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# pyright: reportAttributeAccessIssue=false
from collections import defaultdict
from numpy import ndarray
from PIL import Image
from typing import Optional, Tuple, Dict, List
import bpy # type: ignore
import logging
import numpy as np
import os
import trimesh
from .abstract import AbstractParser
from ..info.asset import Asset
from mathutils import Vector, Matrix # type: ignore
class BpyParser(AbstractParser):
@classmethod
def load(cls, filepath: str, **kwargs) -> Asset:
"""
Args:
use_material: if False, do not try loading (baked) textures and vertex_colors. Default True.
resolution: baked image resolution, default 512.
"""
clean_bpy()
load(filepath=filepath, **kwargs)
collection = bpy.data.collections.get("glTF_not_exported")
if collection is not None and collection.objects is not None:
for obj in list(collection.objects):
bpy.data.objects.remove(obj, do_unlink=True)
armature = get_armature()
if armature is None:
bones = None
joint_names = None
parents = None
lengths = None
matrix_world = np.eye(4)
matrix_local = None
matrix_basis = None
armature_name = None
else:
bones = armature.pose.bones # list of PoseBone
joint_names = [b.name for b in bones]
parents = []
lengths = []
matrix_world = np.array(armature.matrix_world)
matrix_local = []
for pbone in bones:
matrix_local.append(np.array(pbone.bone.matrix_local))
parents.append(joint_names.index(pbone.parent.name) if pbone.parent is not None else -1)
lengths.append(pbone.bone.length)
matrix_local = np.stack(matrix_local, axis=0)
parents = np.array(parents, dtype=np.int32)
lengths = np.array(lengths, dtype=np.float32)
matrix_basis = get_matrix_basis(armature, bones=bones)
armature_name = armature.name
mesh_dict = extract_mesh(
bones=bones,
use_material=kwargs.get('use_material', True),
resolution=kwargs.get('resolution', 512),
)
return Asset(
vertices=mesh_dict['vertices'],
faces=mesh_dict['faces'],
vertex_normals=mesh_dict['vertex_normals'],
face_normals=mesh_dict['face_normals'],
vertex_bias=mesh_dict['vertex_bias'],
face_bias=mesh_dict['face_bias'],
mesh_names=mesh_dict['mesh_names'],
joint_names=joint_names,
parents=parents,
lengths=lengths,
matrix_world=matrix_world,
matrix_local=matrix_local,
matrix_basis=matrix_basis,
armature_name=armature_name,
skin=mesh_dict['skin'],
uvs=mesh_dict['uvs'],
texture=mesh_dict['texture'],
texture_slot=mesh_dict['texture_slot'],
_vertex_colors=mesh_dict['_vertex_colors'],
have_texture=mesh_dict['have_texture'],
)
@classmethod
def export(cls, asset: Asset, filepath: str, **kwargs):
"""
If export obj, kwargs:
precision: int=6, number of decimal places for vertex coordinates
Otherwise, export fbx/glb/gltf using bpy, kwargs:
extrude_scale: float=0.5, if there is no tails in asset, first calculate the average length between parents and sons, then the length of leaf bone is l*extrude_scale. Otherwise do not affect final results.
connect_tail_to_unique_child: bool=False, if True, the tail of a bone with only one child will be exactly at the head of its child.
extrude_from_parent: bool=False, if True, the orientation of the leaf bone will be the same as its parent.
group_per_vertex: int=-1, number of the largest weights to keep for each vertex. -1 means keep all.
add_root: bool=False, if True, add a root bone at (0, 0, 0).
do_not_normalize: bool=False, if True, do not normalize the skinning weights.
collection_name: str='new_collection', name of the new collection to store objects.
add_leaf_bones: bool=False, if True, add a leaf bone at the end of each bone.
"""
ext = os.path.splitext(filepath)[1].lower()
if ext == '.obj':
cls.export_obj(asset, filepath, **kwargs)
elif ext == 'ply':
cls.export_ply(asset, filepath, **kwargs)
else:
cls.export_asset(asset, filepath, **kwargs)
@classmethod
def export_obj(
cls,
asset: Asset,
filepath: str,
precision: int=6,
use_pc: bool=False,
use_normal: bool=False,
use_skeleton: bool=False,
normal_size: float=0.01,
):
"""
Export the asset as an .obj file. This will ignore skeleton and skinning.
