def update(self, dt): # calculate the translation desired, apply rotation to it so that the translation # is applied from the camera points of view then apply it to the camera position translation = np.array([0, 0, 0, 1], dtype=np.float) if self.moving_right: translation[0] += dt if self.moving_left: translation[0] -= dt if self.moving_up: translation[1] += dt if self.moving_down: translation[1] -= dt if self.moving_forward: translation[2] += dt / 10 if self.moving_backward: translation[2] -= dt / 10 translation *= 500 # FIXME: define speed somewhere rotation = np.eye(4, dtype=np.float) glm.yrotate(rotation, self._yaw) glm.xrotate(rotation, self._pitch) glm.zrotate(rotation, self._roll) translation = np.matmul(rotation, translation) self._position += translation[:3] if self.turning_left: self._yaw -= 60 * dt if self.turning_right: self._yaw += 60 * dt
def get_view(self): view = np.eye(4, dtype=np.float) glm.translate( view, *(-self._position )) # shift the world so that the camera is at the origin glm.yrotate(view, self._yaw) # rotate the world so that it faces the camera glm.xrotate(view, self._pitch) glm.zrotate(view, self._roll) glm.scale(view, 1, -1, -1) return view
def on_draw(dt): nonlocal phi, theta, omega, dx, dy, dz, scale, d model = np.eye(4, 4, dtype=np.float32) glm.xrotate(model, omega) glm.yrotate(model, phi) glm.zrotate(model, theta) glm.scale(model, scale, scale, scale) glm.translate(model, dx, dy, dz) cube['model'] = model cube['color'] = color window.clear() cube.draw(gl.GL_TRIANGLES, I)
def on_draw(dt): nonlocal phi, theta, omega, dx, dy, dz, scale, d matrix = np.eye(4, 4, dtype=np.float32) glm.xrotate(matrix, omega) glm.yrotate(matrix, phi) glm.zrotate(matrix, theta) glm.scale(matrix, scale, scale, scale) glm.translate(matrix, dx, dy, dz) result = [np.matmul([*p, 1], matrix)[0:3] for p in V] cube['position'] = [project(*p, d) for p in result] window.clear() cube.draw(gl.GL_LINE_LOOP, I)
def on_draw(dt): window.clear() gl.glDisable(gl.GL_BLEND) gl.glEnable(gl.GL_DEPTH_TEST) program.draw(gl.GL_TRIANGLES, indices) #model = np.eye(4, dtype=np.float32) #program['u_model'] = model #program['u_model'] = glm.xrotate(glm.translation(0, 0, posx), angleR) #program['u_model'] = np.eye(4) program['u_model'] = glm.zrotate(np.eye(4), angleR).dot(glm.translation(0, 0, posx))
def _zrotate(model): glm.zrotate(model, float(theta)) return model
def run(args): # Command line arguments address = args.address show_window = args.show_window poll_timeout = args.poll_timeout width = args.width height = args.height mesh_filename = args.mesh_filename use_msgpack_for_mesh = args.use_msgpack_for_mesh window_width = args.window_width if window_width is None: window_width = width window_height = args.window_height if window_height is None: window_height = height window_pos_x = args.window_pos_x window_pos_y = args.window_pos_y model_scale = args.model_scale model_rpy = [args.model_roll, args.model_pitch, args.model_yaw] depth_scale = args.depth_scale yaw_speed = args.yaw_speed pitch_speed = args.pitch_speed # Compute vertical field of view (needed for glm.perspective) horz_fov = args.horz_fov focal_length = camera_utils.fov_to_focal_length( math_utils.degrees_to_radians(horz_fov), width) vert_fov = math_utils.radians_to_degrees( camera_utils.focal_length_to_fov(focal_length, height)) logger.info("Horizontal FOV: {:.4f}, vertical FOV: {:.4f}".format( horz_fov, vert_fov)) window_focal_length = camera_utils.fov_to_focal_length( math_utils.degrees_to_radians(horz_fov), window_width) window_vert_fov = math_utils.radians_to_degrees( camera_utils.focal_length_to_fov(window_focal_length, window_height)) logger.info("Window vertical FOV: {:.4f}".format(window_vert_fov)) # Fixed parameters initial_distance = 10 # initial camera distance # Glumpy initialization # glumpy.app.use("glfw") # glumpy.app.use("glfw", 'ES', 3, 3) glumpy_config = glumpy.app.configuration.get_default() glumpy_config.double_buffer = True glumpy_config.samples = 0 glumpy_config.api = "ES" glumpy_config.depth_size = 32 glumpy_config.major_version = 3 glumpy_config.minor_version = 1 glumpy_config.profile = "core" # if show_window: window = Window(width=window_width, height=window_height, fov=window_vert_fov, znear=0.5, zfar=1000, config=glumpy_config, visible=show_window, title=b"mesh_renderer_zmq") trackball = Trackball(pitch=0, yaw=0) window.glumpy_window.attach(trackball) app = Application() logger.info("Glumpy backend: {}".format(glumpy.app.