update exe GUI build

This commit is contained in:
ykcheungab
2026-06-21 12:01:34 +08:00
parent 258948bcb7
commit 7feae9550e
18 changed files with 862 additions and 173 deletions
+102 -4
View File
@@ -3,7 +3,7 @@
from __future__ import annotations
from dataclasses import dataclass
from typing import Literal
from typing import Callable, Literal
import cv2
import numpy as np
@@ -396,21 +396,32 @@ class FlowArrowOverlay:
self.mesh = mesh
self.style = style or DEFAULT_FLOW_ARROW_STYLE
self._enabled = bool(self.style.enabled)
self._mesh_span = _mesh_span(mesh.rest_vertices)
_cylinder_template(o3d)
_cone_template(o3d)
self.arrow_mesh = create_flow_mesh_geometry(o3d) if self.style.enabled else None
self.arrow_mesh = create_flow_mesh_geometry(o3d) if self._enabled else None
@property
def enabled(self) -> bool:
return self.style.enabled
return self._enabled
def set_enabled(self, enabled: bool) -> None:
enabled = bool(enabled)
if enabled == self._enabled:
return
self._enabled = enabled
if enabled and self.arrow_mesh is None:
import open3d as o3d
self.arrow_mesh = create_flow_mesh_geometry(o3d)
def compute(
self,
flow,
valid_mask: np.ndarray | None = None,
) -> tuple[np.ndarray, np.ndarray, np.ndarray] | None:
if not self.style.enabled or self.arrow_mesh is None:
if not self._enabled or self.arrow_mesh is None:
return None
return build_flow_arrow_mesh(
@@ -429,3 +440,90 @@ class FlowArrowOverlay:
self.arrow_mesh.triangles = o3d.utility.Vector3iVector(arrow_triangles.astype(np.int32))
self.arrow_mesh.vertex_colors = o3d.utility.Vector3dVector(arrow_colors.astype(np.float64))
self.arrow_mesh.compute_vertex_normals()
FLOW_ARROWS_GEOMETRY_NAME = "flow_arrows"
@dataclass
class FlowArrowFilamentSlot:
added: bool = False
@dataclass
class FlowArrowHiddenSlot:
in_vis: bool = False
def ensure_flow_arrow_in_hidden_vis(
overlay: FlowArrowOverlay,
vis,
slot: FlowArrowHiddenSlot,
) -> None:
"""Add flow-arrow geometry to a HiddenVisualizer window when enabled at init."""
if overlay.enabled and overlay.arrow_mesh is not None and not slot.in_vis:
vis.add_geometry(overlay.arrow_mesh)
slot.in_vis = True
def update_flow_arrows_filament(
overlay: FlowArrowOverlay,
flow,
valid_mask,
*,
scene,
material,
slot: FlowArrowFilamentSlot,
mesh_to_o3d: Callable,
) -> None:
"""Sync flow-arrow TriangleMesh geometry to a Filament offscreen scene."""
flow_result = overlay.compute(flow, valid_mask=valid_mask)
if not overlay.enabled:
if slot.added:
scene.remove_geometry(FLOW_ARROWS_GEOMETRY_NAME)
slot.added = False
return
if flow_result is None or overlay.arrow_mesh is None:
return
flow_vertices, flow_triangles, flow_colors = flow_result
if len(flow_vertices) > 0:
flow_mesh = mesh_to_o3d(flow_vertices, flow_triangles, flow_colors)
if not slot.added:
scene.add_geometry(FLOW_ARROWS_GEOMETRY_NAME, flow_mesh, material)
slot.added = True
else:
scene.remove_geometry(FLOW_ARROWS_GEOMETRY_NAME)
scene.add_geometry(FLOW_ARROWS_GEOMETRY_NAME, flow_mesh, material)
elif slot.added:
scene.remove_geometry(FLOW_ARROWS_GEOMETRY_NAME)
slot.added = False
def update_flow_arrows_hidden(
overlay: FlowArrowOverlay,
flow,
valid_mask,
*,
vis,
slot: FlowArrowHiddenSlot,
) -> None:
"""Sync flow-arrow TriangleMesh geometry to a HiddenVisualizer window."""
