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"""A pyglet-based interactive 3D scene viewer.
"""
import copy
import os
import sys
from threading import Thread, RLock
import time
import imageio
import numpy as np
import OpenGL
import trimesh
try:
from Tkinter import Tk, tkFileDialog as filedialog
except Exception:
try:
from tkinter import Tk, filedialog as filedialog
except Exception:
pass
from .constants import (TARGET_OPEN_GL_MAJOR, TARGET_OPEN_GL_MINOR,
MIN_OPEN_GL_MAJOR, MIN_OPEN_GL_MINOR,
TEXT_PADDING, DEFAULT_SCENE_SCALE,
DEFAULT_Z_FAR, DEFAULT_Z_NEAR, RenderFlags, TextAlign)
from .light import DirectionalLight
from .node import Node
from .camera import PerspectiveCamera, OrthographicCamera, IntrinsicsCamera
from .trackball import Trackball
from .renderer import Renderer
from .mesh import Mesh
import pyglet
from pyglet import clock
pyglet.options['shadow_window'] = False
class Viewer(pyglet.window.Window):
"""An interactive viewer for 3D scenes.
The viewer's camera is separate from the scene's, but will take on
the parameters of the scene's main view camera and start in the same pose.
If the scene does not have a camera, a suitable default will be provided.
Parameters
----------
scene : :class:`Scene`
The scene to visualize.
viewport_size : (2,) int
The width and height of the initial viewing window.
render_flags : dict
A set of flags for rendering the scene. Described in the note below.
viewer_flags : dict
A set of flags for controlling the viewer's behavior.
Described in the note below.
registered_keys : dict
A map from ASCII key characters to tuples containing:
- A function to be called whenever the key is pressed,
whose first argument will be the viewer itself.
- (Optionally) A list of additional positional arguments
to be passed to the function.
- (Optionally) A dict of keyword arguments to be passed
to the function.
kwargs : dict
Any keyword arguments left over will be interpreted as belonging to
either the :attr:`.Viewer.render_flags` or :attr:`.Viewer.viewer_flags`
dictionaries. Those flag sets will be updated appropriately.
Note
----
The basic commands for moving about the scene are given as follows:
- **Rotating about the scene**: Hold the left mouse button and
drag the cursor.
- **Rotating about the view axis**: Hold ``CTRL`` and the left mouse
button and drag the cursor.
- **Panning**:
- Hold SHIFT, then hold the left mouse button and drag the cursor, or
- Hold the middle mouse button and drag the cursor.
- **Zooming**:
- Scroll the mouse wheel, or
- Hold the right mouse button and drag the cursor.
Other keyboard commands are as follows:
- ``a``: Toggles rotational animation mode.
- ``c``: Toggles backface culling.
- ``f``: Toggles fullscreen mode.
- ``h``: Toggles shadow rendering.
- ``i``: Toggles axis display mode
(no axes, world axis, mesh axes, all axes).
- ``l``: Toggles lighting mode
(scene lighting, Raymond lighting, or direct lighting).
- ``m``: Toggles face normal visualization.
- ``n``: Toggles vertex normal visualization.
- ``o``: Toggles orthographic mode.
- ``q``: Quits the viewer.
- ``r``: Starts recording a GIF, and pressing again stops recording
and opens a file dialog.
- ``s``: Opens a file dialog to save the current view as an image.
- ``w``: Toggles wireframe mode
(scene default, flip wireframes, all wireframe, or all solid).
- ``z``: Resets the camera to the initial view.
Note
----
The valid keys for ``render_flags`` are as follows:
- ``flip_wireframe``: `bool`, If `True`, all objects will have their
wireframe modes flipped from what their material indicates.
Defaults to `False`.
- ``all_wireframe``: `bool`, If `True`, all objects will be rendered
in wireframe mode. Defaults to `False`.
- ``all_solid``: `bool`, If `True`, all objects will be rendered in
solid mode. Defaults to `False`.
- ``shadows``: `bool`, If `True`, shadows will be rendered.
Defaults to `False`.
- ``vertex_normals``: `bool`, If `True`, vertex normals will be
rendered as blue lines. Defaults to `False`.
- ``face_normals``: `bool`, If `True`, face normals will be rendered as
blue lines. Defaults to `False`.
- ``cull_faces``: `bool`, If `True`, backfaces will be culled.
Defaults to `True`.
- ``point_size`` : float, The point size in pixels. Defaults to 1px.
Note
----
The valid keys for ``viewer_flags`` are as follows:
- ``rotate``: `bool`, If `True`, the scene's camera will rotate
about an axis. Defaults to `False`.
- ``rotate_rate``: `float`, The rate of rotation in radians per second.
Defaults to `PI / 3.0`.
