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vis.py
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395 lines (302 loc) · 12.3 KB
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from math import acos,asin,sin,cos,sqrt,pi
from objimporter import OBJImporter
from pyglet.gl import *
from vector import Vector3, Quaternion, Plane, Ray
from vis3d import *
import pyglet
from pyglet.window import key
from lighthouse import Lighthouse, Device
import random
import tween
import json
win = pyglet.window.Window(vsync=True, width=1280,height=800)
t = 0
## Set up a main camera transform to offset the scene into the screen
camera_offset_transform = GLDrawTransform(pos=Vector3.k * -10)
## Set up a rotation transform to rotate the scene
scenerot_transform = camera_offset_transform.addChild()
## Set up a debug vector manager for the main scene to draw debug information
scene_vectormanager = DebugVectorManager()
scenerot_transform.addChild(scene_vectormanager)
## Set up axes display in the lower-left corner
axes_offset_transform = GLDrawTransform(pos=Vector3(-2,-1,-5))
axesrot_transform = axes_offset_transform.addChild()
axesrot_transform.shadow = scenerot_transform
axes_vectormanager = DebugVectorManager()
axesrot_transform.addChild(axes_vectormanager)
axes_vectormanager.addVector(Vector3.zero, Vector3.i * 0.5, (1,0,0,1))
axes_vectormanager.addVector(Vector3.zero, Vector3.j * 0.5, (0,1,0,1))
axes_vectormanager.addVector(Vector3.zero, Vector3.k * 0.5, (0,0,1,1))
sensor_positions = ([Vector3(4.8,0,0.3), Vector3(0,0,4.0),
Vector3(-2.1,4.1,0.3), Vector3(-2.1,-4.1,0.3)])
lighthouse = Lighthouse()
target_device = Device(sensorpos = sensor_positions, color = (0, 1, 0.5, 1))
slave_device = Device(sensorpos = sensor_positions, color = (1, 0.5, 0, 1))
scenerot_transform.addChild(lighthouse)
scenerot_transform.addChild(target_device)
scenerot_transform.addChild(slave_device)
pos_delta = Vector3.zero
SS_CAST_RAYS = 0
SS_COMPUTE_POS_DELTA = 1
SS_APPLY_POS_DELTA = 2
SS_COMPUTE_ROT_DELTA = 3
SS_APPLY_ROT_DELTA = 4
slave_error_bound = 1.0
slave_error = 1e20
slave_state = 0
slave_rays = []
slave_pos_delta = Vector3.zero
slave_rot_delta = Quaternion.l
slave_device_pos_tween = tween.LinearTween(Vector3.zero, Vector3.zero,
speed=10.0)
slave_device_rot_tween = tween.LinearTween(Quaternion.l, Quaternion.l,
speed=10.0)
target_index = 0
run_auto = False
face_sums = []
scan_dir = Lighthouse.PASS_VERTICAL
view_rays = []
angle_order = True
def toggle_auto():
global run_auto
run_auto = not run_auto
def toggle_scan_dir():
global scan_dir
global slave_rays
if (scan_dir == Lighthouse.PASS_VERTICAL):
scan_dir = Lighthouse.PASS_HORIZONTAL
else:
scan_dir = Lighthouse.PASS_VERTICAL
scene_vectormanager.clear(1)
slave_rays = lighthouse.getRays(target_device)
for ray in slave_rays:
scene_vectormanager.addRay(ray, color = (1, 1, 0, 1), group = 1)
def toggle_angle_order():
global angle_order
angle_order = not angle_order
def update_slave_sensor():
global slave_state
global slave_rays
global slave_pos_delta
global slave_rot_delta
global slave_device_pos_tween
global slave_device_rot_tween
global target_index
global slave_error
global face_sums
slave_device.pos = slave_device_pos_tween.finish()
slave_device.rot = slave_device_rot_tween.finish()
_slave_rays = lighthouse.getRays(slave_device)
scene_vectormanager.clear(4)
for ray in _slave_rays:
