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annotation_tool.py
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annotation_tool.py
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# Author: Anas Gouda ([email protected])
# FLW, TU Dortmund, Germany
"""Manual annotation tool for datasets with BOP format
Using RGB, Depth and Models the tool will generate the "scene_gt.json" annotation file
Other annotations can be generated usign other scripts [calc_gt_info.py, calc_gt_masks.py, ....]
original repo: https://github.com/FLW-TUDO/3d_annotation_tool
"""
import glob
import numpy as np
import open3d as o3d
import open3d.visualization.gui as gui
import open3d.visualization.rendering as rendering
import os
import json
import cv2
import warnings
# PARAMETERS.
################################################################################
p = {
# Folder containing the BOP datasets.
"dataset_path": "/path/to/dataset",
# Dataset split. Options: 'train', 'test'.
"dataset_split": "val",
# Dataset split type. Options: 'synt', 'real', None = default. See dataset_params.py for options.
"dataset_split_type": None,
# scene number to open tool on
"start_scene_num": 1,
# image number inside scene to open tool on
"start_image_num": 0,
}
################################################################################
dist = 0.002
deg = 1
class Dataset:
def __init__(self, dataset_path, dataset_split):
self.scenes_path = os.path.join(dataset_path, dataset_split)
self.objects_path = os.path.join(dataset_path, "models")
class AnnotationScene:
def __init__(self, scene_point_cloud, scene_num, image_num):
self.annotation_scene = scene_point_cloud
self.scene_num = scene_num
self.image_num = image_num
self.obj_list = list()
def add_obj(self, obj_geometry, obj_name, obj_instance, transform=np.identity(4)):
self.obj_list.append(
self.SceneObject(obj_geometry, obj_name, obj_instance, transform)
)
def get_objects(self):
return self.obj_list[:]
def remove_obj(self, index):
self.obj_list.pop(index)
class SceneObject:
def __init__(self, obj_geometry, obj_name, obj_instance, transform):
self.obj_geometry = obj_geometry
self.obj_name = obj_name
self.obj_instance = obj_instance
self.transform = transform
class Settings:
UNLIT = "defaultUnlit"
def __init__(self):
self.bg_color = gui.Color(1, 1, 1)
self.show_axes = False
self.highlight_obj = True
self.apply_material = True # clear to False after processing
self.scene_material = rendering.MaterialRecord()
self.scene_material.base_color = [0.9, 0.9, 0.9, 1.0]
self.scene_material.shader = Settings.UNLIT
self.annotation_obj_material = rendering.MaterialRecord()
self.annotation_obj_material.base_color = [0.9, 0.3, 0.3, 1.0]
self.annotation_obj_material.shader = Settings.UNLIT
class AppWindow:
MENU_OPEN = 1
MENU_EXPORT = 2
MENU_QUIT = 3
MENU_SHOW_SETTINGS = 11
MENU_ABOUT = 21
MATERIAL_NAMES = ["Unlit"]
MATERIAL_SHADERS = [Settings.UNLIT]
def _apply_settings(self):
bg_color = [
self.settings.bg_color.red,
self.settings.bg_color.green,
self.settings.bg_color.blue,
self.settings.bg_color.alpha,
]
self._scene.scene.set_background(bg_color)
self._scene.scene.show_axes(self.settings.show_axes)
if self.settings.apply_material:
self._scene.scene.modify_geometry_material(
"annotation_scene", self.settings.scene_material
)
self.settings.apply_material = False
