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<span> colab</span></a
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>
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</div><form class="sidebar-search-container" method="get" action="../../search.html" role="search">
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<input class="sidebar-search" placeholder=Search name="q" aria-label="Search">
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<div id="searchbox"></div><div class="sidebar-scroll"><div class="sidebar-tree">
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<p class="caption" role="heading"><span class="caption-text">Getting Started</span></p>
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<ul>
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<li class="toctree-l1"><a class="reference internal" href="../../quickstart/installation.html">Installation</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../../quickstart/first_nerf.html">Training your first model</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../../quickstart/existing_dataset.html">Using existing data</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../../quickstart/custom_dataset.html">Using custom data</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../../quickstart/viewer_quickstart.html">Using the viewer</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../../quickstart/export_geometry.html">Export geometry</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../../quickstart/data_conventions.html">Data conventions</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../../reference/contributing.html">Contributing</a></li>
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</ul>
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<p class="caption" role="heading"><span class="caption-text">Extensions</span></p>
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<ul>
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<li class="toctree-l1"><a class="reference internal" href="../../extensions/blender_addon.html">Blender VFX add-on</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../../extensions/maya_plugin.html">Autodesk Maya Plug-in</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../../extensions/unreal_engine.html">Exporting to Unreal Engine</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../../extensions/sdfstudio.html">SDFStudio</a></li>
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</ul>
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<p class="caption" role="heading"><span class="caption-text">NeRFology</span></p>
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<ul>
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<li class="toctree-l1 has-children"><a class="reference internal" href="../../nerfology/methods/index.html">Methods</a><input class="toctree-checkbox" id="toctree-checkbox-1" name="toctree-checkbox-1" role="switch" type="checkbox"/><label for="toctree-checkbox-1"><div class="visually-hidden">Toggle child pages in navigation</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/instant_ngp.html"> Instant-NGP</a></li>
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|
<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/splat.html"> Splatfacto</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/splatw.html"> Splatfacto-W</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/in2n.html"> Instruct-NeRF2NeRF</a></li>
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|
<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/igs2gs.html"> Instruct-GS2GS</a></li>
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|
<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/signerf.html"> SIGNeRF</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/kplanes.html"> K-Planes</a></li>
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|
<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/lerf.html"> LERF</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/livescene.html"> LiveScene</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/feature_splatting.html"> Feature-Splatting</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/mipnerf.html"> Mip-NeRF</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/nerf.html"> NeRF</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/nerfacto.html"> Nerfacto</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/nerfbusters.html"> Nerfbusters</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/nerfplayer.html"> NeRFPlayer</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/tetranerf.html"> Tetra-NeRF</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/tensorf.html"> TensoRF</a></li>
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|
<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/generfacto.html"> Generfacto</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/pynerf.html"> PyNeRF</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/seathru_nerf.html"> SeaThru-NeRF</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/zipnerf.html"> Zip-NeRF</a></li>
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<li class="toctree-l2"><a class="reference internal" href="../../nerfology/methods/bionerf.html"> BioNeRF</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="python-viewer-control">
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<h1>Python Viewer Control<a class="headerlink" href="#python-viewer-control" title="Permalink to this heading">#</a></h1>
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<p>Similar to <a class="reference internal" href="custom_gui.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">ViewerElements</span></code></span></a>, Nerfstudio includes supports a Python interface to the viewer through which you can:</p>
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<ul class="simple">
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<li><p>Set viewer camera pose and FOV</p></li>
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<li><p>Set viewer scene crop</p></li>
|
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<li><p>Retrieve the current viewer camera matrix</p></li>
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|
<li><p>Install listeners for click events inside the viewer window</p></li>
|
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</ul>
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<section id="usage">
|
|
<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this heading">#</a></h2>
|
|
<p>First, instantiate a <code class="docutils literal notranslate"><span class="pre">ViewerControl</span></code> object as a class variable inside a model file.
