コード例 #1
0
    def __init__(self):
        # NB: libcode param doesn't work
        self.shader = GPUShader(
            vertexcode=self.VERT_GLSL,
            fragcode=self.FRAG_GLSL,
            geocode=self.LIB_GLSL + self.GEOM_GLSL,
            defines=self.DEF_GLSL,
        )

        # Horrific prototype code to ensure bgl draws at drawing scales
        # https://blender.stackexchange.com/questions/16493/is-there-a-way-to-fit-the-viewport-to-the-current-field-of-view
        def is_landscape(render):
            return render.resolution_x > render.resolution_y

        def get_scale(camera):
            if camera.data.BIMCameraProperties.diagram_scale == "CUSTOM":
                human_scale, fraction = camera.data.BIMCameraProperties.custom_diagram_scale.split(
                    "|")
            else:
                human_scale, fraction = camera.data.BIMCameraProperties.diagram_scale.split(
                    "|")
            numerator, denominator = fraction.split("/")
            return float(numerator) / float(denominator)

        camera = bpy.context.scene.camera
        render = bpy.context.scene.render
        if is_landscape(render):
            camera_width_model = camera.data.ortho_scale
        else:
            camera_width_model = camera.data.ortho_scale / render.resolution_y * render.resolution_x
        self.camera_width_mm = get_scale(camera) * camera_width_model

        self.font_id = blf.load(
            os.path.join(bpy.context.scene.BIMProperties.data_dir, "fonts",
                         "OpenGost Type B TT.ttf"))
コード例 #2
0
 def __init__(self):
     # NB: libcode arg doesn't work
     self.prog = GPUShader(
         vertexcode=self.VERT_GLSL,
         fragcode=self.FRAG_GLSL,
         geocode=self.LIB_GLSL + self.GEOM_GLSL,
         defines=self.DEF_GLSL,
     )
コード例 #3
0
    def create_batch(self, meshobj_org):
        # checks ---------------------------
        if None == meshobj_org or 'MESH' != meshobj_org.type:
            print("No valid mesh object")
            return

        # get the active vertex group - otherwise exit
        activeVG = meshobj_org.vertex_groups.active

        if None == activeVG:
            print("No active vertex group")
            return

        # prepare mesh ---------------------------
        # https://docs.blender.org/api/blender2.8/bpy.types.Depsgraph.html
        # evaluate dependency graph of selected object
        depsgraph = bpy.context.evaluated_depsgraph_get()
        # get object with dependency graph applied
        meshobj_eval = meshobj_org.evaluated_get(depsgraph)

        # get vertex positions ---------------------------
        vertices = meshobj_eval.data.vertices
        vertPositions = []
        for v in vertices:
            vertPositions.append(v.co)

        if (0 >= len(vertPositions)):
            print("No vert positions")
            return

        # get weight colors ---------------------------
        vertWeights = MGTOOLS_functions_helper.get_weights(
            meshobj_eval.data, activeVG)
        vertWeightColors = []
        for w in vertWeights:
            vertWeightColors.append(
                MGTOOLS_functions_helper.convertWeight2Color(w))

        # sanity checks ---------------------------
        if (len(vertWeightColors) != len(vertPositions)):
            print(
                "positions {}, weights {} and colors {} count differs".format(
                    len(vertPositions), len(vertWeights),
                    len(vertWeightColors)))
            return

        # prepare shader and draw ---------------------------
        self.shader = GPUShader(self.vertex_shader_simple,
                                self.fragment_shader_simple)

        if (None == self.shader):
            print("Shader is not valid")
            return

        self.batch = batch_for_shader(self.shader, 'POINTS', {
            "position": vertPositions,
            "color": vertWeightColors,
        })
コード例 #4
0
ファイル: camera.py プロジェクト: davidemarelli/sfm_flow
    def show(self, object_matrix: Matrix,
             initial_centroid_matrix: Matrix) -> None:
        """Setup shaders and other required data to show the refconstructed cameras.

        Arguments:
            object_matrix {bpy.types.Object} -- user interface handle object matrix
            initial_centroid_matrix {Matrix} -- initial centroid matrix of the recontruction
        """
        pos = list(
            map(lambda v: self._recon_matrix_world @ v,
                ReconCamera.SYMBOL_VERTICES))
        # setup shader
        self._shader = GPUShader(ReconCamera._vertex_shader,
                                 ReconCamera._fragment_shader)
        self._batch = batch_for_shader(self._shader,
                                       'LINES', {"position": pos},
                                       indices=ReconCamera.SYMBOL_INDICES)
        self._object_matrix = object_matrix
        self._initial_centroid_matrix = initial_centroid_matrix
コード例 #5
0
ファイル: point_cloud.py プロジェクト: davidemarelli/sfm_flow
    def show(self, object_matrix: Matrix, initial_centroid_matrix: Matrix,
             filtering_display_mode: str) -> None:
        """Setup shaders and other required data to display the point cloud.

        Arguments:
            object_matrix {bpy.types.Object} -- user interface handle object matrix
            initial_centroid_matrix {Matrix} -- initial centroid matrix of the recontruction
            filtering_display_mode {str} -- point cloud filtering diplay mode,
                                            from {sfm_flow.reconstruction.SFMFLOW_ReconstructionModelProperties}
        """
        if filtering_display_mode == "cloud_filter.color":
            # override colors for discarded points
            positions = self.vertices
            colors = self.colors.copy()
            colors[self._discard_vertices] = self.filtered_points_color
        elif filtering_display_mode == "cloud_filter.filtered":
            # show only points that are not discarded
            positions = self.vertices_filtered
            colors = self.colors_filtered
        else:  # default to "cloud_filter.all"
            # show all vertices with original colors
            positions = self.vertices
            colors = self.colors
        #
        # setup shader
        self._shader = GPUShader(PointCloud._vertex_shader,
                                 PointCloud._fragment_shader)
        self._batch = batch_for_shader(
            self._shader,
            'POINTS',
            {
                "position": positions,
                "color": colors
            },
        )
        self._object_matrix = object_matrix
        self._initial_centroid_matrix = initial_centroid_matrix
コード例 #6
0
class MGTOOLSOverlayManager():
    draw_handle = None
    shader = None
    initialized = False

    # Shader ##########################################################

    vertex_shader_simple = '''
            in vec3 position;
            in vec4 color;
            uniform mat4 perspective_matrix;
            uniform mat4 object_matrix;
            uniform float point_size;
            uniform float cutoff_radius;
            uniform float global_alpha;
            out vec4 f_color;
            out float f_cutoff_radius;
            void main()
            {
                gl_Position = perspective_matrix * object_matrix * vec4(position, 1.0f);
                gl_PointSize = point_size;
                f_color = vec4(color[0], color[1], color[2], global_alpha);
                f_cutoff_radius = cutoff_radius;
            }
        '''
    fragment_shader_simple = '''
            in vec4 f_color;
            in float f_cutoff_radius;
            out vec4 fragColor;
            void main()
            {
                vec2 cxy = 2.0f * gl_PointCoord - 1.0f;
                float r = dot(cxy, cxy);
                if(r > f_cutoff_radius){
                    discard;
                }
                fragColor = f_color;
            }
        '''

    # Basics ##########################################################

    @classmethod
    def init(self):
        print("Init MGTOOLSOverlayManager")

        if (self.initialized):
            return

        self.draw_handle = bpy.types.SpaceView3D.draw_handler_add(
            self.draw_callback, (), "WINDOW", "POST_VIEW")
        bpy.app.handlers.load_pre.append(watcher)
        self.initialized = True

    @classmethod
    def deinit(self):
        if None != self.draw_handle:
            bpy.types.SpaceView3D.draw_handler_remove(self.draw_handle,
                                                      'WINDOW')
        self.draw_handle = None
        if True == watcher in bpy.app.handlers.load_pre:
            bpy.app.handlers.load_pre.remove(watcher)
        self.initialized = False

    # Drawing ##########################################################

    @classmethod
    def create_batch(self, meshobj_org):
        # checks ---------------------------
        if None == meshobj_org or 'MESH' != meshobj_org.type:
            print("No valid mesh object")
            return

