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Mujoco_WASM/python/mujoco/usd_renderer.py
T
2023-09-17 14:08:10 -05:00

156 lines
4.8 KiB
Python

import os
import mujoco
import mujoco.viewer as viewer
from mujoco.usd_component import *
from mujoco.usd_utilities import *
from pxr import Usd, UsdGeom
from PIL import Image as im
from PIL import ImageOps
class USDRenderer(object):
"""
Renderer class the creates USD representations for mujoco scenes
"""
def __init__(self,
model,
height=480,
width=480):
self.model = model
self.data = None
self.renderer = mujoco.Renderer(model, height, width)
self.loaded_scene_info = False
self.stage = Usd.Stage.CreateNew('usd_stage.usda')
UsdGeom.SetStageUpAxis(self.stage, UsdGeom.Tokens.z)
@property
def usd(self):
return self.stage.GetRootLayer().ExportToString()
@property
def scene(self):
return self.renderer.scene
def save_scene(self):
self.stage.GetRootLayer().Save()
def update_scene(self, data):
self.renderer.update_scene(data)
self.data = data
if not self.loaded_scene_info:
# loads the initial geoms, lights, and camera information
# from the scene
self._load()
self.loaded_scene_info = True
self._update()
def _load(self):
"""
Loads and initializes the necessary objects to render the scene
"""
if self.model.nmesh > 0:
mesh_vertex_ranges = get_mesh_ranges(self.model.nmesh, self.model.mesh_vertnum)
mesh_face_ranges = get_mesh_ranges(self.model.nmesh, self.model.mesh_facenum)
mesh_texcoord_ranges = get_mesh_ranges(self.model.nmesh, self.model.mesh_texcoordnum)
mesh_facetexcoord_ranges = get_facetexcoord_ranges(self.model.nmesh, self.model.mesh_facenum)
# create and load the texture files
# iterate through all the textures and build list of tex_rgb ranges
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)
file_name = f'{texid}.png'
img = im.fromarray(img)
img = ImageOps.flip(img)
img.save(file_name)
texture_file = os.path.abspath(file_name)
texture_files.append(texture_file)
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):
if geoms[i].texid == -1:
texture_file = None
else:
texture_file = texture_files[geoms[i].texid]
if geoms[i].type == USDGeomType.Mesh.value:
self.usd_geoms.append(USDMesh(self.model.geom_dataid[i],
geoms[i],
self.stage,
self.model,
mesh_vertex_ranges,
mesh_face_ranges,
mesh_texcoord_ranges,
mesh_facetexcoord_ranges,
texture_file))
else:
self.usd_geoms.append(create_usd_geom_primitive(geoms[i],
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))
def _update(self):
self._update_geoms()
self._update_lights()
self._update_camera()
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] != None: # 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_camera(self):
"""
Updates the camera to match the current scene
"""
pass
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])