Пример #1
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    def orbit(self,
              target: Vector3,
              pitch: float = 0,
              yaw: float = 0,
              orbit_type: OrbitType = OrbitType.FREE) -> None:
        """Orbit the camera around target point (with pitch and yaw)."""
        # Move target to the origin
        self.camera_to_world = Transform.from_axis_angle_translation(
            translation=-target) * self.camera_to_world

        if pitch != 0:
            # Rotation around camera x axis in world coordinates
            pitch_axis = self.camera_to_world(Vector3.X(), as_type="vector")
            self.camera_to_world = Transform.from_axis_angle_translation(
                axis=pitch_axis, angle=pitch) * self.camera_to_world
        if yaw != 0:
            if orbit_type is OrbitType.FREE:
                # Rotation around camera y axis in world coordinates
                yaw_axis = self.camera_to_world(Vector3.Y(), as_type="vector")
            elif orbit_type is OrbitType.CONSTRAINED:
                # Rotation around world z axis
                yaw_axis = Vector3.Z()

            self.camera_to_world = Transform.from_axis_angle_translation(
                axis=yaw_axis, angle=yaw) * self.camera_to_world

        # Move target back to position
        self.camera_to_world = Transform.from_axis_angle_translation(
            translation=target) * self.camera_to_world
Пример #2
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    def normal_to(self):
        minimum = math.radians(180)
        direction = Vector3()
        forward = self.camera.camera_to_world(Vector3.Z(), as_type="vector")
        for coordinate in [
                Vector3.X(),
                Vector3.Y(),
                Vector3.Z(), -Vector3.X(), -Vector3.Y(), -Vector3.Z()
        ]:
            angle = vector3.angle_between(coordinate, forward)
            if angle < minimum:
                minimum = angle
                direction = coordinate

        axis = vector3.cross(forward, direction)
        self.camera.camera_to_world = Transform.from_axis_angle_translation(
            axis=axis, angle=minimum) * self.camera.camera_to_world

        right = self.camera.camera_to_world(Vector3.X(), as_type="vector")

        first_direction = direction
        minimum = math.radians(180)
        for coordinate in [Vector3.X(), Vector3.Y(), Vector3.Z()]:
            if first_direction == coordinate:
                continue

            angle = vector3.angle_between(coordinate, right)
            if angle < minimum:
                minimum = angle
                direction = coordinate

        axis = vector3.cross(right, direction)
        self.camera.camera_to_world = Transform.from_axis_angle_translation(
            axis=axis, angle=minimum) * self.camera.camera_to_world
Пример #3
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  def test_transform_constructs_transform_for_joint_angle(self):
    self.joint.angle = math.radians(30)

    theta = Transform.from_axis_angle_translation(axis = Vector3.Z(), angle = self.joint.dh.theta + self.joint.angle)
    alpha = Transform.from_axis_angle_translation(axis = Vector3.X(), angle = self.joint.dh.alpha)
    d     = Transform.from_axis_angle_translation(translation = Vector3(0, 0, self.joint.dh.d))
    a     = Transform.from_axis_angle_translation(translation = Vector3(self.joint.dh.a, 0, 0))

    expected = d * theta * a * alpha

    self.assertAlmostEqual(self.joint.transform.dual, expected.dual)
Пример #4
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    def wrist_center(self, pose: Transform):
        '''Get wrist center point given the end-effector pose and tool.'''
        wrist_length = self.links[6].joint.dh.d

        tip_transform = Transform()
        if self.tool is not None:
            tip_transform = self.tool._tip.inverse()

        total = pose * tip_transform * Transform.from_axis_angle_translation(
            translation=Vector3(0, 0, -wrist_length))

        return total.translation()
Пример #5
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    def look_at(self, position: Vector3, target: Vector3, up: Vector3) -> None:
        """Calculate look-at transformation.

