def test_directional_light(): d = DirectionalLight() assert d.name is None assert np.all(d.color == 1.0) assert d.intensity == 1.0 d.name = 'direc' with pytest.raises(ValueError): d.color = None with pytest.raises(TypeError): d.intensity = None d = DirectionalLight(color=[0.0, 0.0, 0.0]) assert np.all(d.color == 0.0) d._generate_shadow_texture() st = d.shadow_texture assert isinstance(st, Texture) assert st.width == st.height == SHADOW_TEX_SZ sc = d._get_shadow_camera(scene_scale=5.0) assert isinstance(sc, OrthographicCamera) assert sc.xmag == sc.ymag == 5.0 assert sc.znear == 0.01 * 5.0 assert sc.zfar == 10 * 5.0
def _create_raymond_lights(self): thetas = np.pi * np.array([1.0 / 6.0, 1.0 / 6.0, 1.0 / 6.0]) phis = np.pi * np.array([0.0, 2.0 / 3.0, 4.0 / 3.0]) nodes = [] for phi, theta in zip(phis, thetas): xp = np.sin(theta) * np.cos(phi) yp = np.sin(theta) * np.sin(phi) zp = np.cos(theta) z = np.array([xp, yp, zp]) z = z / np.linalg.norm(z) x = np.array([-z[1], z[0], 0.0]) if np.linalg.norm(x) == 0: x = np.array([1.0, 0.0, 0.0]) x = x / np.linalg.norm(x) y = np.cross(z, x) matrix = np.eye(4) matrix[:3, :3] = np.c_[x, y, z] nodes.append( Node( light=DirectionalLight(color=np.ones(3), intensity=1.0), matrix=matrix, ) ) return nodes
def build_scene(num_cubes, color_candidates): # Generate positions of each cube cube_position_array, barycenter = generate_block_positions(num_cubes) assert len(cube_position_array) == num_cubes # Place cubes scene = Scene(bg_color=np.array([0.0, 0.0, 0.0]), ambient_light=np.array([0.3, 0.3, 0.3, 1.0])) cube_nodes = [] for position in cube_position_array: mesh = trimesh.creation.box(extents=cube_size * np.ones(3)) mesh = Mesh.from_trimesh(mesh, smooth=False) node = Node(mesh=mesh, translation=np.array(([ position[0] - barycenter[0], position[1] - barycenter[1], position[2] - barycenter[2], ]))) scene.add_node(node) cube_nodes.append(node) update_cube_color_and_position(cube_nodes, color_candidates) # Place a light light = DirectionalLight(color=np.ones(3), intensity=15.0) quaternion_yaw = pyrender.quaternion.from_yaw(math.pi / 4) quaternion_pitch = pyrender.quaternion.from_pitch(-math.pi / 5) quaternion = pyrender.quaternion.multiply(quaternion_pitch, quaternion_yaw) quaternion = quaternion / np.linalg.norm(quaternion) node = Node(light=light, rotation=quaternion, translation=np.array([1, 1, 1])) scene.add_node(node) return scene, cube_nodes
def _build_scene(self, path, size, light, y_fov): self.scene = Scene(bg_color=[0, 0, 0, 0]) self.light = self.scene.add(DirectionalLight([1.0, 1.0, 1.0], light)) self.camera = self.scene.add( PerspectiveCamera(y_fov, aspectRatio=np.divide(*size))) self.mesh = self.scene.add( Mesh.from_trimesh(trimesh.load(path), smooth=True)) self.world_origin = self.mesh.mesh.centroid
def _reset_scene(self, scale_factor=1.0): """Resets the scene. Parameters ---------- scale_factor : float optional scale factor to apply to the image dimensions """ # delete scene if self._scene is not None: self._scene.clear() del self._scene # create scene scene = Scene() # setup camera camera = IntrinsicsCamera( self.camera.intrinsics.fx, self.camera.intrinsics.fy, self.camera.intrinsics.cx, self.camera.intrinsics.cy, ) pose_m = self.camera.pose.matrix.copy() pose_m[:, 1:3] *= -1.0 scene.add(camera, pose=pose_m, name=self.camera.frame) scene.main_camera_node = next( iter(scene.get_nodes(name=self.camera.frame)) ) material = MetallicRoughnessMaterial( baseColorFactor=np.array([1, 1, 1, 