#!/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: /sim.mp4, /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()