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"""
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")
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