#!/usr/bin/env python3 """ Compose Generated Scene Script This script takes a layout JSON (with model_uids) and composes a GLB scene. It handles flattening of functional zones/groups and applies transforms. Also generates room geometry (floor, walls, ceiling) from boundary_polygon. Supports both: - Original asset library (with per-asset-type rotation handling) - Normalized asset library (pre-processed, no rotation needed) """ import os import json import trimesh import numpy as np import argparse import sys from pathlib import Path from shapely.geometry import Polygon as ShapelyPolygon from trimesh.visual import ColorVisuals # Add project root SCRIPT_DIR = Path(__file__).parent REPO_ROOT = SCRIPT_DIR.parent.parent sys.path.insert(0, str(REPO_ROOT)) # Add InternScenes_Real2Sim to path to import compose_scenes sys.path.insert(0, os.path.join(REPO_ROOT, "InternScenes", "InternScenes_Real2Sim")) # Import loaders from compose_scenes import AssetMeshLoader # Try to import normalized asset loader try: from tools.asset_description.normalized_asset_loader import NormalizedAssetMeshLoader NORMALIZED_LOADER_AVAILABLE = True except ImportError: NORMALIZED_LOADER_AVAILABLE = False def normalize_rotation(rot): """ Normalize rotation to radians. Heuristic: if any value is outside [-2pi, 2pi], assume degrees. """ rot = np.array(rot, dtype=np.float64) if np.any(np.abs(rot) > 2 * np.pi + 1e-3): return np.radians(rot) return rot def get_scale_transform(mesh_size, target_size, category): """ Calculate scale matrix based on target size and mesh size. Includes special handling for carpets/clothes similar to compose_scenes.py """ scale_matrix = np.eye(4) # Avoid division by zero mesh_size = np.maximum(mesh_size, 1e-6) if category == "carpet": scale_factors = target_size / mesh_size # Check for orientation issues (carpet standing up) # Heuristic from compose_scenes.py if target_size[2]/target_size[0] > 150 or target_size[2]/target_size[1] > 150: if target_size[2]/target_size[0] > target_size[2]/target_size[1]: # Rotate 90 around Y rot_mat = trimesh.transformations.rotation_matrix(0.5 * np.pi, [0, 1, 0]) new_target = np.array([target_size[2], target_size[0], target_size[1]]) scale_factors = new_target / mesh_size scale_matrix = np.diag([scale_factors[0], scale_factors[1], scale_factors[2]/100.0, 1]) return scale_matrix @ rot_mat else: # Rotate 90 around X rot_mat = trimesh.transformations.rotation_matrix(0.5 * np.pi, [1, 0, 0]) new_target = np.array([target_size[0], target_size[2], target_size[1]]) scale_factors = new_target / mesh_size scale_matrix = np.diag([scale_factors[0], scale_factors[1], scale_factors[2]/100.0, 1]) return scale_matrix @ rot_mat else: scale_matrix = np.diag([scale_factors[0], scale_factors[1], scale_factors[2]/100.0, 1]) return scale_matrix elif category == "clothes": scale = target_size / mesh_size min_scale = min(scale) scale_matrix = np.diag([min_scale, min_scale, min_scale, 1]) return scale_matrix else: scale = target_size / mesh_size scale_matrix = np.diag([scale[0], scale[1], scale[2], 1]) return scale_matrix # ============================================ # Room Geometry Generation from Boundary # ============================================ # Default colors for room structure FLOOR_COLOR = np.array([200, 200, 200, 255], dtype=np.uint8) # Light gray WALL_COLOR = np.array([240, 240, 240, 180], dtype=np.uint8) # White with some transparency CEILING_COLOR = np.array([250, 250, 250, 128], dtype=np.uint8) # Very light, more transparent def triangulate_polygon(vertices_2d: np.ndarray) -> tuple: """ Triangulate a 2D polygon (supports concave polygons like L-shape, H-shape). Uses trimesh's triangulate_polygon which handles concave polygons correctly via earcut algorithm. Args: vertices_2d: Nx2 array of (x, y) coordinates in order (CCW or CW) Returns: tuple: (vertices_2d, faces) where vertices may have additional points added and faces is Mx3 array of face indices """ from shapely.geometry import Polygon as ShapelyPolygon # Create a proper shapely polygon polygon = ShapelyPolygon(vertices_2d) # Fix invalid polygons if not polygon.is_valid: polygon = polygon.buffer(0) # Use