Upload src/interiorfusion/models/scene_assembly.py
Browse files
src/interiorfusion/models/scene_assembly.py
ADDED
|
@@ -0,0 +1,394 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
"""Phase 4: Scene Assembly Module.
|
| 2 |
+
|
| 3 |
+
Optimizes room layout, resolves collisions, normalizes scale,
|
| 4 |
+
and builds the editable scene graph representation.
|
| 5 |
+
"""
|
| 6 |
+
|
| 7 |
+
from typing import Dict, List, Optional, Tuple
|
| 8 |
+
|
| 9 |
+
import numpy as np
|
| 10 |
+
import torch
|
| 11 |
+
import torch.nn as nn
|
| 12 |
+
import torch.nn.functional as F
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
class SceneAssemblyModule(nn.Module):
|
| 16 |
+
"""Assemble individual objects into a coherent room scene."""
|
| 17 |
+
|
| 18 |
+
def __init__(
|
| 19 |
+
self,
|
| 20 |
+
device: str = "cuda",
|
| 21 |
+
dtype: torch.dtype = torch.float16,
|
| 22 |
+
):
|
| 23 |
+
super().__init__()
|
| 24 |
+
self.device = device
|
| 25 |
+
self.dtype = dtype
|
| 26 |
+
|
| 27 |
+
# Furniture dimension priors (meters) for scale normalization
|
| 28 |
+
self.furniture_priors = {
|
| 29 |
+
"sofa": {"width": 2.0, "depth": 0.9, "height": 0.8},
|
| 30 |
+
"chair": {"width": 0.5, "depth": 0.5, "height": 0.9},
|
| 31 |
+
"table": {"width": 1.2, "depth": 0.8, "height": 0.75},
|
| 32 |
+
"coffee_table": {"width": 1.0, "depth": 0.6, "height": 0.45},
|
| 33 |
+
"bed": {"width": 2.0, "depth": 1.5, "height": 0.5},
|
| 34 |
+
"desk": {"width": 1.4, "depth": 0.7, "height": 0.75},
|
| 35 |
+
"bookshelf": {"width": 1.0, "depth": 0.3, "height": 2.0},
|
| 36 |
+
"lamp": {"width": 0.3, "depth": 0.3, "height": 1.5},
|
| 37 |
+
"wardrobe": {"width": 1.5, "depth": 0.6, "height": 2.1},
|
| 38 |
+
"tv_stand": {"width": 1.2, "depth": 0.4, "height": 0.5},
|
| 39 |
+
"rug": {"width": 2.0, "depth": 1.5, "height": 0.02},
|
| 40 |
+
"plant": {"width": 0.3, "depth": 0.3, "height": 1.0},
|
| 41 |
+
"furniture": {"width": 0.8, "depth": 0.8, "height": 0.8}, # default
|
| 42 |
+
}
|
| 43 |
+
|
| 44 |
+
def assemble(
|
| 45 |
+
self,
|
| 46 |
+
room_shell_mesh: "trimesh.Trimesh", # type: ignore
|
| 47 |
+
object_meshes: List["trimesh.Trimesh"], # type: ignore
|
| 48 |
+
room_layout: Dict,
|
| 49 |
+
detected_objects: Dict,
|
| 50 |
+
depth_map: np.ndarray,
|
| 51 |
+
) -> Dict:
|
| 52 |
+
"""
|
| 53 |
+
Assemble room scene from individual components.
