PyBullet: add planar reflection example,
See examples/pybullet/examples/addPlanarReflection.py
This commit is contained in:
@@ -9,6 +9,6 @@ newmtl Material
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Kd 0.5880 0.5880 0.5880
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Ks 0.0000 0.0000 0.0000
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Ke 0.0000 0.0000 0.0000
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map_Kd tex4x4.png
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map_Kd checker_blue.png
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@@ -7,9 +7,9 @@ v 15.000000 15.000000 0.000000
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v -15.000000 15.000000 0.000000
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v -15.000000 -15.000000 0.000000
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vt 1.000000 0.000000
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vt 1.000000 1.000000
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vt 0.000000 1.000000
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vt 15.000000 0.000000
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vt 15.000000 15.000000
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vt 0.000000 15.000000
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vt 0.000000 0.000000
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usemtl Material
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@@ -12,7 +12,7 @@
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<visual>
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<origin rpy="0 0 0" xyz="0 0 0"/>
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<geometry>
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<mesh filename="plane.obj" scale="1 1 1"/>
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<mesh filename="plane_transparent.obj" scale="1 1 1"/>
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</geometry>
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<material name="white">
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<color rgba="1 1 1 .7"/>
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@@ -16,6 +16,7 @@ enum
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B3_CREATE_SHADOWMAP_RENDERMODE,
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B3_USE_SHADOWMAP_RENDERMODE,
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B3_USE_SHADOWMAP_RENDERMODE_REFLECTION,
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B3_USE_SHADOWMAP_RENDERMODE_REFLECTION_PLANE,
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B3_USE_PROJECTIVE_TEXTURE_RENDERMODE,
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};
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@@ -77,6 +78,8 @@ struct CommonRenderInterface
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virtual void replaceTexture(int shapeIndex, int textureIndex){};
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virtual void removeTexture(int textureIndex) = 0;
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virtual void setPlaneReflectionShapeIndex(int index) {}
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virtual int getShapeIndexFromInstance(int srcIndex) {return -1;}
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virtual bool readSingleInstanceTransformToCPU(float* position, float* orientation, int srcIndex)=0;
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@@ -1026,6 +1026,10 @@ void OpenGLGuiHelper::setVisualizerFlagCallback(VisualizerFlagCallback callback)
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void OpenGLGuiHelper::setVisualizerFlag(int flag, int enable)
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{
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if (getRenderInterface() && flag==16)//COV_ENABLE_PLANAR_REFLECTION
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{
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getRenderInterface()->setPlaneReflectionShapeIndex(enable);
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}
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if (m_data->m_visualizerFlagCallback)
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(m_data->m_visualizerFlagCallback)(flag,enable);
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}
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@@ -361,7 +361,8 @@ GLInstancingRenderer::GLInstancingRenderer(int maxNumObjectCapacity, int maxShap
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m_textureinitialized(false),
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m_screenWidth(0),
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m_screenHeight(0),
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m_upAxis(1)
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m_upAxis(1),
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m_planeReflectionShapeIndex(-1)
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{
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m_data = new InternalDataRenderer;
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@@ -1597,13 +1598,44 @@ void GLInstancingRenderer::renderScene()
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{
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renderSceneInternal(B3_CREATE_SHADOWMAP_RENDERMODE);
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//glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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//renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE_REFLECTION);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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if (m_planeReflectionShapeIndex>=0)
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{
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/* Don't update color or depth. */
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glDisable(GL_DEPTH_TEST);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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/* Draw 1 into the stencil buffer. */
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 1, 0xffffffff);
