コード例 #1
0
def main():
    # Create OpenGL window in single line
    pangolin.CreateWindowAndBind('Main', 640, 480)

    # 3D Mouse handler requires depth testing to be enabled
    gl.glEnable(gl.GL_DEPTH_TEST)

    scam = pangolin.OpenGlRenderState(
        pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.1, 1000),
        pangolin.ModelViewLookAt(-1, 1, -1, 0, 0, 0,
                                 pangolin.AxisDirection.AxisY))

    # Aspect ratio allows us to constrain width and height whilst fitting within specified
    # bounds. A positive aspect ratio makes a view 'shrink to fit' (introducing empty bars),
    # whilst a negative ratio makes the view 'grow to fit' (cropping the view).
    dcam = pangolin.CreateDisplay()
    dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0 / 480.0)
    dcam.SetHandler(pangolin.Handler3D(scam))

    # This view will take up no more than a third of the windows width or height, and it
    # will have a fixed aspect ratio to match the image that it will display. When fitting
    # within the specified bounds, push to the top-left (as specified by SetLock).
    dimg = pangolin.Display('image')
    dimg.SetBounds(2. / 3, 1.0, 0.0, 1. / 3, 640. / 480)
    dimg.SetLock(pangolin.Lock.LockLeft, pangolin.Lock.LockTop)

    w, h = 64, 48
    texture = pangolin.GlTexture(w, h, gl.GL_RGB, False, 0, gl.GL_RGB,
                                 gl.GL_UNSIGNED_BYTE)

    # Default hooks for exiting (Esc) and fullscreen (tab).
    while not pangolin.ShouldQuit():
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(0.95, 0.95, 0.95, 1.0)

        dcam.Activate(scam)
        gl.glColor3f(1.0, 1.0, 1.0)
        pangolin.glDrawColouredCube()

        # Set some random image data and upload to GPU
        image = random_image(w, h)
        texture.Upload(image, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)

        # display the image
        dimg.Activate()
        gl.glColor3f(1.0, 1.0, 1.0)
        texture.RenderToViewport()

        pangolin.FinishFrame()
コード例 #2
0
    def viewer_init(self):
        w, h = (1024, 768)
        f = 2000  #420

        pangolin.CreateWindowAndBind("Visual Odometry Trajectory Viewer", w, h)
        gl.glEnable(
            gl.GL_DEPTH_TEST
        )  #prevents point overlapping issue, check out fake-stereo's issues for more info

        # Projection and ModelView Matrices
        self.scam = pangolin.OpenGlRenderState(
            pangolin.ProjectionMatrix(w, h, f, f, w // 2, h // 2, 0.1, 100000),
            pangolin.ModelViewLookAt(0, -50.0, -10.0, 0.0, 0.0, 0.0, 0.0, -1.0,
                                     0.0))  #pangolin.AxisDirection.AxisY))
        self.handler = pangolin.Handler3D(self.scam)

        # Interactive View in Window
        self.dcam = pangolin.CreateDisplay()
        self.dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -w / h)
        self.dcam.SetHandler(self.handler)
        self.dcam.Activate()

        #Image viewport

        self.dimg = pangolin.Display('image')
        self.dimg.SetBounds(0, self.h_i / h, 1 - self.w_i / w, 1.0, -w / h)
        self.dimg.SetLock(pangolin.Lock.LockLeft, pangolin.Lock.LockTop)

        self.texture = pangolin.GlTexture(self.w_i, self.h_i, gl.GL_RGB, False,
                                          0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
        self.img = np.ones((self.h_i, self.w_i, 3), 'uint8') * 255

        # Translation error graph
        self.log = pangolin.DataLog()
        self.labels = ['error_t', 'error_r']  #, "error_euclidean"]
        self.log.SetLabels(self.labels)

        self.plotter = pangolin.Plotter(self.log, 0.0, 1500, -1500, 2500, 10,
                                        0.5)
        self.plotter.SetBounds(0.0, self.h_i / h, 0.0, 1 - self.w_i / w,
                               -w / h)

        self.plotter.Track("$i", "")

        pangolin.DisplayBase().AddDisplay(self.plotter)
        self.errorlog_r, self.errorlog_t = [], []
コード例 #3
0
    def create_viewport(self, w, h):
        logging.info("Creating main viewport")
        main_viewport = pangolin.CreateDisplay()
        main_viewport.SetBounds(0.0, 1.0, 0.0, 1.0, -640. / 480.)
        main_viewport.SetHandler(pangolin.Handler3D(self._rendered_cam))

        self.view_ports.append(main_viewport)

        logging.info("Creating image viewport")
        image_viewport = pangolin.Display('image')
        image_viewport.SetBounds(0, h / 480., 0., w / 640., 640. / 480.)
        image_viewport.SetLock(pangolin.Lock.LockLeft, pangolin.Lock.LockTop)

        self.view_ports.append(image_viewport)

