コード例 #1
0
    def initializeGL(self):
        # 사람 오브젝트 부르기
        self.person01 = obj.OBJ('object/per_obj.obj', swapyz=True)
        self.person02 = obj.OBJ('object/per_obj2.obj', swapyz=True)
        self.object = obj.OBJ('object/floor15.obj', swapyz=True)
        # gl.glShadeModel(gl.GL_FLAT)
        gl.glEnable(gl.GL_DEPTH_TEST)
        # gl.glEnable(gl.GL_CULL_FACE)

        self.move01 = self.getJSON('test01')
        self.move02 = self.getJSON('test02')
        self.move03 = self.getJSON('test03')
        self.move04 = self.getJSON('test04')
        self.move05 = self.getJSON('test05')
        self.move06 = self.getJSON('test06')
        self.move07 = self.getJSON('test07')
        self.move08 = self.getJSON('test08')
        self.move09 = self.getJSON('test09')
        self.move10 = self.getJSON('test10')
コード例 #2
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def load_and_draw_model(filename):
  glEnable(GL_LIGHTING)
  glEnable(GL_LIGHT0)
  glEnable(GL_DEPTH_TEST)
  glClear(GL_DEPTH_BUFFER_BIT)
  glMaterialfv(GL_FRONT, GL_AMBIENT, [0, 0, 0, 0])
  glMaterialfv(GL_FRONT, GL_DIFFUSE, [0.5, 0.75, 1, 0])
  glMaterialfv(GL_FRONT, GL_SHININESS, 0.25 * 128)
  import objloader
  obj = objloader.OBJ(filename, swapyz=True)
  glScale(0.1, 0.1, 0.1)
  glCallList(obj.gl_list)
コード例 #3
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def load_and_draw_model(filename):
    """ 使用 objloader.py,从 .obj 文件中装载模型 假设路径文件夹中存在同名的 .mtl 材料设置文件 """
    glEnable(GL_LIGHTING)
    glEnable(GL_LIGHT0)
    glEnable(GL_DEPTH_TEST)
    glClear(GL_DEPTH_BUFFER_BIT)
    # 设置模型颜色
    glMaterialfv(GL_FRONT, GL_AMBIENT, [0, 0, 0, 0])
    glMaterialfv(GL_FRONT, GL_DIFFUSE, [0.5, 0.75, 1.0, 0.0])
    glMaterialf(GL_FRONT, GL_SHININESS, 0.25 * 128.0)
    # 从文件中载入
    import objloader
    obj = objloader.OBJ(filename, swapyz=True)
    glCallList(obj.gl_list)
コード例 #4
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def load_and_draw_model(filename):
    """ Loads a model from an .obj file using objloader.py.
  Assumes there is a .mtl material file with the same name. """
    glEnable(GL_LIGHTING)
    glEnable(GL_LIGHT0)
    glEnable(GL_DEPTH_TEST)
    glClear(GL_DEPTH_BUFFER_BIT)
    # set model color
    glMaterialfv(GL_FRONT, GL_AMBIENT, [0, 0, 0, 0])
    glMaterialfv(GL_FRONT, GL_DIFFUSE, [0.5, 0.75, 1.0, 0.0])
    glMaterialf(GL_FRONT, GL_SHININESS, 0.25 * 128.0)
    # load from a file
    import objloader
    obj = objloader.OBJ(filename, swapyz=True)
    glCallList(obj.gl_list)
コード例 #5
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def load_and_draw_model2(foldername, filename):
  viewport = (1200, 747)
  srf = pygame.display.set_mode(viewport, OPENGL | DOUBLEBUF)

  import objloader
  # LOAD OBJECT AFTER PYGAME INIT
  obj = objloader.OBJ(foldername,filename, swapyz=True)

  clock = pygame.time.Clock()

  rx, ry = (0, 0)
  tx, ty = (0, 0)

  glEnable(GL_BLEND)
  glBlendFunc(GL_ONE,GL_ZERO )
  glDisable(GL_DEPTH_TEST)
  glMatrixMode(GL_PROJECTION)
  glLoadIdentity()
  glMatrixMode(GL_MODELVIEW)
  glLoadIdentity()

