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284
hy3dpaint/DifferentiableRenderer/mesh_utils.py
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284
hy3dpaint/DifferentiableRenderer/mesh_utils.py
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# Hunyuan 3D is licensed under the TENCENT HUNYUAN NON-COMMERCIAL LICENSE AGREEMENT
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# except for the third-party components listed below.
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# Hunyuan 3D does not impose any additional limitations beyond what is outlined
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# in the repsective licenses of these third-party components.
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# Users must comply with all terms and conditions of original licenses of these third-party
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# components and must ensure that the usage of the third party components adheres to
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# all relevant laws and regulations.
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# For avoidance of doubts, Hunyuan 3D means the large language models and
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# their software and algorithms, including trained model weights, parameters (including
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# optimizer states), machine-learning model code, inference-enabling code, training-enabling code,
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# fine-tuning enabling code and other elements of the foregoing made publicly available
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# by Tencent in accordance with TENCENT HUNYUAN COMMUNITY LICENSE AGREEMENT.
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import os
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import cv2
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import bpy
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import math
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import numpy as np
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from io import StringIO
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from typing import Optional, Tuple, Dict, Any
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def _safe_extract_attribute(obj: Any, attr_path: str, default: Any = None) -> Any:
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"""Extract nested attribute safely from object."""
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try:
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for attr in attr_path.split("."):
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obj = getattr(obj, attr)
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return obj
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except AttributeError:
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return default
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def _convert_to_numpy(data: Any, dtype: np.dtype) -> Optional[np.ndarray]:
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"""Convert data to numpy array with specified dtype, handling None values."""
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if data is None:
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return None
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return np.asarray(data, dtype=dtype)
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def load_mesh(mesh):
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"""Load mesh data including vertices, faces, UV coordinates and texture."""
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# Extract vertex positions and face indices
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vtx_pos = _safe_extract_attribute(mesh, "vertices")
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pos_idx = _safe_extract_attribute(mesh, "faces")
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# Extract UV coordinates (reusing face indices for UV indices)
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vtx_uv = _safe_extract_attribute(mesh, "visual.uv")
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uv_idx = pos_idx # Reuse face indices for UV mapping
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# Convert to numpy arrays with appropriate dtypes
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vtx_pos = _convert_to_numpy(vtx_pos, np.float32)
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pos_idx = _convert_to_numpy(pos_idx, np.int32)
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vtx_uv = _convert_to_numpy(vtx_uv, np.float32)
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uv_idx = _convert_to_numpy(uv_idx, np.int32)
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texture_data = None
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return vtx_pos, pos_idx, vtx_uv, uv_idx, texture_data
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def _get_base_path_and_name(mesh_path: str) -> Tuple[str, str]:
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"""Get base path without extension and mesh name."""
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base_path = os.path.splitext(mesh_path)[0]
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name = os.path.basename(base_path)
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return base_path, name
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def _save_texture_map(
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texture: np.ndarray,
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base_path: str,
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suffix: str = "",
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image_format: str = ".jpg",
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color_convert: Optional[int] = None,
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) -> str:
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"""Save texture map with optional color conversion."""
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path = f"{base_path}{suffix}{image_format}"
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processed_texture = (texture * 255).astype(np.uint8)
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if color_convert is not None:
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processed_texture = cv2.cvtColor(processed_texture, color_convert)
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cv2.imwrite(path, processed_texture)
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else:
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cv2.imwrite(path, processed_texture[..., ::-1]) # RGB to BGR
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return os.path.basename(path)
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def _write_mtl_properties(f, properties: Dict[str, Any]):
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"""Write material properties to MTL file."""
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for key, value in properties.items():
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if isinstance(value, (list, tuple)):
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f.write(f"{key} {' '.join(map(str, value))}\n")
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else:
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f.write(f"{key} {value}\n")
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def _create_obj_content(
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vtx_pos: np.ndarray, vtx_uv: np.ndarray, pos_idx: np.ndarray, uv_idx: np.ndarray, name: str
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) -> str:
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"""Create OBJ file content."""
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buffer = StringIO()
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# Write header and vertices
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buffer.write(f"mtllib {name}.mtl\no {name}\n")
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np.savetxt(buffer, vtx_pos, fmt="v %.6f %.6f %.6f")
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np.savetxt(buffer, vtx_uv, fmt="vt %.6f %.6f")
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buffer.write("s 0\nusemtl Material\n")
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# Write faces
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pos_idx_plus1 = pos_idx + 1
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uv_idx_plus1 = uv_idx + 1
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face_format = np.frompyfunc(lambda *x: f"{int(x[0])}/{int(x[1])}", 2, 1)
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faces = face_format(pos_idx_plus1, uv_idx_plus1)
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face_strings = [f"f {' '.join(face)}" for face in faces]
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buffer.write("\n".join(face_strings) + "\n")
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return buffer.getvalue()
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def save_obj_mesh(mesh_path, vtx_pos, pos_idx, vtx_uv, uv_idx, texture, metallic=None, roughness=None, normal=None):
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"""Save mesh as OBJ file with textures and material."""
