File size: 10,616 Bytes
812a0b4
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
#!/usr/bin/env python3
"""
批量渲染 IDesign 生成的场景
需要在 blender conda 环境下运行: conda activate blender
"""

import bpy
import json
import math
import os
import sys
from pathlib import Path
from datetime import datetime


def clear_scene():
    """清空场景"""
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete()
    
    # 清除所有数据块
    for block in bpy.data.meshes:
        if block.users == 0:
            bpy.data.meshes.remove(block)
    for block in bpy.data.materials:
        if block.users == 0:
            bpy.data.materials.remove(block)


def import_glb(file_path, object_name):
    """导入GLB文件"""
    try:
        bpy.ops.import_scene.gltf(filepath=file_path)
        # 获取所有新导入的对象
        imported = [obj for obj in bpy.context.selected_objects]
        if imported:
            # 如果有多个对象,创建一个空对象作为父级
            if len(imported) > 1:
                bpy.ops.object.empty_add(type='PLAIN_AXES')
                parent = bpy.context.active_object
                parent.name = object_name
                for obj in imported:
                    obj.parent = parent
                return parent
            else:
                imported[0].name = object_name
                return imported[0]
    except Exception as e:
        print(f"    导入失败 {object_name}: {e}")
    return None


def create_room(width, depth, height):
    """创建房间"""
    # 创建地板
    bpy.ops.mesh.primitive_plane_add(size=1, location=(width/2, depth/2, 0))
    floor = bpy.context.active_object
    floor.scale = (width, depth, 1)
    floor.name = "Floor"
    
    # 地板材质
    floor_mat = bpy.data.materials.new(name="FloorMat")
    floor_mat.use_nodes = True
    floor_mat.node_tree.nodes["Principled BSDF"].inputs["Base Color"].default_value = (0.8, 0.75, 0.7, 1)
    floor.data.materials.append(floor_mat)
    
    # 后墙 (y=0)
    bpy.ops.mesh.primitive_plane_add(size=1, location=(width/2, 0.01, height/2))
    back_wall = bpy.context.active_object
    back_wall.scale = (width, 1, height)
    back_wall.rotation_euler = (math.radians(90), 0, 0)
    back_wall.name = "BackWall"
    
    # 左墙 (x=0)
    bpy.ops.mesh.primitive_plane_add(size=1, location=(0.01, depth/2, height/2))
    left_wall = bpy.context.active_object
    left_wall.scale = (depth, 1, height)
    left_wall.rotation_euler = (math.radians(90), 0, math.radians(90))
    left_wall.name = "LeftWall"
    
    # 墙壁材质
    wall_mat = bpy.data.materials.new(name="WallMat")
    wall_mat.use_nodes = True
    wall_mat.node_tree.nodes["Principled BSDF"].inputs["Base Color"].default_value = (0.95, 0.95, 0.95, 1)
    back_wall.data.materials.append(wall_mat)
    left_wall.data.materials.append(wall_mat)


def setup_camera_and_lights(room_dims):
    """设置相机和灯光"""
    width, depth, height = room_dims
    
    # 相机位置:从房间外角落看向中心
    cam_x = width * 1.8
    cam_y = depth * 1.8
    cam_z = height * 1.5
    
    bpy.ops.object.camera_add(location=(cam_x, cam_y, cam_z))
    camera = bpy.context.active_object
    camera.name = "Camera"
    
    # 让相机看向房间中心
    target_x, target_y, target_z = width/2, depth/2, height/3
    
    # 计算方向
    dx = target_x - cam_x
    dy = target_y - cam_y
    dz = target_z - cam_z
    
    # 计算旋转
    dist_xy = math.sqrt(dx*dx + dy*dy)
    rot_x = math.atan2(-dz, dist_xy)
    rot_z = math.atan2(dy, dx)
    
    camera.rotation_euler = (math.pi/2 + rot_x, 0, rot_z + math.pi/2)
    bpy.context.scene.camera = camera
    
    # 主光源 (太阳光)
    bpy.ops.object.light_add(type='SUN', location=(width/2, depth/2, height + 3))
    sun = bpy.context.active_object
    sun.name = "Sun"
    sun.data.energy = 3
    sun.rotation_euler = (math.radians(45), math.radians(30), 0)
    
    # 补光
    bpy.ops.object.light_add(type='AREA', location=(width*1.5, depth*1.5, height))
    area = bpy.context.active_object
    area.name = "FillLight"
    area.data.energy = 100
    area.data.size = 3


def render_to_file(output_path, resolution=(800, 600), samples=32):
    """渲染到文件"""
    scene = bpy.context.scene
    
    scene.render.engine = 'CYCLES'
    scene.render.resolution_x = resolution[0]
    scene.render.resolution_y = resolution[1]
    scene.cycles.samples = samples
    scene.cycles.use_denoising = True
    
    # 尝试使用 GPU
    try:
        prefs = bpy.context.preferences.addons['cycles'].preferences
        prefs.compute_device_type = 'CUDA'
        scene.cycles.device = 'GPU'
        prefs.get_devices()
        for device in prefs.devices:
            device.use = True
    except:
        pass
    
    scene.render.filepath = str(output_path)
    scene.render.image_settings.file_format = 'PNG'
    bpy.ops.render.render(write_still=True)


def render_single_scene(scene_dir):
    """渲染单个场景"""
    scene_dir = Path(scene_dir)
    
    # 找场景文件
    scene_graph_json = scene_dir / "scene_graph.json"
    if not scene_graph_json.exists():
        print(f"    ⚠️ 无 scene_graph.json")
        return False
    