- ``rotate_axis``: `(3,) float`, The axis in world coordinates to rotate
about. Defaults to ``[0,0,1]``.
- ``view_center``: `(3,) float`, The position to rotate the scene about.
Defaults to the scene's centroid.
- ``use_raymond_lighting``: `bool`, If `True`, an additional set of three
directional lights that move with the camera will be added to the scene.
Defaults to `False`.
- ``use_direct_lighting``: `bool`, If `True`, an additional directional
light that moves with the camera and points out of it will be added to
the scene. Defaults to `False`.
- ``lighting_intensity``: `float`, The overall intensity of the
viewer's additional lights (when they're in use). Defaults to 3.0.
- ``use_perspective_cam``: `bool`, If `True`, a perspective camera will
be used. Otherwise, an orthographic camera is used. Defaults to `True`.
- ``save_directory``: `str`, A directory to open the file dialogs in.
Defaults to `None`.
- ``window_title``: `str`, A title for the viewer's application window.
Defaults to `"Scene Viewer"`.
- ``refresh_rate``: `float`, A refresh rate for rendering, in Hertz.
Defaults to `30.0`.
- ``fullscreen``: `bool`, Whether to make viewer fullscreen.
Defaults to `False`.
- ``show_world_axis``: `bool`, Whether to show the world axis.
Defaults to `False`.
- ``show_mesh_axes``: `bool`, Whether to show the individual mesh axes.
Defaults to `False`.
- ``caption``: `list of dict`, Text caption(s) to display on the viewer.
Defaults to `None`.
Note
----
Animation can be accomplished by running the viewer with ``run_in_thread``
enabled. Then, just run a loop in your main thread, updating the scene as
needed. Before updating the scene, be sure to acquire the
:attr:`.Viewer.render_lock`, and release it when your update is done.
"""
def __init__(self, scene, viewport_size=None,
render_flags=None, viewer_flags=None,
registered_keys=None, run_in_thread=False,
auto_start=True,
**kwargs):
#######################################################################
# Save attributes and flags
#######################################################################
if viewport_size is None:
viewport_size = (640, 480)
self._scene = scene
self._viewport_size = viewport_size
self._render_lock = RLock()
self._is_active = False
self._should_close = False
self._run_in_thread = run_in_thread
self._auto_start = auto_start
self._default_render_flags = {
'flip_wireframe': False,
'all_wireframe': False,
'all_solid': False,
'shadows': False,
'vertex_normals': False,
'face_normals': False,
'cull_faces': True,
'point_size': 1.0,
}
self._default_viewer_flags = {
'mouse_pressed': False,
'rotate': False,
'rotate_rate': np.pi / 3.0,
'rotate_axis': np.array([0.0, 0.0, 1.0]),
'view_center': None,
'record': False,
'use_raymond_lighting': False,
'use_direct_lighting': False,
'lighting_intensity': 3.0,
'use_perspective_cam': True,
'save_directory': None,
'window_title': 'Scene Viewer',
'refresh_rate': 30.0,
'fullscreen': False,
'show_world_axis': False,
'show_mesh_axes': False,
'caption': None
}
self._render_flags = self._default_render_flags.copy()
self._viewer_flags = self._default_viewer_flags.copy()
self._viewer_flags['rotate_axis'] = (
self._default_viewer_flags['rotate_axis'].copy()
)
if render_flags is not None:
self._render_flags.update(render_flags)
if viewer_flags is not None:
self._viewer_flags.update(viewer_flags)
for key in kwargs:
if key in self.render_flags:
self._render_flags[key] = kwargs[key]
elif key in self.viewer_flags:
self._viewer_flags[key] = kwargs[key]
# TODO MAC OS BUG FOR SHADOWS
if sys.platform == 'darwin':
self._render_flags['shadows'] = False
self._registered_keys = {}
if registered_keys is not None:
self._registered_keys = {
ord(k.lower()): registered_keys[k] for k in registered_keys
}
#######################################################################
# Save internal settings
#######################################################################
# Set up caption stuff
self._message_text = None
self._ticks_till_fade = 2.0 / 3.0 * self.viewer_flags['refresh_rate']
self._message_opac = 1.0 + self._ticks_till_fade
# Set up raymond lights and direct lights
self._raymond_lights = self._create_raymond_lights()
self._direct_light = self._create_direct_light()
# Set up axes
self._axes = {}
self._axis_mesh = Mesh.from_trimesh(
trimesh.creation.axis(origin_size=0.1, axis_radius=0.05,
axis_length=1.0), smooth=False)
if self.viewer_flags['show_world_axis']:
self._set_axes(world=self.viewer_flags['show_world_axis'],
mesh=self.viewer_flags['show_mesh_axes'])
#######################################################################
