コード例 #1
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def rotate_inv_rpy(item, roll, pitch, yaw):

    roll = np.deg2rad(roll)
    pitch = np.deg2rad(pitch)
    yaw = np.deg2rad(yaw)

    matrix = np.array([[np.cos(roll)*np.cos(pitch),
              np.cos(roll)*np.sin(pitch)*np.sin(yaw)-np.sin(roll)*np.cos(yaw),
              np.cos(roll)*np.sin(pitch)*np.cos(yaw)+np.sin(roll)*np.sin(yaw),
              0],
              [np.sin(roll)*np.cos(pitch),
              np.sin(roll)*np.sin(pitch)*np.sin(yaw)+np.cos(roll)*np.cos(yaw),
              np.sin(roll)*np.sin(pitch)*np.cos(yaw)-np.cos(roll)*np.sin(yaw),
              0],
              [-np.sin(pitch),
              np.cos(pitch)*np.sin(yaw),
              np.cos(pitch)*np.cos(yaw),
              0],
              [0, 0, 0, 1]])

    inverse = np.linalg.inv(matrix)

    matrixList = inverse.flatten().tolist()

    transform = Transform3D(matrixList)
    item.applyTransform(transform, True)
コード例 #2
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 def setTransform(self, tr):
     """Set the local transform for this object.
     Must be a :class:`Transform3D <pyqtgraph.Transform3D>` instance. This transform
     determines how the local coordinate system of the item is mapped to the coordinate
     system of its parent."""
     self.__transform = Transform3D(tr)
     self.update()
コード例 #3
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def rotate_inv_ypr(item, roll, pitch, yaw):
    r = np.deg2rad(roll)
    p = np.deg2rad(pitch)
    y = np.deg2rad(yaw)

    matrix = [[cos(p) * cos(y),
               -cos(p) * sin(y),
               sin(p),
               0],
              [cos(r) * sin(y) + sin(p) * sin(r) * cos(y),
               cos(r) * cos(y) - sin(p) * sin(r) * sin(y),
               -cos(p) * sin(r),
               0],
              [sin(r) * sin(y) - sin(p) * cos(r) * cos(y),
               sin(p) * cos(r) * sin(y) + sin(r) * cos(y),
               cos(p) * cos(r),
               0],
              [0, 0, 0, 1]]

    inverse = np.linalg.inv(matrix)

    matrixList = inverse.flatten().tolist()

    transform = Transform3D(matrixList)
    item.applyTransform(transform, True)
コード例 #4
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    def processFace(self, edgePair):
        """
        Using ransac, calculates the normals for the currently selected edge pairs and displays a vectors
        corresponding the orientatoin of the face.
        """
        self.currentEdgePair = edgePair
        # if self.grabberElement is not None:
        #     self.removeItem(self.grabberElement)
        self.grabberElement = GrabberElement(self.context)
        self.addItem(self.grabberElement, group=RenderGroup.Variable)

        self.grabberElement.show()
        length = 10

        position = edgePair.getCenterPoint3D()
        eigenVectors = edgePair.getOrientation()
        # make eigen vector into 4x4 matrix for transform3d
        eigenVectors = np.insert(eigenVectors, 3, 0, axis=0)
        eigenVectors = np.insert(eigenVectors, 3, 0, axis=1)
        eigenVectors = eigenVectors.T
        eigenVectors = eigenVectors.flatten()
        # set eigen[3][3] to 1
        eigenVectors[15] = 1
        transformation  = Transform3D(eigenVectors)
        self.grabberElement.applyTransform(transformation, local=False)
        self.grabberElement.translate(position[0], position[1], position[2], local=False)
        self.grabberElement.applyTransform(self.pointCloudView.transform(), local=False)
        self.grabberElement.update()

        axisItem = gl.GLAxisItem(size=QVector3D(length, length, length))
        axisItem.applyTransform(self.grabberElement.transform(), local=False)
        self.addItem(axisItem, RenderGroup.Variable)
        self.grabberElement.setOpenGrabber(edgePair.getDistanceBetweenEdgePair())
        return
コード例 #5
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 def translate(self, dx, dy, dz, local=False):
     """
     Translate the object by (*dx*, *dy*, *dz*) in its parent's coordinate system.
     If *local* is True, then translation takes place in local coordinates.
     """
     tr = Transform3D()
     tr.translate(dx, dy, dz)
     self.applyTransform(tr, local=local)
コード例 #6
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 def scale(self, x, y, z, local=True):
     """
     Scale the object by (*dx*, *dy*, *dz*) in its local coordinate system.
     If *local* is False, then scale takes place in the parent's coordinates.
     """
     tr = Transform3D()
     tr.scale(x, y, z)
     self.applyTransform(tr, local=local)
コード例 #7
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 def viewTransform(self):
     tr = self.__transform
     p = self
     while True:
         p = p.parentItem()
         if p is None:
             break
         tr = p.transform() * tr
     return Transform3D(tr)
コード例 #8
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 def rotate(self, angle, x, y, z, local=False):
     """
     Rotate the object around the axis specified by (x,y,z).
     *angle* is in degrees.
     
