Files
orisys-sdk/examples/viz/mesh_camera.py
T
ykcheungab 2e5c047d1e 1. tuned arrow mesh drawing
2. centralixzed arrow config in layout.py
3. seperate mesh render and display resolution to speed up (~40 fps)
2026-06-19 14:28:28 +08:00

182 lines
6.1 KiB
Python

"""Open3D camera helpers for finger mesh examples."""
from __future__ import annotations
from pathlib import Path
import numpy as np
DEFAULT_FINGER_VIZ_POSE = "assets/finger/visualization/world_to_cam.npy"
_CAMERA_X_ROT_90 = np.array(
[
[1.0, 0.0, 0.0],
[0.0, 0.0, -1.0],
[0.0, -1.0, 0.0],
],
dtype=np.float64,
)
_CAMERA_Z_ROT_180 = np.array(
[
[1.0, 0.0, 0.0],
[0.0, 1.0, -1],
[0.0, 0.0, -1],
],
dtype=np.float64,
)
def resolve_viz_pose_path(path: str | Path | None = None) -> Path:
"""Resolve world_to_cam.npy from cwd or packaged asset layout."""
raw = Path(path or DEFAULT_FINGER_VIZ_POSE).expanduser()
if raw.is_file():
return raw.resolve()
here = Path(__file__).resolve()
candidates = [
Path.cwd() / raw,
here.parents[2] / raw,
]
for candidate in candidates:
if candidate.is_file():
return candidate.resolve()
checked = ", ".join(str(p) for p in candidates)
raise FileNotFoundError(f"Visualization pose file not found: {raw}. Checked: {checked}")
def camera_look_at_from_world_to_cam(
world_to_cam: np.ndarray,
*,
lookat: np.ndarray,
distance_scale: float = 2.5,
) -> tuple[np.ndarray, np.ndarray, np.ndarray]:
"""Derive Open3D look_at(center, eye, up) from a Blender world_to_cam matrix."""
world_to_cam = np.asarray(world_to_cam, dtype=np.float64)
cam_to_world = np.linalg.inv(world_to_cam)
rotation = cam_to_world[:3, :3] @ _CAMERA_X_ROT_90 @ _CAMERA_Z_ROT_180
front = rotation @ np.array([0.0, 0.0, -1.0])
up = rotation @ np.array([0.0, 1.0, 0.0])
front_norm = np.linalg.norm(front)
up_norm = np.linalg.norm(up)
if front_norm > 0:
front = front / front_norm
if up_norm > 0:
up = up / up_norm
lookat = np.asarray(lookat, dtype=np.float64).reshape(3)
extent = float(np.linalg.norm(lookat - cam_to_world[:3, 3]))
if extent < 1e-6:
extent = 1.0
eye = lookat - front * (extent * distance_scale)
return lookat, 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)
cam_to_world = np.linalg.inv(world_to_cam)
rotation = cam_to_world[:3, :3] @ _CAMERA_X_ROT_90 @ _CAMERA_Z_ROT_180
front = rotation @ np.array([0.0, 0.0, -1.0])
up = rotation @ np.array([0.0, 1.0, 0.0])
front_norm = np.linalg.norm(front)
up_norm = np.linalg.norm(up)
if front_norm > 0:
front = front / front_norm
if up_norm > 0:
up = up / up_norm
view_control = vis.get_view_control()
view_control.set_lookat(lookat.astype(np.float64))
view_control.set_front(front.astype(np.float64))
view_control.set_up(up.astype(np.float64))
vis.update_renderer()
def apply_mesh_lighting(vis) -> None:
"""Enable shaded lighting on the legacy Open3D Visualizer."""
import open3d as o3d
render_option = vis.get_render_option()
if hasattr(render_option, "light_on"):
render_option.light_on = True
if hasattr(render_option, "mesh_color_option"):
render_option.mesh_color_option = o3d.visualization.MeshColorOption.Color
if hasattr(render_option, "mesh_shade_option"):
render_option.mesh_shade_option = o3d.visualization.MeshShadeOption.Color
vis.update_renderer()
def normalize_light_direction(direction) -> np.ndarray:
d = np.asarray(direction, dtype=np.float64).reshape(3)
norm = float(np.linalg.norm(d))
if norm <= 0:
return np.array([0.0, 0.0, -1.0], dtype=np.float64)
return d / norm
def apply_filament_sun_light(renderer, *, direction, intensity: float) -> None:
"""Configure Filament sun light on an OffscreenRenderer."""
scene = renderer.scene
if not hasattr(scene, "scene"):
return
filament = scene.scene
sun_dir = normalize_light_direction(direction).tolist()
if hasattr(filament, "set_sun_light"):
filament.set_sun_light(sun_dir, [1.0, 1.0, 1.0], float(intensity))
if hasattr(filament, "enable_sun_light"):
filament.enable_sun_light(True)
def compute_vertex_normals(vertices: np.ndarray, triangles: np.ndarray) -> np.ndarray:
"""Per-vertex normals for a triangle mesh (vectorized)."""
vertices = np.asarray(vertices, dtype=np.float64)
triangles = np.asarray(triangles, dtype=np.int32)
v0 = vertices[triangles[:, 0]]
v1 = vertices[triangles[:, 1]]
v2 = vertices[triangles[:, 2]]
face_normals = np.cross(v1 - v0, v2 - v0)
normals = np.zeros_like(vertices)
np.add.at(normals, triangles[:, 0], face_normals)
np.add.at(normals, triangles[:, 1], face_normals)
np.add.at(normals, triangles[:, 2], face_normals)
lengths = np.linalg.norm(normals, axis=1)
valid = lengths > 1e-12
normals[valid] /= lengths[valid, np.newaxis]
normals[~valid] = np.array([0.0, 0.0, 1.0], dtype=np.float64)
return normals
def precompute_shade_factors(vertices: np.ndarray, triangles: np.ndarray, lighting) -> np.ndarray:
"""Per-vertex shade multipliers from static mesh geometry and layout lighting."""
normals = compute_vertex_normals(vertices, triangles)
d = normalize_light_direction(lighting.direction)
ndotl = np.clip(normals @ d, 0.0, 1.0)
return float(lighting.ambient) + float(lighting.diffuse) * ndotl
def apply_shade_factors(colors: np.ndarray, shade_factors: np.ndarray | None) -> np.ndarray:
if shade_factors is None:
return colors
return np.clip(np.asarray(colors, dtype=np.float64) * shade_factors[:, np.newaxis], 0.0, 1.0)
def shade_vertex_colors(
colors: np.ndarray,
normals: np.ndarray,
*,
direction,
ambient: float,
diffuse: float,
) -> np.ndarray:
"""Apply directional shading to vertex colors (legacy viewer path)."""
colors = np.asarray(colors, dtype=np.float64)
normals = np.asarray(normals, dtype=np.float64)
d = normalize_light_direction(direction)
ndotl = np.clip(normals @ d, 0.0, 1.0)
shade = float(ambient) + float(diffuse) * ndotl
return np.clip(colors * shade[:, np.newaxis], 0.0, 1.0)