# Set up camera node
#######################################################################
self._camera_node = None
self._prior_main_camera_node = None
self._default_camera_pose = None
self._default_persp_cam = None
self._default_orth_cam = None
self._trackball = None
self._saved_frames = []
# Extract main camera from scene and set up our mirrored copy
znear = None
zfar = None
if scene.main_camera_node is not None:
n = scene.main_camera_node
camera = copy.copy(n.camera)
if isinstance(camera, (PerspectiveCamera, IntrinsicsCamera)):
self._default_persp_cam = camera
znear = camera.znear
zfar = camera.zfar
elif isinstance(camera, OrthographicCamera):
self._default_orth_cam = camera
znear = camera.znear
zfar = camera.zfar
self._default_camera_pose = scene.get_pose(scene.main_camera_node)
self._prior_main_camera_node = n
# Set defaults as needed
if zfar is None:
zfar = max(scene.scale * 10.0, DEFAULT_Z_FAR)
if znear is None or znear == 0:
if scene.scale == 0:
znear = DEFAULT_Z_NEAR
else:
znear = min(scene.scale / 10.0, DEFAULT_Z_NEAR)
if self._default_persp_cam is None:
self._default_persp_cam = PerspectiveCamera(
yfov=np.pi / 3.0, znear=znear, zfar=zfar
)
if self._default_orth_cam is None:
xmag = ymag = scene.scale
if scene.scale == 0:
xmag = ymag = 1.0
self._default_orth_cam = OrthographicCamera(
xmag=xmag, ymag=ymag,
znear=znear,
zfar=zfar
)
if self._default_camera_pose is None:
self._default_camera_pose = self._compute_initial_camera_pose()
# Pick camera
if self.viewer_flags['use_perspective_cam']:
camera = self._default_persp_cam
else:
camera = self._default_orth_cam
self._camera_node = Node(
matrix=self._default_camera_pose, camera=camera
)
scene.add_node(self._camera_node)
scene.main_camera_node = self._camera_node
self._reset_view()
#######################################################################
# Initialize OpenGL context and renderer
#######################################################################
self._renderer = Renderer(
self._viewport_size[0], self._viewport_size[1],
self.render_flags['point_size']
)
self._is_active = True
if self.run_in_thread:
self._thread = Thread(target=self._init_and_start_app)
self._thread.start()
else:
if auto_start:
self._init_and_start_app()
def start(self):
self._init_and_start_app()
@property
def scene(self):
""":class:`.Scene` : The scene being visualized.
"""
return self._scene
@property
def viewport_size(self):
"""(2,) int : The width and height of the viewing window.
"""
return self._viewport_size
@property
def render_lock(self):
""":class:`threading.RLock` : If acquired, prevents the viewer from
rendering until released.
Run :meth:`.Viewer.render_lock.acquire` before making updates to
the scene in a different thread, and run
:meth:`.Viewer.render_lock.release` once you're done to let the viewer
continue.
"""
return self._render_lock
@property
def is_active(self):
"""bool : `True` if the viewer is active, or `False` if it has
been closed.
"""
return self._is_active
@property
def run_in_thread(self):
"""bool : Whether the viewer was run in a separate thread.
"""
return self._run_in_thread
@property
def render_flags(self):
"""dict : Flags for controlling the renderer's behavior.
- ``flip_wireframe``: `bool`, If `True`, all objects will have their
wireframe modes flipped from what their material indicates.
Defaults to `False`.
- ``all_wireframe``: `bool`, If `True`, all objects will be rendered
in wireframe mode. Defaults to `False`.
- ``all_solid``: `bool`, If `True`, all objects will be rendered in
solid mode. Defaults to `False`.
- ``shadows``: `bool`, If `True`, shadows will be rendered.
Defaults to `False`.
- ``vertex_normals``: `bool`, If `True`, vertex normals will be
rendered as blue lines. Defaults to `False`.
- ``face_normals``: `bool`, If `True`, face normals will be rendered as
blue lines. Defaults to `False`.
- ``cull_faces``: `bool`, If `True`, backfaces will be culled.
Defaults to `True`.
- ``point_size`` : float, The point size in pixels. Defaults to 1px.
"""
return self._render_flags
@render_flags.setter
def render_flags(self, value):
self._render_flags = value
@property
def viewer_flags(self):
"""dict : Flags for controlling the viewer's behavior.
The valid keys for ``viewer_flags`` are as follows:
- ``rotate``: `bool`, If `True`, the scene's camera will rotate
about an axis. Defaults to `False`.
- ``rotate_rate``: `float`, The rate of rotation in radians per second.
Defaults to `PI / 3.0`.
- ``rotate_axis``: `(3,) float`, The axis in world coordinates to
rotate about. Defaults to ``[0,0,1]``.
