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def build_scene(colors, floor_textures, wall_textures, objects):
scene = Scene(
bg_color=np.array([153 / 255, 226 / 255, 249 / 255]),
ambient_light=np.array([0.5, 0.5, 0.5, 1.0]))
floor_trimesh = trimesh.load("objects/floor.obj")
mesh = Mesh.from_trimesh(floor_trimesh)
node = Node(
mesh=mesh,
rotation=pyrender.quaternion.from_pitch(-math.pi / 2),
translation=np.array([0, 0, 0]))
texture_path = random.choice(floor_textures)
set_random_texture(node, texture_path, intensity=0.8)
scene.add_node(node)
texture_path = random.choice(wall_textures)
wall_trimesh = trimesh.load("objects/wall.obj")
mesh = Mesh.from_trimesh(wall_trimesh)
node = Node(mesh=mesh, translation=np.array([0, 1.15, -3.5]))
set_random_texture(node, texture_path)
scene.add_node(node)
mesh = Mesh.from_trimesh(wall_trimesh)
node = Node(
mesh=mesh,
def genearte_camera_quaternion(yaw, pitch):
quaternion_yaw = pyrender.quaternion.from_yaw(yaw)
quaternion_pitch = pyrender.quaternion.from_pitch(pitch)
quaternion = pyrender.quaternion.multiply(quaternion_pitch, quaternion_yaw)
quaternion = quaternion / np.linalg.norm(quaternion)
return quaternion
def Cylinder():
sphere = trimesh.creation.cylinder(radius=0.25, height=0.75)
mesh = Mesh.from_trimesh(sphere, smooth=True)
node = Node(
mesh=mesh,
rotation=quaternion.from_pitch(math.pi / 2),
translation=np.array([0, 0.375, 0]))
return node
def build_scene(floor_textures, wall_textures, fix_light_position=False):
scene = Scene(
bg_color=np.array([153 / 255, 226 / 255, 249 / 255]),
ambient_light=np.array([0.5, 0.5, 0.5, 1.0]))
floor_trimesh = trimesh.load("{}/floor.obj".format(object_directory))
mesh = Mesh.from_trimesh(floor_trimesh, smooth=False)
node = Node(
mesh=mesh,
rotation=pyrender.quaternion.from_pitch(-math.pi / 2),
translation=np.array([0, 0, 0]))
texture_path = random.choice(floor_textures)
set_random_texture(node, texture_path)
scene.add_node(node)
texture_path = random.choice(wall_textures)
wall_trimesh = trimesh.load("{}/wall.obj".format(object_directory))
mesh = Mesh.from_trimesh(wall_trimesh, smooth=False)
node = Node(mesh=mesh, translation=np.array([0, 1.15, -3.5]))
set_random_texture(node, texture_path)
scene.add_node(node)
mesh = Mesh.from_trimesh(wall_trimesh, smooth=False)
node = Node(
mesh=mesh,