1.0]), metallicFactor=0.2, roughnessFactor=0.8, ) # add workspace objects for obj_key in self.state.workspace_keys: obj_state = self.state[obj_key] obj_mesh = Mesh.from_trimesh(obj_state.mesh, material=material) T_obj_world = obj_state.pose.matrix scene.add(obj_mesh, pose=T_obj_world, name=obj_key) # add scene objects for obj_key in self.state.obj_keys: obj_state = self.state[obj_key] obj_mesh = Mesh.from_trimesh(obj_state.mesh, material=material) T_obj_world = obj_state.pose.matrix scene.add(obj_mesh, pose=T_obj_world, name=obj_key) # add light (for color rendering) light = DirectionalLight(color=np.ones(3), intensity=1.0) scene.add(light, pose=np.eye(4)) ray_light_nodes = self._create_raymond_lights() [scene.add_node(rln) for rln in ray_light_nodes] self._scene = scene
def build_scene(floor_textures, wall_textures, fix_light_position=False): scene = Scene(bg_color=np.array([153 / 255, 226 / 255, 249 / 255]), ambient_light=np.array([0.5, 0.5, 0.5, 1.0])) floor_trimesh = trimesh.load("{}/floor.obj".format(object_directory)) mesh = Mesh.from_trimesh(floor_trimesh, smooth=False) node = Node(mesh=mesh, rotation=pyrender.quaternion.from_pitch(-math.pi / 2), translation=np.array([0, 0, 0])) texture_path = random.choice(floor_textures) set_random_texture(node, texture_path) scene.add_node(node) texture_path = random.choice(wall_textures) wall_trimesh = trimesh.load("{}/wall.obj".format(object_directory)) mesh = Mesh.from_trimesh(wall_trimesh, smooth=False) node = Node(mesh=mesh, translation=np.array([0, 1.15, -3.5])) set_random_texture(node, texture_path) scene.add_node(node) mesh = Mesh.from_trimesh(wall_trimesh, smooth=False) node = Node(mesh=mesh, rotation=pyrender.quaternion.from_yaw(math.pi), translation=np.array([0, 1.15, 3.5])) set_random_texture(node, texture_path) scene.add_node(node) mesh = Mesh.from_trimesh(wall_trimesh, smooth=False) node = Node(mesh=mesh, rotation=pyrender.quaternion.from_yaw(-math.pi / 2), translation=np.array([3.5, 1.15, 0])) set_random_texture(node, texture_path) scene.add_node(node) mesh = Mesh.from_trimesh(wall_trimesh, smooth=False) node = Node(mesh=mesh, rotation=pyrender.quaternion.from_yaw(math.pi / 2), translation=np.array([-3.5, 1.15, 0])) set_random_texture(node, texture_path) scene.add_node(node) light = DirectionalLight(color=np.ones(3), intensity=10) if fix_light_position == True: translation = np.array([1, 1, 1]) else: xz = np.random.uniform(-1, 1, size=2) translation = np.array([xz[0], 1, xz[1]]) yaw, pitch = compute_yaw_and_pitch(translation) node = Node(light=light, rotation=genearte_camera_quaternion(yaw, pitch), translation=translation) scene.add_node(node) return scene
def build_scene(max_num_cubes, color_candidates, probabilities): num_cubes = np.random.choice(np.arange(1, max_num_cubes + 1), size=1, p=probabilities)[0] # Generate positions of each cube cube_position_array, barycenter = generate_block_positions(num_cubes) assert len(cube_position_array) == num_cubes # Place cubes scene = Scene(bg_color=np.array([0.0, 0.0, 0.0]), ambient_light=np.array([0.3, 0.3, 0.3, 1.0])) cube_nodes = [] for position in cube_position_array: mesh = trimesh.creation.box(extents=cube_size * np.ones(3)) mesh = Mesh.from_trimesh(mesh, smooth=False) node = Node(mesh=mesh, translation=np.array(([ position[0] - barycenter[0], position[1] - barycenter[1], position[2] - barycenter[2], ]))) scene.add_node(node) cube_nodes.append(node) # Generate positions of each cube cube_position_array, barycenter = generate_block_positions(num_cubes) for position, node in zip(cube_position_array, cube_nodes): color = np.array(random.choice(color_candidates)) vertex_colors = np.broadcast_to( color, node.mesh.primitives[0].positions.shape) node.mesh.primitives[0].color_0 = vertex_colors node.translation = np.array(([ position[0] - barycenter[0], position[1] - barycenter[1], position[2] - barycenter[2], ])) # Place a light light = DirectionalLight(color=np.ones(3), intensity=15.0) quaternion_yaw = pyrender.quaternion.from_yaw(math.pi / 4) quaternion_pitch = pyrender.quaternion.from_pitch(-math.pi / 5) quaternion = pyrender.quaternion.multiply(quaternion_pitch, quaternion_yaw) quaternion = quaternion / np.linalg.norm(quaternion) node = Node(light=light, rotation=quaternion, translation=np.array([1, 1, 1])) scene.add_node(node) return scene, cube_nodes
def __init__(self): """ """ self.scene = Scene(ambient_light=np.array([0.02, 0.02, 0.02, 1.0])) self.scene.add(PointLight(color=[0.5, 0.2, 0.3], intensity=2.0)) self.scene.add( SpotLight(color=[0.1, 0.6, 0.3], intensity=2.0, innerConeAngle=0.05, outerConeAngle=0.5)) self.scene.add( DirectionalLight(color=[0.33, 0.33, 0.33], intensity=2.0)) self.root_node = None
def render_sensor( point_set, render_sensor_path="/Users/macbookpro15/Documents/mujoco_hand_exps/data/sensor_render" ): """ pointset: it is collectiono of sensor points for all timesteps """ # first take one of the point, subtract the center from it which # I know is the 0-th position out of the 220 points # form the mesh from this if not os.path.exists(render_sensor_path): os.makedirs(render_sensor_path) time_steps = len(point_set) for t in range(time_steps): sensor = trimesh.load_mesh( f'../data/mesh_dir/mesh_{t}_out/mc_mesh_out.ply') sensor_mesh = Mesh.from_trimesh(sensor) # Light for the scene direc_l = DirectionalLight(color=np.ones(3), intensity=1.0) spot_l = SpotLight(color=np.ones(3), intensity=10.0, innerConeAngle=np.pi / 16, outerConeAngle=np.pi / 6) point_l = PointLight(color=np.ones(3), intensity=10.0) # add camera to the scene cam = PerspectiveCamera(yfov=(np.pi / 3.0)) cam_pose = np.array([[0.0, -np.sqrt(2) / 2, np.sqrt(2) / 2, 0.5], [1.0, 0.0, 0.0, 0.0], [0.0, np.sqrt(2) / 2, np.sqrt(2) / 2, 0.4], [0.0, 0.0, 0.0, 1.0]]) # create the scene scene = Scene(ambient_light=np.array([0.02, 0.02, 0.02, 1.0])) point_mesh_node = scene.add(sensor_mesh) direc_l_node = scene.add(direc_l, pose=cam_pose) spot_l_node = scene.add(spot_l, pose=cam_pose) cam_node = scene.add(cam, pose=cam_pose) print('rendering the scene offline') r = OffscreenRenderer(viewport_width=640, viewport_height=480) color, depth = r.render(scene) r.delete() plt.figure() plt.imshow(color) plt.savefig(f'{render_sensor_path}/img_{t}.jpg')
def __init__(self, filepath, viewport_size=(128, 128), y_fov=3.14159 / 4., distance=0.30, top_only=False, light=5.0, theta_steps=10, phi_steps=10): self.scene = Scene(bg_color=[0, 0, 0]) self.camera = self.scene.add( PerspectiveCamera(y_fov, aspectRatio=np.divide(*viewport_size))) self.mesh = self.scene.add( Mesh.from_trimesh(trimesh.load(filepath), smooth=True)) self.world_origin = self.mesh.mesh.centroid self.light = self.scene.add(DirectionalLight([1.0, 1.0, 1.0], light)) self.distance = distance # 0.1 values are to avoid gimbal lock theta_max = np.pi / 2.0 if top_only else np.pi self.thetas = np.linspace(0.1, theta_max - 0.1, theta_steps) self.phis = np.linspace(0.1, 2 * np.pi - 0.1, phi_steps) self.renderer = OffscreenRenderer(*viewport_size) self.RGBA = RenderFlags.RGBA
