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path: root/camera.py
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#!/usr/bin/env python
import numpy as np
import itertools
import threading
import multiprocessing
import os
from subprocess import call
import shutil
import tempfile
import inspect

import pycuda.driver as cuda
from pycuda import gpuarray as ga

from chroma.color import map_to_color
from chroma.geometry import Mesh, Solid, Geometry
from chroma.transform import rotate, make_rotation_matrix
from chroma.sample import uniform_sphere
from chroma.optics import vacuum
from chroma.project import from_film
from chroma.fileio.root import RootReader
from chroma import make
from chroma import gpu

import pygame
from pygame.locals import *

def build(obj):
    """Construct and build a geometry from `obj`."""
    if inspect.isfunction(obj):
        obj = obj()

    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, color=0x99ffffff))
    else:
        raise TypeError('cannot build type %s' % type(obj))

    geometry.build()

    return geometry

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)

    dx, dy, dz = upper_bounds[0] - lower_bounds[0]
    center = np.mean([upper_bounds[0],lower_bounds[0]], axis=0)

    mesh = make.box(dx, dy, dz, center)

    for center, dx, dy, dz in zip(np.mean([lower_bounds,upper_bounds],axis=0),
                                  *zip(*upper_bounds-lower_bounds))[1:]:
        mesh += make.box(dx,dy,dz,center)

    return mesh

def encode_movie(dir):
    root, ext = 'movie', 'avi'
    for i in itertools.count():
        path = '.'.join([root + str(i).zfill(5), ext])

        if not os.path.exists(path):
            break

    call(['mencoder', 'mf://' + dir + '/*.png', '-mf', 'fps=10', '-o',
          path, '-ovc', 'xvid', '-xvidencopts', 'bitrate=3000'])

    shutil.rmtree(dir)

    print 'movie saved to %s.' % filename

class Camera(multiprocessing.Process):
    "The camera class is used to render a Geometry object."
    def __init__(self, geometry, size=(800,600), device_id=None):
        multiprocessing.Process.__init__(self)
        self.geometry = geometry
        self.device_id = device_id
        self.size = size

        self.unique_bvh_layers = np.unique(self.geometry.layers)
        self.currentlayer = None
        self.bvh_layers = {}

        self.display3d = False
        self.green_magenta = False
        self.max_alpha_depth = 10
        self.alpha_depth = 10

        try: 
            import spnav as spnav_module
            self.spnav_module = spnav_module
            self.spnav = True
        except:
            self.spnav = False

    def init_gpu(self):
        self.context = gpu.create_cuda_context(self.device_id)

        self.gpu_geometry = gpu.GPUGeometry(self.geometry)
        self.gpu_funcs = gpu.GPUFuncs(gpu.get_cu_module('mesh.h'))
        self.hybrid_funcs = gpu.GPUFuncs(gpu.get_cu_module('hybrid_render.cu'))

        self.gpu_geometries = [self.gpu_geometry]

        self.width, self.height = self.size

        self.npixels = self.width*self.height

        self.clock = pygame.time.Clock()

        self.doom_mode = False
        try:
            if self.width == 640: # SECRET DOOM MODE!
                print 'shotgun activated!'
                self.doom_hud = pygame.image.load('images/doomhud.png').convert_alpha()
                rect = self.doom_hud.get_rect()
                self.doom_rect = rect.move(0, self.height - rect.height)
                self.doom_mode = True
        except:
            pass

        lower_bound, upper_bound = self.geometry.mesh.get_bounds()

        self.mesh_diagonal_norm = np.linalg.norm(upper_bound-lower_bound)

        self.scale = self.mesh_diagonal_norm

        self.motion = 'coarse'

        self.nblocks = 64

        self.point = np.array([0, -self.mesh_diagonal_norm,
                               (lower_bound[2]+upper_bound[2])/2])

        self.axis1 = np.array([0,0,1], float)
        self.axis2 = np.array([1,0,0], float)

        self.film_width = 0.035

        pos, dir = from_film(self.point, axis1=self.axis1, axis2=self.axis2,
                             size=self.size, width=self.film_width)

        self.rays = gpu.GPURays(pos, dir, max_alpha_depth=self.max_alpha_depth)

        self.pixels_gpu = ga.empty(self.npixels, dtype=np.uint32)

        self.movie = False
        self.movie_index = 0
        self.movie_dir = None
        self.hybrid_render = False

