Пример #1
0
def get_image_depth_and_mask(scene: pyrender.Scene,
                             scene_setup_loader: DiceScene.SceneSetupLoader,
                             width: int, height: int,
                             keep_nodes_in_scene: bool):
    """Renders an image ggiven a scene and seetup, along with the depth and segmentation mask labelling each die."""
    r = pyrender.OffscreenRenderer(width, height)
    color_bg, depth_bg = r.render(scene)

    depth_nodes = []
    for node in scene_setup_loader.dice_nodes:
        scene.add_node(node)
        color_node, depth_node = r.render(scene)
        depth_nodes.append(depth_node)
        scene.remove_node(node)

    scene_setup_loader.add_loaded_to_scene(scene)
    color_final, depth_final = r.render(scene)
    if not keep_nodes_in_scene:
        scene_setup_loader.remove_nodes_from_scene(scene)

    #Initialize labels of pixels to -1 (for background)
    labels_mask = np.ones((height, width), dtype=np.int8) * -1

    for index, depth_for_node in enumerate(depth_nodes):
        depth_not_background = np.not_equal(depth_bg, depth_for_node)
        depth_at_foreground = np.equal(depth_final, depth_for_node)
        depth_at_dice = np.logical_and(depth_not_background,
                                       depth_at_foreground)
        labels_mask[depth_at_dice] = index

    return color_final, depth_final, labels_mask
Пример #2
0
def render_big_gallery(results_dir,
                       nb=30,
                       pts_colors=[0.5, 0.5, 0.5],
                       draw_text=False):
    '''
    pts_colors: [0,0,0]
    return np array of a big image
    '''

    cam = PerspectiveCamera(yfov=(YFOV))
    cam_pose = CAM_POSE

    point_l = PointLight(color=np.ones(3), intensity=POINT_LIGHT_INTENSITY)
    scene = Scene(bg_color=np.array([1, 1, 1, 0]))

    # cam and light
    _ = scene.add(cam, pose=cam_pose)
    _ = scene.add(point_l, pose=cam_pose)

    input_ply_filenames = get_all_filnames(results_dir, nb)

    r = OffscreenRenderer(viewport_width=640 * 2,
                          viewport_height=480 * 2,
                          point_size=POINT_SIZE)
    pc_pose = PC_POSE

    images = []
    for _, input_pf in enumerate(input_ply_filenames):

        input_pc = read_ply_xyz(input_pf)

        colors = np.array(pts_colors)
        colors = np.tile(colors, (input_pc.shape[0], 1))

        input_pc_node = add_point_cloud_mesh_to_scene(input_pc, scene, pc_pose,
                                                      colors)

        renderred_color, _ = r.render(scene)

        scene.remove_node(input_pc_node)

        if draw_text:
            im_here = Image.fromarray(renderred_color)
            d = ImageDraw.Draw(im_here)
            fnt = ImageFont.truetype(
                font='/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf',
                size=100)
            d.text((0, 0),
                   input_pf.split('/')[-1],
                   fill=(0, 0, 0, 255),
                   font=fnt)
            renderred_color = np.array(im_here)

        images.append(renderred_color)

    big_gallery = np.concatenate(images, axis=0)

    r.delete()

    return big_gallery
Пример #3
0
def render_big_gallery_overlay(dir_1,
                               dir_2,
                               pts_color_1=[0.5, 0.5, 0.5],
                               pts_color_2=[0.5, 0.5, 0.5],
                               nb=30):
    '''
    return np array of a big image
    '''
    cam = PerspectiveCamera(yfov=(YFOV))
    cam_pose = CAM_POSE

    point_l = PointLight(color=np.ones(3), intensity=POINT_LIGHT_INTENSITY)
    scene = Scene(bg_color=np.array([1, 1, 1, 0]))

    # cam and light
    _ = scene.add(cam, pose=cam_pose)
    _ = scene.add(point_l, pose=cam_pose)

    input_ply_filenames_1 = get_all_filnames(dir_1, nb)
    input_ply_filenames_2 = get_all_filnames(dir_2, nb)

    r = OffscreenRenderer(viewport_width=640 * 2,
                          viewport_height=480 * 2,
                          point_size=POINT_SIZE)
    pc_pose = PC_POSE

    images = []
    for idx, input_pf in enumerate(input_ply_filenames_1):

        input_pc_1 = read_ply_xyz(input_pf)
        input_pc_2 = read_ply_xyz(input_ply_filenames_2[idx])

        color_1 = np.array(pts_color_1)
        color_1 = np.tile(color_1, (input_pc_1.shape[0], 1))

