Exemplo n.º 1
0
def test_reflection():
    point = [1, 1, 1]
    normal = [0, 0, 1]
    R1 = Reflection(point, normal)
    R2 = Transformation.from_matrix([[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, -1, 2],
                                     [0, 0, 0, 1]])
    assert R1 == R2
def rcf_xform():
    # def rcf_xform(rcf_matrix):
    M = [
        [1.0, 0.0, 0.0, -100],
        [0.0, 0.0, 1.0, -100],
        [0.0, -1.0, 0.0, 100],
        [0.0, 0.0, 0.0, 1.0],
    ]
    return Transformation.from_matrix(M)
Exemplo n.º 3
0
def test_reflection_from_frame():
    point = [1, 1, 1]
    x = [1, 0, 0]
    y = [0, 1, 0]

    f = Frame(point, x, y)
    R1 = Reflection.from_frame(f)
    R2 = Transformation.from_matrix([[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, -1, 2], [0, 0, 0, 1]])
    assert R1 == R2
Exemplo n.º 4
0
def visualize_urscript(script):
    M = [
        [-1000, 0, 0, 0],
        [0, 1000, 0, 0],
        [0, 0, 1000, 0],
        [0, 0, 0, 1],
    ]
    rgT = matrix_to_rgtransform(M)
    cgT = Transformation.from_matrix(M)

    robot = Robot()

    viz_planes = []

    movel_matcher = re.compile(r"^\s*move([lj]).+((-?\d+\.\d+,?\s?){6}).*$")
    for line in script.splitlines():
        mo = re.search(movel_matcher, line)
        if mo:
            if mo.group(1) == "l":  # movel
                ptX, ptY, ptZ, rX, rY, rZ = mo.group(2).split(",")

                pt = Point(float(ptX), float(ptY), float(ptZ))
                pt.transform(cgT)
                frame = Frame(pt, [1, 0, 0], [0, 1, 0])

                R = Rotation.from_axis_angle_vector(
                    [float(rX), float(rY), float(rZ)], pt)
                T = matrix_to_rgtransform(R)

                plane = cgframe_to_rgplane(frame)
                plane.Transform(T)

                viz_planes.append(plane)
            else:  # movej
                joint_values = mo.group(2).split(",")
                configuration = Configuration.from_revolute_values(
                    [float(d) for d in joint_values])
                frame = robot.forward_kinematics(configuration)

                plane = cgframe_to_rgplane(frame)
                plane.Transform(rgT)

                viz_planes.append(plane)

    return viz_planes
Exemplo n.º 5
0
    def data(self, data):
        p_name                    = data.get('name') or None
        p_id                      = data.get('id') or None
        p_geo                     = data.get('geo') or {}
        p_connections             = data.get('connections') or []
        p_active_connections      = data.get('active_connections') or []
        p_transformation          = data.get('transformation') or []
        p_parent                  = data.get('parent') or None
        p_children                = data.get('children') or []

        self.name = p_name
        self.id = p_id
        self.geo = Mesh.from_data(p_geo)

        self.connections = [Connection.from_data(c) for c in p_connections]
        self.active_connections = p_active_connections

        self.transformation = Transformation.from_matrix(p_transformation)

        center_coords = self.geo.centroid()
        self.center = Point(center_coords[0], center_coords[1], center_coords[2])

        self.parent = p_parent
        self.children = p_children
def test_from_matrix():
    t = Transformation().matrix
    assert Transformation.from_matrix(t).matrix == t
Exemplo n.º 7
0
def test_from_matrix():
    T = Transformation()
    matrix = T.matrix
    assert Transformation.from_matrix(matrix).matrix == matrix
Exemplo n.º 8
0
def _dae_mesh_importer(filename, precision):
    """This is a very simple implementation of a DAE/Collada parser.