Args:
use_normal: export normals
use_skeleton: export skeleton
"""
asset._build_bias()
if asset.vertices is None or asset.vertex_bias is None:
raise ValueError("do not have vertices or vertex_bias")
if use_normal and asset.vertex_normals is None:
raise ValueError("use_normal is True but do not have vertex_normals")
if not filepath.lower().endswith('.obj'):
filepath += ".obj"
faces = asset.faces
mesh_names = asset.mesh_names
if mesh_names is None:
mesh_names = [f"mesh_{i}" for i in range(asset.P)]
cls._safe_make_dir(filepath)
file = open(filepath, 'w')
lines = []
tot = 0
if use_skeleton:
raise NotImplementedError()
for i, mesh_name in enumerate(mesh_names):
lines.append(f'o {mesh_name}\n')
if use_normal:
s = asset.get_vertex_slice(i)
for v, n in zip(asset.vertices[s], asset.vertex_normals[s]): # type: ignore
vv = v + n * normal_size
lines.append(f'v {v[0]:.{precision}f} {v[2]:.{precision}f} {-v[1]:.{precision}f}\n')
lines.append(f'v {vv[0]:.{precision}f} {vv[2]:.{precision}f} {-vv[1]:.{precision}f}\n')
lines.append(f'v {vv[0]:.{precision}f} {vv[2]:.{precision}f} {-vv[1]+0.000001:.{precision}f}\n')
lines.append(f"f {tot+1} {tot+2} {tot+3}\n")
tot += 3
else:
for v in asset.vertices[asset.get_vertex_slice(i)]:
lines.append(f'v {v[0]:.{precision}f} {v[2]:.{precision}f} {-v[1]:.{precision}f}\n')
if faces is not None and use_pc == False:
for f in faces[asset.get_face_slice(i)]:
lines.append(f"f {f[0]+1} {f[1]+1} {f[2]+1}\n")
file.writelines(lines)
file.close()
@classmethod
def export_ply(
cls,
asset: Asset,
filepath: str,
use_pc: bool=False,
render_skin_id: Optional[int]=None,
):
"""
Export the asset as an .ply file. This will ignore skeleton and skinning.
"""
import open3d as o3d
asset._build_bias()
if asset.vertices is None or asset.vertex_bias is None:
raise ValueError("do not have vertices or vertex_bias")
if not filepath.lower().endswith('.ply'):
filepath += ".ply"
faces = asset.faces
if use_pc:
faces = None
mesh_names = asset.mesh_names
if mesh_names is None:
mesh_names = [f"mesh_{i}" for i in range(asset.P)]
cls._safe_make_dir(filepath)
if render_skin_id is not None:
if asset.skin is None:
raise ValueError("render_skin_id is not None, but skin of asset is None")
t = asset.skin[:, render_skin_id]
colors = np.stack([
np.clip(1.5*t-0.5, 0, 1),
np.clip(1.5-np.abs(2*t-1), 0, 1),
np.clip(1-1.5*t, 0, 1),
], axis=1)
else:
colors = None
if faces is None:
pcd = o3d.geometry.PointCloud()
pcd.points = o3d.utility.Vector3dVector(asset.vertices)
if colors is not None:
pcd.colors = o3d.utility.Vector3dVector(colors)
o3d.io.write_point_cloud(filepath, pcd)
else:
mesh = o3d.geometry.TriangleMesh()
mesh.vertices = o3d.utility.Vector3dVector(asset.vertices)
mesh.triangles = o3d.utility.Vector3iVector(faces)
if colors is not None:
mesh.vertex_colors = o3d.utility.Vector3dVector(colors)
o3d.io.write_triangle_mesh(filepath, mesh)
@classmethod
def export_asset(cls, asset: Asset, filepath: str, do_not_export: bool=False, **kwargs):
clean_bpy()
images = kwargs.pop('images', None)
x_offset = kwargs.pop('x_offset', 0)
collection = make_asset(asset=asset, **kwargs)
if do_not_export == True:
return
if images is not None:
if isinstance(images, ndarray) and images.ndim==4:
images = [images[i] for i in range(images.shape[0])]
if not isinstance(images, list):
images = [images]
add_images_as_planes(
images=images,
collection=collection,
y=1,
z_offset=2,
plane_half_size=1,
x_offset=x_offset,
x_stride=2,
)
cls._safe_make_dir(filepath)
_, ext = os.path.splitext(filepath)
ext = ext.lower()[1:]
if ext == 'fbx':
if asset.joints is not None and asset.matrix_basis is not None:
logging.warning("Exporting animation, but fbx format is deprecated because the rest pose will not be exported in bpy4.2. Use glb/gltf format instead. See: https://blender.stackexchange.com/questions/273398/blender-export-fbx-lose-the-origin-rest-pose.")
export_dir = os.path.join("tmp_bpy", os.path.dirname(filepath))
os.makedirs(export_dir, exist_ok=True)
for img in bpy.data.images:
if img.source == 'GENERATED' or img.filepath == '':
img_path = os.path.join(export_dir, img.name + ".png")
img.filepath_raw = img_path
img.file_format = 'PNG'
img.save()
bpy.ops.export_scene.fbx(filepath=filepath, check_existing=False, add_leaf_bones=kwargs.get('add_leaf_bones', False), path_mode='COPY', embed_textures=True, mesh_smooth_type="FACE")
elif ext == 'glb' or ext == 'gltf':
bpy.ops.export_scene.gltf(filepath=filepath)
elif ext == 'blend':
import math
for w in bpy.context.window_manager.windows:
for a in w.screen.areas:
if a.type == 'VIEW_3D':
a.spaces.active.shading.type = 'MATERIAL'
for region in a.regions:
if region.type != 'WINDOW':
continue
rv3d = a.spaces.active.region_3d
rv3d.view_perspective = 'ORTHO'
from mathutils import Quaternion
rv3d.view_rotation = Quaternion(
(1, 0, 0), # axis
math.pi / 2
)
center=(0.0, 1.0, 0.0)
distance=10.0
rv3d.view_location = Vector(center)
rv3d.view_distance = distance
bpy.ops.wm.save_as_mainfile(filepath=filepath)
else:
raise ValueError(f"Unsupported format: {ext}")
@classmethod
def _safe_make_dir(cls, path: str):
if os.path.dirname(path) == '':
return
os.makedirs(os.path.dirname(path), exist_ok=True)
def clean_bpy():
"""Clean all the data in bpy."""
