File size: 9,967 Bytes
d5f2893 | 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 | """
Y-up坐标系渲染工具
用于在Blender等渲染引擎中正确处理Y-up坐标系的场景数据
"""
import json
import numpy as np
from scipy.spatial.transform import Rotation as R
from typing import Dict, List, Tuple, Any
import math
class YUpRenderUtils:
"""Y-up坐标系渲染工具类"""
def __init__(self):
pass
def quaternion_to_euler_degrees(self, quaternion: List[float]) -> List[float]:
"""
将四元数转换为欧拉角(度数)
Args:
quaternion: [x, y, z, w] 四元数
Returns:
[rx, ry, rz] 欧拉角(度数)
"""
rotation = R.from_quat(quaternion)
euler_rad = rotation.as_euler('xyz', degrees=False)
euler_deg = np.degrees(euler_rad)
return euler_deg.tolist()
def quaternion_to_matrix(self, quaternion: List[float]) -> np.ndarray:
"""
将四元数转换为4x4变换矩阵
Args:
quaternion: [x, y, z, w] 四元数
Returns:
4x4变换矩阵
"""
rotation = R.from_quat(quaternion)
matrix = rotation.as_matrix()
# 扩展为4x4矩阵
transform_matrix = np.eye(4)
transform_matrix[:3, :3] = matrix
return transform_matrix
def create_blender_transform_data(self, y_up_layout: Dict) -> Dict:
"""
为Blender创建变换数据
Args:
y_up_layout: Y-up系统的布局数据
Returns:
Blender兼容的变换数据
"""
blender_data = {}
objects_data = y_up_layout.get('objects', y_up_layout)
for obj_id, obj_data in objects_data.items():
position = obj_data['position']
rotation = obj_data['rotation']
# Blender使用度数的欧拉角
if len(rotation) == 4: # 四元数
euler_degrees = self.quaternion_to_euler_degrees(rotation)
else: # 已经是欧拉角
euler_degrees = np.degrees(rotation).tolist()
blender_data[obj_id] = {
'location': position,
'rotation_euler': euler_degrees,
'rotation_quaternion': rotation if len(rotation) == 4 else None
}
return blender_data
def generate_blender_script(self, y_up_layout_path: str, output_script_path: str):
"""
生成Blender脚本来设置Y-up场景
Args:
y_up_layout_path: Y-up布局文件路径
output_script_path: 输出的Blender脚本路径
"""
# 加载Y-up布局数据
with open(y_up_layout_path, 'r', encoding='utf-8') as f:
y_up_data = json.load(f)
# 创建Blender变换数据
blender_data = self.create_blender_transform_data(y_up_data)
# 生成Blender Python脚本
script_content = self._generate_blender_script_content(blender_data, y_up_data)
with open(output_script_path, 'w', encoding='utf-8') as f:
f.write(script_content)
print(f"Blender script generated: {output_script_path}")
def _generate_blender_script_content(self, blender_data: Dict, y_up_data: Dict) -> str:
"""生成Blender脚本内容"""
script = '''import bpy
import bmesh
from mathutils import Vector, Quaternion, Euler
import math
# 清理现有场景
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
# 设置场景为Y-up坐标系
scene = bpy.context.scene
# 创建相机并设置为Y-up视角
bpy.ops.object.camera_add(location=(5, -10, 5))
camera = bpy.context.object
camera.rotation_euler = (math.radians(65), 0, 0)
# 设置渲染相机
scene.camera = camera
# 添加光照
bpy.ops.object.light_add(type='SUN', location=(5, 5, 10))
sun = bpy.context.object
sun.data.energy = 3
'''
# 添加房间信息
if 'room_center' in y_up_data:
room_center = y_up_data['room_center']
script += f'''
# 房间中心坐标: {room_center}
# 坐标系: Y-up 右手坐标系
# 旋转格式: 四元数 [x, y, z, w]
'''
# 为每个物体生成设置代码
script += '''
# 物体设置函数
def setup_object(name, location, rotation_euler=None, rotation_quaternion=None):
"""设置物体的位置和旋转"""
if name in bpy.data.objects:
obj = bpy.data.objects[name]
obj.location = location
if rotation_quaternion:
obj.rotation_mode = 'QUATERNION'
obj.rotation_quaternion = rotation_quaternion
elif rotation_euler:
obj.rotation_mode = 'XYZ'
obj.rotation_euler = [math.radians(x) for x in rotation_euler]
else:
# 创建一个立方体作为占位符
bpy.ops.mesh.primitive_cube_add(location=location)
obj = bpy.context.object
obj.name = name
if rotation_quaternion:
obj.rotation_mode = 'QUATERNION'
obj.rotation_quaternion = rotation_quaternion
elif rotation_euler:
obj.rotation_mode = 'XYZ'
obj.rotation_euler = [math.radians(x) for x in rotation_euler]
# 设置所有物体
'''
# 为每个物体添加设置代码
for obj_id, transform_data in blender_data.items():
location = transform_data['location']
rotation_euler = transform_data['rotation_euler']
rotation_quat = transform_data['rotation_quaternion']
script += f'''
setup_object(
name="{obj_id}",
location=Vector({location}),
rotation_euler={rotation_euler},
rotation_quaternion={"Quaternion(" + str(rotation_quat) + ")" if rotation_quat else "None"}
)
'''
script += '''
# 创建地面
bpy.ops.mesh.primitive_plane_add(location=(0, 0, 0), size=20)
floor = bpy.context.object
floor.name = "Floor"
# 更新场景
bpy.context.view_layer.update()
print("Y-up场景设置完成!")