    def disable3d(self):
        pos, dir = from_film(self.point, axis1=self.axis1, axis2=self.axis2,
                             size=self.size, width=self.film_width)

        self.rays = gpu.GPURays(pos, dir, max_alpha_depth=self.max_alpha_depth)
        
        self.display3d = False

    def enable3d(self):
        self.point1 = self.point-(self.mesh_diagonal_norm/60)*self.axis2
        self.point2 = self.point+(self.mesh_diagonal_norm/60)*self.axis2

        self.viewing_angle = 0.0

        pos1, dir1 = from_film(self.point1, axis1=self.axis1, axis2=self.axis2,
                               size=self.size, width=self.film_width)
        pos2, dir2 = from_film(self.point2, axis1=self.axis1, axis2=self.axis2,
                               size=self.size, width=self.film_width)

        self.rays1 = gpu.GPURays(pos1, dir1,
                                 max_alpha_depth=self.max_alpha_depth)
        self.rays2 = gpu.GPURays(pos2, dir2,
                                 max_alpha_depth=self.max_alpha_depth)

        scope_size = (self.size[0]//4, self.size[0]//4)

        scope_pos, scope_dir = from_film(self.point, axis1=self.axis1,
                                         axis2=self.axis2, size=scope_size,
                                         width=self.film_width/4.0)

        self.scope_rays = gpu.GPURays(scope_pos, scope_dir)

        self.scope_pixels_gpu = ga.empty(self.scope_rays.pos.size, dtype=np.uint32)

        self.pixels1_gpu = ga.empty(self.width*self.height, dtype=np.uint32)
        self.pixels2_gpu = ga.empty(self.width*self.height, dtype=np.uint32)
        
        self.distances_gpu = ga.empty(self.scope_rays.pos.size,
                                      dtype=np.float32)
        self.display3d = True

    def initialize_render(self):
        self.rng_states_gpu = gpu.get_rng_states(self.npixels)
        self.xyz_lookup1_gpu = ga.zeros(len(self.geometry.mesh.triangles),
                                        dtype=ga.vec.float3)
        self.xyz_lookup2_gpu = ga.zeros(len(self.geometry.mesh.triangles),
                                        dtype=ga.vec.float3)

        if self.display3d:
            self.image1_gpu = ga.zeros(self.npixels, dtype=ga.vec.float3)
            self.image2_gpu = ga.zeros(self.npixels, dtype=ga.vec.float3)
        else:
            self.image_gpu = ga.zeros(self.npixels, dtype=ga.vec.float3)

        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(ga.vec.make_float3(0.0,0.0,0.0))
        self.xyz_lookup2_gpu.fill(ga.vec.make_float3(0.0,0.0,0.0))

        self.nlookup_calls = 0

    def update_xyz_lookup(self, source_position):
        for wavelength, rgb_tuple in \
                zip([685.0, 545.0, 445.0],[(1,0,0),(0,1,0),(0,0,1)]):
            for i in range(self.xyz_lookup1_gpu.size//(self.npixels)+1):
                self.hybrid_funcs.update_xyz_lookup(np.int32(self.npixels), np.int32(self.xyz_lookup1_gpu.size), np.int32(i*self.npixels), ga.vec.make_float3(*source_position), self.rng_states_gpu, np.float32(wavelength), ga.vec.make_float3(*rgb_tuple), self.xyz_lookup1_gpu, self.xyz_lookup2_gpu, np.int32(self.max_steps), self.gpu_geometry.gpudata, block=(self.nblocks,1,1), grid=(self.npixels//self.nblocks+1,1))

        self.nlookup_calls += 1

    def clear_image(self):
        if self.display3d:
            self.image1_gpu.fill(ga.vec.make_float3(0.0,0.0,0.0))
            self.image2_gpu.fill(ga.vec.make_float3(0.0,0.0,0.0))
        else:
            self.image_gpu.fill(ga.vec.make_float3(0.0,0.0,0.0))

        self.nimages = 0

    def update_image_from_rays(self, image, rays):
        for wavelength, rgb_tuple in \
                zip([685.0, 545.0, 445.0],[(1,0,0),(0,1,0),(0,0,1)]):
            self.hybrid_funcs.update_xyz_image(np.int32(rays.pos.size), self.rng_states_gpu, rays.pos, rays.dir, np.float32(wavelength), ga.vec.make_float3(*rgb_tuple), self.xyz_lookup1_gpu, self.xyz_lookup2_gpu, image, np.int32(self.nlookup_calls), np.int32(self.max_steps), self.gpu_geometry.gpudata, block=(self.nblocks,1,1), grid=(rays.pos.size//self.nblocks+1,1))