|
| 54 |
+
|
| 55 |
+
Steps:
|
| 56 |
+
1. Place objects at detected positions
|
| 57 |
+
2. Normalize scales using furniture priors
|
| 58 |
+
3. Ensure objects rest on floor
|
| 59 |
+
4. Resolve collisions
|
| 60 |
+
5. Build scene graph
|
| 61 |
+
6. Merge into unified mesh
|
| 62 |
+
"""
|
| 63 |
+
# Step 1: Initial placement from detected positions
|
| 64 |
+
placed_objects = self._place_objects(
|
| 65 |
+
object_meshes, detected_objects, room_layout
|
| 66 |
+
)
|
| 67 |
+
|
| 68 |
+
# Step 2: Scale normalization
|
| 69 |
+
normalized_objects = self._normalize_scales(
|
| 70 |
+
placed_objects, detected_objects, depth_map
|
| 71 |
+
)
|
| 72 |
+
|
| 73 |
+
# Step 3: Gravity constraint (objects on floor)
|
| 74 |
+
grounded_objects = self._apply_gravity(
|
| 75 |
+
normalized_objects, room_layout
|
| 76 |
+
)
|
| 77 |
+
|
| 78 |
+
# Step 4: Collision detection and resolution
|
| 79 |
+
resolved_objects = self._resolve_collisions(
|
| 80 |
+
grounded_objects, room_layout
|
| 81 |
+
)
|
| 82 |
+
|
| 83 |
+
# Step 5: Build scene graph
|
| 84 |
+
scene_graph = self._build_scene_graph(
|
| 85 |
+
resolved_objects, room_layout, detected_objects
|
| 86 |
+
)
|
| 87 |
+
|
| 88 |
+
# Step 6: Merge into unified mesh
|
| 89 |
+
scene_mesh = self._merge_scene(
|
| 90 |
+
room_shell_mesh, resolved_objects
|
| 91 |
+
)
|
| 92 |
+
|
| 93 |
+
return {
|
| 94 |
+
"scene_mesh": scene_mesh,
|
| 95 |
+
"object_meshes": resolved_objects,
|
| 96 |
+
"scene_graph": scene_graph,
|
| 97 |
+
}
|
| 98 |
+
|
| 99 |
+
def _place_objects(
|
| 100 |
+
self,
|
| 101 |
+
object_meshes: List["trimesh.Trimesh"], # type: ignore
|
| 102 |
+
detected_objects: Dict,
|
| 103 |
+
room_layout: Dict,
|
| 104 |
+
) -> List["trimesh.Trimesh"]: # type: ignore
|
| 105 |
+
"""Place objects at their detected positions in 3D space."""
|
| 106 |
+
placed = []
|
| 107 |
+
|
| 108 |
+
floor_height = room_layout.get("floor", {}).get("height", 0.0)
|
| 109 |
+
|
| 110 |
+
for i, mesh in enumerate(object_meshes):
|
| 111 |
+
if i in detected_objects:
|
| 112 |
+
obj_info = detected_objects[i]
|
| 113 |
+
bbox = obj_info.get("bbox", [0, 0, 100, 100])
|
| 114 |
+
depth_range = obj_info.get("depth_range", [1.0, 3.0])
|
| 115 |
+
|
| 116 |
+
# Compute 3D position from bbox center + depth
|
| 117 |
+
# Simple approximation: center of bbox at mean depth
|
| 118 |
+
img_h, img_w = depth_map.shape if 'depth_map' in locals() else (512, 512)
|
| 119 |
+
x1, y1, x2, y2 = bbox
|
| 120 |
+
cx = (x1 + x2) / 2
|
| 121 |
+
cy = (y1 + y2) / 2
|
| 122 |
+
mean_depth = np.mean(depth_range)
|
| 123 |
+
|
| 124 |
+
# Convert image coordinates to 3D
|
| 125 |
+
# Assume camera at origin, looking down -z
|
| 126 |
+
fx = fy = max(img_w, img_h)
|
| 127 |
+
cx_cam = img_w / 2
|
| 128 |
+
cy_cam = img_h / 2
|
| 129 |
+
|
| 130 |
+
x_3d = (cx - cx_cam) * mean_depth / fx
|
| 131 |
+
z_3d = mean_depth # depth is z in camera frame
|
| 132 |
+
|
| 133 |
+
# Position mesh
|
| 134 |
+
mesh_copy = mesh.copy()
|
| 135 |
+
|
| 136 |
+
# Center mesh
|
| 137 |
+
centroid = mesh_copy.centroid if hasattr(mesh_copy, 'centroid') else mesh_copy.bounds.mean(axis=0)
|
| 138 |
+
mesh_copy.apply_translation([-centroid[0], 0, -centroid[2]])
|
| 139 |
+
|
| 140 |
+
# Move to detected position
|
| 141 |
+
mesh_copy.apply_translation([x_3d, floor_height, z_3d])
|
| 142 |
+
|
| 143 |
+
placed.append(mesh_copy)
|
| 144 |
+
else:
|
| 145 |
+
placed.append(mesh.copy())
|
| 146 |
+
|
| 147 |
+
return placed
|
| 148 |
+
|
| 149 |
+
def _normalize_scales(
|
| 150 |
+
self,
|
| 151 |
+
object_meshes: List["trimesh.Trimesh"], # type: ignore
|
| 152 |
+
detected_objects: Dict,
|
| 153 |
+
depth_map: np.ndarray,
|
| 154 |
+
) -> List["trimesh.Trimesh"]: # type: ignore
|
| 155 |
+
"""Normalize object scales using furniture priors and depth."""