|
|
Just like <code class="docutils literal notranslate"><span class="pre">ViewerElements</span></code>, you can create an instance inside any class which inherits from <code class="docutils literal notranslate"><span class="pre">nn.Module</span></code>
|
|
and is contained within the <code class="docutils literal notranslate"><span class="pre">Pipeline</span></code> object (for example the <code class="docutils literal notranslate"><span class="pre">Model</span></code>)</p>
|
|
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">nerfstudio.viewer.viewer_elements</span><span class="w"> </span><span class="kn">import</span> <span class="n">ViewerControl</span>
|
|
|
|
<span class="k">class</span><span class="w"> </span><span class="nc">MyModel</span><span class="p">(</span><span class="n">nn</span><span class="o">.</span><span class="n">Module</span><span class="p">):</span> <span class="c1"># Must inherit from nn.Module</span>
|
|
<span class="k">def</span><span class="w"> </span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
|
<span class="c1"># Must be a class variable</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">viewer_control</span> <span class="o">=</span> <span class="n">ViewerControl</span><span class="p">()</span> <span class="c1"># no arguments</span>
|
|
</pre></div>
|
|
</div>
|
|
</section>
|
|
<section id="get-camera-matrix">
|
|
<h2>Get Camera Matrix<a class="headerlink" href="#get-camera-matrix" title="Permalink to this heading">#</a></h2>
|
|
<p>To get the current camera intrinsics and extrinsics, use the <code class="docutils literal notranslate"><span class="pre">get_camera</span></code> function. This returns a <code class="docutils literal notranslate"><span class="pre">nerfstudio.cameras.cameras.Cameras</span></code> object. This object can be used to generate <code class="docutils literal notranslate"><span class="pre">RayBundles</span></code>, retrieve intrinsics and extrinsics, and more.</p>
|
|
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">nerfstudio.viewer.viewer_elements</span><span class="w"> </span><span class="kn">import</span> <span class="n">ViewerControl</span><span class="p">,</span> <span class="n">ViewerButton</span>
|
|
|
|
<span class="k">class</span><span class="w"> </span><span class="nc">MyModel</span><span class="p">(</span><span class="n">nn</span><span class="o">.</span><span class="n">Module</span><span class="p">):</span> <span class="c1"># Must inherit from nn.Module</span>
|
|
<span class="k">def</span><span class="w"> </span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
|
<span class="o">...</span>
|
|
<span class="k">def</span><span class="w"> </span><span class="nf">button_cb</span><span class="p">(</span><span class="n">button</span><span class="p">):</span>
|
|
<span class="c1"># example of using the get_camera function, pass img width and height</span>
|
|
<span class="c1"># returns a Cameras object with 1 camera</span>
|
|
<span class="n">camera</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">viewer_control</span><span class="o">.</span><span class="n">get_camera</span><span class="p">(</span><span class="mi">100</span><span class="p">,</span><span class="mi">100</span><span class="p">)</span>
|
|
<span class="k">if</span> <span class="n">camera</span> <span class="ow">is</span> <span class="kc">None</span><span class="p">:</span>
|
|
<span class="c1"># returns None when the viewer is not connected yet</span>
|
|
<span class="k">return</span>
|
|
<span class="c1"># get the camera pose</span>
|
|
<span class="n">camera_extrinsics_matrix</span> <span class="o">=</span> <span class="n">camera</span><span class="o">.</span><span class="n">camera_to_worlds</span><span class="p">[</span><span class="mi">0</span><span class="p">,</span><span class="o">...</span><span class="p">]</span> <span class="c1"># 3x4 matrix</span>
|
|
<span class="c1"># generate image RayBundle</span>
|
|
<span class="n">bundle</span> <span class="o">=</span> <span class="n">camera</span><span class="o">.</span><span class="n">generate_rays</span><span class="p">(</span><span class="n">camera_indices</span><span class="o">=</span><span class="mi">0</span><span class="p">)</span>
|
|
<span class="c1"># Compute depth, move camera, or whatever you want</span>
|
|
<span class="o">...</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">viewer_button</span> <span class="o">=</span> <span class="n">ViewerButton</span><span class="p">(</span><span class="n">name</span><span class="o">=</span><span class="s2">"Dummy Button"</span><span class="p">,</span><span class="n">cb_hook</span><span class="o">=</span><span class="n">button_cb</span><span class="p">)</span>
|
|
</pre></div>
|
|
</div>
|
|
</section>
|
|
<section id="set-camera-properties">
|
|
<h2>Set Camera Properties<a class="headerlink" href="#set-camera-properties" title="Permalink to this heading">#</a></h2>
|
|
<p>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.</p>
|
|
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">nerfstudio.viewer.viewer_elements</span><span class="w"> </span><span class="kn">import</span> <span class="n">ViewerControl</span><span class="p">,</span><span class="n">ViewerButton</span>
|
|
|
|
<span class="k">class</span><span class="w"> </span><span class="nc">MyModel</span><span class="p">(</span><span class="n">nn</span><span class="o">.</span><span class="n">Module</span><span class="p">):</span> <span class="c1"># Must inherit from nn.Module</span>
|
|
<span class="k">def</span><span class="w"> </span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
|
<span class="o">...</span>
|
|
<span class="k">def</span><span class="w"> </span><span class="nf">aim_at_origin</span><span class="p">(</span><span class="n">button</span><span class="p">):</span>
