open3d.visualization.rendering.Scene¶
- class open3d.visualization.rendering.Scene¶
Low-level rendering scene
- class GroundPlane¶
Plane on which to show ground plane: XZ, XY, or YZ
Members:
XZ
XY
YZ
- XY = <GroundPlane.XY: 1>¶
- XZ = <GroundPlane.XZ: 0>¶
- YZ = <GroundPlane.YZ: 2>¶
- property name¶
- property value¶
- __init__(*args, **kwargs)¶
- add_camera(self: open3d.visualization.rendering.Scene, name: str, camera: open3d.visualization.rendering.Camera) None ¶
Adds a camera to the scene
- add_directional_light(self: open3d.visualization.rendering.Scene, name: str, color: numpy.ndarray[numpy.float32[3, 1]], direction: numpy.ndarray[numpy.float32[3, 1]], intensity: float, cast_shadows: bool) bool ¶
Adds a directional light to the scene
- add_geometry(*args, **kwargs)¶
Overloaded function.
add_geometry(self: open3d.visualization.rendering.Scene, name: str, geometry: open3d.geometry.Geometry3D, material: open3d.visualization.rendering.MaterialRecord, downsampled_name: str = ‘’, downsample_threshold: int = 18446744073709551615) -> bool
Adds a Geometry with a material to the scene
add_geometry(self: open3d.visualization.rendering.Scene, name: str, geometry: open3d.t.geometry.Geometry, material: open3d.visualization.rendering.MaterialRecord, downsampled_name: str = ‘’, downsample_threshold: int = 18446744073709551615) -> bool
Adds a Geometry with a material to the scene
- add_point_light(self: open3d.visualization.rendering.Scene, name: str, color: numpy.ndarray[numpy.float32[3, 1]], position: numpy.ndarray[numpy.float32[3, 1]], intensity: float, falloff: float, cast_shadows: bool) bool ¶
Adds a point light to the scene.
- add_spot_light(self: open3d.visualization.rendering.Scene, name: str, color: numpy.ndarray[numpy.float32[3, 1]], position: numpy.ndarray[numpy.float32[3, 1]], direction: numpy.ndarray[numpy.float32[3, 1]], intensity: float, falloff: float, inner_cone_angle: float, outer_cone_angle: float, cast_shadows: bool) bool ¶
Adds a spot light to the scene.
- enable_indirect_light(self: open3d.visualization.rendering.Scene, enable: bool) None ¶
Enables or disables indirect lighting
- enable_light_shadow(self: open3d.visualization.rendering.Scene, name: str, can_cast_shadows: bool) None ¶
Changes whether a point, spot, or directional light can cast shadows.
- enable_sun_light(self: open3d.visualization.rendering.Scene, enable: bool) None ¶
- geometry_is_visible(self: open3d.visualization.rendering.Scene, name: str) bool ¶
Returns false if the geometry is hidden, True otherwise. Note: this is different from whether or not the geometry is in view.
- geometry_shadows(self: open3d.visualization.rendering.Scene, name: str, cast_shadows: bool, receive_shadows: bool) None ¶
Controls whether an object casts and/or receives shadows: geometry_shadows(name, cast_shadows, receieve_shadows)
- has_geometry(self: open3d.visualization.rendering.Scene, name: str) bool ¶
Returns True if a geometry with the provided name exists in the scene.
- remove_camera(self: open3d.visualization.rendering.Scene, name: str) None ¶
Removes the camera with the given name
- remove_geometry(self: open3d.visualization.rendering.Scene, name: str) None ¶
Removes the named geometry from the scene.
- remove_light(self: open3d.visualization.rendering.Scene, name: str) None ¶
Removes the named light from the scene.
- render_to_depth_image(self: open3d.visualization.rendering.Scene, arg0: Callable[[open3d.geometry.Image], None]) None ¶
Renders the scene to a depth image. This can only be used in GUI app. To render without a window, use
Application.render_to_depth_image
. Pixels range from 0.0 (near plane) to 1.0 (far plane)
- render_to_image(self: open3d.visualization.rendering.Scene, arg0: Callable[[open3d.geometry.Image], None]) None ¶
Renders the scene to an image. This can only be used in a GUI app. To render without a window, use
Application.render_to_image
.
- set_active_camera(self: open3d.visualization.rendering.Scene, name: str) None ¶
Sets the camera with the given name as the active camera for the scene
- set_geometry_culling(self: open3d.visualization.rendering.Scene, name: str, enable: bool) None ¶
Enable/disable view frustum culling on the named object. Culling is enabled by default.
- set_geometry_priority(self: open3d.visualization.rendering.Scene, name: str, priority: int) None ¶
Set sorting priority for named object. Objects with higher priority will be rendering on top of overlapping geometry with lower priority.
- set_indirect_light(self: open3d.visualization.rendering.Scene, name: str) bool ¶
Loads the indirect light. The name parameter is the name of the file to load
- set_indirect_light_intensity(self: open3d.visualization.rendering.Scene, intensity: float) None ¶
Sets the brightness of the indirect light
- set_sun_light(self: open3d.visualization.rendering.Scene, direction: numpy.ndarray[numpy.float32[3, 1]], color: numpy.ndarray[numpy.float32[3, 1]], intensity: float) None ¶
Sets the parameters of the sun light direction, color, intensity
- show_geometry(self: open3d.visualization.rendering.Scene, name: str, show: bool) None ¶
Show or hide the named geometry.
- update_geometry(self: open3d.visualization.rendering.Scene, name: str, point_cloud: open3d.t.geometry.PointCloud, update_flag: int) None ¶
Updates the flagged arrays from the tgeometry.PointCloud. The flags should be ORed from Scene.UPDATE_POINTS_FLAG, Scene.UPDATE_NORMALS_FLAG, Scene.UPDATE_COLORS_FLAG, and Scene.UPDATE_UV0_FLAG
- update_light_color(self: open3d.visualization.rendering.Scene, name: str, color: numpy.ndarray[numpy.float32[3, 1]]) None ¶
Changes a point, spot, or directional light’s color
- update_light_cone_angles(self: open3d.visualization.rendering.Scene, name: str, inner_cone_angle: float, outer_cone_angle: float) None ¶
Changes a spot light’s inner and outer cone angles.
- update_light_direction(self: open3d.visualization.rendering.Scene, name: str, direction: numpy.ndarray[numpy.float32[3, 1]]) None ¶
Changes a spot or directional light’s direction.
- update_light_falloff(self: open3d.visualization.rendering.Scene, name: str, falloff: float) None ¶
Changes a point or spot light’s falloff.
- update_light_intensity(self: open3d.visualization.rendering.Scene, name: str, intensity: float) None ¶
Changes a point, spot or directional light’s intensity.
- update_light_position(self: open3d.visualization.rendering.Scene, name: str, position: numpy.ndarray[numpy.float32[3, 1]]) None ¶
Changes a point or spot light’s position.
- UPDATE_COLORS_FLAG = 4¶
- UPDATE_NORMALS_FLAG = 2¶
- UPDATE_POINTS_FLAG = 1¶
- UPDATE_UV0_FLAG = 8¶
- XY = <GroundPlane.XY: 1>¶
- XZ = <GroundPlane.XZ: 0>¶
- YZ = <GroundPlane.YZ: 2>¶