in renderer/glViewer.py [0:0]
def DrawPosOnly():
global g_colors
global g_frameIdx#, g_normals
global g_speech,g_speechGT
global g_bApplyRootOffset
global g_posOnly
global g_bodyNormals, g_faceNormals
#print(g_frameIdx)
if g_posOnly is None:
return
for humanIdx in range(len(g_posOnly)):
if(g_frameIdx >= g_posOnly[humanIdx].shape[1]):
continue
# if(humanIdx==1):
# continue
skel = g_posOnly[humanIdx][:, g_frameIdx]
# normal = g_normals[skelIdx, :, g_idx]
color = g_colors[humanIdx % len(g_colors)]
glColor3ub(color[0], color[1], color[2])
glPushMatrix()
glTranslate(skel[0], skel[1], skel[2])
if humanIdx==0:#or humanIdx==1:
glutSolidCube(10)
elif False:#humanIdx==1:#or humanIdx==1:
glutWireSphere(10,10,10)
else:
glutSolidSphere(10,10,10)
glPopMatrix()
#Draw body normal
if g_bodyNormals is not None and len(g_bodyNormals)> humanIdx:
if g_bodyNormals[humanIdx].shape[1]>g_frameIdx:
normal3D = g_bodyNormals[humanIdx][:,g_frameIdx] #3x1
#drawbodyNormal(normal3D, skel, [255, 0, 0])
drawNormal(normal3D, skel, [255, 0, 0])
#Draw face normal
if g_faceNormals is not None and len(g_faceNormals)> humanIdx:
if g_faceNormals[humanIdx].shape[1]>g_frameIdx:
normal3D = g_faceNormals[humanIdx][:,g_frameIdx] #3x1
drawNormal(normal3D, skel, [0, 255, 0], normalLength = 30)
#Draw Speaking Info
if g_speech is not None and g_skeletons is None: #If g_skeletons is valid, draw speech there
if len(g_speech[humanIdx]['indicator'])>g_frameIdx:
draw_speaking_general(skel, g_speech[humanIdx]['indicator'][g_frameIdx], g_speech[humanIdx]['word'][g_frameIdx], g_colors[humanIdx % len(g_colors)], offset=[0,0,23])