    Uses a geometrically intuitive method with quaternions.
    (instead of a more efficient computation converting from a matrix directly)

    Steps:
      1.  Start with the base coordinate frame
      2.  We calculate our desired z axis (called forward)
      3.  We calculate the difference between our existing z axis and desired
      4.  We rotate around our desired x axis (called right)
          to align our existing z axis with our desired z axis
      5.  In the process, we move our existing x axis out of alignment with our desired x axis into an intermediate
      6.  We aim to rotate around our desired z axis (mostly so we don't move our desired z axis)
          to align our intermediate x axis with the desired x axis
      7.  We calculate the difference between our intermediate x axis and desired
      8.  Note, sometimes the intermediate x axis is already positioned correctly. So we just stop there.
      9.  Otherwise, we need to then calculate which direction to rotate the intermediate x to get to desired.
      10. Rotate around our desired z axis to complete the transformation
    """

        forward = (position - target).normalize()  # Step 2
        angle_z = math.acos(Vector3.Z() * forward)  # Step 3

        right = (up % forward).normalize()
        align_z = Transform.from_axis_angle_translation(
            axis=right, angle=angle_z)  # Step 4

        intermediate_x = align_z(Vector3.X(), as_type="vector")  # Step 5

        dot = right * intermediate_x
        angle_x = utils.safe_acos(dot)

        if math.isclose(angle_x, 0):
            # Our intermediate x axis is already where it should be. We do no further rotation.
            align_x = Transform.from_axis_angle_translation(
                translation=position)  # Step 8
        else:
            # Check which direction we need to rotate by angle_x (dot product tells us how much, but not which way)
            # See if the calculated normal vector is parallel or anti-parallel with the z vector
            calculated_normal = (right % intermediate_x)
            rotation_direction = -1 if calculated_normal * forward > 0 else 1
            align_x = Transform.from_axis_angle_translation(
                axis=(rotation_direction * forward),
                angle=angle_x,
                translation=position)  # Step 9

        self.camera_to_world = align_x * align_z  # Step 10
Пример #6
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    def interpolate(self, t: float) -> 'Vector3':
        '''Return point on the segment for the given parameter t in [0, 1].'''
        assert 0 <= t <= 1, 'Parameter `t` outside domain [0, 1]'
        theta = self.central_angle * t
        transform = Transform.from_axis_angle_translation(self.axis, theta)

        return self.center + transform(self.start_edge)
Пример #7
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  def transform_at(self, angle: float = None) -> Transform:
    """The joint's spatial DH transformation given an angle."""
    # This is derived and precomputed from the following sequence of transformations, applied left to right:
    #   Translate_z(d), Rotate_z(theta), Translate_x(a), Rotate_x(alpha)
    # See Joint tests for the geometrically and mathematically intuitive version

    theta = (self.dh.theta + angle) / 2

    ct = math.cos(theta)
    st = math.sin(theta)

    ca = math.cos(self.dh.alpha / 2)
    sa = math.sin(self.dh.alpha / 2)

    ctca = ct * ca
    ctsa = ct * sa
    stca = st * ca
    stsa = st * sa

    return Transform(
      Dual(
        Quaternion(
          ctca,
          ctsa,
          stsa,
          stca
        ),
        0.5 * Quaternion(
          -self.dh.a * ctsa - self.dh.d * stca,
           self.dh.a * ctca - self.dh.d * stsa,
           self.dh.a * stca + self.dh.d * ctsa,
          -self.dh.a * stsa + self.dh.d * ctca
        )
      )
    )
Пример #8
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    def track(self, x: float = 0, y: float = 0, v: Vector3 = None) -> None:
        """Move the camera vertically and horizontally in camera space."""
        # Accept vector input if it is provided. Makes calls a bit cleaner if the caller is using a vector already.
        v = Vector3(*v.xy) if v else Vector3(x, y)

        self.camera_to_world *= Transform.from_axis_angle_translation(
            translation=v)
Пример #9
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def tool(tool, sp: ShaderProgram):
  # TODO: This probably shouldn't be using the Serial shader.
  # It would be better to have a similar shader that handles individual objects
  # (instead of faking individual objects into "serial chains").
  sp.uniforms.model_matrices  = [tool.to_world] + [Transform()] * 6
  sp.uniforms.use_link_colors = False
  sp.uniforms.robot_color     = [0.5] * 3
Пример #10
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def load(file_path: str) -> 'Tool':
    with open(file_path) as json_file:
        data = json.load(json_file)

    mesh_transform = Transform.from_json(data['mesh']['transform'])

    stl_parser = STLParser()
    mesh, *_ = Mesh.from_file(
        stl_parser, f'{dir_path}/tools/meshes/{data["mesh"]["file"]}')

    mesh = mesh.scale(data["mesh"]["scale"])

