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Visualize collision between 3D assets in a scene layout.
Finds a pair of colliding assets and renders them with a red transparent bounding box
highlighting the collision region.
"""
import os
import json
import argparse
import subprocess
import sys
import tempfile
import shutil
import numpy as np
import trimesh
from pathlib import Path
from typing import List, Dict, Any, Optional, Tuple
from copy import deepcopy
# Add project root
SCRIPT_DIR = Path(__file__).parent
REPO_ROOT = SCRIPT_DIR.parent.parent
sys.path.insert(0, str(REPO_ROOT))
from trimesh.visual.material import PBRMaterial
def get_asset_position_size(asset: Dict) -> Tuple[Optional[List[float]], Optional[List[float]]]:
"""
Extract position and size from asset, handling different data formats.
"""
pos = None
size = None
# Try transform format first
if 'transform' in asset:
transform = asset['transform']
pos = transform.get('pos') or transform.get('position')
size = transform.get('size')
# Fallback to direct fields
if pos is None:
pos = asset.get('pos') or asset.get('position')
if size is None:
size = asset.get('size')
return pos, size
def get_asset_rotation(asset: Dict) -> Optional[List[float]]:
"""Extract rotation from asset."""
rot = None
if 'transform' in asset:
rot = asset['transform'].get('rot')
if rot is None:
rot = asset.get('rot')
return rot
def compute_bbox_intersection(pos1: List, size1: List, pos2: List, size2: List) -> Optional[Dict]:
"""
Compute the intersection bounding box between two objects.
Returns None if no intersection, otherwise returns the intersection bbox.
"""
# Object 1 bounds
min1 = [pos1[i] - size1[i]/2 for i in range(3)]
max1 = [pos1[i] + size1[i]/2 for i in range(3)]
# Object 2 bounds
min2 = [pos2[i] - size2[i]/2 for i in range(3)]
max2 = [pos2[i] + size2[i]/2 for i in range(3)]
# Calculate intersection bounds
inter_min = [max(min1[i], min2[i]) for i in range(3)]
inter_max = [min(max1[i], max2[i]) for i in range(3)]
# Check if there's actually an intersection
for i in range(3):
if inter_min[i] >= inter_max[i]:
return None
# Calculate intersection volume
volume = (inter_max[0] - inter_min[0]) * (inter_max[1] - inter_min[1]) * (inter_max[2] - inter_min[2])
return {
'min': inter_min,
'max': inter_max,
'center': [(inter_min[i] + inter_max[i]) / 2 for i in range(3)],
'size': [inter_max[i] - inter_min[i] for i in range(3)],
'volume': volume
}
def compute_object_volume(size: List) -> float:
"""Compute volume of an object given its size."""
return size[0] * size[1] * size[2]
def size_similarity(size1: List, size2: List) -> float:
"""
Compute similarity between two sizes (0-1, higher is more similar).
Uses ratio of smaller to larger volume.
"""
vol1 = compute_object_volume(size1)
vol2 = compute_object_volume(size2)
if vol1 == 0 or vol2 == 0:
return 0.0
return min(vol1, vol2) / max(vol1, vol2)
def find_collision_pairs(layout: Dict, min_collision_volume: float = 0.001) -> List[Dict]:
"""
Find all pairs of colliding assets in the layout.
