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Python Trackball.push方法代码示例

本文整理汇总了Python中gl_utils.trackball.Trackball.push方法的典型用法代码示例。如果您正苦于以下问题:Python Trackball.push方法的具体用法?Python Trackball.push怎么用?Python Trackball.push使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在gl_utils.trackball.Trackball的用法示例。


在下文中一共展示了Trackball.push方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: Calibration_Visualizer

# 需要导入模块: from gl_utils.trackball import Trackball [as 别名]
# 或者: from gl_utils.trackball.Trackball import push [as 别名]
class Calibration_Visualizer(Visualizer):
	def __init__(self, g_pool, world_camera_intrinsics , cal_ref_points_3d, cal_observed_points_3d, eye_camera_to_world_matrix0 , cal_gaze_points0_3d, eye_camera_to_world_matrix1 = np.eye(4) , cal_gaze_points1_3d = [],  run_independently = False , name = "Calibration Visualizer" ):
		super(Calibration_Visualizer, self).__init__( g_pool,name,  run_independently)

		self.image_width = 640 # right values are assigned in update
		self.focal_length = 620
		self.image_height = 480

		self.eye_camera_to_world_matrix0 = eye_camera_to_world_matrix0
		self.eye_camera_to_world_matrix1 = eye_camera_to_world_matrix1

		self.cal_ref_points_3d = cal_ref_points_3d
		self.cal_observed_points_3d = cal_observed_points_3d
		self.cal_gaze_points0_3d = cal_gaze_points0_3d
		self.cal_gaze_points1_3d = cal_gaze_points1_3d

		if world_camera_intrinsics:
			self.world_camera_width = world_camera_intrinsics['resolution'][0]
			self.world_camera_height = world_camera_intrinsics['resolution'][1]
			self.world_camera_focal = (world_camera_intrinsics['camera_matrix'][0][0] +  world_camera_intrinsics['camera_matrix'][1][1] ) / 2.0
		else:
			self.world_camera_width = 0
			self.world_camera_height = 0
			self.world_camera_focal = 0

		camera_fov = math.degrees(2.0 * math.atan( self.window_size[0] / (2.0 * self.focal_length)))
		self.trackball = Trackball(camera_fov)
		self.trackball.distance = [0,0,-80.]
		self.trackball.pitch = 210
		self.trackball.roll = 0


	########### Open, update, close #####################

	def update_window(self, g_pool , gaze_points0 , sphere0 , gaze_points1 = [] , sphere1 = None, intersection_points = []  ):

		if not self.window:
			return

		self.begin_update_window() #sets context

		self.clear_gl_screen()
		self.trackball.push()

		glMatrixMode( GL_MODELVIEW )

		# draw things in world camera coordinate system
		glPushMatrix()
		glLoadIdentity()

		calibration_points_line_color = RGBA(0.5,0.5,0.5,0.1);
		error_line_color = RGBA(1.0,0.0,0.0,0.5)

		self.draw_coordinate_system(200)
		if self.world_camera_width != 0:
			self.draw_frustum( self.world_camera_width/ 10.0 , self.world_camera_height/ 10.0 , self.world_camera_focal / 10.0)

		for p in self.cal_observed_points_3d:
			glutils.draw_polyline( [ (0,0,0), p]  , 1 , calibration_points_line_color, line_type = GL_LINES)
			#draw error lines form eye gaze points to  ref points
		for(cal_point,ref_point) in zip(self.cal_ref_points_3d, self.cal_observed_points_3d):
				glutils.draw_polyline( [ cal_point, ref_point]  , 1 , error_line_color, line_type = GL_LINES)

		#calibration points
		glutils.draw_points( self.cal_ref_points_3d , 4 , RGBA( 0, 1, 1, 1 ) )


		glPopMatrix()

		if sphere0:
			# eye camera
			glPushMatrix()
			glLoadMatrixf( self.eye_camera_to_world_matrix0.T )

			self.draw_coordinate_system(60)
			self.draw_frustum( self.image_width / 10.0, self.image_height / 10.0, self.focal_length /10.)
			glPopMatrix()