trimesh's triangulation which uses mapbox_earcut for concave polygons try: # trimesh.creation.triangulate_polygon returns (vertices, faces) result_vertices, result_faces = trimesh.creation.triangulate_polygon( polygon, triangle_args=None, # Use default earcut engine='earcut' # Explicitly use earcut for concave support ) # Return both vertices and faces - trimesh may add/reorder vertices return np.array(result_vertices), result_faces except Exception as e: print(f"Warning: trimesh triangulation failed: {e}, trying earcut directly") # Fallback: use mapbox_earcut directly if available try: import mapbox_earcut as earcut # earcut expects flattened coordinates and ring indices rings = np.array([len(vertices_2d)]) # Single ring (no holes) flat_coords = vertices_2d.flatten() # Triangulate - returns flat array of triangle vertex indices triangle_indices = earcut.triangulate_float64(flat_coords, rings) # Reshape to Nx3 faces = np.array(triangle_indices).reshape(-1, 3) return vertices_2d, faces except ImportError: print("Warning: mapbox_earcut not available, using fan triangulation") except Exception as e: print(f"Warning: earcut failed: {e}") # Last resort: simple fan triangulation (only works for convex polygons) n = len(vertices_2d) faces = np.array([[0, i, i+1] for i in range(1, n-1)]) return vertices_2d, faces def create_floor_mesh(floor_vertices_2d: np.ndarray, z_height: float = 0.0) -> trimesh.Trimesh: """ Create a floor mesh from 2D polygon vertices. Supports concave polygons (L-shape, H-shape, etc.) Args: floor_vertices_2d: Nx2 array of (x, y) coordinates in order z_height: Z coordinate for the floor (default 0) Returns: trimesh.Trimesh: Floor mesh """ try: # Triangulate using earcut (supports concave polygons) # triangulate_polygon returns (vertices_2d, faces) - vertices may be different from input result_vertices_2d, faces = triangulate_polygon(floor_vertices_2d) # Create 3D vertices from the triangulation result vertices_3d = np.column_stack([result_vertices_2d, np.full(len(result_vertices_2d), z_height)]) floor_mesh = trimesh.Trimesh(vertices=vertices_3d, faces=faces) floor_mesh.visual = ColorVisuals(mesh=floor_mesh, vertex_colors=np.tile(FLOOR_COLOR, (len(vertices_3d), 1))) return floor_mesh except Exception as e: print(f"Warning: Failed to create floor mesh: {e}") import traceback traceback.print_exc() return None def create_ceiling_mesh(floor_vertices_2d: np.ndarray, z_height: float) -> trimesh.Trimesh: """ Create a ceiling mesh from 2D polygon vertices. Supports concave polygons (L-shape, H-shape, etc.) Args: floor_vertices_2d: Nx2 array of (x, y) coordinates z_height: Z coordinate for the ceiling Returns: trimesh.Trimesh: Ceiling mesh """ try: # Triangulate using earcut (supports concave polygons) # triangulate_polygon returns (vertices_2d, faces) - vertices may be different from input result_vertices_2d, faces = triangulate_polygon(floor_vertices_2d) # Create 3D vertices from the triangulation result vertices_3d = np.column_stack([result_vertices_2d, np.full(len(result_vertices_2d), z_height)]) # Reverse face winding for ceiling (faces down) faces = faces[:, ::-1] ceiling_mesh = trimesh.Trimesh(vertices=vertices_3d, faces=faces) ceiling_mesh.visual = ColorVisuals(mesh=ceiling_mesh, vertex_colors=np.tile(CEILING_COLOR, (len(vertices_3d), 1))) return ceiling_mesh except Exception as e: print(f"Warning: Failed to create ceiling mesh: {e}") import traceback traceback.print_exc() return None def create_wall_mesh(v1_bottom: np.ndarray, v2_bottom: np.ndarray, height: float) -> trimesh.Trimesh: """ Create a single wall segment mesh. Args: v1_bottom: First bottom vertex (x, y, z) v2_bottom: Second bottom vertex (x, y, z) height: Wall height Returns: trimesh.Trimesh: Wall mesh """ v1_top = v1_bottom.copy() v1_top[2] = v1_bottom[2] + height v2_top = v2_bottom.copy() v2_top[2] = v2_bottom[2] + height # Create quad as two triangles vertices = np.array([v1_bottom, v2_bottom, v2_top, v1_top]) faces = np.array([[0, 1, 2], [0, 2, 3]]) wall_mesh = trimesh.Trimesh(vertices=vertices, faces=faces) wall_mesh.visual = ColorVisuals(mesh=wall_mesh, vertex_colors=np.tile(WALL_COLOR, (4, 1))) return