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renderloop.py
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renderloop.py
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import os
import yaml
import random
import imageio
import argparse
import numpy as np
import time
import cv2
from direct.showbase.ShowBase import ShowBase
from panda3d.core import loadPrcFileData, Vec3, \
ConfigVariableFilename, ExecutionEnvironment
from pynput import keyboard
from direct.gui.OnscreenImage import OnscreenImage
print('XDG_CACHE_HOME={xch}'.format(
xch=ExecutionEnvironment.getEnvironmentVariable('XDG_CACHE_HOME')))
print('WARNING: models will be cached to {mcd}'.format(
mcd=ConfigVariableFilename('model-cache-dir')))
loadPrcFileData('', 'window-type offscreen')
loadPrcFileData('', 'sync-video 0')
loadPrcFileData('', 'load-file-type p3assimp')
loadPrcFileData('', 'win-size {w} {h}'.format(w=600, h=450))
KEY_W = keyboard.KeyCode.from_char('w')
KEY_A = keyboard.KeyCode.from_char('a')
KEY_S = keyboard.KeyCode.from_char('s')
KEY_D = keyboard.KeyCode.from_char('d')
KEY_F = keyboard.KeyCode.from_char('f')
KEY_U = keyboard.KeyCode.from_char('u')
def get_files_with_extension(folder, ext):
paths = []
for fname in os.listdir(folder):
if fname.endswith(ext):
paths.append(os.path.join(folder, fname))
return paths
class OutputWindow:
def __init__(self, window_name):
self.window_name = window_name
# Store which keys are currently pressed.
self.is_pressed = {
'left': False,
'right': False,
'forward': False,
'backward': False,
'yaw-left': False,
'yaw-right': False,
'pitch-up': False,
'pitch-down': False,
}
self.take_snapshot = False
self.signal_add_model = False
self.signal_del_model = False
self.listener = keyboard.Listener(
on_press=self.on_key_press,
on_release=self.on_key_release)
self.listener.start()
def show_bgr_image(self, image, delay=1):
# image should be in BGR format
cv2.imshow(self.window_name, image)
key = cv2.waitKey(delay)
key &= 255
if key == 27 or key == ord('q'):
print('pressed ESC or q, exiting')
return False
return True # the show goes on
def on_key_press(self, key):
if key == keyboard.Key.left:
self.is_pressed['left'] = True
self.is_pressed['right'] = False
elif key == keyboard.Key.right:
self.is_pressed['right'] = True
self.is_pressed['left'] = False
elif key == keyboard.Key.up:
self.is_pressed['forward'] = True
self.is_pressed['backward'] = False
elif key == keyboard.Key.down:
self.is_pressed['backward'] = True
self.is_pressed['forward'] = False
elif key == KEY_A:
self.is_pressed['yaw-left'] = True
self.is_pressed['yaw-right'] = False
elif key == KEY_D:
self.is_pressed['yaw-right'] = True
self.is_pressed['yaw-left'] = False
elif key == KEY_W:
self.is_pressed['pitch-up'] = True
self.is_pressed['pitch-down'] = False
elif key == KEY_S:
self.is_pressed['pitch-down'] = True
self.is_pressed['pitch-up'] = False
def on_key_release(self, key):
if key == keyboard.Key.left:
self.is_pressed['left'] = False
elif key == keyboard.Key.right:
self.is_pressed['right'] = False
elif key == keyboard.Key.up:
self.is_pressed['forward'] = False
elif key == keyboard.Key.down:
self.is_pressed['backward'] = False
elif key == KEY_A:
self.is_pressed['yaw-left'] = False
elif key == KEY_D:
self.is_pressed['yaw-right'] = False
elif key == KEY_W:
self.is_pressed['pitch-up'] = False
elif key == KEY_S:
self.is_pressed['pitch-down'] = False
elif key == KEY_F:
self.signal_add_model = True
elif key == KEY_U:
self.signal_del_model = True
elif key == keyboard.Key.space:
self.take_snapshot = True
class BeautyApp(ShowBase):
def __init__(self, layout, background_path=None):
ShowBase.__init__(self)
# Disable the camera trackball controls.
self.disableMouse()
