Files
2026-07-15 14:25:03 +08:00

716 lines
24 KiB
Python

"""Embedded Open3D mesh renderer for Qt dashboards (offscreen or hidden-window capture)."""
from __future__ import annotations
import sys
import numpy as np
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 (
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,
)
def _numpy_o3d_image_to_rgb(image) -> np.ndarray:
arr = np.asarray(image)
if arr.ndim == 3 and arr.shape[2] >= 3:
if arr.dtype == np.float32 or arr.dtype == np.float64:
return (np.clip(arr[:, :, :3], 0.0, 1.0) * 255.0).astype(np.uint8)
return arr[:, :, :3].astype(np.uint8)
return arr.astype(np.uint8)
def _make_lit_material(o3d):
material = o3d.visualization.rendering.MaterialRecord()
material.shader = "defaultLit"
material.base_color = (1.0, 1.0, 1.0, 1.0)
return material
def _shade_vertex_colors(mesh, colors: np.ndarray, shade_factors) -> np.ndarray:
return apply_shade_factors(colors, shade_factors)
def _mesh_to_o3d(o3d, vertices: np.ndarray, triangles: np.ndarray, colors: np.ndarray):
mesh = o3d.geometry.TriangleMesh()
mesh.vertices = o3d.utility.Vector3dVector(vertices.astype(np.float64))
mesh.triangles = o3d.utility.Vector3iVector(triangles.astype(np.int32))
mesh.vertex_colors = o3d.utility.Vector3dVector(colors.astype(np.float64))
mesh.compute_vertex_normals()
return mesh
def _vertex_colors(mesh, *, color_mode, threshold, value_min, value_max, flow=None, scalar_map=None):
if color_mode == "depth":
return scalar_map_vertex_colors(
scalar_map,
mesh,
value_min=value_min,
value_max=value_max,
threshold=threshold,
)
return flow_magnitude_vertex_colors(
flow,
mesh,
threshold=threshold,
)
def _background_rgba01(color: tuple[int, int, int]) -> list[float]:
r, g, b = (int(color[0]), int(color[1]), int(color[2]))
return [r / 255.0, g / 255.0, b / 255.0, 1.0]
def _background_rgb01(color: tuple[int, int, int]) -> np.ndarray:
return np.asarray(_background_rgba01(color)[:3], dtype=np.float64)
# Cached pre-rendered mesh-axis triads keyed by size_px.
_AXIS_TRIAD_CACHE: dict[int, np.ndarray] = {}
def _project_mesh_axis_to_screen(point_xyz: np.ndarray, *, size_px: int) -> tuple[int, int, float]:
"""Project mesh coords to HUD pixels.
Screen mapping for the fixed mesh-axis reference:
+X -> down, +Y -> left, +Z -> inward (into the page).
Mild foreshortening keeps +Z visible as a short into-page axis.
Returns (px, py, depth) where larger depth is farther from the viewer.
"""
x, y, z = float(point_xyz[0]), float(point_xyz[1]), float(point_xyz[2])
# Camera looks predominantly along +Z (into page): u right, v down.
# Soft shear so Z has a short foreshortened stub.
shear = 0.34
u = -y - shear * z
v = x - shear * z
scale = size_px * 0.30
# Origin slightly lower-right-of-center so labeled tips stay in-frame.
cx = size_px * 0.58
cy = size_px * 0.48
return int(round(cx + u * scale)), int(round(cy + v * scale)), z
def _render_axis_triad_rgba(size_px: int) -> np.ndarray:
"""Build (and cache) a transparent RGBA 3D-looking XYZ triad."""
import cv2
size_px = max(48, int(size_px))
cached = _AXIS_TRIAD_CACHE.get(size_px)
if cached is not None:
return cached
rgba = np.zeros((size_px, size_px, 4), dtype=np.uint8)
rgb = rgba[:, :, :3]
alpha = rgba[:, :, 3]
# Soft circular plate for contrast on bright contact heatmaps.
plate = np.zeros((size_px, size_px), dtype=np.uint8)
center = (size_px // 2, size_px // 2)
radius = int(size_px * 0.46)
cv2.circle(plate, center, radius, 255, thickness=-1, lineType=cv2.LINE_AA)
rgba[:, :, 0:3][plate > 0] = (18, 18, 18)
alpha[plate > 0] = 140
thickness = max(2, size_px // 42)
font = cv2.FONT_HERSHEY_SIMPLEX
font_scale = max(0.35, size_px / 220.0)
origin = np.zeros(3, dtype=np.float64)
o_xy = _project_mesh_axis_to_screen(origin, size_px=size_px)[:2]
axes = (
("X", np.array([1.0, 0.0, 0.0]), (230, 70, 70)),
("Y", np.array([0.0, 1.0, 0.0]), (70, 210, 95)),
("Z", np.array([0.0, 0.0, 1.0]), (70, 140, 255)),
)