self._show_axes.checked = self.settings.show_axes
self._highlight_obj.checked = self.settings.highlight_obj
self._point_size.double_value = self.settings.scene_material.point_size
def _on_layout(self, layout_context):
r = self.window.content_rect
self._scene.frame = r
width = 17 * layout_context.theme.font_size
height = min(
r.height,
self._settings_panel.calc_preferred_size(
layout_context, gui.Widget.Constraints()
).height,
)
self._settings_panel.frame = gui.Rect(r.get_right() - width, r.y, width, height)
def __init__(self, width, height, scenes):
self.scenes = scenes
self.settings = Settings()
self.window = gui.Application.instance.create_window(
"BOP manual annotation tool", width, height
)
w = self.window # to make the code more concise
# 3D widget
self._scene = gui.SceneWidget()
self._scene.scene = rendering.Open3DScene(w.renderer)
# ---- Settings panel ----
em = w.theme.font_size
separation_height = int(round(0.5 * em))
self._settings_panel = gui.Vert(
0, gui.Margins(0.25 * em, 0.25 * em, 0.25 * em, 0.25 * em)
)
view_ctrls = gui.CollapsableVert("View control", 0, gui.Margins(em, 0, 0, 0))
view_ctrls.set_is_open(True)
self._show_axes = gui.Checkbox("Show axes")
self._show_axes.set_on_checked(self._on_show_axes)
view_ctrls.add_child(self._show_axes)
self._highlight_obj = gui.Checkbox("Highligh annotation objects")
self._highlight_obj.set_on_checked(self._on_highlight_obj)
view_ctrls.add_child(self._highlight_obj)
self._point_size = gui.Slider(gui.Slider.INT)
self._point_size.set_limits(1, 5)
self._point_size.set_on_value_changed(self._on_point_size)
grid = gui.VGrid(2, 0.25 * em)
grid.add_child(gui.Label("Point size"))
grid.add_child(self._point_size)
view_ctrls.add_child(grid)
self._settings_panel.add_child(view_ctrls)
# ----
w.set_on_layout(self._on_layout)
w.add_child(self._scene)
w.add_child(self._settings_panel)
# 3D Annotation tool options
annotation_objects = gui.CollapsableVert(
"Annotation Objects", 0.33 * em, gui.Margins(em, 0, 0, 0)
)
annotation_objects.set_is_open(True)
self._meshes_available = gui.ListView()
# mesh_available.set_items(["bottle", "can"])
self._meshes_used = gui.ListView()
# mesh_used.set_items(["can_0", "can_1", "can_1", "can_1"])
add_mesh_button = gui.Button("Add Mesh")
remove_mesh_button = gui.Button("Remove Mesh")
add_mesh_button.set_on_clicked(self._add_mesh)
remove_mesh_button.set_on_clicked(self._remove_mesh)
annotation_objects.add_child(self._meshes_available)
annotation_objects.add_child(add_mesh_button)
annotation_objects.add_child(self._meshes_used)
annotation_objects.add_child(remove_mesh_button)
self._settings_panel.add_child(annotation_objects)
self._scene_control = gui.CollapsableVert(
"Scene Control", 0.33 * em, gui.Margins(em, 0, 0, 0)
)
self._scene_control.set_is_open(True)
self._images_buttons_label = gui.Label("Images:")
self._samples_buttons_label = gui.Label("Scene: ")
self._pre_image_button = gui.Button("Previous")
self._pre_image_button.horizontal_padding_em = 0.8
self._pre_image_button.vertical_padding_em = 0
self._pre_image_button.set_on_clicked(self._on_previous_image)
self._next_image_button = gui.Button("Next")
self._next_image_button.horizontal_padding_em = 0.8
self._next_image_button.vertical_padding_em = 0
self._next_image_button.set_on_clicked(self._on_next_image)