bpy.ops.outliner.orphans_purge(do_local_ids=True, do_linked_ids=True, do_recursive=True)
data_types = [
bpy.data.actions,
bpy.data.armatures,
bpy.data.cameras,
bpy.data.collections,
bpy.data.curves,
bpy.data.images,
bpy.data.lights,
bpy.data.materials,
bpy.data.meshes,
bpy.data.objects,
bpy.data.textures,
bpy.data.worlds,
bpy.data.node_groups,
]
for data_collection in data_types:
for item in data_collection:
data_collection.remove(item)
def load(filepath: str, **kwargs):
"""Load a 3D file into bpy."""
_, ext = os.path.splitext(filepath)
ext = ext.lower()[1:]
if not os.path.exists(filepath):
raise RuntimeError(f"file does not exist: {filepath}")
if ext == "obj":
bpy.ops.wm.obj_import(filepath=filepath)
elif ext == "fbx":
bpy.ops.import_scene.fbx(
filepath=filepath,
ignore_leaf_bones=kwargs.get('ignore_leaf_bones', False),
use_image_search=kwargs.get('use_image_search', False),
)
elif ext == "glb" or ext == "gltf":
bpy.ops.import_scene.gltf(filepath=filepath)
col_name = "glTF_not_exported"
if col_name in bpy.data.collections:
col = bpy.data.collections[col_name]
for obj in col.objects:
bpy.data.objects.remove(obj, do_unlink=True)
bpy.data.collections.remove(col)
elif ext == "dae":
bpy.ops.wm.collada_import(filepath=filepath)
elif ext == "blend":
with bpy.data.libraries.load(filepath) as (data_from, data_to):
data_to.objects = data_from.objects
for obj in data_to.objects:
if obj is not None:
bpy.context.collection.objects.link(obj)
elif ext == "bvh":
bpy.ops.import_anim.bvh(filepath=filepath)
else:
raise ValueError(f"unsupported type: {ext}")
def get_armature():
"""Get the armature object in the current scene."""
armatures = [obj for obj in bpy.context.scene.objects if obj.type == 'ARMATURE']
if len(armatures) == 0:
return None
return armatures[0]
def get_all_shader_nodes(meshes, resolution: int) -> Tuple[Dict, ndarray]:
name_to_image = {}
have_texture = []
order = []
for obj in meshes:
order.append(obj.name)
mesh = obj.data
# TODO: handle geometry node texture
if len(mesh.uv_layers) == 0:
have_texture.append(False)
continue
ok = False
for slot in obj.material_slots:
material = slot.material
if material.name in name_to_image:
ok = True
continue
if material is None or material.node_tree is None:
continue
node_tree = material.node_tree
nodes = node_tree.nodes
links = node_tree.links
for node in nodes:
# TODO: different shader nodes
# blender can only bake diffuse texture
if node.type == "BSDF_PRINCIPLED":
base_input = node.inputs["Base Color"]
if not base_input.is_linked:
continue
diffuse_node = nodes.new("ShaderNodeBsdfDiffuse")
diffuse_node.location = node.location
link = base_input.links[0]
links.new(link.from_socket, diffuse_node.inputs["Color"])
for out_link in node.outputs["BSDF"].links:
links.new(diffuse_node.outputs["BSDF"], out_link.to_socket)
nodes.remove(node)
image = bpy.data.images.new("tmp_bake", resolution, resolution)
tex_node = nodes.new("ShaderNodeTexImage")
tex_node.image = image
nodes.active = tex_node
name_to_image[material.name] = image
ok = True
have_texture.append(ok)
have_texture = np.array(have_texture, dtype=bool)
return name_to_image, have_texture
def get_vertex_colors(mesh) -> ndarray|None:
N = len(mesh.vertices)
v_vertex_group = None
if len(mesh.color_attributes) > 0:
vcol = mesh.color_attributes[0]
v_vertex_group = np.ones((N, 3), dtype=np.float32)
for loop_idx, loop in enumerate(mesh.loops):
r, g, b, a = vcol.data[loop_idx].color
v_vertex_group[loop.vertex_index] = [r, g, b]
return v_vertex_group
else:
return None
def get_all_texture_correspondence(meshes, name_to_image: Dict) -> Tuple[Dict[str, ndarray], Dict[str, ndarray]]:
name_to_id = {s: [] for s in name_to_image}
name_to_uv = {s: [] for s in name_to_image}
tri_index = 0
tot = 0
for obj in meshes:
mesh = obj.data
if len(mesh.uv_layers) == 0:
continue
uv_layer = mesh.uv_layers.active.data
for poly in mesh.polygons:
if len(obj.material_slots)==0:
continue
mat = obj.material_slots[poly.material_index].material
if mat.name not in name_to_image:
continue
start = poly.loop_start
total = poly.loop_total
v0 = start
for v1 in range(start+1, start+total-1):
v2 = v1 + 1
def f(i):
nonlocal tri_index, tot
uv = uv_layer[i].uv
name_to_id[mat.name].append(tot)
name_to_uv[mat.name].append([uv.x%1.0, uv.y%1.0])
tri_index += 1
tot += 1
f(v0)
f(v1)
f(v2)
name_to_id = {s: np.array(name_to_id[s], dtype=np.int32) for s in name_to_id}
name_to_uv = {s: np.stack(name_to_uv[s], dtype=np.float32) if len(name_to_uv[s]) > 0 else np.zeros((0, 2), dtype=np.float32) for s in name_to_uv}
return name_to_id, name_to_uv
def extract_mesh(bones=None, use_material: bool=True, resolution: int=512):
"""
Extract vertices, face_normals, faces and skinning(if possible).