scene_vectormanager.addRay(ray, color = (1, 0.5, 0.5, 1), group = 4)
if slave_state == SS_CAST_RAYS:
slave_rays = lighthouse.getRays(target_device)
for ray in slave_rays:
scene_vectormanager.addRay(ray, color = (1, 1, 0, 1), group = 1)
slave_state = SS_COMPUTE_POS_DELTA
elif slave_state == SS_COMPUTE_POS_DELTA:
translation_rays = []
face_sums = []
slave_sensorpos = slave_device.getWorldSensorPos()
target_sensorpos = []
for ray,sp,rsp in zip(slave_rays, slave_sensorpos,
[sp.rotate(slave_device.rot) for sp in
slave_device.sensorpos]):
np = ray.nearest(sp)
if np:
target_sensorpos.append(np)
translation_ray = Ray(sp, np - sp)
translation_rays.append(translation_ray)
scene_vectormanager.addRay(translation_ray,
color = (1, 0, 0, 1), group = 2)
face_sums.append(math.copysign(1.0, (np - sp).dot(rsp)))
slave_aabb = Vector3.enclosingAABB(slave_sensorpos)
target_aabb = Vector3.enclosingAABB(target_sensorpos)
target_pos = Vector3.average(target_sensorpos)
lighthouse_vector = target_pos - lighthouse.pos
target_aabb_size = (target_aabb[0] - target_aabb[1]).magnitude()
if (target_aabb_size > 0):
lighthouse_vector = (lighthouse_vector *
((slave_aabb[0] - slave_aabb[1]).magnitude() /
target_aabb_size - 1.0))
else:
lighthouse_vector = Vector3.zero
average_vec = Vector3.average([tr.vec for tr in translation_rays])
#if(face_sum < 0):
# average_vec *= abs(face_sum)
scene_vectormanager.addVector(slave_device.pos, average_vec,
color = (1, 1, 1, 1), group = 2)
scene_vectormanager.addVector(slave_device.pos + average_vec,
lighthouse_vector, color = (1, 1, 1, 1),
group = 2)
slave_pos_delta = average_vec + lighthouse_vector
slave_state = SS_APPLY_POS_DELTA
elif slave_state == SS_APPLY_POS_DELTA:
scene_vectormanager.clear(2)
slave_device_pos_tween.__init__(slave_device.pos, slave_device.pos +
slave_pos_delta, 10.0)
slave_state = SS_COMPUTE_ROT_DELTA
elif slave_state == SS_COMPUTE_ROT_DELTA:
rotation_rays = []
rotation_quats = []
options = zip(slave_rays, slave_device.getWorldSensorPos(),
[sp.rotate(slave_device.rot) for sp in
slave_device.sensorpos])
for ray,sp,rsp in options:
np = ray.nearest(sp)
if np:
rotation_ray = Ray(sp, np - sp)
rnp = np - slave_device.pos
rotation_rays.append(rotation_ray)
scene_vectormanager.addRay(rotation_ray, color = (0, 1, 0, 1),
group = 3)
rotation_quats.append(Quaternion.rotationBetween(rsp, rnp))
average_rot = Quaternion.average(rotation_quats)
average_rotation = average_rot
scene_vectormanager.addVector(slave_device.pos,
average_rotation.toAxisAngle()[0],
color = (1, 1, 1, 1), group = 3)
slave_rot_delta = average_rotation
slave_state = SS_APPLY_ROT_DELTA
elif slave_state == SS_APPLY_ROT_DELTA:
scene_vectormanager.clear(3)
slave_device_rot_tween.__init__(slave_device.rot,
slave_rot_delta * slave_device.rot,
10.0)
slave_state = SS_COMPUTE_POS_DELTA
def move_target_sensor():
global pos_delta
global slave_state
scene_vectormanager.clear(0)
target_device.pos += pos_delta
pos_delta = Vector3.random().unit() * 2
scene_vectormanager.addVector(target_device.pos, pos_delta, (1, 1, 0, 1),
group = 0)
slave_state = SS_CAST_RAYS
def rotate_target_sensor():
global slave_state
target_device.rot = (Quaternion.fromAxisAngle(Vector3.random(), pi * 2 *
(random.random() / 10) - pi) *
target_device.rot)
scene_vectormanager.clear(0)
slave_state = SS_CAST_RAYS
def sync_states():
global slave_state