- ``view_center``: `(3,) float`, The position to rotate the scene
about. Defaults to the scene's centroid.
- ``use_raymond_lighting``: `bool`, If `True`, an additional set of
three directional lights that move with the camera will be added to
the scene. Defaults to `False`.
- ``use_direct_lighting``: `bool`, If `True`, an additional directional
light that moves with the camera and points out of it will be
added to the scene. Defaults to `False`.
- ``lighting_intensity``: `float`, The overall intensity of the
viewer's additional lights (when they're in use). Defaults to 3.0.
- ``use_perspective_cam``: `bool`, If `True`, a perspective camera will
be used. Otherwise, an orthographic camera is used. Defaults to
`True`.
- ``save_directory``: `str`, A directory to open the file dialogs in.
Defaults to `None`.
- ``window_title``: `str`, A title for the viewer's application window.
Defaults to `"Scene Viewer"`.
- ``refresh_rate``: `float`, A refresh rate for rendering, in Hertz.
Defaults to `30.0`.
- ``fullscreen``: `bool`, Whether to make viewer fullscreen.
Defaults to `False`.
- ``show_world_axis``: `bool`, Whether to show the world axis.
Defaults to `False`.
- ``show_mesh_axes``: `bool`, Whether to show the individual mesh axes.
Defaults to `False`.
- ``caption``: `list of dict`, Text caption(s) to display on
the viewer. Defaults to `None`.
"""
return self._viewer_flags
@viewer_flags.setter
def viewer_flags(self, value):
self._viewer_flags = value
@property
def registered_keys(self):
"""dict : Map from ASCII key character to a handler function.
This is a map from ASCII key characters to tuples containing:
- A function to be called whenever the key is pressed,
whose first argument will be the viewer itself.
- (Optionally) A list of additional positional arguments
to be passed to the function.
- (Optionally) A dict of keyword arguments to be passed
to the function.
"""
return self._registered_keys
@registered_keys.setter
def registered_keys(self, value):
self._registered_keys = value
def close_external(self):
"""Close the viewer from another thread.
This function will wait for the actual close, so you immediately
manipulate the scene afterwards.
"""
self._should_close = True
while self.is_active:
time.sleep(1.0 / self.viewer_flags['refresh_rate'])
def save_gif(self, filename=None):
"""Save the stored GIF frames to a file.
To use this asynchronously, run the viewer with the ``record``
flag and the ``run_in_thread`` flags set.
Kill the viewer after your desired time with
:meth:`.Viewer.close_external`, and then call :meth:`.Viewer.save_gif`.
Parameters
----------
filename : str
The file to save the GIF to. If not specified,
a file dialog will be opened to ask the user where
to save the GIF file.
"""
if filename is None:
filename = self._get_save_filename(['gif', 'all'])
if filename is not None:
self.viewer_flags['save_directory'] = os.path.dirname(filename)
imageio.mimwrite(filename, self._saved_frames,
fps=self.viewer_flags['refresh_rate'],
palettesize=128, subrectangles=True)
self._saved_frames = []
def on_close(self):
"""Exit the event loop when the window is closed.
"""
# Remove our camera and restore the prior one
if self._camera_node is not None:
self.scene.remove_node(self._camera_node)
if self._prior_main_camera_node is not None:
self.scene.main_camera_node = self._prior_main_camera_node
# Delete any lighting nodes that we've attached
if self.viewer_flags['use_raymond_lighting']:
for n in self._raymond_lights:
if self.scene.has_node(n):
self.scene.remove_node(n)
if self.viewer_flags['use_direct_lighting']:
if self.scene.has_node(self._direct_light):
self.scene.remove_node(self._direct_light)
# Delete any axis nodes that we've attached
self._remove_axes()
# Delete renderer
if self._renderer is not None:
self._renderer.delete()
self._renderer = None
# Force clean-up of OpenGL context data
try:
OpenGL.contextdata.cleanupContext()
self.close()
except Exception:
pass
finally:
self._is_active = False
super(Viewer, self).on_close()
pyglet.app.exit()
def on_draw(self):
"""Redraw the scene into the viewing window.
"""
if self._renderer is None:
return
if self.run_in_thread or not self._auto_start:
self.render_lock.acquire()
# Make OpenGL context current
self.switch_to()
# Render the scene
self.clear()
self._render()
if self._message_text is not None:
self._renderer.render_text(
self._message_text,
self.viewport_size[0] - TEXT_PADDING,
TEXT_PADDING,
font_pt=20,
color=np.array([0.1, 0.7, 0.2,
np.clip(self._message_opac, 0.0, 1.0)]),
align=TextAlign.BOTTOM_RIGHT
)
if self.viewer_flags['caption'] is not None:
for caption in self.viewer_flags['caption']:
xpos, ypos = self._location_to_x_y(caption['location'])
self._renderer.render_text(
caption['text'],
xpos,
ypos,
font_name=caption['font_name'],
font_pt=caption['font_pt'],
color=caption['color'],
scale=caption['scale'],
align=caption['location']
)
if self.run_in_thread or not self._auto_start:
self.render_lock.release()
def on_resize(self, width, height):
"""Resize the camera and trackball when the window is resized.