self._pre_sample_button = gui.Button("Previous")
self._pre_sample_button.horizontal_padding_em = 0.8
self._pre_sample_button.vertical_padding_em = 0
self._pre_sample_button.set_on_clicked(self._on_previous_scene)
self._next_sample_button = gui.Button("Next")
self._next_sample_button.horizontal_padding_em = 0.8
self._next_sample_button.vertical_padding_em = 0
self._next_sample_button.set_on_clicked(self._on_next_scene)
# 2 rows for sample and scene control
h = gui.Horiz(0.4 * em) # row 1
h.add_stretch()
h.add_child(self._images_buttons_label)
h.add_child(self._pre_image_button)
h.add_child(self._next_image_button)
h.add_stretch()
self._scene_control.add_child(h)
h = gui.Horiz(0.4 * em) # row 2
h.add_stretch()
h.add_child(self._samples_buttons_label)
h.add_child(self._pre_sample_button)
h.add_child(self._next_sample_button)
h.add_stretch()
self._scene_control.add_child(h)
self._view_numbers = gui.Horiz(0.4 * em)
self._image_number = gui.Label("Image: " + f"{0:06}")
self._scene_number = gui.Label("Scene: " + f"{0:06}")
self._view_numbers.add_child(self._image_number)
self._view_numbers.add_child(self._scene_number)
self._scene_control.add_child(self._view_numbers)
self._settings_panel.add_child(self._scene_control)
refine_position = gui.Button("Refine position")
refine_position.set_on_clicked(self._on_refine)
generate_save_annotation = gui.Button("generate annotation - save/update")
generate_save_annotation.set_on_clicked(self._on_generate)
self._scene_control.add_child(refine_position)
self._scene_control.add_child(generate_save_annotation)
# ---- Menu ----
if gui.Application.instance.menubar is None:
file_menu = gui.Menu()
file_menu.add_separator()
file_menu.add_item("Quit", AppWindow.MENU_QUIT)
settings_menu = gui.Menu()
settings_menu.set_checked(AppWindow.MENU_SHOW_SETTINGS, True)
help_menu = gui.Menu()
help_menu.add_item("About", AppWindow.MENU_ABOUT)
menu = gui.Menu()
menu.add_menu("File", file_menu)
menu.add_menu("Help", help_menu)
gui.Application.instance.menubar = menu
w.set_on_menu_item_activated(AppWindow.MENU_QUIT, self._on_menu_quit)
w.set_on_menu_item_activated(AppWindow.MENU_ABOUT, self._on_menu_about)
# ----
# ---- annotation tool settings ----
self._on_point_size(1) # set default size to 1
self._apply_settings()
self._annotation_scene = None
# set callbacks for key control
self._scene.set_on_key(self._transform)
self._left_shift_modifier = False
def _update_scene_numbers(self):
self._scene_number.text = "Scene: " + f"{self._annotation_scene.scene_num:06}"
self._image_number.text = "Image: " + f"{self._annotation_scene.image_num:06}"
def _transform(self, event):
if event.is_repeat:
return gui.Widget.EventCallbackResult.HANDLED
if event.key == gui.KeyName.LEFT_SHIFT:
if event.type == gui.KeyEvent.DOWN:
self._left_shift_modifier = True
elif event.type == gui.KeyEvent.UP:
self._left_shift_modifier = False
return gui.Widget.EventCallbackResult.HANDLED
# if ctrl is pressed then increase translation and angle values
global dist, deg
if event.key == gui.KeyName.LEFT_CONTROL:
if event.type == gui.KeyEvent.DOWN:
dist = 0.05
deg = 90
elif event.type == gui.KeyEvent.UP:
dist = 0.005
deg = 1
return gui.Widget.EventCallbackResult.HANDLED
# if no active_mesh selected print error
if self._meshes_used.selected_index == -1:
