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renderer.py
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renderer.py
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import os
import logging
import trimesh
import pyrender
import imageio
import time
import numpy as np
from PIL import Image
#from tools.utils import io
from matplotlib import cm
log = logging.getLogger('renderer')
from pyrender.constants import (DEFAULT_SCENE_SCALE,
DEFAULT_Z_FAR, DEFAULT_Z_NEAR)
os.environ['PYOPENGL_PLATFORM'] = 'egl'
class Renderer:
def __init__(self, vertices=None, faces=None, colors=None, normals=None, mask=None):
self.vertices = vertices
self.faces = faces
self.colors = colors
self.mask = mask
self.trimesh = None
self.point_cloud = None
self.trimesh_list = []
self.point_cloud_list = []
self.scene = pyrender.Scene()
self.scene.ambient_light = [1.0, 1.0, 1.0]
if vertices is not None:
self.add_geometry(vertices, faces, colors, normals, mask)
self.caption = None
self.point_size = 10
head_body_ratio = 1.0 / 4
def reset(self):
self.vertices = None
self.faces = None
self.colors = None
self.mask = None
self.trimesh = None
self.point_cloud = None
self.trimesh_list = []
self.point_cloud_list = []
self.scene = pyrender.Scene()
self.scene.ambient_light = [1.0, 1.0, 1.0]
def add_caption(self, caption):
self.caption = caption
@staticmethod
def rgba_by_index(index, cmap_name='Set1', alpha=1.0):
if index > 8:
index = index % 9
rgba = np.asarray(list(cm.get_cmap(cmap_name)(index)))
rgba[-1] = alpha
return rgba
@staticmethod
def colors_from_mask(mask, empty_first=False):
unique_val = np.sort(np.unique(mask))
colors = np.empty([mask.shape[0], 4])
for i, val in enumerate(unique_val):
if empty_first and i == 0:
rgba = [0.5, 0.5, 0.5, 0.5]
else:
rgba = Renderer.rgba_by_index(i)
colors[mask == val] = rgba
return colors
def load(self, mesh_path):
self.trimesh = trimesh.load(mesh_path, force='mesh')
assert isinstance(self.trimesh, trimesh.base.Trimesh)
def add_geometry(self, vertices, faces=None, colors=None, normals=None, mask=None):
if colors is None and mask is not None:
colors = Renderer.colors_from_mask(mask)
if faces is not None:
geo = trimesh.base.Trimesh(vertices, faces=faces, vertex_colors=colors)
self.add_trimesh(geo)
else:
geo = trimesh.points.PointCloud(vertices, vertex_colors=colors, vertex_normals=normals)
self.add_point_cloud(geo)
def add_trimesh(self, mesh):
self.trimesh_list.append(mesh)
def add_point_cloud(self, point_cloud):
self.point_cloud_list.append(point_cloud)
def merge_point_clouds(self):
all_vertices = None
all_colors = None
for point_cloud in self.point_cloud_list:
vertices = point_cloud.vertices
colors = point_cloud.colors
if colors.shape[0] == 1:
colors = np.tile(colors, (vertices.shape[0], 1))
all_vertices = vertices if all_vertices is None else np.vstack((all_vertices, vertices))
all_colors = colors if all_colors is None else np.vstack((all_colors, colors))
self.point_cloud = trimesh.points.PointCloud(all_vertices, colors=all_colors)
@staticmethod
def draw_arrow(color=None, radius=0.01, length=0.5):
if color is None:
color = Renderer.rgba_by_index(0)
head_length = length * Renderer.head_body_ratio
body_length = length - head_length
head_transformation = np.eye(4)
head_transformation[:3, 3] += [0, 0, body_length / 2.0]
head = trimesh.creation.cone(3 * radius, head_length, sections=10, transform=head_transformation)
body = trimesh.creation.cylinder(radius, body_length, sections=10)
arrow = head + body
arrow.visual.vertex_colors = color
return arrow
def add_arrows(self, positions, axes, color=None, radius=0.01, length=0.5):
log.debug('add arrow')
transformations = []
z_axis = [0, 0, 1]
for i, pos in enumerate(positions):
transformation = trimesh.geometry.align_vectors(z_axis, axes[i])
transformation[:3, 3] += pos + axes[i] * (1 - Renderer.head_body_ratio) / 2 * length
transformations.append(transformation)
arrow = Renderer.draw_arrow(color, radius, length)
arrows = pyrender.Mesh.from_trimesh(arrow, poses=transformations)
self.scene.add(arrows)
def add_trimesh_arrows(self, positions, axes, colors=[None], radius=0.01, length=0.5):
log.debug('add trimesh arrow')
arrows = []
z_axis = [0, 0, 1]