slave_device_pos_tween.snap(target_device.pos)
slave_device_rot_tween.snap(target_device.rot)
def move_out():
slave_device_pos_tween.snap(slave_device.pos + (slave_device.pos -
lighthouse.pos).unit() *
0.5)
def move_in():
slave_device_pos_tween.snap(slave_device.pos - (slave_device.pos -
lighthouse.pos).unit() *
0.5)
## This function updates the simulation state
def step_simulation():
global pos_delta
scene_vectormanager.clear()
print_timer = tween.PeriodicTimer(10)
def loop_simulation(dt):
global slave_error
if(run_auto):
if(slave_device_pos_tween.done() and slave_device_rot_tween.done()):
scene_vectormanager.clear()
update_slave_sensor()
slave_device.pos = slave_device_pos_tween.step(dt * 10)
slave_device.rot = slave_device_rot_tween.step(dt * 10)
scene_vectormanager.clear(15)
for r in view_rays:
scene_vectormanager.addRay(r, color=(0,0,1,1), group=15)
if print_timer.tick():
scene_vectormanager.clear(10)
target_rays = lighthouse.getRays(target_device)
delta_vecs = []
for ray,sp in zip(target_rays, [slave_device.pos +
rsp.rotate(slave_device.rot) for rsp in
slave_device.sensorpos]):
np = ray.nearest(sp)
if np:
delta_vecs.append(np - sp)
scene_vectormanager.addRay(Ray(sp, np - sp), color=(1,1,1,1),
group=10)
slave_error = sum([vec.magnitude() for vec in delta_vecs])
print "E:", slave_error, "FS:", face_sums
@win.event
def on_show():
glEnable(GL_DEPTH_TEST | GL_LIGHTING)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glShadeModel(GL_SMOOTH)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45.0, float(win.width)/win.height, 0.1, 360)
@win.event
def on_draw():
win.clear()
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glColor4f(1.0,0.0,0.0,1.0)
camera_offset_transform.draw()
axes_offset_transform.draw()
mouse_move_target = False
@win.event
def on_mouse_drag(x, y, dx, dy, buttons, modifiers):
if (buttons & pyglet.window.mouse.LEFT and not
buttons & pyglet.window.mouse.RIGHT):
delta_rot = (Quaternion.fromAxisAngle(Vector3.j,
float(dx) / win.width * 2 * pi) *
Quaternion.fromAxisAngle(Vector3.i,
-float(dy) / win.height * 2 * pi))
if mouse_move_target:
target_device.rot = (scenerot_transform.rot.conjugate() *
delta_rot * (scenerot_transform.rot *
target_device.rot)).unit()
else:
scenerot_transform.rot = (delta_rot * scenerot_transform.rot).unit()
elif (buttons & pyglet.window.mouse.RIGHT and not
buttons & pyglet.window.mouse.LEFT):
delta_pos = Vector3(dx,dy,0) * 0.05
if mouse_move_target:
target_device.pos += delta_pos.rotate(
scenerot_transform.rot.conjugate())
else:
camera_offset_transform.pos += delta_pos
@win.event
def on_mouse_scroll(x, y, scroll_x, scroll_y):
camera_offset_transform.pos += Vector3(0,0,scroll_y) * 0.5
@win.event
def on_key_press(symbol, modifiers):
global mouse_move_target
if(symbol == key.M):
move_target_sensor()
if(symbol == key.R):
rotate_target_sensor()
if(symbol == key.N):
update_slave_sensor()
if(symbol == key.C):
sync_states()
if(symbol == key.O):
move_out()
if(symbol == key.I):
move_in()
if(symbol == key.A):
toggle_auto()
if(symbol == key.S):
toggle_scan_dir()
if(symbol == key.K):
toggle_angle_order()
if(symbol == key.D):
mouse_move_target = True
@win.event
def on_key_release(symbol, modifiers):
global mouse_move_target
if(symbol == key.D):
mouse_move_target = False
def process_loop(dt):
global t
t += dt
loop_simulation(dt)
pass
pyglet.clock.schedule(process_loop)
pyglet.app.run()