hub/venv/lib/python3.7/site-packages/trimesh/viewer/windowed.py

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"""
windowed.py
---------------
Provides a pyglet- based windowed viewer to preview
Trimesh, Scene, PointCloud, and Path objects.
Works on all major platforms: Windows, Linux, and OSX.
"""
import platform
import collections
import numpy as np
import pyglet
import pyglet.gl as gl
from .trackball import Trackball
from .. import util
from .. import rendering
from ..visual import to_rgba
from ..transformations import translation_matrix
pyglet.options['shadow_window'] = False
# smooth only when fewer faces than this
_SMOOTH_MAX_FACES = 100000
class SceneViewer(pyglet.window.Window):
def __init__(self,
scene,
smooth=True,
flags=None,
visible=True,
resolution=None,
start_loop=True,
callback=None,
callback_period=None,
caption=None,
fixed=None,
offset_lines=True,
background=None,
window_conf=None,
profile=False,
** kwargs):
"""
Create a window that will display a trimesh.Scene object
in an OpenGL context via pyglet.
Parameters
---------------
scene : trimesh.scene.Scene
Scene with geometry and transforms
smooth : bool
If True try to smooth shade things
flags : dict
If passed apply keys to self.view:
['cull', 'wireframe', etc]
visible : bool
Display window or not
resolution : (2,) int
Initial resolution of window
start_loop : bool
Call pyglet.app.run() at the end of init
callback : function
A function which can be called periodically to
update things in the scene
callback_period : float
How often to call the callback, in seconds
fixed : None or iterable
List of keys in scene.geometry to skip view
transform on to keep fixed relative to camera
offset_lines : bool
If True, will offset lines slightly so if drawn
coplanar with mesh geometry they will be visible
background : None or (4,) uint8
Color for background
window_conf : None, or gl.Config
Passed to window init
kwargs : dict
Additional arguments to pass, including
'background' for to set background color
"""
self.scene = self._scene = scene
self.callback = callback
self.callback_period = callback_period
self.scene._redraw = self._redraw
self.offset_lines = bool(offset_lines)
self.background = background
# save initial camera transform
self._initial_camera_transform = scene.camera_transform.copy()
# a transform to offset lines slightly to avoid Z-fighting
if self.offset_lines:
self._line_offset = translation_matrix(
[0, 0, scene.scale / 1000])
self.reset_view(flags=flags)
self.batch = pyglet.graphics.Batch()
self._smooth = smooth
self._profile = bool(profile)
if self._profile:
from pyinstrument import Profiler
self.Profiler = Profiler
# store kwargs
self.kwargs = kwargs
# store a vertexlist for an axis marker
self._axis = None
# store a vertexlist for a grid display
self._grid = None
# store scene geometry as vertex lists
self.vertex_list = {}
# store geometry hashes
self.vertex_list_hash = {}
# store geometry rendering mode
self.vertex_list_mode = {}
# store meshes that don't rotate relative to viewer
self.fixed = fixed
# store a hidden (don't not display) node.
self._nodes_hidden = set()
# name : texture
self.textures = {}
# if resolution isn't defined set a default value
if resolution is None:
resolution = scene.camera.resolution
else:
scene.camera.resolution = resolution
# no window conf was passed so try to get the best looking one
if window_conf is None:
try:
# try enabling antialiasing
# if you have a graphics card this will probably work
conf = gl.Config(sample_buffers=1,
samples=4,
depth_size=24,
double_buffer=True)
super(SceneViewer, self).__init__(config=conf,
visible=visible,
resizable=True,
width=resolution[0],
height=resolution[1],
caption=caption)
except pyglet.window.NoSuchConfigException:
conf = gl.Config(double_buffer=True)
super(SceneViewer, self).__init__(config=conf,
resizable=True,
visible=visible,
width=resolution[0],
height=resolution[1],
caption=caption)
else:
# window config was manually passed
super(SceneViewer, self).__init__(config=window_conf,
resizable=True,
visible=visible,
width=resolution[0],
height=resolution[1],
caption=caption)
# add scene geometry to viewer geometry
self._update_vertex_list()
# call after geometry is added
self.init_gl()
self.set_size(*resolution)
self.update_flags()
# someone has passed a callback to be called periodically
if self.callback is not None:
# if no callback period is specified set it to default
if callback_period is None:
# 30 times per second
callback_period = 1.0 / 30.0
# set up a do-nothing periodic task which will
# trigger `self.on_draw` every `callback_period`
# seconds if someone has passed a callback
pyglet.clock.schedule_interval(lambda x: x,
callback_period)
if start_loop:
pyglet.app.run()
def _redraw(self):
self.on_draw()
def _update_vertex_list(self):
# update vertex_list if needed
for name, geom in self.scene.geometry.items():
if geom.is_empty:
continue
if geometry_hash(geom) == self.vertex_list_hash.get(name):
continue
self.add_geometry(name=name,
geometry=geom,
smooth=bool(self._smooth))
def _update_meshes(self):
# call the callback if specified
if self.callback is not None:
self.callback(self.scene)
self._update_vertex_list()
self._update_perspective(self.width, self.height)
def add_geometry(self, name, geometry, **kwargs):
"""
Add a geometry to the viewer.