        color_2 = np.array(pts_color_2)
        color_2 = np.tile(color_2, (input_pc_2.shape[0], 1))

        input_pc_node_1 = add_point_cloud_mesh_to_scene(
            input_pc_1, scene, pc_pose, color_1)
        input_pc_node_2 = add_point_cloud_mesh_to_scene(
            input_pc_2, scene, pc_pose, color_2)

        renderred_color, _ = r.render(scene)

        scene.remove_node(input_pc_node_1)
        scene.remove_node(input_pc_node_2)

        images.append(renderred_color)

    big_gallery = np.concatenate(images, axis=0)

    r.delete()

    return big_gallery
Пример #4
0
class HVTPClient:
    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
        # self.scene.add_node(self.root_node)

    def create(self, ip, port):
        """
        """

        self.client_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        self.client_socket.connect((ip, port))
        self.client_socket.setblocking(True)

    def destroy(self):
        """
        """

        self.client_socket.shutdown(socket.SHUT_RDWR)
        self.client_socket.close()

    def run(self):
        """
        """
        self.viewer = Viewer(self.scene,
                             use_raymond_lighting=False,
                             cull_faces=False,
                             run_in_thread=True)

        threading.Thread(target=self.accept_messages).start()

    def accept_messages(self):
        """
        Polls our socket for changes that have been sent by the server.
        """

        print("Starting message acceptor")

        while True:
            try:
                packet_header = self.client_socket.recv(
                    HVTPConstants.HVTP_HEADER_SIZE_IN_BYTES)

                print("Received!")

                if len(packet_header) == 0:
                    print("Connection closed by server")
                    sys.exit()

                # Read the header

                i = 0
                offs = 4

                hvtp_magic = packet_header[(i *
                                            offs):(offs + i * offs)].decode(
                                                HVTPConstants.HVTP_ENCODING)
                i += 1
                hvtp_version = int.from_bytes(
                    packet_header[(i * offs):(offs + i * offs)],
                    byteorder='big',
                    signed=False)
                i += 1
                hvtp_length = int.from_bytes(
                    packet_header[(i * offs):(offs + i * offs)],
                    byteorder='big',
                    signed=False)
                i += 1
                hvtp_type = packet_header[(i * offs):(offs + i * offs)].decode(
                    HVTPConstants.HVTP_ENCODING)

                print(hvtp_magic)
                print(hvtp_version)
                print(hvtp_length)
                print(hvtp_type)

                # Read the rest of the packet

                payload = self.client_socket.recv(hvtp_length)

                loaded_payload = trimesh.load(BytesIO(payload),
                                              file_type='glb')

                mesh = Mesh.from_trimesh(list(loaded_payload.dump()))

                # Add to the scene

                self.add_to_scene(mesh)

            except IOError as e:
                # This is normal on non blocking connections - when there are no incoming data error is going to be raised
                # Some operating systems will indicate that using AGAIN, and some using WOULDBLOCK error code
                # We are going to check for both - if one of them - that's expected, means no incoming data, continue as normal
                # If we got different error code - something happened

                if e.errno != errno.EAGAIN and e.errno != errno.EWOULDBLOCK:
                    print('Reading error: {}'.format(str(e)))
                    sys.exit()

            except Exception as e:
                # Any other exception - something happened, exit
                print('Reading error: {}'.format(str(e)))
                sys.exit()

    def add_to_scene(self, mesh):
        """
        """

        # Grab the viewer mutex

        self.viewer.render_lock.acquire()

        # Remove anything before and insert the mesh into the scene-graph

        if self.root_node != None:
            self.scene.remove_node(self.root_node)

        self.root_node = self.scene.add(mesh)

        # Release the viewer mutex

        self.viewer.render_lock.release()
Пример #5
0
 def remove_nodes_from_scene(self, scene: pyrender.Scene):
     """Remove nodes in scene corresponding to internal list of dice nodes."""
     for mesh_node in self.dice_nodes:
         if scene.has_node(mesh_node):
             scene.remove_node(mesh_node)
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)
Пример #7
0
    choice = input("Generate dataset? [y/n]: ")

iterations = 5
mode = CameraPose.NONE
csvfile = './outputs/flowers_dataset.csv'
csvMode = 'w' # 'a' => append / 'w' => write (overwrites existing csv file)
meshes = [(flower_mesh, 'flower'), (stem_mesh, 'stem'), (center_mesh, 'center')]
skip_default_view = False
salt = '001'
offset = 0
skip_sub_mesh = {name: False for (mesh, name) in meshes}

if flower_type in no_stem_flowers:
    skip_sub_mesh['stem'] = True

if choice == 'y':