# Load the environment model.
self.scene = self.loader.loadModel('assets/bedroom/bedroom.egg')
# Reparent the model to render.
self.scene.reparentTo(self.render)
# Apply scale and position transforms on the model.
self.scene.setScale(5, 5, 5)
self.scene.setPos(0, 0, 0)
self.models = [] # actual models
self.model_velocities = {} # {falling model idx: velocity}
self.layout_h = layout.shape[0]
self.layout_w = layout.shape[1]
self.layout_size = self.layout_h * self.layout_w
self.layout = layout.flatten()
self.scene_x_scale = 54 # half of x-length of scene
self.scene_y_scale = 72 # half of y-length of scene
self.start_height = 39
self.object_end_height = 13
self.terminal_vel = 200 # hardcoded approximation (m)
if background_path:
# https://discourse.panda3d.org/t/background-image/5202/2
self.bg = OnscreenImage(parent=render2d, image=background_path)
self.camNode.getDisplayRegion(0).setSort(20)
# Needed for camera image
self.dr = self.camNode.getDisplayRegion(0)
def get_camera_image(self):
"""
Returns the camera's image,
which is of type uint8 and has values between 0 and 255.
"""
tex = self.dr.getScreenshot()
data = tex.getRamImageAs('RGB')
image = np.frombuffer(data, np.uint8) # change to `data.get_data()` if using Python 2
image.shape = (tex.getYSize(), tex.getXSize(), 3)
image = np.flipud(image)
return image
def add_model(self, mesh_path, texture_path, pos=None):
self.models.append(self.loader.loadModel(mesh_path))
self.models[-1].reparentTo(self.render)
# generate random scale
scale = np.clip(np.random.normal(0.16, 0.1), 0.05, 0.4)
self.models[-1].setScale(scale, scale, scale)
self.models[-1].setTexture(
self.loader.loadTexture(texture_path), 1)
if pos is None:
pos = self.sample_pos()
self.models[-1].setPos(*pos)
self.model_velocities[len(self.models) - 1] = 0
print('added model %s at location %r' \
% (mesh_path, self.models[-1].getPos()))
def delete_random_model(self):
num_models = len(self.models)
if num_models > 0:
model_idx = np.random.randint(0, num_models)
self.models[model_idx].removeNode()
self.models[model_idx] = None
del self.models[model_idx]
if model_idx in self.model_velocities:
del self.model_velocities[model_idx]
print('deleted model %d' % model_idx)
def update_falling_models(self, dt):
# Perform position/velocity update for objects in motion.
if len(self.model_velocities) == 0:
return False
for i, vel in self.model_velocities.items():
# velocity update
next_vel = vel - 9.8 * dt # assume dt is in seconds
next_vel = min(next_vel, self.terminal_vel)
self.model_velocities[i] = next_vel
# position update
curr_z = self.models[i].getZ()
updated_z = max(curr_z + next_vel * dt, self.object_end_height)
self.models[i].setZ(updated_z)
models_in_motion = list(self.model_velocities.keys())
for i in models_in_motion:
if self.models[i].getZ() == self.object_end_height:
# object is no longer falling
del self.model_velocities[i]
return True
@property
def num_models_in_motion(self):
"""Returns the number of models in motion."""
return len(self.model_velocities)
def sample_pos(self):
sample = np.random.choice(self.layout_size, 1, p=self.layout)
y, x = np.unravel_index(sample, (self.layout_h, self.layout_w))
# mask out already-sampled positions, re-normalize
self.layout[y * self.layout_w + x] = 0
layout_sum = np.sum(self.layout)
if layout_sum == 0:
# reset to uniform PDF
self.layout = np.ones((self.layout_h, self.layout_w)) / self.layout_size
else:
self.layout /= layout_sum
# ----------------------
# convert pos2d to pos3d
# ----------------------
# remember that Panda3D uses a right-handed coordinate system
# where x is right, y is forward, and z is up
y = (float(y) / self.layout_h) * 2 - 1
x = (float(x) / self.layout_w) * 2 - 1
pos3d = (
x * self.scene_x_scale,
y * self.scene_y_scale,
self.start_height
)
return pos3d
def enforce_xy_bounds(self, x, y):
"""Take an X and a Y, cap values at scene X/Y limits."""