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/* Now render floor; floor pixels just get their stencil set to 1. */
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renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE_REFLECTION_PLANE);
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/* Re-enable update of color and depth. */
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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/* Now, only render where stencil is set to 1. */
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glStencilFunc(GL_EQUAL, 1, 0xffffffff); /* draw if ==1 */
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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//draw the reflection objects
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renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE_REFLECTION);
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glDisable(GL_STENCIL_TEST);
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}
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renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE);
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}
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else if (m_data->m_useProjectiveTexture)
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{
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renderSceneInternal(B3_USE_PROJECTIVE_TEXTURE_RENDERMODE);
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}
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else
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@@ -2040,6 +2072,13 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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{
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int renderMode=orgRenderMode;
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bool reflectionPass = false;
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bool reflectionPlanePass = false;
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if (orgRenderMode==B3_USE_SHADOWMAP_RENDERMODE_REFLECTION_PLANE)
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{
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reflectionPlanePass = true;
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renderMode = B3_USE_SHADOWMAP_RENDERMODE;
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}
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if (orgRenderMode==B3_USE_SHADOWMAP_RENDERMODE_REFLECTION)
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{
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reflectionPass = true;
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@@ -2085,8 +2124,8 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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//GLfloat depthModelViewMatrix2[4][4];
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// For projective texture mapping
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float textureProjectionMatrix[4][4];
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GLfloat textureModelViewMatrix[4][4];
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//float textureProjectionMatrix[4][4];
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//GLfloat textureModelViewMatrix[4][4];
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// Compute the MVP matrix from the light's point of view
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if (renderMode==B3_CREATE_SHADOWMAP_RENDERMODE)
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@@ -2254,6 +2293,7 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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for (int obj=0;obj<m_graphicsInstances.size();obj++)
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{
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b3GraphicsInstance* gfxObj = m_graphicsInstances[obj];
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if (gfxObj->m_numGraphicsInstances)
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{
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SortableTransparentInstance inst;
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@@ -2303,6 +2343,10 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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int shapeIndex = transparentInstances[i].m_shapeIndex;
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//during a reflectionPlanePass, only draw the plane, nothing else
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if ((shapeIndex!=m_planeReflectionShapeIndex) && reflectionPlanePass)
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continue;
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b3GraphicsInstance* gfxObj = m_graphicsInstances[shapeIndex];
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//only draw stuff (opaque/transparent) if it is the right pass
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@@ -2340,7 +2384,7 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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curBindTexture = m_data->m_defaultTexturehandle;
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}
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//disable lazy evaluation, it just leads to bugs
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//disable lazy evaluation, it just leads to bugs
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//if (lastBindTexture != curBindTexture)
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{
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glBindTexture(GL_TEXTURE_2D,curBindTexture);
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@@ -2503,6 +2547,8 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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float MVP[16];
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if (reflectionPass)
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{
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//todo: create an API to select this reflection matrix, to allow