for i, pos in enumerate(positions):
arrow_length = length if isinstance(length, float) else length[i]
if arrow_length < 10e-6:
continue
transformation = trimesh.geometry.align_vectors(z_axis, axes[i])
transformation[:3, 3] += pos + axes[i] * (1 - Renderer.head_body_ratio) / 2 * arrow_length
if len(colors) != len(positions):
color = None
else:
color = colors[i]
arrow = Renderer.draw_arrow(color, radius, arrow_length)
arrow.apply_transform(transformation)
arrows.append(arrow)
self.trimesh_list += arrows
def _merge_geometries(self):
if len(self.trimesh_list) > 0:
log.debug('concatenate triangle meshes')
self.trimesh = trimesh.util.concatenate(self.trimesh_list)
if len(self.point_cloud_list) > 0:
log.debug('concatenate point clouds')
self.merge_point_clouds()
def _add_geometries_to_scenen(self):
if self.trimesh is None or self.point_cloud is None:
self._merge_geometries()
if self.trimesh is not None:
log.debug('add trimesh to scene')
mesh = pyrender.Mesh.from_trimesh(self.trimesh, smooth=False)
self.scene.add(mesh)
if self.point_cloud is not None:
log.debug('add point cloud to scene')
rgb_color = self.point_cloud.colors.astype(float) / 255.0
rgb_color[:, :3] = rgb_color[:, :3] * rgb_color[:, 3].reshape(-1, 1)
point_cloud = pyrender.Mesh.from_points(self.point_cloud.vertices, colors=rgb_color)
self.scene.add(point_cloud)
def show(self, window_size=None, window_name='Default Renderer', non_block=False):
self._add_geometries_to_scenen()
if window_size is None:
window_size = [800, 600]
if non_block:
v = pyrender.Viewer(self.scene, viewport_size=window_size, window_title=window_name, point_size=self.point_size,
caption=self.caption, run_in_thread=True)
time.sleep(1.0)
v.close_external()
while v.is_active:
pass
else:
v = pyrender.Viewer(self.scene, viewport_size=window_size, window_title=window_name, point_size=self.point_size,
caption=self.caption)
def _compute_initial_camera_pose(self, angle=0):
centroid = self.scene.centroid
scale = self.scene.scale
if scale == 0.0:
scale = DEFAULT_SCENE_SCALE
look_at_pos = centroid
h_fov = np.pi / 6.0
dist = scale / (1 * np.tan(h_fov))
camera_pos = dist * np.array([np.cos(angle), -np.sin(angle), 1.0]) + centroid
forward = camera_pos - look_at_pos
forward /= np.linalg.norm(forward)
world_up = np.array([0, 0, 1])
right = np.cross(world_up, forward)
up = np.cross(forward, right)
look_at = np.vstack((right, up, forward, camera_pos))
cp = np.eye(4)
cp[:3, :4] = look_at.T
return cp
# def render(self, fig_path, as_gif=False, fig_size=None):
# self._add_geometries_to_scenen()
# if fig_size is None:
# fig_size = [1024, 768]
# renderer = pyrender.OffscreenRenderer(viewport_width=fig_size[0], viewport_height=fig_size[1],
# point_size=self.point_size)
# z_far = max(self.scene.scale * 10.0, DEFAULT_Z_FAR)
# if self.scene.scale == 0:
# z_near = DEFAULT_Z_NEAR
# else:
# z_near = min(self.scene.scale / 10.0, DEFAULT_Z_NEAR)
# cam = pyrender.PerspectiveCamera(yfov=np.pi / 4.0, znear=z_near, zfar=z_far)
# cam_pose = self._compute_initial_camera_pose()
# cam_node = pyrender.Node(camera=cam, matrix=cam_pose)
# self.scene.add_node(cam_node)
# if as_gif:
# io.ensure_dir_exists(os.path.dirname(fig_path))
# with imageio.get_writer(fig_path, mode='I', fps=10) as writer:
# for i in range(0, 360, 10):
# transform = self._compute_initial_camera_pose(np.pi / 180 * i)
# self.scene.set_pose(cam_node, pose=transform)
# color, depth = renderer.render(self.scene, pyrender.constants.RenderFlags.SKIP_CULL_FACES)
# writer.append_data(color)
# else:
# color, depth = renderer.render(self.scene)
# image = Image.fromarray(color.astype('uint8'), 'RGB')
# io.ensure_dir_exists(os.path.dirname(fig_path))
# image.save(fig_path)
# renderer.delete()
# del renderer
# return color, depth
# def export(self, mesh_path):
# if self.trimesh is None or self.point_cloud is None:
# self._merge_geometries()
# if self.point_cloud is not None:
# mesh = trimesh.base.Trimesh(self.point_cloud.vertices, vertex_colors=self.point_cloud.colors)
# if self.trimesh is not None:
# if self.point_cloud is not None:
# mesh = trimesh.util.concatenate(self.trimesh, mesh)
# else:
# mesh = self.trimesh
# io.ensure_dir_exists(os.path.dirname(mesh_path))
# mesh.export(mesh_path)