# Different options for the walls wall_types = ['hydroponic_farm', 'other'] wall_type = wall_types[0] # Side "walls" mesh wall_trimesh = trimesh.load('./models/scene/' + wall_type + '_wall.obj') wall_mesh = Mesh.from_trimesh(wall_trimesh) #============================================================================== # Light creation #============================================================================== # Lights for the inf_base and walls side_intensity = 3.0 inf_base_dir_l = DirectionalLight(color=np.ones(3), intensity=10.0) spot_l_sides = PointLight(color=np.ones(3), intensity=side_intensity) # Light for the flower point_l = PointLight(color=np.ones(3), intensity=1.0) #============================================================================== # Poses #============================================================================== # Side wall poses side_closeness = 1 side_height = 0 side_E_pose = spatial_transform_Matrix(roll=np.pi / 2, yaw=np.pi / 2,
print('diag_size: {}, to_centroid_dist: {}'.format(diag_size, to_centroid_dist)) # exit(-1) baseline = to_centroid_dist * baseline_depth_ratio cam_pose_right = move_to_right(cam_pose, baseline) back_dist = to_centroid_dist * back_dist_depth_ratio cam_pose_back = move_to_back(cam_pose, back_dist) #============================================================================== # Light creation #============================================================================== direc_l = DirectionalLight(color=np.ones(3), intensity=25) # parallel light # direc_l_node = scene.add(direc_l, pose=cam_pose) cp = np.eye(4) s2 = 1.0 / np.sqrt(3.0) cp[:3, :3] = np.array([[0.0, -s2, np.sqrt(1 - s2 * s2)], [1.0, 0.0, 0.0], [0.0, np.sqrt(1 - s2 * s2), s2]]) direc_l_node = scene.add(direc_l, pose=cp) #============================================================================== # Using the viewer with the default view angle #============================================================================== # v = Viewer(scene, viewport_size=(640*2, 480*2), shadows=True) #==============================================================================
def main(mesh_path): # rendering conf ambient_light = 0.8 directional_light = 1.0 img_res = 512 cam_f = 500 cam_c = img_res / 2.0 scene = Scene(ambient_light=np.array( [ambient_light, ambient_light, ambient_light, 1.0])) mesh_v, mesh_vc, mesh_f = load_ply_data(mesh_path) mesh_ = trimesh.Trimesh(vertices=mesh_v, faces=mesh_f, vertex_colors=mesh_vc) points_mesh = Mesh.from_trimesh(mesh_, smooth=True, material=None) mesh_node = scene.add(points_mesh) cam = IntrinsicsCamera(fx=cam_f, fy=cam_f, cx=cam_c, cy=cam_c) cam_pose = np.array([[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 2.0], [0.0, 0.0, 0.0, 1.0]]) direc_l = DirectionalLight(color=np.ones(3), intensity=directional_light) light_node_1 = scene.add(direc_l, pose=np.matmul(rotationy(30), rotationx(45))) direc_l = DirectionalLight(color=np.ones(3), intensity=directional_light) light_node_2 = scene.add(direc_l, pose=np.matmul(rotationy(-30), rotationx(45))) direc_l = DirectionalLight(color=np.ones(3), intensity=directional_light) light_node_3 = scene.add(direc_l, pose=np.matmul(rotationy(-180), rotationx(45))) direc_l = DirectionalLight(color=np.ones(3), intensity=(directional_light - 0.5)) light_node_4 = scene.add(direc_l, pose=np.matmul(rotationy(0), rotationx(-10))) ################ # rendering cam_node = scene.add(cam, pose=cam_pose) render_flags = { 