Parameters
--------------
name : hashable
Name that references geometry
geometry : Trimesh, Path2D, Path3D, PointCloud
Geometry to display in the viewer window
kwargs **
Passed to rendering.convert_to_vertexlist
"""
# convert geometry to constructor args
args = rendering.convert_to_vertexlist(geometry, **kwargs)
# create the indexed vertex list
self.vertex_list[name] = self.batch.add_indexed(*args)
# save the MD5 of the geometry
self.vertex_list_hash[name] = geometry_hash(geometry)
# save the rendering mode from the constructor args
self.vertex_list_mode[name] = args[1]
try:
# if a geometry has UV coordinates that match vertices
assert len(geometry.visual.uv) == len(geometry.vertices)
has_tex = True
except BaseException:
has_tex = False
if has_tex:
tex = rendering.material_to_texture(
geometry.visual.material)
if tex is not None:
self.textures[name] = tex
def cleanup_geometries(self):
"""
Remove any stored vertex lists that no longer
exist in the scene.
"""
# shorthand to scene graph
graph = self.scene.graph
# which parts of the graph still have geometry
geom_keep = set([graph[node][1] for
node in graph.nodes_geometry])
# which geometries no longer need to be kept
geom_delete = [geom for geom in self.vertex_list
if geom not in geom_keep]
for geom in geom_delete:
# remove stored vertex references
self.vertex_list.pop(geom, None)
self.vertex_list_hash.pop(geom, None)
self.vertex_list_mode.pop(geom, None)
self.textures.pop(geom, None)
def unhide_geometry(self, node):
"""
If a node is hidden remove the flag and show the
geometry on the next draw.
Parameters
-------------
node : str
Node to display
"""
self._nodes_hidden.discard(node)
def hide_geometry(self, node):
"""
Don't display the geometry contained at a node on
the next draw.
Parameters
-------------
node : str
Node to not display
"""
self._nodes_hidden.add(node)
def reset_view(self, flags=None):
"""
Set view to the default view.
Parameters
--------------
flags : None or dict
If any view key passed override the default
e.g. {'cull': False}
"""
self.view = {
'cull': True,
'axis': False,
'grid': False,
'fullscreen': False,
'wireframe': False,
'ball': Trackball(
pose=self._initial_camera_transform,
size=self.scene.camera.resolution,
scale=self.scene.scale,
target=self.scene.centroid)}
try:
# if any flags are passed override defaults
if isinstance(flags, dict):
for k, v in flags.items():
if k in self.view:
self.view[k] = v
self.update_flags()
except BaseException:
pass
def init_gl(self):
"""
Perform the magic incantations to create an
OpenGL scene using pyglet.
"""
# if user passed a background color use it
if self.background is None:
# default background color is white
background = np.ones(4)
else:
# convert to (4,) uint8 RGBA
background = to_rgba(self.background)
# convert to 0.0-1.0 float
background = background.astype(np.float64) / 255.0
self._gl_set_background(background)
# use camera setting for depth
self._gl_enable_depth(self.scene.camera)
self._gl_enable_color_material()
self._gl_enable_blending()
self._gl_enable_smooth_lines()
self._gl_enable_lighting(self.scene)
@staticmethod
def _gl_set_background(background):
gl.glClearColor(*background)
@staticmethod
def _gl_unset_background():
gl.glClearColor(*[0, 0, 0, 0])
@staticmethod
def _gl_enable_depth(camera):
"""
Enable depth test in OpenGL using distances
from `scene.camera`.