        # set up texture
        logging.info("Creating texture instance to render image ... ")
        self.texture = pangolin.GlTexture(self.width, self.height, gl.GL_RGB, False, 0, gl.GL_UNSIGNED_BYTE)

        return self
コード例 #4
0
    def view(self):
        pangolin.CreateWindowAndBind('Viewer', 1024, 768)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

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

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

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

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

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

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

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

        trajectory = DynamicArray()
        camera = None
        image = None

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

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

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

            # draw axis
            axis.Render()

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

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

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

            pangolin.FinishFrame()
コード例 #5
0
    def view(self):
        pangolin.CreateWindowAndBind('Viewer', 1024, 768)

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

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

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

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

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

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

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

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

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

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

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

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

        active_lines = []
        line_colors = []
        gnd_mesh = None

        while not pangolin.ShouldQuit():

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

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

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

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

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

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

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

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

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

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

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

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

            if m_show_lines.Get():

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

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

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

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

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

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

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

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

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

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

            pangolin.FinishFrame()
コード例 #6
0
    def glMainLoop(self):
        self.logger.info("Running gl viewer ...")

        flag = False

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

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

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

        camera_pose = pangolin.OpenGlMatrix()

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

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

        # add drawing callback

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

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

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

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

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

        self.landmarks = {}

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

        while not pangolin.ShouldQuit():

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

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

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

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

            # Just for test
            # pangolin.glDrawColouredCube(0.1)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            # pose = self.camera.pose
            pose = camera_pose

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            pangolin.FinishFrame()

        print("gl program loop stopped")
        with self._state_locker:
            self._stopped = True
コード例 #7
0
def main():
    # Create OpenGL window in single line
    pangolin.CreateWindowAndBind('Main', 640, 480)

    # 3D Mouse handler requires depth testing to be enabled
    gl.glEnable(gl.GL_DEPTH_TEST)

    # Issue specific OpenGl we might need
    gl.glEnable(gl.GL_BLEND)
    gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

    # Define Camera Render Object (for view / scene browsing)
    proj = pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.1, 1000)
    scam = pangolin.OpenGlRenderState(
        proj, pangolin.ModelViewLookAt(1, 0.5, -2, 0, 0, 0, pangolin.AxisY))
    scam2 = pangolin.OpenGlRenderState(
        proj, pangolin.ModelViewLookAt(0, 0, -2, 0, 0, 0, pangolin.AxisY))

    # Add named OpenGL viewport to window and provide 3D Handler
    dcam1 = pangolin.Display('cam1')
    dcam1.SetAspect(640 / 480.)
    dcam1.SetHandler(pangolin.Handler3D(scam))

    dcam2 = pangolin.Display('cam2')
    dcam2.SetAspect(640 / 480.)
    dcam2.SetHandler(pangolin.Handler3D(scam2))

    dcam3 = pangolin.Display('cam3')
    dcam3.SetAspect(640 / 480.)
    dcam3.SetHandler(pangolin.Handler3D(scam))

    dcam4 = pangolin.Display('cam4')
    dcam4.SetAspect(640 / 480.)
    dcam4.SetHandler(pangolin.Handler3D(scam2))

    dimg1 = pangolin.Display('img1')
    dimg1.SetAspect(640 / 480.)

    dimg2 = pangolin.Display('img2')
    dimg2.SetAspect(640 / 480.)