        # get the active vertex group - otherwise exit
        activeVG = meshobj_org.vertex_groups.active

        if None == activeVG:
            print("No active vertex group")
            return

        # prepare mesh ---------------------------
        # https://docs.blender.org/api/blender2.8/bpy.types.Depsgraph.html
        # evaluate dependency graph of selected object
        depsgraph = bpy.context.evaluated_depsgraph_get()
        # get object with dependency graph applied
        meshobj_eval = meshobj_org.evaluated_get(depsgraph)

        # get vertex positions ---------------------------
        vertices = meshobj_eval.data.vertices
        vertPositions = []
        for v in vertices:
            vertPositions.append(v.co)

        if (0 >= len(vertPositions)):
            print("No vert positions")
            return

        # get weight colors ---------------------------
        vertWeights = MGTOOLS_functions_helper.get_weights(
            meshobj_eval.data, activeVG)
        vertWeightColors = []
        for w in vertWeights:
            vertWeightColors.append(
                MGTOOLS_functions_helper.convertWeight2Color(w))

        # sanity checks ---------------------------
        if (len(vertWeightColors) != len(vertPositions)):
            print(
                "positions {}, weights {} and colors {} count differs".format(
                    len(vertPositions), len(vertWeights),
                    len(vertWeightColors)))
            return

        # prepare shader and draw ---------------------------
        self.shader = GPUShader(self.vertex_shader_simple,
                                self.fragment_shader_simple)

        if (None == self.shader):
            print("Shader is not valid")
            return

        self.batch = batch_for_shader(self.shader, 'POINTS', {
            "position": vertPositions,
            "color": vertWeightColors,
        })

    @classmethod
    def draw_callback(self):
        if False == self.initialized:
            return

        # print("Drawing...> num selected objects: {}".format(len(bpy.context.selected_objects)))

        if 0 >= len(bpy.context.selected_objects):
            return

        # ----------------------------------
        # tmp: find first MESH-object - otherwise exit
        drawmesh = MGTOOLS_functions_macros.get_first_selected_mesh()
        if None == drawmesh:
            return

        # prepare mesh for drawing ----------------------------------
        # Note: we need this to take changes from modifiers or armature deformation into account

        # drawmesh = obj.to_mesh(preserve_all_data_layers=False, depsgraph=None)
        # evaluate dependency graph of selected object
        # depsgraph = bpy.context.evaluated_depsgraph_get()
        # get object with dependency graph applied
        # object_eval = obj.evaluated_get(depsgraph)
        # get mesh
        # drawmesh = object_eval.data

        # ----------------------------------
        # update the batch to show changed vertex weights and positions!
        self.create_batch(drawmesh)

        if (None == self.shader):
            return

        self.shader.bind()

        # update shader parameters
        mgtools_props_obj = bpy.context.object.mgtools
        pm = bpy.context.region_data.perspective_matrix
        self.shader.uniform_float("perspective_matrix", pm)
        self.shader.uniform_float("object_matrix", drawmesh.matrix_world)
        self.shader.uniform_float("point_size",
                                  mgtools_props_obj.p_weightdisplay_point_size)
        self.shader.uniform_float(
            "cutoff_radius", mgtools_props_obj.p_weightdisplay_point_radius)
        self.shader.uniform_float(
            "global_alpha", mgtools_props_obj.p_weightdisplay_global_alpha)

        # draw
        self.batch.draw(self.shader)
コード例 #7
0
    def execute(self, context):
        # import cProfile, pstats, io
        # pr = cProfile.Profile()
        # pr.enable()

        bgl.glEnable(bgl.GL_PROGRAM_POINT_SIZE)

        scene = context.scene
        render = scene.render
        image_settings = render.image_settings

        original_depth = image_settings.color_depth
        image_settings.color_depth = '8'

        scale = render.resolution_percentage / 100
        width = int(render.resolution_x * scale)
        height = int(render.resolution_y * scale)

        pcv = context.object.point_cloud_visualizer
        cloud = PCVManager.cache[pcv.uuid]
        cam = scene.camera
        if (cam is None):
            self.report({'ERROR'}, "No camera found.")
            return {'CANCELLED'}

        render_suffix = pcv.render_suffix
        render_zeros = pcv.render_zeros

        offscreen = GPUOffScreen(width, height)
        offscreen.bind()
        # with offscreen.bind():
        try:
            gpu.matrix.load_matrix(Matrix.Identity(4))
            gpu.matrix.load_projection_matrix(Matrix.Identity(4))

            bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)

            o = cloud['object']
            vs = cloud['vertices']
            cs = cloud['colors']

            dp = pcv.display_percent
            l = int((len(vs) / 100) * dp)
            if (dp >= 99):
                l = len(vs)
            vs = vs[:l]
            cs = cs[:l]

            # sort by depth
            mw = o.matrix_world
            depth = []
            for i, v in enumerate(vs):
                vw = mw @ Vector(v)
                depth.append(world_to_camera_view(scene, cam, vw)[2])
            zps = zip(depth, vs, cs)
            sps = sorted(zps, key=lambda a: a[0])
            # split and reverse
            vs = [a for _, a, b in sps][::-1]
            cs = [b for _, a, b in sps][::-1]

            shader = GPUShader(vertex_shader, fragment_shader)
            batch = batch_for_shader(shader, 'POINTS', {
                "position": vs,
                "color": cs,
            })
            shader.bind()

            view_matrix = cam.matrix_world.inverted()
            camera_matrix = cam.calc_matrix_camera(
                bpy.context.depsgraph,
                x=render.resolution_x,
                y=render.resolution_y,
                scale_x=render.pixel_aspect_x,
                scale_y=render.pixel_aspect_y,
            )
            perspective_matrix = camera_matrix @ view_matrix

            shader.uniform_float("perspective_matrix", perspective_matrix)
            shader.uniform_float("object_matrix", o.matrix_world)
            # shader.uniform_float("point_size", pcv.point_size)
            shader.uniform_float("point_size", pcv.render_point_size)
            shader.uniform_float("alpha_radius", pcv.alpha_radius)
            batch.draw(shader)

            buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4)
            # bgl.glReadBuffer(bgl.GL_COLOR_ATTACHMENT0)
            bgl.glReadBuffer(bgl.GL_BACK)
            bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA,
                             bgl.GL_UNSIGNED_BYTE, buffer)

        except Exception as e:
            self.report({'ERROR'}, str(e))
            return {'CANCELLED'}

        finally:
            offscreen.unbind()
            offscreen.free()
        # offscreen.free()

        # image from buffer
        image_name = "pcv_output"
        if (not image_name in bpy.data.images):
            bpy.data.images.new(image_name, width, height)
        image = bpy.data.images[image_name]
        image.scale(width, height)
        image.pixels = [v / 255 for v in buffer]

        # save as image file
        save_render(
            self,
            scene,
            image,
            render_suffix,
            render_zeros,
        )

        # restore
        image_settings.color_depth = original_depth

        # pr.disable()
        # s = io.StringIO()
        # sortby = 'cumulative'
        # ps = pstats.Stats(pr, stream=s).sort_stats(sortby)
        # ps.print_stats()
        # print(s.getvalue())

        return {'FINISHED'}
コード例 #8
0
def load_ply_to_cache(
    operator,
    context,
):
    pcv = context.object.point_cloud_visualizer
    filepath = pcv.filepath

    __t = time.time()

    log('load data..')
    _t = time.time()

    points = []
    try:
        points = BinPlyPointCloudReader(filepath).points
    except Exception as e:
        if (operator is not None):
            operator.report({'ERROR'}, str(e))
        else:
            raise e
    if (len(points) == 0):
        operator.report({'ERROR'},
                        "No vertices loaded from file at {}".format(filepath))
        return False

    _d = datetime.timedelta(seconds=time.time() - _t)
    log("completed in {}.".format(_d))

    log('shuffle data..')
    _t = time.time()

    np.random.shuffle(points)

