PhysicalWM / 4dcodebench /resim /resim_blender.py
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#!/usr/bin/env python
"""Re-simulate a 4DCodeBench rigid-body world in Blender with a chosen parameter card.
Run inside Blender (background):
blender --background --python resim_blender.py -- \
--world work/B_03/world --out work/B_03/out_p1 --kinematic Ball \
--friction 0.5 --restitution 0.05 --mass 1.5 --samples 32
Split (verified on B_03):
* static meshes -> passive rigid bodies, exact geometry, collision as-is
* the --kinematic group -> passive+kinematic body replaying the baked trajectory
(the driver; identical impact conditions in every preset)
* every other dynamics group -> active rigid body spawned at its frame-0 pose with
the parameter card (this is what we sweep)
Output: <out>/sim.mp4, <out>/simtraj.npz (per-object mean-vertex positions, (F,3))
"""
import argparse
import json
import sys
from math import radians
from pathlib import Path
import bpy
import numpy as np
from mathutils import Matrix, Vector
def parse_args():
ap = argparse.ArgumentParser()
ap.add_argument("--world", required=True)
ap.add_argument("--out", required=True)
ap.add_argument("--preset", default="p")
ap.add_argument("--kinematic", default=None, help="dynamics group name to replay as driver")
ap.add_argument("--friction", type=float, default=0.5)
ap.add_argument("--restitution", type=float, default=0.05)
ap.add_argument("--mass", type=float, default=1.5)
ap.add_argument("--lin_damp", type=float, default=0.04)
ap.add_argument("--ang_damp", type=float, default=0.04)
ap.add_argument("--samples", type=int, default=32)
ap.add_argument("--substeps", type=int, default=20)
ap.add_argument("--iters", type=int, default=20)
ap.add_argument("--device", default="gpu", choices=["gpu", "cpu"])
return ap.parse_args(sys.argv[sys.argv.index("--") + 1:])
def rigid_tf(A, B):
"""Least-squares rigid transform mapping A -> B (both (N,3))."""
ca, cb = A.mean(0), B.mean(0)
H = (A - ca).T @ (B - cb)
U, _, Vt = np.linalg.svd(H)
D = np.diag([1.0, 1.0, float(np.sign(np.linalg.det(Vt.T @ U.T)))])
R = Vt.T @ D @ U.T
return R, cb - R @ ca
def add_mesh(name, verts, faces, mat=None):
me = bpy.data.meshes.new(name)
me.from_pydata([tuple(float(x) for x in v) for v in verts], [],
[tuple(int(x) for x in f) for f in faces])
me.update()
ob = bpy.data.objects.new(name, me)
bpy.context.scene.collection.objects.link(ob)
if mat is not None:
ob.data.materials.append(mat)
return ob
def add_rb(ob, rbtype, shape, mass=1.0, friction=0.5, restitution=0.5,
lin_damp=0.04, ang_damp=0.04, kinematic=False, margin=0.001):
# deselect everything first: the operator acts on ALL selected objects
for other in bpy.context.selected_objects:
other.select_set(False)
bpy.context.view_layer.objects.active = ob
ob.select_set(True)
try:
bpy.ops.rigidbody.objects_add(type=rbtype)
except RuntimeError:
with bpy.context.temp_override(active_object=ob, object=ob,
selected_objects=[ob],
selected_editable_objects=[ob]):
bpy.ops.rigidbody.objects_add(type=rbtype)
rb = ob.rigid_body
rb.collision_shape = shape
rb.mass = mass
rb.friction = friction
rb.restitution = restitution
rb.linear_damping = lin_damp
rb.angular_damping = ang_damp
rb.use_margin = True
rb.collision_margin = margin
rb.kinematic = kinematic
return rb
def mat_simple(name, rgb):