    def update_image(self):
        if self.display3d:
            self.update_image_from_rays(self.image1_gpu, self.rays1)
            self.update_image_from_rays(self.image2_gpu, self.rays2)
        else:
            self.update_image_from_rays(self.image_gpu, self.rays)

        self.nimages += 1

    def process_image(self):
        if self.display3d:
            self.hybrid_funcs.process_image(np.int32(self.pixels1_gpu.size), self.image1_gpu, self.pixels1_gpu, np.int32(self.nimages), block=(self.nblocks,1,1), grid=((self.pixels1_gpu.size)//self.nblocks+1,1))
            self.hybrid_funcs.process_image(np.int32(self.pixels2_gpu.size), self.image2_gpu, self.pixels2_gpu, np.int32(self.nimages), block=(self.nblocks,1,1), grid=((self.pixels2_gpu.size)//self.nblocks+1,1))
        else:
            self.hybrid_funcs.process_image(np.int32(self.pixels_gpu.size), self.image_gpu, self.pixels_gpu, np.int32(self.nimages), block=(self.nblocks,1,1), grid=((self.pixels_gpu.size)//self.nblocks+1,1))

    def screenshot(self, dir='', start=0):
        root, ext = 'screenshot', 'png'

        for i in itertools.count(start):
            path = os.path.join(dir, '.'.join([root + str(i).zfill(5), ext]))

            if not os.path.exists(path):
                break

        pygame.image.save(self.screen, path)
        print 'image saved to %s' % path

    def rotate(self, phi, n):
        if self.display3d:
            self.rays1.rotate(phi, n)
            self.rays2.rotate(phi, n)
            self.scope_rays.rotate(phi, n)

            self.point1 = rotate(self.point1, phi, n)
            self.point2 = rotate(self.point2, phi, n)
        else:
            self.rays.rotate(phi, n)

        self.point = rotate(self.point, phi, n)
        self.axis1 = rotate(self.axis1, phi, n)
        self.axis2 = rotate(self.axis2, phi, n)

        if self.hybrid_render:
            self.clear_image()

        self.update()

    def rotate_around_point(self, phi, n, point, redraw=True):
        self.axis1 = rotate(self.axis1, phi, n)
        self.axis2 = rotate(self.axis2, phi, n)

        if self.display3d:
            self.rays1.rotate_around_point(phi, n, point)
            self.rays2.rotate_around_point(phi, n, point)
            self.scope_rays.rotate_around_point(phi, n, point)
        else:
            self.rays.rotate_around_point(phi, n, point)

        if redraw:
            if self.hybrid_render:
                self.clear_image()

            self.update()

    def translate(self, v, redraw=True):
        self.point += v

        if self.display3d:
            self.rays1.translate(v)
            self.rays2.translate(v)
            self.scope_rays.translate(v)

            self.point1 += v
            self.point2 += v
        else:
            self.rays.translate(v)

        if redraw:
            if self.hybrid_render:
                self.clear_image()

            self.update()

    def update_pixels(self, gpu_geometry=None, keep_last_render=False):
        if gpu_geometry is None:
            gpu_geometry = self.gpu_geometry

        if self.hybrid_render:
            while self.nlookup_calls < 10:
                self.update_xyz_lookup(self.source_position)
            self.update_image()
            self.process_image()
        else:
            if self.display3d:
                self.rays1.render(gpu_geometry, self.pixels1_gpu,
                                  self.alpha_depth, keep_last_render)
                self.rays2.render(gpu_geometry, self.pixels2_gpu,
                                  self.alpha_depth, keep_last_render)
            else:
                self.rays.render(gpu_geometry, self.pixels_gpu,
                                 self.alpha_depth, keep_last_render)

    def update_viewing_angle(self):
        if self.display3d:
            distance_gpu = ga.empty(self.scope_rays.pos.size, dtype=np.float32)
            distance_gpu.fill(1e9)

            for i, gpu_geometry in enumerate(self.gpu_geometries):
                self.gpu_funcs.distance_to_mesh(np.int32(self.scope_rays.pos.size), self.scope_rays.pos, self.scope_rays.dir, gpu_geometry.gpudata, distance_gpu, block=(self.nblocks,1,1), grid=(self.scope_rays.pos.size//self.nblocks,1))

