Exemplo n.º 1
0
    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
Exemplo n.º 2
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 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
Exemplo n.º 3
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    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)
Exemplo n.º 4
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    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)
Exemplo n.º 5
0
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))
Exemplo n.º 6
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 def _zrotate(model):
     glm.zrotate(model, float(theta))
     return model
Exemplo n.º 7
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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)
Exemplo n.º 8
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def rotate_rombus(model):
    glm.zrotate(model, 15.0 * time.time())
    glm.scale(model, 0.5)
    return model
Exemplo n.º 9
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def rotate_triangle(model):
    glm.zrotate(model, 15.0 * time.time())
    #glm.scale(model, float(size))
    return model
Exemplo n.º 10
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def video_transform(model):
    glm.zrotate(model, 15.0 * time.time())
    #glm.zrotate(model, 45)
    glm.scale(model, 0.5)
    return model
Exemplo n.º 11
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 def _apply_rotation(self):
     glm.yrotate(self._matrix, self._yaw)
     glm.xrotate(self._matrix, -self._pitch)
     glm.zrotate(self._matrix, -self._roll)