Open3D显示中文
1. 相关的类
1. open3d.visualization.gui.Application
设置字体

2. open3d.visualization.gui.FontDescription
字体类

2. 使用
参考官方文档:https://www.open3d.org/docs/release/python_example/visualization/index.html#non-english-py
2.1 注意如果不使用zh_all
可能还是不能显示常用的汉字
python
# ----------------------------------------------------------------------------
# - Open3D: www.open3d.org -
# ----------------------------------------------------------------------------
# Copyright (c) 2018-2024 www.open3d.org
# SPDX-License-Identifier: MIT
# ----------------------------------------------------------------------------
import open3d.visualization.gui as gui
import os.path
import platform
basedir = os.path.dirname(os.path.realpath(__file__))
# This is all-widgets.py with some modifications for non-English languages.
# Please see all-widgets.py for usage of the GUI widgets
MODE_SERIF = "serif"
MODE_COMMON_HANYU = "common"
MODE_SERIF_AND_COMMON_HANYU = "serif+common"
MODE_COMMON_HANYU_EN = "hanyu_en+common"
MODE_ALL_HANYU = "all"
MODE_CUSTOM_CHARS = "custom"
#mode = MODE_SERIF
#mode = MODE_COMMON_HANYU
# mode = MODE_SERIF_AND_COMMON_HANYU
mode = MODE_ALL_HANYU
#mode = MODE_CUSTOM_CHARS
# Fonts can be names or paths
if platform.system() == "Darwin":
serif = "Times New Roman"
hanzi = "STHeiti Light"
chess = "/System/Library/Fonts/Apple Symbols.ttf"
elif platform.system() == "Windows":
# it is necessary to specify paths on Windows since it stores its fonts
# with a cryptic name, so font name searches do not work on Windows
serif = "c:/windows/fonts/times.ttf" # Times New Roman
hanzi = "c:/windows/fonts/msyh.ttc" # YaHei UI
chess = "c:/windows/fonts/seguisym.ttf" # Segoe UI Symbol
else:
# Assumes Ubuntu 20.04
serif = "DejaVuSerif"
hanzi = "NotoSansCJK"
chess = "/usr/share/fonts/truetype/freefont/FreeSerif.ttf"
def main():
gui.Application.instance.initialize()
# Font changes must be done after initialization but before creating
# a window.
# MODE_SERIF changes the English font; Chinese will not be displayed
font = None
if mode == MODE_SERIF:
font = gui.FontDescription(serif)
# MODE_COMMON_HANYU uses the default English font and adds common Chinese
elif mode == MODE_COMMON_HANYU:
font = gui.FontDescription()
font.add_typeface_for_language(hanzi, "zh")
# MODE_SERIF_AND_COMMON_HANYU uses a serif English font and adds common
# Chinese characters
elif mode == MODE_SERIF_AND_COMMON_HANYU:
font = gui.FontDescription(serif)
font.add_typeface_for_language(hanzi, "zh")
# MODE_COMMON_HANYU_EN the Chinese font for both English and the common
# characters
elif mode == MODE_COMMON_HANYU_EN:
font = gui.FontDescription(hanzi)
font.add_typeface_for_language(hanzi, "zh")
# MODE_ALL_HANYU uses the default English font but includes all the Chinese
# characters (which uses a substantial amount of memory)
elif mode == MODE_ALL_HANYU:
font = gui.FontDescription()
font.add_typeface_for_language(hanzi, "zh_all")
elif mode == MODE_CUSTOM_CHARS:
range = [0x2654, 0x2655, 0x2656, 0x2657, 0x2658, 0x2659]
font = gui.FontDescription()
font.add_typeface_for_code_points(chess, range)
if font is not None:
gui.Application.instance.set_font(gui.Application.DEFAULT_FONT_ID, font)
w = ExampleWindow()
gui.Application.instance.run()
class ExampleWindow:
MENU_CHECKABLE = 1
MENU_DISABLED = 2
MENU_QUIT = 3
def __init__(self):
self.window = gui.Application.instance.create_window("Test", 400, 768)
