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#!/usr/bin/env python3
"""
Render the final 3D scene from a generated layout.json file.
Usage: python render_final_scene.py --layout_file ./results/test_run3/layout.json --scene_json ./benchmark_tasks/bookstore/bookstore_2.json
"""

import os
import json
import argparse
from utils.blender_render import render_existing_scene
from utils.blender_utils import reset_blender
import collections

def parse_args():
    parser = argparse.ArgumentParser(description="Render final 3D scene from layout.json")
    parser.add_argument("--layout_file", required=True, help="Path to layout.json file")
    parser.add_argument("--scene_json", required=True, help="Path to original scene JSON file")
    parser.add_argument("--asset_dir", default="/home/v-meiszhang/backup/objaverse_processed", help="Directory with 3D assets")
    parser.add_argument("--output_dir", default=None, help="Output directory (defaults to same dir as layout_file)")
    return parser.parse_args()

def prepare_scene_config(scene_json_path, asset_dir):
    """Load and prepare scene configuration"""
    with open(scene_json_path, 'r') as f:
        scene_config = json.load(f)
    
    # Prepare asset metadata
    all_data = collections.defaultdict(list)
    for original_uid in scene_config["assets"].keys():
        uid = '-'.join(original_uid.split('-')[:-1])
        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)
    
    # Build asset info
    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
    
    scene_config["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):
            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
            var_name = f"{category_var_name}_{instance_idx}" if len(duplicated_assets) > 1 else category_var_name
            
            scene_config["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']),
                        "y": float(data['assetMetadata']['boundingBox']['x']),
                        "z": float(data['assetMetadata']['boundingBox']['z'])
                    },
                }
            }
    
    return scene_config

def main():
    args = parse_args()
    
    # Determine output directory
    if args.output_dir is None:
        args.output_dir = os.path.dirname(args.layout_file)
    os.makedirs(args.output_dir, exist_ok=True)
    
    print(f"Loading layout from: {args.layout_file}")
    print(f"Loading scene config from: {args.scene_json}")
    print(f"Output directory: {args.output_dir}")
    
    # Load layout
    with open(args.layout_file, 'r') as f:
        layout = json.load(f)
    
    # Prepare scene configuration with asset metadata
    scene_config = prepare_scene_config(args.scene_json, args.asset_dir)
    
    print(f"\nRendering scene with {len(layout)} placed objects...")
    
    # Render the scene
    try:
        # 1. 渲染带标注的版本 (用于调试和分析)
        print("\n🎨 渲染带标注的版本...")
        annotated_images, visual_marks = render_existing_scene(
            layout,  # placed_assets
            scene_config,  # task
            save_dir=args.output_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.output_dir, 'final_scene_top_down_annotated.png'),
            sideview_save_file=os.path.join(args.output_dir, 'final_scene_side_view_annotated.png'),
            side_view_indices=[0, 1, 2, 3]  # Multiple angles
        )
        reset_blender()
        
        # 2. 渲染干净的版本 (无标注,用于最终展示)
        print("\n🎨 渲染干净版本...")
        clean_images, _ = render_existing_scene(
            layout,  # placed_assets
            scene_config,  # task
            save_dir=args.output_dir,
            high_res=True,
            render_top_down=True,
            apply_3dfront_texture=False,
            combine_obj_components=False,
            fov_multiplier=1.3,
            add_coordinate_mark=False,   # 不添加坐标标记
            annotate_object=False,       # 不标注物体
            annotate_wall=False,         # 不标注墙壁
            add_object_bbox=False,
            topdown_save_file=os.path.join(args.output_dir, 'final_scene_top_down_clean.png'),
            sideview_save_file=os.path.join(args.output_dir, 'final_scene_side_view_clean.png'),
            side_view_indices=[0, 1, 2, 3]  # Multiple angles
        )
        reset_blender()
        
        all_images = annotated_images + clean_images
        
        print(f"\n✅ Successfully rendered final scene!")
        print(f"\n📊 带标注的版本 (用于调试):")
        for img_path in annotated_images:
            print(f"  - {img_path}")
        print(f"\n🎬 干净版本 (用于展示):")
        for img_path in clean_images:
            print(f"  - {img_path}")
            
    except Exception as e:
        print(f"\n❌ Error rendering scene: {e}")
        import traceback
        traceback.print_exc()
        return 1
    
    return 0

if __name__ == "__main__":
    exit(main())