Returns list of collision info dicts sorted by:
1. Size similarity (more similar sizes preferred)
2. Collision volume (larger collisions preferred)
"""
# Flatten all assets
assets = []
if "assets" in layout:
for asset in layout["assets"]:
assets.append(asset)
if "functional_zones" in layout:
for zone in layout["functional_zones"]:
for asset in zone.get("assets", []):
assets.append(asset)
if "groups" in layout:
for group in layout["groups"]:
for obj in group.get("objects", []):
assets.append(obj)
# Find all collision pairs
collision_pairs = []
for i, asset1 in enumerate(assets):
pos1, size1 = get_asset_position_size(asset1)
if pos1 is None or size1 is None:
continue
if all(s == 0 for s in size1):
continue
for j, asset2 in enumerate(assets):
if j <= i: # Avoid duplicates and self-collision
continue
pos2, size2 = get_asset_position_size(asset2)
if pos2 is None or size2 is None:
continue
if all(s == 0 for s in size2):
continue
# Check for intersection
intersection = compute_bbox_intersection(pos1, size1, pos2, size2)
if intersection and intersection['volume'] >= min_collision_volume:
similarity = size_similarity(size1, size2)
collision_pairs.append({
'asset1': asset1,
'asset2': asset2,
'asset1_idx': i,
'asset2_idx': j,
'pos1': pos1,
'size1': size1,
'pos2': pos2,
'size2': size2,
'intersection': intersection,
'size_similarity': similarity,
'collision_volume': intersection['volume'],
})
# Sort by collision volume (descending) - largest collision first
collision_pairs.sort(key=lambda x: x['collision_volume'], reverse=True)
return collision_pairs
def create_collision_bbox_glb(intersection: Dict, output_path: str):
"""
Create a GLB file with a semi-transparent red bounding box for the collision region.
"""
min_pt = np.array(intersection['min'])
max_pt = np.array(intersection['max'])
# Global rotation matrix (same as compose_generated.py)
global_rot = trimesh.transformations.rotation_matrix(-np.pi / 2, [1, 0, 0])
# Create a solid box for the collision region
center = (min_pt + max_pt) / 2
size = max_pt - min_pt
# Create box mesh
box = trimesh.creation.box(extents=size)
box.apply_translation(center)
box.apply_transform(global_rot)
# Apply semi-transparent red material
# Red with ~70% opacity for better visibility
red_material = PBRMaterial(
baseColorFactor=[255, 30, 30, 200], # RGBA: bright red with alpha=200 (~78% opacity)
metallicFactor=0.0,
roughnessFactor=0.5,
alphaMode='BLEND',
)
box.visual = trimesh.visual.TextureVisuals(material=red_material)
# Export
scene = trimesh.Scene()
scene.add_geometry(box, node_name="collision_region")
scene.export(output_path)
print(f" Created collision bbox GLB: {output_path}")
def create_object_bbox_glb(pos: List, size: List, color: Tuple, output_path: str, label: str = "object"):
"""
Create a GLB file with a wireframe bounding box for an object.
"""
min_pt = np.array([pos[i] - size[i]/2 for i in range(3)])
max_pt = np.array([pos[i] + size[i]/2 for i in range(3)])
# Global rotation matrix
global_rot = trimesh.transformations.rotation_matrix(-np.pi / 2, [1, 0, 0])
scene = trimesh.Scene()
# Create wireframe edges
vertices = np.array([
[min_pt[0], min_pt[1], min_pt[2]],
[max_pt[0], min_pt[1], min_pt[2]],
[max_pt[0], max_pt[1], min_pt[2]],
[min_pt[0], max_pt[1], min_pt[2]],
[min_pt[0], min_pt[1], max_pt[2]],
[max_pt[0], min_pt[1], max_pt[2]],
[max_pt[0], max_pt[1], max_pt[2]],
[min_pt[0], max_pt[1], max_pt[2]],
])
edges = [
[0, 1], [1, 2], [2, 3], [3, 0],
[4, 5], [5, 6], [6, 7], [7, 4],
[0, 4], [1, 5], [2, 6], [3, 7],
]
rgba = [int(c * 255) for c in color] + [255]
material = PBRMaterial(
baseColorFactor=rgba,
metallicFactor=0.0,
roughnessFactor=0.5,
)
edge_radius = 0.015
for i, edge in enumerate(edges):
start = vertices[edge[0]]
end = vertices[edge[1]]
segment = end - start
length = np.linalg.norm(segment)
if length < 0.001:
continue
cylinder = trimesh.creation.cylinder(radius=edge_radius, height=length, sections=8)
direction = segment / length
z_axis = np.array([0, 0, 1])
if np.allclose(direction, z_axis):
rotation = np.eye(4)
elif np.allclose(direction, -z_axis):
rotation = trimesh.transformations.rotation_matrix(np.pi, [1, 0, 0])
else:
axis = np.cross(z_axis, direction)
axis = axis / np.linalg.norm(axis)
angle = np.arccos(np.clip(np.dot(z_axis, direction), -1, 1))
rotation = trimesh.transformations.rotation_matrix(angle, axis)
midpoint = (start + end) / 2
translation = trimesh.transformations.translation_matrix(midpoint)
cylinder.apply_transform(rotation)
cylinder.apply_transform(translation)
cylinder.apply_transform(global_rot)
cylinder.visual = trimesh.visual.TextureVisuals(material=material)
scene.add_geometry(cylinder, node_name=f"{label}_edge_{i}")
scene.export(output_path)
print(f" Created object bbox GLB: {output_path}")
def compose_collision_scene(asset1: Dict, asset2: Dict, output_path: str):
"""
Compose a scene with only the two colliding assets.