    # Move the mesh onto a useful origin position if the modeler decided to include positional or rotational offsets
    mesh = mesh.transform(mesh_transform)

    tip_transform = Transform.from_json(data['tip_transform'])

    return Tool(data['name'], tip_transform, mesh)
Пример #11
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    def __init__(self, name: str, joint: Joint, mesh: Mesh,
                 color: Iterable[float]) -> None:
        # TODO: Mass/density
        # Previous links DH frame transformation
        self.previous = Transform.Identity()
        self.joint = joint
        self.name = name
        self.mesh = mesh
        self.color = color

        self._properties = PhysicalProperties()
Пример #12
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 def __init__(self, name: str, tip: Transform, mesh: 'Mesh') -> None:
     self.name = name
     # Transformation of the tool origin to world space
     self.to_world = Transform.from_axis_angle_translation()
     self._tip = tip
     self.mesh = mesh
Пример #13
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 def dolly(self, z: float) -> None:
     """Move the camera along its line of sight (z axis)."""
     self.camera_to_world *= Transform.from_axis_angle_translation(
         translation=Vector3(0, 0, z))
Пример #14
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 def roll(self, angle: float) -> None:
     self.camera_to_world *= Transform.from_axis_angle_translation(
         axis=Vector3.Z(), angle=angle)
Пример #15
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    Vector3(374, 0, 630),
    Vector3(275, -320, 330),
    Vector3(500, 320, 330),
    Vector3(150, 320, 630)
  ])

  renderer.register_entity_type(
    name         = 'trajectory',
    shader_name  = 'frame',
    buffer       = trajectory_buffer,
    per_instance = pif.trajectory,
    draw_mode    = gl.GL_LINE_STRIP
  )

  serials[0].to_world = Transform.from_orientation_translation(
    Quaternion.from_euler([math.radians(0), 0, 0], Axes.ZYZ, Order.INTRINSIC),
    Vector3(-400, 400, 0))

  serials[0].traj = LinearOS(
    serials[0],
    [
      Vector3(150, 320, 630),
      Vector3(374, 160, 430),
      Vector3(374, 0, 630),
      Vector3(275, -320, 330),
      Vector3(500, 320, 330),
      Vector3(150, 320, 630)],
    8)

  serials[1].to_world = Transform.from_orientation_translation(
    Quaternion.from_euler([math.radians(0), 0, 0], Axes.ZYZ, Order.INTRINSIC),
Пример #16
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    def fit(self, world_aabb: AABB, scale: float = 1) -> None:
        '''
    Dolly and track the camera to fit the provided bounding box in world space.

    Scale [0, 1] represents the percentage of the frame used (with 1 being full frame).

    This function is not perfect but performs well overall. There may be some edge cases out there lurking.
    '''

        # Check to see if the camera is in the scene bounding box
        # This function generally doesn't behave well with the camera inside the box
        # This is a bit of a cop-out since there are probably ways to handle those edge cases
        #   but those are hard to think about... and this works.
        if world_aabb.contains(self.position):
            self.camera_to_world *= Transform.from_axis_angle_translation(
                translation=Vector3(0, 0, world_aabb.sphere_radius()))

        # Centering the camera on the world bounding box first helps removes issues caused by
        # a major point skipping to a different corner as a result of the camera's zoom in movement.
        self.track(v=self.world_to_camera(world_aabb.center))

        # Convert world bounding box corners to camera space
        camera_box_points = self.world_to_camera(world_aabb.corners)