    Collada specification: https://www.khronos.org/files/collada_spec_1_5.pdf
    """
    dae = XML.from_file(filename)
    meshes = []
    visual_scenes = dae.root.find('library_visual_scenes')
    materials = dae.root.find('library_materials')
    effects = dae.root.find('library_effects')

    for geometry in dae.root.findall('library_geometries/geometry'):
        mesh_xml = geometry.find('mesh')
        mesh_id = geometry.attrib['id']
        matrix_node = visual_scenes.find('visual_scene/node/instance_geometry[@url="#{}"]/../matrix'.format(mesh_id))
        transform = None

        if matrix_node is not None:
            M = [float(i) for i in matrix_node.text.split()]

            # If it's the identity matrix, then ignore, we don't need to transform it
            if M != [1., 0., 0., 0.,
                     0., 1., 0., 0.,
                     0., 0., 1., 0.,
                     0., 0., 0., 1.]:
                M = M[0:4], M[4:8], M[8:12], M[12:16]
                transform = Transformation.from_matrix(M)

        # primitive elements can be any combination of:
        # lines, linestrips, polygons, polylist, triangles, trifans, tristrips
        # The current implementation only supports triangles and polylist of triangular meshes
        primitive_element_sets = []
        primitive_element_sets.extend(mesh_xml.findall('triangles'))
        primitive_element_sets.extend(mesh_xml.findall('polylist'))

        if len(primitive_element_sets) == 0:
            raise Exception('No primitive elements found (currently only triangles and polylist are supported)')

        for primitive_element_set in primitive_element_sets:
            primitive_tag = primitive_element_set.tag
            primitive_set_data = primitive_element_set.find('p').text.split()

            # Try to retrieve mesh colors
            mesh_colors = {}

            if materials is not None and effects is not None:
                try:
                    instance_effect = None
                    material_id = primitive_element_set.attrib.get('material')
                    primitive_count = int(primitive_element_set.attrib['count'])

                    if material_id is not None:
                        instance_effect = materials.find('material[@id="{}"]/instance_effect'.format(material_id))

                    if instance_effect is not None:
                        instance_effect_id = instance_effect.attrib['url'][1:]
                        colors = effects.findall('effect[@id="{}"]/profile_COMMON/technique/phong/*/color'.format(instance_effect_id))
                        for color_node in colors:
                            rgba = [float(i) for i in color_node.text.split()]
                            mesh_colors['mesh_color.{}'.format(color_node.attrib['sid'])] = rgba
                except Exception:
                    LOGGER.exception('Exception while loading materials, all materials of mesh file %s will be ignored ', filename)

            # Parse vertices
            all_offsets = sorted([int(i.attrib['offset']) for i in primitive_element_set.findall('input[@offset]')])
            if not all_offsets:
                raise Exception('Primitive element node does not contain offset information! Primitive tag={}'.format(primitive_tag))

            vertices_input = primitive_element_set.find('input[@semantic="VERTEX"]')
            vertices_id = vertices_input.attrib['source'][1:]
            vertices_link = mesh_xml.find('vertices[@id="{}"]/input'.format(vertices_id))
            positions = mesh_xml.find('source[@id="{}"]/float_array'.format(vertices_link.attrib['source'][1:]))
            positions = positions.text.split()

            vertices = [[float(p) for p in positions[i:i + 3]] for i in range(0, len(positions), 3)]

            # Parse faces
            # Every nth element is a vertex key, we ignore the rest based on the offsets defined
            # Usually, every second item is the normal, but there can be other items offset in there (vertex tangents, etc)
            skip_step = 1 + all_offsets[-1]

            if primitive_tag == 'triangles':
                vcount = [3] * primitive_count
            elif primitive_tag == 'polylist':
                vcount = [int(v) for v in primitive_element_set.find('vcount').text.split()]

            if len(vcount) != primitive_count:
                raise Exception('Primitive count does not match vertex per face count, vertex input id={}'.format(vertices_id))

            fkeys = [int(f) for f in primitive_set_data[::skip_step]]
            faces = []
            for i in range(primitive_count):
                a = i * vcount[i]
                b = a + vcount[i]
                faces.append(fkeys[a:b])

            # Rebuild vertices and faces using the same logic that other importers
            # use remapping everything based on a selected precision
            index_key = OrderedDict()
            vertex = OrderedDict()

            for i, xyz in enumerate(vertices):
                key = geometric_key(xyz, precision)
                index_key[i] = key
                vertex[key] = xyz

            key_index = {key: index for index, key in enumerate(vertex)}
            index_index = {index: key_index[key] for index, key in iter(index_key.items())}
            vertices = [xyz for xyz in iter(vertex.values())]
            faces = [[index_index[index] for index in face] for face in faces]

            mesh = Mesh.from_vertices_and_faces(vertices, faces)

            if mesh_colors:
                mesh.attributes.update(mesh_colors)

            if transform:
                mesh_transform(mesh, transform)

            meshes.append(mesh)

    return meshes