    # 找 GLB 目录
    assets_dir = None
    for dirname in ['Assets', 'objects', 'glb']:
        d = scene_dir / dirname
        if d.exists() and any(d.glob('*.glb')):
            assets_dir = d
            break
    
    if not assets_dir:
        print(f"    ⚠️ 无 GLB 文件目录")
        return False
    
    # 读取场景数据
    with open(scene_graph_json, 'r') as f:
        scene_data = json.load(f)
    
    # 确保是 list
    if isinstance(scene_data, dict):
        objects_list = scene_data.get('objects_in_room', [])
    else:
        objects_list = scene_data
    
    # 获取房间尺寸
    room_dims = [4, 4, 2.8]
    for obj in objects_list:
        obj_id = obj.get('new_object_id', '')
        if obj_id == 'middle of the room':
            size = obj.get('size_in_meters', {})
            room_dims = [
                size.get('length', 4),
                size.get('width', 4),
                2.8
            ]
        elif obj_id == 'ceiling':
            pos = obj.get('position', {})
            if pos:
                room_dims[2] = pos.get('z', 2.8)
    
    # 检查是否有物体有位置信息
    valid_objects = []
    for obj in objects_list:
        obj_id = obj.get('new_object_id', '')
        if obj_id in ['south_wall', 'north_wall', 'east_wall', 'west_wall', 'middle of the room', 'ceiling']:
            continue
        
        # 检查位置
        pos = obj.get('position', {})
        if pos and 'x' in pos:
            # 检查 GLB 文件
            glb_file = assets_dir / f"{obj_id}.glb"
            if glb_file.exists():
                valid_objects.append((obj, glb_file))
    
    if not valid_objects:
        print(f"    ⚠️ 无有效物体")
        return False
    
    # 清空场景
    clear_scene()
    
    # 创建房间
    create_room(room_dims[0], room_dims[1], room_dims[2])
    
    # 导入物体
    loaded = 0
    for obj_data, glb_file in valid_objects:
        obj_id = obj_data.get('new_object_id', '')
        imported = import_glb(str(glb_file), obj_id)
        
        if imported:
            # 位置
            pos = obj_data.get('position', {})
            imported.location = (pos.get('x', 0), pos.get('y', 0), pos.get('z', 0))
            
            # 旋转
            rot = obj_data.get('rotation', {})
            if isinstance(rot, dict):
                z_angle = rot.get('z_angle', 0)
            else:
                z_angle = rot if rot else 0
            imported.rotation_euler = (0, 0, math.radians(z_angle))
            
            # 缩放
            size = obj_data.get('size_in_meters', {})
            if size and imported.dimensions[0] > 0:
                target = [size.get('length', 1), size.get('width', 1), size.get('height', 1)]
                dims = imported.dimensions
                scale = [target[i] / max(dims[i], 0.001) for i in range(3)]
                imported.scale = scale
            
            loaded += 1
    
    # 设置相机和灯光
    setup_camera_and_lights(room_dims)
    
    # 渲染
    output_path = scene_dir / "render.png"
    render_to_file(output_path)
    
    print(f"    ✅ 完成 ({loaded} 物体)")
    return True


def batch_render(results_dir, max_scenes=None):
    """批量渲染"""
    results_dir = Path(results_dir)
    
    if not results_dir.exists():
        print(f"目录不存在: {results_dir}")
        return
    
    # 找所有有 scene_graph.json 的目录
    scene_dirs = [d for d in results_dir.iterdir() 
                  if d.is_dir() and (d / "scene_graph.json").exists()]
    
    if max_scenes:
        scene_dirs = scene_dirs[:max_scenes]
    
    print(f"\n📂 找到 {len(scene_dirs)} 个场景")
    
    success = 0
    skipped = 0
    
    for i, scene_dir in enumerate(scene_dirs, 1):
        # 跳过已渲染的
        if (scene_dir / "render.png").exists():
            print(f"[{i}/{len(scene_dirs)}] {scene_dir.name} - 已存在,跳过")
            skipped += 1
            continue
        
        print(f"[{i}/{len(scene_dirs)}] {scene_dir.name}")
        try:
            if render_single_scene(scene_dir):
                success += 1
        except Exception as e:
            print(f"    ❌ 错误: {e}")
    
    print(f"\n✅ 完成: {success} 成功, {skipped} 跳过, {len(scene_dirs) - success - skipped} 失败")


if __name__ == "__main__":
    import argparse
    parser = argparse.ArgumentParser()
    parser.add_argument("--dataset", choices=["zones", "bench", "all"], default="all")
    parser.add_argument("--max", type=int, default=None)
    parser.add_argument("--single", type=str, default=None)
    args = parser.parse_args()
    
    print(f"\n{'='*60}")
    print(f"🎬 IDesign 批量渲染")
    print(f"{'='*60}")
    print(f"时间: {datetime.now().strftime('%Y-%m-%d %H:%M:%S')}")
    
    if args.single:
        render_single_scene(args.single)
    else:
        if args.dataset in ["zones", "all"]:
            print("\n--- Zones 数据集 ---")
            batch_render("/home/v-meiszhang/amlt-project/MetaSpatial/IDesign/evaluation/evaluation_results", args.max)
        
        if args.dataset in ["bench", "all"]:
            print("\n--- Bench 数据集 ---")
            batch_render("/home/v-meiszhang/amlt-project/MetaSpatial/IDesign/evaluation/layout_bench_results", args.max)
    
    print(f"\n{'='*60}")
    print("✅ 渲染任务完成")