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