import argparse import subprocess import tempfile from pathlib import Path import sys import os import platform root_dir = Path(__file__).parents[2] sys.path.append(str(root_dir)) # 根据操作系统自动检测Blender路径 def _get_blender_path(): """自动检测Blender路径(支持Mac/Linux)""" system = platform.system() # Mac系统常见的Blender安装路径 if system == 'Darwin': possible_paths = [ '/Applications/Blender.app/Contents/MacOS/Blender', '/Applications/Blender 3.6/Blender.app/Contents/MacOS/Blender', '/Applications/Blender 4.0/Blender.app/Contents/MacOS/Blender', os.path.expanduser('~/Applications/Blender.app/Contents/MacOS/Blender'), ] for path in possible_paths: if os.path.exists(path): print(f"✓ 找到Blender: {path}") return path # 如果没找到,提示用户安装 print("⚠️ 未找到Blender!") print("请从以下网址下载并安装Blender 3.6 LTS:") print("https://www.blender.org/download/lts/3-6/") print("安装到 /Applications/ 目录后重新运行。") return None # Linux系统(优先检测系统安装的Blender) else: # 首先检查通过apt/系统包管理器安装的Blender system_paths = [ '/usr/bin/blender', '/usr/local/bin/blender', '/snap/bin/blender', ] for path in system_paths: if os.path.exists(path): print(f"✓ 找到系统Blender: {path}") return path # 检查手动下载的版本 linux_path = '/tmp/blender-3.6.5-linux-x64/blender' if os.path.exists(linux_path): print(f"✓ 找到Blender: {linux_path}") return linux_path # 在Hugging Face Spaces等环境中,Blender应该通过packages.txt安装 # 因此不需要自动下载安装,直接返回系统路径 print("⚠️ 未找到Blender,尝试使用系统默认路径...") return '/usr/bin/blender' # 假设通过packages.txt安装到系统路径 BLENDER_PATH = _get_blender_path() if BLENDER_PATH and os.path.exists(BLENDER_PATH): # 验证Blender版本 try: version_check = subprocess.run( [BLENDER_PATH, '--version'], capture_output=True, text=True, timeout=10 ) if version_check.returncode == 0: version_info = version_check.stdout.strip().split('\n')[0] print(f"✓ Blender版本: {version_info}") except Exception as e: print(f"⚠️ Blender版本检查失败: {e}") def render_bricks_safe( in_file: str, out_file: str, reposition_camera: bool = True, square_image: bool = True, instructions_look: bool = False, fov: float = 45, img_resolution: int = 512, ) -> None: in_file = os.path.abspath(in_file) out_file = os.path.abspath(out_file) # 确保输出目录存在 out_dir = os.path.dirname(out_file) Path(out_dir).mkdir(parents=True, exist_ok=True) os.chmod(out_dir, 0o755) ldraw_lib_path = os.environ.get('LDRAW_LIBRARY_PATH') if not ldraw_lib_path or not os.path.exists(ldraw_lib_path): ldraw_lib_path = Path.home() / 'ldraw' ldraw_lib_path = os.path.abspath(ldraw_lib_path) print(f"LDraw库路径: {ldraw_lib_path}") print(f"LDraw库是否存在: {os.path.exists(ldraw_lib_path)}") # 修复布尔值格式化问题 blender_script = ''' import bpy import math import os import sys from pathlib import Path import traceback print("=== Blender脚本开始执行 ===") # 添加ImportLDraw路径 sys.path.append("{import_ldraw_path}") print(f"添加的路径: {{sys.path[-1]}}") try: print("尝试导入ImportLDraw...") import ImportLDraw from ImportLDraw.loadldraw.loadldraw import Options, Configure, loadFromFile, FileSystem print("ImportLDraw导入成功") print(f"ImportLDraw文件位置: {{ImportLDraw.__file__}}") except ImportError as import_error: print(f"ImportLDraw导入失败: {{import_error}}") traceback.print_exc() sys.exit(1) try: plugin_path = Path(ImportLDraw.