"""
# set the culling depth from our camera object
gl.glDepthRange(camera.z_near, camera.z_far)
gl.glClearDepth(1.0)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glDepthFunc(gl.GL_LEQUAL)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_CULL_FACE)
@staticmethod
def _gl_enable_color_material():
# do some openGL things
gl.glColorMaterial(gl.GL_FRONT_AND_BACK,
gl.GL_AMBIENT_AND_DIFFUSE)
gl.glEnable(gl.GL_COLOR_MATERIAL)
gl.glShadeModel(gl.GL_SMOOTH)
gl.glMaterialfv(gl.GL_FRONT,
gl.GL_AMBIENT,
rendering.vector_to_gl(
0.192250, 0.192250, 0.192250))
gl.glMaterialfv(gl.GL_FRONT,
gl.GL_DIFFUSE,
rendering.vector_to_gl(
0.507540, 0.507540, 0.507540))
gl.glMaterialfv(gl.GL_FRONT,
gl.GL_SPECULAR,
rendering.vector_to_gl(
.5082730, .5082730, .5082730))
gl.glMaterialf(gl.GL_FRONT,
gl.GL_SHININESS,
.4 * 128.0)
@staticmethod
def _gl_enable_blending():
# enable blending for transparency
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA,
gl.GL_ONE_MINUS_SRC_ALPHA)
@staticmethod
def _gl_enable_smooth_lines():
# make the lines from Path3D objects less ugly
gl.glEnable(gl.GL_LINE_SMOOTH)
gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
# set the width of lines to 4 pixels
gl.glLineWidth(4)
# set PointCloud markers to 4 pixels in size
gl.glPointSize(4)
@staticmethod
def _gl_enable_lighting(scene):
"""
Take the lights defined in scene.lights and
apply them as openGL lights.
"""
gl.glEnable(gl.GL_LIGHTING)
# opengl only supports 7 lights?
for i, light in enumerate(scene.lights[:7]):
# the index of which light we have
lightN = eval('gl.GL_LIGHT{}'.format(i))
# get the transform for the light by name
matrix = scene.graph.get(light.name)[0]
# convert light object to glLightfv calls
multiargs = rendering.light_to_gl(
light=light,
transform=matrix,
lightN=lightN)
# enable the light in question
gl.glEnable(lightN)
# run the glLightfv calls
for args in multiargs:
gl.glLightfv(*args)
def toggle_culling(self):
"""
Toggle back face culling.
It is on by default but if you are dealing with
non- watertight meshes you probably want to be able
to see the back sides.
"""
self.view['cull'] = not self.view['cull']
self.update_flags()
def toggle_wireframe(self):
"""
Toggle wireframe mode
Good for looking inside meshes, off by default.
"""
self.view['wireframe'] = not self.view['wireframe']
self.update_flags()
def toggle_fullscreen(self):
"""
Toggle between fullscreen and windowed mode.
"""
self.view['fullscreen'] = not self.view['fullscreen']
self.update_flags()
def toggle_axis(self):
"""
Toggle a rendered XYZ/RGB axis marker:
off, world frame, every frame
"""
# cycle through three axis states
states = [False, 'world', 'all', 'without_world']
# the state after toggling
index = (states.index(self.view['axis']) + 1) % len(states)
# update state to next index
self.view['axis'] = states[index]
# perform gl actions
self.update_flags()
def toggle_grid(self):
"""
Toggle a rendered grid.
"""
# update state to next index
self.view['grid'] = not self.view['grid']
# perform gl actions
self.update_flags()
def update_flags(self):
"""
Check the view flags, and call required GL functions.
"""
# view mode, filled vs wirefrom
if self.view['wireframe']:
gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_LINE)
else:
gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL)
# set fullscreen or windowed
self.set_fullscreen(fullscreen=self.view['fullscreen'])
# backface culling on or off
if self.view['cull']:
gl.glEnable(gl.GL_CULL_FACE)
else:
gl.glDisable(gl.GL_CULL_FACE)
# case where we WANT an axis and NO vertexlist
# is stored internally
if self.view['axis'] and self._axis is None:
from .. import creation
# create an axis marker sized relative to the scene
axis = creation.axis(origin_size=self.scene.scale / 100)
# create ordered args for a vertex list
args = rendering.mesh_to_vertexlist(axis)
# store the axis as a reference
self._axis = self.batch.add_indexed(*args)
# case where we DON'T want an axis but a vertexlist
# IS stored internally
elif not self.view['axis'] and self._axis is not None:
# remove the axis from the rendering batch
self._axis.delete()
# set the reference to None
self._axis = None
if self.view['grid'] and self._grid is None:
try:
# create a grid marker
from ..path.creation import grid
bounds = self.scene.bounds
center = bounds.mean(axis=0)
# set the grid to the lowest Z position
# also offset by the scale to avoid interference
center[2] = bounds[0][2] - (bounds[:, 2].ptp() / 100)
# choose the side length by maximum XY length
side = bounds.ptp(axis=0)[:2].max()
# create an axis marker sized relative to the scene
grid_mesh = grid(
side=side,
count=4,
transform=translation_matrix(center))
# convert the path to vertexlist args
args = rendering.convert_to_vertexlist(grid_mesh)
# create ordered args for a vertex list
self._grid = self.batch.add_indexed(*args)
except BaseException:
util.log.warning(
'failed to create grid!', exc_info=True)
elif not self.view['grid'] and self._grid is not None:
self._grid.delete()
self._grid = None
def _update_perspective(self, width, height):
try:
# for high DPI screens viewport size
# will be different then the passed size
width, height = self.get_viewport_size()
except BaseException:
# older versions of pyglet may not have this
pass
# set the new viewport size
gl.glViewport(0, 0, width, height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
# get field of view and Z range from camera
camera = self.scene.camera
# set perspective from camera data
gl.gluPerspective(camera.fov[1],
width / float(height),
camera.z_near,
camera.z_far)
gl.glMatrixMode(gl.GL_MODELVIEW)
return width, height
def on_resize(self, width, height):
"""
Handle resized windows.