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# Convert inputs to numpy arrays
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vtx_pos = _convert_to_numpy(vtx_pos, np.float32)
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vtx_uv = _convert_to_numpy(vtx_uv, np.float32)
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pos_idx = _convert_to_numpy(pos_idx, np.int32)
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uv_idx = _convert_to_numpy(uv_idx, np.int32)
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base_path, name = _get_base_path_and_name(mesh_path)
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# Create and save OBJ content
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obj_content = _create_obj_content(vtx_pos, vtx_uv, pos_idx, uv_idx, name)
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with open(mesh_path, "w") as obj_file:
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obj_file.write(obj_content)
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# Save texture maps
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texture_maps = {}
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texture_maps["diffuse"] = _save_texture_map(texture, base_path)
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if metallic is not None:
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texture_maps["metallic"] = _save_texture_map(metallic, base_path, "_metallic", color_convert=cv2.COLOR_RGB2GRAY)
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if roughness is not None:
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texture_maps["roughness"] = _save_texture_map(
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roughness, base_path, "_roughness", color_convert=cv2.COLOR_RGB2GRAY
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)
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if normal is not None:
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texture_maps["normal"] = _save_texture_map(normal, base_path, "_normal")
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# Create MTL file
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_create_mtl_file(base_path, texture_maps, metallic is not None)
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def _create_mtl_file(base_path: str, texture_maps: Dict[str, str], is_pbr: bool):
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"""Create MTL material file."""
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mtl_path = f"{base_path}.mtl"
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with open(mtl_path, "w") as f:
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f.write("newmtl Material\n")
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if is_pbr:
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# PBR material properties
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properties = {
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"Kd": [0.800, 0.800, 0.800],
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"Ke": [0.000, 0.000, 0.000], # 鐜鍏夐伄钄<E4BC84>
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"Ni": 1.500, # 鎶樺皠绯绘暟
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"d": 1.0, # 閫忔槑搴<E6A791>
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"illum": 2, # 鍏夌収妯″瀷
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"map_Kd": texture_maps["diffuse"],
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}
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_write_mtl_properties(f, properties)
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# Additional PBR maps
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map_configs = [("metallic", "map_Pm"), ("roughness", "map_Pr"), ("normal", "map_Bump -bm 1.0")]
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for texture_key, mtl_key in map_configs:
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if texture_key in texture_maps:
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f.write(f"{mtl_key} {texture_maps[texture_key]}\n")
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else:
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# Standard material properties
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properties = {
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"Ns": 250.000000,
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"Ka": [0.200, 0.200, 0.200],
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"Kd": [0.800, 0.800, 0.800],
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"Ks": [0.500, 0.500, 0.500],
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"Ke": [0.000, 0.000, 0.000],
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"Ni": 1.500,
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"d": 1.0,
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"illum": 3,
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"map_Kd": texture_maps["diffuse"],
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}
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_write_mtl_properties(f, properties)
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def save_mesh(mesh_path, vtx_pos, pos_idx, vtx_uv, uv_idx, texture, metallic=None, roughness=None, normal=None):
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"""Save mesh using OBJ format."""
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save_obj_mesh(
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mesh_path, vtx_pos, pos_idx, vtx_uv, uv_idx, texture, metallic=metallic, roughness=roughness, normal=normal
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)
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def _setup_blender_scene():
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"""Setup Blender scene for conversion."""
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if "convert" not in bpy.data.scenes:
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bpy.data.scenes.new("convert")
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bpy.context.window.scene = bpy.data.scenes["convert"]
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def _clear_scene_objects():
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"""Clear all objects from current Blender scene."""
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for obj in bpy.context.scene.objects:
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obj.select_set(True)
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bpy.data.objects.remove(obj, do_unlink=True)
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def _select_mesh_objects():
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"""Select all mesh objects in scene."""
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bpy.ops.object.select_all(action="DESELECT")
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for obj in bpy.context.scene.objects:
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if obj.type == "MESH":
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obj.select_set(True)
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def _merge_vertices_if_needed(merge_vertices: bool):
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"""Merge duplicate vertices if requested."""
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if not merge_vertices:
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return
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for obj in bpy.context.selected_objects:
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if obj.type == "MESH":
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bpy.context.view_layer.objects.active = obj
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bpy.ops.object.mode_set(mode="EDIT")
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bpy.ops.mesh.select_all(action="SELECT")
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bpy.ops.mesh.remove_doubles()
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bpy.ops.object.mode_set(mode="OBJECT")
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def _apply_shading(shade_type: str, auto_smooth_angle: float):
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"""Apply shading to selected objects."""
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shading_ops = {
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"SMOOTH": lambda: bpy.ops.object.shade_smooth(),
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"FLAT": lambda: bpy.ops.object.shade_flat(),
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"AUTO_SMOOTH": lambda: _apply_auto_smooth(auto_smooth_angle),
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}
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if shade_type in shading_ops:
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shading_ops[shade_type]()
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def _apply_auto_smooth(auto_smooth_angle: float):
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"""Apply auto smooth based on Blender version."""
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angle_rad = math.radians(auto_smooth_angle)
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if bpy.app.version < (4, 1, 0):
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bpy.ops.object.shade_smooth(use_auto_smooth=True, auto_smooth_angle=angle_rad)
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elif bpy.app.version < (4, 2, 0):
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bpy.ops.object.shade_smooth_by_angle(angle=angle_rad)
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else:
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bpy.ops.object.shade_auto_smooth(angle=angle_rad)
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def convert_obj_to_glb(
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obj_path: str,
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glb_path: str,
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shade_type: str = "SMOOTH",
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auto_smooth_angle: float = 60,
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merge_vertices: bool = False,
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) -> bool:
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"""Convert OBJ file to GLB format using Blender."""
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try:
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_setup_blender_scene()
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_clear_scene_objects()
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# Import OBJ file
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bpy.ops.wm.obj_import(filepath=obj_path)
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_select_mesh_objects()
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# Process meshes
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_merge_vertices_if_needed(merge_vertices)
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_apply_shading(shade_type, auto_smooth_angle)
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# Export to GLB
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bpy.ops.export_scene.gltf(filepath=glb_path, use_active_scene=True)
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return True
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except Exception:
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return False
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