Source code for pyrender.viewer

"""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


[docs]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, **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._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: 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
[docs] 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'])
[docs] 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 = []
[docs] 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()
[docs] def on_draw(self): """Redraw the scene into the viewing window. """ if self._renderer is None: return if self.run_in_thread: 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: self.render_lock.release()
[docs] 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()
[docs] 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
[docs] def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers): """Record a mouse drag. """ self._trackball.drag(np.array([x, y]))
[docs] def on_mouse_release(self, x, y, button, modifiers): """Record a mouse release. """ self.viewer_flags['mouse_pressed'] = False
[docs] 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
[docs] 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']