    _d = datetime.timedelta(seconds=time.time() - _t)
    log("completed in {}.".format(_d))

    log('process data..')
    _t = time.time()

    if (not set(('x', 'y', 'z')).issubset(points.dtype.names)):
        # this is very unlikely..
        operator.report({'ERROR'},
                        "Loaded data seems to miss vertex locations.")
        return False
    # # normals are not needed yet
    # if(not set(('nx', 'ny', 'nz')).issubset(points.dtype.names)):
    #     operator.report({'ERROR'}, "Loaded data seems to miss vertex normals.")
    #     return False
    vcols = True
    if (not set(('red', 'green', 'blue')).issubset(points.dtype.names)):
        vcols = False

    vs = np.column_stack((
        points['x'],
        points['y'],
        points['z'],
    ))
    if (vcols):
        cs = np.column_stack((
            points['red'] / 255,
            points['green'] / 255,
            points['blue'] / 255,
            np.ones(
                len(points),
                dtype=float,
            ),
        ))
        cs = cs.astype(np.float32)
    else:
        n = len(points)
        cs = np.column_stack((
            np.full(
                n,
                0.75,
                dtype=np.float32,
            ),
            np.full(
                n,
                0.75,
                dtype=np.float32,
            ),
            np.full(
                n,
                0.75,
                dtype=np.float32,
            ),
            np.ones(
                n,
                dtype=np.float32,
            ),
        ))

    u = str(uuid.uuid1())
    o = context.object

    pcv.uuid = u

    d = PCVManager.new()
    d['uuid'] = u
    d['stats'] = len(vs)
    d['vertices'] = vs
    d['colors'] = cs

    d['length'] = len(vs)
    dp = pcv.display_percent
    l = int((len(vs) / 100) * dp)
    if (dp >= 99):
        l = len(vs)
    d['display_percent'] = l
    d['current_display_percent'] = l
    shader = GPUShader(vertex_shader, fragment_shader)
    batch = batch_for_shader(shader, 'POINTS', {
        "position": vs[:l],
        "color": cs[:l],
    })

    d['shader'] = shader
    d['batch'] = batch
    d['ready'] = True
    d['object'] = o
    d['name'] = o.name

    PCVManager.add(d)

    _d = datetime.timedelta(seconds=time.time() - _t)
    log("completed in {}.".format(_d))

    log("-" * 50)
    __d = datetime.timedelta(seconds=time.time() - __t)
    log("load and process completed in {}.".format(__d))
    log("-" * 50)

    return True
コード例 #9
0
    def execute(self, context):
        bgl.glEnable(bgl.GL_PROGRAM_POINT_SIZE)

        scene = context.scene
        render = scene.render
        image_settings = render.image_settings

        original_depth = image_settings.color_depth
        image_settings.color_depth = '8'

        scale = render.resolution_percentage / 100
        width = int(render.resolution_x * scale)
        height = int(render.resolution_y * scale)

        pcv = context.object.point_cloud_visualizer
        cloud = PCVManager.cache[pcv.uuid]
        cam = scene.camera
        if (cam is None):
            self.report({'ERROR'}, "No camera found.")
            return {'CANCELLED'}

        render_suffix = pcv.render_suffix
        render_zeros = pcv.render_zeros

        offscreen = GPUOffScreen(width, height)
        offscreen.bind()
        try:
            gpu.matrix.load_matrix(Matrix.Identity(4))
            gpu.matrix.load_projection_matrix(Matrix.Identity(4))

            bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)

            o = cloud['object']
            vs = cloud['vertices']
            cs = cloud['colors']
            ns = cloud['normals']

            dp = pcv.render_display_percent
            l = int((len(vs) / 100) * dp)
            if (dp >= 99):
                l = len(vs)
            vs = vs[:l]
            cs = cs[:l]
            ns = ns[:l]

            # sort by depth
            mw = o.matrix_world
            depth = []
            for i, v in enumerate(vs):
                vw = mw @ Vector(v)
                depth.append(world_to_camera_view(scene, cam, vw)[2])
            zps = zip(depth, vs, cs, ns)
            sps = sorted(zps, key=lambda a: a[0])
            # split and reverse
            vs = [a for _, a, b, c in sps][::-1]
            cs = [b for _, a, b, c in sps][::-1]
            ns = [c for _, a, b, c in sps][::-1]

            shader = GPUShader(vertex_shader, fragment_shader)
            batch = batch_for_shader(shader, 'POINTS', {
                "position": vs,
                "color": cs,
                "normal": ns,
            })
            shader.bind()

            view_matrix = cam.matrix_world.inverted()
            camera_matrix = cam.calc_matrix_camera(
                bpy.context.depsgraph,
                x=render.resolution_x,
                y=render.resolution_y,
                scale_x=render.pixel_aspect_x,
                scale_y=render.pixel_aspect_y,
            )
            perspective_matrix = camera_matrix @ view_matrix

            shader.uniform_float("perspective_matrix", perspective_matrix)
            shader.uniform_float("object_matrix", o.matrix_world)
            shader.uniform_float("point_size", pcv.render_point_size)
            shader.uniform_float("alpha_radius", pcv.alpha_radius)

            if (pcv.light_enabled and pcv.has_normals):
                cm = Matrix((
                    (
                        -1.0,
                        0.0,
                        0.0,
                        0.0,
                    ),
                    (
                        0.0,
                        -0.0,
                        1.0,
                        0.0,
                    ),
                    (
                        0.0,
                        -1.0,
                        -0.0,
                        0.0,
                    ),
                    (
                        0.0,
                        0.0,
                        0.0,
                        1.0,
                    ),
                ))
                _, obrot, _ = o.matrix_world.decompose()
                mr = obrot.to_matrix().to_4x4()
                mr.invert()
                direction = cm @ pcv.light_direction
                direction = mr @ direction
                shader.uniform_float("light_direction", direction)

                inverted_direction = direction.copy()
                inverted_direction.negate()

                c = pcv.light_intensity
                shader.uniform_float("light_intensity", (
                    c,
                    c,
                    c,
                ))
                shader.uniform_float("shadow_direction", inverted_direction)
                c = pcv.shadow_intensity
                shader.uniform_float("shadow_intensity", (
                    c,
                    c,
                    c,
                ))
                shader.uniform_float("show_normals", float(pcv.show_normals))
            else:
                z = (0, 0, 0)
                shader.uniform_float("light_direction", z)
                shader.uniform_float("light_intensity", z)
                shader.uniform_float("shadow_direction", z)
                shader.uniform_float("shadow_intensity", z)
                shader.uniform_float("show_normals", float(False))

            batch.draw(shader)

            buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4)
            bgl.glReadBuffer(bgl.GL_BACK)
            bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA,
                             bgl.GL_UNSIGNED_BYTE, buffer)

        except Exception as e:
            self.report({'ERROR'}, str(e))
            return {'CANCELLED'}

        finally:
            offscreen.unbind()
            offscreen.free()

        # image from buffer
        image_name = "pcv_output"
        if (image_name not in bpy.data.images):
            bpy.data.images.new(image_name, width, height)
        image = bpy.data.images[image_name]
        image.scale(width, height)
        image.pixels = [v / 255 for v in buffer]

        # save as image file
        save_render(
            self,
            scene,
            image,
            render_suffix,
            render_zeros,
        )

        # restore
        image_settings.color_depth = original_depth

        return {'FINISHED'}
コード例 #10
0
ファイル: draw3d.py プロジェクト: jfranmatheu/Atelier-Sculpt
    {
        gl_Position = u_ViewProjectionMatrix * vec4(position, 1.0f);
    }
'''

fragment_shader_3d_dotted_line = '''
    uniform float u_Scale;

    void main()
    {
        if (sin(u_Scale) > 0.5) discard;
        gl_FragColor = vec4(1.0);
    }
'''

shader_3d_dotted_line = GPUShader(vertex_shader_3d_dotted_line, fragment_shader_3d_dotted_line)
shader_3d_uniform_color = from_builtin('3D_UNIFORM_COLOR')


def Draw_3D_DottedLine(context, _shader = shader_3d_dotted_line):
    batch = batch_for_shader(
        _shader, 'LINE_STRIP',
        {"position": coords, "arcLength": arc_lengths},
    )
    _shader.bind()
    _shader.uniform_float("u_ViewProjectionMatrix", context.region_data.perspective_matrix)
    _shader.uniform_float("u_Scale", 10)
    batch.draw(_shader)


def Draw_3D_Lines(coords=[(0,0,0), (1, 1, 1)], _shader = shader_3d_uniform_color):
コード例 #11
0
fshader = """
    void main()
    {
        float r = 0.0, delta = 0.0, alpha = 0.0;
        vec2 cxy = 2.0 * gl_PointCoord - 1.0;
        r = dot(cxy, cxy);

        if (r > 1.0) {
            discard;
        }

        gl_FragColor = vec4(1.0, 1.0, 0.0, 1);
    }
"""

shader = GPUShader(vshader, fshader)


def avg_edge_distance(bm):
    return sum([e.calc_length() for e in bm.edges]) / len(bm.edges)


def draw(coords):
    glEnable(GL_BLEND)
    glPointSize(12)
    glDepthFunc(GL_ALWAYS)
    shader.bind()
    batch = batch_for_shader(shader, 'POINTS', {"pos": coords})
    batch.draw(shader)
    glDisable(GL_BLEND)
コード例 #12
0
class BaseDecorator:
    # base name of objects to decorate
    objecttype = "NOTDEFINED"