     """
     tr = Transform3D()
     tr.rotate(angle, x, y, z)
     self.applyTransform(tr, local=local)
コード例 #9
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 def __init__(self, parentItem=None):
     QtCore.QObject.__init__(self)
     self.__parent = None
     self.__view = None
     self.__children = set()
     self.__transform = Transform3D()
     self.__visible = True
     self.setParentItem(parentItem)
     self.setDepthValue(0)
     self.__glOpts = {}
コード例 #10
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 def viewTransform(self):
     """Return the transform mapping this item's local coordinate system to the 
     view coordinate system."""
     tr = self.__transform
     p = self
     while True:
         p = p.parentItem()
         if p is None:
             break
         tr = p.transform() * tr
     return Transform3D(tr)
コード例 #11
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    def set_estimated_transform(self, orientation: Quaternion,
                                position: np.ndarray):
        transform = Transform3D()
        transform.translate(*position)

        self.estimatedPositions.append(position)
        self.estimatedLine.setData(pos=np.array(self.estimatedPositions))

        qx, qy, qz, qw = orientation
        q = QtGui.QQuaternion(qw, qx, qy, qz)

        transform.rotate(q)
        self.estimatedFrustum.setTransform(transform)
コード例 #12
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ファイル: MyMeshData.py プロジェクト: agmm/ECEn360_W15
    def triad(rows, cols, lx=1.0, ly=1.0, lz=1.0):

        mdX = MyMeshData.arrow(rows, cols, length=lx, radius=0.1 * lx)
        mdY = MyMeshData.arrow(rows, cols, length=ly, radius=0.1 * ly)
        mdZ = MyMeshData.arrow(rows, cols, length=lz, radius=0.1 * lz)
        # Orientation
        trX = Transform3D()
        trX.rotate(90., 0.0, 1.0, 0.0)
        vertX = fn.transformCoordinates(trX, mdX.vertexes(), transpose=True)
        nbrVerts = vertX.size / 3
        trY = Transform3D()
        trY.rotate(90., 1.0, 0.0, 0.0)
        vertY = fn.transformCoordinates(trY, mdY.vertexes(), transpose=True)
        verts = np.vstack((vertX, vertY, mdZ.vertexes()))
        faces = np.vstack(
            (mdX.faces(), mdY.faces() + nbrVerts, mdZ.faces() + 2 * nbrVerts))
        nbrFaces = faces.shape[0]
        #Colors x: red, y: green and z: blue
        colors = np.zeros((nbrFaces, 4))
        colors[0:nbrFaces / 3] = np.array([1.0, 0.0, 0.0, 0.6])
        colors[nbrFaces / 3:nbrFaces * 2 / 3] = np.array([0.0, 1.0, 0.0, 0.6])
        colors[nbrFaces * 2 / 3:nbrFaces] = np.array([0.0, 0.0, 1.0, 0.6])

        return gl.MeshData(vertexes=verts, faces=faces, faceColors=colors)
コード例 #13
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ファイル: PointsVisualizer.py プロジェクト: thokjo12/pyVO
    def set_projected_points(self, points: np.ndarray, orientation: Quaternion,
                             position: np.ndarray):

        if len(points) == 0:
            return

        transform = Transform3D()
        transform.translate(*position)

        qx, qy, qz, qw = orientation
        q = QtGui.QQuaternion(qw, qx, qy, qz)

        transform.rotate(q)
        points = transform.map(points)

        self.points.setData(pos=points.T)
コード例 #14
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def updateview_object(sr):
    global fire
    if fire:
        xscale = sr.ui.scale_3d_x.value()
        yscale = sr.ui.scale_3d_y.value()
        zscale = sr.ui.scale_3d_z.value()

        sr.scratchReader.options.put("view", "3d", "scale", "x", value=xscale)
        sr.scratchReader.options.put("view", "3d", "scale", "y", value=yscale)
        sr.scratchReader.options.put("view", "3d", "scale", "z", value=zscale)

        for i in sr.ui.plot3d_pot_widget.items:
            t = i.viewTransform().copyDataTo()
            t[0] = xscale
            t[5] = yscale
            t[10] = zscale
            i.setTransform(Transform3D(t))
コード例 #15
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def rotate_ypr(item, roll, pitch, yaw):

    r = np.deg2rad(roll)
    p = np.deg2rad(pitch)
    y = np.deg2rad(yaw)

    matrix = [cos(p) * cos(y),
              -cos(p) * sin(y),
              sin(p),
              0,
              cos(r) * sin(y) + sin(p) * sin(r) * cos(y),
              cos(r) * cos(y) - sin(p) * sin(r) * sin(y),
              -cos(p) * sin(r),
              0,
              sin(r) * sin(y) - sin(p) * cos(r) * cos(y),
              sin(p) * cos(r) * sin(y) + sin(r) * cos(y),
              cos(p) * cos(r),
              0,
              0, 0, 0, 1]

    transform = Transform3D(matrix)
    item.applyTransform(transform, True)
コード例 #16
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def rotate_rpy(item, roll, pitch, yaw):