"""
meshes = []
for v in bpy.data.objects:
if v.type == 'MESH':
# skip bad meshes
if np.abs(np.linalg.det(np.array(v.matrix_world)))**0.333333333333 < 1e-6:
continue
if v.parent is not None:
if np.abs(np.linalg.det(np.array(v.parent.matrix_world)))**0.333333333333 < 1e-6:
continue
meshes.append(v)
index = {}
if bones is not None:
for (id, pbone) in enumerate(bones):
index[pbone.name] = id
total_bones = len(bones)
else:
total_bones = None
mesh_names_list = []
vertices_list = []
faces_list = []
skin_list = []
vertex_bias = []
face_bias = []
cur_vertex_bias = 0
cur_face_bias = 0
for obj in meshes:
# directly apply mesh's transformation because armature operates on the transformed mesh
if obj.parent is not None:
m = np.linalg.inv(np.array(obj.parent.matrix_world)) @ np.array(obj.matrix_world)
else:
m = np.eye(4)
matrix_world_rot = m[:3, :3]
matrix_world_bias = m[:3, 3]
rot = matrix_world_rot
total_vertices = len(obj.data.vertices)
vertices = np.zeros((3, total_vertices))
if total_bones is not None:
skin_weight = np.zeros((total_vertices, total_bones))
else:
skin_weight = np.zeros((1, 1))
obj_verts = obj.data.vertices
obj_group_names = [g.name for g in obj.vertex_groups]
# get faces and normals
faces = []
normals = []
loops = obj.data.loops
polygons = obj.data.polygons
for poly in polygons:
start = poly.loop_start
total = poly.loop_total
verts = [loops[i].vertex_index for i in range(start, start + total)]
v0 = verts[0]
n = rot @ poly.normal
for v1, v2 in zip(verts[1:], verts[2:]):
faces.append((v0, v1, v2))
normals.append(n)
faces = np.asarray(faces, dtype=np.int32).reshape(-1, 3)
normals = np.asarray(normals, dtype=np.float32).reshape(-1, 3)
vg_lut = {}
for v in obj_verts:
for g in v.groups:
vg_lut[(v.index, g.group)] = g.weight
coords = np.array([v.co for v in obj_verts]).reshape(-1, 3)
rot_np = np.array(rot)
coords = (rot_np @ coords.T).T + matrix_world_bias
vertices[0:3, :coords.shape[0]] = coords.T
# extract skin
if bones is not None:
for bone in bones:
if bone.name not in obj_group_names:
continue
gidx = obj.vertex_groups[bone.name].index
col = index[bone.name]
for v in obj_verts:
w = vg_lut.get((v.index, gidx))
if w is not None:
skin_weight[v.index, col] = w
vertices = vertices.T
mesh_names_list.append(obj.name)
vertices_list.append(vertices)
faces_list.append(faces+cur_vertex_bias) # add bias to faces
if total_bones is not None:
skin_list.append(skin_weight)
cur_vertex_bias += len(vertices)
cur_face_bias += len(faces)
vertex_bias.append(cur_vertex_bias)
face_bias.append(cur_face_bias)
vertices = np.vstack(vertices_list) if len(vertices_list) > 0 else np.zeros((0, 3), dtype=np.float32)
faces = np.vstack(faces_list) if len(faces_list) > 0 else np.zeros((0, 3), dtype=np.int32)
mesh = trimesh.Trimesh(vertices=vertices, faces=faces, process=False, maintain_order=True)
vertex_normals = mesh.vertex_normals
face_normals = mesh.face_normals
uvs = None
texture = None
texture_slot = None
_vertex_colors = None
have_texture = None
if use_material and len(meshes) > 0:
name_to_image, have_texture = get_all_shader_nodes(meshes, resolution=resolution)
else:
name_to_image = {}
have_texture = {}
if len(name_to_image) > 0:
name_to_id, name_to_uv = get_all_texture_correspondence(meshes, name_to_image)
bpy.ops.object.select_all(action='DESELECT')
for obj in meshes:
obj.select_set(True)
bpy.context.view_layer.objects.active = meshes[0]
if bpy.context.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
############################ baked image will be black if uv is out of [0, 1]^2
for obj in meshes:
mesh = obj.data
if len(mesh.uv_layers) == 0:
continue
uv_layer = mesh.uv_layers.active.data
for loop_uv in uv_layer:
u, v = loop_uv.uv
loop_uv.uv = (u % 1.0, v % 1.0)
############################
for i in range(len(have_texture)):
if not have_texture[i]:
v = get_vertex_colors(meshes[i].data)
if _vertex_colors is None:
_vertex_colors = np.ones((vertices.shape[0], 3), dtype=np.float32)
if i == 0:
_vertex_colors[:vertex_bias[0]] = v
else:
_vertex_colors[vertex_bias[i-1]:vertex_bias[i]] = v
_vertex_colors = np.nan_to_num(_vertex_colors) if _vertex_colors is not None else None
# bake
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.bake_type = 'DIFFUSE'
bpy.context.scene.render.bake.use_pass_direct = False
bpy.context.scene.render.bake.use_pass_indirect = False
bpy.context.scene.render.bake.use_pass_color = True
# bpy.ops.object.bake(type='DIFFUSE')
valid_objects = [
obj for obj in bpy.context.selected_objects
if obj.type == 'MESH' and obj.data.uv_layers
]
bpy.ops.object.select_all(action='DESELECT')
for obj in valid_objects:
obj.select_set(True)
if valid_objects:
bpy.context.view_layer.objects.active = valid_objects[0]
try:
bpy.ops.object.bake(type='DIFFUSE')
except:
logging.warning("Baking failed!!!")