"""
if self._renderer is None:
return
self._viewport_size = (width, height)
self._trackball.resize(self._viewport_size)
self._renderer.viewport_width = self._viewport_size[0]
self._renderer.viewport_height = self._viewport_size[1]
self.on_draw()
def on_mouse_press(self, x, y, buttons, modifiers):
"""Record an initial mouse press.
"""
self._trackball.set_state(Trackball.STATE_ROTATE)
if (buttons == pyglet.window.mouse.LEFT):
ctrl = (modifiers & pyglet.window.key.MOD_CTRL)
shift = (modifiers & pyglet.window.key.MOD_SHIFT)
if (ctrl and shift):
self._trackball.set_state(Trackball.STATE_ZOOM)
elif ctrl:
self._trackball.set_state(Trackball.STATE_ROLL)
elif shift:
self._trackball.set_state(Trackball.STATE_PAN)
elif (buttons == pyglet.window.mouse.MIDDLE):
self._trackball.set_state(Trackball.STATE_PAN)
elif (buttons == pyglet.window.mouse.RIGHT):
self._trackball.set_state(Trackball.STATE_ZOOM)
self._trackball.down(np.array([x, y]))
# Stop animating while using the mouse
self.viewer_flags['mouse_pressed'] = True
def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
"""Record a mouse drag.
"""
self._trackball.drag(np.array([x, y]))
def on_mouse_release(self, x, y, button, modifiers):
"""Record a mouse release.
"""
self.viewer_flags['mouse_pressed'] = False
def on_mouse_scroll(self, x, y, dx, dy):
"""Record a mouse scroll.
"""
if self.viewer_flags['use_perspective_cam']:
self._trackball.scroll(dy)
else:
spfc = 0.95
spbc = 1.0 / 0.95
sf = 1.0
if dy > 0:
sf = spfc * dy
elif dy < 0:
sf = - spbc * dy
c = self._camera_node.camera
xmag = max(c.xmag * sf, 1e-8)
ymag = max(c.ymag * sf, 1e-8 * c.ymag / c.xmag)
c.xmag = xmag
c.ymag = ymag
def on_key_press(self, symbol, modifiers):
"""Record a key press.
"""
# First, check for registered key callbacks
if symbol in self.registered_keys:
tup = self.registered_keys[symbol]
callback = None
args = []
kwargs = {}
if not isinstance(tup, (list, tuple, np.ndarray)):
callback = tup
else:
callback = tup[0]
if len(tup) == 2:
args = tup[1]
if len(tup) == 3:
kwargs = tup[2]
callback(self, *args, **kwargs)
return
# Otherwise, use default key functions
# A causes the frame to rotate
self._message_text = None
if symbol == pyglet.window.key.A:
self.viewer_flags['rotate'] = not self.viewer_flags['rotate']
if self.viewer_flags['rotate']:
self._message_text = 'Rotation On'
else:
self._message_text = 'Rotation Off'
# C toggles backface culling
elif symbol == pyglet.window.key.C:
self.render_flags['cull_faces'] = (
not self.render_flags['cull_faces']
)
if self.render_flags['cull_faces']:
self._message_text = 'Cull Faces On'
else:
self._message_text = 'Cull Faces Off'
# F toggles face normals
elif symbol == pyglet.window.key.F:
self.viewer_flags['fullscreen'] = (
not self.viewer_flags['fullscreen']
)
self.set_fullscreen(self.viewer_flags['fullscreen'])
self.activate()
if self.viewer_flags['fullscreen']:
self._message_text = 'Fullscreen On'
else:
self._message_text = 'Fullscreen Off'
# S toggles shadows
elif symbol == pyglet.window.key.H and sys.platform != 'darwin':
self.render_flags['shadows'] = not self.render_flags['shadows']
if self.render_flags['shadows']:
self._message_text = 'Shadows On'
else:
self._message_text = 'Shadows Off'
elif symbol == pyglet.window.key.I:
if (self.viewer_flags['show_world_axis'] and not
self.viewer_flags['show_mesh_axes']):
self.viewer_flags['show_world_axis'] = False
self.viewer_flags['show_mesh_axes'] = True
self._set_axes(False, True)
self._message_text = 'Mesh Axes On'
elif (not self.viewer_flags['show_world_axis'] and
self.viewer_flags['show_mesh_axes']):
self.viewer_flags['show_world_axis'] = True
self.viewer_flags['show_mesh_axes'] = True
self._set_axes(True, True)
self._message_text = 'All Axes On'
elif (self.viewer_flags['show_world_axis'] and
self.viewer_flags['show_mesh_axes']):
self.viewer_flags['show_world_axis'] = False
self.viewer_flags['show_mesh_axes'] = False
self._set_axes(False, False)
self._message_text = 'All Axes Off'
else:
self.viewer_flags['show_world_axis'] = True
