# Python Viewer Control Similar to [`ViewerElements`](./custom_gui.md), Nerfstudio includes supports a Python interface to the viewer through which you can: * Set viewer camera pose and FOV * Set viewer scene crop * Retrieve the current viewer camera matrix * Install listeners for click events inside the viewer window ## Usage First, instantiate a `ViewerControl` object as a class variable inside a model file. Just like `ViewerElements`, you can create an instance inside any class which inherits from `nn.Module` and is contained within the `Pipeline` object (for example the `Model`) ```python from nerfstudio.viewer.viewer_elements import ViewerControl class MyModel(nn.Module): # Must inherit from nn.Module def __init__(self): # Must be a class variable self.viewer_control = ViewerControl() # no arguments ``` ## Get Camera Matrix To get the current camera intrinsics and extrinsics, use the `get_camera` function. This returns a `nerfstudio.cameras.cameras.Cameras` object. This object can be used to generate `RayBundles`, retrieve intrinsics and extrinsics, and more. ```python from nerfstudio.viewer.viewer_elements import ViewerControl, ViewerButton class MyModel(nn.Module): # Must inherit from nn.Module def __init__(self): ... def button_cb(button): # example of using the get_camera function, pass img width and height # returns a Cameras object with 1 camera camera = self.viewer_control.get_camera(100,100) if camera is None: # returns None when the viewer is not connected yet return # get the camera pose camera_extrinsics_matrix = camera.camera_to_worlds[0,...] # 3x4 matrix # generate image RayBundle bundle = camera.generate_rays(camera_indices=0) # Compute depth, move camera, or whatever you want ... self.viewer_button = ViewerButton(name="Dummy Button",cb_hook=button_cb) ``` ## Set Camera Properties You can set the viewer camera position and FOV from python. To set position, you must define a new camera position as well as a 3D "look at" point which the camera aims towards. ```python from nerfstudio.viewer.viewer_elements import ViewerControl,ViewerButton class MyModel(nn.Module): # Must inherit from nn.Module def __init__(self): ... def aim_at_origin(button): # instant=False means the camera smoothly animates # instant=True means the camera jumps instantly to the pose self.viewer_control.set_pose(position=(1,1,1),look_at=(0,0,0),instant=False) self.viewer_button = ViewerButton(name="Dummy Button",cb_hook=button_cb) ``` ## Scene Pointer Callbacks We forward user interactions with the viewer to the `ViewerControl` object, which you can use to interact with the scene. We currently support: - `ViewerClick`: *single* clicks inside the viewer. The click is defined to be a ray that starts at the camera origin and passes through the click point on the screen, in world coordinates. - `ViewerRectSelect`: drag to select a rectangle in the viewer screen. The rectangle is defined by two points (top-left and bottom-right corners) in normalized OpenCV screen coordinates. To do this, register a callback using `register_pointer_cb()`. You can also use `unregister_pointer_cb()` to remove callbacks that are no longer needed. A good example is a "Click on Scene" button, that when pressed, would register a callback that would wait for the next click, and then unregister itself. Note that the viewer can only listen to *one* scene pointer callback at a time. If you register a new callback, the old one will be unregistered! Be warned that if the callback includes GUI state changes (e.g., re-enabling a disabled button), they may be lost. You can ensure that the GUI state is restored by providing a `removed_cb` function that will be called after the callback is removed. ```python from nerfstudio.viewer.viewer_elements import ViewerControl,ViewerClick class MyModel(nn.Module): # must inherit from nn.Module def __init__(self): # Must be a class variable self.viewer_control = ViewerControl() # no arguments # Listen to clicks in the viewer... def pointer_click_cb(click: ViewerClick): print(f"Click at {click.origin} in direction {click.direction}, screen position {click.screen_pos}.") self.viewer_control.register_pointer_cb("click", pointer_click_cb) # Listen to rectangle selections in the viewer... def pointer_rect_cb(rect: ViewerRectSelect): print(f"Rectangular selection from {rect.min_bounds} to {rect.max_bounds}.") self.viewer_control.register_pointer_cb("click", pointer_rect_cb) ... # Or make a button that, once pressed, listens to clicks in the viewer. def button_cb(button: ViewerButton): def pointer_click_cb(click: ViewerClick): ... self.viewer_control.unregister_pointer_cb() self.viewer_control.register_pointer_cb("click", pointer_click_cb) self.viewer_button = ViewerButton(name="Click on Scene", cb_hook=button_cb) # Or make a button that, once pressed, listens to clicks in the viewer. # Here, the button is disabled while it is listening to clicks. # The button will become enabled again if either: # - the callback is removed in `pointer_click_cb`, with the `unregister...`, or # - the callback is overridden by the viewer (to listen to another callback). def button_cb(button: ViewerButton): def pointer_click_cb(click: ViewerClick): ... self.viewer_control.unregister_pointer_cb() def pointer_click_removed_cb(): self.viewer_button.set_disabled(False) self.viewer_button.set_disabled(True) self.viewer_control.register_pointer_cb( "click", cb=pointer_click_cb, removed_cb=pointer_click_removed_cb ) self.viewer_button = ViewerButton(name="Click on Scene", cb_hook=button_cb) ``` ### Thread safety Just like `ViewerElement` callbacks, click callbacks are asynchronous to training and can potentially interrupt a call to `get_outputs()`.