self._on_error("No objects are highlighted in scene meshes")
return gui.Widget.EventCallbackResult.HANDLED
def move(x, y, z, rx, ry, rz):
self._annotation_changed = True
objects = self._annotation_scene.get_objects()
active_obj = objects[self._meshes_used.selected_index]
# translation or rotation
if x != 0 or y != 0 or z != 0:
h_transform = np.array(
[[1, 0, 0, x], [0, 1, 0, y], [0, 0, 1, z], [0, 0, 0, 1]]
)
else: # elif rx!=0 or ry!=0 or rz!=0:
center = active_obj.obj_geometry.get_center()
rot_mat_obj_center = (
active_obj.obj_geometry.get_rotation_matrix_from_xyz((rx, ry, rz))
)
T_neg = np.vstack(
(np.hstack((np.identity(3), -center.reshape(3, 1))), [0, 0, 0, 1])
)
R = np.vstack(
(np.hstack((rot_mat_obj_center, [[0], [0], [0]])), [0, 0, 0, 1])
)
T_pos = np.vstack(
(np.hstack((np.identity(3), center.reshape(3, 1))), [0, 0, 0, 1])
)
h_transform = np.matmul(T_pos, np.matmul(R, T_neg))
active_obj.obj_geometry.transform(h_transform)
center = active_obj.obj_geometry.get_center()
self._scene.scene.remove_geometry(active_obj.obj_name)
self._scene.scene.add_geometry(
active_obj.obj_name,
active_obj.obj_geometry,
self.settings.annotation_obj_material,
add_downsampled_copy_for_fast_rendering=True,
)
# update values stored of object
active_obj.transform = np.matmul(h_transform, active_obj.transform)
if event.type == gui.KeyEvent.DOWN: # only move objects with down strokes
# Refine
if event.key == gui.KeyName.R:
self._on_refine()
# Translation
if not self._left_shift_modifier:
if event.key == gui.KeyName.L:
print("L pressed: translate in +ve X direction")
move(dist, 0, 0, 0, 0, 0)
elif event.key == gui.KeyName.H:
print("H pressed: translate in -ve X direction")
move(-dist, 0, 0, 0, 0, 0)
elif event.key == gui.KeyName.J:
print("Comma pressed: translate in +ve Y direction")
move(0, dist, 0, 0, 0, 0)
elif event.key == gui.KeyName.K:
print("I pressed: translate in -ve Y direction")
move(0, -dist, 0, 0, 0, 0)
elif event.key == gui.KeyName.COMMA:
print("K pressed: translate in +ve Z direction")
move(0, 0, dist, 0, 0, 0)
elif event.key == gui.KeyName.I:
print("J pressed: translate in -ve Z direction")
move(0, 0, -dist, 0, 0, 0)
# Rotation - keystrokes are not in same order as translation to make movement more human intuitive
else:
print("Left-Shift is clicked; rotation mode")
if event.key == gui.KeyName.K:
print("L pressed: rotate around +ve X direction")
move(0, 0, 0, 0, 0, deg * np.pi / 180)
elif event.key == gui.KeyName.J:
print("H pressed: rotate around -ve X direction")
move(0, 0, 0, 0, 0, -deg * np.pi / 180)
elif event.key == gui.KeyName.H:
print("K pressed: rotate around +ve Y direction")
move(0, 0, 0, 0, deg * np.pi / 180, 0)
elif event.key == gui.KeyName.L:
print("J pressed: rotate around -ve Y direction")
move(0, 0, 0, 0, -deg * np.pi / 180, 0)
elif event.key == gui.KeyName.COMMA:
print("Comma pressed: rotate around +ve Z direction")
move(0, 0, 0, deg * np.pi / 180, 0, 0)
elif event.key == gui.KeyName.I:
print("I pressed: rotate around -ve Z direction")
move(0, 0, 0, -deg * np.pi / 180, 0, 0)
return gui.Widget.EventCallbackResult.HANDLED
def _on_refine(self):
self._annotation_changed = True
# if no active_mesh selected print error
if self._meshes_used.selected_index == -1:
self._on_error("No objects are highlighted in scene meshes")
return gui.Widget.EventCallbackResult.HANDLED