'''
return script
class YUpUnityUtils:
"""Unity Y-up坐标系工具"""
def __init__(self):
pass
def generate_unity_scene_data(self, y_up_layout_path: str, output_json_path: str):
"""
生成Unity场景数据
Args:
y_up_layout_path: Y-up布局文件路径
output_json_path: 输出的Unity场景数据文件路径
"""
# 加载Y-up布局数据
with open(y_up_layout_path, 'r', encoding='utf-8') as f:
y_up_data = json.load(f)
unity_scene_data = {
"coordinateSystem": "Unity (Y-up, left-handed)",
"objects": []
}
objects_data = y_up_data.get('objects', y_up_data)
for obj_id, obj_data in objects_data.items():
position = obj_data['position']
rotation = obj_data['rotation']
# Unity使用左手坐标系,需要调整Z坐标
unity_position = [position[0], position[1], -position[2]]
# Unity四元数格式调整
if len(rotation) == 4:
# Unity四元数为 [x, y, z, w],但Z轴需要反向
unity_rotation = [rotation[0], rotation[1], -rotation[2], rotation[3]]
else:
unity_rotation = rotation
unity_object = {
"name": obj_id,
"transform": {
"position": {
"x": unity_position[0],
"y": unity_position[1],
"z": unity_position[2]
},
"rotation": {
"x": unity_rotation[0],
"y": unity_rotation[1],
"z": unity_rotation[2],
"w": unity_rotation[3]
} if len(unity_rotation) == 4 else {
"x": unity_rotation[0],
"y": unity_rotation[1],
"z": unity_rotation[2]
},
"scale": {
"x": 1.0,
"y": 1.0,
"z": 1.0
}
}
}
unity_scene_data["objects"].append(unity_object)
# 保存Unity场景数据
with open(output_json_path, 'w', encoding='utf-8') as f:
json.dump(unity_scene_data, f, indent=2, ensure_ascii=False)
print(f"Unity scene data generated: {output_json_path}")
def convert_layout_for_rendering(input_layout_path: str, output_dir: str):
"""
将Y-up布局转换为各种渲染引擎格式
Args:
input_layout_path: Y-up布局文件路径
output_dir: 输出目录
"""
import os
# 确保输出目录存在
os.makedirs(output_dir, exist_ok=True)
# 生成Blender脚本
blender_utils = YUpRenderUtils()
blender_script_path = os.path.join(output_dir, "blender_setup.py")
blender_utils.generate_blender_script(input_layout_path, blender_script_path)
# 生成Unity场景数据
unity_utils = YUpUnityUtils()
unity_json_path = os.path.join(output_dir, "unity_scene.json")
unity_utils.generate_unity_scene_data(input_layout_path, unity_json_path)
print(f"渲染文件生成完成,输出目录: {output_dir}")
if __name__ == "__main__":
# 示例用法
input_layout = "/home/v-meiszhang/amlt-project/LayoutVLM/results/test_run/layout_y_up.json"
output_directory = "/home/v-meiszhang/amlt-project/LayoutVLM/results/test_run/render_outputs"
convert_layout_for_rendering(input_layout, output_directory) |