Files
orisys-sdk/examples/viz/offscreen_mesh.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

407 lines
14 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 .mesh_camera import (
apply_filament_sun_light,
apply_shade_factors,
apply_view_from_world_to_cam,
camera_look_at_from_world_to_cam,
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,
)
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,
contact_arrow_style=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._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._renderer = o3d.visualization.rendering.OffscreenRenderer(self.width, self.height)
self._renderer.scene.set_background([0.05, 0.05, 0.08, 1.0])
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._apply_camera()
def _apply_camera(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)
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([0.05, 0.05, 0.08, 1.0])
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._apply_camera()
def render(self, *, flow=None, scalar_map=None, centroid=None, centroid_found=False, fnormal=0.0):
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
return _numpy_o3d_image_to_rgb(self._renderer.render_to_image())
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,
contact_arrow_style=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._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.vis = None
self.tri_mesh = None
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)
render_option = self.vis.get_render_option()
render_option.mesh_show_back_face = True
render_option.background_color = np.array([0.05, 0.05, 0.08])
if hasattr(render_option, "light_on"):
render_option.light_on = False
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)
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 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):
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)
self.vis.poll_events()
self.vis.update_renderer()
return _numpy_o3d_image_to_rgb(self.vis.capture_screen_float_buffer(do_render=False))
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 arrow 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,
contact_arrow_style=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,
contact_arrow_style=contact_arrow_style,
)
@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 render(
self,
*,
flow=None,
scalar_map=None,
centroid=None,
centroid_found: bool = False,
fnormal: float = 0.0,
) -> np.ndarray:
return self._backend.render(
flow=flow,
scalar_map=scalar_map,
centroid=centroid,
centroid_found=centroid_found,
fnormal=fnormal,
)
def close(self) -> None:
self._backend.close()