# self.window = gui.Application.instance.create_window("Test", 400, 768,
# x=50, y=100)
w = self.window # for more concise code
# Rather than specifying sizes in pixels, which may vary in size based
# on the monitor, especially on macOS which has 220 dpi monitors, use
# the em-size. This way sizings will be proportional to the font size,
# which will create a more visually consistent size across platforms.
em = w.theme.font_size
# Widgets are laid out in layouts: gui.Horiz, gui.Vert,
# gui.CollapsableVert, and gui.VGrid. By nesting the layouts we can
# achieve complex designs. Usually we use a vertical layout as the
# topmost widget, since widgets tend to be organized from top to bottom.
# Within that, we usually have a series of horizontal layouts for each
# row.
layout = gui.Vert(0, gui.Margins(0.5 * em, 0.5 * em, 0.5 * em,
0.5 * em))
# Create the menu. The menu is global (because the macOS menu is global),
# so only create it once.
if gui.Application.instance.menubar is None:
menubar = gui.Menu()
test_menu = gui.Menu()
test_menu.add_item("An option", ExampleWindow.MENU_CHECKABLE)
test_menu.set_checked(ExampleWindow.MENU_CHECKABLE, True)
test_menu.add_item("Unavailable feature",
ExampleWindow.MENU_DISABLED)
test_menu.set_enabled(ExampleWindow.MENU_DISABLED, False)
test_menu.add_separator()
test_menu.add_item("Quit", ExampleWindow.MENU_QUIT)
# On macOS the first menu item is the application menu item and will
# always be the name of the application (probably "Python"),
# regardless of what you pass in here. The application menu is
# typically where About..., Preferences..., and Quit go.
menubar.add_menu("Test", test_menu)
gui.Application.instance.menubar = menubar
# Each window needs to know what to do with the menu items, so we need
# to tell the window how to handle menu items.
w.set_on_menu_item_activated(ExampleWindow.MENU_CHECKABLE,
self._on_menu_checkable)
w.set_on_menu_item_activated(ExampleWindow.MENU_QUIT,
self._on_menu_quit)
# Create a file-chooser widget. One part will be a text edit widget for
# the filename and clicking on the button will let the user choose using
# the file dialog.
self._fileedit = gui.TextEdit()
filedlgbutton = gui.Button("...")
filedlgbutton.horizontal_padding_em = 0.5
filedlgbutton.vertical_padding_em = 0
filedlgbutton.set_on_clicked(self._on_filedlg_button)
# (Create the horizontal widget for the row. This will make sure the
# text editor takes up as much space as it can.)
fileedit_layout = gui.Horiz()
fileedit_layout.add_child(gui.Label("Model file"))
fileedit_layout.add_child(self._fileedit)
fileedit_layout.add_fixed(0.25 * em)
fileedit_layout.add_child(filedlgbutton)
# add to the top-level (vertical) layout
layout.add_child(fileedit_layout)
# Create a collapsible vertical widget, which takes up enough vertical
# space for all its children when open, but only enough for text when
# closed. This is useful for property pages, so the user can hide sets
# of properties they rarely use. All layouts take a spacing parameter,
# which is the spacinging between items in the widget, and a margins
# parameter, which specifies the spacing of the left, top, right,
# bottom margins. (This acts like the 'padding' property in CSS.)
collapse = gui.CollapsableVert("Widgets", 0.33 * em,
gui.Margins(em, 0, 0, 0))
if mode == MODE_CUSTOM_CHARS:
self._label = gui.Label("♔♕♖♗♘♙")
elif mode == MODE_ALL_HANYU:
self._label = gui.Label("天地玄黃,宇宙洪荒。日月盈昃,辰宿列張。")
else:
self._label = gui.Label("锄禾日当午,汗滴禾下土。谁知盘中餐,粒粒皆辛苦。")
self._label.text_color = gui.Color(1.0, 0.5, 0.0)
collapse.add_child(self._label)
# Create a checkbox. Checking or unchecking would usually be used to set
# a binary property, but in this case it will show a simple message box,
# which illustrates how to create simple dialogs.
cb = gui.Checkbox("Enable some really cool effect")
cb.set_on_checked(self._on_cb) # set the callback function
collapse.add_child(cb)
# Create a color editor. We will change the color of the orange label
# above when the color changes.
color = gui.ColorEdit()
color.color_value = self._label.text_color
color.set_on_value_changed(self._on_color)
collapse.add_child(color)