flow_result = overlay.compute(flow, valid_mask=valid_mask)
if not overlay.enabled:
if slot.in_vis and overlay.arrow_mesh is not None:
empty = np.empty((0, 3), dtype=np.float64)
empty_i = np.empty((0, 3), dtype=np.int32)
overlay.apply(empty, empty_i, empty)
vis.update_geometry(overlay.arrow_mesh)
return
if overlay.arrow_mesh is None:
return
if not slot.in_vis:
vis.add_geometry(overlay.arrow_mesh)
slot.in_vis = True
if flow_result is not None:
flow_vertices, flow_triangles, flow_colors = flow_result
overlay.apply(flow_vertices, flow_triangles, flow_colors)
vis.update_geometry(overlay.arrow_mesh)
+79
View File
@@ -38,6 +38,12 @@ def resolve_viz_pose_path(path: str | Path | None = None) -> Path:
Path.cwd() / raw,
here.parents[2] / raw,
]
try:
from app_paths import app_root
candidates.insert(0, app_root() / raw)
except ImportError:
pass
for candidate in candidates:
if candidate.is_file():
return candidate.resolve()
@@ -74,6 +80,79 @@ def camera_look_at_from_world_to_cam(
return lookat, eye, up
def default_look_at_view(
mesh_vertices: np.ndarray,
lookat: np.ndarray,
) -> tuple[np.ndarray, np.ndarray, np.ndarray]:
"""Fallback look_at triple when no world_to_cam pose is available."""
center = np.asarray(lookat, dtype=np.float64).reshape(3)
extent = np.ptp(np.asarray(mesh_vertices, dtype=np.float64), axis=0)
span = float(np.max(extent))
eye = center + np.array([0.0, 0.0, span * 2.0], dtype=np.float64)
up = np.array([0.0, 1.0, 0.0], dtype=np.float64)
return center, eye, up
def _rotation_matrix(axis: np.ndarray, angle_rad: float) -> np.ndarray:
axis = np.asarray(axis, dtype=np.float64).reshape(3)
norm = float(np.linalg.norm(axis))
if norm < 1e-12:
return np.eye(3, dtype=np.float64)
axis = axis / norm
x, y, z = axis
cross = np.array(
[[0.0, -z, y], [z, 0.0, -x], [-y, x, 0.0]],
dtype=np.float64,
)
return np.eye(3, dtype=np.float64) + np.sin(angle_rad) * cross + (1.0 - np.cos(angle_rad)) * (cross @ cross)
def orbit_eye_about_target(
target: np.ndarray,
eye: np.ndarray,
up: np.ndarray,
dx_deg: float,
dy_deg: float,
) -> tuple[np.ndarray, np.ndarray]:
"""Orbit ``eye`` around ``target``; dx/dy are drag deltas in degrees."""
target = np.asarray(target, dtype=np.float64).reshape(3)
eye = np.asarray(eye, dtype=np.float64).reshape(3)
up = np.asarray(up, dtype=np.float64).reshape(3)
offset = eye - target
if float(np.linalg.norm(offset)) < 1e-9:
offset = np.array([0.0, 0.0, 1.0], dtype=np.float64)
world_up = up.copy()
if float(np.linalg.norm(world_up)) < 1e-9:
world_up = np.array([0.0, 1.0, 0.0], dtype=np.float64)
world_up /= np.linalg.norm(world_up)
if abs(dx_deg) > 1e-9:
rot = _rotation_matrix(world_up, np.deg2rad(dx_deg))
offset = rot @ offset
up = rot @ up
forward = -offset
forward_norm = float(np.linalg.norm(forward))
if forward_norm > 1e-9:
forward = forward / forward_norm
right = np.cross(forward, up)
right_norm = float(np.linalg.norm(right))
if right_norm > 1e-9:
right = right / right_norm
if abs(dy_deg) > 1e-9:
rot = _rotation_matrix(right, np.deg2rad(dy_deg))
offset = rot @ offset
up = rot @ up
new_eye = target + offset
up_norm = float(np.linalg.norm(up))
if up_norm > 1e-9:
up = up / up_norm
return new_eye, up
def apply_view_from_world_to_cam(vis, world_to_cam: np.ndarray, *, lookat: np.ndarray) -> None:
"""Apply Blender-exported world_to_cam as the Open3D default view."""