'flip_wireframe': False, 'all_wireframe': False, 'all_solid': False, 'shadows': True, 'vertex_normals': False, 'face_normals': False, 'cull_faces': True, 'point_size': 1.0, } viewer_flags = { 'mouse_pressed': False, 'rotate': False, 'rotate_rate': np.pi / 6.0, 'rotate_axis': np.array([0.0, 1.0, 0.0]), 'view_center': np.array([0.0, 0.0, 0.0]), 'record': False, 'use_raymond_lighting': False, 'use_direct_lighting': False, 'lighting_intensity': 3.0, 'use_perspective_cam': True, 'window_title': 'DIT', 'refresh_rate': 25.0, 'fullscreen': False, 'show_world_axis': False, 'show_mesh_axes': False, 'caption': None, 'save_one_frame': False, } v = Viewer(scene, viewport_size=(512, 512), render_flags=render_flags, viewer_flags=viewer_flags, run_in_thread=False) v.close()
def _build_light(self, light, pose): directional_light = DirectionalLight([1.0, 1.0, 1.0], np.mean(light)) directional_light = self.scene.add(directional_light, pose=pose) return directional_light
boxf_face_colors = np.random.uniform(size=boxf_trimesh.faces.shape) boxf_trimesh.visual.face_colors = boxf_face_colors boxf_mesh = Mesh.from_trimesh(boxf_trimesh, smooth=False) # ------------------------------------------------------------------------------ # Creating meshes from point clouds # ------------------------------------------------------------------------------ points = trimesh.creation.icosphere(radius=0.05).vertices point_colors = np.random.uniform(size=points.shape) points_mesh = Mesh.from_points(points, colors=point_colors) # ============================================================================== # Light creation # ============================================================================== direc_l = DirectionalLight(color=np.ones(3), intensity=1.0) spot_l = SpotLight(color=np.ones(3), intensity=10.0, innerConeAngle=np.pi / 16, outerConeAngle=np.pi / 6) point_l = PointLight(color=np.ones(3), intensity=10.0) # ============================================================================== # Camera creation # ============================================================================== cam = PerspectiveCamera(yfov=(np.pi / 3.0)) cam_pose = np.array([[0.0, -np.sqrt(2) / 2, np.sqrt(2) / 2, 0.5], [1.0, 0.0, 0.0, 0.0], [0.0, np.sqrt(2) / 2, np.sqrt(2) / 2, 0.4], [0.0, 0.0, 0.0, 1.0]])
def test_offscreen_renderer(tmpdir): # Fuze trimesh fuze_trimesh = trimesh.load('examples/models/fuze.obj') fuze_mesh = Mesh.from_trimesh(fuze_trimesh) # Drill trimesh drill_trimesh = trimesh.load('examples/models/drill.obj') drill_mesh = Mesh.from_trimesh(drill_trimesh) drill_pose = np.eye(4) drill_pose[0, 3] = 0.1 drill_pose[2, 3] = -np.min(drill_trimesh.vertices[:, 2]) # Wood trimesh wood_trimesh = trimesh.load('examples/models/wood.obj') wood_mesh = Mesh.from_trimesh(wood_trimesh) # Water bottle trimesh bottle_gltf = trimesh.load('examples/models/WaterBottle.glb') bottle_trimesh = bottle_gltf.geometry[list(bottle_gltf.geometry.keys())[0]] bottle_mesh = Mesh.from_trimesh(bottle_trimesh) bottle_pose = np.array([ [1.0, 0.0, 0.0, 0.1], [0.0, 0.0, -1.0, -0.16], [0.0, 1.0, 0.0, 0.13], [0.0, 0.0, 0.0, 1.0], ]) boxv_trimesh = trimesh.creation.box(extents=0.1 * np.ones(3)) boxv_vertex_colors = np.random.uniform(size=(boxv_trimesh.vertices.shape)) boxv_trimesh.visual.vertex_colors = boxv_vertex_colors boxv_mesh = Mesh.from_trimesh(boxv_trimesh, smooth=False) boxf_trimesh = trimesh.creation.box(extents=0.1 * np.ones(3)) boxf_face_colors = np.random.uniform(size=boxf_trimesh.faces.shape) boxf_trimesh.visual.face_colors = boxf_face_colors # Instanced poses = np.tile(np.eye(4), (2, 1, 1)) poses[0, :3, 3] = np.array([-0.1, -0.10, 0.05]) poses[1, :3, 3] = np.array([-0.15, -0.10, 0.05]) boxf_mesh = Mesh.from_trimesh(boxf_trimesh, poses=poses, smooth=False) points = trimesh.creation.icosphere(radius=0.05).vertices point_colors = np.random.uniform(size=points.shape) points_mesh = Mesh.from_points(points, colors=point_colors) direc_l = DirectionalLight(color=np.ones(3), intensity=1.0) spot_l = SpotLight(color=np.ones(3), intensity=10.0, innerConeAngle=np.pi / 16, outerConeAngle=np.pi / 6) cam = PerspectiveCamera(yfov=(np.pi / 3.0)) cam_pose = np.array([[0.0, -np.sqrt(2) / 2, np.sqrt(2) / 2, 0.5], [1.0, 0.0, 0.0, 0.0], [0.0, np.sqrt(2) / 2, np.sqrt(2) / 2, 0.4], [0.0, 0.0, 0.0, 1.0]]) scene = Scene(ambient_light=np.array([0.02, 0.02, 0.02])) fuze_node = Node(mesh=fuze_mesh, translation=np.array( [0.1, 0.15, -np.min(fuze_trimesh.vertices[:, 2])])) scene.add_node(fuze_node) boxv_node = Node(mesh=boxv_mesh, translation=np.array([-0.1, 0.10, 0.05])) scene.add_node(boxv_node) boxf_node = Node(mesh=boxf_mesh) scene.add_node(boxf_node) _ = scene.add(drill_mesh, pose=drill_pose) _ = scene.add(bottle_mesh, pose=bottle_pose) _ = scene.add(wood_mesh) _ = scene.add(direc_l, pose=cam_pose) _ = scene.add(spot_l, pose=cam_pose) _ = scene.add(points_mesh) _ = scene.add(cam, pose=cam_pose) r = OffscreenRenderer(viewport_width=640, viewport_height=480) color, depth = r.render(scene) assert color.shape == (480, 640, 3) assert depth.shape == (480, 640) assert np.max(depth.data) > 0.05 assert np.count_nonzero(depth.data) > (0.2 * depth.size) r.delete()
def test_scenes(): # Basics s = Scene() assert np.allclose(s.bg_color, np.ones(4)) assert np.allclose(s.ambient_light, np.zeros(3)) assert len(s.nodes) == 0 assert s.name is None s.name = 'asdf' s.bg_color = None s.ambient_light = None assert np.allclose(s.bg_color, np.ones(4)) assert np.allclose(s.ambient_light, np.zeros(3)) assert s.nodes == set() assert s.cameras == set() assert s.lights == set() assert s.point_lights == set() assert s.spot_lights == set() assert s.directional_lights == set() assert s.meshes == set() assert s.camera_nodes == set() assert s.light_nodes == set() assert s.point_light_nodes == set() assert s.spot_light_nodes == set() assert s.directional_light_nodes == set() assert s.mesh_nodes == set() assert s.main_camera_node is None assert np.all(s.bounds == 0) assert np.all(s.centroid == 0) assert np.all(s.extents == 0) assert np.all(s.scale == 0) # From trimesh scene tms = trimesh.load('tests/data/WaterBottle.glb') s = Scene.from_trimesh_scene(tms) assert len(s.meshes) == 1 assert len(s.mesh_nodes) == 1 # Test bg color formatting s = Scene(bg_color=[0, 1.0, 0]) assert np.allclose(s.bg_color, np.array([0.0, 1.0, 0.0, 1.0])) # Test constructor for nodes n1 = Node() n2 = Node() n3 = Node() nodes = [n1, n2, n3] s = Scene(nodes=nodes) n1.children.append(n2) s = Scene(nodes=nodes) n3.children.append(n2) with pytest.raises(ValueError): s = Scene(nodes=nodes) n3.children = [] n2.children.append(n3) n3.children.append(n2) with pytest.raises(ValueError): s = Scene(nodes=nodes) # Test node accessors n1 = Node() n2 = Node() n3 = Node() nodes = [n1, n2] s = Scene(nodes=nodes) assert s.has_node(n1) assert s.has_node(n2) assert not s.has_node(n3) # Test node poses for n in nodes: assert np.allclose(s.get_pose(n), np.eye(4)) with pytest.raises(ValueError): s.get_pose(n3) with