"""
width, height = self._update_perspective(width, height)
self.scene.camera.resolution = (width, height)
self.view['ball'].resize(self.scene.camera.resolution)
self.scene.camera_transform[...] = self.view['ball'].pose
def on_mouse_press(self, x, y, buttons, modifiers):
"""
Set the start point of the drag.
"""
self.view['ball'].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.view['ball'].set_state(Trackball.STATE_ZOOM)
elif shift:
self.view['ball'].set_state(Trackball.STATE_ROLL)
elif ctrl:
self.view['ball'].set_state(Trackball.STATE_PAN)
elif (buttons == pyglet.window.mouse.MIDDLE):
self.view['ball'].set_state(Trackball.STATE_PAN)
elif (buttons == pyglet.window.mouse.RIGHT):
self.view['ball'].set_state(Trackball.STATE_ZOOM)
self.view['ball'].down(np.array([x, y]))
self.scene.camera_transform[...] = self.view['ball'].pose
def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
"""
Pan or rotate the view.
"""
self.view['ball'].drag(np.array([x, y]))
self.scene.camera_transform[...] = self.view['ball'].pose
def on_mouse_scroll(self, x, y, dx, dy):
"""
Zoom the view.
"""
self.view['ball'].scroll(dy)
self.scene.camera_transform[...] = self.view['ball'].pose
def on_key_press(self, symbol, modifiers):
"""
Call appropriate functions given key presses.
"""
magnitude = 10
if symbol == pyglet.window.key.W:
self.toggle_wireframe()
elif symbol == pyglet.window.key.Z:
self.reset_view()
elif symbol == pyglet.window.key.C:
self.toggle_culling()
elif symbol == pyglet.window.key.A:
self.toggle_axis()
elif symbol == pyglet.window.key.G:
self.toggle_grid()
elif symbol == pyglet.window.key.Q:
self.on_close()
elif symbol == pyglet.window.key.M:
self.maximize()
elif symbol == pyglet.window.key.F:
self.toggle_fullscreen()
if symbol in [
pyglet.window.key.LEFT,
pyglet.window.key.RIGHT,
pyglet.window.key.DOWN,
pyglet.window.key.UP]:
self.view['ball'].down([0, 0])
if symbol == pyglet.window.key.LEFT:
self.view['ball'].drag([-magnitude, 0])
elif symbol == pyglet.window.key.RIGHT:
self.view['ball'].drag([magnitude, 0])
elif symbol == pyglet.window.key.DOWN:
self.view['ball'].drag([0, -magnitude])
elif symbol == pyglet.window.key.UP:
self.view['ball'].drag([0, magnitude])
self.scene.camera_transform[...] = self.view['ball'].pose
def on_draw(self):
"""
Run the actual draw calls.