self.viewer_flags['show_mesh_axes'] = False
self._set_axes(True, False)
self._message_text = 'World Axis On'
# L toggles the lighting mode
elif symbol == pyglet.window.key.L:
if self.viewer_flags['use_raymond_lighting']:
self.viewer_flags['use_raymond_lighting'] = False
self.viewer_flags['use_direct_lighting'] = True
self._message_text = 'Direct Lighting'
elif self.viewer_flags['use_direct_lighting']:
self.viewer_flags['use_raymond_lighting'] = False
self.viewer_flags['use_direct_lighting'] = False
self._message_text = 'Default Lighting'
else:
self.viewer_flags['use_raymond_lighting'] = True
self.viewer_flags['use_direct_lighting'] = False
self._message_text = 'Raymond Lighting'
# M toggles face normals
elif symbol == pyglet.window.key.M:
self.render_flags['face_normals'] = (
not self.render_flags['face_normals']
)
if self.render_flags['face_normals']:
self._message_text = 'Face Normals On'
else:
self._message_text = 'Face Normals Off'
# N toggles vertex normals
elif symbol == pyglet.window.key.N:
self.render_flags['vertex_normals'] = (
not self.render_flags['vertex_normals']
)
if self.render_flags['vertex_normals']:
self._message_text = 'Vert Normals On'
else:
self._message_text = 'Vert Normals Off'
# O toggles orthographic camera mode
elif symbol == pyglet.window.key.O:
self.viewer_flags['use_perspective_cam'] = (
not self.viewer_flags['use_perspective_cam']
)
if self.viewer_flags['use_perspective_cam']:
camera = self._default_persp_cam
self._message_text = 'Perspective View'
else:
camera = self._default_orth_cam
self._message_text = 'Orthographic View'
cam_pose = self._camera_node.matrix.copy()
cam_node = Node(matrix=cam_pose, camera=camera)
self.scene.remove_node(self._camera_node)
self.scene.add_node(cam_node)
self.scene.main_camera_node = cam_node
self._camera_node = cam_node
# Q quits the viewer
elif symbol == pyglet.window.key.Q:
self.on_close()
# R starts recording frames
elif symbol == pyglet.window.key.R:
if self.viewer_flags['record']:
self.save_gif()
self.set_caption(self.viewer_flags['window_title'])
else:
self.set_caption(
'{} (RECORDING)'.format(self.viewer_flags['window_title'])
)
self.viewer_flags['record'] = not self.viewer_flags['record']
# S saves the current frame as an image
elif symbol == pyglet.window.key.S:
self._save_image()
# W toggles through wireframe modes
elif symbol == pyglet.window.key.W:
if self.render_flags['flip_wireframe']:
self.render_flags['flip_wireframe'] = False
self.render_flags['all_wireframe'] = True
self.render_flags['all_solid'] = False
self._message_text = 'All Wireframe'
elif self.render_flags['all_wireframe']:
self.render_flags['flip_wireframe'] = False
self.render_flags['all_wireframe'] = False
self.render_flags['all_solid'] = True
self._message_text = 'All Solid'
elif self.render_flags['all_solid']:
self.render_flags['flip_wireframe'] = False
self.render_flags['all_wireframe'] = False
self.render_flags['all_solid'] = False
self._message_text = 'Default Wireframe'
else:
self.render_flags['flip_wireframe'] = True
self.render_flags['all_wireframe'] = False
self.render_flags['all_solid'] = False
self._message_text = 'Flip Wireframe'
# Z resets the camera viewpoint
elif symbol == pyglet.window.key.Z:
self._reset_view()
if self._message_text is not None:
self._message_opac = 1.0 + self._ticks_till_fade
@staticmethod
def _time_event(dt, self):
"""The timer callback.
"""
# Don't run old dead events after we've already closed
if not self._is_active:
return
if self.viewer_flags['record']:
self._record()
if (self.viewer_flags['rotate'] and not
self.viewer_flags['mouse_pressed']):
self._rotate()
# Manage message opacity
if self._message_text is not None:
if self._message_opac > 1.0:
self._message_opac -= 1.0
else:
self._message_opac *= 0.90
if self._message_opac < 0.05:
self._message_opac = 1.0 + self._ticks_till_fade
self._message_text = None
if self._should_close:
self.on_close()
else:
self.on_draw()
def _reset_view(self):
"""Reset the view to a good initial state.