# This is a combobox, nothing fancy here, just set a simple function to
# handle the user selecting an item.
combo = gui.Combobox()
combo.add_item("Show point labels")
combo.add_item("Show point velocity")
combo.add_item("Show bounding boxes")
combo.set_on_selection_changed(self._on_combo)
collapse.add_child(combo)
# Add a simple image
logo = gui.ImageWidget(basedir + "/icon-32.png")
collapse.add_child(logo)
# Add a list of items
lv = gui.ListView()
lv.set_items(["Ground", "Trees", "Buildings" "Cars", "People"])
lv.selected_index = lv.selected_index + 2 # initially is -1, so now 1
lv.set_on_selection_changed(self._on_list)
collapse.add_child(lv)
# Add a tree view
tree = gui.TreeView()
tree.add_text_item(tree.get_root_item(), "Camera")
geo_id = tree.add_text_item(tree.get_root_item(), "Geometries")
mesh_id = tree.add_text_item(geo_id, "Mesh")
tree.add_text_item(mesh_id, "Triangles")
tree.add_text_item(mesh_id, "Albedo texture")
tree.add_text_item(mesh_id, "Normal map")
points_id = tree.add_text_item(geo_id, "Points")
tree.can_select_items_with_children = True
tree.set_on_selection_changed(self._on_tree)
# does not call on_selection_changed: user did not change selection
tree.selected_item = points_id
collapse.add_child(tree)
# Add two number editors, one for integers and one for floating point
# Number editor can clamp numbers to a range, although this is more
# useful for integers than for floating point.
intedit = gui.NumberEdit(gui.NumberEdit.INT)
intedit.int_value = 0
intedit.set_limits(1, 19) # value coerced to 1
intedit.int_value = intedit.int_value + 2 # value should be 3
doubleedit = gui.NumberEdit(gui.NumberEdit.DOUBLE)
numlayout = gui.Horiz()
numlayout.add_child(gui.Label("int"))
numlayout.add_child(intedit)
numlayout.add_fixed(em) # manual spacing (could set it in Horiz() ctor)
numlayout.add_child(gui.Label("double"))
numlayout.add_child(doubleedit)
collapse.add_child(numlayout)
# Create a progress bar. It ranges from 0.0 to 1.0.
self._progress = gui.ProgressBar()
self._progress.value = 0.25 # 25% complete
self._progress.value = self._progress.value + 0.08 # 0.25 + 0.08 = 33%
prog_layout = gui.Horiz(em)
prog_layout.add_child(gui.Label("Progress..."))
prog_layout.add_child(self._progress)
collapse.add_child(prog_layout)
# Create a slider. It acts very similar to NumberEdit except that the
# user moves a slider and cannot type the number.
slider = gui.Slider(gui.Slider.INT)
slider.set_limits(5, 13)
slider.set_on_value_changed(self._on_slider)
collapse.add_child(slider)
# Create a text editor. The placeholder text (if not empty) will be
# displayed when there is no text, as concise help, or visible tooltip.
tedit = gui.TextEdit()
tedit.placeholder_text = "Edit me some text here"
# on_text_changed fires whenever the user changes the text (but not if
# the text_value property is assigned to).
tedit.set_on_text_changed(self._on_text_changed)
# on_value_changed fires whenever the user signals that they are finished
# editing the text, either by pressing return or by clicking outside of
# the text editor, thus losing text focus.
tedit.set_on_value_changed(self._on_value_changed)
collapse.add_child(tedit)
# Create a widget for showing/editing a 3D vector
vedit = gui.VectorEdit()
vedit.vector_value = [1, 2, 3]
vedit.set_on_value_changed(self._on_vedit)
collapse.add_child(vedit)
# Create a VGrid layout. This layout specifies the number of columns
# (two, in this case), and will place the first child in the first
# column, the second in the second, the third in the first, the fourth
# in the second, etc.
# So:
# 2 cols 3 cols 4 cols
# | 1 | 2 | | 1 | 2 | 3 | | 1 | 2 | 3 | 4 |
# | 3 | 4 | | 4 | 5 | 6 | | 5 | 6 | 7 | 8 |
# | 5 | 6 | | 7 | 8 | 9 | | 9 | 10 | 11 | 12 |
# | ... | | ... | | ... |
vgrid = gui.VGrid(2)
vgrid.add_child(gui.Label("Trees"))
vgrid.add_child(gui.Label("12 items"))
vgrid.add_child(gui.Label("People"))
vgrid.add_child(gui.Label("2 (93% certainty)"))
vgrid.add_child(gui.Label("Cars"))
vgrid.add_child(gui.Label("5 (87% certainty)"))
collapse.add_child(vgrid)