m = bpy.data.materials.new(name)
m.use_nodes = True
bsdf = m.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (*rgb, 1.0)
bsdf.inputs["Roughness"].default_value = 0.6
return m
def setup_cycles(scene, samples, use_gpu):
scene.render.engine = "CYCLES"
if use_gpu:
prefs = bpy.context.preferences.addons["cycles"].preferences
for ctype in ("OPTIX", "CUDA"):
try:
prefs.compute_device_type = ctype
prefs.get_devices()
devs = [d for d in prefs.devices if d.type == ctype]
if devs:
for d in prefs.devices:
d.use = d.type == ctype
scene.cycles.device = "GPU"
print(f"[cycles] using {ctype}: {[d.name for d in devs]}")
return
except Exception as e:
print(f"[cycles] {ctype} failed: {e}")
print("[cycles] no GPU backend, falling back to CPU")
scene.cycles.device = "CPU"
def main():
args = parse_args()
world = Path(args.world)
out = Path(args.out)
out.mkdir(parents=True, exist_ok=True)
spec = json.loads((world / "spec.json").read_text())
cam = json.loads((world / "camera.json").read_text())
K = np.array(cam["intrinsics"], float)
E = np.array(cam["extrinsic"], float)
F = int(spec["F"])
W, H = spec["video"]["width"], spec["video"]["height"]
fps = float(spec["video"]["fps"])
# ---------- clean scene ----------
scene = bpy.context.scene
for ob in list(bpy.data.objects):
bpy.data.objects.remove(ob, do_unlink=True)
mats = {"ball": mat_simple("m_ball", (0.10, 0.25, 0.75)),
"pin": mat_simple("m_pin", (0.92, 0.92, 0.90)),
"deck": mat_simple("m_deck", (0.25, 0.15, 0.10)),
"static": mat_simple("m_static", (0.55, 0.55, 0.58))}
# ---------- rigid body world ----------
if scene.rigidbody_world is None:
bpy.ops.rigidbody.world_add()
rbw = scene.rigidbody_world
rbw.substeps_per_frame = args.substeps
rbw.solver_iterations = args.iters
rbw.point_cache.frame_start = 1
rbw.point_cache.frame_end = F
scene.gravity = (0.0, 0.0, -9.81)
dyn = {}
for name in spec["dynamics"]:
z = np.load(world / "dyn" / f"{name}.npz")
dyn[name] = {"pos": z["pos"], "ids": z["ids"].tolist()}
kin_name = args.kinematic or next(iter(dyn))
active_names = [n for n in dyn if n != kin_name]
static_ids = [int(m) for m, v in spec["meshes"].items() if v["static"]]
# ---------- static geometry ----------
for mid in static_ids:
z = np.load(world / "mesh" / f"{mid}.npz")
mat = mats["deck"] if z["vertices"].shape[1] <= 4 else mats["static"]
ob = add_mesh(f"static_{mid}", z["vertices"][0], z["faces"][0], mat)
add_rb(ob, "PASSIVE", "MESH", margin=0.001)
# ---------- kinematic driver (replay baked trajectory) ----------
driver_pos = dyn[kin_name]["pos"] # (F,N,3)
drv_ids = dyn[kin_name]["ids"]
z = np.load(world / "mesh" / f"{drv_ids[0]}.npz")
drv_ob = add_mesh(kin_name, z["vertices"][0], z["faces"][0], mats["ball"])
drv_verts0 = z["vertices"][0].astype(np.float64)
for t in range(F):
R, tt = rigid_tf(driver_pos[0].astype(np.float64), driver_pos[t].astype(np.float64))
drv_ob.location = Vector(tt)
drv_ob.rotation_euler = Matrix(R).to_euler()
drv_ob.keyframe_insert("location", frame=t + 1)
drv_ob.keyframe_insert("rotation_euler", frame=t + 1)
for fc in drv_ob.animation_data.action.fcurves:
for kp in fc.keyframe_points:
kp.interpolation = "LINEAR"
add_rb(drv_ob, "PASSIVE", "CONVEX_HULL", kinematic=True, margin=0.002)
# ---------- active bodies (parameter card) ----------
actives = {}
for name in active_names:
ids = dyn[name]["ids"]
z = np.load(world / "mesh" / f"{ids[0]}.npz")
ob = add_mesh(name, z["vertices"][0], z["faces"][0], mats["pin"])
add_rb(ob, "ACTIVE", "CONVEX_HULL", mass=args.mass, friction=args.friction,
restitution=args.restitution, lin_damp=args.lin_damp,
ang_damp=args.ang_damp, margin=0.001)
actives[name] = (ob, z["vertices"][0].astype(np.float64))
# ---------- camera ----------
print("[rb-check] " + ", ".join(
f"{o.name}:{o.rigid_body.type}{'/K' if o.rigid_body.kinematic else ''}"
for o in bpy.data.objects if o.rigid_body))
cam_data = bpy.data.cameras.new("cam")
cam_data.sensor_fit = "HORIZONTAL"
cam_data.sensor_width = 36.0
cam_data.lens = float(K[0, 0]) * 36.0 / W
cam_ob = bpy.data.objects.new("cam", cam_data)
bpy.context.scene.collection.objects.link(cam_ob)
D = Matrix.Diagonal((1.0, -1.0, -1.0, 1.0)) # cam axes (x right, y down, z fwd) -> Blender (-Z fwd)
cam_ob.matrix_world = Matrix(E) @ D
scene.camera = cam_ob
# camera sanity: project driver COM at frame 0 both ways
p0 = Vector(driver_pos[0].mean(0))
import bpy_extras
uv = bpy_extras.object_utils.world_to_camera_view(scene, cam_ob, p0)
pc = E[:3, :3].T @ (np.asarray(p0) - E[:3, 3])
proj = K @ pc
u_px, v_px = float(proj[0]) / float(pc[2]), float(proj[1]) / float(pc[2])
print(f"[cam-check] blender uv=({uv.x:.3f},{uv.y:.3f}) numpy px=({u_px:.1f},{v_px:.1f})/"
f"({W},{H}) expect uv≈({u_px/W:.3f},{1-v_px/H:.3f})")
# ---------- lights ----------
world = bpy.data.worlds.new("w")
world.use_nodes = True
world.node_tree.nodes["Background"].inputs["Color"].default_value = (0.85, 0.85, 0.85, 1)
world.node_tree.nodes["Background"].inputs["Strength"].default_value = 1.1
scene.world = world
sun = bpy.data.lights.new("sun", type="SUN")
sun.energy = 3.0
sun_ob = bpy.data.objects.new("sun", sun)
bpy.context.scene.collection.objects.link(sun_ob)
sun_ob.rotation_euler = (radians(50), 0, radians(30))
# ---------- bake ----------
scene.frame_start = 1
scene.frame_end = F
scene.frame_set(1)
bpy.ops.ptcache.free_bake_all()
bpy.ops.ptcache.bake_all(bake=True)
print("[bake] done")
# ---------- record trajectories ----------
traj = {kin_name: np.zeros((F, 3), np.float32)}
for name, (ob, v0) in actives.items():
traj[name] = np.zeros((F, 3), np.float32)
for t in range(1, F + 1):
scene.frame_set(t)
bpy.context.view_layer.update()
M = np.array(drv_ob.matrix_world)
traj[kin_name][t - 1] = (M[:3, :3] @ drv_verts0.T).T.mean(0)
for name, (ob, v0) in actives.items():
M = np.array(ob.matrix_world)
traj[name][t - 1] = (M[:3, :3] @ v0.T).T.mean(0)
np.savez_compressed(out / "simtraj.npz", **traj)
print(f"[traj] saved {list(traj)}")
# ---------- render ----------
scene.render.resolution_x = W
scene.render.resolution_y = H
scene.render.fps = int(round(fps))
scene.render.fps_base = 1.0
scene.cycles.samples = args.samples
scene.cycles.use_denoising = True
scene.cycles.max_bounces = 4
setup_cycles(scene, args.samples, args.device == "gpu")
scene.render.image_settings.file_format = "FFMPEG"
scene.render.ffmpeg.format = "MPEG4"
scene.render.ffmpeg.codec = "H264"
scene.render.ffmpeg.constant_rate_factor = "HIGH"
scene.render.ffmpeg.audio_codec = "NONE"
scene.render.filepath = str(out / "sim.mp4")
bpy.ops.render.render(animation=True)
print(f"[render] wrote {out/'sim.mp4'}")
if __name__ == "__main__":
main()