world_to_cam = np.asarray(world_to_cam, dtype=np.float64)
+105 -35
View File
@@ -10,12 +10,21 @@ from orisys.finger.mesh import UVSurfaceMesh
from orisys.finger.viewer import flow_magnitude_vertex_colors, scalar_map_vertex_colors
from .contact_arrow import ContactArrowOverlay
from .flow_arrow import FlowArrowOverlay
from .flow_arrow import (
FlowArrowFilamentSlot,
FlowArrowHiddenSlot,
FlowArrowOverlay,
ensure_flow_arrow_in_hidden_vis,
update_flow_arrows_filament,
update_flow_arrows_hidden,
)
from .mesh_camera import (
apply_filament_sun_light,
apply_shade_factors,
apply_view_from_world_to_cam,
camera_look_at_from_world_to_cam,
default_look_at_view,
orbit_eye_about_target,
precompute_shade_factors,
)
@@ -132,19 +141,35 @@ class _FilamentOffscreenBackend:
self._material = _make_lit_material(o3d)
self._mesh_added = False
self._arrow_added = False
self._flow_arrow_added = False
self._flow_arrow_slot = FlowArrowFilamentSlot()
self._reset_view_state()
self._apply_camera()
def _apply_camera(self) -> None:
def _reset_view_state(self) -> None:
if self.world_to_cam is not None:
center, eye, up = camera_look_at_from_world_to_cam(self.world_to_cam, lookat=self.lookat)
else:
center = self.lookat.astype(np.float64)
extent = np.ptp(self.mesh.rest_vertices, axis=0)
span = float(np.max(extent))
eye = center + np.array([0.0, 0.0, span * 2.0], dtype=np.float64)
up = np.array([0.0, 1.0, 0.0], dtype=np.float64)
self._renderer.scene.camera.look_at(center, eye, up)
center, eye, up = default_look_at_view(self.mesh.rest_vertices, self.lookat)
self._view_center = center
self._view_eye = eye
self._view_up = up
def _apply_camera(self) -> None:
self._renderer.scene.camera.look_at(self._view_center, self._view_eye, self._view_up)
def rotate_view(self, dx: float, dy: float) -> None:
self._view_eye, self._view_up = orbit_eye_about_target(
self._view_center,
self._view_eye,
self._view_up,
dx,
dy,
)
self._apply_camera()
def reset_view(self) -> None:
self._reset_view_state()
self._apply_camera()
def resize(self, width: int, height: int) -> None:
width = max(int(width), 64)
@@ -164,7 +189,18 @@ class _FilamentOffscreenBackend:
self._material = _make_lit_material(self._o3d)
self._mesh_added = False
self._arrow_added = False
self._flow_arrow_added = False
self._flow_arrow_slot = FlowArrowFilamentSlot()
center, eye, up = self._view_center, self._view_eye, self._view_up
self._renderer = self._o3d.visualization.rendering.OffscreenRenderer(self.width, self.height)
self._renderer.scene.set_background(_background_rgba01(self.mesh_background))
if self.mesh_lighting is not None:
apply_filament_sun_light(
self._renderer,
direction=self.mesh_lighting.direction,
intensity=self.mesh_lighting.intensity,
)
self._material = _make_lit_material(self._o3d)
self._view_center, self._view_eye, self._view_up = center, eye, up
self._apply_camera()
def render(
@@ -211,20 +247,15 @@ class _FilamentOffscreenBackend:
self._renderer.scene.remove_geometry("contact_arrow")
self._arrow_added = False
flow_result = self._flow_arrow.compute(flow, valid_mask=valid_mask)
if flow_result is not None and self._flow_arrow.arrow_mesh is not None:
flow_vertices, flow_triangles, flow_colors = flow_result
if len(flow_vertices) > 0:
flow_mesh = _mesh_to_o3d(o3d, flow_vertices, flow_triangles, flow_colors)
if not self._flow_arrow_added:
self._renderer.scene.add_geometry("flow_arrows", flow_mesh, self._material)
self._flow_arrow_added = True
else:
self._renderer.scene.remove_geometry("flow_arrows")
self._renderer.scene.add_geometry("flow_arrows", flow_mesh, self._material)
elif self._flow_arrow_added:
self._renderer.scene.remove_geometry("flow_arrows")
