thomas-haslwanter / scikit-kinematics

Python functions for working with 3D kinematics.
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view.orientation slow #14

Closed ivan866 closed 5 years ago

ivan866 commented 6 years ago

v.0.6.8 view.orientation seems to cache the whole data when dealing with large datasets, thus yielding a long delay before showing the Tk window

thomas-haslwanter commented 6 years ago

hmm, I have noticed that it is slow. But matplotlib seems to be a bit limited with animations, and using the animation.FuncAnimation was the only way I thought I could do it. Do you have any ideas how else to do it?

ivan866 commented 6 years ago

Probably should use OpenGL surfaces and smarter chunked caching, anyhow this is how 3D plots are done in R.

thomas-haslwanter commented 6 years ago

I have played around a bit with PyOpenGL, but still have a few problems. Do you have any experience with OpenGL?

ivan866 commented 6 years ago

Usually using OpenGL involves these steps: getting GPU context determining array of vertices constructing them into triangles according to chosen winding rule sending them to render

Pls check my comments in Closed issues #10, #9, #15 section.

thomas-haslwanter commented 6 years ago

Hi Ivan,

Maybe you can help me with this:

The attached program does a visualization with OpenGL (not the quaternions yet, but that is a small problem) - but I would really like to view the scene from higher up and right. Any idea what I would have to do?

Thank,

thomas


Prof. (FH) PD Dr. Thomas Haslwanter School of Applied Health and Social Sciences University of Applied Sciences Upper Austria FH OÖ Studienbetriebs GmbH Garnisonstraße 21 4020 Linz/Austria Tel.: +43 (0)5 0804 -52170 Fax: +43 (0)5 0804 -52171 E-Mail: Thomas.Haslwanter@fh-linz.at Web: bim.fh-linz.at or work.thaslwanter.at


From: Ivan notifications@github.com Sent: Sunday, December 24, 2017 4:08 PM To: thomas-haslwanter/scikit-kinematics Cc: Haslwanter Thomas; Comment Subject: Re: [thomas-haslwanter/scikit-kinematics] view.orientation slow (#14)

Usually using OpenGL involves these steps: getting GPU context determining array of vertices constructing them into triangles according to chosen winding rule sending them to render

Pls check my comments in Closed issues #10https://github.com/thomas-haslwanter/scikit-kinematics/issues/10, #9https://github.com/thomas-haslwanter/scikit-kinematics/issues/9 section.

- You are receiving this because you commented. Reply to this email directly, view it on GitHubhttps://github.com/thomas-haslwanter/scikit-kinematics/issues/14#issuecomment-353789145, or mute the threadhttps://github.com/notifications/unsubscribe-auth/ABdaRZZsWNGNC6A2mqVGf8SP0H1Tvjsdks5tDmj8gaJpZM4RIguO.

import pygame import numpy as np from pygame.locals import *

from OpenGL.GL import from OpenGL.GLU import

import numpy as np import pandas as pd import abc

To ensure that the relative path works

import os import sys dir_name = os.path.dirname(file) sys.path.append(os.path.realpath(os.path.join(dir_name, "..")))

delta = 0.01 verticies = ( (0, -0.2, -delta), (0, 0.2, -delta), (0.6, 0, -delta), (0, -0.2, delta), (0, 0.2, delta), (0.6, 0, delta), )

edges = ( (0,1), (0,2), (0,3), (1,2), (1,4), (2,5), (3,4), (3,5), (4,5), )

colors = ( (1,0,0), (0,1,0), (0,0,1), (0,1,0), (1,1,1), (0,1,1), (1,0,0), (0,1,0), (0,0,1), (1,0,0), (1,1,1), (0,1,1), )

surfaces = ( (0,1,2), (3,4,5), (0,1,3,4), (1,4,2,5), (0,3,2,5) )

axes_endpts = np.array( [[-1, 0, 0], [ 1, 0, 0], [ 0, -1, 0], [ 0, 1, 0], [ 0, 0, -1], [ 0, 0, 1]])

axes = ( (0,1), (2,3), (4,5) )

def draw_axes(): glBegin(GL_LINES) glColor3fv(colors[4])

glLineWidth('+5')

for line in axes:
    for vertex in line:
        glVertex3fv(axes_endpts[vertex])
glEnd()

def Cube(): glBegin(GL_TRIANGLES)

for vertex in surfaces[1]:
    glColor3fv(colors[4])
    glVertex3fv(verticies[vertex])

for vertex in surfaces[0]:
    glColor3fv(colors[0])
    glVertex3fv(verticies[vertex])
#x = 0
#for surface in surfaces:
    #for vertex in surface:
        #x+=1
        #glColor3fv(colors[np.mod(x,11)])
        #glVertex3fv(verticies[vertex])

glEnd()

glBegin(GL_LINES)
glColor3fv(colors[2])
for edge in edges:
    for vertex in edge:
        glVertex3fv(verticies[vertex])

glEnd()

''' '''

def main():

my_sensor = XSens(in_file=r'..\tests\data\data_xsens.txt')

pygame.init()
display = (800,600)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)

gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
glTranslatef(0.0,0.0, -5)

angle = 0
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            quit()

    glLoadIdentity()
    angle += 1
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
    glEnable(GL_DEPTH_TEST)
    glMatrixMode(GL_PROJECTION)
    glPushMatrix()
    glRotatef(angle, 1, 2, 1)
    Cube()
    glPopMatrix()
    draw_axes()
    pygame.display.flip()
    pygame.time.wait(10)

main()

ivan866 commented 6 years ago

The preliminary result is that by using glRotatef you rotate the camera, not the model. Try placing the glPopMatrix line right after the draw_axes(). You'll see what is actually happening. That is not the triangle which rotates, but the viewport.

What you need to do is find a function which takes your model and rotates it like a 3D object in space, and just tilt your camera once beforehand.

ivan866 commented 6 years ago

Have tested Orientation_OGL. Works like charm.
Except that current video mode cannot drop or redraw before previous frame rendered completely, thus it seems impossible to animate at a frame rate higher than your screen's refresh, which is 60 Hz for a common LCD.