|
| 156 |
+
normalized = []
|
| 157 |
+
|
| 158 |
+
for i, mesh in enumerate(object_meshes):
|
| 159 |
+
mesh_copy = mesh.copy()
|
| 160 |
+
|
| 161 |
+
# Get class name
|
| 162 |
+
class_name = "furniture"
|
| 163 |
+
if i in detected_objects:
|
| 164 |
+
class_name = detected_objects[i].get("class_name", "furniture")
|
| 165 |
+
|
| 166 |
+
# Get prior dimensions
|
| 167 |
+
prior = self.furniture_priors.get(
|
| 168 |
+
class_name, self.furniture_priors["furniture"]
|
| 169 |
+
)
|
| 170 |
+
|
| 171 |
+
# Compute current dimensions
|
| 172 |
+
bounds = mesh_copy.bounds
|
| 173 |
+
current_dims = bounds[1] - bounds[0]
|
| 174 |
+
|
| 175 |
+
# Compute scale factors
|
| 176 |
+
# Use largest dimension for scale reference
|
| 177 |
+
max_current = max(current_dims)
|
| 178 |
+
max_prior = max(prior["width"], prior["depth"], prior["height"])
|
| 179 |
+
|
| 180 |
+
if max_current > 0.001: # Avoid division by zero
|
| 181 |
+
scale_factor = max_prior / max_current
|
| 182 |
+
|
| 183 |
+
# Apply non-uniform scaling to match prior
|
| 184 |
+
target_scale = np.array([
|
| 185 |
+
prior["width"] / max(current_dims[0], 0.001),
|
| 186 |
+
prior["height"] / max(current_dims[1], 0.001),
|
| 187 |
+
prior["depth"] / max(current_dims[2], 0.001),
|
| 188 |
+
])
|
| 189 |
+
|
| 190 |
+
# Clamp scale to reasonable range
|
| 191 |
+
scale_factor = np.clip(scale_factor, 0.1, 3.0)
|
| 192 |
+
target_scale = np.clip(target_scale, 0.1, 3.0)
|
| 193 |
+
|
| 194 |
+
# Use uniform scale for stability
|
| 195 |
+
mesh_copy.apply_scale(scale_factor)
|
| 196 |
+
|
| 197 |
+
normalized.append(mesh_copy)
|
| 198 |
+
|
| 199 |
+
return normalized
|
| 200 |
+
|
| 201 |
+
def _apply_gravity(
|
| 202 |
+
self,
|
| 203 |
+
object_meshes: List["trimesh.Trimesh"], # type: ignore
|
| 204 |
+
room_layout: Dict,
|
| 205 |
+
) -> List["trimesh.Trimesh"]: # type: ignore
|
| 206 |
+
"""Ensure all objects rest on the floor."""
|
| 207 |
+
floor_height = room_layout.get("floor", {}).get("height", 0.0)
|
| 208 |
+
|
| 209 |
+
grounded = []
|
| 210 |
+
for mesh in object_meshes:
|
| 211 |
+
mesh_copy = mesh.copy()
|
| 212 |
+
|
| 213 |
+
# Find lowest point
|
| 214 |
+
if len(mesh_copy.vertices) > 0:
|
| 215 |
+
min_y = mesh_copy.vertices[:, 1].min()
|
| 216 |
+
|
| 217 |
+
# Move so lowest point is at floor height
|
| 218 |
+
delta_y = floor_height - min_y
|
| 219 |
+
mesh_copy.apply_translation([0, delta_y, 0])
|
| 220 |
+
|
| 221 |
+
grounded.append(mesh_copy)
|
| 222 |
+
|
| 223 |
+
return grounded
|
| 224 |
+
|
| 225 |
+
def _resolve_collisions(
|
| 226 |
+
self,
|
| 227 |
+
object_meshes: List["trimesh.Trimesh"], # type: ignore
|
| 228 |
+
room_layout: Dict,
|
| 229 |
+
) -> List["trimesh.Trimesh"]: # type: ignore
|
| 230 |
+
"""Detect and resolve inter-object collisions."""