			#everything else is in world coordinates

			#eye
			sphere_center0 = list(sphere0['center'])
			sphere_radius0 = sphere0['radius']
			self.draw_sphere(sphere_center0,sphere_radius0,  color = RGBA(1,1,0,1))

			#gazelines
			for p in self.cal_gaze_points0_3d:
				glutils.draw_polyline( [ sphere_center0, p]  , 1 , calibration_points_line_color, line_type = GL_LINES)

			#calibration points
			# glutils.draw_points( self.cal_gaze_points0_3d , 4 , RGBA( 1, 0, 1, 1 ) )

			#current gaze points
			glutils.draw_points( gaze_points0 , 2 , RGBA( 1, 0, 0, 1 ) )
			for p in gaze_points0:
				glutils.draw_polyline( [sphere_center0, p]  , 1 , RGBA(0,0,0,1), line_type = GL_LINES)

			#draw error lines form eye gaze points to  ref points
			for(cal_gaze_point,ref_point) in zip(self.cal_gaze_points0_3d, self.cal_ref_points_3d):
				glutils.draw_polyline( [ cal_gaze_point, ref_point]  , 1 , error_line_color, line_type = GL_LINES)
#.........这里部分代码省略.........
开发者ID:PolynomialDivision,项目名称:pupil,代码行数:103,代码来源:visualizer_calibration.py

示例2: Eye_Visualizer

# 需要导入模块: from gl_utils.trackball import Trackball [as 别名]
# 或者: from gl_utils.trackball.Trackball import push [as 别名]
class Eye_Visualizer(Visualizer):
	def __init__(self,g_pool , focal_length ):
		super(Eye_Visualizer, self).__init__(g_pool , "Debug Visualizer", False)

		self.focal_length = focal_length
		self.image_width = 640 # right values are assigned in update
		self.image_height = 480

		camera_fov = math.degrees(2.0 * math.atan( self.image_height / (2.0 * self.focal_length)))
		self.trackball = Trackball(camera_fov)

	############## MATRIX FUNCTIONS ##############################

	def get_anthropomorphic_matrix(self):
		temp =  np.identity(4)
		temp[2,2] *= -1
		return temp


	def get_adjusted_pixel_space_matrix(self,scale):
		# returns a homoegenous matrix
		temp = self.get_anthropomorphic_matrix()
		temp[3,3] *= scale
		return temp

	def get_image_space_matrix(self,scale=1.):
		temp = self.get_adjusted_pixel_space_matrix(scale)
		temp[1,1] *=-1 #image origin is top left
		temp[0,3] = -self.image_width/2.0
		temp[1,3] = self.image_height/2.0
		temp[2,3] = -self.focal_length
		return temp.T

	def get_pupil_transformation_matrix(self,circle_normal,circle_center, circle_scale = 1.0):
		"""
			OpenGL matrix convention for typical GL software
			with positive Y=up and positive Z=rearward direction
			RT = right
			UP = up
			BK = back
			POS = position/translation
			US = uniform scale

			float transform[16];

			[0] [4] [8 ] [12]
			[1] [5] [9 ] [13]
			[2] [6] [10] [14]
			[3] [7] [11] [15]

			[RT.x] [UP.x] [BK.x] [POS.x]
			[RT.y] [UP.y] [BK.y] [POS.y]
			[RT.z] [UP.z] [BK.z] [POS.Z]
			[    ] [    ] [    ] [US   ]
		"""
		temp = self.get_anthropomorphic_matrix()
		right = temp[:3,0]
		up = temp[:3,1]
		back = temp[:3,2]
		translation = temp[:3,3]
		back[:] = np.array(circle_normal)
		back[2] *=-1 #our z axis is inverted

		if np.linalg.norm(back) != 0:
			back[:] /= np.linalg.norm(back)
			right[:] = get_perpendicular_vector(back)/np.linalg.norm(get_perpendicular_vector(back))
			up[:] = np.cross(right,back)/np.linalg.norm(np.cross(right,back))
			right[:] *= circle_scale
			back[:] *=circle_scale
			up[:] *=circle_scale
			translation[:] = np.array(circle_center)
			translation[2] *= -1
		return   temp.T