# Paint far axes first so nearer shafts occlude correctly.
painted = []
for label, direction, color in axes:
tip = direction * 1.0
px, py, depth = _project_mesh_axis_to_screen(tip, size_px=size_px)
painted.append((depth, label, color, (px, py)))
painted.sort(key=lambda item: item[0], reverse=True)
layer = np.zeros((size_px, size_px, 3), dtype=np.uint8)
for _, label, color, tip_xy in painted:
cv2.arrowedLine(
layer,
o_xy,
tip_xy,
color,
thickness,
line_type=cv2.LINE_AA,
tipLength=0.28,
)
(tw, th), _ = cv2.getTextSize(label, font, font_scale, max(1, thickness - 1))
# Offset label slightly past the arrow tip, away from origin.
dx = tip_xy[0] - o_xy[0]
dy = tip_xy[1] - o_xy[1]
norm = max(1.0, float(np.hypot(dx, dy)))
lx = int(tip_xy[0] + 8 * dx / norm - tw // 2)
ly = int(tip_xy[1] + 8 * dy / norm + th // 2)
lx = min(max(1, lx), size_px - tw - 1)
ly = min(max(th + 1, ly), size_px - 2)
cv2.putText(
layer,
label,
(lx, ly),
font,
font_scale,
color,
max(1, thickness - 1),
cv2.LINE_AA,
)
# Origin hub on the same contiguous buffer.
cv2.circle(layer, o_xy, max(2, thickness), (235, 235, 235), -1, lineType=cv2.LINE_AA)
mask = np.any(layer > 0, axis=2)
rgb[mask] = layer[mask]
alpha[mask] = 255
_AXIS_TRIAD_CACHE[size_px] = rgba
return rgba
def draw_axis_overlay(
rgb: np.ndarray,
*,
enabled: bool = True,
padding_px: int = 12,
size_px: int = 96,
opacity: float = 1.0,
) -> np.ndarray:
"""Composite a fixed top-right mesh-axis triad onto an RGB frame.
The triad is pre-rendered and cached; orientation is locked to true mesh
axes (+X down, +Y left, +Z inward) and does not follow free-rotate.
"""
if not enabled or rgb is None or rgb.size == 0:
return rgb
out = np.ascontiguousarray(rgb)
if out.ndim != 3 or out.shape[2] < 3:
return out
triad = _render_axis_triad_rgba(size_px)
th, tw = triad.shape[:2]
pad = max(0, int(padding_px))
h, w = out.shape[:2]
x0 = max(0, w - tw - pad)
y0 = max(0, pad)
x1 = min(w, x0 + tw)
y1 = min(h, y0 + th)
if x1 <= x0 or y1 <= y0:
return out
roi = out[y0:y1, x0:x1]
overlay = triad[: y1 - y0, : x1 - x0]
alpha = (overlay[:, :, 3].astype(np.float32) / 255.0) * float(np.clip(opacity, 0.0, 1.0))
if alpha.ndim == 2:
alpha = alpha[:, :, None]
rgb_o = overlay[:, :, :3].astype(np.float32)
base = roi.astype(np.float32)
blended = rgb_o * alpha + base * (1.0 - alpha)
roi[:] = np.clip(blended, 0, 255).astype(np.uint8)
return out
def _apply_axis_overlay(rgb: np.ndarray, axis_overlay) -> np.ndarray:
if axis_overlay is None:
return draw_axis_overlay(rgb)
return draw_axis_overlay(
rgb,
enabled=bool(getattr(axis_overlay, "enabled", True)),
padding_px=int(getattr(axis_overlay, "padding_px", 12)),
size_px=int(getattr(axis_overlay, "size_px", 96)),
opacity=float(getattr(axis_overlay, "opacity", 1.0)),
)
class _FilamentOffscreenBackend:
"""Filament OffscreenRenderer (Linux headless / platforms with EGL)."""