    DEF_GLSL = """
        #define PI 3.141592653589793
        #define MAX_POINTS 32
        #define CIRCLE_SEGS 12
    """

    LIB_GLSL = """
    #define matCLIP2WIN() vec4(winsize.x/2, winsize.y/2, 1, 1)
    #define matWIN2CLIP() vec4(2/winsize.x, 2/winsize.y, 1, 1)
    #define CLIP2WIN(v) (clip2win * v / v.w)
    #define WIN2CLIP(v) (win2clip * v * v.w)

    void arrow_head(in vec4 dir, in float size, in float angle, out vec4 head[3]) {
        vec4 nose = dir * size;
        float c = cos(angle), s = sin(angle);
        head[0] = nose;
        head[1] = vec4(mat2(c, -s, +s, c) * nose.xy, 0, 0);
        head[2] = vec4(mat2(c, +s, -s, c) * nose.xy, 0, 0);
    }

    void circle_head(in float size, out vec4 head[CIRCLE_SEGS]) {
        float angle_d = PI * 2 / CIRCLE_SEGS;
        for(int i = 0; i<CIRCLE_SEGS; i++) {
            float angle = angle_d * i;
            head[i] = vec4(cos(angle), sin(angle), 0, 0) * size;
        }
    }

    void cross_head(in vec4 dir, in float size, out vec4 head[3]) {
        vec4 nose = dir * size;
        float c = cos(PI/2), s = sin(PI/2);
        head[0] = nose;
        head[1] = vec4(mat2(c, -s, +s, c) * nose.xy, 0, 0);
        head[2] = vec4(mat2(c, +s, -s, c) * nose.xy, 0, 0);
    }
    """

    VERT_GLSL = """
    uniform mat4 viewMatrix;
    in vec3 pos;
    in uint topo;
    out vec4 gl_Position;
    out uint type;

    void main() {
        gl_Position = viewMatrix * vec4(pos, 1.0);
        type = topo;
    }
    """

    GEOM_GLSL = """
    uniform vec2 winsize;
    uniform float viewportDrawingScale;

    layout(lines) in;
    layout(line_strip, max_vertices=2) out;

    void main() {
        vec4 clip2win = matCLIP2WIN();
        vec4 win2clip = matWIN2CLIP();

        vec4 p0 = gl_in[0].gl_Position, p1 = gl_in[1].gl_Position;

        vec4 p0w = CLIP2WIN(p0), p1w = CLIP2WIN(p1);
        vec4 edge = p1w - p0w, dir = normalize(edge);
        vec4 gap = dir * 16.0;

        vec4 p;

        p = p0w + gap;
        gl_Position = WIN2CLIP(p);
        EmitVertex();
        p = p1w - gap;
        gl_Position = WIN2CLIP(p);
        EmitVertex();
        EndPrimitive();
    }
    """

    FRAG_GLSL = """
    uniform vec4 color;
    out vec4 fragColor;

    void main() {
        fragColor = color;
    }
    """

    def __init__(self):
        # NB: libcode param doesn't work
        self.shader = GPUShader(
            vertexcode=self.VERT_GLSL,
            fragcode=self.FRAG_GLSL,
            geocode=self.LIB_GLSL + self.GEOM_GLSL,
            defines=self.DEF_GLSL,
        )

        # Horrific prototype code to ensure bgl draws at drawing scales
        # https://blender.stackexchange.com/questions/16493/is-there-a-way-to-fit-the-viewport-to-the-current-field-of-view
        def is_landscape(render):
            return render.resolution_x > render.resolution_y

        def get_scale(camera):
            if camera.data.BIMCameraProperties.diagram_scale == "CUSTOM":
                human_scale, fraction = camera.data.BIMCameraProperties.custom_diagram_scale.split(
                    "|")
            else:
                human_scale, fraction = camera.data.BIMCameraProperties.diagram_scale.split(
                    "|")
            numerator, denominator = fraction.split("/")
            return float(numerator) / float(denominator)

        camera = bpy.context.scene.camera
        render = bpy.context.scene.render
        if is_landscape(render):
            camera_width_model = camera.data.ortho_scale
        else:
            camera_width_model = camera.data.ortho_scale / render.resolution_y * render.resolution_x
        self.camera_width_mm = get_scale(camera) * camera_width_model

        self.font_id = blf.load(
            os.path.join(bpy.context.scene.BIMProperties.data_dir, "fonts",
                         "OpenGost Type B TT.ttf"))

    def camera_zoom_to_factor(self, zoom):
        return math.pow(((zoom / 50) + math.sqrt(2)) / 2, 2)

    def get_objects(self, collection):
        """find relevant objects
        using class.objecttype

        returns: iterable of blender objects
        """
        results = []
        for obj in collection.all_objects:
            element = tool.Ifc.get_entity(obj)
            if not element:
                continue
            if element.is_a(
                    "IfcAnnotation") and element.ObjectType == self.objecttype:
                results.append(obj)
        return results

    def get_path_geom(self, obj, topo=True):
        """Parses path geometry into line segments

        Args:
          obj: Blender object with data of type Curve
          topo: bool; if types of vertices are needed

        Returns:
          vertices: 3-tuples of coords
          indices: 2-tuples of each segment verices' indices
          topology: types of vertices
            0: internal
            1: beginning
            2: ending
        """
        vertices = []
        indices = []
        topology = []

        idx = 0
        for spline in obj.data.splines:
            spline_points = spline.bezier_points if spline.bezier_points else spline.points
            if len(spline_points) < 2:
                continue
            points = [obj.matrix_world @ p.co for p in spline_points]
            cnt = len(points)
            vertices.extend(p[:3] for p in points)
            if topo:
                topology.append(1)
                topology.extend([0] * max(0, cnt - 2))
                topology.append(2)
            indices.extend((idx + i, idx + i + 1) for i in range(cnt - 1))
            idx += cnt

        return vertices, indices, topology

    def get_mesh_geom(self, obj):
        """Parses mesh geometry into line segments

        Args:
          obj: Blender object with data of type Mesh

        Returns:
          vertices: 3-tuples of coords
          indices: 2-tuples of each segment verices' indices
        """
        vertices = [obj.matrix_world @ v.co for v in obj.data.vertices]
        indices = [e.vertices for e in obj.data.edges]
        return vertices, indices

    def get_editmesh_geom(self, obj):
        """Parses editmode mesh geometry into line segments"""
        mesh = bmesh.from_edit_mesh(obj.data)
        vertices = []
        indices = []
        idx = 0

        for edge in mesh.edges:
            vertices.extend(edge.verts)
            indices.append((idx, idx + 1))
            idx += 2
        vertices = [obj.matrix_world @ v.co for v in vertices]

        return vertices, indices

    def decorate(self, context, object):
        """perform actual drawing stuff"""
        raise NotImplementedError()

    def draw_lines(self, context, obj, vertices, indices, topology=None):
        region = context.region
        region3d = context.region_data
        color = context.scene.DocProperties.decorations_colour

        fmt = GPUVertFormat()
        fmt.attr_add(id="pos", comp_type="F32", len=3, fetch_mode="FLOAT")
        if topology:
            fmt.attr_add(id="topo", comp_type="U8", len=1, fetch_mode="INT")

        vbo = GPUVertBuf(len=len(vertices), format=fmt)
        vbo.attr_fill(id="pos", data=vertices)
        if topology:
            vbo.attr_fill(id="topo", data=topology)

        ibo = GPUIndexBuf(type="LINES", seq=indices)

        batch = GPUBatch(type="LINES", buf=vbo, elem=ibo)

        bgl.glEnable(bgl.GL_LINE_SMOOTH)
        bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)

        self.shader.bind()
        self.shader.uniform_float
        self.shader.uniform_float("viewMatrix", region3d.perspective_matrix)
        self.shader.uniform_float("winsize", (region.width, region.height))
        self.shader.uniform_float("color", color)

