Files
orisys-sdk/src/orisys/finger/mesh.py
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2026-09-27 19:21:55 +08:00

272 lines
9.0 KiB
Python

"""UV-domain finger surface mesh built from world_xyz and tactile field coloring."""
from __future__ import annotations
import numpy as np
# Default grey-white surface tone (linear RGB, 0-1).
DEFAULT_SURFACE_COLOR = (0.88, 0.88, 0.90)
class UVSurfaceMesh:
"""Triangle mesh built from a UV flatten grid and world_xyz surface map."""
__slots__ = (
"base_colors",
"index_map",
"rest_vertices",
"shape",
"triangles",
"valid_mask",
"vertex_xs",
"vertex_ys",
"world_xyz",
)
def __init__(
self,
rest_vertices,
triangles,
vertex_ys,
vertex_xs,
index_map,
valid_mask,
world_xyz,
base_colors,
):
self.rest_vertices = rest_vertices
self.triangles = triangles
self.vertex_ys = vertex_ys
self.vertex_xs = vertex_xs
self.index_map = index_map
self.valid_mask = valid_mask
self.shape = valid_mask.shape
self.world_xyz = world_xyz
self.base_colors = base_colors
def build_uv_surface_mesh(
world_xyz: np.ndarray,
valid_mask: np.ndarray,
base_color=DEFAULT_SURFACE_COLOR,
) -> UVSurfaceMesh:
"""Build a triangle mesh from UV grid world_xyz and valid_mask.
Each valid UV pixel becomes one vertex. Adjacent valid 2x2 cells form two
triangles. Invalid or non-finite vertices are excluded.
"""
world_xyz = np.asarray(world_xyz, dtype=np.float64)
valid_mask = np.asarray(valid_mask, dtype=bool)
if world_xyz.shape[:2] != valid_mask.shape:
raise ValueError("world_xyz and valid_mask must share the same HxW shape")
h, w = valid_mask.shape
finite = np.all(np.isfinite(world_xyz), axis=2)
vertex_mask = valid_mask & finite
index_map = np.full((h, w), -1, dtype=np.int32)
ys, xs = np.nonzero(vertex_mask)
num_vertices = len(ys)
index_map[ys, xs] = np.arange(num_vertices, dtype=np.int32)
rest_vertices = world_xyz[ys, xs].astype(np.float64)
color = np.asarray(base_color, dtype=np.float64).reshape(1, 3)
base_colors = np.tile(color, (num_vertices, 1))
triangles = []
for y in range(h - 1):
for x in range(w - 1):
i00 = index_map[y, x]
i10 = index_map[y, x + 1]
i01 = index_map[y + 1, x]
i11 = index_map[y + 1, x + 1]
if min(i00, i10, i01, i11) < 0:
continue
triangles.append((i00, i10, i01))
triangles.append((i10, i11, i01))
if not triangles:
raise ValueError("UV surface mesh has no valid triangles.")
return UVSurfaceMesh(
rest_vertices=rest_vertices,
triangles=np.asarray(triangles, dtype=np.int32),
vertex_ys=ys.astype(np.int32),
vertex_xs=xs.astype(np.int32),
index_map=index_map,
valid_mask=vertex_mask,
world_xyz=world_xyz,
base_colors=base_colors,
)
def compute_uv_surface_frames(world_xyz: np.ndarray, valid_mask: np.ndarray):
"""Estimate tangent frame and normals on the UV surface grid."""
valid_mask = np.asarray(valid_mask, dtype=bool)
filled = np.asarray(world_xyz, dtype=np.float64).copy()
invalid = ~valid_mask | ~np.all(np.isfinite(filled), axis=2)
filled[invalid] = 0.0
d_y = np.gradient(filled, axis=0)
d_x = np.gradient(filled, axis=1)
normals = np.cross(d_x, d_y)
norm = np.linalg.norm(normals, axis=2, keepdims=True)
normals = np.divide(normals, norm, out=np.zeros_like(normals), where=norm > 1e-8)
d_x[invalid] = 0.0
d_y[invalid] = 0.0
normals[invalid] = 0.0
return d_x, d_y, normals
def mesh_uv_to_world_scale(world_xyz: np.ndarray, valid_mask: np.ndarray) -> float:
"""Approximate world-units per UV pixel for deformation scaling."""
points = world_xyz[valid_mask]
if len(points) == 0:
return 1e-3
extent = np.nanmax(points, axis=0) - np.nanmin(points, axis=0)
mesh_span = float(np.max(extent))
h, w = world_xyz.shape[:2]
return mesh_span / max(h, w, 1)
def lift_uv_deformation_to_3d(
vshear: np.ndarray,
vnormal: np.ndarray,
tangent_x: np.ndarray,
tangent_y: np.ndarray,
normals: np.ndarray,
normal_gain: float = 1.0,
) -> np.ndarray:
"""Lift UV-space shear/normal HHD fields to 3D tangent-plane displacement."""