x = min(max(x, -self.scene_x_scale), self.scene_x_scale)
y = min(max(y, -self.scene_y_scale), self.scene_y_scale)
return x, y
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument('--config_path', type=str, default='config.yaml')
parser.add_argument('--offline', action='store_true')
parser.add_argument('--out_dir', type=str, default='out')
parser.add_argument('--out_fps', type=int, default=30) # for the offline version
parser.add_argument('--layout_path', type=str)
parser.add_argument('--background_path', type=str, default='assets/sky.jpg')
parser.add_argument('--no_autospawn', action='store_true')
args = parser.parse_args()
offline = args.offline
out_dir = args.out_dir
layout_path = args.layout_path
background_path = args.background_path
fps = args.out_fps
no_autospawn = args.no_autospawn
config = yaml.load(open(args.config_path, 'r'), Loader=yaml.FullLoader)
mesh_dir = config['mesh_dir']
texture_dir = config['texture_dir']
layout_dir = config['layout_dir']
offline_key_yaw = 50
if not os.path.exists(out_dir):
os.makedirs(out_dir)
print('Created output directory at `%s`.' % out_dir)
# note: for offline animations, you should make sure the output directory is empty
mesh_paths = get_files_with_extension(mesh_dir, '.obj')
texture_paths = get_files_with_extension(texture_dir, ('.jpg', '.png'))
if not layout_path:
# select random layout path
layout_paths = get_files_with_extension(layout_dir, ('.jpg', '.png'))
layout_path = random.choice(layout_paths)
layout = imageio.imread(layout_path, as_gray=True)
# turn layout into PDF for sampling
layout = np.squeeze(layout)
if offline:
# keep objects away from the center, where the camera is
lh, lw = layout.shape
layout[lh//2-lh//5:lh//2+lh//5, lw//2-lw//5:lw//2+lw//5] = 0
assert np.sum(layout) > 0
layout /= np.sum(layout) # normalize to [0, 1], sum to 1
assert np.isclose(np.sum(layout), 1), \
'probabilities sum to %f instead of 1' % np.sum(layout)
app = BeautyApp(layout, background_path)
window_name = 'Inexorable'
if offline:
frames = 360
output_window = None
else:
frames = 99999
output_window = OutputWindow(window_name)
num_objs_added = 0
num_objs_to_add = 50
obj_delete_throttle = 60
pos_step = 0.7
rot_step = 0.8
start_time = time.time()
if offline:
obj_add_delay = 5.0 / fps # five frames in
prev_add_time = 0 # time of prev object drop
init_add_delay = obj_add_delay * 3
else:
obj_add_delay = 2 # of seconds until next object drop
prev_add_time = start_time # time of prev object drop
init_add_delay = obj_add_delay
# initial cam extrinsics
cam_height = 22
app.cam.setPos(0, 0, cam_height)
app.cam.setHpr(0, 0, 0)
app.graphicsEngine.renderFrame() # for background
image = None
past_keyframe = None
prev_time = 0 if offline else time.time()
for t in range(frames):
update = (t == 0)
curr_time = float(t) / fps if offline else time.time()
update = app.update_falling_models(curr_time - prev_time) or update
if not no_autospawn and num_objs_added < num_objs_to_add:
if curr_time - prev_add_time >= obj_add_delay:
# drop a random object onto the scene
mesh_path = random.choice(mesh_paths)
texture_path = random.choice(texture_paths)
app.add_model(mesh_path, texture_path)
num_objs_added += 1
# update add delay s.t. next object arrives sooner
obj_add_delay -= init_add_delay / num_objs_to_add
prev_add_time = curr_time
update = True
if image is not None and (offline or output_window.take_snapshot):
snapshot_path = 'frame%s.png' % str(t - 1).zfill(6)
snapshot_path = os.path.join(out_dir, snapshot_path)
imageio.imwrite(snapshot_path, app.get_camera_image())
print('Wrote `%s`.' % snapshot_path)
if output_window:
output_window.take_snapshot = False
if offline:
