerate(exteriorWallLoop): if wallIndex == 0: v = EggVertex() v.setPos(Point3D(1 - wall[0], wall[1], 0)) v.setUv( Point2D(wall[0] * self.maxDim / self.width, 1 - wall[1] * self.maxDim / self.height)) poly.addVertex(vp.addVertex(v)) else: v = EggVertex() v.setPos( Point3D( 1 - (wall[0] + exteriorWallLoop[wallIndex - 1][2]) / 2, (wall[1] + exteriorWallLoop[wallIndex - 1][3]) / 2, 0)) v.setUv( Point2D( (wall[0] + exteriorWallLoop[wallIndex - 1][2]) / 2 * self.maxDim / self.width, 1 - (wall[1] + exteriorWallLoop[wallIndex - 1][3]) / 2 * self.maxDim / self.height)) poly.addVertex(vp.addVertex(v)) pass if wallIndex == len(exteriorWallLoop) - 1: v = EggVertex() v.setPos(Point3D(1 - wall[2], wall[3], 0)) v.setUv( Point2D(wall[2] * self.maxDim / self.width, 1 - wall[3] * self.maxDim / self.height)) poly.addVertex(vp.addVertex(v)) pass continue continue ceilingGroup = EggGroup('ceiling') data.addChild(ceilingGroup) vp = EggVertexPool('ceiling_vertex') ceilingGroup.addChild(vp) for exteriorWallLoop in exteriorWallLoops: poly = EggPolygon() ceilingGroup.addChild(poly) poly.setTexture(self.ceilingMat.getEggTexture()) poly.setMaterial(self.ceilingMat.getEggMaterial()) for wallIndex, wall in enumerate(exteriorWallLoop): if wallIndex == 0: v = EggVertex() v.setPos(Point3D(1 - wall[0], wall[1], self.wallHeight)) v.setUv(Point2D(wall[0], 1 - wall[1])) poly.addVertex(vp.addVertex(v)) else: v = EggVertex() v.setPos( Point3D( 1 - (wall[0] + exteriorWallLoop[wallIndex - 1][2]) / 2, (wall[1] + exteriorWallLoop[wallIndex - 1][3]) / 2, self.wallHeight)) v.setUv( Point2D( (wall[0] + exteriorWallLoop[wallIndex - 1][2]) / 2, 1 - (wall[1] + exteriorWallLoop[wallIndex - 1][3]) / 2)) poly.addVertex(vp.addVertex(v)) pass if wallIndex == len(exteriorWallLoop) - 1: v = EggVertex() v.setPos(Point3D(1 - wall[2], wall[3], self.wallHeight)) v.setUv(Point2D(wall[2], 1 - wall[3])) poly.addVertex(vp.addVertex(v)) pass continue continue return def generateWalls(self, data): wallsGroup = EggGroup('walls') data.addChild(wallsGroup) vp = EggVertexPool('wall_vertex') data.addChild(vp) for wallIndex, wall in enumerate(self.walls): wallGroup = EggGroup('wall') wallsGroup.addChild(wallGroup) lineDim = calcLineDim((wall[:2], wall[2:4])) # if lineDim == 0: # if wall[lineDim] < wall[2 + lineDim]: # deltas = (-self.wallWidth, self.wallWidth, self.wallWidth, self.wallWidth) # else: # deltas = (self.wallWidth, self.wallWidth, -self.wallWidth, self.wallWidth) # pass # else: # if wall[lineDim] < wall[2 + lineDim]: # deltas = (self.wallWidth, -self.wallWidth, self.wallWidth, self.wallWidth) # else: # deltas = (self.wallWidth, self.wallWidth, self.wallWidth, -self.wallWidth) # pass # pass #print(self.wallsInt[wallIndex]) #print(wall) if lineDim == 0: deltas = (0, self.wallWidth) else: deltas = (self.wallWidth, 0) pass poly = EggPolygon() wallGroup.addChild(poly) if lineDim == 0: poly.setTexture(self.wallMats[wall[4]].getEggTexture()) poly.setMaterial(self.wallMats[wall[4]].getEggMaterial()) else: poly.setTexture(self.wallMats[wall[5]].getEggTexture()) poly.setMaterial(self.wallMats[wall[5]].getEggMaterial()) pass values = [ wall[lineDim] - self.wallWidth + 0.0001, wall[2 + lineDim] + self.wallWidth - 0.0001 ] for door in self.doors: if calcLineDim((door[:2], door[2:4])) != lineDim: continue if door[lineDim] >= wall[lineDim] and door[ 2 + lineDim] <= wall[2 + lineDim] and abs( door[1 - lineDim] - wall[1 - lineDim]) <= self.wallWidth: values.append(door[lineDim]) values.append(door[2 + lineDim]) #doors.append(door) pass continue values.sort() fixedValue = (wall[1 - lineDim] + wall[3 - lineDim]) / 2 for valueIndex, value in enumerate(values): if valueIndex % 2 == 0 and valueIndex > 0: v = EggVertex() if lineDim == 0: v.setPos( Point3D(1 - (value - deltas[0]), fixedValue - deltas[1], self.doorHeight)) else: v.setPos( Point3D(1 - (fixedValue - deltas[0]), value - deltas[1], self.doorHeight)) pass v.setUv( Point2D(self.doorHeight / self.wallHeight, (value - wall[lineDim]) / (wall[2 + lineDim] - wall[lineDim]))) poly.addVertex(vp.addVertex(v)) pass v = EggVertex() if lineDim == 0: v.setPos( Point3D(1 - (value - deltas[0]), fixedValue - deltas[1], 0)) else: v.setPos( Point3D(1 - (fixedValue - deltas[0]), value - deltas[1], 0)) pass v.setUv( Point2D(0, (value - wall[lineDim]) / (wall[2 + lineDim] - wall[lineDim]))) poly.addVertex(vp.addVertex(v)) if valueIndex % 2 == 1 and valueIndex + 1 < len(values): v = EggVertex() if lineDim == 0: v.setPos( Point3D(1 - (value - deltas[0]), fixedValue - deltas[1], self.doorHeight)) else: v.setPos( Point3D(1 - (fixedValue - deltas[0]), value - deltas[1], self.doorHeight)) pass v.setUv( Point2D(self.doorHeight / self.wallHeight, (value - wall[lineDim]) / (wall[2 + lineDim] - wall[lineDim]))) poly.addVertex(vp.addVertex(v)) pass continue # v = EggVertex() # v.setPos(Point3D(wall[0] - deltas[0], wall[1] - deltas[1], 0)) # v.setUv(Point2D(0, 0)) # poly.addVertex(vp.addVertex(v)) # v = EggVertex() # v.setPos(Point3D(wall[2] - deltas[0], wall[3] - deltas[1], 0)) # v.setUv(Point2D(0, 1)) # poly.addVertex(vp.addVertex(v)) v = EggVertex() if lineDim == 0: v.setPos( Point3D(1 - (values[len(values) - 1] - deltas[0]), fixedValue - deltas[1], self.wallHeight)) else: v.setPos( Point3D(1 - (fixedValue - deltas[0]), values[len(values) - 1] - deltas[1], self.wallHeight)) pass v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() if lineDim == 0: v.setPos( Point3D(1 - (values[0] - deltas[0]), fixedValue - deltas[1], self.wallHeight)) else: v.setPos( Point3D(1 - (fixedValue - deltas[0]), values[0] - deltas[1], self.wallHeight)) pass v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) # for v in poly.getVertices(): # print(v) # continue poly = EggPolygon() wallGroup.addChild(poly) if lineDim == 0: poly.setTexture(self.wallMats[wall[5]].getEggTexture()) poly.setMaterial(self.wallMats[wall[5]].getEggMaterial()) else: poly.setTexture(self.wallMats[wall[4]].getEggTexture()) poly.setMaterial(self.wallMats[wall[4]].getEggMaterial()) pass #deltas = (0.1, 0.1) for valueIndex, value in enumerate(values): if valueIndex % 2 == 0 and valueIndex > 0: v = EggVertex() if lineDim == 0: v.setPos( Point3D(1 - (value + deltas[0]), fixedValue + deltas[1], self.doorHeight)) else: v.setPos( Point3D(1 - (fixedValue + deltas[0]), value + deltas[1], self.doorHeight)) pass v.setUv( Point2D(self.doorHeight / self.wallHeight, (value - wall[lineDim]) / (wall[2 + lineDim] - wall[lineDim]))) poly.addVertex(vp.addVertex(v)) pass v = EggVertex() if lineDim == 0: v.setPos( Point3D(1 - (value + deltas[0]), fixedValue + deltas[1], 0)) else: v.setPos( Point3D(1 - (fixedValue + deltas[0]), value + deltas[1], 0)) pass v.setUv( Point2D(0, (value - wall[lineDim]) / (wall[2 + lineDim] - wall[lineDim]))) poly.addVertex(vp.addVertex(v)) if valueIndex % 2 == 1 and valueIndex + 1 < len(values): v = EggVertex() if lineDim == 0: v.setPos( Point3D(1 - (value + deltas[0]), fixedValue + deltas[1], self.doorHeight)) else: v.setPos( Point3D(1 - (fixedValue + deltas[0]), value + deltas[1], self.doorHeight)) pass v.setUv( Point2D(self.doorHeight / self.wallHeight, (value - wall[lineDim]) / (wall[2 + lineDim] - wall[lineDim]))) poly.addVertex(vp.addVertex(v)) pass continue # v = EggVertex() # v.setPos(Point3D(wall[0] + deltas[0], wall[1] + deltas[1], 0)) # v.setUv(Point2D(0, 0)) # poly.addVertex(vp.addVertex(v)) # v = EggVertex() # v.setPos(Point3D(wall[2] + deltas[0], wall[3] + deltas[1], 0)) # v.setUv(Point2D(0, 1)) # poly.addVertex(vp.addVertex(v)) v = EggVertex() if lineDim == 0: v.setPos( Point3D(1 - (values[len(values) - 1] + deltas[0]), fixedValue + deltas[1], self.wallHeight)) else: v.setPos( Point3D(1 - (fixedValue + deltas[0]), values[len(values) - 1] + deltas[1], self.wallHeight)) pass v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() if lineDim == 0: v.setPos( Point3D(1 - (values[0] + deltas[0]), fixedValue + deltas[1], self.wallHeight)) else: v.setPos( Point3D(1 - (fixedValue + deltas[0]), values[0] + deltas[1], self.wallHeight)) pass v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) if lineDim == 0: poly = EggPolygon() wallGroup.addChild(poly) poly.setTexture(self.wallMats[10].getEggTexture()) poly.setMaterial(self.wallMats[10].getEggMaterial()) v = EggVertex() v.setPos(Point3D(1 - values[0], fixedValue - deltas[1], 0)) v.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - values[0], fixedValue - deltas[1], self.wallHeight)) v.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - values[0], fixedValue + deltas[1], self.wallHeight)) v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos(Point3D(1 - values[0], fixedValue + deltas[1], 0)) v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) poly = EggPolygon() wallGroup.addChild(poly) poly.setTexture(self.wallMats[10].getEggTexture()) poly.setMaterial(self.wallMats[10].getEggMaterial()) v = EggVertex() v.setPos( Point3D(1 - values[0], fixedValue - deltas[1], self.wallHeight)) v.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - values[len(values) - 1], fixedValue - deltas[1], self.wallHeight)) v.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - values[len(values) - 1], fixedValue + deltas[1], self.wallHeight)) v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - values[0], fixedValue + deltas[1], self.wallHeight)) v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) poly = EggPolygon() wallGroup.addChild(poly) poly.setTexture(self.wallMats[10].getEggTexture()) poly.setMaterial(self.wallMats[10].getEggMaterial()) v = EggVertex() v.setPos( Point3D(1 - values[len(values) - 1], fixedValue - deltas[1], self.wallHeight)) v.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - values[len(values) - 1], fixedValue - deltas[1], 0)) v.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - values[len(values) - 1], fixedValue + deltas[1], 0)) v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - values[len(values) - 1], fixedValue + deltas[1], self.wallHeight)) v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) else: poly = EggPolygon() wallGroup.addChild(poly) poly.setTexture(self.wallMats[10].getEggTexture()) poly.setMaterial(self.wallMats[10].getEggMaterial()) v = EggVertex() v.setPos(Point3D(1 - (fixedValue - deltas[0]), values[0], 0)) v.