wall_mesh def create_walls_mesh(floor_vertices_2d: np.ndarray, floor_z: float, height: float) -> trimesh.Trimesh: """ Create all wall meshes from floor polygon. Args: floor_vertices_2d: Nx2 array of (x, y) floor coordinates floor_z: Z coordinate of the floor height: Wall height Returns: trimesh.Trimesh: Combined walls mesh """ wall_meshes = [] n = len(floor_vertices_2d) for i in range(n): v1_2d = floor_vertices_2d[i] v2_2d = floor_vertices_2d[(i + 1) % n] v1_bottom = np.array([v1_2d[0], v1_2d[1], floor_z]) v2_bottom = np.array([v2_2d[0], v2_2d[1], floor_z]) wall = create_wall_mesh(v1_bottom, v2_bottom, height) if wall is not None: wall_meshes.append(wall) if wall_meshes: return trimesh.util.concatenate(wall_meshes) return None def generate_room_geometry(layout: dict, add_floor: bool = True, add_walls: bool = True, add_ceiling: bool = True) -> list: """ Generate room geometry (floor, walls, ceiling) from layout's architecture data. Args: layout: Layout dictionary containing 'architecture' with 'boundary_polygon' and 'height' add_floor: Whether to add floor mesh add_walls: Whether to add wall meshes add_ceiling: Whether to add ceiling mesh Returns: List of (name, mesh) tuples """ geometries = [] architecture = layout.get("architecture", {}) boundary_polygon = architecture.get("boundary_polygon", []) height = architecture.get("height", 2.6) # Default 2.6m height if not boundary_polygon: print("Warning: No boundary_polygon found in architecture, skipping room geometry") return geometries # Parse boundary polygon # Format: [[x, y, z], ...] - first half are floor vertices, second half are ceiling vertices # Or it could be just floor vertices with separate height boundary_polygon = np.array(boundary_polygon) if len(boundary_polygon) == 0: return geometries # Determine floor and ceiling vertices # Usually boundary_polygon contains floor vertices (z=0) and ceiling vertices (z=height) # Split by z coordinate if boundary_polygon.shape[1] >= 3: z_values = boundary_polygon[:, 2] z_min = np.min(z_values) z_max = np.max(z_values) # If all z values are the same, use height parameter if abs(z_max - z_min) < 0.01: floor_vertices = boundary_polygon floor_z = z_min ceiling_z = z_min + height else: # Split into floor and ceiling based on z z_mid = (z_min + z_max) / 2 floor_mask = z_values < z_mid floor_vertices = boundary_polygon[floor_mask] ceiling_vertices = boundary_polygon[~floor_mask] if len(floor_vertices) == 0: floor_vertices = ceiling_vertices floor_z = z_min else: floor_z = floor_vertices[0, 2] if len(floor_vertices) > 0 else z_min ceiling_z = z_max height = ceiling_z - floor_z else: # 2D polygon, assume z=0 for floor floor_vertices = np.column_stack([boundary_polygon, np.zeros(len(boundary_polygon))]) floor_z = 0 ceiling_z = height # Extract 2D coordinates (x, y) for triangulation floor_vertices_2d = floor_vertices[:, :2] # Create floor if add_floor: floor_mesh = create_floor_mesh(floor_vertices_2d, floor_z) if floor_mesh is not None: geometries.append(("floor", floor_mesh)) # Create walls if add_walls: walls_mesh = create_walls_mesh(floor_vertices_2d, floor_z, height) if walls_mesh is not None: geometries.append(("walls", walls_mesh)) # Create ceiling if add_ceiling: ceiling_mesh = create_ceiling_mesh(floor_vertices_2d, ceiling_z) if ceiling_mesh is not None: geometries.append(("ceiling", ceiling_mesh)) return geometries def compose_scene(layout, output_path, add_floor=True, add_walls=True, add_ceiling=True, input_coord_system="z-up", use_normalized_assets=True, normalized_asset_dir=None): """ Compose a scene from layout JSON. Args: layout: layout JSON output_path: Path to output GLB file add_floor: Whether to add floor mesh add_walls: Whether to add wall meshes add_ceiling: Whether to add ceiling mesh input_coord_system: Coordinate system of input data. "z-up" (default) or "y-up" use_normalized_assets: If True, use pre-normalized assets (no per-type rotation) normalized_asset_dir: Path to normalized asset library (only if use_normalized_assets=True) """ # 如果没有指定路径,从环境变量读取 if normalized_asset_dir is None: normalized_asset_dir = os.environ.get('PTH_ASSET_NORMALIZED_LIBRARY') if not