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TRELLIS.2/data_toolkit/blender_script/dump_mesh.py
2026-01-10 09:47:30 +00:00

242 lines
7.8 KiB
Python
Executable File

import argparse, sys, os, math, io
from typing import *
import bpy
import bmesh
from mathutils import Vector, Matrix
import numpy as np
import pickle
"""=============== BLENDER ==============="""
IMPORT_FUNCTIONS: Dict[str, Callable] = {
"obj": bpy.ops.import_scene.obj if bpy.app.version[0] < 4 else bpy.ops.wm.obj_import,
"glb": bpy.ops.import_scene.gltf,
"gltf": bpy.ops.import_scene.gltf,
"usd": bpy.ops.import_scene.usd,
"fbx": bpy.ops.import_scene.fbx,
"stl": bpy.ops.import_mesh.stl if bpy.app.version[0] < 4 else bpy.ops.wm.stl_import,
"usda": bpy.ops.import_scene.usda,
"dae": bpy.ops.wm.collada_import,
"ply": bpy.ops.import_mesh.ply if bpy.app.version[0] < 4 else bpy.ops.wm.ply_import,
"abc": bpy.ops.wm.alembic_import,
"blend": bpy.ops.wm.append,
}
def init_scene() -> None:
"""Resets the scene to a clean state.
Returns:
None
"""
# delete everything
for obj in bpy.data.objects:
bpy.data.objects.remove(obj, do_unlink=True)
# delete all the materials
for material in bpy.data.materials:
bpy.data.materials.remove(material, do_unlink=True)
# delete all the textures
for texture in bpy.data.textures:
bpy.data.textures.remove(texture, do_unlink=True)
# delete all the images
for image in bpy.data.images:
bpy.data.images.remove(image, do_unlink=True)
def load_object(object_path: str) -> None:
"""Loads a model with a supported file extension into the scene.
Args:
object_path (str): Path to the model file.
Raises:
ValueError: If the file extension is not supported.
Returns:
None
"""
file_extension = object_path.split(".")[-1].lower()
if file_extension is None:
raise ValueError(f"Unsupported file type: {object_path}")
if file_extension == "usdz":
# install usdz io package
dirname = os.path.dirname(os.path.realpath(__file__))
usdz_package = os.path.join(dirname, "io_scene_usdz.zip")
bpy.ops.preferences.addon_install(filepath=usdz_package)
# enable it
addon_name = "io_scene_usdz"
bpy.ops.preferences.addon_enable(module=addon_name)
# import the usdz
from io_scene_usdz.import_usdz import import_usdz
import_usdz(context, filepath=object_path, materials=True, animations=True)
return None
# load from existing import functions
import_function = IMPORT_FUNCTIONS[file_extension]
print(f"Loading object from {object_path}")
if file_extension == "blend":
import_function(directory=object_path, link=False)
elif file_extension in {"glb", "gltf"}:
import_function(filepath=object_path, merge_vertices=True, import_shading='NORMALS', bone_heuristic='TEMPERANCE')
else:
import_function(filepath=object_path)
def delete_invisible_objects() -> None:
"""Deletes all invisible objects in the scene.
Returns:
None
"""
to_remove = []
for obj in bpy.context.scene.objects:
if obj.hide_viewport or obj.hide_render:
obj.hide_viewport = False
obj.hide_render = False
obj.hide_select = False
to_remove.append(obj)
for obj in to_remove:
bpy.data.objects.remove(obj, do_unlink=True)
# Delete invisible collections
invisible_collections = [col for col in bpy.data.collections if col.hide_viewport]
for col in invisible_collections:
bpy.data.collections.remove(col)
def scene_bbox() -> Tuple[Vector, Vector]:
"""Returns the bounding box of the scene.
Taken from Shap-E rendering script
(https://github.com/openai/shap-e/blob/main/shap_e/rendering/blender/blender_script.py#L68-L82)
Returns:
Tuple[Vector, Vector]: The minimum and maximum coordinates of the bounding box.