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
  draw_background('background-1.png')
  glLightfv(GL_LIGHT0, GL_POSITION, (-40, 200, 100, 0.0))
  glLightfv(GL_LIGHT0, GL_AMBIENT, (0.2, 0.2, 0.2, 1.0))
  glLightfv(GL_LIGHT0, GL_DIFFUSE, (0.5, 0.5, 0.5, 1.0))
  glEnable(GL_LIGHT0)
  glEnable(GL_LIGHTING)
  glEnable(GL_COLOR_MATERIAL)
  glShadeModel(GL_SMOOTH)  # most obj files expect to be smooth-shaded

  glMatrixMode(GL_PROJECTION)
  glLoadIdentity()
  width, height = viewport
  gluPerspective(90.0, width / float(height), 1, 100.0)

  glEnable(GL_DEPTH_TEST)
  glMatrixMode(GL_MODELVIEW)
  glLoadIdentity()

    # RENDER OBJECT
  glTranslate(-0.4, -1, - 5)
  glRotate(ry, 1, 0, 0)
  glRotate(rx, 0, 1, 0)
  glScale(0.03, 0.03, 0.03)
  glCallList(obj.gl_list)
コード例 #6
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ファイル: outdoorView.py プロジェクト: hansujung/opengl_basic
 def initializeGL(self):
     self.object = obj.OBJ('object/map.obj', swapyz=True)
     gl.glShadeModel(gl.GL_FLAT)
     gl.glEnable(gl.GL_DEPTH_TEST)
コード例 #7
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import objloader
import geometry
from progressbar import ProgressBar

sqr = lambda x: x * x

if False:  #fullscreen
    fs = FULLSCREEN
    RESOLUTION = (1280, 800)
else:
    RESOLUTION = (800, 600)
    fs = 0

#### LOADING  ###############################

cow = objloader.OBJ("models/cow2.obj")


def readtetrahedronlist(fn):
    counter = 0
    res = []
    with open(fn, "r") as f:
        for line in f:
            if counter % 4 == 0:
                a = eval(line)
            elif counter % 4 == 1:
                b = eval(line)
            elif counter % 4 == 2:
                c = eval(line)
            elif counter % 4 == 3:
                d = eval(line)
コード例 #8
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ファイル: test_furn.py プロジェクト: i2r-nglx/pycv
    img = "../../data/mag_front.jpg"
    #img  = "../../data/mag_perspective.jpg"
    #img = "../../data/mag_perspective_1.jpg"
    pkl = img[:-4] + ".pkl"
    #with open("../../data/ar_camera.pkl", "r") as f:
    with open(pkl, "r") as f:
        K = pickle.load(f)
        Rt = pickle.load(f)

    setup()
    glEnable(GL_NORMALIZE)
    ar.draw_background(img)
    ar.set_projection_from_camera(K, width, height)
    ar.set_modelview_from_camera(Rt)
    """ Load once into memory as this is time-taking """
    obj = objloader.OBJ("toyplane.obj")
    #obj = objloader.OBJ("Sofa_3_3ds.obj")
    #obj_2 = objloader.OBJ("toyplane.obj")
    #     obj = None
    #     with open("../objloader/toyplane.pkl", 'rb') as input:
    #         obj = cPickle.load(input)
    #     if not obj:
    #         sys.exit()

    #(scale, degrees, pos) = (0.001486436280241436, [0, -5, 0], [0.09500000000000001, 0, 0.10500000000000002])
    degrees = [0, 0, 0]
    pos = [0, 0, 0]
    scale = 0.005

    ar.draw_furniture(obj, scale)
    pygame.display.flip()
コード例 #9
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def main():