pytest.raises(ValueError): s.set_pose(n3, np.eye(4)) tf = np.eye(4) tf[:3, 3] = np.ones(3) s.set_pose(n1, tf) assert np.allclose(s.get_pose(n1), tf) assert np.allclose(s.get_pose(n2), np.eye(4)) nodes = [n1, n2, n3] tf2 = np.eye(4) tf2[:3, :3] = np.diag([-1, -1, 1]) n1.children.append(n2) n1.matrix = tf n2.matrix = tf2 s = Scene(nodes=nodes) assert np.allclose(s.get_pose(n1), tf) assert np.allclose(s.get_pose(n2), tf.dot(tf2)) assert np.allclose(s.get_pose(n3), np.eye(4)) n1 = Node() n2 = Node() n3 = Node() n1.children.append(n2) s = Scene() s.add_node(n1) with pytest.raises(ValueError): s.add_node(n2) s.set_pose(n1, tf) assert np.allclose(s.get_pose(n1), tf) assert np.allclose(s.get_pose(n2), tf) s.set_pose(n2, tf2) assert np.allclose(s.get_pose(n2), tf.dot(tf2)) # Test node removal n1 = Node() n2 = Node() n3 = Node() n1.children.append(n2) n2.children.append(n3) s = Scene(nodes=[n1, n2, n3]) s.remove_node(n2) assert len(s.nodes) == 1 assert n1 in s.nodes assert len(n1.children) == 0 assert len(n2.children) == 1 s.add_node(n2, parent_node=n1) assert len(n1.children) == 1 n1.matrix = tf n3.matrix = tf2 assert np.allclose(s.get_pose(n3), tf.dot(tf2)) # Now test ADD function s = Scene() m = Mesh([], name='m') cp = PerspectiveCamera(yfov=2.0) co = OrthographicCamera(xmag=1.0, ymag=1.0) dl = DirectionalLight() pl = PointLight() sl = SpotLight() n1 = s.add(m, name='mn') assert n1.mesh == m assert len(s.nodes) == 1 assert len(s.mesh_nodes) == 1 assert n1 in s.mesh_nodes assert len(s.meshes) == 1 assert m in s.meshes assert len(s.get_nodes(node=n2)) == 0 n2 = s.add(m, pose=tf) assert len(s.nodes) == len(s.mesh_nodes) == 2 assert len(s.meshes) == 1 assert len(s.get_nodes(node=n1)) == 1 assert len(s.get_nodes(node=n1, name='mn')) == 1 assert len(s.get_nodes(name='mn')) == 1 assert len(s.get_nodes(obj=m)) == 2 assert len(s.get_nodes(obj=m, obj_name='m')) == 2 assert len(s.get_nodes(obj=co)) == 0 nsl = s.add(sl, name='sln') npl = s.add(pl, parent_name='sln') assert nsl.children[0] == npl ndl = s.add(dl, parent_node=npl) assert npl.children[0] == ndl nco = s.add(co) ncp = s.add(cp) assert len(s.light_nodes) == len(s.lights) == 3 assert len(s.point_light_nodes) == len(s.point_lights) == 1 assert npl in s.point_light_nodes assert len(s.spot_light_nodes) == len(s.spot_lights) == 1 assert nsl in s.spot_light_nodes assert len(s.directional_light_nodes) == len(s.directional_lights) == 1 assert ndl in s.directional_light_nodes assert len(s.cameras) == len(s.camera_nodes) == 2 assert s.main_camera_node == nco s.main_camera_node = ncp s.remove_node(ncp) assert len(s.cameras) == len(s.camera_nodes) == 1 assert s.main_camera_node == nco s.remove_node(n2) assert len(s.meshes) == 1 s.remove_node(n1) assert len(s.meshes) == 0 s.remove_node(nsl) assert len(s.lights) == 0 s.remove_node(nco) assert s.main_camera_node is None s.add_node(n1) s.clear() assert len(s.nodes) == 0 # Trigger final errors with pytest.raises(ValueError): s.main_camera_node = None with pytest.raises(ValueError): s.main_camera_node = ncp with pytest.raises(ValueError): s.add(m, parent_node=n1) with pytest.raises(ValueError): s.add(m, name='asdf') s.add(m, name='asdf') s.add(m, parent_name='asdf') with pytest.raises(ValueError): s.add(m, parent_name='asfd') with pytest.raises(TypeError): s.add(None) s.clear() # Test bounds m1 = Mesh.from_trimesh(trimesh.creation.box()) m2 = Mesh.from_trimesh(trimesh.creation.box()) m3 = Mesh.from_trimesh(trimesh.creation.box()) n1 = Node(mesh=m1) n2 = Node(mesh=m2, translation=[1.0, 