        # Horrific prototype code
        factor = self.camera_zoom_to_factor(
            context.space_data.region_3d.view_camera_zoom)
        camera_width_px = factor * context.region.width
        mm_to_px = camera_width_px / self.camera_width_mm
        # 0.00025 is a magic constant number I visually discovered to get the right number.
        # It probably should be dynamically calculated using system.dpi or something.
        viewport_drawing_scale = 0.00025 * mm_to_px
        self.shader.uniform_float("viewportDrawingScale",
                                  viewport_drawing_scale)

        batch.draw(self.shader)

    def draw_label(self,
                   context,
                   text,
                   pos,
                   dir,
                   gap=4,
                   center=True,
                   vcenter=False):
        """Draw text label

        Args:
          pos: bottom-center

        aligned and centered at segment middle
        """
        # 0 is the default font, but we're fancier than that
        font_id = self.font_id

        dpi = context.preferences.system.dpi

        color = context.scene.DocProperties.decorations_colour

        ang = -Vector((1, 0)).angle_signed(dir)
        cos = math.cos(ang)
        sin = math.sin(ang)

        # Horrific prototype code
        factor = self.camera_zoom_to_factor(
            context.space_data.region_3d.view_camera_zoom)
        camera_width_px = factor * context.region.width
        mm_to_px = camera_width_px / self.camera_width_mm
        # 0.004118616 is a magic constant number I visually discovered to get the right number.
        # In particular it works only for the OpenGOST font and produces a 2.5mm font size.
        # It probably should be dynamically calculated using system.dpi or something.
        # font_size = 16 <-- this is a good default
        font_size = int(0.004118616 * mm_to_px)

        blf.size(font_id, font_size, dpi)

        w, h = 0, 0
        if center or vcenter:
            w, h = blf.dimensions(font_id, text)

        if center:
            # horizontal centering
            pos -= Vector((cos, sin)) * w * 0.5

        if vcenter:
            # vertical centering
            pos -= Vector((-sin, cos)) * h * 0.5

        if gap:
            # side-shifting
            pos += Vector((-sin, cos)) * gap

        blf.enable(font_id, blf.ROTATION)
        blf.position(font_id, pos.x, pos.y, 0)

        blf.rotation(font_id, ang)
        blf.color(font_id, *color)
        # blf.enable(font_id, blf.SHADOW)
        # blf.shadow(font_id, 5, 0, 0, 0, 1)
        # blf.shadow_offset(font_id, 1, -1)
        blf.draw(font_id, text)
        blf.disable(font_id, blf.ROTATION)

    def format_value(self, context, value):
        unit_system = context.scene.unit_settings.system
        if unit_system == "IMPERIAL":
            precision = context.scene.BIMProperties.imperial_precision
            if precision == "NONE":
                precision = 256
            elif precision == "1":
                precision = 1
            elif "/" in precision:
                precision = int(precision.split("/")[1])
        elif unit_system == "METRIC":
            precision = 3
        else:
            return

        return bpy.utils.units.to_string(unit_system,
                                         "LENGTH",
                                         value,
                                         precision=precision,
                                         split_unit=True)
コード例 #13
0
ファイル: camera.py プロジェクト: davidemarelli/sfm_flow
class ReconCamera():
    """Representation of a reconstructed camera.

    Contains information about:
    - image filename
    - focal length
    - rotation
    - position
    - radial distortion
    """

    FRAME_NUMBER_REGEX = re.compile(r'.*?([0-9]+)(/undistorted)*\.[a-zA-Z]+$')

    # camera display symbol vertices
    SYMBOL_VERTICES = tuple(
        map(
            lambda v: Matrix.Scale(0.10, 3) @ v,
            (  # scale
                # position
                Vector((0, 0, 0)),
                # viewport
                Vector((-0.5, +0.28, -1.)),
                Vector((+0.5, +0.28, -1.)),
                Vector((+0.5, -0.28, -1.)),
                Vector((-0.5, -0.28, -1.)),
                # up direction
                Vector((-0.35, +0.33, -1.)),
                Vector((0, +0.7, -1.)),
                Vector((+0.35, +0.33, -1.)))))

    # camera display symbol lines indices
    SYMBOL_INDICES = ((1, 2), (2, 3), (3, 4), (4, 1), (0, 1), (0, 2), (0, 3),
                      (0, 4), (5, 6), (6, 7), (7, 5))

    # camera display symbol vertex shader
    _vertex_shader = '''
        in vec3 position;
        uniform mat4 perspective_matrix;
        uniform mat4 object_matrix;
        uniform mat4 initial_centroid_matrix;
        uniform vec3 color;
        out vec4 f_color;
        void main() {
            gl_Position = perspective_matrix * object_matrix * initial_centroid_matrix * vec4(position, 1.0f);
            f_color = vec4(color[0], color[1], color[2], 1.0f);
        }
    '''

    # camera display symbol fragment shader
    _fragment_shader = '''
        in vec4 f_color;
        out vec4 fragColor;
        void main() {
            fragColor = f_color;
        }
    '''

    ################################################################################################
    # Properties
    #

    # ==============================================================================================
    @property
    def matrix_world(self) -> Matrix:
        """Worldspace transformation matrix."""
        return self._object_matrix @ self._initial_centroid_matrix @ self._recon_matrix_world

    # ==============================================================================================
    @property
    def position(self) -> Vector:
        """The camera position."""
        return self.matrix_world.to_translation()

    # ==============================================================================================
    @property
    def rotation(self) -> Vector:
        """The camera rotation quaternion."""
        return self.matrix_world.to_quaternion()

    # ==============================================================================================
    @property
    def scale(self) -> Vector:
        """The camera scale."""
        return self.matrix_world.to_scale()

    # ==============================================================================================
    @property
    def look_at(self) -> Vector:
        """The camera look at direction Vector."""
        return self.rotation @ Vector((0.0, 0.0, -1.0))

    ################################################################################################
    # Constructor
    #

    def __init__(self, filename: str, focal_length: float,
                 matrix_world: Matrix, radial_distortion: float):
        """Initialize a reconstructed camera.
        Contains information about: image filename, focal length, rotation, position, and radial distortion


        Arguments:
            filename {str} -- filename of the associated image
            focal_length {float} -- focal length in millimeters
            matrix_world {Matrix} -- 4x4 world transformation matrix
            radial_distortion {float} -- radial distortion factor
        """
        self.filename = filename
        self.frame_number = int(
            ReconCamera.FRAME_NUMBER_REGEX.match(self.filename).group(1))
        self.focal_length = focal_length
        self.radial_distortion = radial_distortion
        self._recon_matrix_world = matrix_world

        # point cloud object matrix, to be set to UI control element world_matrix
        self._object_matrix = None

        # initial centroid translation matrix
        self._initial_centroid_matrix = None

        self._shader = None
        self._batch = None

        user_preferences = bpy.context.preferences
        addon_user_preferences_name = (__name__)[:__name__.index('.')]
        self._cam_color = user_preferences.addons[
            addon_user_preferences_name].preferences.recon_camera_color
        # NOTE: when running in dev mode the color reference is lost on add-on reload (the color becomes random).
        # A possible solution is to create a copy but then i will loose the ability to change the color
        # of existing reconstructions from the preferences dialog.

    ################################################################################################
    # Methods
    #

    # ==============================================================================================
    def show(self, object_matrix: Matrix,
             initial_centroid_matrix: Matrix) -> None:
        """Setup shaders and other required data to show the refconstructed cameras.