        # Generate NDCs for a point in coordinate (z = 0, y = 1, z = 2)
        def ndc_coordinate(point, coordinate):
            clip = self.projection.project(point)
            return clip[coordinate]

        sorted_points = {}
        sizes = {}
        for coord in [CoordinateAxes.X, CoordinateAxes.Y]:
            # Find the points that create the largest width or height in NDC space
            sorted_points[coord] = sorted(
                camera_box_points,
                key=lambda point: -ndc_coordinate(point, coord))
            # Calculate the distance between the two extreme points vertically and horizontally
            sizes[coord] = ndc_coordinate(sorted_points[coord][0],
                                          coord) - ndc_coordinate(
                                              sorted_points[coord][-1], coord)

        # We now want to make the NDC coordinates of the two extreme point (in x or y) equal to 1 and -1
        # This will mean the bounding box is as big as we can make it on screen without clipping it
        #
        # To do this, both points are shifted equally to center them on the screen. Then both points are made to 1 and -1 by adjusting z
        # (since NDC.x = x / z and NDC.y = y / z).
        #
        # For the case of y being the limiting direction (but it is analogous for x) we use a system of equations:
        # Two equations and two unknowns (delta_y, delta_z), taken from the projection matrix:
        #   aspect * (y_1 + delta_y) / (z_1 + delta_z) = -1
        #   aspect * (y_2 + delta_y) / (z_2 + delta_z) =  1
        #
        # Note the coordinates (y and z) are given in camera space
        def solve_deltas(major, v1, v2, v3, v4, projection_factor):
            '''
      Solve the deltas for all three axis.

      If `major` is CoordinateAxes.X, the fit occurs on the width of the bounding box.
      If `major` is CoordinateAxes.Y, the fit occurs on the height of the bounding box.
      `v1` and `v2` are the points along the major axis.
      `v3` and `v4` are the points along hte minor axis.
      '''
            delta_major = (-projection_factor * v1[major] - v1.z -
                           projection_factor * v2[major] +
                           v2.z) / (2 * projection_factor)
            delta_distance = projection_factor * delta_major + projection_factor * v2[
                major] - v2.z

            minor = CoordinateAxes.X if major == CoordinateAxes.Y else CoordinateAxes.Y

            delta_minor = (-v4.z * v3[minor] - v3.z * v4[minor]) / (v3.z +
                                                                    v4.z)

            return (delta_major, delta_minor, delta_distance)

        x_min = sorted_points[CoordinateAxes.X][-1]
        x_max = sorted_points[CoordinateAxes.X][0]
        y_min = sorted_points[CoordinateAxes.Y][-1]
        y_max = sorted_points[CoordinateAxes.Y][0]

        if sizes[CoordinateAxes.Y] > sizes[CoordinateAxes.X]:
            # Height is the constraint: Y is the major axis
            if isinstance(self.projection, PerspectiveProjection):
                projection_factor = self.projection.matrix.elements[5] / scale
                delta_y, delta_x, delta_z = solve_deltas(
                    CoordinateAxes.Y, y_max, y_min, x_max, x_min,
                    projection_factor)
            elif isinstance(self.projection, OrthoProjection):
                delta_x = -(x_max.x + x_min.x) / 2
                delta_y = -(y_max.y + y_min.y) / 2
                delta_z = 0

                self.projection.height = (y_max.y - y_min.y) / scale
        else:
            # Width is the constraint: X is the major axis
            if isinstance(self.projection, PerspectiveProjection):
                projection_factor = self.projection.matrix.elements[0] / scale
                delta_x, delta_y, delta_z = solve_deltas(
                    CoordinateAxes.X, x_max, x_min, y_max, y_min,
                    projection_factor)
            elif isinstance(self.projection, OrthoProjection):
                delta_x = -(x_max.x + x_min.x) / 2
                delta_y = -(y_max.y + y_min.y) / 2
                delta_z = 0

                self.projection.width = (x_max.x - x_min.x) / scale

        # Move the camera, remembering to adjust for the box being shifted off center
        self.camera_to_world *= Transform.from_axis_angle_translation(
            translation=Vector3(-delta_x, -delta_y, -delta_z))
Пример #17
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  def test_immovable_is_identity_transform(self):
    joint = Joint.Immovable()

    self.assertEqual(joint.transform.dual, Transform.Identity().dual)