The view is initially along the positive x-axis at a
sufficient distance from the scene.
"""
scale = self.scene.scale
if scale == 0.0:
scale = DEFAULT_SCENE_SCALE
centroid = self.scene.centroid
if self.viewer_flags['view_center'] is not None:
centroid = self.viewer_flags['view_center']
self._camera_node.matrix = self._default_camera_pose
self._trackball = Trackball(
self._default_camera_pose, self.viewport_size, scale, centroid
)
def _get_save_filename(self, file_exts):
file_types = {
'png': ('png files', '*.png'),
'jpg': ('jpeg files', '*.jpg'),
'gif': ('gif files', '*.gif'),
'all': ('all files', '*'),
}
filetypes = [file_types[x] for x in file_exts]
try:
root = Tk()
save_dir = self.viewer_flags['save_directory']
if save_dir is None:
save_dir = os.getcwd()
filename = filedialog.asksaveasfilename(
initialdir=save_dir, title='Select file save location',
filetypes=filetypes
)
except Exception:
return None
root.destroy()
if filename == ():
return None
return filename
def _save_image(self):
filename = self._get_save_filename(['png', 'jpg', 'gif', 'all'])
if filename is not None:
self.viewer_flags['save_directory'] = os.path.dirname(filename)
imageio.imwrite(filename, self._renderer.read_color_buf())
def _record(self):
"""Save another frame for the GIF.
"""
data = self._renderer.read_color_buf()
if not np.all(data == 0.0):
self._saved_frames.append(data)
def _rotate(self):
"""Animate the scene by rotating the camera.
"""
az = (self.viewer_flags['rotate_rate'] /
self.viewer_flags['refresh_rate'])
self._trackball.rotate(az, self.viewer_flags['rotate_axis'])
def _render(self):
"""Render the scene into the framebuffer and flip.
"""
scene = self.scene
self._camera_node.matrix = self._trackball.pose.copy()
# Set lighting
vli = self.viewer_flags['lighting_intensity']
if self.viewer_flags['use_raymond_lighting']:
for n in self._raymond_lights:
n.light.intensity = vli / 3.0
if not self.scene.has_node(n):
scene.add_node(n, parent_node=self._camera_node)
else:
self._direct_light.light.intensity = vli
for n in self._raymond_lights:
if self.scene.has_node(n):
self.scene.remove_node(n)
if self.viewer_flags['use_direct_lighting']:
if not self.scene.has_node(self._direct_light):
scene.add_node(
self._direct_light, parent_node=self._camera_node
)
elif self.scene.has_node(self._direct_light):
self.scene.remove_node(self._direct_light)
flags = RenderFlags.NONE
if self.render_flags['flip_wireframe']:
flags |= RenderFlags.FLIP_WIREFRAME
elif self.render_flags['all_wireframe']:
flags |= RenderFlags.ALL_WIREFRAME
elif self.render_flags['all_solid']:
flags |= RenderFlags.ALL_SOLID
if self.render_flags['shadows']:
flags |= RenderFlags.SHADOWS_DIRECTIONAL | RenderFlags.SHADOWS_SPOT
if self.render_flags['vertex_normals']:
flags |= RenderFlags.VERTEX_NORMALS
if self.render_flags['face_normals']:
flags |= RenderFlags.FACE_NORMALS
if not self.render_flags['cull_faces']:
flags |= RenderFlags.SKIP_CULL_FACES
self._renderer.render(self.scene, flags)
def _init_and_start_app(self):
# Try multiple configs starting with target OpenGL version
# and multisampling and removing these options if exception
# Note: multisampling not available on all hardware
from pyglet.gl import Config
confs = [Config(sample_buffers=1, samples=4,
depth_size=24,
double_buffer=True,
major_version=TARGET_OPEN_GL_MAJOR,
minor_version=TARGET_OPEN_GL_MINOR),
Config(depth_size=24,
double_buffer=True,
major_version=TARGET_OPEN_GL_MAJOR,
minor_version=TARGET_OPEN_GL_MINOR),
Config(sample_buffers=1, samples=4,
depth_size=24,
double_buffer=True,
major_version=MIN_OPEN_GL_MAJOR,
minor_version=MIN_OPEN_GL_MINOR),
Config(depth_size=24,
double_buffer=True,
major_version=MIN_OPEN_GL_MAJOR,
minor_version=MIN_OPEN_GL_MINOR)]
for conf in confs:
try:
super(Viewer, self).__init__(config=conf, resizable=True,
width=self._viewport_size[0],
height=self._viewport_size[1])
break
except pyglet.window.NoSuchConfigException:
pass
if not self.context:
raise ValueError('Unable to initialize an OpenGL 3+ context')
clock.schedule_interval(
Viewer._time_event, 1.0 / self.viewer_flags['refresh_rate'], self
)
self.switch_to()
self.set_caption(self.viewer_flags['window_title'])
pyglet.app.run()
def _compute_initial_camera_pose(self):
centroid = self.scene.centroid
if self.viewer_flags['view_center'] is not None:
centroid = self.viewer_flags['view_center']
scale = self.scene.scale
if scale == 0.0:
scale = DEFAULT_SCENE_SCALE
s2 = 1.0 / np.sqrt(2.0)
cp = np.eye(4)
cp[:3,:3] = np.array([
[0.0, -s2, s2],
[1.0, 0.0, 0.0],
[0.0, s2, s2]
])
hfov = np.pi / 6.0
dist = scale / (2.0 * np.tan(hfov))
cp[:3,3] = dist * np.array([1.0, 0.0, 1.0]) + centroid
return cp
def _create_raymond_lights(self):
thetas = np.pi * np.array([1.0 / 6.0, 1.0 / 6.0, 1.0 / 6.0])
phis = np.pi * np.array([0.0, 2.0 / 3.0, 4.0 / 3.0])
nodes = []
for phi, theta in zip(phis, thetas):
xp = np.sin(theta) * np.cos(phi)
yp = np.sin(theta) * np.sin(phi)
zp = np.cos(theta)
z = np.array([xp, yp, zp])
z = z / np.linalg.norm(z)
x = np.array([-z[1], z[0], 0.0])
if np.linalg.norm(x) == 0:
x = np.array([1.0, 0.0, 0.0])
x = x / np.linalg.norm(x)
y = np.cross(z, x)
matrix = np.eye(4)
matrix[:3,:3] = np.c_[x,y,z]
nodes.append(Node(
light=DirectionalLight(color=np.ones(3), intensity=1.0),
matrix=matrix
))
return nodes
def _create_direct_light(self):
light = DirectionalLight(color=np.ones(3), intensity=1.0)
n = Node(light=light, matrix=np.eye(4))
return n
def _set_axes(self, world, mesh):
scale = self.scene.scale
if world:
if 'scene' not in self._axes:
n = Node(mesh=self._axis_mesh, scale=np.ones(3) * scale * 0.3)
self.scene.add_node(n)
self._axes['scene'] = n
else:
if 'scene' in self._axes:
self.scene.remove_node(self._axes['scene'])
self._axes.pop('scene')
if mesh:
old_nodes = []
existing_axes = set([self._axes[k] for k in self._axes])
for node in self.scene.mesh_nodes:
if node not in existing_axes:
old_nodes.append(node)
for node in old_nodes:
if node in self._axes:
continue
n = Node(
mesh=self._axis_mesh,
scale=np.ones(3) * node.mesh.scale * 0.5
)
self.scene.add_node(n, parent_node=node)
self._axes[node] = n
else:
to_remove = set()
for main_node in self._axes:
if main_node in self.scene.mesh_nodes:
self.scene.remove_node(self._axes[main_node])
to_remove.add(main_node)
for main_node in to_remove:
self._axes.pop(main_node)
def _remove_axes(self):
for main_node in self._axes:
axis_node = self._axes[main_node]
self.scene.remove_node(axis_node)
self._axes = {}
def _location_to_x_y(self, location):
if location == TextAlign.CENTER:
return (self.viewport_size[0] / 2.0, self.viewport_size[1] / 2.0)
elif location == TextAlign.CENTER_LEFT:
return (TEXT_PADDING, self.viewport_size[1] / 2.0)
elif location == TextAlign.CENTER_RIGHT:
return (self.viewport_size[0] - TEXT_PADDING,
self.viewport_size[1] / 2.0)
elif location == TextAlign.BOTTOM_LEFT:
return (TEXT_PADDING, TEXT_PADDING)
elif location == TextAlign.BOTTOM_RIGHT:
return (self.viewport_size[0] - TEXT_PADDING, TEXT_PADDING)
elif location == TextAlign.BOTTOM_CENTER:
return (self.viewport_size[0] / 2.0, TEXT_PADDING)
elif location == TextAlign.TOP_LEFT:
return (TEXT_PADDING, self.viewport_size[1] - TEXT_PADDING)
elif location == TextAlign.TOP_RIGHT:
return (self.viewport_size[0] - TEXT_PADDING,
self.viewport_size[1] - TEXT_PADDING)
elif location == TextAlign.TOP_CENTER:
return (self.viewport_size[0] / 2.0,
self.viewport_size[1] - TEXT_PADDING)
__all__ = ['Viewer']
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