    # Remove camera that was used as preview from the scene
    scene.remove_node(cam_node)

    generate(
        scene=scene, renderer=r, flags=flags, alpha=alpha, beta=beta, camera=camera, 
        iterations=iterations, flower_pose=flower_pose, meshes=meshes, 
        light_intensitites = varying_light_intensities,
        skip_sub_mesh= skip_sub_mesh, at_x=at_x, at_y=at_y, at_z=at_z,
        skip_default_view=skip_default_view, offset=offset, 
        distance=distance, mode=mode, csvfile=csvfile, csvMode=csvMode,
        flower_name=file_name, salt=salt
        )

print("Finished")
Пример #8
0
class PybulletPhysicsEngine(PhysicsEngine):
    """Wrapper for pybullet physics engine that is tied to a single ID"""

    def __init__(self, urdf_cache_dir, debug=False):
        PhysicsEngine.__init__(self)
        self._physics_client = None
        self._debug = debug
        self._urdf_cache_dir = urdf_cache_dir
        if not os.path.isabs(self._urdf_cache_dir):
            self._urdf_cache_dir = os.path.join(
                os.getcwd(), self._urdf_cache_dir
            )
        if not os.path.exists(os.path.join(self._urdf_cache_dir, "plane")):
            os.makedirs(os.path.join(self._urdf_cache_dir, "plane"))
        shutil.copy(
            pkg_resources.resource_filename(
                "sd_maskrcnn", "data/plane/plane.urdf"
            ),
            os.path.join(self._urdf_cache_dir, "plane", "plane.urdf"),
        )
        shutil.copy(
            pkg_resources.resource_filename(
                "sd_maskrcnn", "data/plane/plane_convex_piece_0.obj"
            ),
            os.path.join(
                self._urdf_cache_dir, "plane", "plane_convex_piece_0.obj"
            ),
        )

    def add(self, obj, static=False):

        # create URDF
        urdf_filename = os.path.join(
            self._urdf_cache_dir,
            KEY_SEP_TOKEN.join(obj.key.split(KEY_SEP_TOKEN)[:-1]),
            "{}.urdf".format(
                KEY_SEP_TOKEN.join(obj.key.split(KEY_SEP_TOKEN)[:-1])
            ),
        )
        urdf_dir = os.path.dirname(urdf_filename)
        if not os.path.exists(urdf_filename):
            try:
                os.makedirs(urdf_dir)
            except:
                self._logger.warning(
                    "Failed to create dir %s. The object may have been created simultaneously by another process"
                    % (urdf_dir)
                )
            self._logger.info(
                "Exporting URDF for object {}".format(
                    KEY_SEP_TOKEN.join(obj.key.split(KEY_SEP_TOKEN)[:-1])
                )
            )

            # Fix center of mass (for rendering) and density and export
            geometry = obj.mesh.copy()
            geometry.apply_translation(-obj.mesh.center_mass)
            trimesh.exchange.export.export_urdf(geometry, urdf_dir)

        com = obj.mesh.center_mass
        pose = self._convert_pose(obj.pose, com)
        obj_t = pose.translation
        obj_q_wxyz = pose.quaternion
        obj_q_xyzw = np.roll(obj_q_wxyz, -1)
        try:
            obj_id = pybullet.loadURDF(
                urdf_filename,
                obj_t,
                obj_q_xyzw,
                useFixedBase=static,
                physicsClientId=self._physics_client,
            )
        except:
            raise Exception("Failed to load %s" % (urdf_filename))

        if self._debug:
            self._add_to_scene(obj)

        self._key_to_id[obj.key] = obj_id
        self._key_to_com[obj.key] = com

    def get_velocity(self, key):
        obj_id = self._key_to_id[key]
        return pybullet.getBaseVelocity(
            obj_id, physicsClientId=self._physics_client
        )

    def get_pose(self, key):
        obj_id = self._key_to_id[key]
        obj_t, obj_q_xyzw = pybullet.getBasePositionAndOrientation(
            obj_id, physicsClientId=self._physics_client
        )
        obj_q_wxyz = np.roll(obj_q_xyzw, 1)
        pose = RigidTransform(
            rotation=obj_q_wxyz,
            translation=obj_t,
            from_frame="obj",
            to_frame="world",
        )
        pose = self._deconvert_pose(pose, self._key_to_com[key])
        return pose

    def remove(self, key):
        obj_id = self._key_to_id[key]
        pybullet.removeBody(obj_id, physicsClientId=self._physics_client)
        self._key_to_id.pop(key)
        self._key_to_com.pop(key)
        if self._debug:
            self._remove_from_scene(key)

