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.. _scene_guide: |
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Creating Scenes |
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=============== |
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Before you render anything, you need to put all of your lights, cameras, |
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and meshes into a scene. The :class:`.Scene` object keeps track of the relative |
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poses of these primitives by inserting them into :class:`.Node` objects and |
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keeping them in a directed acyclic graph. |
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Adding Objects |
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-------------- |
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To create a :class:`.Scene`, simply call the constructor. You can optionally |
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specify an ambient light color and a background color: |
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>>> scene = pyrender.Scene(ambient_light=[0.02, 0.02, 0.02], |
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... bg_color=[1.0, 1.0, 1.0]) |
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You can add objects to a scene by first creating a :class:`.Node` object |
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and adding the object and its pose to the :class:`.Node`. Poses are specified |
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as 4x4 homogenous transformation matrices that are stored in the node's |
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:attr:`.Node.matrix` attribute. Note that the :class:`.Node` |
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constructor requires you to specify whether you're adding a mesh, light, |
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or camera. |
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>>> mesh = pyrender.Mesh.from_trimesh(tm) |
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>>> light = pyrender.PointLight(color=[1.0, 1.0, 1.0], intensity=2.0) |
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>>> cam = pyrender.PerspectiveCamera(yfov=np.pi / 3.0, aspectRatio=1.414) |
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>>> nm = pyrender.Node(mesh=mesh, matrix=np.eye(4)) |
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>>> nl = pyrender.Node(light=light, matrix=np.eye(4)) |
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>>> nc = pyrender.Node(camera=cam, matrix=np.eye(4)) |
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>>> scene.add_node(nm) |
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>>> scene.add_node(nl) |
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>>> scene.add_node(nc) |
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You can also add objects directly to a scene with the :meth:`.Scene.add` function, |
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which takes care of creating a :class:`.Node` for you. |
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>>> scene.add(mesh, pose=np.eye(4)) |
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>>> scene.add(light, pose=np.eye(4)) |
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>>> scene.add(cam, pose=np.eye(4)) |
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Nodes can be hierarchical, in which case the node's :attr:`.Node.matrix` |
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specifies that node's pose relative to its parent frame. You can add nodes to |
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a scene hierarchically by specifying a parent node in your calls to |
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:meth:`.Scene.add` or :meth:`.Scene.add_node`: |
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>>> scene.add_node(nl, parent_node=nc) |
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>>> scene.add(cam, parent_node=nm) |
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If you add multiple cameras to a scene, you can specify which one to render from |
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by setting the :attr:`.Scene.main_camera_node` attribute. |
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Updating Objects |
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---------------- |
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You can update the poses of existing nodes with the :meth:`.Scene.set_pose` |
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function. Simply call it with a :class:`.Node` that is already in the scene |
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and the new pose of that node with respect to its parent as a 4x4 homogenous |
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transformation matrix: |
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>>> scene.set_pose(nl, pose=np.eye(4)) |
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If you want to get the local pose of a node, you can just access its |
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:attr:`.Node.matrix` attribute. However, if you want to the get |
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the pose of a node *with respect to the world frame*, you can call the |
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:meth:`.Scene.get_pose` method. |
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>>> tf = scene.get_pose(nl) |
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Removing Objects |
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---------------- |
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Finally, you can remove a :class:`.Node` and all of its children from the |
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scene with the :meth:`.Scene.remove_node` function: |
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>>> scene.remove_node(nl) |
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