Files
Mujoco_WASM/python/mujoco/usd_renderer.py
T

217 lines
6.6 KiB
Python

import os
import shutil
from termcolor import colored
import mujoco
import mujoco.viewer as viewer
from mujoco.usd_component import *
from mujoco.usd_utilities import *
from pxr import Usd, UsdGeom
from mujoco import _structs
from PIL import Image as im
from PIL import ImageOps
class USDRenderer(object):
"""
Renderer class that creates USD representations for mujoco scenes
"""
def __init__(self,
model,
height=480,
width=480,
root_dir_name="usdpkg",
root_dir_path=None,
verbose=True):
self.model = model
self.root_dir_name = root_dir_name
self.root_dir_path = root_dir_path
self.verbose = verbose
self.data = None
self.renderer = mujoco.Renderer(model, height, width)
self.reload_scene_info = True
self.frame_count = 0
self.create_output_directories()
self.stage = Usd.Stage.CreateInMemory()
UsdGeom.SetStageUpAxis(self.stage, UsdGeom.Tokens.z)
geom_groups = [0,1,0,0,0,0] # Setting default geom groups for now
self.scene_option = _structs.MjvOption()
self.scene_option.geomgroup = geom_groups
@property
def usd(self):
return self.stage.GetRootLayer().ExportToString()
@property
def scene(self):
return self.renderer.scene
def create_output_directories(self):
if not self.root_dir_path:
self.root_dir_path = os.getcwd()
self.output_dir = os.path.join(self.root_dir_path, self.root_dir_name)
if not os.path.exists(self.output_dir):
os.makedirs(self.output_dir)
self.scenes_dir = os.path.join(self.output_dir, "scenes")
if not os.path.exists(self.scenes_dir):
os.makedirs(self.scenes_dir)
self.assets_dir = os.path.join(self.output_dir, "assets")
if not os.path.exists(self.assets_dir):
os.makedirs(self.assets_dir)
if self.verbose:
output_dir_msg = colored(f"Writing files to {self.output_dir}", "green")
print(output_dir_msg)
def save_scene(self):
output_file_path = os.path.join(self.scenes_dir, f'frame_{self.frame_count}_.usd')
with open(output_file_path, "w") as f:
f.write(self.usd)
self.frame_count += 1
def update_geom_groups(self, geom_groups):
self.scene_option.geomgroup = geom_groups
self.reload_scene_info = True
self.update_scene(self.data)
def update_scene(self, data):
self.renderer.update_scene(data, scene_option=self.scene_option)
self.data = data
if self.reload_scene_info:
# loads the initial geoms, lights, and camera information
# from the scene
self._load()
self.reload_scene_info = False
self._update()
def _load(self):
"""
Loads and initializes the necessary objects to render the scene
"""
# Create and loads the texture files to the assets directory
# TODO: remove code once added internally to mujoco
data_adr = 0
texture_files = []
for texid in range(self.model.ntex):
height = self.model.tex_height[texid]
width = self.model.tex_width[texid]
pixels = 3*height*width
rgb = self.model.tex_rgb[data_adr:data_adr+pixels]
img = rgb.reshape(height, width, 3)
texture_file_name = f"texture_{texid}.png"
file_path = os.path.join(self.assets_dir, texture_file_name)
img = im.fromarray(img)
img = ImageOps.flip(img)
img.save(file_path)
relative_path = os.path.relpath(self.assets_dir, self.scenes_dir)
img_path = os.path.join(relative_path, texture_file_name)
texture_files.append(img_path)
data_adr += pixels
# initializes an array to store all the geoms in the scene
# populates with "empty" USDGeom objects
self.usd_geoms = []
geoms = self.scene.geoms
self.ngeom = self.scene.ngeom
for i in range(self.ngeom):
geom = geoms[i]
if geom.texid == -1:
texture_file = None
else:
texture_file = texture_files[geom.texid]
if geom.type == USDGeomType.Mesh.value:
self.usd_geoms.append(USDMesh(self.model.geom_dataid[geom.objid],
geom,
self.stage,
self.model,
texture_file))
else:
self.usd_geoms.append(create_usd_geom_primitive(geom,
self.stage,
texture_file))
# initializes an array to store all the lights in the scene
# populates with "empty" USDLight objects
self.usd_lights = []
lights = self.scene.lights
self.nlight = self.scene.nlight
for i in range(self.nlight):
self.usd_lights.append(USDLight(self.stage))
# initializes an array to store all the cameras in the scene
# populates with "empty" USDCamera objects
self.usd_cameras = []
ncam = self.model.ncam
for i in range(ncam):
self.usd_cameras.append(USDCamera(self.stage))
def _update(self):
self._update_geoms()
self._update_lights()
self._update_cameras()
def _update_geoms(self):
"""
Updates the geoms to match the current scene
"""
geoms = self.scene.geoms
for i in range(self.ngeom):
if self.usd_geoms[i]: # TODO: remove this once all primitives are added
self.usd_geoms[i].update_geom(geoms[i])
def _update_lights(self):
"""
Updates the lights to match the current scene
"""
lights = self.scene.lights
nlight = self.scene.nlight
for i in range(nlight):
self.usd_lights[i].update_light(lights[i])
def _update_cameras(self):
"""
Updates the camera to match the current scene
"""
ncam = self.model.ncam
for i in range(ncam):
self.usd_cameras[i].update_camera(self.model.cam_pos[i], self.model.cam_quat[i])
def compress(self):
"""
Compresses the output directory to a zip file for easy transfer
"""
if self.verbose:
output_dir_msg = colored(f"Compressing files at {self.output_dir} and saving at {self.output_dir}", "green")
print(output_dir_msg)
shutil.make_archive(base_name=self.output_dir,
format='zip',
base_dir=self.root_dir_name)
def start_viewer(self):
if self.data:
viewer.launch(self.model)
def render(self):
# should render the usd file given a particular renderer that
# works with USD files
# TODO: determine if this is valid functionality
pass
# TODO: remove later, this is only for debugging purposes
def print_geom_information(self):
for i in range(self.ngeom):
print(self.usd_geoms[i])