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A simple script for viewing panorama images

I'm working on some tools for manipulating panorama images and as a first step, I made a simple python script for viewing the images. I'm sharing it here for anyone who might find it useful to have a working implementation to reference.

It's set up as a uv script, so you can run it with uv run script.py image.jpg where script.py is the file containing this code.

A few things I'm not quite happy with at the moment:

  1. The mouse control mapping function is wrong, but it works well enough to be usable.
  2. The script needs better clarity and consistency in variable naming when converting between any of the five different coordinate systems.

::: spoiler spoiler

# /// script  
# dependencies = [  
#   "numpy",  
#   "pillow",  
#   "pygame",  
# ]  
# ///  

# Convention:  
#   From the perspective of a viewer looking through the viewport...  
#   In 2D, the x-axis points to the right, and the y-axis points up.  
#   In 3D, we just extend this.  
#       The x-axis points to the right, the y-axis points up, and the z-axis points forward into the screen.  
#   When yaw = pitch = roll = 0, we are looking forward at the point (x,y,z) = (0,0,1) on the unit sphere  
#   We use the right hand rule for rotation direction. With the right thumb pointing in the direction of the axis, then a positive rotation around that axis (i.e. a rotation that increases the angle) follows the direction of the fingers' curl.  


from collections import defaultdict  
import itertools  
from pathlib import Path  
import sys  

import numpy as np  
from PIL import Image  
import pygame  


def ypr_to_rotation_matrix(yaw, pitch, roll):  
    # Create the rotation matrices  
    # See https://en.wikipedia.org/wiki/Rotation_matrix#General_3D_rotations  

    rotation_matrix_yaw = np.array([  
        [np.cos(yaw), 0, -np.sin(yaw)],  
        [0,           1, 0          ],  
        [np.sin(yaw), 0, np.cos(yaw)]  
    ])  
    rotation_matrix_pitch = np.array([  
        [1, 0,             0            ],  
        [0, np.cos(pitch), -np.sin(pitch)],  
        [0, np.sin(pitch), np.cos(pitch) ]  
    ])  
    rotation_matrix_roll = np.array([  
        [np.cos(roll), -np.sin(roll), 0],  
        [np.sin(roll), np.cos(roll),  0],  
        [0,            0,             1]  
    ])  

    rotation_matrix = rotation_matrix_yaw @ rotation_matrix_pitch @ rotation_matrix_roll  

    return rotation_matrix  


def equirectangular_to_rectilinear_image(img: Image.Image, size: tuple[int,int], viewport_dist: float, yaw, pitch, roll) -> Image.Image:  
    """  
    Args:  
        img: Input equirectangular image.  
        size: Output image size (width, height) in pixels.  
        viewport_dist: The distance between the viewport plane and the viewer. Assume the input image is on a unit sphere.  
    """  

    output_mesh = np.meshgrid(np.arange(size[0]), np.arange(size[1]))  
    output_x = output_mesh[0].flatten()  
    output_y = output_mesh[1].flatten()  

    # Compute the point on the viewport plane in 3D space  
    output_3d_x = (output_x - size[0] // 2) / size[0]  
    #output_3d_y = (output_y - size[1] // 2) / size[1]  
    output_3d_y = (output_y - size[1] // 2) / size[0]  
    output_3d_z = np.full_like(output_3d_x, viewport_dist)  

    # Normalize to put them on the unit sphere  
    norm = np.sqrt(output_3d_x ** 2 + output_3d_y ** 2 + output_3d_z ** 2)  
    unit_x = output_3d_x / norm  
    unit_y = output_3d_y / norm  
    unit_z = output_3d_z / norm  

    # Rotate the unit sphere coordinates based on the yaw/pitch/roll angles  
    rotation_matrix = ypr_to_rotation_matrix(yaw, pitch, roll)  
    rotated_coords = rotation_matrix @ np.vstack((unit_x, unit_y, unit_z))  

    # Convert back to lat/long coordinates  
    rotated_x, rotated_y, rotated_z = rotated_coords  
    latitude_1  = np.arcsin(rotated_y)  
    longitude_1 = np.arctan2(rotated_x, rotated_z)  