    roll = np.deg2rad(roll)
    pitch = np.deg2rad(pitch)
    yaw = np.deg2rad(yaw)

    matrix = [np.cos(roll) * np.cos(pitch),
              np.cos(roll) * np.sin(pitch) * np.sin(yaw) - np.sin(roll) * np.cos(yaw),
              np.cos(roll) * np.sin(pitch) * np.cos(yaw) + np.sin(roll) * np.sin(yaw),
              0,
              np.sin(roll) * np.cos(pitch),
              np.sin(roll) * np.sin(pitch) * np.sin(yaw) + np.cos(roll) * np.cos(yaw),
              np.sin(roll) * np.sin(pitch) * np.cos(yaw) - np.cos(roll) * np.sin(yaw),
              0,
              -np.sin(pitch),
              np.cos(pitch) * np.sin(yaw),
              np.cos(pitch) * np.cos(yaw),
              0,
              0, 0, 0, 1]

    transform = Transform3D(matrix)
    item.applyTransform(transform, True)
コード例 #17
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 def mrotate(self, angle, x, y, z):
     tr = Transform3D()
     tr.rotate(angle, x, y, z)
     return tr
コード例 #18
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ファイル: grabbermodel.py プロジェクト: Yannick-Oderri/GripIt
    def initGrabberModel(self, grabberMeshName, arrowName, baseMeshName):
        # initialize grabber Element
        grabberRMeshData = self.context.loadModel(grabberMeshName.format("_r"))
        grabberLMeshData = self.context.loadModel(grabberMeshName.format("_l"))
        forwardArrowMeshData = self.context.loadModel(arrowName.format("_up"))
        upArrowMeshData = self.context.loadModel(arrowName.format("_forward"))
        grabberBaseMeshData = self.context.loadModel(baseMeshName)

        grabberRMeshArguments = {
            "meshdata": grabberRMeshData,
            "color": (0.75, 0.75, 0.75, 0.85),
            "edgeColor": (0.4, 0.4, 0.4, 1.0),
            "drawEdge": True,
            "drawFace": True,
            "shader": 'shaded',
            "glOptions": 'opaque'
        }

        grabberLMeshArguments = {
            "meshdata": grabberLMeshData,
            "color": (0.75, 0.75, 0.75, 0.85),
            "edgeColor": (0.4, 0.4, 0.4, 1.0),
            "drawEdge": True,
            "drawFace": True,
            "shader": 'shaded',
            "glOptions": 'opaque'
        }

        baseArguments = {
            "meshdata": grabberBaseMeshData,
            "color": (0.75, 0.75, 0.75, 0.85),
            "edgeColor": (0.4, 0.4, 0.4, 1.0),
            "drawEdge": True,
            "drawFace": True,
            "shader": 'shaded',
            "glOptions": 'opaque'
        }

        forwardArrowArguments = {
            "meshdata": forwardArrowMeshData,
            "color": (0.75, 0.75, 0.75, 0.3),
            "edgeColor": (0.4, 0.4, 0.4, 1.0),
            "drawEdge": True,
            "drawFace": True,
            "shader": 'balloon',
            "glOptions": 'additive'
        }

        backwardArrowArguments = {
            "meshdata": forwardArrowMeshData,
            "color": (0.75, 0.75, 0.75, 0.3),
            "edgeColor": (0.4, 0.4, 0.4, 1.0),
            "drawEdge": True,
            "drawFace": True,
            "shader": 'balloon',
            "glOptions": 'additive'
        }

        upArrowArguments = {
            "meshdata": upArrowMeshData,
            "color": (0.75, 0.75, 0.75, 0.3),
            "edgeColor": (0.4, 0.4, 0.4, 1.0),
            "drawEdge": True,
            "drawFace": True,
            "shader": 'balloon',
            "glOptions": 'additive'
        }

        mirrorTrans = np.identity(4)
        mirrorTrans[1][1] = -1

        self.rightGrabber = gl.GLMeshItem(**grabberRMeshArguments)
        self.leftGrabber = gl.GLMeshItem(**grabberLMeshArguments)
        self.leftGrabber.applyTransform(Transform3D(mirrorTrans.flatten()),
                                        local=True)
        self.rightGrabber.applyTransform(Transform3D(mirrorTrans.flatten()),
                                         local=True)
        self.forwardArrow = gl.GLMeshItem(**forwardArrowArguments)
        self.backwardArrow = gl.GLMeshItem(**backwardArrowArguments)
        mirrorTrans[1][1] = 1
        mirrorTrans[0][0] = -1
        self.backwardArrow.applyTransform(Transform3D(mirrorTrans.flatten()),
                                          local=True)
        self.upArrow = gl.GLMeshItem(**upArrowArguments)
        self.grabberBase = gl.GLMeshItem(**baseArguments)

        self.rightGrabber.setParentItem(self)
        self.leftGrabber.setParentItem(self)
        self.forwardArrow.setParentItem(self)
        self.backwardArrow.setParentItem(self)
        self.upArrow.setParentItem(self)
        self.grabberBase.setParentItem(self)
コード例 #19
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 def setTransform(self, tr):
     self.__transform = Transform3D(tr)
     self.update()