"""
from tools.data_gen.compose_generated import compose_scene
# Create a minimal layout with just these two assets
layout = {
"meta": {"scene_type": "collision_vis"},
"architecture": {"boundary_polygon": []}, # No boundary needed
"assets": [asset1, asset2]
}
compose_scene(
layout=layout,
output_path=output_path,
add_floor=False,
add_walls=False,
add_ceiling=False,
)
print(f" Composed collision scene: {output_path}")
def merge_glb_files(base_path: str, overlay_path: str, output_path: str):
"""Merge two GLB files."""
base_mesh = trimesh.load(base_path)
overlay_mesh = trimesh.load(overlay_path)
if isinstance(base_mesh, trimesh.Scene):
scene = base_mesh
else:
scene = trimesh.Scene()
scene.add_geometry(base_mesh, node_name="base")
if isinstance(overlay_mesh, trimesh.Scene):
for name, geom in overlay_mesh.geometry.items():
scene.add_geometry(geom, node_name=f"overlay_{name}")
else:
scene.add_geometry(overlay_mesh, node_name="overlay")
scene.export(output_path)
def run_command(cmd, env=None, quiet=False):
"""Run a shell command."""
print(f" Running: {cmd[:100]}...")
try:
if quiet:
subprocess.check_call(cmd, shell=True, env=env,
stdout=subprocess.DEVNULL,
stderr=subprocess.DEVNULL)
else:
subprocess.check_call(cmd, shell=True, env=env)
return True
except subprocess.CalledProcessError as e:
print(f" Command failed: {e}")
return False
def render_scene(glb_path: str, output_path: str, view_mode: str = "diagonal",
width: int = 1200, height: int = 900):
"""Render a GLB scene using Blender."""
current_env = os.environ.copy()
cmd = (
f"conda run -n blender python InternScenes/InternScenes_Real2Sim/blender_renderer.py "
f"--input '{glb_path}' "
f"--output '{output_path}' "
f"--width {width} --height {height} "
f"--engine BLENDER_EEVEE --samples 64 "
f"--view-mode {view_mode} --auto-crop "
f"--floor-material solid "
f"--diagonal-distance 2.0 " # Farther view for better overview
f"--camera-factor 1.5 " # Wider angle
)
run_command(cmd, env=current_env, quiet=True)
def visualize_collision(
layout_path: str,
output_dir: str,
collision_idx: int = 0,
render_views: List[str] = None,
):
"""
Main function to visualize collision between assets.
Args:
layout_path: Path to layout.json file
output_dir: Directory to save outputs
collision_idx: Index of collision pair to visualize (0 = best match)
render_views: List of view modes to render
"""
if render_views is None:
render_views = ["diagonal", "diagonal2"]
print(f"\n{'='*60}")
print(f"Collision Visualization")
print(f"{'='*60}")
print(f"Input: {layout_path}")
print(f"Output: {output_dir}")
print(f"{'='*60}\n")
# Load layout
with open(layout_path, 'r') as f:
layout = json.load(f)
# Create output directory
os.makedirs(output_dir, exist_ok=True)
# Find collision pairs
print("Finding collision pairs...")
collision_pairs = find_collision_pairs(layout)
if not collision_pairs:
print("No collisions found in this layout!")