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (fixedValue - deltas[0]), values[0], self.wallHeight)) v.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (fixedValue + deltas[0]), values[0], self.wallHeight)) v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos(Point3D(1 - (fixedValue + deltas[0]), values[0], 0)) v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) poly = EggPolygon() wallGroup.addChild(poly) poly.setTexture(self.wallMats[10].getEggTexture()) poly.setMaterial(self.wallMats[10].getEggMaterial()) v = EggVertex() v.setPos( Point3D(1 - (fixedValue - deltas[0]), values[0], self.wallHeight)) v.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (fixedValue - deltas[0]), values[len(values) - 1], self.wallHeight)) v.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (fixedValue + deltas[0]), values[len(values) - 1], self.wallHeight)) v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (fixedValue + deltas[0]), values[0], self.wallHeight)) v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) poly = EggPolygon() wallGroup.addChild(poly) poly.setTexture(self.wallMats[10].getEggTexture()) poly.setMaterial(self.wallMats[10].getEggMaterial()) v = EggVertex() v.setPos( Point3D(1 - (fixedValue - deltas[0]), values[len(values) - 1], self.wallHeight)) v.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (fixedValue - deltas[0]), values[len(values) - 1], 0)) v.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (fixedValue + deltas[0]), values[len(values) - 1], 0)) v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (fixedValue + deltas[0]), values[len(values) - 1], self.wallHeight)) v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) continue return def generateDoors(self, data): doorsGroup = EggGroup('doors') data.addChild(doorsGroup) vp = EggVertexPool('door_vertex') doorsGroup.addChild(vp) for doorIndex, door in enumerate(self.doors): doorGroup = EggGroup('door_' + str(doorIndex)) doorsGroup.addChild(doorGroup) lineDim = calcLineDim((door[:2], door[2:4])) if lineDim == 0: deltas = (0, self.doorWidth) else: deltas = (self.doorWidth, 0) pass poly = EggPolygon() doorGroup.addChild(poly) poly.setTexture(self.doorMat.getEggTexture()) poly.setMaterial(self.doorMat.getEggMaterial()) v = EggVertex() v.setPos(Point3D(1 - (door[0] - deltas[0]), door[1] - deltas[1], 0)) v.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos(Point3D(1 - (door[2] - deltas[0]), door[3] - deltas[1], 0)) v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (door[2] - deltas[0]), door[3] - deltas[1], self.doorHeight)) v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (door[0] - deltas[0]), door[1] - deltas[1], self.doorHeight)) v.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(v)) poly = EggPolygon() doorGroup.addChild(poly) poly.setTexture(self.doorMat.getEggTexture()) poly.setMaterial(self.doorMat.getEggMaterial()) v = EggVertex() v.setPos(Point3D(1 - (door[0] + deltas[0]), door[1] + deltas[1], 0)) v.