    def step(self):
        pybullet.stepSimulation(physicsClientId=self._physics_client)
        if self._debug:
            time.sleep(0.04)
            self._update_scene()

    def reset(self):
        if self._physics_client is not None:
            self.stop()
        self.start()

    def start(self):
        if self._physics_client is None:
            self._physics_client = pybullet.connect(pybullet.DIRECT)
            pybullet.setGravity(
                0, 0, -GRAVITY_ACCEL, physicsClientId=self._physics_client
            )
            self._key_to_id = {}
            self._key_to_com = {}
            if self._debug:
                self._create_scene()
                self._viewer = Viewer(
                    self._scene, use_raymond_lighting=True, run_in_thread=True
                )

    def stop(self):
        if self._physics_client is not None:
            pybullet.disconnect(self._physics_client)
            self._physics_client = None
            if self._debug:
                self._scene = None
                self._viewer.close_external()
                while self._viewer.is_active:
                    pass

    def __del__(self):
        self.stop()
        del self

    def _convert_pose(self, pose, com):
        new_pose = pose.copy()
        new_pose.translation = pose.rotation.dot(com) + pose.translation
        return new_pose

    def _deconvert_pose(self, pose, com):
        new_pose = pose.copy()
        new_pose.translation = pose.rotation.dot(-com) + pose.translation
        return new_pose

    def _create_scene(self):
        self._scene = Scene()
        camera = PerspectiveCamera(
            yfov=0.833, znear=0.05, zfar=3.0, aspectRatio=1.0
        )
        cn = Node()
        cn.camera = camera
        pose_m = np.array(
            [
                [0.0, 1.0, 0.0, 0.0],
                [1.0, 0.0, 0.0, 0.0],
                [0.0, 0.0, -1.0, 0.88],
                [0.0, 0.0, 0.0, 1.0],
            ]
        )
        pose_m[:, 1:3] *= -1.0
        cn.matrix = pose_m
        self._scene.add_node(cn)
        self._scene.main_camera_node = cn

    def _add_to_scene(self, obj):
        self._viewer.render_lock.acquire()
        n = Node(
            mesh=Mesh.from_trimesh(obj.mesh),
            matrix=obj.pose.matrix,
            name=obj.key,
        )
        self._scene.add_node(n)
        self._viewer.render_lock.release()

    def _remove_from_scene(self, key):
        self._viewer.render_lock.acquire()
        if self._scene.get_nodes(name=key):
            self._scene.remove_node(
                next(iter(self._scene.get_nodes(name=key)))
            )
        self._viewer.render_lock.release()

    def _update_scene(self):
        self._viewer.render_lock.acquire()
        for key in self._key_to_id.keys():
            obj_pose = self.get_pose(key).matrix
            if self._scene.get_nodes(name=key):
                next(iter(self._scene.get_nodes(name=key))).matrix = obj_pose
        self._viewer.render_lock.release()
Пример #9
0
                    except Exception as e:
                        write_log("Fatal: Render error!")
                        write_log(e, verbose=False)
                        # Drop current row
                        row_mat = None
                        break

                    assert color.shape[1] == g_single_viewport_size[0] and color.shape[0] == g_single_viewport_size[1], "Fatal: Inconsistent color map size"

                    if row_mat is None:
                        row_mat = color
                    else:
                        assert row_mat.shape[0] == color.shape[0], "Fatal: Inconsistent cell size"
                        row_mat = np.hstack((row_mat, color))

                for node in mesh_nodes: scene.remove_node(node)

                if row_mat is None:
                    write_log("Fatal: Failed to render the current row!")
                    continue

                if image_mat is None:
                    image_mat = row_mat
                else:
                    assert image_mat.shape[1] == row_mat.shape[1], "Fatal: Inconsistent row size"
                    image_mat = np.vstack((image_mat, row_mat))

            if image_mat is None:
                write_log("Fatal: Failed to render the current image!")
                continue
Пример #10
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,
        'save_directory': '/home/wanglz14/Desktop/video/',
        'window_title': 'FOV Human',
        'refresh_rate': 10.0,
        'fullscreen': False,
        'show_world_axis': False,
        'show_mesh_axes': False,
        'caption': None
    }
    v = Viewer(scene,
               viewport_size=(800, 800),
               render_flags=render_flags,
               viewer_flags=viewer_flags,
               run_in_thread=True)
    mesh = trimesh.load('../results/test/01.ply')
    points_mesh = Mesh.from_trimesh(mesh, smooth=True)
    v._render_lock.acquire()
    scene.remove_node(human_node)
    human_node = scene.add(points_mesh)
    v._render_lock.release()