    # LayoutEqual is an EXPERIMENTAL feature - it requires that all sub-displays
    # share the same aspect ratio, placing them in a raster fasion in the
    # viewport so as to maximise display size.
    view = pangolin.Display('multi')
    view.SetBounds(0.0, 1.0, 0.0, 1.0)
    view.SetLayout(pangolin.LayoutEqual)
    view.AddDisplay(dcam1)
    view.AddDisplay(dimg1)
    view.AddDisplay(dcam2)

    view.AddDisplay(dimg2)
    view.AddDisplay(dcam3)
    view.AddDisplay(dcam4)

    w, h = 64, 48
    image_texture = pangolin.GlTexture(w, h, gl.GL_RGB, False, 0, gl.GL_RGB,
                                       gl.GL_UNSIGNED_BYTE)

    # Default hooks for exiting (Esc) and fullscreen (tab)
    while not pangolin.ShouldQuit():

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

        gl.glColor3f(1.0, 1.0, 1.0)

        dcam1.Activate(scam)
        pangolin.glDrawColouredCube()

        dcam2.Activate(scam2)
        pangolin.glDrawColouredCube()

        dcam3.Activate(scam)
        pangolin.glDrawColouredCube()

        dcam4.Activate(scam2)
        pangolin.glDrawColouredCube()

        dimg1.Activate()
        gl.glColor4f(1.0, 1.0, 1.0, 1.0)
        image_texture.Upload(random_image(w, h), gl.GL_RGB,
                             gl.GL_UNSIGNED_BYTE)
        image_texture.RenderToViewport()

        dimg2.Activate()
        gl.glColor4f(1.0, 1.0, 1.0, 1.0)
        # image_texture.Upload(random_image(w, h), gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
        image_texture.RenderToViewport()

        pangolin.FinishFrame()
コード例 #8
0
def showing_mapping():
    """
        DESCRIPTION: Run a 3D mapping section and get live result.
            * first - only position
    """

    # READ ARG.
    parser = argparse.ArgumentParser()
    parser.add_argument("path")
    parser.add_argument("x")
    parser.add_argument("y")
    parser.add_argument("z")
    parser.add_argument("r")
    parser.add_argument("p")
    parser.add_argument("y")
    args = parser.parse_args()

    matrice = euler_to_rotation(
        float(args.r), float(args.p), float(args.y),
        np.array([args.x, args.y, args.z], dtype=float))

    # READ OBJ OBJECT.
    scene = pywavefront.Wavefront(
        '/home/thomas/Documents/rane_slam/mk3slam.0.3/Final/data/{0}.obj'.
        format(args.path))
    points_3D = np.zeros((len(scene.vertices), 3))
    for i in range(len(scene.vertices)):
        points_3D[i, :] = np.array(
            [scene.vertices[i][0], scene.vertices[i][1], scene.vertices[i][2]])

    # PANGOLIN CONFIGURATION & INITIALISATION.
    w, h = 1280, 720
    scam, dcam, dimg = pangolin_init(w, h)
    texture = pangolin.GlTexture(
        w,
        h,
        gl.GL_RGB,
        False,
        0,
        gl.GL_RGB,
        gl.GL_UNSIGNED_BYTE,
    )

    # ZED CONFIGURATION CAMERA.
    zed = sl.Camera()
    init_params = sl.InitParameters()
    init_params.camera_resolution = sl.RESOLUTION.HD720  # Use HD720 video mode
    init_params.coordinate_units = sl.UNIT.METER  # Set coordinate units
    init_params.coordinate_system = sl.COORDINATE_SYSTEM.RIGHT_HANDED_Y_UP
    zed.open(init_params)

    # ZED CALIBRATION.
    zed.get_camera_information(
    ).camera_configuration.calibration_parameters.left_cam

    # INITIALISATION OBJECT FOR MAPPING.
    pymesh = sl.Mesh()  # Current incremental mesh.
    image = sl.Mat()  # Left image from camera.
    pose = sl.Pose()  # Pose object.