target = self._annotation_scene.annotation_scene
objects = self._annotation_scene.get_objects()
active_obj = objects[self._meshes_used.selected_index]
source = active_obj.obj_geometry
trans_init = np.identity(4)
threshold = 0.004
radius = 0.002
target.estimate_normals(
o3d.geometry.KDTreeSearchParamHybrid(radius=radius * 2, max_nn=30)
)
source.estimate_normals(
o3d.geometry.KDTreeSearchParamHybrid(radius=radius * 2, max_nn=30)
)
reg = o3d.pipelines.registration.registration_icp(
source,
target,
threshold,
trans_init,
o3d.pipelines.registration.TransformationEstimationPointToPlane(),
o3d.pipelines.registration.ICPConvergenceCriteria(max_iteration=50),
)
active_obj.obj_geometry.transform(reg.transformation)
# active_obj.obj_geometry.paint_uniform_color([0,1,0]) # Debug
self._scene.scene.remove_geometry(active_obj.obj_name)
self._scene.scene.add_geometry(
active_obj.obj_name,
active_obj.obj_geometry,
self.settings.annotation_obj_material,
add_downsampled_copy_for_fast_rendering=True,
)
active_obj.transform = np.matmul(reg.transformation, active_obj.transform)
def _on_generate(self):
image_num = self._annotation_scene.image_num
model_names = self.load_model_names()
json_6d_path = os.path.join(
self.scenes.scenes_path,
f"{self._annotation_scene.scene_num:06}",
"scene_gt.json",
)
if os.path.exists(json_6d_path):
with open(json_6d_path, "r") as gt_scene:
gt_6d_pose_data = json.load(gt_scene)
else:
gt_6d_pose_data = {}
# wrtie/update "scene_gt.json"
with open(json_6d_path, "w+") as gt_scene:
view_angle_data = list()
for obj in self._annotation_scene.get_objects():
transform_cam_to_object = obj.transform
translation = list(
transform_cam_to_object[0:3, 3] * 1000
) # convert meter to mm
model_names = self.load_model_names()
obj_id = (
model_names.index(obj.obj_name[:-2]) + 1
) # assuming max number of object of same object 10
obj_data = {
"cam_R_m2c": transform_cam_to_object[
0:3, 0:3
].tolist(), # rotation matrix
"cam_t_m2c": translation, # translation
"obj_id": obj_id,
}
view_angle_data.append(obj_data)
gt_6d_pose_data[str(image_num)] = view_angle_data
json.dump(gt_6d_pose_data, gt_scene)
self._annotation_changed = False
def _on_error(self, err_msg):
dlg = gui.Dialog("Error")
em = self.window.theme.font_size
dlg_layout = gui.Vert(em, gui.Margins(em, em, em, em))
dlg_layout.add_child(gui.Label(err_msg))
ok = gui.Button("OK")
ok.set_on_clicked(self._on_about_ok)
h = gui.Horiz()
h.add_stretch()
h.add_child(ok)
h.add_stretch()
dlg_layout.add_child(h)
dlg.add_child(dlg_layout)
self.window.show_dialog(dlg)
def _on_show_axes(self, show):
self.settings.show_axes = show
self._apply_settings()
def _on_highlight_obj(self, light):
self.settings.highlight_obj = light
if light:
self.settings.annotation_obj_material.base_color = [0.9, 0.3, 0.3, 1.0]
elif not light:
self.settings.annotation_obj_material.base_color = [0.9, 0.9, 0.9, 1.0]
self._apply_settings()
# update current object visualization
meshes = self._annotation_scene.get_objects()
for mesh in meshes:
self._scene.scene.modify_geometry_material(
mesh.obj_name, self.settings.annotation_obj_material
)
def _on_point_size(self, size):
self.settings.scene_material.point_size = int(size)
self.settings.apply_material = True
self._apply_settings()
def _on_menu_quit(self):
gui.Application.instance.quit()
def _on_menu_about(self):