    # Convert to pixel coordinates in the equirectangular image  
    equirectangular_x = (longitude_1 / (2 * np.pi) * img.width).astype(int) % img.width  
    equirectangular_y = ((latitude_1 + np.pi / 2) / np.pi * img.height).astype(int) % img.height  

    # Sample the equirectangular image to create the rectilinear image  
    rectilinear_image = np.array(img)[equirectangular_y, equirectangular_x]  

    return Image.fromarray(rectilinear_image.reshape(size[1], size[0], -1))  


def map_mouse_drag(mouse_coord_start: tuple[int,int], mouse_coord_end: tuple[int,int], viewport_size: tuple[int,int], viewport_dist: float) -> tuple[float,float,float]:  
    """  
    Given a mouse click and drag event, compute the corresponding change in rotation.  

    Args:  
        mouse_coord_start: Mousedown coordinates on the image. Top-left corner is (0,0), bottom-right corner is `viewport_size`.  
        mouse_coord_end: Coordinate of the cursor after the click and drag. Follows the same convention as `mouse_coord_start`.  
        viewport_size: (width, height) of the viewport in pixels.  
        viewport_dist: Distance between the viewer and the viewport. A distance of 1 means the viewport is tangent to the unit sphere on which the image lies.  
    """  

    # Convert to numpy arrays  
    size = viewport_size[0]  
    np_start = np.array([mouse_coord_start[0]/size, mouse_coord_start[1]/size, viewport_dist])  
    np_end = np.array([mouse_coord_end[0]/size, mouse_coord_end[1]/size, viewport_dist])  

    # Map mouse coordinates to points in the unit sphere  
    unit_start = np_start / np.sqrt((np_start ** 2).sum())  
    unit_end   = np_end   / np.sqrt((np_end   ** 2).sum())  

    # Project onto the x-y plane  
    proj_start = np.array([unit_start[0], 0, unit_start[2]])  
    proj_end   = np.array([unit_end[0],   0, unit_end[2]])  

    # a x b = |a| |b| sin(theta) n  
    # If positive, then the angle is positive going from a to b. Otherwise, it's negative.  
    # Compute the y component of proj_start x proj_end  
    # (note: all other components are 0)  
    cross_product_y = unit_end[2] * unit_start[0] - unit_end[0] * unit_start[2]  
    mag_proj_start = np.sqrt((proj_start ** 2).sum())  
    mag_proj_end   = np.sqrt((proj_end   ** 2).sum())  
    sin_delta_yaw = cross_product_y / (mag_proj_start * mag_proj_end)  
    delta_yaw = -np.arcsin(sin_delta_yaw) # sign will match that of `sin_delta_yaw`  

    # Project onto the y-z plane  
    proj_start = np.array([0, unit_start[1], unit_start[2]])  
    proj_end   = np.array([0, unit_end[1],   unit_end[2]])  

    # Compute the x component of proj_start x proj_end  
    cross_product_x = unit_end[2] * unit_start[1] - unit_end[1] * unit_start[2]  
    mag_proj_start = np.sqrt((proj_start ** 2).sum())  
    mag_proj_end   = np.sqrt((proj_end   ** 2).sum())  
    sin_delta_pitch = cross_product_x / (mag_proj_start * mag_proj_end)  
    delta_pitch = -np.arcsin(sin_delta_pitch) # sign will match that of `sin_delta_yaw`  

    return (delta_yaw, delta_pitch, 0)  


def viewer(image: Image.Image, size: tuple[int, int]):  
    yaw = 0  
    pitch = 0  
    roll = 0  
    viewport_dist = 0.5  
    delta_yaw = np.pi / 100  
    delta_pitch = np.pi / 100  
    delta_roll = np.pi / 100  

    key_is_down = defaultdict(lambda: False)  
    mousedown_coord = None # Relative to the window (i.e. top-left is (0,0))  
    mousedown_ypr = None  
    mouse_coord = None # Relative to the window  
    pygame.init()  
    screen = pygame.display.set_mode(size)  
    clock = pygame.time.Clock()  