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//reflection planes different from Z-axis up through (0,0,0)
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float tmp[16];
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float reflectionMatrix[16] = {1,0,0,0,
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0,1,0,0,
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@@ -2669,6 +2715,11 @@ void GLInstancingRenderer::CleanupShaders()
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{
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}
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void GLInstancingRenderer::setPlaneReflectionShapeIndex(int index)
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{
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m_planeReflectionShapeIndex = index;
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}
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void GLInstancingRenderer::enableShadowMap()
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{
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glActiveTexture(GL_TEXTURE0);
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@@ -40,6 +40,8 @@ class GLInstancingRenderer : public CommonRenderInterface
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int m_upAxis;
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int m_planeReflectionShapeIndex;
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int registerGraphicsInstanceInternal(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling);
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void rebuildGraphicsInstances();
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@@ -152,6 +154,8 @@ public:
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virtual void enableShadowMap();
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virtual void setPlaneReflectionShapeIndex(int index);
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virtual void clearZBuffer();
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virtual void setRenderFrameBuffer(unsigned int renderFrameBuffer);
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@@ -648,6 +648,7 @@ enum b3ConfigureDebugVisualizerEnum
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COV_ENABLE_RGB_BUFFER_PREVIEW,
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COV_ENABLE_DEPTH_BUFFER_PREVIEW,
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COV_ENABLE_SEGMENTATION_MARK_PREVIEW,
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COV_ENABLE_PLANAR_REFLECTION,
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};
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75
examples/pybullet/examples/addPlanarReflection.py
Normal file
75
examples/pybullet/examples/addPlanarReflection.py
Normal file
@@ -0,0 +1,75 @@
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import pybullet as p
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import time
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import math
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def getRayFromTo(mouseX,mouseY):
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width, height, viewMat, projMat, cameraUp, camForward, horizon,vertical, _,_,dist, camTarget = p.getDebugVisualizerCamera()
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camPos = [camTarget[0] - dist*camForward[0],camTarget[1] - dist*camForward[1],camTarget[2] - dist*camForward[2]]
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farPlane = 10000
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rayForward = [(camTarget[0]-camPos[0]),(camTarget[1]-camPos[1]),(camTarget[2]-camPos[2])]
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invLen = farPlane*1./(math.sqrt(rayForward[0]*rayForward[0]+rayForward[1]*rayForward[1]+rayForward[2]*rayForward[2]))
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rayForward = [invLen*rayForward[0],invLen*rayForward[1],invLen*rayForward[2]]
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rayFrom = camPos
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oneOverWidth = float(1)/float(width)
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oneOverHeight = float(1)/float(height)
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dHor = [horizon[0] * oneOverWidth,horizon[1] * oneOverWidth,horizon[2] * oneOverWidth]
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dVer = [vertical[0] * oneOverHeight,vertical[1] * oneOverHeight,vertical[2] * oneOverHeight]
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rayToCenter=[rayFrom[0]+rayForward[0],rayFrom[1]+rayForward[1],rayFrom[2]+rayForward[2]]
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rayTo = [rayFrom[0]+rayForward[0] - 0.5 * horizon[0] + 0.5 * vertical[0]+float(mouseX)*dHor[0]-float(mouseY)*dVer[0],
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rayFrom[1]+rayForward[1] - 0.5 * horizon[1] + 0.5 * vertical[1]+float(mouseX)*dHor[1]-float(mouseY)*dVer[1],
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rayFrom[2]+rayForward[2] - 0.5 * horizon[2] + 0.5 * vertical[2]+float(mouseX)*dHor[2]-float(mouseY)*dVer[2]]
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return rayFrom,rayTo
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cid = p.connect(p.SHARED_MEMORY)
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if (cid<0):
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p.connect(p.GUI)
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p.setPhysicsEngineParameter(numSolverIterations=10)
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p.setTimeStep(1./120.)
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logId = p.startStateLogging(p.STATE_LOGGING_PROFILE_TIMINGS, "visualShapeBench.json")
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#useMaximalCoordinates is much faster then the default reduced coordinates (Featherstone)
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p.loadURDF("plane_transparent.urdf", useMaximalCoordinates=True)
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#disable rendering during creation.