bpy.ops.object.select_all(action='DESELECT')
# ######################
# debug: export baked images to ./tmp_delete/1.png, 2.png, ...
# dbg_dir = os.path.join(os.getcwd(), "tmp_delete")
# os.makedirs(dbg_dir, exist_ok=True)
# for idx, img in enumerate(name_to_image.values(), start=1):
# img.filepath_raw = os.path.join(dbg_dir, f"{idx}.png")
# img.file_format = 'PNG'
# img.save()
# ######################
bpy.ops.object.select_all(action='DESELECT')
# concat textures
images = []
where = {}
for name, img in name_to_image.items():
where[name] = len(images)
images.append(img)
num_images = len(images)
texture = np.ones((resolution, resolution*num_images, 3), dtype=np.float32) # white texture
texture_slot = np.zeros(len(faces)*3, dtype=np.int32)
uvs = np.zeros((len(faces)*3, 2), dtype=np.float32)
for i, img in enumerate(images):
pixels = np.array(img.pixels[:], dtype=np.float32)
pixels = pixels.reshape(resolution, resolution, 4)[..., :3]
texture[:, i*resolution:(i+1)*resolution, :] = pixels
for name in name_to_id:
id = name_to_id[name]
uv = name_to_uv[name]
pos = where[name]
uv[:, 0] = uv[:, 0] / num_images + pos / num_images
uvs[id] = uv
texture_slot[id] = pos
uvs = uvs % 1.0
return {
'mesh_names': np.array(mesh_names_list),
'vertices': vertices,
'faces': faces,
'face_normals': face_normals,
'vertex_normals': vertex_normals,
'skin': np.vstack(skin_list) if len(skin_list) > 0 else None,
'vertex_bias': np.array(vertex_bias),
'face_bias': np.array(face_bias),
'uvs': uvs,
'texture': texture,
'texture_slot': texture_slot,
'_vertex_colors': _vertex_colors,
'have_texture': have_texture,
}
def get_matrix_basis(armature, bones=None):
if bones is None or len(bones) == 0:
return None
actions = bpy.data.actions
if actions is None or len(actions) == 0:
return None
J = len(bones)
all_frames = []
if not hasattr(armature, 'animation_data') or armature.animation_data is None:
return None
orig_action = armature.animation_data.action
for action in actions:
armature.animation_data.action = action
start = int(action.frame_range[0])
end = int(action.frame_range[1])
for frame in range(start, end + 1):
bpy.context.scene.frame_set(frame)
mat = np.zeros((J, 4, 4), dtype=np.float32)
for j, pbone in enumerate(bones):
mat[j] = np.array(pbone.matrix_basis) # remember to normalize rot (in case matrix_local != identity)
all_frames.append(mat)
armature.animation_data.action = orig_action
m = np.stack(all_frames, axis=0)
mask = np.linalg.det(m[..., :3, :3]) > 1e-6
m[~mask] = np.eye(4)
m[..., :3, :3] = m[..., :3, :3] / np.linalg.norm(m[..., :3, :3], axis=-2, keepdims=True)
return m
###################################
# DIRTY DEBUG CODE BEGIN
###################################
def _to_rgb_uint8(img):
"""PIL.Image or np.ndarray -> (H, W, 3) uint8"""
if isinstance(img, Image.Image):
img = np.array(img)
if img.ndim == 2:
img = np.repeat(img[..., None], 3, axis=-1)
elif img.ndim == 3:
if img.shape[2] == 1:
img = np.repeat(img, 3, axis=-1)
elif img.shape[2] == 4:
img = img[..., :3]
assert img.ndim == 3 and img.shape[2] == 3
return img.astype(np.uint8)
def _create_plane_mesh(name: str, x: float, y: float, z: float, x_offset: float, z_offset: float, collection):
"""(-x+offset, y, -z+offset) to (x+offset, y, z+offset)"""
mesh = bpy.data.meshes.new(name)
verts = [
(-x+x_offset, y, z+z_offset),
( x+x_offset, y, z+z_offset),
( x+x_offset, y, -z+z_offset),
(-x+x_offset, y, -z+z_offset),
]
mesh.from_pydata(verts, [], [(0, 1, 2, 3)])
mesh.update()
mesh.uv_layers.new(name="UVMap")
uv_data = mesh.uv_layers.active.data
uv_data[0].uv = (0.0, 0.0)