        Arguments:
            object_matrix {bpy.types.Object} -- user interface handle object matrix
            initial_centroid_matrix {Matrix} -- initial centroid matrix of the recontruction
        """
        pos = list(
            map(lambda v: self._recon_matrix_world @ v,
                ReconCamera.SYMBOL_VERTICES))
        # setup shader
        self._shader = GPUShader(ReconCamera._vertex_shader,
                                 ReconCamera._fragment_shader)
        self._batch = batch_for_shader(self._shader,
                                       'LINES', {"position": pos},
                                       indices=ReconCamera.SYMBOL_INDICES)
        self._object_matrix = object_matrix
        self._initial_centroid_matrix = initial_centroid_matrix

    # ==============================================================================================
    def draw(self, object_matrix: Matrix = None) -> None:
        """Point cloud draw function, to be called by a {SpaceView3D} draw_handler.

        Keyword Arguments:
            object_matrix {Matrix} -- optional matrix_world of the UI empty (default: {None})
        """
        if object_matrix:
            self._object_matrix = object_matrix
        #
        self._batch.draw(self._shader)
        self._shader.bind()
        self._shader.uniform_float("perspective_matrix",
                                   bpy.context.region_data.perspective_matrix)
        self._shader.uniform_float("object_matrix", self._object_matrix)
        self._shader.uniform_float("initial_centroid_matrix",
                                   self._initial_centroid_matrix)
        self._shader.uniform_float("color", self._cam_color)

    # ==============================================================================================
    def evaluate(self, scene: bpy.types.Scene) -> Dict:
        """Given a scene evaluate the camera pose w.r.t. the ground truth.

        Arguments:
            scene {scene} -- scene, includes the render camera that will be used as ground truth

        Returns:
            Dict -- evaluation result dictionary containing:
                        'position_distance' {float}: position distance (measure unit depends on the scene's unit)
                        'lookat_difference_rad' {float}: non-oriented angle between lookAt vectors, in radians
                        'lookat_difference_deg' {float}: non-oriented angle between lookAt vectors, in degrees
                        'rotation_difference_rad' {float}: angle to align reconstructed camera to gt, in radians
                        'rotation_difference_deg' {float}: angle to align reconstructed camera to gt, in degrees
        """
        # get ground truth
        scene.frame_set(self.frame_number)
        gt_matrix_world = scene.camera.matrix_world
        gt_pos = gt_matrix_world.to_translation()
        gt_rotation = gt_matrix_world.to_quaternion()
        gt_lookat = get_camera_lookat(scene.camera)
        #
        # --- position evaluation
        pos_distance = euclidean_distance(gt_pos, self.position)
        logger.debug("Camera position distance: %f (GT=%s, recon=%s)",
                     pos_distance, gt_pos, self.position)
        #
        # --- look-at evaluation
        # compute the non-oriented angle between look-at vectors (gt and reconstructed)
        cos_theta = (gt_lookat @ self.look_at) / (gt_lookat.length *
                                                  self.look_at.length)
        if cos_theta > 1.0 and cos_theta < 1.1:  # rounding error
            cos_theta = 1.0
        theta_rad = acos(cos_theta)
        theta_deg = degrees(theta_rad)
        logger.debug("Camera look-at: %f deg, %f rad. (GT=%s, recon=%s)",
                     theta_deg, theta_rad, gt_lookat, self.look_at)
        #
        # --- rotation evaluation
        # compute rotation angle to align reconstructed camera to gt
        rot_diff = self.rotation.conjugated() @ gt_rotation
        #rot_diff = self.rotation.rotation_difference(gt_rotation)
        rot_diff_rad = rot_diff.angle
        rot_diff_deg = degrees(rot_diff_rad)
        if rot_diff_deg > 180.0:  # angle in range 0-360, equal to +0-180 or -0-180
            rot_diff_deg = 360.0 - rot_diff_deg
        logger.debug("Camera rotation difference: %f deg (GT=%s, recon=%s)",
                     rot_diff_deg, gt_rotation, self.rotation)
        #
        results = {
            "position_distance": pos_distance,
            "lookat_difference_rad": theta_rad,
            "lookat_difference_deg": theta_deg,
            "rotation_difference_rad": rot_diff_rad,
            "rotation_difference_deg": rot_diff_deg
        }
        return results
コード例 #14
0
class BaseShader:
    """Wrapper for GPUShader
    To use for viewport decorations with geometry generated on GPU side.

    The Geometry shader works in clipping coords (aftre projecting before division and window scaling).
    To make window-scale geometry, vectors should be calculated in window space and than back-projected to clipping spae.
    Provide `winSize` uniform vector with halfsize of window, and use W2C and C2W macros.

    Replace glsl code in derived classes.
    Beware of unused attributes and uniforms: glsl compiler will optimize them out and blender fail with an exception.


    Vertex topology attribute to use with line segments:
    - 0 = inner
    - 1 = starting
    - 2 = ending
    - 3 = isolated
    """

    TYPE = None  # should be LINES|POINTS|etc

    DEF_GLSL = """
    #define PI 3.141592653589793
    """

    VERT_GLSL = """
    uniform mat4 viewMatrix;
    uniform mat4 modelMatrix;

    in vec3 pos;
    in uint topology;
    out vec4 gl_Position;
    out uint topo;

    void main() {
        gl_Position = viewMatrix * modelMatrix * vec4(pos, 1.0);
        topo = topology;
    }
    """

    # prepended to geom_glsl
    LIB_GLSL = """
    uniform vec2 winSize;
    // convert camera to window
    #define C2W(v) vec4(v.x * winSize.x / v.w, v.y * winSize.y / v.w, v.z / v.w, 1)
    // convert window to camera
    #define W2C(v) vec4(v.x * v.w / winSize.x, v.y * v.w / winSize.y, v.z * v.w, 1)

    void emitSegment(vec4 p0, vec4 p1) {
        gl_Position = p0;
        EmitVertex();
        gl_Position = p1;
        EmitVertex();
        EndPrimitive();
    }

    void emitTriangle(vec4 p1, vec4 p2, vec4 p3) {
        gl_Position = p1;
        EmitVertex();
        gl_Position = p2;
        EmitVertex();
        gl_Position = p3;
        EmitVertex();
        EndPrimitive();
    }
    """

    GEOM_GLSL = """
    """

    FRAG_GLSL = """
    uniform vec4 color;
    out vec4 fragColor;

    void main() {
        fragColor = color;
    }
    """

    def __init__(self):
        # NB: libcode arg doesn't work
        self.prog = GPUShader(
            vertexcode=self.VERT_GLSL,
            fragcode=self.FRAG_GLSL,
            geocode=self.LIB_GLSL + self.GEOM_GLSL,
            defines=self.DEF_GLSL,
        )

    def batch(self, indices=None, **data):
        """Returns automatic GPUBatch filled with provided parameters"""
        batch = batch_for_shader(self.prog, self.TYPE, data, indices=indices)
        batch.program_set(self.prog)
        return batch

    def bind(self):
        self.prog.bind()

    def glenable(self):
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
        bgl.glBlendEquation(bgl.GL_FUNC_ADD)

        # bgl.glEnable(bgl.GL_DEPTH_TEST)
        # bgl.glDepthFunc(bgl.GL_LEQUAL)
        # bgl.glDepthMask(True)

    def uniform_region(self, ctx):
        region = ctx.region
        region3d = ctx.region_data
        try:
            self.prog.uniform_float("viewMatrix", region3d.perspective_matrix)
        except ValueError:  # unused uniform
            pass
        try:
            self.prog.uniform_float("winSize",
                                    (region.width / 2, region.height / 2))
        except ValueError:  # unused uniform
            pass
コード例 #15
0
ファイル: point_cloud.py プロジェクト: davidemarelli/sfm_flow
class PointCloud():
    """Point cloud representation.
    Includes the actual 3D points and the methods to render them in the 3D view.
    """

    # point cloud vertex shader
    _vertex_shader = '''
        in vec3 position;
        in vec3 color;
        uniform mat4 perspective_matrix;
        uniform mat4 object_matrix;
        uniform mat4 initial_centroid_matrix;
        out vec4 f_color;
        void main() {
            gl_Position = perspective_matrix * object_matrix * initial_centroid_matrix * vec4(position, 1.0f);
            f_color = vec4(color[0], color[1], color[2], 1.0f);
        }
    '''

    # point cloud fragment shader
    _fragment_shader = '''
        in vec4 f_color;
        out vec4 fragColor;
        void main() {
            fragColor = f_color;
        }
    '''

    ################################################################################################
    # Properties
    #

    # ==============================================================================================
    @property
    def center(self) -> Vector:
        """The current centroid of the point cloud. Computed on-the-fly.