    # Vídeo de entrada + lista com todos os frames (:Image())
    video = Video(SOURCE_VIDEO)
    frames = video.getFrameList()
    """ Aruco Markers
	* Quatro versões do aruco marker são armazenadas:
	* Uma para cada rotação possível."""
    markers = [Image(SOURCE_MARKER)]
    for n in range(3):
        markers.append(markers[-1].getRotated90())

    camera = Camera(frames)

    pygame.init()
    width = 480
    height = 640
    display = (height, width)
    screen = pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
    pygame.display.set_caption("ICV")

    fx = camera.getIntrinsicMatrix()[0][0]
    fy = camera.getIntrinsicMatrix()[1][1]
    fovy = 2 * np.arctan(0.5 * display[1] / fy) * 180 / np.pi
    #fovy *= 1.1

    aspect = (display[0] * fx) / (display[1] * fy)

    clipStart = 0.1
    clipEnd = 150.0

    glMatrixMode(GL_PROJECTION)
    gluPerspective(fovy, aspect, clipStart, clipEnd)

    #glMatrixMode(GL_MODELVIEW)

    glEnable(GL_TEXTURE_2D)

    textureID = glGenTextures(1)

    pikachu = objloader.OBJ('Pikachu.obj', swapyz=True)

    for frame in frames:
        gray = frame.getGrayScale()
        edge = gray.getEdgeImage()

        # OpenGL Texture stuff...
        glEnable(GL_TEXTURE_2D)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, textureID)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 640, 480, 0, GL_RGB,
                     GL_UNSIGNED_BYTE,
                     frame.getSource().tobytes())
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)

        # Texture background...
        glDisable(GL_DEPTH_TEST)

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluOrtho2D(0, width, 0, height)
        drawPlane(height, width)

        glBindTexture(GL_TEXTURE_2D, 0)

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(fovy, aspect, clipStart, clipEnd)

        glEnable(GL_DEPTH_TEST)

        for contour in edge.getContours():
            for n, marker in enumerate(markers):
                warped = gray.getWarpedPerspective(contour, marker)

                # Se o contorno encontrado for igual ao marker,
                # desenha o contorno com a cor certa.
                if warped == marker:
                    imagePoints = np.array(contour, dtype="float32")
                    objectPoints = np.array(
                        [[-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]],
                        dtype="float32")
                    flag, rvecs, tvecs = cv2.solvePnP(
                        objectPoints, imagePoints, camera.getIntrinsicMatrix(),
                        camera.distance)  #, flags=cv2.SOLVEPNP_ITERATIVE)
                    #print(flag, rvecs, tvecs)

                    rotm = cv2.Rodrigues(rvecs)[0]

                    m = np.array(
                        [[rotm[0][0], rotm[0][1], rotm[0][2], tvecs[0]],
                         [rotm[1][0], rotm[1][1], rotm[1][2], tvecs[1]],
                         [rotm[2][0], rotm[2][1], rotm[2][2], tvecs[2]],
                         [0.0, 0.0, 0.0, 1.0]])

                    m = m * np.array(
                        [[1.0, 1.0, 1.0, 1.0], [-1.0, -1.0, -1.0, -1.0],
                         [-1.0, -1.0, -1.0, -1.0], [1.0, 1.0, 1.0, 1.0]])
                    m = np.transpose(m)

                    #print(m)

                    # the Object
                    glMatrixMode(GL_MODELVIEW)
                    glLoadIdentity()
                    glPushMatrix()
                    glLoadMatrixd(m)
                    glCallList(pikachu.gl_list)
                    glPopMatrix()
                    break

        #frame.show(2)

        quit = False
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                quit = True
                break
        if quit:
            break
        pygame.display.flip()

    video.release()
    cv2.destroyAllWindows()

    pygame.quit()
コード例 #10
0
def main():
    # Vídeo de entrada + lista com todos os frames (:Image())
    video = Video(SOURCE_VIDEO)
    frames = video.getFrameList()
    """ Aruco Markers
	* Quatro versões do aruco marker são armazenadas:
	* Uma para cada rotação possível."""
    global markers
    markers = [Image(SOURCE_MARKER)]
    for n in range(3):
        markers.append(markers[-1].getRotated90())