uv_data[1].uv = (1.0, 0.0)
uv_data[2].uv = (1.0, 1.0)
uv_data[3].uv = (0.0, 1.0)
obj = bpy.data.objects.new(name, mesh)
collection.objects.link(obj)
return obj
def _create_material_from_np(name, img_np):
h, w, _ = img_np.shape
rgba = np.ones((h, w, 4), dtype=np.uint8) * 255
rgba[..., :3] = img_np
img = bpy.data.images.new(
name=name,
width=w,
height=h,
alpha=False,
float_buffer=False,
)
img.pixels = (rgba.reshape(-1) / 255.0).tolist()
mat = bpy.data.materials.new(name + "_mat")
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
nodes.clear()
tex = nodes.new("ShaderNodeTexImage")
tex.image = img
bsdf = nodes.new("ShaderNodeBsdfPrincipled")
out = nodes.new("ShaderNodeOutputMaterial")
links.new(tex.outputs["Color"], bsdf.inputs["Base Color"])
links.new(bsdf.outputs["BSDF"], out.inputs["Surface"])
img.pack()
return mat
def add_images_as_planes(
images,
collection,
y: float=1.0,
x_offset: float=0.0,
z_offset: float=2.0,
plane_half_size: float=1.0,
x_stride: float=2.0,
):
for i, img in enumerate(images):
rgb = _to_rgb_uint8(img)
obj = _create_plane_mesh(
name=f"ImagePlane_{i}",
x=plane_half_size,
y=y,
z=plane_half_size,
x_offset=i*x_stride+x_offset,
z_offset=z_offset,
collection=collection,
)
mat = _create_material_from_np(f"Image_{i}", rgb)
obj.data.materials.append(mat)
###################################
# DIRTY DEBUG CODE END
###################################
def set_vertex_colors(mesh, vertex_colors, layer_name: str="vertex_colors", mat_name: str="mat_vertex_colors"):
mesh.materials.clear()
vcol = mesh.color_attributes.new(name=layer_name, type="BYTE_COLOR", domain="POINT")
if vcol is not None:
assert len(mesh.vertices) == len(vertex_colors), "length of vertex_colors does not match mesh.vertices"
for j in range(len(vertex_colors)):
r, g, b = vertex_colors[j]
vcol.data[j].color = (r, g, b, 1.0)
mat = bpy.data.materials.new(mat_name)
mat.use_nodes = True
nt = mat.node_tree
nodes = nt.nodes
links = nt.links
nodes.clear()
attr_node = nodes.new("ShaderNodeAttribute")
attr_node.attribute_name = layer_name
attr_node.location = (-600, 0)
bsdf = nodes.new("ShaderNodeBsdfPrincipled")
bsdf.location = (-300, 0)
output = nodes.new("ShaderNodeOutputMaterial")
output.location = (0, 0)
links.new(attr_node.outputs["Color"], bsdf.inputs["Base Color"])
links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
mesh.materials.append(mat)
mesh.update()
# one mesh, one uv, multiple textures
def set_texture(meshes, uvs: ndarray, texture: ndarray, slots: ndarray, have_texture: ndarray, uv_name: str="uv", mat_name: str="mat"):
assert uvs.shape[0] == slots.shape[0]
h, w_full, _ = texture.shape
num_images = w_full // h
if num_images == 0:
return
w = w_full // num_images
images = []
materials = []
for i in range(num_images):
image = bpy.data.images.new(
name=f"{mat_name}_{i}",
width=w,
height=h,
)
rgba = np.ones((h, w, 4), dtype=np.float32)
rgba[:, :, :3] = texture[:, i*w:(i+1)*w, :]
image.pixels = rgba.flatten()
images.append(image)
mat = bpy.data.materials.new(f"{mat_name}_{i}")
mat.use_nodes = True
nt = mat.node_tree
nodes = nt.nodes
links = nt.links
nodes.clear()
tex_node = nodes.new("ShaderNodeTexImage")
tex_node.image = image
tex_node.location = (-600, 0)
bsdf = nodes.new("ShaderNodeBsdfPrincipled")
bsdf.location = (-300, 0)
output = nodes.new("ShaderNodeOutputMaterial")
output.location = (0, 0)
links.new(tex_node.outputs["Color"], bsdf.inputs["Base Color"])
links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
materials.append(mat)
tri_index = 0
for i, mesh in enumerate(meshes):
if not have_texture[i]:
# TODO: faster?
for poly in mesh.polygons:
start = poly.loop_start
total = poly.loop_total
tri_index += (total-2) * 3
continue
mesh.materials.clear()
for mat in materials:
mesh.materials.append(mat)
while len(mesh.uv_layers) > 0:
mesh.uv_layers.remove(mesh.uv_layers[0])
uv_layer = mesh.uv_layers.new(name=uv_name)
mesh.uv_layers.active = uv_layer
uv_data = uv_layer.data
for poly in mesh.polygons:
start = poly.loop_start
total = poly.loop_total
loops = list(range(start, start + total))
v0 = loops[0]
first_slot = slots[tri_index]
if first_slot >= num_images:
first_slot = 0
poly.material_index = first_slot
for i in range(1, total - 1):
v1 = loops[i]
v2 = loops[i + 1]
for loop_id in (v0, v1, v2):
u, v = uvs[tri_index]
u = u * num_images - poly.material_index
uv_data[loop_id].uv = (u, v)
tri_index += 1
mesh.update()
def make_asset(
asset: Asset,
extrude_scale: float=0.5,
connect_tail_to_unique_child: bool=False,
extrude_from_parent: bool=False,
use_simple_tails: bool=False,
group_per_vertex: int=-1,
add_root: bool=False,
do_not_normalize: bool=False,
collection_name: str='new_collection',
use_vertices: bool=True,
use_faces: bool=True,
use_animation: bool=True,
use_material: bool=True,
):
"""
Args:
extrude_scale: float=0.5, if there is no tails in asset, first calculate the average length between parents and sons, then the length of leaf bone is l*extrude_scale. Otherwise do not affect final results.
connect_tail_to_unique_child: bool=False, if True, the tail of a bone with only one child will be exactly at the head of its child.
extrude_from_parent: bool=False, if True, the orientation of the leaf bone will be the same as its parent.
use_simple_tails: if True, add tails along the axis.
group_per_vertex: int=-1, number of the largest weights to keep for each vertex. -1 means keep all.
add_root: bool=False, if True, add a root bone at (0, 0, 0).
do_not_normalize: bool=False, if True, do not normalize the skinning weights.
collection_name: str='new_collection', name of the new collection to store objects.
use_vertices: bool=True, if False, do not export vertices.
use_faces: bool=True, if False, do not export faces.
use_animation: bool=True, if False, do not export animation.
use_material: bool=True, if False, do not export material.
"""
def to_matrix(x: ndarray):
return Matrix((x[0, :], x[1, :], x[2, :], x[3, :]))
collection = bpy.data.collections.new(collection_name)
bpy.context.scene.collection.children.link(collection)
# 1. if there are meshes, make meshes
objects = []
if use_vertices and asset.vertices is not None:
if asset.mesh_names is not None:
mesh_names = asset.mesh_names
else:
mesh_names = [f"mesh_{i}" for i in range(asset.P)]
meshes = []
for i in range(asset.P):
mesh = bpy.data.meshes.new(mesh_names[i])
meshes.append(mesh)
v = asset.vertices[asset.get_vertex_slice(i)]
if not use_faces or (asset.faces is None or asset.face_bias is None or asset.vertex_bias is None):
mesh.from_pydata(v, [], [])
else:
if i == 0:
mesh.from_pydata(v, [], asset.faces[asset.get_face_slice(i)])
else:
mesh.from_pydata(v, [], asset.faces[asset.get_face_slice(i)]-asset.vertex_bias[i-1])
if use_material and asset._vertex_colors is not None:
if asset.have_texture is None or not asset.have_texture[i]:
set_vertex_colors(mesh, asset._vertex_colors[asset.get_vertex_slice(i)], layer_name=f"vcol_{i}", mat_name=f"mat_vcol_{i}")
mesh.update()
# make object from mesh
object = bpy.data.objects.new(mesh_names[i], mesh)
objects.append(object)
# add object to scene collection
collection.objects.link(object)
if use_material and asset.uvs is not None and asset.texture is not None and asset.texture_slot is not None and asset.have_texture is not None:
set_texture(meshes, asset.uvs, asset.texture, asset.texture_slot, asset.have_texture)
# 2. if there is armature, process tails and make armature
armature = None
armature_name = 'Armature'
joint_names = asset.joint_names if asset.joint_names is not None else [f"bone_{i}" for i in range(asset.J)]
if asset.joints is not None and asset.parents is not None:
joints = asset.joints
length_sum = 0.
