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#!/usr/bin/env python
import numpy as np
from itertools import product, count
from threading import Thread, Lock
import os
import sys
from color import map_wavelength, map_to_color
import matplotlib.pyplot as plt
from gpu import GPU, CUDAFuncs
from tools import timeit
from transform import rotate
import pygame
from pygame.locals import *
from pycuda import gpuarray
from pycuda.characterize import sizeof
import pycuda.driver as cuda
from subprocess import call
import shutil
import tempfile
def encode_movie(dir):
root, ext = 'movie', 'avi'
for i in count():
filename = '.'.join([root + str(i).zfill(5), ext])
if not os.path.exists(filename):
break
call(['mencoder', 'mf://' + dir + '/*.png', '-mf', 'fps=10', '-o', filename, '-ovc', 'xvid', '-xvidencopts', 'bitrate=3000'])
shutil.rmtree(dir)
print 'movie saved to %s.' % filename
def get_rays(position, size = (800, 600), width = 0.035, focal_length=0.018):
height = width*(size[1]/float(size[0]))
x = np.linspace(-width/2, width/2, size[0])
z = np.linspace(-height/2, height/2, size[1])
grid = np.array(tuple(product(x,[0],z)))
grid += (0,focal_length,0)
focal_point = np.zeros(3)
grid += position
focal_point += position
return grid, focal_point-grid
class Camera(Thread):
def __init__(self, geometry, size=(800,600), device_id=None):
Thread.__init__(self)
self.geometry = geometry
self.device_id = device_id
self.size = size
try:
import spnav as spnav_module
self.spnav_module = spnav_module
self.spnav = True
except:
self.spnav = False
def init_gpu(self):
self.gpu = GPU(self.device_id)
self.gpu.load_geometry(geometry)
self.kernels = CUDAFuncs(self.gpu.module, ['ray_trace', 'ray_trace_alpha', 'rotate', 'rotate_around_point', 'translate', 'update_xyz_lookup', 'update_xyz_image', 'process_image', 'init_rng'])
self.width, self.height = size
pygame.init()
self.screen = pygame.display.set_mode(size)
pygame.display.set_caption('')
self.clock = pygame.time.Clock()
lower_bound, upper_bound = self.geometry.mesh.get_bounds()
self.scale = np.linalg.norm(upper_bound-lower_bound)
self.nblocks = 64
self.point = np.array([0, self.scale*1.0, (lower_bound[2]+upper_bound[2])/2])
self.axis1 = np.array([1,0,0], float)
self.axis2 = np.array([0,0,1], float)
origins, directions = get_rays(self.point, self.size)
self.origins_gpu = gpuarray.to_gpu(origins.astype(np.float32).view(gpuarray.vec.float3))
self.directions_gpu = gpuarray.to_gpu(directions.astype(np.float32).view(gpuarray.vec.float3))
self.pixels_gpu = gpuarray.zeros(self.width*self.height, dtype=np.int32)
self.alpha = True
self.movie = False
self.movie_index = 0
self.movie_dir = None
self.render = False
@timeit
def initialize_render(self):
self.rng_states_gpu = cuda.mem_alloc(self.width*self.height*sizeof('curandStateXORWOW', '#include <curand_kernel.h>'))
self.kernels.init_rng(np.int32(self.width*self.height), self.rng_states_gpu, np.int32(0), np.int32(0), block=(self.nblocks,1,1), grid=(self.width*self.height//self.nblocks+1,1))
self.xyz_lookup1_gpu = gpuarray.zeros(len(self.geometry.mesh.triangles), dtype=gpuarray.vec.float3)
self.xyz_lookup2_gpu = gpuarray.zeros(len(self.geometry.mesh.triangles), dtype=gpuarray.vec.float3)
self.image_gpu = gpuarray.zeros(self.width*self.height, dtype=gpuarray.vec.float3)
self.gpu.context.synchronize()
self.source_position = self.point
self.nimages = 0
self.nlookup_calls = 0
self.max_steps = 10
def clear_xyz_lookup(self):
self.xyz_lookup1_gpu.fill(gpuarray.vec.make_float3(0.0,0.0,0.0))
self.xyz_lookup2_gpu.fill(gpuarray.vec.make_float3(0.0,0.0,0.0))
self.nlookup_calls = 0
def update_xyz_lookup(self, source_position):
for i in range(self.xyz_lookup1_gpu.size//(self.width*self.height)+1):