                if i == 0:
                    distance = distance_gpu.get()
                else:
                    distance = np.minimum(distance, distance_gpu.get())

            baseline = distance.min()

            if baseline < 1e9:
                d1 = self.point1 - self.point
                v1 = d1/np.linalg.norm(d1)
                v1 *= baseline/60 - np.linalg.norm(d1)

                self.rays1.translate(v1)

                self.point1 += v1

                d2 = self.point2 - self.point
                v2 = d2/np.linalg.norm(d2)
                v2 *= baseline/60 - np.linalg.norm(d2)

                self.rays2.translate(v2)

                self.point2 += v2

            direction = np.cross(self.axis1,self.axis2)
            direction /= np.linalg.norm(direction)
            direction1 = self.point + direction*baseline - self.point1
            direction1 /= np.linalg.norm(direction1)

            new_viewing_angle = np.arccos(direction1.dot(direction))

            phi = new_viewing_angle - self.viewing_angle

            self.rays1.rotate_around_point(phi, self.axis1, self.point1)
            self.rays2.rotate_around_point(-phi, self.axis1, self.point2)

            self.viewing_angle = new_viewing_angle

    def update(self):
        if self.display3d:
            self.update_viewing_angle()

        n = len(self.gpu_geometries)
        for i, gpu_geometry in enumerate(self.gpu_geometries):
            if i == 0:
                self.update_pixels(gpu_geometry)
            else:
                self.update_pixels(gpu_geometry, keep_last_render=True)

        if self.display3d:
            pixels1 = self.pixels1_gpu.get()
            pixels2 = self.pixels2_gpu.get()

            if self.green_magenta:
                pixels = (pixels1 & 0x00ff00) | (pixels2 & 0xff00ff)
            else:
                pixels = (pixels1 & 0xff0000) | (pixels2 & 0x00ffff)

            alpha = ((0xff & (pixels1 >> 24)) + (0xff & (pixels2 >> 24)))/2

            pixels |= (alpha << 24)
        else:
            pixels = self.pixels_gpu.get()

        pygame.surfarray.blit_array(self.screen, pixels.reshape(self.size))
        if self.doom_mode:
            self.screen.blit(self.doom_hud, self.doom_rect)
        self.window.fill(0)
        self.window.blit(self.screen, (0,0))
        pygame.display.flip()

        if self.movie:
            self.screenshot(self.movie_dir, self.movie_index)
            self.movie_index += 1

    def loadlayer(self, layer):
        if layer is None:
            self.gpu_geometries = [self.gpu_geometry]
        else:
            try:
                gpu_geometry = self.bvh_layers[layer]
            except KeyError:
                geometry = build(bvh_mesh(self.geometry, layer))
                gpu_geometry = gpu.GPUGeometry(geometry, print_usage=False)
                self.bvh_layers[layer] = gpu_geometry

            self.gpu_geometries = [self.gpu_geometry, gpu_geometry]

        self.update()

    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.axis2 - movement[1]*self.axis1
            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_LALT or event.key == K_RALT:
                if self.motion == 'coarse':
                    self.scale = self.mesh_diagonal_norm/20.0
                    self.motion = 'fine'
                elif self.motion == 'fine':
                    self.scale = self.mesh_diagonal_norm/400.0
                    self.motion = 'superfine'
                elif self.motion == 'superfine':
                    self.scale = self.mesh_diagonal_norm
                    self.motion = 'coarse'

            elif event.key == K_F6:
                self.clear_xyz_lookup()
                self.clear_image()
                self.source_position = self.point

            elif event.key == K_F7:
                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_EQUALS:
                if self.alpha_depth < self.max_alpha_depth:
                    self.alpha_depth += 1
                self.update()

            elif event.key == K_MINUS:
                if self.alpha_depth > 1:
                    self.alpha_depth -= 1
                    self.update()

            elif event.key == K_PAGEDOWN:
                if self.currentlayer is None:
                    self.currentlayer = self.unique_bvh_layers[-1]
                else:
                    if self.currentlayer > np.min(self.unique_bvh_layers):
                        self.currentlayer -= 1
                    else:
                        self.currentlayer = None

                self.loadlayer(self.currentlayer)