        Returns:
            Vector -- centroid 3D coordinates
        """
        return np.mean(self.vertices, axis=0)

    # ==============================================================================================
    @property
    def vertices_filtered(self) -> np.ndarray:
        """Get the filtered point cloud.

        Returns:
            np.ndarray -- filtered vertices
        """
        mask = np.ones(len(self.vertices), dtype=bool)
        mask[self._discard_vertices] = False
        return self.vertices[mask]

    # ==============================================================================================
    @property
    def colors_filtered(self) -> np.ndarray:
        """Get the filtered colors.

        Returns:
            np.ndarray -- filtered vertices colors
        """
        mask = np.ones(len(self.colors), dtype=bool)
        mask[self._discard_vertices] = False
        return self.colors[mask]

    ################################################################################################
    # Constructor
    #

    def __init__(self, point_count: int):

        # number of points in the cloud
        self.point_count = point_count  # type: int

        # the points
        self.vertices = np.empty((point_count, 3),
                                 dtype=np.float32)  # type: np.ndarray

        # the colors of the points, range [0-1]
        self.colors = np.empty((point_count, 3),
                               dtype=np.float32)  # type: np.ndarray

        # indices of vertices discarded during point cloud filtering
        self._discard_vertices = []  # type: List[int]

        # point cloud filter distance threshold
        self._filter_distance = float('inf')  # type: float

        # last point set in the cloud
        self._last_point_set = -1  # type: int

        # point cloud object matrix, to be set to UI control element world_matrix
        self._object_matrix = None  # type: Matrix

        # initial centroid translation matrix
        self._initial_centroid_matrix = None  # type: Matrix

        self._shader = None  # type: GPUShader
        self._batch = None  # type: GPUBatch

        user_preferences = bpy.context.preferences
        addon_user_preferences_name = (__name__)[:__name__.index('.')]
        prefs = user_preferences.addons[
            addon_user_preferences_name].preferences  # type: AddonPreferences
        self.filtered_points_color = np.array(
            prefs.filtered_points_color)  # type: np.ndarray

    ################################################################################################
    # Methods
    #

    # ==============================================================================================
    def add_point(self, position: Vector, color: Color) -> None:
        """Add a reconstructed vertex to the cloud.

        Arguments:
            position {Vector} -- reconstructed point coordinates
            color {Color} -- reconstructed point color in range [0-1]

        Raises:
            RuntimeError: when trying to set more points than the cloud size
        """
        if self._last_point_set + 1 >= self.point_count:
            raise RuntimeError(
                "Trying to set more points than cloud dimensions!")
        self._last_point_set += 1

        self.vertices[self._last_point_set, :] = position[
            0:3]  # load vertex coordinates
        self.colors[self._last_point_set, :] = color[0:3]  # load colors

    # ==============================================================================================
    def show(self, object_matrix: Matrix, initial_centroid_matrix: Matrix,
             filtering_display_mode: str) -> None:
        """Setup shaders and other required data to display the point cloud.

        Arguments:
            object_matrix {bpy.types.Object} -- user interface handle object matrix
            initial_centroid_matrix {Matrix} -- initial centroid matrix of the recontruction
            filtering_display_mode {str} -- point cloud filtering diplay mode,
                                            from {sfm_flow.reconstruction.SFMFLOW_ReconstructionModelProperties}
        """
        if filtering_display_mode == "cloud_filter.color":
            # override colors for discarded points
            positions = self.vertices
            colors = self.colors.copy()
            colors[self._discard_vertices] = self.filtered_points_color
        elif filtering_display_mode == "cloud_filter.filtered":
            # show only points that are not discarded
            positions = self.vertices_filtered
            colors = self.colors_filtered
        else:  # default to "cloud_filter.all"
            # show all vertices with original colors
            positions = self.vertices
            colors = self.colors
        #
        # setup shader
        self._shader = GPUShader(PointCloud._vertex_shader,
                                 PointCloud._fragment_shader)
        self._batch = batch_for_shader(
            self._shader,
            'POINTS',
            {
                "position": positions,
                "color": colors
            },
        )
        self._object_matrix = object_matrix
        self._initial_centroid_matrix = initial_centroid_matrix

    # ==============================================================================================
    def draw(self, object_matrix: Matrix = None) -> None:
        """Point cloud draw function, to be called by a {SpaceView3D} draw_handler.

        Keyword Arguments:
            object_matrix {Matrix} -- optional matrix_world of the UI empty (default: {None})
        """
        if object_matrix:
            self._object_matrix = object_matrix
        #
        self._batch.draw(self._shader)
        self._shader.bind()
        self._shader.uniform_float("perspective_matrix",
                                   bpy.context.region_data.perspective_matrix)
        self._shader.uniform_float("object_matrix", self._object_matrix)
        self._shader.uniform_float("initial_centroid_matrix",
                                   self._initial_centroid_matrix)

    # ==============================================================================================
    def _show_as_vertices_mesh(self,
                               vertices: Union[np.array,
                                               List[Vector]] = None) -> None:
        """Show the point cloud as a mesh with only vertices.
        Used for debug purpose.

        Keyword Arguments:
            vertices {Union[np.array, List[Vector]]} -- optional list of vertices to show (default: {None})
        """
        mesh = bpy.data.meshes.new("pc_vertices_data")
        obj = bpy.data.objects.new("pc_vertices", mesh)
        bpy.context.scene.collection.objects.link(obj)
        #
        vts = self.vertices if vertices is None else [
            tuple(v[0:3]) for v in vertices
        ]
        mesh.from_pydata(vts, [], [])
        mesh.update()

    # ==============================================================================================
    def filter_point_cloud(self, target_pc_kdtree: KDTree,
                           initial_alignment: Matrix,
                           distance_threshold: float) -> np.array:
        """Get a filtered version of the point cloud. The filtered cloud is also stored for later use.
        Optionally apply an initial alignment.

        Arguments:
            target_pc_kdtree {KDTree} -- KDTree of the point cloud to align to
            initial_alignment {Matrix} -- initial manual alignment, usually from the UI control empty
            distance_threshold {float} -- maximum allowed distance from ground truth

        Returns:
            np.array -- the filtered point cloud
        """
        logger.info("Starting reconstructed point cloud filtering")
        src = np.copy(self.vertices)
        #
        # initial alignment
        src = PointCloud.transform(src, initial_alignment)
        #
        # filter distant points
        self._discard_vertices.clear()
        self._filter_distance = distance_threshold
        to_delete = []
        for i, v in enumerate(src):
            if target_pc_kdtree.find(v)[2] > distance_threshold:
                to_delete.append(i)
        src = np.delete(src, to_delete, axis=0)
        self._discard_vertices = to_delete
        logger.info("Reconstructed points filtered. Discarded %i points!",
                    len(to_delete))
        if src.shape[0] == 0:
            logger.warning("Point cloud contains 0 points!")
        return self.vertices_filtered

    # ==============================================================================================
    def get_regsitration_to_target(
            self,
            target_pc: List[Vector],
            initial_alignment: Matrix,
            target_pc_kdtree: KDTree = None,
            max_iterations: int = 100,
            samples: int = 0,
            use_filtered_cloud: bool = True) -> Tuple[Matrix, float]:
        """Get the registration matrix to a target point cloud. Optionally apply an initial alignment.
        Implements a variant of the Iterative Closest Point algorithm.

