import matplotlib.pyplot as plt import numpy as np import pybullet as p import time import pybullet_data direct = p.connect(p.GUI) #, options="--window_backend=2 --render_device=0") #egl = p.loadPlugin("eglRendererPlugin") p.setAdditionalSearchPath(pybullet_data.getDataPath()) p.loadURDF('plane.urdf') p.loadURDF("r2d2.urdf", [0, 0, 1]) p.loadURDF('cube_small.urdf', basePosition=[0.0, 0.0, 0.025]) cube_trans = p.loadURDF('cube_small.urdf', basePosition=[0.0, 0.1, 0.025]) p.changeVisualShape(cube_trans, -1, rgbaColor=[1, 1, 1, 0.1]) width = 128 height = 128 fov = 60 aspect = width / height near = 0.02 far = 1 view_matrix = p.computeViewMatrix([0, 0, 0.5], [0, 0, 0], [1, 0, 0]) projection_matrix = p.computeProjectionMatrixFOV(fov, aspect, near, far) # Get depth values using the OpenGL renderer images = p.getCameraImage(width, height, view_matrix, projection_matrix, shadow=True, renderer=p.ER_BULLET_HARDWARE_OPENGL) rgb_opengl = np.reshape(images[2], (height, width, 4)) * 1. / 255. depth_buffer_opengl = np.reshape(images[3], [width, height]) depth_opengl = far * near / (far - (far - near) * depth_buffer_opengl) seg_opengl = np.reshape(images[4], [width, height]) * 1. / 255. time.sleep(1) # Get depth values using Tiny renderer images = p.getCameraImage(width, height, view_matrix, projection_matrix, shadow=True, renderer=p.ER_TINY_RENDERER) depth_buffer_tiny = np.reshape(images[3], [width, height]) depth_tiny = far * near / (far - (far - near) * depth_buffer_tiny) rgb_tiny = np.reshape(images[2], (height, width, 4)) * 1. / 255. seg_tiny = np.reshape(images[4], [width, height]) * 1. / 255. bearStartPos1 = [-3.3, 0, 0] bearStartOrientation1 = p.getQuaternionFromEuler([0, 0, 0]) bearId1 = p.loadURDF("plane.urdf", bearStartPos1, bearStartOrientation1) bearStartPos2 = [0, 0, 0] bearStartOrientation2 = p.getQuaternionFromEuler([0, 0, 0]) bearId2 = p.loadURDF("teddy_large.urdf", bearStartPos2, bearStartOrientation2) textureId = p.loadTexture("checker_grid.jpg") for b in range(p.getNumBodies()): p.changeVisualShape(b, linkIndex=-1, textureUniqueId=textureId) for j in range(p.getNumJoints(b)): p.changeVisualShape(b, linkIndex=j, textureUniqueId=textureId) viewMat = [ 0.642787516117096, -0.4393851161003113, 0.6275069713592529, 0.0, 0.766044557094574, 0.36868777871131897, -0.5265407562255859, 0.0, -0.0, 0.8191521167755127, 0.5735764503479004, 0.0, 2.384185791015625e-07, 2.384185791015625e-07, -5.000000476837158, 1.0 ] projMat = [ 0.7499999403953552, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0000200271606445, -1.0, 0.0, 0.0, -0.02000020071864128, 0.0 ] images = p.getCameraImage(width, height, viewMatrix=viewMat, projectionMatrix=projMat, renderer=p.ER_BULLET_HARDWARE_OPENGL, flags=p.ER_USE_PROJECTIVE_TEXTURE, projectiveTextureView=viewMat, projectiveTextureProj=projMat) proj_opengl = np.reshape(images[2], (height, width, 4)) * 1. / 255. time.sleep(1) images = p.getCameraImage(width, height, viewMatrix=viewMat, projectionMatrix=projMat, renderer=p.ER_TINY_RENDERER, flags=p.ER_USE_PROJECTIVE_TEXTURE, projectiveTextureView=viewMat, projectiveTextureProj=projMat) proj_tiny = np.reshape(images[2], (height, width, 4)) * 1. / 255. # Plot both images - should show depth values of 0.45 over the cube and 0.5 over the plane plt.subplot(4, 2, 1) plt.imshow(depth_opengl, cmap='gray', vmin=0, vmax=1) plt.title('Depth OpenGL3') plt.subplot(4, 2, 2) plt.imshow(depth_tiny, cmap='gray', vmin=0, vmax=1) plt.title('Depth TinyRenderer') plt.subplot(4, 2, 3) plt.imshow(rgb_opengl) plt.title('RGB OpenGL3') plt.subplot(4, 2, 4) plt.imshow(rgb_tiny) plt.title('RGB Tiny') plt.subplot(4, 2, 5) plt.imshow(seg_opengl) plt.title('Seg OpenGL3') plt.subplot(4, 2, 6) plt.imshow(seg_tiny) plt.title('Seg Tiny') plt.subplot(4, 2, 7) plt.imshow(proj_opengl) plt.title('Proj OpenGL') plt.subplot(4, 2, 8) plt.imshow(proj_tiny) plt.title('Proj Tiny') plt.subplots_adjust(hspace=0.7) plt.show()