    #global camera
    camera = None
    if CALCULATE_INTRINSIC_MATRIX:
        camera = Camera(frames)
    else:
        camera = Camera(
            None,
            np.mat(
                "306.15951514 0.0 306.99696673; 0.0 255.6431554 250.73583755; 0.0 0.0 1.0"
            ))

    pygame.init()
    display = (640, 480)
    screen = pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
    pygame.display.set_caption("ICV")

    fx = camera.getIntrinsicMatrix()[0][0]
    fy = camera.getIntrinsicMatrix()[1][1]
    fovy = 2 * np.arctan(0.5 * display[1] / fy) * 180 / np.pi
    aspect = (display[0] * fx) / (display[1] * fy)

    gluPerspective(fovy, aspect, 0.1, 150.0)

    glMatrixMode(GL_MODELVIEW)

    glEnable(GL_TEXTURE_2D)

    pikachu = objloader.OBJ('Pikachu.obj', swapyz=True)

    bg_id = glGenTextures(1)

    glEnable(GL_TEXTURE_2D)
    glBindTexture(GL_TEXTURE_2D, bg_id)

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

    for frame in frames:
        glClearColor(0.0, 0.0, 0.0, 0.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        """if not videoStore.isOpened():
			videoStore.release()
			return"""

        videoStore = video.getSource()

        #ok, frame = videoStore.read()
        gray = frame.getGrayScale()
        edge = gray.getEdgeImage()

        # /* load_background
        """bg_img = cv2.cvtColor(frame.getSource(), cv2.COLOR_BGR2RGB)
		bg_img = cv2.flip(bg_img, 0)
		height, width, channels = bg_img.shape
		bg_img = np.frombuffer(bg_img.tostring(), dtype=bg_img.dtype)
		bg_img.shape = (height, width, channels)"""

        bg_img = frame.getSource().tobytes()

        #height, width, channels = frame.getShape()
        width, height = 640, 480

        #bg_id = glGenTextures(1)

        glEnable(GL_TEXTURE_2D)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, bg_id)

        #glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        #glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
                     GL_UNSIGNED_BYTE, bg_img)

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluOrtho2D(0, width, 0, height)

        #glBindTexture(GL_TEXTURE_2D, bg_id)
        #glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, bg_img)

        drawPlane(height, width)
        """glPushMatrix()
		glBegin(GL_QUADS)
		glTexCoord2i(0, 0); glVertex2i(0, 0)
		glTexCoord2i(1, 0); glVertex2i(width, 0)
		glTexCoord2i(1, 1); glVertex2i(width, height)
		glTexCoord2i(0, 1); glVertex2i(0, height)
		glEnd()
		glPopMatrix()"""
        glBindTexture(GL_TEXTURE_2D, 0)

        # load_background *\

        glMatrixMode(GL_PROJECTION)
        gluPerspective(fovy, aspect, 0.1, 150.0)

        objp = np.zeros((6 * 7, 3), np.float32)
        objp[:, :2] = np.mgrid[0:7, 0:6].T.reshape(-1, 2)

        for contour in edge.getContours():
            for n, marker in enumerate(markers):
                warped = gray.getWarpedPerspective(contour, marker)

                # Se o contorno encontrado for igual ao marker,
                # desenha o contorno com a cor certa.
                if warped == marker:
                    imagePoints = np.array(contour, dtype="float32")
                    objectPoints = np.array(
                        [[-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]],
                        dtype="float32")
                    flag, rvecs, tvecs = cv2.solvePnP(
                        objectPoints, imagePoints, camera.getIntrinsicMatrix(),
                        camera.distance)  # , flags=cv2.SOLVEPNP_ITERATIVE)
                    # print(flag, rvecs, tvecs)

                    rotm = cv2.Rodrigues(rvecs)[0]

                    m = np.array(
                        [[rotm[0][0], rotm[0][1], rotm[0][2], tvecs[0]],
                         [rotm[1][0], rotm[1][1], rotm[1][2], tvecs[1]],
                         [rotm[2][0], rotm[2][1], rotm[2][2], tvecs[2]],
                         [0.0, 0.0, 0.0, 1.0]])

                    m = m * np.array(
                        [[1.0, 1.0, 1.0, 1.0], [-1.0, -1.0, -1.0, -1.0],
                         [-1.0, -1.0, -1.0, -1.0], [1.0, 1.0, 1.0, 1.0]])
                    m = np.transpose(m)