"""
if self._profile:
profiler = self.Profiler()
profiler.start()
self._update_meshes()
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glLoadIdentity()
# pull the new camera transform from the scene
transform_camera = np.linalg.inv(self.scene.camera_transform)
# apply the camera transform to the matrix stack
gl.glMultMatrixf(rendering.matrix_to_gl(transform_camera))
# we want to render fully opaque objects first,
# followed by objects which have transparency
node_names = collections.deque(self.scene.graph.nodes_geometry)
# how many nodes did we start with
count_original = len(node_names)
count = -1
# if we are rendering an axis marker at the world
if self._axis and not self.view['axis'] == 'without_world':
# we stored it as a vertex list
self._axis.draw(mode=gl.GL_TRIANGLES)
if self._grid:
self._grid.draw(mode=gl.GL_LINES)
while len(node_names) > 0:
count += 1
current_node = node_names.popleft()
if current_node in self._nodes_hidden:
continue
# get the transform from world to geometry and mesh name
transform, geometry_name = self.scene.graph.get(current_node)
# if no geometry at this frame continue without rendering
if geometry_name is None:
continue
# if a geometry is marked as fixed apply the inverse view transform
if self.fixed is not None and geometry_name in self.fixed:
# remove altered camera transform from fixed geometry
transform_fix = np.linalg.inv(
np.dot(self._initial_camera_transform, transform_camera))
# apply the transform so the fixed geometry doesn't move
transform = np.dot(transform, transform_fix)
# get a reference to the mesh so we can check transparency
mesh = self.scene.geometry[geometry_name]
if mesh.is_empty:
continue
# get the GL mode of the current geometry
mode = self.vertex_list_mode[geometry_name]
# if you draw a coplanar line with a triangle it will z-fight
# the best way to do this is probably a shader but this works fine
if mode == gl.GL_LINES:
# apply the offset in camera space
transform = util.multi_dot([
transform,
np.linalg.inv(transform_camera),
self._line_offset,
transform_camera])
# add a new matrix to the model stack
gl.glPushMatrix()
# transform by the nodes transform
gl.glMultMatrixf(rendering.matrix_to_gl(transform))
# draw an axis marker for each mesh frame
if self.view['axis'] == 'all':
self._axis.draw(mode=gl.GL_TRIANGLES)
elif self.view['axis'] == 'without_world':
if count > 0:
self._axis.draw(mode=gl.GL_TRIANGLES)
# transparent things must be drawn last
if (hasattr(mesh, 'visual') and
hasattr(mesh.visual, 'transparency')
and mesh.visual.transparency):
# put the current item onto the back of the queue
if count < count_original:
# add the node to be drawn last
node_names.append(current_node)
# pop the matrix stack for now
gl.glPopMatrix()
# come back to this mesh later
continue
# if we have texture enable the target texture
texture = None
if geometry_name in self.textures:
texture = self.textures[geometry_name]
gl.glEnable(texture.target)
gl.glBindTexture(texture.target, texture.id)
# draw the mesh with its transform applied
self.vertex_list[geometry_name].draw(mode=mode)
# pop the matrix stack as we drew what we needed to draw
gl.glPopMatrix()
# disable texture after using
if texture is not None:
gl.glDisable(texture.target)
if self._profile:
profiler.stop()
print(profiler.output_text(unicode=True, color=True))
def save_image(self, file_obj):
"""
Save the current color buffer to a file object
in PNG format.
Parameters
-------------
file_obj: file name, or file- like object
"""
manager = pyglet.image.get_buffer_manager()
colorbuffer = manager.get_color_buffer()
# if passed a string save by name
if hasattr(file_obj, 'write'):
colorbuffer.save(file=file_obj)
else:
colorbuffer.save(filename=file_obj)
def geometry_hash(geometry):
"""
Get an MD5 for a geometry object
Parameters
------------
geometry : object
Returns
------------
MD5 : str
"""
if hasattr(geometry, 'md5'):
# for most of our trimesh objects
md5 = geometry.md5()
elif hasattr(geometry, 'tostring'):
# for unwrapped ndarray objects
md5 = str(hash(geometry.tostring()))
if hasattr(geometry, 'visual'):
# if visual properties are defined
md5 += str(geometry.visual.crc())
return md5
def render_scene(scene,
resolution=None,
visible=True,
**kwargs):
"""
Render a preview of a scene to a PNG.
Parameters
------------
scene : trimesh.Scene
Geometry to be rendered
resolution : (2,) int or None
Resolution in pixels, or set from scene.camera
kwargs : **
Passed to SceneViewer
Returns
---------
render : bytes
Image in PNG format
"""
window = SceneViewer(scene,
start_loop=False,
visible=visible,
resolution=resolution,
**kwargs)
if visible is None:
visible = platform.system() != 'Linux'
from ..util import BytesIO
# need to run loop twice to display anything
for save in [False, False, True]:
pyglet.clock.tick()
window.switch_to()
window.dispatch_events()
window.dispatch_event('on_draw')
window.flip()
if save:
# save the color buffer data to memory
file_obj = BytesIO()
window.save_image(file_obj)
file_obj.seek(0)
render = file_obj.read()
window.close()
return render