# Show a simple dialog. Although the Dialog is actually a widget, you can
# treat it similar to a Window for layout and put all the widgets in a
# layout which you make the only child of the Dialog.
em = self.window.theme.font_size
dlg = gui.Dialog("About")
# Add the text
dlg_layout = gui.Vert(em, gui.Margins(em, em, em, em))
dlg_layout.add_child(gui.Label("BOP manual annotation tool"))
# Add the Ok button. We need to define a callback function to handle
# the click.
ok = gui.Button("OK")
ok.set_on_clicked(self._on_about_ok)
# We want the Ok button to be an the right side, so we need to add
# a stretch item to the layout, otherwise the button will be the size
# of the entire row. A stretch item takes up as much space as it can,
# which forces the button to be its minimum size.
h = gui.Horiz()
h.add_stretch()
h.add_child(ok)
h.add_stretch()
dlg_layout.add_child(h)
dlg.add_child(dlg_layout)
self.window.show_dialog(dlg)
def _on_about_ok(self):
self.window.close_dialog()
def _obj_instance_count(self, mesh_to_add, meshes):
types = [
i[:-2] for i in meshes
] # remove last 3 character as they present instance number (OBJ_INSTANCE)
equal_values = [i for i in range(len(types)) if types[i] == mesh_to_add]
count = 0
if len(equal_values):
indices = np.array(meshes)
indices = indices[equal_values]
indices = [int(x[-1]) for x in indices]
count = max(indices) + 1
# TODO change to fill the numbers missing in sequence
return count
def _add_mesh(self):
meshes = self._annotation_scene.get_objects()
meshes = [i.obj_name for i in meshes]
object_geometry = o3d.io.read_point_cloud(
self.scenes.objects_path
+ "/obj_"
+ f"{self._meshes_available.selected_index + 1:06}"
+ ".ply"
)
object_geometry.points = o3d.utility.Vector3dVector(
np.array(object_geometry.points) / 1000
) # convert mm to meter
init_trans = np.identity(4)
center = self._annotation_scene.annotation_scene.get_center()
center[2] -= 0.2
init_trans[0:3, 3] = center
object_geometry.transform(init_trans)
new_mesh_instance = self._obj_instance_count(
self._meshes_available.selected_value, meshes
)
new_mesh_name = (
str(self._meshes_available.selected_value) + "_" + str(new_mesh_instance)
)
self._scene.scene.add_geometry(
new_mesh_name,
object_geometry,
self.settings.annotation_obj_material,
add_downsampled_copy_for_fast_rendering=True,
)
self._annotation_scene.add_obj(
object_geometry, new_mesh_name, new_mesh_instance, transform=init_trans
)
meshes = (
self._annotation_scene.get_objects()
) # update list after adding current object
meshes = [i.obj_name for i in meshes]
self._meshes_used.set_items(meshes)
self._meshes_used.selected_index = len(meshes) - 1
def _remove_mesh(self):
if not self._annotation_scene.get_objects():
print("There are no object to be deleted.")