                    # the Object
                    # glEnable(GL_DEPTH_TEST)

                    glMatrixMode(GL_MODELVIEW)
                    glLoadIdentity()
                    glPushMatrix()
                    glLoadMatrixd(m)

                    # drawObject()
                    # glutWireTeapot(0.5)
                    glCallList(pikachu.gl_list)
                    glPopMatrix()

        #glutSwapBuffers()

        quit = False
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                quit = True
                break
        if quit:
            break
        pygame.display.flip()

    pygame.quit()
    """fx = camera.getIntrinsicMatrix()[0][0]
コード例 #11
0
def load_and_draw_model2(foldername, filename):
    viewport = (1200, 747)
    srf = pygame.display.set_mode(viewport, OPENGL | DOUBLEBUF)

    import objloader
    # LOAD OBJECT AFTER PYGAME INIT
    obj = objloader.OBJ(foldername, filename, swapyz=True)

    clock = pygame.time.Clock()

    rx, ry = (0, 0)
    tx, ty = (0, 0)
    zpos = 5
    rotate = move = False
    onlyone = True
    while onlyone:
        clock.tick(30)
        for e in pygame.event.get():
            if e.type == QUIT:
                sys.exit()
            elif e.type == KEYDOWN and e.key == K_ESCAPE:
                sys.exit()
            elif e.type == MOUSEBUTTONDOWN:
                if e.button == 4:
                    zpos = max(1, zpos - 1)
                elif e.button == 5:
                    zpos += 1
                elif e.button == 1:
                    rotate = True
                elif e.button == 3:
                    move = True
            elif e.type == MOUSEBUTTONUP:
                if e.button == 1:
                    rotate = False
                elif e.button == 3:
                    move = False
            elif e.type == MOUSEMOTION:
                i, j = e.rel
                if rotate:
                    rx += i
                    ry += j
                if move:
                    tx += i
                    ty -= j

        glEnable(GL_BLEND)
        glBlendFunc(GL_ONE, GL_ZERO)
        glDisable(GL_DEPTH_TEST)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        draw_background('background-1.png')
        glLightfv(GL_LIGHT0, GL_POSITION, (-40, 200, 100, 0.0))
        glLightfv(GL_LIGHT0, GL_AMBIENT, (0.2, 0.2, 0.2, 1.0))
        glLightfv(GL_LIGHT0, GL_DIFFUSE, (0.5, 0.5, 0.5, 1.0))
        glEnable(GL_LIGHT0)
        glEnable(GL_LIGHTING)
        glEnable(GL_COLOR_MATERIAL)
        glShadeModel(GL_SMOOTH)  # most obj files expect to be smooth-shaded

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        width, height = viewport
        gluPerspective(90.0, width / float(height), 1, 100.0)

        glEnable(GL_DEPTH_TEST)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        # RENDER OBJECT
        #  glTranslate(tx / 20., ty / 20., - zpos)
        glTranslate(-0.4, -1, -zpos)
        glRotate(ry, 1, 0, 0)
        glRotate(rx, 0, 1, 0)
        glScale(0.03, 0.03, 0.03)
        glCallList(obj.gl_list)

        pygame.display.flip()
コード例 #12
0
 def loadObjects(self):
     self.objects = {}
     self.objects['wheel'] = objloader.OBJ("wheel.obj")
     self.objects['frame'] = objloader.OBJ("frame.obj")
     self.objects['rider'] = objloader.OBJ("rider.obj")
     self.objects['cp'] = objloader.OBJ("cp.obj")