def __init__(
self,
mesh: UVSurfaceMesh,
*,
width: int,
height: int,
threshold: float,
color_mode: str,
value_min,
value_max,
world_to_cam: np.ndarray | None,
lookat: np.ndarray,
show_contact_arrow: bool,
mesh_lighting=None,
mesh_background: tuple[int, int, int] = (0, 0, 0),
contact_arrow_style=None,
flow_arrow_style=None,
axis_overlay=None,
):
import open3d as o3d
self._o3d = o3d
self.mesh = mesh
self.width = width
self.height = height
self.threshold = threshold
self.color_mode = color_mode
self.value_min = value_min
self.value_max = value_max
self.world_to_cam = world_to_cam
self.lookat = lookat
self.mesh_lighting = mesh_lighting
self.mesh_background = mesh_background
self.axis_overlay = axis_overlay
self._shade_factors = (
precompute_shade_factors(mesh.rest_vertices, mesh.triangles, mesh_lighting)
if mesh_lighting is not None
else None
)
self._contact_arrow = ContactArrowOverlay(
mesh,
enabled=show_contact_arrow,
style=contact_arrow_style,
)
self._flow_arrow = FlowArrowOverlay(mesh, style=flow_arrow_style)
self._renderer = o3d.visualization.rendering.OffscreenRenderer(self.width, self.height)
self._renderer.scene.set_background(_background_rgba01(self.mesh_background))
if mesh_lighting is not None:
apply_filament_sun_light(
self._renderer,
direction=mesh_lighting.direction,
intensity=mesh_lighting.intensity,
)
self._material = _make_lit_material(o3d)
self._mesh_added = False
self._arrow_added = False
self._flow_arrow_slot = FlowArrowFilamentSlot()
self._reset_view_state()
self._apply_camera()
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, 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)
height = max(int(height), 64)
if width == self.width and height == self.height:
return
self.width = width
self.height = height
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._mesh_added = False
self._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(
self,
*,
flow=None,
scalar_map=None,
centroid=None,
centroid_found=False,
fnormal=0.0,
valid_mask=None,
):
o3d = self._o3d
colors = _vertex_colors(
self.mesh,
color_mode=self.color_mode,
threshold=self.threshold,
value_min=self.value_min,
value_max=self.value_max,
flow=flow,
scalar_map=scalar_map,
)
body_mesh = _mesh_to_o3d(o3d, self.mesh.rest_vertices, self.mesh.triangles, colors)
if not self._mesh_added:
self._renderer.scene.add_geometry("finger_mesh", body_mesh, self._material)
self._mesh_added = True
else:
self._renderer.scene.remove_geometry("finger_mesh")
self._renderer.scene.add_geometry("finger_mesh", body_mesh, self._material)
arrow_result = self._contact_arrow.compute(centroid, centroid_found, fnormal)
if arrow_result is not None and self._contact_arrow.arrow_mesh is not None:
arrow_vertices, arrow_triangles, arrow_colors = arrow_result
if np.any(arrow_vertices):
arrow_mesh = _mesh_to_o3d(o3d, arrow_vertices, arrow_triangles, arrow_colors)
if not self._arrow_added:
self._renderer.scene.add_geometry("contact_arrow", arrow_mesh, self._material)
self._arrow_added = True
else:
self._renderer.scene.remove_geometry("contact_arrow")
self._renderer.scene.add_geometry("contact_arrow", arrow_mesh, self._material)
elif self._arrow_added:
self._renderer.scene.remove_geometry("contact_arrow")
self._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),
)
rgb = _numpy_o3d_image_to_rgb(self._renderer.render_to_image())
return _apply_axis_overlay(rgb, self.axis_overlay)
def close(self) -> None:
self._renderer = None
class _HiddenVisualizerBackend:
"""Invisible Open3D Visualizer + framebuffer capture (Windows-friendly)."""
