def __init__(self, config): LoaderInterface.__init__(self, config) self._file_path = Utility.resolve_path( self.config.get_string("file_path")) self._texture_folder = Utility.resolve_path( self.config.get_string("texture_folder")) # the default unknown texture folder is not included inside of the scenenet texture folder default_unknown_texture_folder = os.path.join(self._texture_folder, "unknown") # the textures in this folder are used, if the object has no available texture self._unknown_texture_folder = Utility.resolve_path( self.config.get_string("unknown_texture_folder", default_unknown_texture_folder)) LabelIdMapping.assign_mapping( Utility.resolve_path( os.path.join('resources', 'id_mappings', 'nyu_idset.csv'))) if LabelIdMapping.label_id_map: bpy.context.scene.world[ "category_id"] = LabelIdMapping.label_id_map["void"] else: print( "Warning: The category labeling file could not be found -> no semantic segmentation available!" )
def __init__(self, config): LoaderInterface.__init__(self, config) self.house_path = Utility.resolve_path(self.config.get_string("path")) suncg_folder_path = os.path.join(os.path.dirname(self.house_path), "../..") self.suncg_dir = self.config.get_string("suncg_path", suncg_folder_path) self._collection_of_loaded_objs = {} # there are only two types of materials, textures and diffuse self._collection_of_loaded_mats = {"texture": {}, "diffuse": {}} LabelIdMapping.assign_mapping(Utility.resolve_path(os.path.join('resources', 'id_mappings', 'nyu_idset.csv')))
def __init__(self, config): LoaderInterface.__init__(self, config) self.house_path = Utility.resolve_path(self.config.get_string("path")) suncg_folder_path = os.path.join(os.path.dirname(self.house_path), "../..") self.suncg_dir = self.config.get_string("suncg_path", suncg_folder_path) LabelIdMapping.assign_mapping( Utility.resolve_path( os.path.join('resources', 'id_mappings', 'nyu_idset.csv')))
def __init__(self, config): Loader.__init__(self, config) self._file_path = Utility.resolve_path( self.config.get_string("file_path")) self._texture_folder = Utility.resolve_path( self.config.get_string("texture_folder")) LabelIdMapping.assign_mapping( Utility.resolve_path( os.path.join('resources', 'id_mappings', 'nyu_idset.csv'))) if LabelIdMapping.label_id_map: bpy.data.scenes["Scene"]["num_labels"] = LabelIdMapping.num_labels bpy.context.scene.world[ "category_id"] = LabelIdMapping.label_id_map["void"] else: print( "Warning: The category labeling file could not be found -> no semantic segmentation available!" )