|
| 231 |
+
resolved = list(object_meshes)
|
| 232 |
+
max_iterations = 50
|
| 233 |
+
|
| 234 |
+
for iteration in range(max_iterations):
|
| 235 |
+
collisions_found = False
|
| 236 |
+
|
| 237 |
+
for i in range(len(resolved)):
|
| 238 |
+
for j in range(i + 1, len(resolved)):
|
| 239 |
+
try:
|
| 240 |
+
# Check collision
|
| 241 |
+
collision = resolved[i].collision_manager
|
| 242 |
+
is_collision = False # Placeholder
|
| 243 |
+
|
| 244 |
+
# Simple bounding box collision test
|
| 245 |
+
b1 = resolved[i].bounds
|
| 246 |
+
b2 = resolved[j].bounds
|
| 247 |
+
|
| 248 |
+
overlap = (
|
| 249 |
+
b1[0][0] < b2[1][0] and b1[1][0] > b2[0][0] and
|
| 250 |
+
b1[0][1] < b2[1][1] and b1[1][1] > b2[0][1] and
|
| 251 |
+
b1[0][2] < b2[1][2] and b1[1][2] > b2[0][2]
|
| 252 |
+
)
|
| 253 |
+
|
| 254 |
+
if overlap:
|
| 255 |
+
collisions_found = True
|
| 256 |
+
# Push apart along smallest overlap axis
|
| 257 |
+
overlaps = [
|
| 258 |
+
min(b1[1][0] - b2[0][0], b2[1][0] - b1[0][0]),
|
| 259 |
+
min(b1[1][1] - b2[0][1], b2[1][1] - b1[0][1]),
|
| 260 |
+
min(b1[1][2] - b2[0][2], b2[1][2] - b1[0][2]),
|
| 261 |
+
]
|
| 262 |
+
|
| 263 |
+
min_axis = np.argmin(overlaps)
|
| 264 |
+
push_dir = np.zeros(3)
|
| 265 |
+
push_dir[min_axis] = 1.0
|
| 266 |
+
|
| 267 |
+
# Push in opposite directions
|
| 268 |
+
push_dist = overlaps[min_axis] * 0.5 + 0.05
|
| 269 |
+
center_i = resolved[i].bounds.mean(axis=0)
|
| 270 |
+
center_j = resolved[j].bounds.mean(axis=0)
|
| 271 |
+
|
| 272 |
+
if center_i[min_axis] < center_j[min_axis]:
|
| 273 |
+
resolved[i].apply_translation(-push_dir * push_dist)
|
| 274 |
+
resolved[j].apply_translation(push_dir * push_dist)
|
| 275 |
+
else:
|
| 276 |
+
resolved[i].apply_translation(push_dir * push_dist)
|
| 277 |
+
resolved[j].apply_translation(-push_dir * push_dist)
|
| 278 |
+
except Exception:
|
| 279 |
+
pass
|
| 280 |
+
|
| 281 |
+
if not collisions_found:
|
| 282 |
+
break
|
| 283 |
+
|
| 284 |
+
return resolved
|
| 285 |
+
|
| 286 |
+
def _build_scene_graph(
|
| 287 |
+
self,
|
| 288 |
+
object_meshes: List["trimesh.Trimesh"], # type: ignore
|
| 289 |
+
room_layout: Dict,
|
| 290 |
+
detected_objects: Dict,
|
| 291 |
+
) -> Dict:
|
| 292 |
+
"""Build editable scene graph from assembled objects."""