"""
bbox_min = (math.inf,) * 3
bbox_max = (-math.inf,) * 3
found = False
scene_meshes = [obj for obj in bpy.context.scene.objects.values() if isinstance(obj.data, bpy.types.Mesh)]
for obj in scene_meshes:
found = True
for coord in obj.bound_box:
coord = Vector(coord)
coord = obj.matrix_world @ coord
bbox_min = tuple(min(x, y) for x, y in zip(bbox_min, coord))
bbox_max = tuple(max(x, y) for x, y in zip(bbox_max, coord))
if not found:
raise RuntimeError("no objects in scene to compute bounding box for")
return Vector(bbox_min), Vector(bbox_max)
def normalize_scene() -> Tuple[float, Vector]:
"""Normalizes the scene by scaling and translating it to fit in a unit cube centered
at the origin.
Mostly taken from the Point-E / Shap-E rendering script
(https://github.com/openai/point-e/blob/main/point_e/evals/scripts/blender_script.py#L97-L112),
but fix for multiple root objects: (see bug report here:
https://github.com/openai/shap-e/pull/60).
Returns:
Tuple[float, Vector]: The scale factor and the offset applied to the scene.
"""
scene_root_objects = [obj for obj in bpy.context.scene.objects.values() if not obj.parent]
if len(scene_root_objects) > 1:
# create an empty object to be used as a parent for all root objects
scene = bpy.data.objects.new("ParentEmpty", None)
bpy.context.scene.collection.objects.link(scene)
# parent all root objects to the empty object
for obj in scene_root_objects:
obj.parent = scene
else:
scene = scene_root_objects[0]
bbox_min, bbox_max = scene_bbox()
scale = 1 / max(bbox_max - bbox_min)
scene.scale = scene.scale * scale
# Apply scale to matrix_world.
bpy.context.view_layer.update()
bbox_min, bbox_max = scene_bbox()
offset = -(bbox_min + bbox_max) / 2
scene.matrix_world.translation += offset
return scale, offset
def main(arg):
# Initialize context
if arg.object.endswith(".blend"):
delete_invisible_objects()
else:
init_scene()
load_object(arg.object)
print('[INFO] Scene initialized.')
# Normalize scene
scale, offset = normalize_scene()
print('[INFO] Scene normalized.')
# Start dumping
depsgraph = bpy.context.evaluated_depsgraph_get()
scene = bpy.context.scene
output = {
'objects': [],
}
# Dumping meshes
for obj in scene.objects:
if obj.type != 'MESH':
continue
pack = {
"vertices": None,
"faces": None,
}
eval_obj = obj.evaluated_get(depsgraph)
eval_mesh = eval_obj.to_mesh()
bm = bmesh.new()
bm.from_mesh(eval_mesh)
bm.transform(obj.matrix_world)
bmesh.ops.triangulate(bm, faces=bm.faces)
bm.to_mesh(eval_mesh)
bm.free()
pack["vertices"] = np.array([
v.co[:] for v in eval_mesh.vertices
], dtype=np.float32) # (N, 3)
pack["faces"] = np.array([
[eval_mesh.loops[i].vertex_index for i in poly.loop_indices]
for poly in eval_mesh.polygons
], dtype=np.int32) # (F, 3)
output['objects'].append(pack)
# Save output
os.makedirs(os.path.dirname(arg.output_path), exist_ok=True)
with open(arg.output_path, 'wb') as f:
pickle.dump(output, f)
print('[INFO] Output saved to {}.'.format(arg.output_path))
if __name__ == '__main__':
parser = argparse.ArgumentParser(description='Renders given obj file by rotation a camera around it.')
parser.add_argument('--object', type=str, help='Path to the 3D model file to be rendered.')
parser.add_argument('--output_path', type=str, default='/tmp', help='The path the output will be dumped to.')
argv = sys.argv[sys.argv.index("--") + 1:]
args = parser.parse_args(argv)
main(args)