File: //opt/nerfstudio/docs/developer_guides/viewer/viewer_control.md
# 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 Click Callbacks
We forward *single* clicks inside the viewer to the ViewerControl object, which you can use to interact with the scene. To do this, register a callback using `register_click_cb()`. 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.
```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
def click_cb(click: ViewerClick):
print(f"Click at {click.origin} in direction {click.direction}")
self.viewer_control.register_click_cb(click_cb)
```
You can also use `unregister_click_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.
```python
...
def button_cb(button: ViewerButton):
def click_cb(click: ViewerClick):
print(f"Click at {click.origin} in direction {click.direction}")
self.viewer_control.unregister_click_cb(click_cb)
self.viewer_control.register_click_cb(click_cb)
```
### Thread safety
Just like `ViewerElement` callbacks, click callbacks are asynchronous to training and can potentially interrupt a call to `get_outputs()`.