diff options
Diffstat (limited to 'view.py')
-rwxr-xr-x | view.py | 375 |
1 files changed, 0 insertions, 375 deletions
diff --git a/view.py b/view.py deleted file mode 100755 index b10fbda..0000000 --- a/view.py +++ /dev/null @@ -1,375 +0,0 @@ -#!/usr/bin/env python -import os -import sys -import time -import numpy as np -import inspect - -import pygame -from pygame.locals import * - -import src -from camera import get_rays -from geometry import Mesh, Solid, Geometry -from transform import rotate -from optics import * -from gpu import * - -#from pycuda import autoinit -from pycuda.compiler import SourceModule -from pycuda import gpuarray -import pycuda.driver as cuda - -def buildable(identifier): - """ - Create a decorator which tags a function as buildable and assigns the - identifying string `identifier`. - - Example: - >>> @buildable('my_sphere') - >>> def build_my_sphere(): - >>> g = Geometry() - >>> g.add_solid(Solid(sphere(), vacuum, water)) - >>> return g - """ - def tag_as_buildable(func): - func.buildable = True - func.identifier = identifier - return func - return tag_as_buildable - -def screenshot(screen, name='', dir='', index=0): - """Take a screenshot of `screen`.""" - if name == '': - root, ext = 'screenshot', 'png' - else: - root, ext = name, 'png' - - i = index - - filename = os.path.join(dir,'.'.join([root + str(i).zfill(4), ext])) - while os.path.exists(filename): - filename = os.path.join(dir,'.'.join([root + str(i).zfill(4), ext])) - i += 1 - - pygame.image.save(screen, filename) - print 'image saved to %s' % filename - -def build(obj, bits): - """Construct and build a geometry from `obj`.""" - if inspect.isfunction(obj): - try: - if obj.buildable: - obj = obj() - except AttributeError: - raise Exception('function %s is not buildable.' % obj.__name__) - - if isinstance(obj, Geometry): - geometry = obj - elif isinstance(obj, Solid): - geometry = Geometry() - geometry.add_solid(obj) - elif isinstance(obj, Mesh): - geometry = Geometry() - geometry.add_solid(Solid(obj, vacuum, vacuum, surface=lambertian_surface, color=0x99ffffff)) - else: - raise Exception('cannot build type %s' % type(obj)) - - geometry.build(bits) - - return geometry - -def box(lower_bound, upper_bound): - """ - Return a mesh of the box defined by the opposing corners `lower_bound` - and `upper_bound`. - """ - dx, dy, dz = upper_bound - lower_bound - - vertices = np.array([lower_bound, - lower_bound + (dx,0,0), - lower_bound + (dx,dy,0), - lower_bound + (0,dy,0), - lower_bound + (0,0,dz), - lower_bound + (dx,0,dz), - lower_bound + (dx,dy,dz), - lower_bound + (0,dy,dz)]) - - triangles = np.empty((12,3), dtype=np.int32) - # bottom - triangles[0] = (1,3,2) - triangles[1] = (1,4,3) - # top - triangles[2] = (5,7,6) - triangles[3] = (5,8,7) - # left - triangles[4] = (5,1,2) - triangles[5] = (5,2,6) - # right - triangles[6] = (3,4,8) - triangles[7] = (3,8,7) - # front - triangles[8] = (2,3,7) - triangles[9] = (2,7,6) - # back - triangles[10] = (1,5,8) - triangles[11] = (1,8,4) - - triangles -= 1 - - return Mesh(vertices, triangles) - -def bvh_mesh(geometry, layer): - lower_bounds = geometry.lower_bounds[geometry.layers == layer] - upper_bounds = geometry.upper_bounds[geometry.layers == layer] - - if len(lower_bounds) == 0 or len(upper_bounds) == 0: - raise Exception('no nodes at layer %i' % layer) - - mesh = box(lower_bounds[0], upper_bounds[0]) - - for lower_bound, upper_bound in zip(lower_bounds, upper_bounds)[1:]: - mesh += box(lower_bound, upper_bound) - - return mesh - -def view(viewable, size=(800,600), name='', bits=8, load_bvh=False): - """ - Render `viewable` in a pygame window. - - Movement: - - zoom: scroll the mouse wheel - - rotate: click and drag the mouse - - move: shift+click and drag the mouse - """ - - gpu = GPU() - - geometry = build(viewable, bits) - - if load_bvh: - print 'loading bvh...' - bvhg = [] - - bvhg.append(geometry) - - for layer in sorted(np.unique(geometry.layers)): - print 'building layer %i' % layer - bvhg.append(build(bvh_mesh(geometry, layer), bits)) - - lower_bound, upper_bound = geometry.mesh.get_bounds() - - scale = np.linalg.norm(upper_bound-lower_bound) - - #from pycuda import autoinit - - #print 'device %s' % autoinit.device.name() - - module = gpu.module - - #module = SourceModule(src.kernel, options=['-I' + src.dir], no_extern_c=True)#, cache_dir=False) - #geometry.load(module) - gpu.load_geometry(geometry) - cuda_raytrace = module.get_function('ray_trace') - cuda_rotate = module.get_function('rotate') - cuda_translate = module.get_function('translate') - - pygame.init() - width, height = size - screen = pygame.display.set_mode(size) - pygame.display.set_caption(name) - - #camera = Camera(size) - - diagonal = np.linalg.norm(upper_bound-lower_bound) - - point = np.array([0, diagonal*1.75, (lower_bound[2]+upper_bound[2])/2]) - axis1 = np.array([1,0,0], dtype=np.double) - axis2 = np.array([0,0,1], dtype=np.double) - - #camera.position(point) - - origins, directions = get_rays(point, size) - - origins_gpu = gpuarray.to_gpu(origins.astype(np.float32).view(gpuarray.vec.float3)) - - directions_gpu = gpuarray.to_gpu(directions.astype(np.float32).view(gpuarray.vec.float3)) - - pixels_gpu = gpuarray.zeros(width*height, dtype=np.int32) - - nblocks = 64 - - def update(): - """Render the mesh and display to screen.""" - t0 = time.time() - cuda_raytrace(np.int32(pixels_gpu.size), origins_gpu, directions_gpu, pixels_gpu, block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1)) - cuda.Context.synchronize() - elapsed = time.time() - t0 - - print 'elapsed %f sec' % elapsed - - pygame.surfarray.blit_array(screen, pixels_gpu.get().reshape(size)) - pygame.display.flip() - - update() - - done = False - clicked = False - shift = False - - current_layer = 0 - - while not done: - for event in pygame.event.get(): - if event.type == MOUSEBUTTONDOWN: - if event.button == 4: - v = scale*np.cross(axis1,axis2)/10.0 - - cuda_translate(np.int32(pixels_gpu.size), origins_gpu, gpuarray.vec.make_float3(*v), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1)) - - point += v - - update() - - if event.button == 5: - v = -scale*np.cross(axis1,axis2)/10.0 - - cuda_translate(np.int32(pixels_gpu.size), origins_gpu, gpuarray.vec.make_float3(*v), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1)) - - point += v - - update() - - if event.button == 1: - clicked = True - mouse_position = pygame.mouse.get_rel() - - if event.type == MOUSEBUTTONUP: - if event.button == 1: - clicked = False - - if event.type == MOUSEMOTION and clicked: - movement = np.array(pygame.mouse.get_rel()) - - if (movement == 0).all(): - continue - - length = np.linalg.norm(movement) - - mouse_direction = movement[0]*axis1 + movement[1]*axis2 - mouse_direction /= np.linalg.norm(mouse_direction) - - if shift: - v = mouse_direction*scale*length/float(width) - - cuda_translate(np.int32(pixels_gpu.size), origins_gpu, gpuarray.vec.make_float3(*v), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1)) - - point += v - - update() - else: - phi = np.float32(2*np.pi*length/float(width)) - n = rotate(mouse_direction, np.pi/2, \ - -np.cross(axis1,axis2)) - - cuda_rotate(np.int32(pixels_gpu.size), origins_gpu, phi, gpuarray.vec.make_float3(*n), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1)) - - cuda_rotate(np.int32(pixels_gpu.size), directions_gpu, phi, gpuarray.vec.make_float3(*n), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1)) - - point = rotate(point, phi, n) - axis1 = rotate(axis1, phi, n) - axis2 = rotate(axis2, phi, n) - - update() - - if event.type == KEYDOWN: - if event.key == K_LSHIFT or event.key == K_RSHIFT: - shift = True - - if event.key == K_ESCAPE: - done = True - break - - if event.key == K_PAGEUP and load_bvh: - try: - if current_layer+1 >= len(bvhg): - raise IndexError - - geometry = bvhg[current_layer+1] - current_layer += 1 - - gpu.load_geometry(geometry) - #geometry.load(module, color=True) - update() - except IndexError: - print 'no further layers to view' - - if event.key == K_PAGEDOWN and load_bvh: - try: - if current_layer-1 < 0: - raise IndexError - - geometry = bvhg[current_layer-1] - current_layer -= 1 - - gpu.load_geometry(geometry) - #geometry.load(module, color=True) - update() - except IndexError: - print 'no further layers to view' - - if event.key == K_F12: - screenshot(screen, name) - - if event.type == KEYUP: - if event.key == K_LSHIFT or event.key == K_RSHIFT: - shift = False - - if event.type == pygame.QUIT: - done = True - break - - pygame.display.quit() - -if __name__ == '__main__': - import optparse - - from stl import mesh_from_stl - - import solids - import detectors - import scenes - - parser = optparse.OptionParser('%prog filename.stl') - parser.add_option('-b', '--bits', type='int', dest='bits', - help='bits for z-ordering space axes', default=8) - parser.add_option('-l', action='store_true', dest='load_bvh', - help='load bounding volumes', default=False) - parser.add_option('-r', '--resolution', dest='resolution', - help='specify resolution', default='800,600') - options, args = parser.parse_args() - - if len(args) < 1: - sys.exit(parser.format_help()) - - size = [int(s) for s in options.resolution.split(',')] - - if os.path.exists(args[0]): - head, tail = os.path.split(args[0]) - root, ext = os.path.splitext(tail) - - if ext.lower() in ('.stl', '.bz2'): - view(mesh_from_stl(args[0]), size, root, options.bits, options.load_bvh) - else: - members = dict(inspect.getmembers(detectors) + inspect.getmembers(solids) + inspect.getmembers(scenes)) - - buildable_lookup = {} - for member in members.values(): - if inspect.isfunction(member) and \ - hasattr(member, 'buildable') and member.buildable == True: - buildable_lookup[member.identifier] = member - - if args[0] in buildable_lookup: - view(buildable_lookup[args[0]], size, args[0], options.bits, options.load_bvh) - else: - sys.exit("couldn't find object %s" % args[0]) |