return
print(f"Found {len(collision_pairs)} collision pairs")
# Save all collision pairs info
collision_info_path = os.path.join(output_dir, "collision_pairs.json")
collision_info = []
for i, pair in enumerate(collision_pairs):
info = {
'index': i,
'asset1_category': pair['asset1'].get('category', 'unknown'),
'asset2_category': pair['asset2'].get('category', 'unknown'),
'asset1_description': pair['asset1'].get('description', '')[:50] + '...',
'asset2_description': pair['asset2'].get('description', '')[:50] + '...',
'collision_volume': pair['collision_volume'],
'size_similarity': pair['size_similarity'],
'intersection': pair['intersection'],
}
collision_info.append(info)
print(f" [{i}] {info['asset1_category']} vs {info['asset2_category']}: "
f"vol={pair['collision_volume']:.4f}, sim={pair['size_similarity']:.2f}")
with open(collision_info_path, 'w') as f:
json.dump(collision_info, f, indent=2)
print(f"\nSaved collision info to: {collision_info_path}")
# Select collision pair to visualize
if collision_idx >= len(collision_pairs):
print(f"Warning: collision_idx {collision_idx} out of range, using 0")
collision_idx = 0
pair = collision_pairs[collision_idx]
print(f"\nVisualizing collision pair [{collision_idx}]:")
print(f" Asset 1: {pair['asset1'].get('category', 'unknown')}")
print(f" Asset 2: {pair['asset2'].get('category', 'unknown')}")
print(f" Collision volume: {pair['collision_volume']:.4f}")
print(f" Size similarity: {pair['size_similarity']:.2f}")
# Create temp directory
temp_dir = os.path.join(output_dir, "_temp")
os.makedirs(temp_dir, exist_ok=True)
# Step 1: Compose scene with just the two assets
print("\nComposing collision scene...")
scene_glb = os.path.join(temp_dir, "collision_scene.glb")
compose_collision_scene(pair['asset1'], pair['asset2'], scene_glb)
# Step 2: Create collision region bbox (red transparent) - only this, no object bboxes
print("\nCreating collision region bbox...")
collision_glb = os.path.join(temp_dir, "collision_region.glb")
create_collision_bbox_glb(pair['intersection'], collision_glb)
# Step 3: Merge scene with collision bbox only
print("\nMerging scene components...")
final_glb = os.path.join(temp_dir, "final.glb")
merge_glb_files(scene_glb, collision_glb, final_glb)
# Copy final GLB to output
final_output_glb = os.path.join(output_dir, "collision_scene.glb")
shutil.copy(final_glb, final_output_glb)
print(f" Final GLB saved to: {final_output_glb}")
# Step 5: Render
print("\nRendering...")
for view in render_views:
render_path = os.path.join(output_dir, f"collision_{view}.png")
print(f" Rendering {view} view...")
render_scene(final_glb, render_path, view_mode=view)
# Clean up
# shutil.rmtree(temp_dir) # Uncomment to clean up temp files
print(f"\n{'='*60}")
print(f"Done! Outputs saved to: {output_dir}")
print(f"{'='*60}")
return pair
def main():
parser = argparse.ArgumentParser(description="Visualize collision between 3D assets")
parser.add_argument("--input",
default="test_vis_output6/3rscan_422885ce-192d-25fc-851a-df2d675a6559_fine/layout_retrieved.json",
help="Path to layout.json file")
parser.add_argument("--output", default="collision_vis_output", help="Output directory")
parser.add_argument("--collision-idx", type=int, default=0,
help="Index of collision pair to visualize (0 = best size match)")
parser.add_argument("--all-views", action="store_true",
help="Render all view modes (diagonal, diagonal2, side views)")
args = parser.parse_args()
views = ["diagonal", "diagonal2"]
if args.all_views:
views = ["diagonal", "diagonal2", "side_front", "side_back", "side_left", "side_right"]
visualize_collision(
layout_path=args.input,
output_dir=args.output,
collision_idx=args.collision_idx,
render_views=views,
)
if __name__ == "__main__":
main()
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