normalized_asset_dir: # 优先使用 ~/backup (本地环境),如果不存在则使用 /backup (集群环境) home_path = os.path.expanduser("~/backup/datas/InternScenes/asset_library_normalized") if os.path.exists(home_path): normalized_asset_dir = home_path else: normalized_asset_dir = "/backup/datas/InternScenes/asset_library_normalized" # with open(layout_path, 'r') as f: # layout = json.load(f) # Auto-detect coordinate system from meta if available meta = layout.get("meta", {}) if "coordinate_system" in meta: detected = meta["coordinate_system"].lower().replace("_", "-") if detected in ["z-up", "zup"]: input_coord_system = "z-up" elif detected in ["y-up", "yup"]: input_coord_system = "y-up" print(f"Using coordinate system: {input_coord_system}") # Select asset loader if use_normalized_assets: if not NORMALIZED_LOADER_AVAILABLE: raise ImportError("NormalizedAssetMeshLoader not available. Please check installation.") loader = NormalizedAssetMeshLoader(normalized_asset_dir) print(f"Using normalized asset library: {loader.asset_dir}") else: loader = AssetMeshLoader() print("Using original asset library with per-type rotation") scene = trimesh.Scene() # Flatten assets instances = [] if "assets" in layout: instances.extend(layout["assets"]) if "functional_zones" in layout: for zone in layout["functional_zones"]: if "assets" in zone: instances.extend(zone["assets"]) if "groups" in layout: for group in layout["groups"]: if "objects" in group: instances.extend(group["objects"]) print(f"Composing scene with {len(instances)} instances...") for i, instance in enumerate(instances): uid = instance.get("model_uid") if not uid: continue try: # Load canonical mesh (centers and aligns) # use_texture=True is important for rendering mesh = loader.load_canonical_mesh(uid, use_texture=True) if mesh is None: print(f"Warning: Mesh not found for {uid}") continue # Extract transform data pos = None rot = None size = None # Case 1: Nested transform (Unified Layout / 3D-FRONT) if "transform" in instance and isinstance(instance["transform"], dict): t = instance["transform"] pos = t.get("pos") rot = t.get("rot") size = t.get("size") # Case 2: Flat structure (Zones Data / Model Output) if pos is None: pos = instance.get("pos") if rot is None: rot = instance.get("rot") if size is None: size = instance.get("size") # Case 3: Legacy bbox (9 elements) if pos is None and "bbox" in instance: bbox = instance["bbox"] pos = bbox[0:3] size = bbox[3:6] rot = bbox[6:9] # Case 4: Matrix transform (fallback) if pos is None and "transform" in instance and isinstance(instance["transform"], list): # This is a raw matrix, we can just use it directly if we trust it # But usually we want to use the decomposed values if available transform_matrix = np.array(instance["transform"]).reshape(4, 4) # Apply directly scene.add_geometry(mesh, transform=transform_matrix) continue if pos is None or rot is None or size is None: print(f"Warning: Missing transform data for {uid}") continue # Convert to numpy pos = np.array(pos, dtype=np.float64) rot = np.array(rot, dtype=np.float64) size = np.array(size, dtype=np.float64) # --- Coordinate System Handling --- if input_coord_system == "y-up": # Convert Y-up to Z-up: [x, y, z]_Yup -> [x, z, y]_Zup pos = np.array([pos[0], pos[2], pos[1]]) size = np.array([size[0], size[2], size[1]]) rot = np.array([rot[0], rot[2], rot[1]]) # else: input is already Z-up, no conversion needed # Adjust for Floor Alignment # In Z-up, Z is height. If pos[2] ≈ 0 (object on floor), # we need to lift it by half its height (size[2]) since mesh is centered. if abs(pos[2]) < 1e-3: pos[2] = size[2] / 2.0 # --------------------------------------------------- # Normalize rotation (degrees -> radians if needed) rot = normalize_rotation(rot) # Start with identity transform_final = np.eye(4) # 1. Scale mesh_size = mesh.bounding_box.extents category = instance.get("category", "") scale_mat = get_scale_transform(mesh_size, size, category) transform_final = scale_mat @ transform_final # 2. Rotation # Use rzxy order as per compose_scenes.py # Note: compose_scenes.py uses euler_matrix(rot[0], rot[1], rot[2], axes='rzxy') # where rot is [rx, ry, rz] (or [rx, rz, ry] after