__backend__)) # Process initial events if window_pos_x is not None or window_pos_y is not None: if window_pos_x is None: window_pos_x, _ = window.glumpy_window.get_position() if window_pos_y is None: _, window_pos_y = window.glumpy_window.get_position() window.glumpy_window.set_position(window_pos_x, window_pos_y) # Offscreen surface initialization framebuffer = Framebuffer(width, height, num_color_attachments=3, color_dtypes=[np.ubyte, np.float32, np.float32]) fb_color_drawer = FramebufferDrawer(framebuffer, color_index=0, draw_mode=FramebufferDrawer.BLIT) fb_depth_drawer = FramebufferDrawer(framebuffer, color_index=1, draw_mode=FramebufferDrawer.DRAW_QUAD) fb_depth_drawer.set_color_scale(depth_scale) fb_normal_drawer = FramebufferDrawer(framebuffer, color_index=2, draw_mode=FramebufferDrawer.DRAW_QUAD) fb_normal_drawer.set_color_scale(0.5) fb_normal_drawer.set_color_offset(0.5) # Offscreen surface initialization window_framebuffer = Framebuffer( window_width, window_height, num_color_attachments=3, color_dtypes=[np.ubyte, np.float32, np.float32]) window_fb_color_drawer = FramebufferDrawer( window_framebuffer, color_index=0, draw_mode=FramebufferDrawer.BLIT) window_fb_depth_drawer = FramebufferDrawer( window_framebuffer, color_index=1, draw_mode=FramebufferDrawer.DRAW_QUAD) window_fb_depth_drawer.set_color_scale(depth_scale) window_fb_normal_drawer = FramebufferDrawer( window_framebuffer, color_index=2, draw_mode=FramebufferDrawer.DRAW_QUAD) window_fb_normal_drawer.set_color_scale(0.5) window_fb_normal_drawer.set_color_offset(0.5) # Add framebuffer draw for normals window.add_drawer(window_fb_normal_drawer) # Transformation from world coordinates (z up, x foward, y left) to opengl coordinates (z backward, x right, y up) world_to_opengl_mat = np.eye(4, dtype=np.float32) world_to_opengl_mat = glm.xrotate(world_to_opengl_mat, -90) world_to_opengl_mat = glm.zrotate(world_to_opengl_mat, 90) opengl_to_world_mat = np.linalg.inv(world_to_opengl_mat) # Mesh loading if mesh_filename is not None: mesh = None if use_msgpack_for_mesh: msgpack_mesh_filename = mesh_filename + ".msgpack" if os.path.isfile(msgpack_mesh_filename): logger.info("Loading mesh from msgpack file {}".format( msgpack_mesh_filename)) mesh = SimpleMesh.read_from_msgpack(msgpack_mesh_filename) if mesh is None: logger.info("Loading mesh from file {}".format(mesh_filename)) mesh = SimpleMesh.read_from_file(mesh_filename) if use_msgpack_for_mesh: logger.info("Saving mesh to msgpack file {}".format( msgpack_mesh_filename)) mesh.write_to_msgpack(msgpack_mesh_filename) else: mesh = CubeMesh() logger.info("Setting uniform color") mesh.set_colors_uniform([0.5, 0.5, 0.5, 1]) # logger.info("Computing mesh colors with z-colormap") # mesh.set_colors_with_coordinate_colormap(min_coord=0, max_coord=10) # Drawer initialization # cube_mesh = CubeMesh() # cube_drawer = MeshDrawer(cube_mesh) # cube_drawer.depth_scale = 0.1 # cube_drawer.normal_scale = 0.1 # mesh = SimpleMesh.read_from_ply(sys.argv[1]) # mesh.write_to_pickle("mesh.pickle") # mesh = SimpleMesh.read_from_pickle("mesh2.pickle") # mesh = Mesh.from_file(filename) # mesh_drawer = MeshDrawer(mesh) mesh_drawer = MeshDrawer(mesh) mesh_drawer.transform.scale = model_scale mesh_drawer.transform.orientation_rpy = model_rpy # Assume mesh is in world coordinate system # mesh_drawer.model = np.matmul(np.transpose(world_to_opengl_mat), mesh_drawer.model) # mesh_drawer.color_scale = color_scale # mesh_drawer.normal_scale = normal_scale # mesh_drawer.depth_scale = depth_scale # glm.scale(mesh_drawer.model, 0.01) # cube_drawer = CubeDrawer() # Server initialization logger.info("Starting ZMQ server on address {}".format(address)) server_conn = zmq_utils.Connection(address, zmq_utils.zmq.REP) server_conn.bind() renderer_service = renderer_zmq_service.RendererZMQService( framebuffer, mesh_drawer, vert_fov, initial_distance, trackball, world_to_opengl_mat) global input_enabled global override_renderer_service_transform global window_enabled input_enabled = args.input_enabled window_enabled = window.visible override_renderer_service_transform = False def window_visible_callback(visible): if visible: logger.info("Showing window") window.show() else: logger.info("Hiding window") window.hide() def window_active_callback(active): global window_enabled if active: logger.info("Activating window") else: logger.info("Deactivating window") window_enabled = active renderer_service.window_visible_callbacks.register(window_visible_callback) renderer_service.window_active_callbacks.register(window_active_callback) # Some keyboard input handling @window.glumpy_window.event def on_key_press(symbol, modifiers): try: character = chr(symbol).lower() except ValueError as err: character = "" logger.debug("Key pressed: {}, modifiers: {}, character: {}".format( symbol, modifiers, character)) if character == 'n': logger.info("Showing normals") window.clear_drawers() window.add_drawer(window_fb_normal_drawer) elif character == 'c': logger.info("Showing colors") window.clear_drawers() window.add_drawer(window_fb_color_drawer) elif character == 'd': logger.info("Showing depth") window.clear_drawers() window.add_drawer(window_fb_depth_drawer) elif character == 'i': global input_enabled if input_enabled: logger.info("Disabling input") input_enabled = False else: logger.info("Enabling input") input_enabled = True elif character == 'a': global window_enabled if window_enabled: logger.info("Disabling window") window_enabled = False else: logger.info("Enabling window") window_enabled = True elif character == 'o': global override_renderer_service_transform if override_renderer_service_transform: logger.info("Not overriding renderer service transform input") override_renderer_service_transform = False else: logger.info("Overriding renderer service transform input") override_renderer_service_transform = True elif character == 'p': logger.info("Current location: {}".format(trackball.location)) logger.info("Current world location: {}".format( np.dot(opengl_to_world_mat[:3, :3], trackball.camera_location))) logger.info("Current orientation_rpy: {}".format( trackball.orientation_rpy)) timer = utils.RateTimer(reset_interval=500) while True: dt = app.clock.tick() # Handle network requests request_dump = server_conn.recv(timeout=poll_timeout * 1000) if request_dump is not None: response_dump = renderer_service.handle_request_msg( request_dump, raise_exception=True) if response_dump is not None: server_conn.send(response_dump) # Perform any drawer processing mesh_drawer.tick(dt) # Animate model if desired if yaw_speed != 0: mesh_drawer.transform.yaw += yaw_speed * dt if pitch_speed != 0: mesh_drawer.transform.pitch += pitch_speed * dt if override_renderer_service_transform: renderer_service.view_transform = trackball.transform.copy() if window.visible and window_enabled: if input_enabled and renderer_service.input_enabled: view_transform = trackball.transform else: view_transform = renderer_service.view_transform with window_framebuffer.activate(clear=True): mesh_drawer.draw(window.projection, view_transform.matrix, window.width, window.height) # For debugging # color_pixels = framebuffer.read_rgba_pixels() # depth_pixels = framebuffer.read_rgba_pixels(color_index=1) # import cv2 # cv2.imshow("color", color_pixels) # cv2.imshow("depth", depth_pixels[:, :, 0]) # cv2.waitKey(50) window.override_view(trackball.view) app.process(dt) timer.update_and_print_rate(print_interval=100)
def rotate_rombus(model): glm.zrotate(model, 15.0 * time.time()) glm.scale(model, 0.5) return model
def rotate_triangle(model): glm.zrotate(model, 15.0 * time.time()) #glm.scale(model, float(size)) return model
def video_transform(model): glm.zrotate(model, 15.0 * time.time()) #glm.zrotate(model, 45) glm.scale(model, 0.5) return model
def _apply_rotation(self): glm.yrotate(self._matrix, self._yaw) glm.xrotate(self._matrix, -self._pitch) glm.zrotate(self._matrix, -self._roll)