self._flow_arrow_added = False
update_flow_arrows_filament(
self._flow_arrow,
flow,
valid_mask,
scene=self._renderer.scene,
material=self._material,
slot=self._flow_arrow_slot,
mesh_to_o3d=lambda v, t, c: _mesh_to_o3d(o3d, v, t, c),
)
return _numpy_o3d_image_to_rgb(self._renderer.render_to_image())
@@ -280,6 +311,7 @@ class _HiddenVisualizerBackend:
self._flow_arrow = FlowArrowOverlay(mesh, style=flow_arrow_style)
self.vis = None
self.tri_mesh = None
self._flow_arrow_slot = FlowArrowHiddenSlot()
self._create_window()
def _create_window(self) -> None:
@@ -313,8 +345,7 @@ class _HiddenVisualizerBackend:
if self._contact_arrow.arrow_mesh is not None:
self.vis.add_geometry(self._contact_arrow.arrow_mesh)
if self._flow_arrow.enabled and self._flow_arrow.arrow_mesh is not None:
self.vis.add_geometry(self._flow_arrow.arrow_mesh)
ensure_flow_arrow_in_hidden_vis(self._flow_arrow, self.vis, self._flow_arrow_slot)
render_option = self.vis.get_render_option()
render_option.mesh_show_back_face = True
@@ -322,21 +353,44 @@ class _HiddenVisualizerBackend:
if hasattr(render_option, "light_on"):
render_option.light_on = False
self._apply_default_view()
def _apply_default_view(self) -> None:
if self.vis is None:
return
if self.world_to_cam is not None:
apply_view_from_world_to_cam(self.vis, self.world_to_cam, lookat=self.lookat)
else:
view_control = self.vis.get_view_control()
center = self.lookat.astype(np.float64)
center, eye, up = default_look_at_view(self.mesh.rest_vertices, self.lookat)
view_control.set_lookat(center)
front = center - eye
front_norm = float(np.linalg.norm(front))
if front_norm > 1e-9:
front = front / front_norm
else:
front = np.array([0.0, 0.0, -1.0], dtype=np.float64)
view_control.set_front(front)
view_control.set_up(up)
extent = np.ptp(self.mesh.rest_vertices, axis=0)
span = float(np.max(extent))
view_control.set_lookat(center)
view_control.set_front(np.array([0.0, 0.0, -1.0]))
view_control.set_up(np.array([0.0, 1.0, 0.0]))
view_control.set_zoom(0.5 if span > 0 else 0.7)
self.vis.poll_events()
self.vis.update_renderer()
def rotate_view(self, dx: float, dy: float) -> None:
if self.vis is None:
return
self.vis.get_view_control().rotate(float(dx), float(dy))
self.vis.poll_events()
self.vis.update_renderer()
def reset_view(self) -> None:
if self.vis is None:
return
self._apply_default_view()
def resize(self, width: int, height: int) -> None:
width = max(int(width), 64)
height = max(int(height), 64)
@@ -377,11 +431,13 @@ class _HiddenVisualizerBackend:
self._contact_arrow.apply(arrow_vertices, arrow_colors)
self.vis.update_geometry(self._contact_arrow.arrow_mesh)
flow_result = self._flow_arrow.compute(flow, valid_mask=valid_mask)
if flow_result is not None and self._flow_arrow.arrow_mesh is not None:
flow_vertices, flow_triangles, flow_colors = flow_result
self._flow_arrow.apply(flow_vertices, flow_triangles, flow_colors)
self.vis.update_geometry(self._flow_arrow.arrow_mesh)
update_flow_arrows_hidden(
self._flow_arrow,
flow,
valid_mask,
vis=self.vis,
slot=self._flow_arrow_slot,
)
self.vis.poll_events()
self.vis.update_renderer()
@@ -452,6 +508,20 @@ class OffscreenFingerMeshRenderer:
def resize(self, width: int, height: int) -> None:
self._backend.resize(width, height)
def rotate_view(self, dx: float, dy: float) -> None:
rotate = getattr(self._backend, "rotate_view", None)
if rotate is not None:
rotate(dx, dy)
def reset_view(self) -> None:
reset = getattr(self._backend, "reset_view", None)
if reset is not None:
reset()
@property
def flow_arrow(self) -> FlowArrowOverlay:
return self._backend._flow_arrow
def render(
self,
*,