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p.configureDebugVisualizer(p.COV_ENABLE_RENDERING,0)
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p.configureDebugVisualizer(p.COV_ENABLE_PLANAR_REFLECTION,1)
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p.configureDebugVisualizer(p.COV_ENABLE_GUI,0)
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#disable tinyrenderer, software (CPU) renderer, we don't use it here
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p.configureDebugVisualizer(p.COV_ENABLE_TINY_RENDERER,0)
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shift = [0,-0.02,0]
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meshScale=[0.1,0.1,0.1]
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#the visual shape and collision shape can be re-used by all createMultiBody instances (instancing)
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visualShapeId = p.createVisualShape(shapeType=p.GEOM_MESH,fileName="duck.obj", rgbaColor=[1,1,1,1], specularColor=[0.4,.4,0], visualFramePosition=shift, meshScale=meshScale)
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collisionShapeId = p.createCollisionShape(shapeType=p.GEOM_MESH, fileName="duck_vhacd.obj", collisionFramePosition=shift,meshScale=meshScale)
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rangex = 3
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rangey = 3
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for i in range (rangex):
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for j in range (rangey ):
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p.createMultiBody(baseMass=1,baseInertialFramePosition=[0,0,0],baseCollisionShapeIndex=collisionShapeId, baseVisualShapeIndex = visualShapeId, basePosition = [((-rangex/2)+i)*meshScale[0]*2,(-rangey/2+j)*meshScale[1]*2,1], useMaximalCoordinates=True)
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p.configureDebugVisualizer(p.COV_ENABLE_RENDERING,1)
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p.stopStateLogging(logId)
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p.setGravity(0,0,-10)
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p.setRealTimeSimulation(1)
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colors = [[1,0,0,1],[0,1,0,1],[0,0,1,1],[1,1,1,1]]
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currentColor = 0
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while (1):
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mouseEvents = p.getMouseEvents()
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for e in mouseEvents:
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if ((e[0] == 2) and (e[3]==0) and (e[4]& p.KEY_WAS_TRIGGERED)):
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mouseX = e[1]
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mouseY = e[2]
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rayFrom,rayTo=getRayFromTo(mouseX,mouseY)
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rayInfo = p.rayTest(rayFrom,rayTo)
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#p.addUserDebugLine(rayFrom,rayTo,[1,0,0],3)
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for l in range(len(rayInfo)):
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hit = rayInfo[l]
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objectUid = hit[0]
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if (objectUid>=1):
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#p.removeBody(objectUid)
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p.changeVisualShape(objectUid,-1,rgbaColor=colors[currentColor])
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currentColor+=1
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if (currentColor>=len(colors)):
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currentColor=0
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@@ -40,8 +40,8 @@ meshScale=[0.1,0.1,0.1]
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visualShapeId = p.createVisualShape(shapeType=p.GEOM_MESH,fileName="duck.obj", rgbaColor=[1,1,1,1], specularColor=[0.4,.4,0], visualFramePosition=shift, meshScale=meshScale)
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collisionShapeId = p.createCollisionShape(shapeType=p.GEOM_MESH, fileName="duck_vhacd.obj", collisionFramePosition=shift,meshScale=meshScale)
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rangex = 32
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rangey = 32
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rangex = 5
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rangey = 5
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for i in range (rangex):
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for j in range (rangey ):
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p.createMultiBody(baseMass=1,baseInertialFramePosition=[0,0,0],baseCollisionShapeIndex=collisionShapeId, baseVisualShapeIndex = visualShapeId, basePosition = [((-rangex/2)+i)*meshScale[0]*2,(-rangey/2+j)*meshScale[1]*2,1], useMaximalCoordinates=True)
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@@ -65,7 +65,7 @@ while (1):
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for l in range(len(rayInfo)):
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hit = rayInfo[l]
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objectUid = hit[0]
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if (objectUid>=0):
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if (objectUid>=1):
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#p.removeBody(objectUid)
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p.changeVisualShape(objectUid,-1,rgbaColor=colors[currentColor])
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currentColor+=1
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@@ -9152,6 +9152,8 @@ initpybullet(void)
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PyModule_AddIntConstant(m, "COV_ENABLE_RGB_BUFFER_PREVIEW", COV_ENABLE_RGB_BUFFER_PREVIEW);
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PyModule_AddIntConstant(m, "COV_ENABLE_DEPTH_BUFFER_PREVIEW", COV_ENABLE_DEPTH_BUFFER_PREVIEW);
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PyModule_AddIntConstant(m, "COV_ENABLE_SEGMENTATION_MARK_PREVIEW", COV_ENABLE_SEGMENTATION_MARK_PREVIEW);
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PyModule_AddIntConstant(m, "COV_ENABLE_PLANAR_REFLECTION", COV_ENABLE_PLANAR_REFLECTION);
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PyModule_AddIntConstant(m, "ER_TINY_RENDERER", ER_TINY_RENDERER);
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PyModule_AddIntConstant(m, "ER_BULLET_HARDWARE_OPENGL", ER_BULLET_HARDWARE_OPENGL);
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Block a user