|
| 293 |
+
nodes = []
|
| 294 |
+
edges = []
|
| 295 |
+
|
| 296 |
+
# Room shell node
|
| 297 |
+
nodes.append({
|
| 298 |
+
"id": "room_shell",
|
| 299 |
+
"type": "room",
|
| 300 |
+
"label": "room",
|
| 301 |
+
"bbox": None,
|
| 302 |
+
})
|
| 303 |
+
|
| 304 |
+
# Object nodes
|
| 305 |
+
for i, mesh in enumerate(object_meshes):
|
| 306 |
+
class_name = "furniture"
|
| 307 |
+
if i in detected_objects:
|
| 308 |
+
class_name = detected_objects[i].get("class_name", "furniture")
|
| 309 |
+
|
| 310 |
+
center = mesh.bounds.mean(axis=0)
|
| 311 |
+
dims = mesh.bounds[1] - mesh.bounds[0]
|
| 312 |
+
|
| 313 |
+
nodes.append({
|
| 314 |
+
"id": i,
|
| 315 |
+
"type": "object",
|
| 316 |
+
"label": class_name,
|
| 317 |
+
"position": center.tolist(),
|
| 318 |
+
"dimensions": dims.tolist(),
|
| 319 |
+
"mesh_index": i,
|
| 320 |
+
})
|
| 321 |
+
|
| 322 |
+
# Edge: object is IN room
|
| 323 |
+
edges.append({
|
| 324 |
+
"from": i,
|
| 325 |
+
"to": "room_shell",
|
| 326 |
+
"relation": "in",
|
| 327 |
+
})
|
| 328 |
+
|
| 329 |
+
# Infer spatial relationships between objects
|
| 330 |
+
for i in range(len(object_meshes)):
|
| 331 |
+
for j in range(i + 1, len(object_meshes)):
|
| 332 |
+
center_i = object_meshes[i].bounds.mean(axis=0)
|
| 333 |
+
center_j = object_meshes[j].bounds.mean(axis=0)
|
| 334 |
+
dist = np.linalg.norm(center_i - center_j)
|
| 335 |
+
|
| 336 |
+
# Proximity threshold
|
| 337 |
+
if dist < 2.0:
|
| 338 |
+
# Determine relationship
|
| 339 |
+
if abs(center_i[1] - center_j[1]) < 0.1:
|
| 340 |
+
relation = "next_to"
|
| 341 |
+
elif center_i[1] > center_j[1] + 0.2:
|
| 342 |
+
relation = "on"
|
| 343 |
+
else:
|
| 344 |
+
relation = "near"
|
| 345 |
+
|
| 346 |
+
edges.append({
|
| 347 |
+
"from": i,
|
| 348 |
+
"to": j,
|
| 349 |
+
"relation": relation,
|
| 350 |
+
"distance": float(dist),
|
| 351 |
+
})
|
| 352 |
+
|
| 353 |
+
return {
|
| 354 |
+
"nodes": nodes,
|
| 355 |
+
"edges": edges,
|
| 356 |
+
}
|
| 357 |
+
|
| 358 |
+
def _merge_scene(
|
| 359 |
+
self,
|
| 360 |
+
room_shell_mesh: "trimesh.Trimesh", # type: ignore
|
| 361 |
+
object_meshes: List["trimesh.Trimesh"], # type: ignore
|
| 362 |
+
) -> "trimesh.Trimesh": # type: ignore
|
| 363 |
+
"""Merge room shell and objects into unified scene mesh."""
|
| 364 |
+
import trimesh
|
| 365 |
+
|
| 366 |
+
meshes = [room_shell_mesh] + list(object_meshes)
|
| 367 |
+
|
| 368 |
+
# Filter out empty meshes
|
| 369 |
+
valid_meshes = [m for m in meshes if hasattr(m, 'vertices') and len(m.vertices) > 0]
|
| 370 |
+
|
| 371 |
+
if not valid_meshes:
|
| 372 |
+
return trimesh.Trimesh()
|
| 373 |
+
|
| 374 |
+
try:
|
| 375 |
+
scene_mesh = trimesh.util.concatenate(valid_meshes)
|
| 376 |
+
except Exception:
|
| 377 |
+
# Fallback: add meshes one by one
|
| 378 |
+
scene_mesh = valid_meshes[0]
|
| 379 |
+
for m in valid_meshes[1:]:
|
| 380 |
+
try:
|
| 381 |
+
scene_mesh += m
|
| 382 |
+
except Exception:
|
| 383 |
+
pass
|
| 384 |
+
|
| 385 |
+
return scene_mesh
|
| 386 |
+
|
| 387 |
+
def reassemble_with_textures(
|
| 388 |
+
self,
|
| 389 |
+
room_shell_mesh: "trimesh.Trimesh", # type: ignore
|
| 390 |
+
textured_objects: List["trimesh.Trimesh"], # type: ignore
|
| 391 |
+
scene_graph: Dict,
|
| 392 |
+
) -> "trimesh.Trimesh": # type: ignore
|
| 393 |
+
"""Re-assemble scene with textured objects."""
|
| 394 |
+
return self._merge_scene(room_shell_mesh, textured_objects)
|