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos(Point3D(1 - (door[2] + deltas[0]), door[3] + deltas[1], 0)) v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (door[2] + deltas[0]), door[3] + deltas[1], self.doorHeight)) v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (door[0] + deltas[0]), door[1] + deltas[1], self.doorHeight)) v.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(v)) continue return def generateWindows(self, data): windowsGroup = EggGroup('windows') data.addChild(windowsGroup) vp = EggVertexPool('window_vertex') windowsGroup.addChild(vp) for windowIndex, window in enumerate(self.windows): windowGroup = EggGroup('window_' + str(windowIndex)) windowsGroup.addChild(windowGroup) lineDim = calcLineDim((window[:2], window[2:4])) if lineDim == 0: deltas = (0, self.windowWidth) else: deltas = (self.windowWidth, 0) pass poly = EggPolygon() windowGroup.addChild(poly) poly.setTexture(self.windowMat.getEggTexture()) poly.setMaterial(self.windowMat.getEggMaterial()) v = EggVertex() v.setPos( Point3D(1 - (window[0] - deltas[0]), window[1] - deltas[1], self.windowOffset)) v.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (window[2] - deltas[0]), window[3] - deltas[1], self.windowOffset)) v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (window[2] - deltas[0]), window[3] - deltas[1], self.windowOffset + self.windowHeight)) v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (window[0] - deltas[0]), window[1] - deltas[1], self.windowOffset + self.windowHeight)) v.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(v)) poly = EggPolygon() windowGroup.addChild(poly) poly.setTexture(self.windowMat.getEggTexture()) poly.setMaterial(self.windowMat.getEggMaterial()) v = EggVertex() v.setPos( Point3D(1 - (window[0] + deltas[0]), window[1] + deltas[1], self.windowOffset)) v.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (window[2] + deltas[0]), window[3] + deltas[1], self.windowOffset)) v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (window[2] + deltas[0]), window[3] + deltas[1], self.windowOffset + self.windowHeight)) v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos( Point3D(1 - (window[0] + deltas[0]), window[1] + deltas[1], self.windowOffset + self.windowHeight)) v.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(v)) continue return def generateIcons(self, scene): for icon in self.icons: if icon[4] not in self.iconNodes: continue #self.iconNodes[icon[4]].reparentTo(scene) node = deepcopy(self.iconNodes[icon[4]]) node.setHpr(0, -90, 0) mins, maxs = node.getTightBounds() dimensions = Point3(maxs - mins) minDistances = [self.maxDim, self.maxDim, self.maxDim, self.maxDim] for wall in self.walls: lineDim = calcLineDim(((wall[0], wall[1]), (wall[2], wall[3]))) if lineDim == -1: continue if ((icon[lineDim] + icon[2 + lineDim]) / 2 - wall[lineDim]) * ( (icon[lineDim] + icon[2 + lineDim]) / 2 - wall[2 + lineDim]) > 0: continue side = int(wall[1 - lineDim] > (icon[1 - lineDim] + icon[3 - lineDim]) / 2) index = lineDim * 2 + side distance = abs(wall[1 - lineDim] - icon[1 - lineDim + side * 2]) if distance < minDistances[index]: minDistances[index] = distance pass continue orientation = 0 if icon[4] in ['cooking_counter']: if icon[2] - icon[0] > icon[3] - icon[1]: if minDistances[0] < minDistances[1]: orientation = 0 else: orientation = 1 else: if minDistances[2] < minDistances[3]: orientation = 2 else: orientation = 3 pass pass elif icon[4] in ['toilet']: if icon[2] - icon[0] < icon[3] - icon[1]: if