self.kernels.update_xyz_lookup(np.int32(self.width*self.height), np.int32(self.xyz_lookup1_gpu.size), np.int32(i*self.width*self.height), gpuarray.vec.make_float3(*source_position), self.rng_states_gpu, np.float32(685.0), gpuarray.vec.make_float3(1.0,0.0,0.0), self.xyz_lookup1_gpu, self.xyz_lookup2_gpu, np.int32(self.max_steps), block=(self.nblocks,1,1), grid=(self.width*self.height//self.nblocks+1,1))
for i in range(self.xyz_lookup1_gpu.size//(self.width*self.height)+1):
self.kernels.update_xyz_lookup(np.int32(self.width*self.height), np.int32(self.xyz_lookup1_gpu.size), np.int32(i*self.width*self.height), gpuarray.vec.make_float3(*source_position), self.rng_states_gpu, np.float32(545.0), gpuarray.vec.make_float3(0.0,1.0,0.0), self.xyz_lookup1_gpu, self.xyz_lookup2_gpu, np.int32(self.max_steps), block=(self.nblocks,1,1), grid=(self.width*self.height//self.nblocks+1,1))
for i in range(self.xyz_lookup1_gpu.size//(self.width*self.height)+1):
self.kernels.update_xyz_lookup(np.int32(self.width*self.height), np.int32(self.xyz_lookup1_gpu.size), np.int32(i*self.width*self.height), gpuarray.vec.make_float3(*source_position), self.rng_states_gpu, np.float32(445.0), gpuarray.vec.make_float3(0.0,0.0,1.0), self.xyz_lookup1_gpu, self.xyz_lookup2_gpu, np.int32(self.max_steps), block=(self.nblocks,1,1), grid=(self.width*self.height//self.nblocks+1,1))
self.nlookup_calls += 1
def clear_image(self):
self.image_gpu.fill(gpuarray.vec.make_float3(0.0,0.0,0.0))
self.nimages = 0
def update_image(self):
self.kernels.update_xyz_image(np.int32(self.width*self.height), self.rng_states_gpu, self.origins_gpu, self.directions_gpu, np.float32(685.0), gpuarray.vec.make_float3(1.0,0.0,0.0), self.xyz_lookup1_gpu, self.xyz_lookup2_gpu, self.image_gpu, np.int32(self.nlookup_calls), np.int32(self.max_steps), block=(self.nblocks,1,1), grid=(self.width*self.height//self.nblocks+1,1))
self.kernels.update_xyz_image(np.int32(self.width*self.height), self.rng_states_gpu, self.origins_gpu, self.directions_gpu, np.float32(545.0), gpuarray.vec.make_float3(0.0,1.0,0.0), self.xyz_lookup1_gpu, self.xyz_lookup2_gpu, self.image_gpu, np.int32(self.nlookup_calls), np.int32(self.max_steps), block=(self.nblocks,1,1), grid=(self.width*self.height//self.nblocks+1,1))
self.kernels.update_xyz_image(np.int32(self.width*self.height), self.rng_states_gpu, self.origins_gpu, self.directions_gpu, np.float32(445.0), gpuarray.vec.make_float3(0.0,0.0,1.0), self.xyz_lookup1_gpu, self.xyz_lookup2_gpu, self.image_gpu, np.int32(self.nlookup_calls), np.int32(self.max_steps), block=(self.nblocks,1,1), grid=(self.width*self.height//self.nblocks+1,1))
self.nimages += 1
def process_image(self):
self.kernels.process_image(np.int32(self.width*self.height), self.image_gpu, self.pixels_gpu, np.int32(self.nimages), block=(self.nblocks,1,1), grid=((self.width*self.height)//self.nblocks+1,1))
def screenshot(self, dir='', start=0):
root, ext = 'screenshot', 'png'
for i in count(start):
filename = os.path.join(dir, '.'.join([root + str(i).zfill(5), ext]))
if not os.path.exists(filename):
break
pygame.image.save(self.screen, filename)
print 'image saved to %s' % filename
def rotate(self, phi, n):
self.kernels.rotate(np.int32(self.pixels_gpu.size), self.origins_gpu, np.float32(phi), gpuarray.vec.make_float3(*n), block=(self.nblocks,1,1), grid=(self.pixels_gpu.size//self.nblocks+1,1))
self.kernels.rotate(np.int32(self.pixels_gpu.size), self.directions_gpu, np.float32(phi), gpuarray.vec.make_float3(*n), block=(self.nblocks,1,1), grid=(self.pixels_gpu.size//self.nblocks+1,1))
self.point = rotate(self.point, phi, n)
self.axis1 = rotate(self.axis1, phi, n)
self.axis2 = rotate(self.axis2, phi, n)
if self.render:
self.clear_image()
self.update()
def rotate_around_point(self, phi, n, point, redraw=True):
self.kernels.rotate_around_point(np.int32(self.origins_gpu.size), self.origins_gpu, np.float32(phi), gpuarray.vec.make_float3(*n), gpuarray.vec.make_float3(*point), block=(self.nblocks,1,1), grid=(self.origins_gpu.size//self.nblocks+1,1))