def __init__(
self,
mesh: UVSurfaceMesh,
*,
width: int,
height: int,
threshold: float,
color_mode: str,
value_min,
value_max,
world_to_cam: np.ndarray | None,
lookat: np.ndarray,
show_contact_arrow: bool,
mesh_lighting=None,
mesh_background: tuple[int, int, int] = (0, 0, 0),
contact_arrow_style=None,
flow_arrow_style=None,
axis_overlay=None,
):
import open3d as o3d
self._o3d = o3d
self.mesh = mesh
self.width = width
self.height = height
self.threshold = threshold
self.color_mode = color_mode
self.value_min = value_min
self.value_max = value_max
self.world_to_cam = world_to_cam
self.lookat = lookat
self.mesh_lighting = mesh_lighting
self.mesh_background = mesh_background
self.axis_overlay = axis_overlay
self._shade_factors = (
precompute_shade_factors(mesh.rest_vertices, mesh.triangles, mesh_lighting)
if mesh_lighting is not None
else None
)
self._contact_arrow = ContactArrowOverlay(
mesh,
enabled=show_contact_arrow,
style=contact_arrow_style,
)
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:
o3d = self._o3d
if self.vis is not None:
self.vis.destroy_window()
colors = _vertex_colors(
self.mesh,
color_mode=self.color_mode,
threshold=self.threshold,
value_min=self.value_min,
value_max=self.value_max,
)
colors = _shade_vertex_colors(self.mesh, colors, self._shade_factors)
self.vis = o3d.visualization.Visualizer()
self.vis.create_window(
window_name="Orisys Finger Mesh (embedded)",
width=self.width,
height=self.height,
visible=False,
)
self.tri_mesh = o3d.geometry.TriangleMesh()
self.tri_mesh.vertices = o3d.utility.Vector3dVector(self.mesh.rest_vertices.astype(np.float64))
self.tri_mesh.triangles = o3d.utility.Vector3iVector(self.mesh.triangles.astype(np.int32))
self.tri_mesh.vertex_colors = o3d.utility.Vector3dVector(colors.astype(np.float64))
self.tri_mesh.compute_vertex_normals()
self.vis.add_geometry(self.tri_mesh)
if self._contact_arrow.arrow_mesh is not None:
self.vis.add_geometry(self._contact_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
render_option.background_color = _background_rgb01(self.mesh_background)
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, 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_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)
if width == self.width and height == self.height:
return
self.width = width
self.height = height
self._create_window()
def render(
self,
*,
flow=None,
scalar_map=None,
centroid=None,
centroid_found=False,
fnormal=0.0,
valid_mask=None,
):
o3d = self._o3d
colors = _vertex_colors(
self.mesh,
color_mode=self.color_mode,
threshold=self.threshold,
value_min=self.value_min,
value_max=self.value_max,
flow=flow,
scalar_map=scalar_map,
)
colors = _shade_vertex_colors(self.mesh, colors, self._shade_factors)
self.tri_mesh.vertex_colors = o3d.utility.Vector3dVector(colors.astype(np.float64))
self.vis.update_geometry(self.tri_mesh)
arrow_result = self._contact_arrow.compute(centroid, centroid_found, fnormal)
if arrow_result is not None and self._contact_arrow.arrow_mesh is not None:
arrow_vertices, _, arrow_colors = arrow_result
self._contact_arrow.apply(arrow_vertices, arrow_colors)
self.vis.update_geometry(self._contact_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()
rgb = _numpy_o3d_image_to_rgb(self.vis.capture_screen_float_buffer(do_render=False))
return _apply_axis_overlay(rgb, self.axis_overlay)
def close(self) -> None:
if self.vis is not None:
self.vis.destroy_window()
self.vis = None
def _create_backend(mesh: UVSurfaceMesh, **kwargs):
# Filament OffscreenRenderer needs EGL headless (not available on Windows).
if sys.platform == "win32":
return _HiddenVisualizerBackend(mesh, **kwargs)
try:
return _FilamentOffscreenBackend(mesh, **kwargs)
except RuntimeError:
return _HiddenVisualizerBackend(mesh, **kwargs)
class OffscreenFingerMeshRenderer:
"""Render finger UV mesh + contact/flow arrows to an RGB image for Qt embedding."""
def __init__(
self,
mesh: UVSurfaceMesh,
*,
width: int = 512,
height: int = 512,
threshold: float = 0.0,
color_mode: str = "depth",
value_min=None,
value_max=None,
world_to_cam: np.ndarray | None = None,
lookat: np.ndarray | None = None,
show_contact_arrow: bool = True,
mesh_lighting=None,
mesh_background: tuple[int, int, int] = (0, 0, 0),
contact_arrow_style=None,
flow_arrow_style=None,
axis_overlay=None,
):
lookat = lookat if lookat is not None else mesh.rest_vertices.mean(axis=0)
self._backend = _create_backend(
mesh,
width=int(width),
height=int(height),
threshold=threshold,
color_mode=color_mode,
value_min=value_min,
value_max=value_max,
world_to_cam=world_to_cam,
lookat=lookat,
show_contact_arrow=show_contact_arrow,
mesh_lighting=mesh_lighting,
mesh_background=mesh_background,
contact_arrow_style=contact_arrow_style,
flow_arrow_style=flow_arrow_style,
axis_overlay=axis_overlay,
)
@property
def width(self) -> int:
return self._backend.width
@property
def height(self) -> int:
return self._backend.height
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,
*,
flow=None,
scalar_map=None,
centroid=None,
centroid_found: bool = False,
fnormal: float = 0.0,
valid_mask=None,
) -> np.ndarray:
return self._backend.render(
flow=flow,
scalar_map=scalar_map,
centroid=centroid,
centroid_found=centroid_found,
fnormal=fnormal,
valid_mask=valid_mask,
)
def close(self) -> None:
self._backend.close()