|
|
<span class="c1"># instant=False means the camera smoothly animates</span>
|
|
<span class="c1"># instant=True means the camera jumps instantly to the pose</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">viewer_control</span><span class="o">.</span><span class="n">set_pose</span><span class="p">(</span><span class="n">position</span><span class="o">=</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span><span class="mi">1</span><span class="p">,</span><span class="mi">1</span><span class="p">),</span><span class="n">look_at</span><span class="o">=</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">),</span><span class="n">instant</span><span class="o">=</span><span class="kc">False</span><span class="p">)</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">viewer_button</span> <span class="o">=</span> <span class="n">ViewerButton</span><span class="p">(</span><span class="n">name</span><span class="o">=</span><span class="s2">"Dummy Button"</span><span class="p">,</span><span class="n">cb_hook</span><span class="o">=</span><span class="n">button_cb</span><span class="p">)</span>
|
|
</pre></div>
|
|
</div>
|
|
</section>
|
|
<section id="scene-pointer-callbacks">
|
|
<h2>Scene Pointer Callbacks<a class="headerlink" href="#scene-pointer-callbacks" title="Permalink to this heading">#</a></h2>
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<p>We forward user interactions with the viewer to the <code class="docutils literal notranslate"><span class="pre">ViewerControl</span></code> object, which you can use to interact with the scene.</p>
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<p>We currently support:</p>
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<ul class="simple">
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<li><p><code class="docutils literal notranslate"><span class="pre">ViewerClick</span></code>: <em>single</em> 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.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">ViewerRectSelect</span></code>: 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.</p></li>
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</ul>
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<p>To do this, register a callback using <code class="docutils literal notranslate"><span class="pre">register_pointer_cb()</span></code>.</p>
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<p>You can also use <code class="docutils literal notranslate"><span class="pre">unregister_pointer_cb()</span></code> 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.</p>
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<p>Note that the viewer can only listen to <em>one</em> 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 <code class="docutils literal notranslate"><span class="pre">removed_cb</span></code> function that will be called after the callback is removed.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">nerfstudio.viewer.viewer_elements</span><span class="w"> </span><span class="kn">import</span> <span class="n">ViewerControl</span><span class="p">,</span><span class="n">ViewerClick</span>
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<span class="k">class</span><span class="w"> </span><span class="nc">MyModel</span><span class="p">(</span><span class="n">nn</span><span class="o">.</span><span class="n">Module</span><span class="p">):</span> <span class="c1"># must inherit from nn.Module</span>
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<span class="k">def</span><span class="w"> </span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="c1"># Must be a class variable</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">viewer_control</span> <span class="o">=</span> <span class="n">ViewerControl</span><span class="p">()</span> <span class="c1"># no arguments</span>
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<span class="c1"># Listen to clicks in the viewer...</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">pointer_click_cb</span><span class="p">(</span><span class="n">click</span><span class="p">:</span> <span class="n">ViewerClick</span><span class="p">):</span>
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<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"Click at </span><span class="si">{</span><span class="n">click</span><span class="o">.</span><span class="n">origin</span><span class="si">}</span><span class="s2"> in direction </span><span class="si">{</span><span class="n">click</span><span class="o">.</span><span class="n">direction</span><span class="si">}</span><span class="s2">, screen position </span><span class="si">{</span><span class="n">click</span><span class="o">.</span><span class="n">screen_pos</span><span class="si">}</span><span class="s2">."</span><span class="p">)</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">viewer_control</span><span class="o">.</span><span class="n">register_pointer_cb</span><span class="p">(</span><span class="s2">"click"</span><span class="p">,</span> <span class="n">pointer_click_cb</span><span class="p">)</span>
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<span class="c1"># Listen to rectangle selections in the viewer...</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">pointer_rect_cb</span><span class="p">(</span><span class="n">rect</span><span class="p">:</span> <span class="n">ViewerRectSelect</span><span class="p">):</span>