	############## DRAWING FUNCTIONS ##############################

	def draw_debug_info(self, result  ):
		models = result['models']
		eye = models[0]['sphere'];
		direction = result['circle'][1];
		pupil_radius = result['circle'][2];

		status = ' Eyeball center : X: %.2fmm Y: %.2fmm Z: %.2fmm\n Pupil direction:  X: %.2f Y: %.2f Z: %.2f\n Pupil Diameter: %.2fmm\n  ' \
		%(eye[0][0], eye[0][1],eye[0][2],
		direction[0], direction[1],direction[2], pupil_radius*2)

		self.glfont.push_state()
		self.glfont.set_color_float( (0,0,0,1) )

		self.glfont.draw_multi_line_text(5,20,status)


		#draw model info for each model
		delta_y = 20
		for model in models:
			modelStatus =	('Model: %d \n' %  model['model_id'] ,
							'    age: %.1fs\n' %(self.g_pool.get_timestamp()-model['birth_timestamp']) ,
							'    maturity: %.3f\n' % model['maturity'] ,
							'    solver fit: %.6f\n' % model['solver_fit'] ,
							'    confidence: %.6f\n' % model['confidence'] ,
#.........这里部分代码省略.........
开发者ID:papr,项目名称:pupil,代码行数:103,代码来源:visualizer_3d.py

示例3: Visualizer

# 需要导入模块: from gl_utils.trackball import Trackball [as 别名]
# 或者: from gl_utils.trackball.Trackball import push [as 别名]

#.........这里部分代码省略.........
		glMatrixMode(GL_MODELVIEW )
		glLoadMatrixf(self.get_pupil_transformation_matrix(circle_normal,circle_center, circle_radius))
		draw_polyline((vertices),color=color, line_type = GL_TRIANGLE_FAN) # circle
		draw_polyline( [ (0,0,0), (0,0, 4) ] ,color=RGBA(0,0,0), line_type = GL_LINES) #normal
		glPopMatrix()




	def draw_contours(self, contours, thickness = 1, color = RGBA(0.,0.,0.,0.5) ):
		glPushMatrix()
		glLoadMatrixf(self.get_anthropomorphic_matrix())
		for contour in contours:
			draw_polyline(contour, thickness, color = color )
		glPopMatrix()

	def draw_contour(self, contour, thickness = 1, color = RGBA(0.,0.,0.,0.5) ):
		glPushMatrix()
		glLoadMatrixf(self.get_anthropomorphic_matrix())
		draw_polyline(contour,thickness, color)
		glPopMatrix()


	def draw_debug_info(self, result  ):
		models = result['models']
		eye = models[0]['sphere'];
		direction = result['circle'][1];
		pupil_radius = result['circle'][2];

		status = ' Eyeball center : X: %.2fmm Y: %.2fmm Z: %.2fmm\n Pupil direction:  X: %.2f Y: %.2f Z: %.2f\n Pupil Diameter: %.2fmm\n  ' \
		%(eye[0][0], eye[0][1],eye[0][2],
		direction[0], direction[1],direction[2], pupil_radius*2)

		self.glfont.push_state()
		self.glfont.set_color_float( (0,0,0,1) )

		self.glfont.draw_multi_line_text(5,20,status)