        Arguments:
            target_pc {List[Vector]} -- the point cloud to align to
            initial_alignment {Matrix} -- initial manual alignment, usually from the UI control empty

        Keyword Arguments:
            target_pc_kdtree {KDTree} -- KDTree of the point cloud to align to, if {None} will be
                                         created internally starting from `target_pc` (default: {None})
            max_iterations {int} -- maximum iterations allowed to the algorithm (default: {50})
            samples {int} -- number of random vertices to be used for alignment,
                             if <= 0 use the whole cloud (default: {0})
            use_filtered_cloud {bool} -- if {True} the filtered point cloud is used to run the alignment,
                                         otherwise the full cloud is used (default: {True})

        Returns:
            Matrix -- the combined transformation matrix to align the point cloud
            float  -- registration error
        """
        logger.info("Starting ICP, samples=%i, max_iterations=%i", samples,
                    max_iterations)
        src_pc = self.vertices_filtered if use_filtered_cloud else self.vertices
        #
        target_pc = np.array(target_pc)
        src = np.ones((src_pc.shape[0], 4))
        target = np.ones((len(target_pc), 4))
        src[:, :3] = np.copy(src_pc)
        target[:, :3] = np.copy(target_pc)
        #
        # initial alignment
        src = PointCloud.transform(src, initial_alignment)
        #
        # build KDTree for target point cloud
        kdtree = target_pc_kdtree
        if kdtree is None:
            size = len(target_pc)
            kdtree = KDTree(size)
            for i, v in enumerate(target_pc):
                kdtree.insert(v, i)
            kdtree.balance()
        #
        # define samples
        if samples <= 0 or samples > src[:].shape[0]:
            logger.warning("Using %i points but were required %i!",
                           src[:].shape[0], samples)
            samples = src[:].shape[0]
        #
        # randomize points
        indices = list(range(0, src[:].shape[0]))
        #
        current_iter = 0
        previous_error = float('inf')
        transforms = []
        while current_iter < max_iterations:
            shuffle(indices)
            s = list(
                zip(*[kdtree.find(src[i][0:3]) for i in indices[:samples]]))
            # s_vertices = s[0]
            s_indices = s[1]
            s_distances = s[2]
            #
            # get error
            mean_error = np.mean(s_distances)
            logger.info("ICP iteration %i, mean error: %f", current_iter,
                        mean_error)
            if (previous_error -
                    mean_error) < 0.0001:  # best alignment reached
                break
            previous_error = mean_error
            #
            # find fit transform
            T = self.find_fit_transform(src[indices[:len(s_indices)]],
                                        target[s_indices, :])
            transforms.append(T)
            #
            # update the current source cloud
            src = PointCloud.transform(src, T)
            #
            current_iter += 1
        #
        # self._show_as_vertices_mesh(src)
        align_matrix = Matrix(
            reduce(lambda am, t: t @ am,
                   transforms).tolist())  # aggregate transformations
        return align_matrix, previous_error

    # ==============================================================================================
    @staticmethod
    def find_fit_transform(src: np.array, trg: np.array) -> np.matrix:
        """Find the best fit transformation between two point clouds.

        Arguments:
            src {np.array} -- source point cloud, to be aligned
            trg {np.array} -- target point cloud, to align to

        Returns:
            np.matrix -- best alignment transform matrix
        """
        d = src.shape[1]
        #
        # align centroids
        centroid_trg = np.mean(trg, axis=0)
        centroid_src = np.mean(src, axis=0)
        src_c = src - centroid_src
        trg_c = trg - centroid_trg
        #
        # compute rotation
        H = src_c.T @ trg_c
        u, _, vh = np.linalg.svd(H)
        R = vh.T @ u.T
        if np.linalg.det(R) < 0:
            vh[d - 1, :] *= -1.
            R = vh.T @ u.T
        #
        # compute translation
        t = centroid_trg.T[0:3] - (R @ centroid_src.T)[0:3]
        #
        # build transformation matrix
        T = R
        T[:3, 3] = t
        return np.array(T)

    # ==============================================================================================
    @staticmethod
    def transform(vertices: np.array, m: Union[np.matrix, Matrix]) -> np.array:
        """Apply a tranformation matrix to the given vertices.

        Arguments:
            vertices {np.array} -- vertices to be transformed, can be either of 3D or 4D coordinates.
            m {Union[np.matrix, Matrix]} -- 4x4 transformation matrix

        Raises:
            ValueError: if the transformation matrix is not of shape 4x4

        Returns:
            np.array -- the transformed vertices, 3D or 4D based on the input `vertices`,
                        in the 4D case the coordinate is normalized and w=1
        """
        assert vertices.shape[1] == 3 or vertices.shape[1] == 4
        #
        if isinstance(m, Matrix):  # convert to numpy if needed
            m = np.array(m)
        if m.shape != (4, 4):
            raise ValueError(
                "Transformation matrix must be of shape 4x4! (given {})".
                format(m.shape))
        if vertices.shape[1] == 3:
            src = np.ones((vertices.shape[0], 4))
            src[:, :3] = np.copy(vertices)
        else:
            src = np.copy(vertices)
        #
        for i, v in enumerate(src):
            v_new = m @ v
            src[i, :-1] = np.array([c / v_new[-1]
                                    for c in v_new[:-1]])  # x/w, y/w, z/w
            src[i, -1] = 1.
        #
        # self._show_as_vertices_mesh()
        if vertices.shape[1] == 3:
            return src[:, :-1]  # go back to 3D vectors
        return src  # keep 4D vectors

    # ==============================================================================================
    def evaluate(self, target_pc_kdtree: KDTree,
                 use_filtered_cloud: bool) -> Dict:
        """Evaluate the point cloud w.r.t. the target point cloud.
        The evaluation is done in terms of euclidean distance between the clouds' points.

        Arguments:
            target_pc_kdtree {KDTree} -- target (ground truth) point cloud KDTree
            use_filtered_cloud {bool} -- if {True} the filtered cloud is used for evaluation, the full one otherwise

        Returns:
            Dict -- evaluation result dictionary containing:
                        'dist_mean' {float}: mean distance
                        'dist_std' {float}: standard deviation
                        'dist_min' {float}: minimum distance
                        'dist_max' {float}: maximum distance
                        'used_filtered_cloud' {bool}: if the evaluation used only the filtered cloud
                        'filter_threshold' {float}: the distance threshold used to filter the point cloud
                        'full_cloud_size' {int}: size of the whole reconstructed cloud
                        'used_cloud_size' {int}: size of the cloud used for the evaluation
                        'used_cloud_size_percent' {float}: percentage of cloud used for the evaluation (in range [0-1])
                        'discarded_points' {int}: number of point not used in the evaluation
                        'elapsed_time' {float}: elapsed time in seconds
                    note that the measure unit depends on the unit set in the scene.
        """
        src_pc = self.vertices_filtered if use_filtered_cloud else self.vertices
        #
        # initial alignment
        src = PointCloud.transform(
            src_pc, self._object_matrix @ self._initial_centroid_matrix)
        #
        # get distances
        d = [euclidean_distance(v,
                                target_pc_kdtree.find(v)[0])
             for v in src]  # no need to normalize points are 3D
        # d = [target_pc_kdtree.find(v)[2] for v in src]
        #
        # compute statistics
        d_mean = mean(d)
        d_std = stdev(d, d_mean) if len(d) > 1 else 0.
        d_min = min(d)
        d_max = max(d)
        #
        results = {
            "dist_mean":
            d_mean,
            "dist_std":
            d_std,
            "dist_min":
            d_min,
            "dist_max":
            d_max,
            "used_filtered_cloud":
            use_filtered_cloud,
            "filter_threshold":
            self._filter_distance if use_filtered_cloud else float('inf'),
            "full_cloud_size":
            len(self.vertices),
            "used_cloud_size":
            len(src),
            "used_cloud_size_percent":
            len(src) / len(self.vertices),
            "discarded_points":
            len(self.vertices) - len(src)
        }
        logger.debug(
            "Point cloud eval end. mean=%.3f, std=%.3f, min=%.3f, max=%.3f.",
            d_mean, d_std, d_min, d_max)
        return results

    # ==============================================================================================
    def clear_filtered_cloud(self) -> None:
        """Clear the list of points that were discarded due to distance treshold filtering."""
        self._discard_vertices.clear()
        self._filter_distance = float('inf')

    # ==============================================================================================
    def has_filtered_cloud(self) -> bool:
        """Check if the point cloud has an active distance threshold filter.

        Returns:
            bool -- {True} if there is filtered, {False} otherwise
        """
        return (self._discard_vertices
                is not None) and (len(self._discard_vertices) != 0)