# Create a tab control. This is really a set of N layouts on top of each
# other, but with only one selected.
tabs = gui.TabControl()
tab1 = gui.Vert()
tab1.add_child(gui.Checkbox("Enable option 1"))
tab1.add_child(gui.Checkbox("Enable option 2"))
tab1.add_child(gui.Checkbox("Enable option 3"))
tabs.add_tab("Options", tab1)
tab2 = gui.Vert()
tab2.add_child(gui.Label("No plugins detected"))
tab2.add_stretch()
tabs.add_tab("Plugins", tab2)
collapse.add_child(tabs)
# Quit button. (Typically this is a menu item)
button_layout = gui.Horiz()
ok_button = gui.Button("Ok")
ok_button.set_on_clicked(self._on_ok)
button_layout.add_stretch()
button_layout.add_child(ok_button)
layout.add_child(collapse)
layout.add_child(button_layout)
# We're done, set the window's layout
w.add_child(layout)
def _on_filedlg_button(self):
filedlg = gui.FileDialog(gui.FileDialog.OPEN, "Select file",
self.window.theme)
filedlg.add_filter(".obj .ply .stl", "Triangle mesh (.obj, .ply, .stl)")
filedlg.add_filter("", "All files")
filedlg.set_on_cancel(self._on_filedlg_cancel)
filedlg.set_on_done(self._on_filedlg_done)
self.window.show_dialog(filedlg)
def _on_filedlg_cancel(self):
self.window.close_dialog()
def _on_filedlg_done(self, path):
self._fileedit.text_value = path
self.window.close_dialog()
def _on_cb(self, is_checked):
if is_checked:
text = "Sorry, effects are unimplemented"
else:
text = "Good choice"
self.show_message_dialog("There might be a problem...", text)
# This function is essentially the same as window.show_message_box(),
# so for something this simple just use that, but it illustrates making a
# dialog.
def show_message_dialog(self, title, message):
# A Dialog is just a widget, so you make its child a layout just like
# a Window.
dlg = gui.Dialog(title)
# Add the message text
em = self.window.theme.font_size
dlg_layout = gui.Vert(em, gui.Margins(em, em, em, em))
dlg_layout.add_child(gui.Label(message))
# Add the Ok button. We need to define a callback function to handle
# the click.
ok_button = gui.Button("Ok")
ok_button.set_on_clicked(self._on_dialog_ok)
# We want the Ok button to be an the right side, so we need to add
# a stretch item to the layout, otherwise the button will be the size
# of the entire row. A stretch item takes up as much space as it can,
# which forces the button to be its minimum size.
button_layout = gui.Horiz()
button_layout.add_stretch()
button_layout.add_child(ok_button)
# Add the button layout,
dlg_layout.add_child(button_layout)
# ... then add the layout as the child of the Dialog
dlg.add_child(dlg_layout)
# ... and now we can show the dialog
self.window.show_dialog(dlg)
def _on_dialog_ok(self):
self.window.close_dialog()
def _on_color(self, new_color):
self._label.text_color = new_color
def _on_combo(self, new_val, new_idx):
print(new_idx, new_val)
def _on_list(self, new_val, is_dbl_click):
print(new_val)
def _on_tree(self, new_item_id):
print(new_item_id)
def _on_slider(self, new_val):
self._progress.value = new_val / 20.0
def _on_text_changed(self, new_text):
print("edit:", new_text)
def _on_value_changed(self, new_text):
print("value:", new_text)
def _on_vedit(self, new_val):
print(new_val)
def _on_ok(self):
gui.Application.instance.quit()
def _on_menu_checkable(self):
gui.Application.instance.menubar.set_checked(
ExampleWindow.MENU_CHECKABLE,
not gui.Application.instance.menubar.is_checked(
ExampleWindow.MENU_CHECKABLE))
def _on_menu_quit(self):
gui.Application.instance.quit()
# This class is essentially the same as window.show_message_box(),
# so for something this simple just use that, but it illustrates making a
# dialog.
class MessageBox:
def __init__(self, title, message):
self._window = None
# A Dialog is just a widget, so you make its child a layout just like
# a Window.
dlg = gui.Dialog(title)
# Add the message text
em = self.window.theme.font_size
dlg_layout = gui.Vert(em, gui.Margins(em, em, em, em))
dlg_layout.add_child(gui.Label(message))
# Add the Ok button. We need to define a callback function to handle
# the click.
ok_button = gui.Button("Ok")
ok_button.set_on_clicked(self._on_ok)
# We want the Ok button to be an the right side, so we need to add
# a stretch item to the layout, otherwise the button will be the size
# of the entire row. A stretch item takes up as much space as it can,
# which forces the button to be its minimum size.
button_layout = gui.Horiz()
button_layout.add_stretch()
button_layout.add_child(ok_button)
# Add the button layout,
dlg_layout.add_child(button_layout)
# ... then add the layout as the child of the Dialog
dlg.add_child(dlg_layout)
def show(self, window):
self._window = window
def _on_ok(self):
self._window.close_dialog()
if __name__ == "__main__":
main()