self.kernels.rotate(np.int32(self.directions_gpu.size), self.directions_gpu, np.float32(phi), gpuarray.vec.make_float3(*n), block=(self.nblocks,1,1), grid=(self.directions_gpu.size//self.nblocks+1,1))
self.axis1 = rotate(self.axis1, phi, n)
self.axis2 = rotate(self.axis2, phi, n)
if redraw:
if self.render:
self.clear_image()
self.update()
def translate(self, v, redraw=True):
self.kernels.translate(np.int32(self.pixels_gpu.size), self.origins_gpu, gpuarray.vec.make_float3(*v), block=(self.nblocks,1,1), grid=(self.pixels_gpu.size//self.nblocks,1))
self.point += v
if redraw:
if self.render:
self.clear_image()
self.update()
def update(self):
if self.render:
while self.nlookup_calls < 10:
self.update_xyz_lookup(self.source_position)
self.update_image()
self.process_image()
else:
if self.alpha:
self.kernels.ray_trace_alpha(np.int32(self.pixels_gpu.size), self.origins_gpu, self.directions_gpu, self.pixels_gpu, block=(self.nblocks,1,1), grid=(self.pixels_gpu.size//self.nblocks+1,1))
else:
self.kernels.ray_trace(np.int32(self.pixels_gpu.size), self.origins_gpu, self.directions_gpu, self.pixels_gpu, block=(self.nblocks,1,1), grid=(self.pixels_gpu.size//self.nblocks+1,1))
pygame.surfarray.blit_array(self.screen, self.pixels_gpu.get().reshape(self.size))
pygame.display.flip()
if self.movie:
self.screenshot(self.movie_dir, self.movie_index)
self.movie_index += 1
def process_event(self, event):
if event.type == MOUSEBUTTONDOWN:
if event.button == 4:
v = self.scale*np.cross(self.axis1,self.axis2)/10.0
self.translate(v)
elif event.button == 5:
v = -self.scale*np.cross(self.axis1,self.axis2)/10.0
self.translate(v)
elif event.button == 1:
mouse_position = pygame.mouse.get_rel()
self.clicked = True
elif event.type == MOUSEBUTTONUP:
if event.button == 1:
self.clicked = False
elif event.type == MOUSEMOTION and self.clicked:
movement = np.array(pygame.mouse.get_rel())
if (movement == 0).all():
return
length = np.linalg.norm(movement)
mouse_direction = movement[0]*self.axis1 + movement[1]*self.axis2
mouse_direction /= np.linalg.norm(mouse_direction)
if pygame.key.get_mods() & (KMOD_LSHIFT | KMOD_RSHIFT):
v = mouse_direction*self.scale*length/float(self.width)
self.translate(v)
else:
phi = np.float32(2*np.pi*length/float(self.width))
n = rotate(mouse_direction, np.pi/2, -np.cross(self.axis1,self.axis2))
if pygame.key.get_mods() & KMOD_LCTRL:
self.rotate_around_point(phi, n, self.point)
else:
self.rotate(phi, n)
elif event.type == KEYDOWN:
if event.key == K_a:
v = self.scale*self.axis1/10.0
self.translate(v)
elif event.key == K_d:
v = -self.scale*self.axis1/10.0
self.translate(v)
elif event.key == K_w:
v = self.scale*np.cross(self.axis1,self.axis2)/10.0
self.translate(v)
elif event.key == K_s:
v = -self.scale*np.cross(self.axis1,self.axis2)/10.0
self.translate(v)
elif event.key == K_SPACE:
v = self.scale*self.axis2/10.0
self.translate(v)
elif event.key == K_F6:
self.clear_xyz_lookup()
self.clear_image()
self.source_position = self.point
elif event.key == K_p:
for i in range(100):
self.update_xyz_lookup(self.point)
self.source_position = self.point
elif event.key == K_F11:
pygame.display.toggle_fullscreen()
elif event.key == K_ESCAPE:
self.done = True
return
elif event.key == K_F12:
self.screenshot()
elif event.key == K_F5:
if not hasattr(self, 'rng_states_gpu'):
self.initialize_render()
self.render = not self.render
self.clear_image()
self.update()
elif event.key == K_F8:
self.alpha = not self.alpha
self.update()
elif event.key == K_m:
if self.movie:
encode_movie(self.movie_dir)
self.movie_dir = None
self.movie = False
else:
self.movie_index = 0
self.movie_dir = tempfile.mkdtemp()
self.movie = True
elif event.type == pygame.SYSWMEVENT and self.spnav:
# Space Navigator controls
spnav_event = self.spnav_module.spnav_x11_event(event.event)
if spnav_event is None:
return
if spnav_event.type == self.spnav_module.SPNAV_EVENT_MOTION:
if pygame.key.get_mods() & (KMOD_LSHIFT | KMOD_RSHIFT):
accelerate_factor = 2.0
else:
accelerate_factor = 1.0
#print 'raw:', spnav_event
v1 = self.axis1
v2 = self.axis2
v3 = np.cross(self.axis1,self.axis2)
v = -v1*spnav_event.motion.x + v2*spnav_event.motion.y \
+ v3*spnav_event.motion.z
v *= self.scale / 5000.0 * accelerate_factor
#print 'translate:', v
self.translate(v, redraw=False)
axis = v1*spnav_event.motion.rx + -v2*spnav_event.motion.ry \
+ -v3*spnav_event.motion.rz
# Zero all but non-max values
#axis[~(np.abs(axis) == np.abs(axis).max())] = 0
#axis[np.abs(axis) < 15] = 0
if (axis != 0).any():
axis = axis.astype(float)
length = np.linalg.norm(axis)
angle = length * 0.0001 * accelerate_factor
axis /= length
#print 'rotate:', angle, axis
self.rotate_around_point(angle, axis, self.point, redraw=False)
if self.render:
self.clear_image()
self.update()
pygame.event.clear(pygame.SYSWMEVENT)
elif spnav_event.type == self.spnav_module.SPNAV_EVENT_BUTTON:
if spnav_event.button.bnum == 0 and spnav_event.button.press:
if not hasattr(self, 'rng_states_gpu'):
self.initialize_render()
self.render = not self.render
self.clear_image()
self.update()
pygame.event.clear(pygame.SYSWMEVENT)
elif event.type == pygame.QUIT:
self.done = True
return
def run(self):
self.init_gpu()
if self.spnav:
try:
wm_info = pygame.display.get_wm_info()
self.spnav_module.spnav_x11_open(wm_info['display'],
wm_info['window'])
pygame.event.set_allowed(pygame.SYSWMEVENT)
print 'Space Navigator support enabled.'
except:
self.spnav = False
self.update()
self.done = False
self.clicked = False
#current_layer = 0
while not self.done:
self.clock.tick(20)
if self.render and not self.clicked and not pygame.event.peek(KEYDOWN):
self.update()
# Grab only last SYSWMEVENT (SpaceNav!) to avoid lagged controls
for event in pygame.event.get(pygame.SYSWMEVENT)[-1:] + pygame.event.get():
self.process_event(event)
if self.movie:
encode_movie(self.movie_dir)
pygame.display.quit()
if self.spnav:
self.spnav_module.spnav_close()
del self.gpu
class EventViewer(Camera):
def __init__(self, geometry, filename, **kwargs):
Camera.__init__(self, geometry, **kwargs)
import ROOT
self.f = ROOT.TFile(filename)
self.T = self.f.Get('T')
self.T.GetEntry(0)
def color_hit_pmts(self):
self.gpu.reset_colors()
solid_ids = np.empty(len(self.T.ev.channel), np.uint32)
t = np.empty(len(self.T.ev.channel), np.float32)
q = np.empty(len(self.T.ev.channel), np.float32)
for i, channel in enumerate(self.T.ev.channel):
solid_ids[i] = channel.channel_id
t[i] = channel.t
q[i] = channel.q
self.gpu.color_solids(solid_ids, map_to_color(t, range=(t.min(),t.mean())))
self.update()
def process_event(self, event):
if event.type == KEYDOWN:
if event.key == K_PAGEUP:
entry = self.T.GetReadEntry()
if entry < self.T.GetEntries() - 1:
self.T.GetEntry(entry+1)
self.color_hit_pmts()
return
if event.key == K_PAGEDOWN:
entry = self.T.GetReadEntry()
if entry > 0:
self.T.GetEntry(entry-1)
self.color_hit_pmts()
return
Camera.process_event(self, event)
if __name__ == '__main__':
import optparse
import inspect
import solids
import detectors
import scenes
from stl import mesh_from_stl
from view import build
parser = optparse.OptionParser('%prog filename.stl')
parser.add_option('-b', '--bits', type='int', dest='bits',
help='bits for z-ordering space axes', default=10)
#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')
parser.add_option('-i', dest='io_file', default=None)
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]):
root, ext = os.path.splitext(os.path.split(args[0])[1])
if ext.lower() in ('.stl', '.bz2'):
obj = mesh_from_stl(args[0])
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:
obj = buildable_lookup[args[0]]
else:
raise Exception("can't find object %s" % args[0])
geometry = build(obj, options.bits)
if options.io_file is not None:
camera = EventViewer(geometry, options.io_file, size=size)
else:
camera = Camera(geometry, size)
camera.start()
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