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#!/usr/bin/env python
import os
import sys
import numpy as np
import pickle
import pygame
from pygame.locals import *
import src
from camera import *
from geometry import *
from transform import *
#from bvh_view import *
import time
from pycuda import autoinit
from pycuda.compiler import SourceModule
from pycuda import gpuarray
def to_geometry(viewable, bits):
if isinstance(viewable, Geometry):
geometry = viewable
geometry.build(bits)
elif isinstance(viewable, Solid):
geometry = Geometry()
geometry.add_solid(viewable)
geometry.build(bits)
elif isinstance(viewable, Mesh):
geometry = Geometry()
geometry.add_solid(Solid(viewable))
geometry.build(bits)
else:
raise Exception("can't convert %s to a geometry" % viewable)
return geometry
def box(lower_bound, 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, name='', bits=8, load_bvh=False, camera_view=None):
"""
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
"""
geometry = to_geometry(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(to_geometry(bvh_mesh(geometry, layer), bits))
lower_bound = np.array([np.min(geometry.mesh[:][:,:,0]),
np.min(geometry.mesh[:][:,:,1]),
np.min(geometry.mesh[:][:,:,2])])
upper_bound = np.array([np.max(geometry.mesh[:][:,:,0]),
np.max(geometry.mesh[:][:,:,1]),
np.max(geometry.mesh[:][:,:,2])])
scale = np.linalg.norm(upper_bound-lower_bound)
print 'device %s' % autoinit.device.name()
module = SourceModule(src.kernel, options=['-I' + src.dir],
no_extern_c=True, cache_dir=False)
geometry.load(module, color=True)
cuda_raytrace = module.get_function('ray_trace')
cuda_rotate = module.get_function('rotate')
cuda_translate = module.get_function('translate')
pygame.init()
size = width, height = 800, 600
screen = pygame.display.set_mode(size)
pygame.display.set_caption(name)
if camera_view is None:
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 = camera.get_rays()
origins_float3 = np.empty(origins.shape[0], dtype=gpuarray.vec.float3)
origins_float3['x'] = origins[:,0]
origins_float3['y'] = origins[:,1]
origins_float3['z'] = origins[:,2]
directions_float3 = np.empty(directions.shape[0], dtype=gpuarray.vec.float3)
directions_float3['x'] = directions[:,0]
directions_float3['y'] = directions[:,1]
directions_float3['z'] = directions[:,2]
else:
f = open(camera_view, 'rb')
origins_float3 = pickle.load(f)
directions_float3 = pickle.load(f)
point = pickle.load(f)
axis1 = pickle.load(f)
axis2 = pickle.load(f)
f.close()
origins_gpu = cuda.to_device(origins_float3)
directions_gpu = cuda.to_device(directions_float3)
pixels = np.empty(width*height, dtype=np.int32)
pixels_gpu = cuda.to_device(pixels)
nblocks = 64
gpu_kwargs = {'block': (nblocks,1,1), 'grid':(pixels.size/nblocks+1,1)}
def render():
"""Render the mesh and display to screen."""
t0 = time.time()
cuda_raytrace(np.int32(pixels.size), origins_gpu, directions_gpu, np.int32(geometry.node_map.size-1), np.int32(geometry.first_node), pixels_gpu, **gpu_kwargs)
cuda.Context.synchronize()
elapsed = time.time() - t0
#print 'elapsed %f sec' % elapsed
cuda.memcpy_dtoh(pixels, pixels_gpu)
pygame.surfarray.blit_array(screen, pixels.reshape(size))
pygame.display.flip()
render()
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.size), origins_gpu, gpuarray.vec.make_float3(*v), **gpu_kwargs)
point += v
render()
if event.button == 5:
v = -scale*np.cross(axis1,axis2)/10.0
cuda_translate(np.int32(pixels.size), origins_gpu, gpuarray.vec.make_float3(*v), **gpu_kwargs)
point += v
render()
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.size), origins_gpu, gpuarray.vec.make_float3(*v), **gpu_kwargs)
point += v
render()
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.size), origins_gpu, phi, gpuarray.vec.make_float3(*n), **gpu_kwargs)
cuda_rotate(np.int32(pixels.size), directions_gpu, phi, gpuarray.vec.make_float3(*n), **gpu_kwargs)
point = rotate(point, phi, n)
axis1 = rotate(axis1, phi, n)
axis2 = rotate(axis2, phi, n)
render()
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:
try:
if current_layer+1 >= len(bvhg):
raise IndexError
geometry = bvhg[current_layer+1]
current_layer += 1
geometry.load(module, color=True)
render()
except IndexError:
print 'no further layers to view'
if event.key == K_PAGEDOWN:
try:
if current_layer-1 < 0:
raise IndexError
geometry = bvhg[current_layer-1]
current_layer -= 1
geometry.load(module, color=True)
render()
except IndexError:
print 'no further layers to view'
if event.key == K_F11:
if name == '':
root, ext = 'camera_view', 'pkl'
else:
root, ext = name + '_camera_view', 'pkl'
filename = '.'.join([root, ext])
i = 1
while os.path.exists(filename):
filename = '.'.join([root + str(i), ext])
i += 1
f = open(filename, 'wb')
cuda.memcpy_dtoh(origins_float3, origins_gpu)
cuda.memcpy_dtoh(directions_float3, directions_gpu)
pickle.dump(origins_float3, f)
pickle.dump(directions_float3, f)
pickle.dump(point, f)
pickle.dump(axis1, f)
pickle.dump(axis2, f)
f.close()
print 'camera view saved to %s' % filename
if event.key == K_F12:
if name == '':
root, ext = 'screenshot', 'png'
else:
root, ext = name, 'png'
filename = '.'.join([root, ext])
i = 1
while os.path.exists(filename):
filename = '.'.join([root + str(i), ext])
i += 1
pygame.image.save(screen, filename)
print 'image saved to %s' % filename
if event.type == KEYUP:
if event.key == K_LSHIFT or event.key == K_RSHIFT:
shift = False
pygame.display.quit()
if __name__ == '__main__':
import optparse
from stl import mesh_from_stl
import solids
import detectors
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('-v', '--camera_view', dest='camera_view',
help='load a camera view', default=None)
options, args = parser.parse_args()
if len(args) < 1:
sys.exit(parser.format_help())
head, tail = os.path.split(args[0])
root, ext = os.path.splitext(tail)
if ext.lower() == '.stl':
view(mesh_from_stl(args[0]), root, options.bits, options.load_bvh, options.camera_view)
else:
import inspect
members = dict(inspect.getmembers(detectors) + inspect.getmembers(solids))
if args[0] in members:
view(members[args[0]], args[0], options.bits, options.load_bvh, options.camera_view)
else:
sys.exit("couldn't find object %s" % args[0])
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