    for i in itertools.count():  
        # Process player inputs.  
        for event in pygame.event.get():  
            if event.type == pygame.QUIT:  
                pygame.quit()  
                raise SystemExit  
            elif event.type == pygame.KEYDOWN:  
                key_is_down[event.key] = True  
            elif event.type == pygame.KEYUP:  
                key_is_down[event.key] = False  
            elif event.type == pygame.MOUSEMOTION:  
                mouse_coord = event.pos  
            elif event.type == pygame.MOUSEBUTTONDOWN:  
                if event.button == 1:  
                    mousedown_coord = event.pos  
                    mousedown_ypr = (yaw, pitch, roll)  
            elif event.type == pygame.MOUSEBUTTONUP:  
                if event.button == 1:  
                    mousedown_coord = None  
                    mousedown_ypr = None  

        # Do logical updates here.  
        if mousedown_coord is None:  
            if key_is_down[pygame.K_LEFT]:  
                yaw += delta_yaw  
            if key_is_down[pygame.K_RIGHT]:  
                yaw -= delta_yaw  
            if key_is_down[pygame.K_UP]:  
                pitch += delta_pitch  
            if key_is_down[pygame.K_DOWN]:  
                pitch -= delta_pitch  
            if key_is_down[pygame.K_q]:  
                roll -= delta_roll  
            if key_is_down[pygame.K_e]:  
                roll += delta_roll  
        else:  
            assert mousedown_ypr is not None  
            assert mouse_coord is not None  
            delta_ypr = map_mouse_drag(  
                mouse_coord_start = mousedown_coord,  
                mouse_coord_end = mouse_coord,  
                viewport_size = size,  
                viewport_dist = viewport_dist,  
            )  
            yaw, pitch, roll = (  
                mousedown_ypr[0] + delta_ypr[0],  
                mousedown_ypr[1] + delta_ypr[1],  
                mousedown_ypr[2] + delta_ypr[2],  
            )  

        img = equirectangular_to_rectilinear_image(  
          img = image,  
          size = size,  
          viewport_dist = viewport_dist,  
          yaw = yaw, pitch = pitch, roll = roll,  
        )  

        # Render the graphics here.  
        surface = pygame.image.fromstring(  
                img.tobytes(), img.size, img.mode  
        )  
        screen.blit(surface, (0, 0))  

        pygame.display.flip()  

        clock.tick(20)  

    pygame.quit()  


def load_image(file_path: Path, target_width: int = 500) -> Image.Image:  
    img_full_res = Image.open(file_path)  

    width, height = img_full_res.size  

    # Calculate target height based on aspect ratio  
    ratio = target_width / float(width)  
    target_height = int(float(height) * float(ratio))  

    # Resize with the fastest/cheapest method  
    img_low_res = img_full_res.resize(  
            (target_width, target_height),  
            Image.Resampling.NEAREST,  
    )  

    return img_low_res  


def main():  
    args = sys.argv  

    file_path = Path(args[1])  

    viewer(  
        image = load_image(file_path),  
        size = (300, 200),  
    )  


if __name__ == '__main__':  
    main()  

:::

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11
nostupidquestions·No Stupid Questionsbycx40

Who started the silly progress bar messages?

Progress bars often come with text that tells you what it's doing. In recent years, it seems that a lot of them stopped actually telling you what they're doing and instead give you a silly unrelated message (e.g. Panoramax would give me things like "Calculating Cornish sunshine", "Measuring the high tides", "Brewing tea", etc). Where/how did this trend start?

Edit: Thanks for all the responses! It looks like this is much older than I originally thought. I played SimCity 2000 as a kid, but at that age, "reticulating splines" just sounded like normal computer jargon to me.

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50
python·Pythonbycx40

Which python scaffolding tools?

I've noticed that a lot of my projects follow the same basic architecture and I often like to write some simple tools for myself where it takes much longer to set up the project than it does to write the domain specific code. So I've been looking into scaffolding tools to help with this. I'm aware of Cookiecutter and Copier. Are there others? How do they compare? What are your preferences and why?

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5

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