our conversion). # 'rzxy' means rotate around Z, then X, then Y. # The input 'rot' from layout is typically [0, rotation_y, 0] for simple objects. # After our conversion to Z-up, it becomes [0, 0, rotation_y]. # So rot[0]=0, rot[1]=0, rot[2]=rotation_y. # euler_matrix(0, 0, rotation_y, 'rzxy') -> rotates around Z by rotation_y. Correct. rot_mat = trimesh.transformations.euler_matrix(rot[0], rot[1], rot[2], axes='rzxy') transform_final = rot_mat @ transform_final # 3. Translation transform_final[:3, 3] = pos # 4. Global Rotation (Z-up to Y-up) # compose_scenes.py applies -90 deg around X at the end global_rot = trimesh.transformations.rotation_matrix(-np.pi / 2, [1, 0, 0]) transform_final = global_rot @ transform_final # Add to scene # We use a unique node name to avoid conflicts node_name = f"{i}_{uid.replace('/', '_')}" # Create a parent node with the transform (same as compose_scenes.py) scene.graph.update(frame_to=node_name, matrix=transform_final) # Handle both Trimesh and Scene types if isinstance(mesh, trimesh.Scene): # Add all geometries from the sub-scene as children for geom_name, mesh_part in mesh.geometry.items(): nodes_for_geom = mesh.graph.geometry_nodes.get(geom_name, []) for j, sub_node in enumerate(nodes_for_geom): internal_transform, _ = mesh.graph.get(sub_node) scene.add_geometry( mesh_part, geom_name=f"{node_name}_{geom_name}_{j}", transform=internal_transform, parent_node_name=node_name ) else: # Simple Trimesh - add as child of parent node (same as compose_scenes.py) scene.add_geometry( mesh, geom_name=f"{node_name}_geom", parent_node_name=node_name ) except Exception as e: print(f"Error processing {uid}: {e}") import traceback traceback.print_exc() continue # Generate and add room geometry (floor, walls, ceiling) print("Generating room geometry from boundary polygon...") room_geometries = generate_room_geometry(layout, add_floor=add_floor, add_walls=add_walls, add_ceiling=add_ceiling) for name, geom in room_geometries: # Apply the same global rotation to room geometry global_rot = trimesh.transformations.rotation_matrix(-np.pi / 2, [1, 0, 0]) scene.add_geometry(geom, node_name=name, transform=global_rot) print(f" Added {name} geometry") if not room_geometries: print(" Warning: No room geometry generated (missing boundary_polygon in architecture)") # Export print(f"Exporting scene to {output_path}") os.makedirs(os.path.dirname(os.path.abspath(output_path)), exist_ok=True) scene.export(output_path) if __name__ == "__main__": parser = argparse.ArgumentParser() parser.add_argument("--input", required=True, help="Input layout JSON file") parser.add_argument("--output", required=True, help="Output GLB file") parser.add_argument("--no-floor", action="store_true", help="Don't add floor mesh") parser.add_argument("--no-walls", action="store_true", help="Don't add wall meshes") parser.add_argument("--no-ceiling", action="store_true", help="Don't add ceiling mesh") parser.add_argument("--coord-system", type=str, default="z-up", choices=["z-up", "y-up"], help="Input coordinate system (default: z-up)") parser.add_argument("--use-normalized", default=True, help="Use pre-normalized asset library (no per-type rotations needed)") # 默认路径逻辑:优先 ~/backup,否则 /backup _default_normalized_dir = os.environ.get('PTH_ASSET_NORMALIZED_LIBRARY') if not _default_normalized_dir: _home_path = os.path.expanduser("~/backup/datas/InternScenes/asset_library_normalized") _default_normalized_dir = _home_path if os.path.exists(_home_path) else "/backup/datas/InternScenes/asset_library_normalized" parser.add_argument("--normalized-dir", type=str, default=_default_normalized_dir, help="Path to normalized asset directory (required if --use-normalized)") args = parser.parse_args() # Validate normalized asset arguments if args.use_normalized and not args.normalized_dir: parser.error("--normalized-dir is required when using --use-normalized") compose_scene( args.input, args.output, add_floor=not args.no_floor, add_walls=not args.no_walls, add_ceiling=not args.no_ceiling, input_coord_system=args.coord_system, use_normalized_assets=args.use_normalized, normalized_asset_dir=args.normalized_dir )