0.0, 0.0]) n3 = Node(mesh=m3, translation=[0.5, 0.0, 1.0]) s.add_node(n1) s.add_node(n2) s.add_node(n3) assert np.allclose(s.bounds, [[-0.5, -0.5, -0.5], [1.5, 0.5, 1.5]]) s.clear() s.add_node(n1) s.add_node(n2, parent_node=n1) s.add_node(n3, parent_node=n2) assert np.allclose(s.bounds, [[-0.5, -0.5, -0.5], [2.0, 0.5, 1.5]]) tf = np.eye(4) tf[:3, 3] = np.ones(3) s.set_pose(n3, tf) assert np.allclose(s.bounds, [[-0.5, -0.5, -0.5], [2.5, 1.5, 1.5]]) s.remove_node(n2) assert np.allclose(s.bounds, [[-0.5, -0.5, -0.5], [0.5, 0.5, 0.5]]) s.clear() assert np.allclose(s.bounds, 0.0)
def test_nodes(): x = Node() assert x.name is None assert x.camera is None assert x.children == [] assert x.skin is None assert np.allclose(x.matrix, np.eye(4)) assert x.mesh is None assert np.allclose(x.rotation, [0, 0, 0, 1]) assert np.allclose(x.scale, np.ones(3)) assert np.allclose(x.translation, np.zeros(3)) assert x.weights is None assert x.light is None x.name = 'node' # Test node light/camera/mesh tests c = PerspectiveCamera(yfov=2.0) m = Mesh([]) d = DirectionalLight() x.camera = c assert x.camera == c with pytest.raises(TypeError): x.camera = m x.camera = d x.camera = None x.mesh = m assert x.mesh == m with pytest.raises(TypeError): x.mesh = c x.mesh = d x.light = d assert x.light == d with pytest.raises(TypeError): x.light = m x.light = c # Test transformations getters/setters/etc... # Set up test values x = np.array([1.0, 0.0, 0.0]) y = np.array([0.0, 1.0, 0.0]) t = np.array([1.0, 2.0, 3.0]) s = np.array([0.5, 2.0, 1.0]) Mx = transformations.rotation_matrix(np.pi / 2.0, x) qx = np.roll(transformations.quaternion_about_axis(np.pi / 2.0, x), -1) Mxt = Mx.copy() Mxt[:3, 3] = t S = np.eye(4) S[:3, :3] = np.diag(s) Mxts = Mxt.dot(S) My = transformations.rotation_matrix(np.pi / 2.0, y) qy = np.roll(transformations.quaternion_about_axis(np.pi / 2.0, y), -1) Myt = My.copy() Myt[:3, 3] = t x = Node(matrix=Mx) assert np.allclose(x.matrix, Mx) assert np.allclose(x.rotation, qx) assert np.allclose(x.translation, np.zeros(3)) assert np.allclose(x.scale, np.ones(3)) x.matrix = My assert np.allclose(x.matrix, My) assert np.allclose(x.rotation, qy) assert np.allclose(x.translation, np.zeros(3)) assert np.allclose(x.scale, np.ones(3)) x.translation = t assert np.allclose(x.matrix, Myt) assert np.allclose(x.rotation, qy) x.rotation = qx assert np.allclose(x.matrix, Mxt) x.scale = s assert np.allclose(x.matrix, Mxts) x = Node(matrix=Mxt) assert np.allclose(x.matrix, Mxt) assert np.allclose(x.rotation, qx) assert np.allclose(x.translation, t) assert np.allclose(x.scale, np.ones(3)) x = Node(matrix=Mxts) assert np.allclose(x.matrix, Mxts) assert np.allclose(x.rotation, qx) assert np.allclose(x.translation, t) assert np.allclose(x.scale, s) # Individual element getters x.scale[0] = 0 assert np.allclose(x.scale[0], 0) x.translation[0] = 0 assert np.allclose(x.translation[0], 0) x.matrix = np.eye(4) x.matrix[0, 0] = 500 assert x.matrix[0, 0] == 1.0 # Failures with pytest.raises(ValueError): x.matrix = 5 * np.eye(4) with pytest.raises(ValueError): x.matrix = np.eye(5) with pytest.raises(ValueError): x.matrix = np.eye(4).dot([5, 1, 1, 1]) with pytest.raises(ValueError): x.rotation = np.array([1, 2]) with pytest.raises(ValueError): x.rotation = np.array([1, 2, 3]) with pytest.raises(ValueError): x.rotation = np.array([1, 2, 3, 4]) with pytest.raises(ValueError): x.translation = np.array([1, 2, 3, 4]) with pytest.raises(ValueError): x.scale = np.array([1, 2, 3, 4])