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import os
import json
import argparse
import numpy as np
import collections
from src.layoutvlm.scene import Scene
from src.layoutvlm.layoutvlm import LayoutVLM
from utils.placement_utils import get_random_placement

# os.environ["LIBGL_ALWAYS_SOFTWARE"] = "1"
# os.environ["GALLIUM_DRIVER"] = "llvmpipe"
# os.environ["MESA_GL_VERSION_OVERRIDE"] = "3.3" 
# os.environ["MESA_GLSL_VERSION_OVERRIDE"] = "330"
# os.environ["EGL_SOFTWARE"] = "1"

# # 确保 DISPLAY 环境变量已设置
# if "DISPLAY" not in os.environ:
#     os.environ["DISPLAY"] = ":99"

def parse_args():
    parser = argparse.ArgumentParser()
    parser.add_argument("--scene_json_file", help="Path to scene JSON file", default="/home/v-meiszhang/amlt-project/LayoutVLM/benchmark_tasks/bookstore/bookstore_2.json")
    parser.add_argument("--save_dir", help="Directory to save results", default="./results/test_run3")
    # parser.add_argument("--model", help="Model to use for layout generation", default="gpt-4")
    # parser.add_argument("--openai_api_key", help="OpenAI API key", required=True)
    parser.add_argument("--asset_dir", help="Directory to load assets from.", default="/home/v-meiszhang/backup/objaverse_processed")
    return parser.parse_args()

def prepare_task_assets(task, asset_dir):
    """
    Prepare assets for the task by processing their metadata and annotations.
    This is a minimal version that assumes assets are already downloaded and processed.
    """
    if "layout_criteria" not in task:
        task["layout_criteria"] = "the layout should follow the task description and adhere to common sense"

    all_data = collections.defaultdict(list)
    for original_uid in task["assets"].keys():
        # Remove the idx number from the uid
        uid = '-'.join(original_uid.split('-')[:-1])
        
        # Load asset data
        data_path = os.path.join(asset_dir, uid, "data.json")
        if not os.path.exists(data_path):
            print(f"Warning: Asset data not found for {uid}")
            continue
            
        with open(data_path, "r") as f:
            data = json.load(f)
        data['path'] = os.path.join(asset_dir, uid, f"{uid}.glb")
        all_data[uid].append(data)

    # Process categories and create asset entries
    category_count = collections.defaultdict(int)
    for uid, duplicated_assets in all_data.items():
        category_var_name = duplicated_assets[0]['annotations']['category']
        category_var_name = category_var_name.replace('-', "_").replace(" ", "_").replace("'", "_").replace("/", "_").replace(",", "_").lower()
        category_count[category_var_name] += 1

    task["assets"] = {}
    category_idx = collections.defaultdict(int)
    
    for uid, duplicated_assets in all_data.items():
        category_var_name = duplicated_assets[0]['annotations']['category']
        category_var_name = category_var_name.replace('-', "_").replace(" ", "_").replace("'", "_").replace("/", "_").replace(",", "_").lower()
        category_idx[category_var_name] += 1
        
        for instance_idx, data in enumerate(duplicated_assets):
            # Create category name with suffix if needed
            category_var_name = f"{category_var_name}_{chr(ord('A') + category_idx[category_var_name]-1)}" if category_count[category_var_name] > 1 else category_var_name
            
            # Create instance name
            var_name = f"{category_var_name}_{instance_idx}" if len(duplicated_assets) > 1 else category_var_name
            
            # Create asset entry
            task["assets"][f"{category_var_name}-{instance_idx}"] = {
                "uid": uid,
                "count": len(duplicated_assets),
                "instance_var_name": var_name,
                "asset_var_name": category_var_name,
                "instance_idx": instance_idx,
                "annotations": data["annotations"],
                "category": data["annotations"]["category"],
                'description': data['annotations']['description'],
                'path': data['path'],
                'onCeiling': data['annotations']['onCeiling'],
                'onFloor': data['annotations']['onFloor'],
                'onWall': data['annotations']['onWall'],
                'onObject': data['annotations']['onObject'],
                'frontView': data['annotations']['frontView'],
                'assetMetadata': {
                    "boundingBox": {
                        "x": float(data['assetMetadata']['boundingBox']['y']),  # SWAP x and y
                        "y": float(data['assetMetadata']['boundingBox']['x']),
                        "z": float(data['assetMetadata']['boundingBox']['z'])
                    },
                }
            }

    return task

def main():
    args = parse_args()
    # if args.openai_api_key:
    #     os.environ["OPENAI_API_KEY"] = args.openai_api_key
    
    # Create save directory
    os.makedirs(args.save_dir, exist_ok=True)
    
    # Load scene configuration
    with open(args.scene_json_file, 'r') as f:
        scene_config = json.load(f)
    
    # Prepare assets
    scene_config = prepare_task_assets(scene_config, args.asset_dir)
    
    # Initialize constraint solver
    layout_solver = LayoutVLM(
        mode="one_shot",
        save_dir=args.save_dir,
        asset_source="objaverse"  # Default to objaverse
    )
    
    # Generate layout
    layout = layout_solver.solve(scene_config)
    
    # Save results
    output_path = os.path.join(args.save_dir, 'layout.json')
    with open(output_path, 'w') as f:
        json.dump(layout, f, indent=2)
    
    print(f"Layout generated and saved to {output_path}")
    
    # Render final scene with all placed 3D assets
    print("Rendering final scene with 3D assets...")
    from utils.blender_render import render_existing_scene
    from utils.blender_utils import reset_blender
    
    try:
        output_images, visual_marks = render_existing_scene(
            layout, 
            scene_config, 
            save_dir=args.save_dir,
            high_res=True, 
            render_top_down=True,
            apply_3dfront_texture=False,
            combine_obj_components=False,
            fov_multiplier=1.3,
            add_coordinate_mark=True,
            annotate_object=True,
            annotate_wall=True,
            add_object_bbox=False,
            topdown_save_file=os.path.join(args.save_dir, 'final_scene_top_down.png'),
            sideview_save_file=os.path.join(args.save_dir, 'final_scene_side_view.png'),
            side_view_indices=[0, 1, 2, 3]  # Render from multiple angles
        )
        reset_blender()
        print(f"Final scene renderings saved to {args.save_dir}")
        print(f"  - Top-down view: final_scene_top_down.png")
        print(f"  - Side views: final_scene_side_view.png")
    except Exception as e:
        print(f"Warning: Failed to render final scene: {e}")

if __name__ == "__main__":
    main()