minDistances[0] < minDistances[1]: orientation = 0 else: orientation = 1 else: if minDistances[2] < minDistances[3]: orientation = 2 else: orientation = 3 pass pass elif icon[4] in ['washing_basin']: orientation = np.argmin(minDistances) pass if orientation == 1: node.setH(180) elif orientation == 2: node.setH(90) elif orientation == 3: node.setH(270) pass if icon[4] == 'washing_basin': node.setH(90 + node.getH()) mins, maxs = node.getTightBounds() dimensions = Point3(maxs - mins) # if ((maxs.getX() - mins.getX()) - (maxs.getY() - mins.getY())) * ((icon[2] - icon[0]) - (icon[3] - icon[1])) > 0: # scaleX = (icon[2] - icon[0]) / dimensions.getX() # scaleZ = (icon[3] - icon[1]) / dimensions.getZ() # scaleY = max(scaleX, scaleZ) # node.setScale(scaleX, scaleY, scaleZ) # node.setHpr(0, -90, 0) # node.setPos(icon[0] - mins.getX() * scaleX, icon[1] - mins.getZ() * scaleZ, maxs.getY() * scaleY) # orientation # else: # scaleX = (icon[3] - icon[1]) / dimensions.getX() # scaleZ = (icon[2] - icon[0]) / dimensions.getZ() # scaleY = max(scaleX, scaleZ) # node.setScale(scaleX, scaleY, scaleZ) # node.setHpr(90, -90, 0) # node.setPos(icon[0] + maxs.getZ() * scaleZ, icon[1] - mins.getX() * scaleX, maxs.getY() * scaleY) # #pivotNode = scene.attachNewNode("pivot") # #pivotNode.setPos(icon[0] - mins.getX() * scaleX, icon[1] - mins.getZ() * scaleZ, maxs.getY() * scaleY) # #node.wrtReparentTo(pivotNode) # #pivotNode.setHpr(90, 0, 0) # pass scaleX = (icon[2] - icon[0]) / dimensions.getX() scaleY = (icon[3] - icon[1]) / dimensions.getY() scaleZ = max(scaleX, scaleY) node.setScale(scaleX, scaleY, scaleZ) node.setPos(1 - icon[0] - maxs.getX() * scaleX, icon[1] - mins.getY() * scaleY, -mins.getZ() * scaleZ) node.setTwoSided(True) node.reparentTo(scene) #data.addChild(node.node()) #node.setPos(icon[0], icon[1], 0) #node.reparentTo(data) continue return def generateEggModel(self): data = EggData() model = EggGroup('model') data.addChild(model) self.generateFloor(model) self.generateWalls(model) self.generateDoors(model) self.generateWindows(model) data.writeEgg(Filename("test/floorplan.egg")) scene = NodePath(loadEggData(data)) self.generateIcons(scene) return scene poly = EggPolygon() data.addChild(poly) v = EggVertex() v.setPos(Point3D(0, 0, 0)) v.setUv(Point2D(0, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos(Point3D(1, 0, 0)) v.setUv(Point2D(1, 0)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos(Point3D(1, 0, 1)) v.setUv(Point2D(1, 1)) poly.addVertex(vp.addVertex(v)) v = EggVertex() v.setPos(Point3D(0, 0, 1)) v.setUv(Point2D(0, 1)) poly.addVertex(vp.addVertex(v)) # To write the egg file to disk, use this: data.writeEgg(Filename("floorplan.egg")) # To load the egg file and render it immediately, use this: node = loadEggData(data) scene = NodePath(node) return scene def segmentRooms(self): wallMask = np.ones((self.height, self.width), np.uint8) * 255 for wall in self.wallsInt: lineDim = calcLineDim(((wall[0], wall[1]), (wall[2], wall[3]))) if lineDim == 0: wallMask[wall[1], wall[0]:wall[2] + 1] = 0 else: wallMask[wall[1]:wall[3] + 1, wall[0]] = 0 pass continue cv2.imwrite('test/walls.png', wallMask) numLabels, labels, stats, centroids = cv2.connectedComponentsWithStats( wallMask, 4) print(numLabels.shape) print(labels.shape) print(stats.shape) print(centroids.shape) cv2.imwrite('test/rooms.png', labels)