return
meshes = self._annotation_scene.get_objects()
active_obj = meshes[self._meshes_used.selected_index]
self._scene.scene.remove_geometry(active_obj.obj_name) # remove mesh from scene
self._annotation_scene.remove_obj(
self._meshes_used.selected_index
) # remove mesh from class list
# update list after adding removing object
meshes = self._annotation_scene.get_objects() # get new list after deletion
meshes = [i.obj_name for i in meshes]
self._meshes_used.set_items(meshes)
def _make_point_cloud(self, rgb_img, depth_img, cam_K):
# convert images to open3d types
rgb_img_o3d = o3d.geometry.Image(cv2.cvtColor(rgb_img, cv2.COLOR_BGR2RGB))
depth_img_o3d = o3d.geometry.Image(depth_img)
# convert image to point cloud
intrinsic = o3d.camera.PinholeCameraIntrinsic(
rgb_img.shape[0],
rgb_img.shape[1],
cam_K[0, 0],
cam_K[1, 1],
cam_K[0, 2],
cam_K[1, 2],
)
rgbd = o3d.geometry.RGBDImage.create_from_color_and_depth(
rgb_img_o3d, depth_img_o3d, depth_scale=1, convert_rgb_to_intensity=False
)
pcd = o3d.geometry.PointCloud.create_from_rgbd_image(rgbd, intrinsic)
return pcd
def scene_load(self, scenes_path, scene_num, image_num):
self._annotation_changed = False
self._scene.scene.clear_geometry()
geometry = None
scene_path = os.path.join(scenes_path, f"{scene_num:06}")
camera_params_path = os.path.join(scene_path, "scene_camera.json")
with open(camera_params_path) as f:
data = json.load(f)
cam_K = data[str(image_num)]["cam_K"]
cam_K = np.array(cam_K).reshape((3, 3))
depth_scale = data[str(image_num)]["depth_scale"]
rgb_path = os.path.join(scene_path, "rgb", f"{image_num:06}" + ".png")
rgb_img = cv2.imread(rgb_path)
depth_path = os.path.join(scene_path, "depth", f"{image_num:06}" + ".png")
depth_img = cv2.imread(depth_path, -1)
depth_img = np.float32(depth_img * depth_scale / 1000)
try:
geometry = self._make_point_cloud(rgb_img, depth_img, cam_K)
except Exception:
print("Failed to load scene.")
if geometry is not None:
print("[Info] Successfully read scene ", scene_num)
if not geometry.has_normals():
geometry.estimate_normals()
geometry.normalize_normals()
else:
print("[WARNING] Failed to read points")
try:
self._scene.scene.add_geometry(
"annotation_scene",
geometry,
self.settings.scene_material,
add_downsampled_copy_for_fast_rendering=True,
)
bounds = geometry.get_axis_aligned_bounding_box()
self._scene.setup_camera(60, bounds, bounds.get_center())
center = np.array([0, 0, 0])
eye = center + np.array([0, 0, -0.5])
up = np.array([0, -1, 0])
self._scene.look_at(center, eye, up)
self._annotation_scene = AnnotationScene(geometry, scene_num, image_num)
self._meshes_used.set_items([]) # clear list from last loaded scene
# load values if an annotation already exists
model_names = self.load_model_names()
scene_gt_path = os.path.join(
self.scenes.scenes_path,
f"{self._annotation_scene.scene_num:06}",
"scene_gt.json",
)
# if os.path.exists(json_path):
with open(scene_gt_path) as scene_gt_file:
data = json.load(scene_gt_file)
scene_data = data[str(image_num)]
active_meshes = list()
for obj in scene_data:
# add object to annotation_scene object
obj_geometry = o3d.io.read_point_cloud(
os.path.join(
self.scenes.objects_path,
"obj_" + f"{int(obj['obj_id']):06}" + ".ply",
)
)
obj_geometry.points = o3d.utility.Vector3dVector(
np.array(obj_geometry.points) / 1000
) # convert mm to meter
model_name = model_names[int(obj["obj_id"]) - 1]
obj_instance = self._obj_instance_count(model_name, active_meshes)
obj_name = model_name + "_" + str(obj_instance)
translation = (
np.array(np.array(obj["cam_t_m2c"]), dtype=np.float64) / 1000
) # convert to meter
orientation = np.array(np.array(obj["cam_R_m2c"]), dtype=np.float64)
transform = np.concatenate(
(orientation.reshape((3, 3)), translation.reshape(3, 1)), axis=1
)
transform_cam_to_obj = np.concatenate(
(transform, np.array([0, 0, 0, 1]).reshape(1, 4))
) # homogeneous transform
self._annotation_scene.add_obj(
obj_geometry, obj_name, obj_instance, transform_cam_to_obj
)
# adding object to the scene
obj_geometry.translate(transform_cam_to_obj[0:3, 3])
center = obj_geometry.get_center()
obj_geometry.rotate(transform_cam_to_obj[0:3, 0:3], center=center)
self._scene.scene.add_geometry(
obj_name,
obj_geometry,
self.settings.annotation_obj_material,
add_downsampled_copy_for_fast_rendering=True,
)
active_meshes.append(obj_name)
self._meshes_used.set_items(active_meshes)
except Exception as e:
print(e)
self._update_scene_numbers()
def update_obj_list(self):
model_names = self.load_model_names()
self._meshes_available.set_items(model_names)
def load_model_names(self):
path = self.scenes.objects_path + "/models_names.json"
if os.path.exists(path):
with open(path) as f:
data = json.load(f)
model_names = [data[x]["name"] for x in data]
else: # model names file doesn't exist
warnings.warn(
"models_names.json doesn't exist. Objects will be loaded with their literal id (obj_000001, obj_000002, ...)"