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<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"Rectangular selection from </span><span class="si">{</span><span class="n">rect</span><span class="o">.</span><span class="n">min_bounds</span><span class="si">}</span><span class="s2"> to </span><span class="si">{</span><span class="n">rect</span><span class="o">.</span><span class="n">max_bounds</span><span class="si">}</span><span class="s2">."</span><span class="p">)</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">viewer_control</span><span class="o">.</span><span class="n">register_pointer_cb</span><span class="p">(</span><span class="s2">"click"</span><span class="p">,</span> <span class="n">pointer_rect_cb</span><span class="p">)</span>
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<span class="o">...</span>
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<span class="c1"># Or make a button that, once pressed, listens to clicks in the viewer.</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">button_cb</span><span class="p">(</span><span class="n">button</span><span class="p">:</span> <span class="n">ViewerButton</span><span class="p">):</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">pointer_click_cb</span><span class="p">(</span><span class="n">click</span><span class="p">:</span> <span class="n">ViewerClick</span><span class="p">):</span>
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<span class="o">...</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">viewer_control</span><span class="o">.</span><span class="n">unregister_pointer_cb</span><span class="p">()</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">viewer_control</span><span class="o">.</span><span class="n">register_pointer_cb</span><span class="p">(</span><span class="s2">"click"</span><span class="p">,</span> <span class="n">pointer_click_cb</span><span class="p">)</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">viewer_button</span> <span class="o">=</span> <span class="n">ViewerButton</span><span class="p">(</span><span class="n">name</span><span class="o">=</span><span class="s2">"Click on Scene"</span><span class="p">,</span> <span class="n">cb_hook</span><span class="o">=</span><span class="n">button_cb</span><span class="p">)</span>
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<span class="c1"># Or make a button that, once pressed, listens to clicks in the viewer.</span>
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<span class="c1"># Here, the button is disabled while it is listening to clicks.</span>
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<span class="c1"># The button will become enabled again if either:</span>
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<span class="c1"># - the callback is removed in `pointer_click_cb`, with the `unregister...`, or</span>
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<span class="c1"># - the callback is overridden by the viewer (to listen to another callback).</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">button_cb</span><span class="p">(</span><span class="n">button</span><span class="p">:</span> <span class="n">ViewerButton</span><span class="p">):</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">pointer_click_cb</span><span class="p">(</span><span class="n">click</span><span class="p">:</span> <span class="n">ViewerClick</span><span class="p">):</span>
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<span class="o">...</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">viewer_control</span><span class="o">.</span><span class="n">unregister_pointer_cb</span><span class="p">()</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">pointer_click_removed_cb</span><span class="p">():</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">viewer_button</span><span class="o">.</span><span class="n">set_disabled</span><span class="p">(</span><span class="kc">False</span><span class="p">)</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">viewer_button</span><span class="o">.</span><span class="n">set_disabled</span><span class="p">(</span><span class="kc">True</span><span class="p">)</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">viewer_control</span><span class="o">.</span><span class="n">register_pointer_cb</span><span class="p">(</span>
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<span class="s2">"click"</span><span class="p">,</span>
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<span class="n">cb</span><span class="o">=</span><span class="n">pointer_click_cb</span><span class="p">,</span>
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<span class="n">removed_cb</span><span class="o">=</span><span class="n">pointer_click_removed_cb</span>
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<span class="p">)</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">viewer_button</span> <span class="o">=</span> <span class="n">ViewerButton</span><span class="p">(</span><span class="n">name</span><span class="o">=</span><span class="s2">"Click on Scene"</span><span class="p">,</span> <span class="n">cb_hook</span><span class="o">=</span><span class="n">button_cb</span><span class="p">)</span>
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</pre></div>
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</div>
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<section id="thread-safety">
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<h3>Thread safety<a class="headerlink" href="#thread-safety" title="Permalink to this heading">#</a></h3>
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<p>Just like <code class="docutils literal notranslate"><span class="pre">ViewerElement</span></code> callbacks, click callbacks are asynchronous to training and can potentially interrupt a call to <code class="docutils literal notranslate"><span class="pre">get_outputs()</span></code>.</p>
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