# spin around and look at scene as it builds up
app.cam.setH((app.cam.getH() + 2) % 360)
update = True
else:
# add model according to keypress
if output_window.signal_add_model:
# compute position in front of camera
forward = app.render.getRelativeVector(app.cam, Vec3(0, 50, 0))
curr_pos = app.cam.getPos()
xa, ya = app.enforce_xy_bounds(curr_pos.x + forward.x,
curr_pos.y + forward.y)
pos_ahead = (xa, ya, app.object_end_height)
mesh_path = random.choice(mesh_paths)
texture_path = random.choice(texture_paths)
app.add_model(mesh_path, texture_path, pos=pos_ahead)
output_window.signal_add_model = False
update = True
# delete model according to keypress
if output_window.signal_del_model and t % obj_delete_throttle == 0:
app.delete_random_model()
output_window.signal_del_model = False
update = True
# update yaw
if output_window.is_pressed['yaw-left']:
app.cam.setH(app.cam.getH() + rot_step)
update = True
elif output_window.is_pressed['yaw-right']:
app.cam.setH(app.cam.getH() - rot_step)
update = True
# update pitch
if output_window.is_pressed['pitch-up']:
app.cam.setP(app.cam.getP() + rot_step)
update = True
elif output_window.is_pressed['pitch-down']:
app.cam.setP(app.cam.getP() - rot_step)
update = True
# update pos: diagonal prep
lr_pressed = output_window.is_pressed['left'] or \
output_window.is_pressed['right']
ud_pressed = output_window.is_pressed['forward'] or \
output_window.is_pressed['backward']
pos_step_adjusted = pos_step
if lr_pressed and ud_pressed:
pos_step_adjusted /= np.sqrt(2)
# update pos
if output_window.is_pressed['left']:
right = app.render.getRelativeVector(app.cam, Vec3(1, 0, 0))
curr_pos = app.cam.getPos()
new_x = curr_pos.x - right.x * pos_step_adjusted
new_y = curr_pos.y - right.y * pos_step_adjusted
new_x, new_y = app.enforce_xy_bounds(new_x, new_y)
app.cam.setPos(new_x, new_y, cam_height)
update = True
elif output_window.is_pressed['right']:
right = app.render.getRelativeVector(app.cam, Vec3(1, 0, 0))
curr_pos = app.cam.getPos()
new_x = curr_pos.x + right.x * pos_step_adjusted
new_y = curr_pos.y + right.y * pos_step_adjusted
new_x, new_y = app.enforce_xy_bounds(new_x, new_y)
app.cam.setPos(new_x, new_y, cam_height)
update = True
if output_window.is_pressed['forward']:
forward = app.render.getRelativeVector(app.cam, Vec3(0, 1, 0))
curr_pos = app.cam.getPos()
new_x = curr_pos.x + forward.x * pos_step_adjusted
new_y = curr_pos.y + forward.y * pos_step_adjusted
new_x, new_y = app.enforce_xy_bounds(new_x, new_y)
app.cam.setPos(new_x, new_y, cam_height)
update = True
elif output_window.is_pressed['backward']:
forward = app.render.getRelativeVector(app.cam, Vec3(0, 1, 0))
curr_pos = app.cam.getPos()
new_x = curr_pos.x - forward.x * pos_step_adjusted
new_y = curr_pos.y - forward.y * pos_step_adjusted
new_x, new_y = app.enforce_xy_bounds(new_x, new_y)
app.cam.setPos(new_x, new_y, cam_height)
update = True
if update:
# render
app.graphicsEngine.renderFrame()
image = app.get_camera_image()
image = image[:, :, ::-1] # RGB -> BGR
if offline and (int(app.cam.getH()) == offline_key_yaw):
if past_keyframe is not None:
# write 10 images of the past cycle's view at this angle
for i in range(10):
snapshot_path = 'frame%s_%d.png' % (str(t - 1).zfill(6), i)
snapshot_path = os.path.join(out_dir, snapshot_path)
imageio.imwrite(snapshot_path, past_keyframe)
print('Wrote `%s`.' % snapshot_path)
past_keyframe = app.get_camera_image()
# show
if not offline:
if not output_window.show_bgr_image(image):
break
prev_time = curr_time
if offline:
# write frames to video
from utils.write_video import write_video
write_video(out_dir, 'out.mov', fps)
end_time = time.time()
print('average FPS: {}'.format(t / (end_time - start_time)))