)
no_of_models = len(
[
os.path.basename(x)[:-4]
for x in glob.glob(self.scenes.objects_path + "/*.ply")
]
)
model_names = ["obj_" + f"{i + 1:06}" for i in range(no_of_models)]
return model_names
def _check_changes(self):
if self._annotation_changed:
self._on_error(
"Annotation changed but not saved. If you want to ignore the changes click the navigation button again."
)
self._annotation_changed = False
return True
else:
return False
def _on_next_scene(self):
if self._check_changes():
return
if self._annotation_scene.scene_num + 1 > len(
next(os.walk(self.scenes.scenes_path))[1]
): # 1 for how many folder (dataset scenes) inside the path
self._on_error("There is no next scene.")
return
self.scene_load(
self.scenes.scenes_path, self._annotation_scene.scene_num + 1, 0
) # open next scene on the first image
def _on_previous_scene(self):
if self._check_changes():
return
if self._annotation_scene.scene_num - 1 < 1:
self._on_error("There is no scene number before scene 1.")
return
self.scene_load(
self.scenes.scenes_path, self._annotation_scene.scene_num - 1, 0
) # open next scene on the first image
def _on_next_image(self):
if self._check_changes():
return
num = len(
next(
os.walk(
os.path.join(
self.scenes.scenes_path,
f"{self._annotation_scene.scene_num:06}",
"depth",
)
)
)[2]
)
if self._annotation_scene.image_num + 1 >= len(
next(
os.walk(
os.path.join(
self.scenes.scenes_path,
f"{self._annotation_scene.scene_num:06}",
"depth",
)
)
)[2]
): # 2 for files which here are the how many depth images
self._on_error("There is no next image.")
return
self.scene_load(
self.scenes.scenes_path,
self._annotation_scene.scene_num,
self._annotation_scene.image_num + 1,
)
def _on_previous_image(self):
if self._check_changes():
return
if self._annotation_scene.image_num - 1 < 0:
self._on_error("There is no image number before image 0.")
return
self.scene_load(
self.scenes.scenes_path,
self._annotation_scene.scene_num,
self._annotation_scene.image_num - 1,
)
def main():
if p["dataset_split_type"]:
split_and_type = p["dataset_split"] + "_" + p["dataset_split_type"]
else:
split_and_type = p["dataset_split"]
scenes = Dataset(p["dataset_path"], split_and_type)
gui.Application.instance.initialize()
w = AppWindow(2048, 1536, scenes)
if os.path.exists(scenes.scenes_path) and os.path.exists(scenes.objects_path):
w.scene_load(scenes.scenes_path, p["start_scene_num"], p["start_image_num"])
w.update_obj_list()
else:
w.window.show_message_box(
"Error",
"Could not find scenes or object meshes folders "
+ scenes.scenes_path
+ "/"
+ scenes.objects_path,
)
print("Could not find scene or object meshes folder")
exit()
# Run the event loop. This will not return until the last window is closed.
gui.Application.instance.run()
if __name__ == "__main__":
main()