tx_norm = np.linalg.norm(tangent_x, axis=2, keepdims=True)
ty_norm = np.linalg.norm(tangent_y, axis=2, keepdims=True)
t1 = np.divide(tangent_x, tx_norm, out=np.zeros_like(tangent_x), where=tx_norm > 1e-8)
t2 = np.divide(tangent_y, ty_norm, out=np.zeros_like(tangent_y), where=ty_norm > 1e-8)
shear_3d = vshear[:, :, 0:1] * t1 + vshear[:, :, 1:2] * t2
normal_mag = np.linalg.norm(vnormal, axis=2, keepdims=True) * float(normal_gain)
normal_3d = normal_mag * normals
normal_component = np.sum(shear_3d * normals, axis=2, keepdims=True)
shear_tangent = shear_3d - normal_component * normals
return shear_tangent + normal_3d
def lift_uv_flow_to_3d(
flow: np.ndarray,
tangent_x: np.ndarray,
tangent_y: np.ndarray,
normals: np.ndarray,
) -> np.ndarray:
"""Lift raw 2D optical flow on the UV grid to tangent-plane 3D displacement."""
tx_norm = np.linalg.norm(tangent_x, axis=2, keepdims=True)
ty_norm = np.linalg.norm(tangent_y, axis=2, keepdims=True)
t1 = np.divide(tangent_x, tx_norm, out=np.zeros_like(tangent_x), where=tx_norm > 1e-8)
t2 = np.divide(tangent_y, ty_norm, out=np.zeros_like(tangent_y), where=ty_norm > 1e-8)
flow_3d = flow[:, :, 0:1] * t1 + flow[:, :, 1:2] * t2
normal_component = np.sum(flow_3d * normals, axis=2, keepdims=True)
return flow_3d - normal_component * normals
def sample_field_at_mesh_vertices(field: np.ndarray, mesh: UVSurfaceMesh) -> np.ndarray:
"""Sample a per-pixel UV field at mesh vertex locations."""
sampled = field[mesh.vertex_ys, mesh.vertex_xs]
if sampled.ndim == 1:
return sampled.astype(np.float64)
return sampled.astype(np.float64)
def flow_magnitude_vertex_colors(
flow: np.ndarray | None,
mesh: UVSurfaceMesh,
*,
base_color=DEFAULT_SURFACE_COLOR,
max_magnitude: float | None = None,
threshold: float = 0.0,
) -> np.ndarray:
"""Color mesh vertices from UV-space optical-flow magnitude.
Magnitude matches ``orisys.util.draw_arrows``: ``2 * ||flow||``.
Vertices below ``threshold`` keep the base grey-white surface color.
"""
colors = mesh.base_colors.copy()
if flow is None or flow.size == 0:
return colors
flow = np.asarray(flow, dtype=np.float64)
mag = 2.0 * np.linalg.norm(flow, axis=2)
vertex_mag = mag[mesh.vertex_ys, mesh.vertex_xs]
finite = np.isfinite(vertex_mag)
active = finite & (vertex_mag >= float(threshold))
if not np.any(active):
return colors
active_mag = vertex_mag[active]
if max_magnitude is None or max_magnitude <= 0:
max_magnitude = max(float(np.percentile(active_mag, 95)), 1e-6)
value = np.clip(vertex_mag / max_magnitude, 0.0, 1.0)
heat = np.column_stack(
(
value,
np.clip(1.0 - np.abs(value - 0.5) * 2.0, 0.0, 1.0),
1.0 - value,
)
).astype(np.float64)
base = np.asarray(base_color, dtype=np.float64)
colors[active] = 0.25 * base + 0.75 * heat[active]
return colors
def scalar_map_vertex_colors(
scalar_map: np.ndarray | None,
mesh: UVSurfaceMesh,
*,
base_color=DEFAULT_SURFACE_COLOR,
value_min: float | None = None,
value_max: float | None = None,
threshold: float = 0.0,
) -> np.ndarray:
"""Color mesh vertices from a scalar UV map such as depth/divergence."""
colors = mesh.base_colors.copy()
if scalar_map is None or scalar_map.size == 0:
return colors
scalar_map = np.asarray(scalar_map, dtype=np.float64)
vertex_values = scalar_map[mesh.vertex_ys, mesh.vertex_xs]
finite = np.isfinite(vertex_values)
active = finite & (vertex_values > float(threshold))
if not np.any(active):
return colors
active_values = vertex_values[active]
if value_min is None:
value_min = float(np.percentile(active_values, 5))
if value_max is None:
value_max = float(np.percentile(active_values, 95))
if value_max <= value_min:
value_max = value_min + 1e-6
value = np.clip((vertex_values - value_min) / (value_max - value_min), 0.0, 1.0)
heat = np.column_stack(
(
value,
np.clip(1.0 - np.abs(value - 0.5) * 2.0, 0.0, 1.0),
1.0 - value,
)
).astype(np.float64)
base = np.asarray(base_color, dtype=np.float64)
colors[active] = 0.25 * base + 0.75 * heat[active]
return colors
def deform_mesh_vertices(
mesh: UVSurfaceMesh,
displacement_map: np.ndarray,
pixel_to_world: float,
deform_scale: float = 1.0,
) -> np.ndarray:
"""Apply lifted 3D displacement to rest mesh vertices."""
disp = sample_field_at_mesh_vertices(displacement_map, mesh)
return mesh.rest_vertices + disp * float(pixel_to_world) * float(deform_scale)