            elif event.key == K_PAGEUP:
                if self.currentlayer is None:
                    self.currentlayer = self.unique_bvh_layers[0]
                else:
                    if self.currentlayer < np.max(self.unique_bvh_layers):
                        self.currentlayer += 1
                    else:
                        self.currentlayer = None

                self.loadlayer(self.currentlayer)                    

            elif event.key == K_3:
                if self.display3d:
                    self.disable3d()
                else:
                    self.enable3d()
                self.update()

            elif event.key == K_g:
                self.green_magenta = not self.green_magenta
                self.update()

            elif event.key == K_F12:
                self.screenshot()

            elif event.key == K_F5:
                if not hasattr(self, 'rng_states_gpu'):
                    self.initialize_render()

                self.hybrid_render = not self.hybrid_render
                self.clear_image()
                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.ev_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

                v1 = self.axis1
                v2 = self.axis2
                v3 = np.cross(self.axis1,self.axis2)
                
                x, y, z = spnav_event.translation
                rx, ry, rz = spnav_event.rotation

                v = v2*x + v1*y + v3*z
                v *= self.scale / 5000.0 * accelerate_factor

                self.translate(v, redraw=False)                    

                axis = -v2*rx - v1*ry - v3*rz

                if (axis != 0).any():
                    axis = axis.astype(float)
                    length = np.linalg.norm(axis)
                    angle = length * 0.0001 * accelerate_factor
                    axis /= length
                    self.rotate_around_point(angle, axis, self.point,
                                             redraw=False)

                if self.hybrid_render:
                    self.clear_image()

                self.update()
                pygame.event.clear(pygame.SYSWMEVENT)

            elif spnav_event.ev_type == self.spnav_module.SPNAV_EVENT_BUTTON:
                if spnav_event.bnum == 0 and spnav_event.press:
                    if not hasattr(self, 'rng_states_gpu'):
                        self.initialize_render()

                    self.hybrid_render = not self.hybrid_render
                    self.clear_image()
                    self.update()
                    pygame.event.clear(pygame.SYSWMEVENT)

        elif event.type == pygame.QUIT:
            self.done = True
            return

    def run(self):
        self.window = pygame.display.set_mode(self.size)
        self.screen = pygame.Surface(self.size, pygame.SRCALPHA)
        pygame.display.set_caption('')

        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

        while not self.done:
            self.clock.tick(20)

            if self.hybrid_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()

        self.context.pop()

class EventViewer(Camera):
    def __init__(self, geometry, filename, **kwargs):
        Camera.__init__(self, geometry, **kwargs)
        self.rr = RootReader(filename)

    def render_particle_track(self):
        x = 0.01
        h = x*np.sqrt(3)/2
        pyramid = make.linear_extrude([-x/2,0,x/2], [-h/2,h/2,-h/2], h,
                                      [0]*3, [0]*3)
        marker = Solid(pyramid, vacuum, vacuum)

        geometry = Geometry()
        for pos in self.ev.photons_beg.pos[::100]:
            geometry.add_solid(marker, displacement=pos, rotation=make_rotation_matrix(np.random.uniform(0,2*np.pi), uniform_sphere()))

        geometry.build(bits=11)
        gpu_geometry = gpu.GPUGeometry(geometry)

        self.gpu_geometries = [self.gpu_geometry, gpu_geometry]

    def color_hit_pmts(self):
        self.gpu_geometry.reset_colors()

        hit = self.ev.channels.hit
        t = self.ev.channels.t
        q = self.ev.channels.q

        # Important: Compute range only with HIT channels
        solid_colors = map_to_color(q, range=(q[hit].min(),q[hit].max()))
        self.gpu_geometry.color_solids(hit, solid_colors)

    def process_event(self, event):
        if event.type == KEYDOWN:
            if event.key == K_PAGEUP:
                try:
                    self.ev = self.rr.next()
                except StopIteration:
                    pass
                else:
                    self.color_hit_pmts()

                    if self.ev.photons_beg is not None:
                        self.render_particle_track()

                    self.update()
                return

            elif event.key == K_PAGEDOWN:
                try:
                    self.ev = self.rr.prev()
                except StopIteration:
                    pass
                else:
                    self.color_hit_pmts()

                    if self.ev.photons_beg is not None:
                        self.render_particle_track()

                    self.update()
                return

        Camera.process_event(self, event)

def view(obj, size=(800,600), **camera_kwargs):
    geometry = build(obj)
    camera = Camera(geometry, size, **camera_kwargs)
    camera.start()