sons = defaultdict(list)
for i in range(len(asset.parents)):
p = asset.parents[i]
if p == -1:
continue
sons[p].append(i)
length_sum += np.linalg.norm(joints[i] - joints[p])
if asset.J <= 1:
length = 1.0
else:
length_avg = length_sum / max(len(asset.parents) - 1, 1)
length = length_avg * extrude_scale
tails = asset.tails
if use_simple_tails and tails is None:
asset.lengths = np.ones((asset.J)) * length
tails = asset.tails
connect_tail_to_unique_child = False
extrude_from_parent = False
if tails is None:
tails = joints.copy()
connect_tail_to_unique_child = True
extrude_from_parent = True
root_tail = False
root_id = asset.root
for i in range(len(asset.parents)):
p = asset.parents[i]
if p == -1:
continue
d = np.linalg.norm(joints[i] - joints[p])
if d <= length * 1e-2:
max_d = max(length, 1e-5)
joints[i] += np.random.randn(3) * max_d * 1e-2
if connect_tail_to_unique_child:
for i in range(len(asset.parents)):
if len(sons[i]) == 1:
child = sons[i][0]
tails[i] = joints[child]
if root_id == i:
root_tail = True
if extrude_from_parent:
for i in range(len(asset.parents)):
if len(sons[i]) != 1 and asset.parents[i] != -1:
p = asset.parents[i]
d = joints[i] - joints[p]
if np.linalg.norm(d) < 1e-6:
d = np.array([0., 0., 1.]) # in case son.head == parent.head
else:
d = d / np.linalg.norm(d)
tails[i] = joints[i] + d * length
if root_tail is False:
tails[root_id] = joints[root_id] + np.array([0., 0., length])
bpy.ops.object.armature_add(enter_editmode=True)
armature = bpy.data.armatures.get('Armature')
armature_name = asset.armature_name if asset.armature_name is not None else 'Armature'
armature.name = armature_name
bpy.data.objects['Armature'].name = armature_name
edit_bones = armature.edit_bones
if add_root:
bone_root = edit_bones.get('Bone')
root_name = 'Root'
x = 0
while root_name in joint_names:
root_name = f'Root_{x}'
x += 1
bone_root.name = root_name
bone_root.tail = Vector((joints[0, 0], joints[0, 1], joints[0, 2]))
else:
bone_root = edit_bones.get('Bone')
bone_root.name = joint_names[0]
bone_root.head = Vector((joints[0, 0], joints[0, 1], joints[0, 2]))
bone_root.tail = Vector((tails[0, 0], tails[0, 1], tails[0, 2]))
def extrude_bone(
edit_bones,
name: str,
parent_name: str,
head: Tuple[float, float, float],
tail: Tuple[float, float, float],
):
bone = edit_bones.new(name)
bone.head = Vector((head[0], head[1], head[2]))
bone.tail = Vector((tail[0], tail[1], tail[2]))
bone.name = name
parent_bone = edit_bones.get(parent_name)
bone.parent = parent_bone
bone.use_connect = False
assert not np.isnan(head).any(), f"nan found in head of bone {name}"
assert not np.isnan(tail).any(), f"nan found in tail of bone {name}"
for u in asset.dfs_order:
if add_root is False and u==0:
continue
pname = joint_names[u] if asset.parents[u] == -1 else joint_names[asset.parents[u]]
extrude_bone(edit_bones, joint_names[u], pname, joints[u], tails[u])
bpy.ops.object.mode_set(mode='OBJECT')
# 3. if there is skin, set vertex groups
if asset.skin is not None and armature is not None and len(objects) > 0:
if bpy.context.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
armature_obj = bpy.data.objects.get(armature_name)
if not armature_obj:
raise ValueError(f"Armature {armature_name} not found")
all_objects = bpy.data.objects
for i in range(len(objects)):
skin_slice = asset.skin[asset.get_vertex_slice(i)]
ob_name = mesh_names[i]
ob = all_objects.get(ob_name)
if ob is None:
continue
ob.select_set(True)
armature_obj.select_set(True)
bpy.ops.object.parent_set(type='ARMATURE_NAME')
argsorted = np.argsort(-skin_slice, axis=1)
current_group_per_vertex = min(group_per_vertex, skin_slice.shape[1])
if group_per_vertex == -1:
current_group_per_vertex = skin_slice.shape[-1]
top_indices = argsorted[:, :current_group_per_vertex]
row_indices = np.arange(skin_slice.shape[0])[:, None]
top_weights = skin_slice[row_indices, top_indices]
if not do_not_normalize:
weight_sums = top_weights.sum(axis=1, keepdims=True)
weight_sums[weight_sums == 0] = 1.0
top_weights /= weight_sums
vg_lookup = []
for j_name in joint_names:
vg = ob.vertex_groups.get(j_name)
if not vg:
vg = ob.vertex_groups.new(name=j_name)
vg_lookup.append(vg)
for v in range(len(skin_slice)):
for k in range(current_group_per_vertex):
joint_idx = top_indices[v, k]
weight_val = top_weights[v, k]
vg_lookup[joint_idx].add([v], weight_val, 'REPLACE')
if armature_name in bpy.data.objects:
armature = bpy.data.objects[armature_name]
armature.select_set(True)
if asset.matrix_world is not None:
matrix_world = to_matrix(asset.matrix_world)
else:
matrix_world = to_matrix(np.eye(4))
armature.matrix_world = matrix_world
# 4. if there is animation, set keyframes
if use_animation and asset.matrix_basis is not None and asset.matrix_local is not None and armature is not None:
matrix_basis = asset.matrix_basis
matrix_local = asset.matrix_local
objects = bpy.data.objects
for o in bpy.context.selected_objects:
o.select_set(False)
frames = matrix_basis.shape[0]
# change matrix_local
bpy.context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='EDIT')
for (id, name) in enumerate(joint_names):
# matrix_local of pose bone
bpy.context.active_object.data.edit_bones.get(name).matrix = to_matrix(matrix_local[id])
bpy.ops.object.mode_set(mode='OBJECT')
for (id, name) in enumerate(joint_names):
pbone = armature.pose.bones.get(name)
for frame in range(frames):
bpy.context.scene.frame_set(frame + 1)
q = to_matrix(matrix_basis[frame, id])
if pbone.rotation_mode == "QUATERNION":
pbone.rotation_quaternion = q.to_quaternion()
pbone.keyframe_insert(data_path = 'rotation_quaternion')
else:
pbone.rotation_euler = q.to_euler()
pbone.keyframe_insert(data_path = 'rotation_euler')
pbone.location = q.to_translation()
pbone.keyframe_insert(data_path = 'location')
bpy.ops.object.mode_set(mode='OBJECT')
return collection