__file__).parent print(f"插件路径: {{plugin_path}}") print("Blender内部输出路径: " + "{output_file}") print("输出目录是否存在: " + str(os.path.exists(os.path.dirname("{output_file}")))) # 检查输入文件 print(f"输入文件路径: {{'{input_file}'}}") print(f"输入文件是否存在: {{os.path.exists('{input_file}')}}") if os.path.exists("{input_file}"): with open("{input_file}", "r") as f: content = f.read() print(f"LDR文件内容长度: {{len(content)}}") print("文件前几行:") for i, line in enumerate(content.split('\\n')[:5]): print(f" {{i+1}}: {{line}}") # 设置选项 - 修复布尔值 Options.ldrawDirectory = "{ldraw_path}" Options.instructionsLook = {instructions_look_bool} # 直接使用布尔值 Options.useLogoStuds = True Options.useUnofficialParts = True Options.gaps = True Options.studLogoDirectory = os.path.join(str(plugin_path), 'studs') Options.LSynthDirectory = os.path.join(str(plugin_path), 'lsynth') Options.verbose = 1 Options.overwriteExistingMaterials = True Options.overwriteExistingMeshes = True Options.scale = 0.01 Options.createInstances = True Options.removeDoubles = True Options.positionObjectOnGroundAtOrigin = True Options.flattenHierarchy = False Options.edgeSplit = True Options.addBevelModifier = True Options.bevelWidth = 0.5 Options.addEnvironmentTexture = True Options.scriptDirectory = os.path.join(str(plugin_path), 'loadldraw') Options.addWorldEnvironmentTexture = True Options.addGroundPlane = True Options.setRenderSettings = True Options.removeDefaultObjects = True Options.positionCamera = {reposition_camera_bool} # 直接使用布尔值 Options.cameraBorderPercent = 0.05 print("开始Configure...") Configure() print("Configure执行成功") print("清理场景...") bpy.ops.object.select_all(action='DESELECT') bpy.ops.object.select_by_type(type='MESH') bpy.ops.object.delete() print("场景清理完成") print("尝试加载LDR文件...") ldr_file = FileSystem.locate("{input_file}") print(f"找到LDR文件: {{ldr_file}}") loadFromFile(None, ldr_file) print("LDR文件加载成功") # 检查加载的对象 mesh_objects = [obj for obj in bpy.data.objects if obj.type == 'MESH'] print(f"加载的网格对象数量: {{len(mesh_objects)}}") if len(mesh_objects) == 0: print("警告: 没有加载任何网格对象!") else: for obj in mesh_objects[:3]: # 只显示前3个对象 print(f" 对象: {{obj.name}}, 顶点数: {{len(obj.data.vertices) if obj.data else 0}}") scene = bpy.context.scene if {square_image_bool}: # 直接使用布尔值 scene.render.resolution_x = {img_resolution} scene.render.resolution_y = {img_resolution} if scene.camera: scene.camera.data.angle = math.radians({fov}) else: print("警告:场景中没有相机,创建默认相机") bpy.ops.object.camera_add(location=(5, -5, 3)) scene.camera = bpy.context.active_object scene.render.engine = 'CYCLES' scene.cycles.samples = 512 scene.cycles.device = 'GPU' scene.render.image_settings.file_format = 'PNG' scene.render.filepath = "{output_file}" scene.render.use_overwrite = True if sys.platform == 'darwin': compute_device_type = 'METAL' else: compute_device_type = 'CUDA' print("配置GPU...") bpy.context.preferences.addons['cycles'].preferences.compute_device_type = compute_device_type bpy.context.preferences.addons['cycles'].preferences.get_devices() gpu_used = False for device in bpy.context.preferences.addons['cycles'].preferences.devices: if device['name'].startswith(('NVIDIA', 'Apple')): device['use'] = 1 gpu_used = True print("启用GPU: " + device['name']) else: device['use'] = 0 if not gpu_used: print("警告:未找到可用GPU,使用CPU渲染") print("开始渲染...") result = bpy.ops.render.render(write_still=True) print("渲染执行结果: " + str(result)) print("渲染后文件是否存在: " + str(os.path.exists("{output_file}"))) if os.path.exists("{output_file}"): file_size = os.path.getsize("{output_file}") print("文件生成成功: " + str(file_size) + " 字节") else: print("严重错误:渲染完成但未生成文件") print("=== Blender脚本执行完成 ===") except Exception as e: print(f"脚本执行过程中发生错误: {{e}}") traceback.print_exc() sys.exit(1) ''' # 写入临时脚本 - 修复布尔值格式化 with tempfile.NamedTemporaryFile(mode='w', suffix='.py', delete=False) as f: script_content = blender_script.format( import_ldraw_path=str(root_dir), ldraw_path=ldraw_lib_path, instructions_look_bool=str(instructions_look), # 直接使用Python布尔值 reposition_camera_bool=str(reposition_camera), # 直接使用Python布尔值 square_image_bool=str(square_image), # 直接使用Python布尔值 fov=fov, img_resolution=img_resolution, input_file=in_file, output_file=out_file ) f.write(script_content) script_path = f.name try: # 检查Blender路径是否存在 if not BLENDER_PATH or not os.path.exists(BLENDER_PATH): print("⚠️ 跳过渲染:未找到Blender") print("如需3D渲染功能,请安装Blender 3.6+") # 创建一个占位图片,避免程序崩溃 from PIL import Image, ImageDraw, ImageFont img = Image.new('RGB', (512, 512), color=(240, 240, 240)) draw = ImageDraw.Draw(img) draw.text((150, 250), "Blender未安装\n渲染功能不可用", fill=(100, 100, 100)) img.save(out_file) print(f"已生成占位图片: {out_file}") return cmd = [ BLENDER_PATH, '--background', #'--factory-startup', '--python', script_path, #'--enable-autoexec' ] print(f"执行命令: {' '.join(cmd)}") result = subprocess.run( cmd, stdout=subprocess.PIPE, stderr=subprocess.PIPE, text=True, timeout=300 ) # 输出Blender日志 if result.stdout: print("=== Blender标准输出 ===") print(result.stdout) if result.stderr: print("=== Blender错误输出 ===") print(result.stderr) if result.returncode != 0: raise RuntimeError(f"Blender返回错误码: {result.returncode}") if not os.path.exists(out_file): raise FileNotFoundError(f"渲染失败:未生成输出文件 {out_file}") # 验证文件大小 file_size = os.path.getsize(out_file) if file_size < 100: raise RuntimeError(f"生成的文件无效(大小:{file_size}字节)") print(f"渲染成功!文件大小: {file_size} 字节") except subprocess.TimeoutExpired: raise TimeoutError("渲染超时(超过5分钟)") except Exception as e: raise e finally: if os.path.exists(script_path): os.unlink(script_path) def main(): parser = argparse.ArgumentParser() parser.add_argument('--in_file', type=str, required=True, help='Path to LDR file') parser.add_argument('--out_file', type=str, required=True, help='Path to output image file') args = parser.parse_args() # 检查输入文件是否存在 if not os.path.exists(args.in_file): print(f"错误: 输入文件不存在: {args.in_file}") return # 获取输入文件的绝对路径 in_file = os.path.abspath(args.in_file) out_file = os.path.abspath(args.out_file) print(f"输入文件: {in_file}") print(f"输出文件: {out_file}") try: render_bricks_safe(in_file, out_file, square_image=True, instructions_look=False) print(f'成功渲染图像到: {out_file}') except Exception as e: print(f'渲染失败: {e}') if __name__ == '__main__': main()