		#draw model info for each model
		delta_y = 20
		for model in models:
			modelStatus =	('Model: %d \n ' %  model['modelID'] ,
							'    maturity: %.3f\n' % model['maturity'] ,
							'    fit: %.6f\n' % model['fit'] ,
							'    performance: %.6f\n' % model['performance'] ,
							'    perf.Grad.: %.3e\n' % model['performanceGradient'] ,
							)
			modeltext = ''.join( modelStatus )
			self.glfont.draw_multi_line_text(self.window_size[0] - 200 ,delta_y, modeltext)

			delta_y += 100

		self.glfont.pop_state()


	########## Setup functions I don't really understand ############

	def basic_gl_setup(self):
		glEnable(GL_POINT_SPRITE )
		glEnable(GL_VERTEX_PROGRAM_POINT_SIZE) # overwrite pointsize
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
		glEnable(GL_BLEND)
		glClearColor(.8,.8,.8,1.)
		glEnable(GL_LINE_SMOOTH)
		# glEnable(GL_POINT_SMOOTH)
开发者ID:DuongHoangThuy,项目名称:pupil-1,代码行数:70,代码来源:visualizer_3d.py

示例4: Calibration_Visualizer

# 需要导入模块: from gl_utils.trackball import Trackball [as 别名]
# 或者: from gl_utils.trackball.Trackball import push [as 别名]

#.........这里部分代码省略.........
			# Register callbacks window
			glfwSetFramebufferSizeCallback(self.window,self.on_resize)
			glfwSetWindowIconifyCallback(self.window,self.on_iconify)
			glfwSetKeyCallback(self.window,self.on_key)
			glfwSetCharCallback(self.window,self.on_char)
			glfwSetMouseButtonCallback(self.window,self.on_button)
			glfwSetCursorPosCallback(self.window,self.on_pos)
			glfwSetScrollCallback(self.window,self.on_scroll)

			# get glfw started
			if self.run_independently:
				init()
			self.basic_gl_setup()

			self.glfont = fs.Context()
			self.glfont.add_font('opensans',get_opensans_font_path())
			self.glfont.set_size(22)
			self.glfont.set_color_float((0.2,0.5,0.9,1.0))
			self.on_resize(self.window,*glfwGetFramebufferSize(self.window))
			glfwMakeContextCurrent(active_window)

			# self.gui = ui.UI()

	def update_window(self, g_pool , gaze_points0 , sphere0 , gaze_points1 = [] , sphere1 = None, intersection_points = []  ):
		if self.window:
			if glfwWindowShouldClose(self.window):
				self.close_window()
				return

			active_window = glfwGetCurrentContext()
			glfwMakeContextCurrent(self.window)

			self.clear_gl_screen()
			self.trackball.push()

			# use opencv coordinate system
			#glMatrixMode( GL_PROJECTION )
			#glScalef( 1. ,-1. , -1. )
			glMatrixMode( GL_MODELVIEW )

			# draw things in world camera coordinate system
			glPushMatrix()
			glLoadIdentity()

			calibration_points_line_color = RGBA(0.5,0.5,0.5,0.05);
			error_line_color = RGBA(1.0,0.0,0.0,0.5)

			self.draw_coordinate_system(200)
			self.draw_frustum( self.world_camera_width/ 10.0 , self.world_camera_height/ 10.0 , self.world_camera_focal / 10.0)

			for p in self.cal_ref_points_3d:
				draw_polyline( [ (0,0,0), p]  , 1 , calibration_points_line_color, line_type = GL_LINES)
			#calibration points
			draw_points( self.cal_ref_points_3d , 4 , RGBA( 0, 1, 1, 1 ) )


			glPopMatrix()

			if sphere0:

				# draw things in first eye oordinate system
				glPushMatrix()
				glLoadMatrixf( self.eye_to_world_matrix0.T )

				sphere_center0 = list(sphere0['center'])
				sphere_radius0 = sphere0['radius']
开发者ID:avilleret,项目名称:pupil,代码行数:70,代码来源:visualizer_calibration.py


注:本文中的gl_utils.trackball.Trackball.push方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。