    # TRACKING PARAMETERS.
    tracking_parameters = sl.PositionalTrackingParameters()
    tracking_parameters.enable_area_memory = True
    tracking_parameters.area_file_path = '/home/thomas/Documents/rane_slam/mk3slam.0.3/Final/data/{0}.area'.format(
        args.path)

    # INITIALISATION POSITION

    t = sl.Transform()
    t[0, 0] = matrice[0, 0]
    t[1, 0] = matrice[1, 0]
    t[2, 0] = matrice[2, 0]
    t[0, 1] = matrice[0, 1]
    t[1, 1] = matrice[1, 1]
    t[2, 1] = matrice[2, 1]
    t[0, 2] = matrice[0, 2]
    t[1, 2] = matrice[1, 2]
    t[2, 2] = matrice[2, 2]
    t[0, 3] = matrice[0, 3]
    t[1, 3] = matrice[1, 3]
    t[2, 3] = matrice[2, 3]

    tracking_parameters.set_initial_world_transform(t)
    zed.enable_positional_tracking(tracking_parameters)

    # TIME PARAMETERS.
    last_call = time.time()
    runtime = sl.RuntimeParameters()

    while not pangolin.ShouldQuit():
        # -clear all.
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(1.0, 1.0, 1.0, 1.0)
        dcam.Activate(scam)

        # -draw coordinate origine.
        pangolin_draw_coordinate()

        # -get image.
        zed.grab(runtime)
        zed.retrieve_image(image, sl.VIEW.LEFT)

        # -get position and spatial mapping state.
        zed.get_position(pose)
        # Display the translation and timestamp
        py_translation = sl.Translation()
        tx = round(pose.get_translation(py_translation).get()[0], 3)
        ty = round(pose.get_translation(py_translation).get()[1], 3)
        tz = round(pose.get_translation(py_translation).get()[2], 3)
        print("Translation: Tx: {0}, Ty: {1}, Tz {2}, Timestamp: {3}\n".format(
            tx, ty, tz, pose.timestamp.get_milliseconds()))

        # Display the orientation quaternion
        py_orientation = sl.Orientation()
        ox = round(pose.get_orientation(py_orientation).get()[0], 3)
        oy = round(pose.get_orientation(py_orientation).get()[1], 3)
        oz = round(pose.get_orientation(py_orientation).get()[2], 3)
        ow = round(pose.get_orientation(py_orientation).get()[3], 3)
        #print("Orientation: Ox: {0}, Oy: {1}, Oz {2}, Ow: {3}\n".format(ox, oy, oz, ow))

        # DRAW ALL STATE.
        gl.glLineWidth(1)
        gl.glColor3f(0.0, 0.0, 1.0)

        # -transform brute data in numpy to draw pose.
        a = pose.pose_data()
        pose2 = np.array([[a[0, 0], a[0, 1], a[0, 2], a[0, 3]],
                          [a[1, 0], a[1, 1], a[1, 2], a[1, 3]],
                          [a[2, 0], a[2, 1], a[2, 2], a[2, 3]],
                          [a[3, 0], a[3, 1], a[3, 2], a[3, 3]]])
        print(pose2)
        pangolin.DrawCamera(pose2, 0.5, 0.75, 0.8)

        # -draw all points on the map.
        gl.glPointSize(2)
        gl.glColor3f(1.0, 0.0, 0.0)
        pangolin.DrawPoints(points_3D)

        # DISPLAY CAMERA VIDEO.
        img = cv2.cvtColor(image.get_data(), cv2.COLOR_BGRA2RGB)
        img = cv2.flip(img, 0)
        texture.Upload(img, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
        dimg.Activate()
        gl.glColor3f(1.0, 1.0, 1.0)
        texture.RenderToViewport()

        # END OF CYCLE.
        pangolin.FinishFrame()

    #sl.SPATIAL_MAPPING_STATE.NOT_ENABLED
    zed.disable_positional_tracking()
    zed.close()
コード例 #9
0
    def view(self):
        pangolin.CreateWindowAndBind('Viewer', 1024, 768)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
        viewpoint_x = 0
        viewpoint_y = -5  # -10
        viewpoint_z = -10  # -0.1
        viewpoint_f = 200
        camera_width = 0.5

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

        scam = pangolin.OpenGlRenderState(proj, look_view)

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

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

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

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

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

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

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

            dcam.Activate(scam)

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

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

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

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

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

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

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

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

            pangolin.FinishFrame()
コード例 #10
0
    def view(self):
        pangolin.CreateWindowAndBind('Viewer', 1024, 768)

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

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

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

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

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

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

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

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

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

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

        pose = pangolin.OpenGlMatrix()  # identity matrix

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

        while not pangolin.ShouldQuit():

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

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

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

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

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

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

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

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

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

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

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

            if m_show_keyframes.Get():

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

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

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

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

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

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

            pangolin.FinishFrame()