"""Create or replace the PhysInOne moving-camera Level Sequence. Run inside Unreal Engine while the target level is open. The script reads BP_CameraTrajectory, creates CineCamera_Moving, adds all managed static cameras to a sequence, and writes camera metadata under Rendered/Videos. The post-processing tools intentionally never choose validation views and never overwrite transforms_train.json, transforms_val.json, or transforms_test.json. This script is the single authority for those split files. """ from __future__ import annotations import argparse import hashlib import json import math from pathlib import Path import random import re import sys import numpy as np import unreal CONFIG_ACTOR_LABEL = "BP_CameraTrajectory" MOVING_CAMERA_LABEL = "CineCamera_Moving" STATIC_CAMERA_PATTERN = re.compile(r"^CineCamera_\d+$") FPS_60_PHENOMENA = { "FixedPlanarRedirect", "FixedArrayRedirect", "FixedConcaveRedirect", "FixedConvexRedirect", "DynMirrorRedirect", "LaserBlock", } def parse_args() -> argparse.Namespace: parser = argparse.ArgumentParser(description="Generate a PhysInOne camera sequence.") parser.add_argument("--focal", type=float, default=18.0, help="Focal length in mm.") parser.add_argument("--aperture", type=float, default=10.0) parser.add_argument("--radius", type=float, default=100.0, help="Base radius in cm.") parser.add_argument("--latitude-range", type=float, default=60.0) parser.add_argument( "--path-type", choices=("random", "arc", "sine", "loop"), default="random", help="Moving-camera path family.", ) parser.add_argument( "--seed", type=int, default=None, help="Optional trajectory seed. The level name provides a stable seed by default.", ) parser.add_argument( "--output-root", default=None, help="Metadata root. Default: /Rendered/Videos.", ) return parser.parse_known_args()[0] def stable_seed(text: str) -> int: return int.from_bytes(hashlib.sha256(text.encode("utf-8")).digest()[:8], "big") def current_level_parts() -> tuple[str, str, str, str]: world = unreal.EditorLevelLibrary.get_editor_world() object_path = world.get_path_name().replace("\\", "/") match = re.fullmatch( r"/Game/PhysInOne/Scenes/(Train|Val|Test)/" r"(SinglePhysics|DoublePhysics|TriplePhysics)/([^./]+)(?:\.([^./]+))?", object_path, ) if not match: raise ValueError( "The open level must use /Game/PhysInOne/Scenes///." ) split, physics, scene, object_name = match.groups() if object_name is not None and object_name != scene: raise ValueError(f"Level package and object names do not match: {object_path}") return split, physics, scene, object_path def infer_fps(scene_name: str) -> int: prefix = scene_name.split("__", 1)[0] return 60 if any(name in prefix for name in FPS_60_PHENOMENA) else 30 def find_config_actor(): for actor in unreal.EditorLevelLibrary.get_all_level_actors(): if actor.get_actor_label() == CONFIG_ACTOR_LABEL: return actor return None def validate_config(config_actor) -> None: scale = config_actor.get_actor_scale3d() rotation = config_actor.get_actor_rotation() tolerance = 1e-4 if max(abs(rotation.roll), abs(rotation.pitch), abs(rotation.yaw)) > tolerance: raise ValueError("BP_CameraTrajectory rotation must be zero.") if max(abs(scale.x - scale.y), abs(scale.x - scale.z)) > tolerance: raise ValueError("BP_CameraTrajectory XYZ scale must be uniform.") if min(scale.x, scale.y, scale.z) <= 0: raise ValueError("BP_CameraTrajectory scale must be positive.") duration = float(config_actor.get_editor_property("Time")) if duration <= 0: raise ValueError("BP_CameraTrajectory.Time must be positive.") def choose_hemisphere(config_actor, rng: random.Random) -> bool | None: if bool(config_actor.get_editor_property("RandomHemisphere")): return rng.choice([True, False]) return bool(config_actor.get_editor_property("UpperHemisphere")) def generate_path( frame_count: int, longitude_range: float, latitude_range: float, clockwise: bool, upper_hemisphere: bool | None, path_type: str, rng: random.Random, ) -> tuple[list[float], list[float], list[float], str]: if frame_count < 2: raise ValueError("The sequence must contain at least two frames.") selected_type = rng.choice(["arc", "sine", "loop"]) if path_type == "random" else path_type direction = 1.0 if clockwise else -1.0 start_longitude = rng.uniform(0.0, 360.0) if upper_hemisphere is True: low_latitude, high_latitude = 0.0, latitude_range elif upper_hemisphere is False: low_latitude, high_latitude = -latitude_range, 0.0 else: low_latitude, high_latitude = -latitude_range, latitude_range start_latitude = rng.uniform(low_latitude, high_latitude) end_latitude = rng.uniform(low_latitude, high_latitude) longitudes: list[float] = [] latitudes: list[float] = [] radius_factors: list[float] = [] for index in range(frame_count): t = index / (frame_count - 1) if selected_type == "arc": smooth_t = t * t * (3.0 - 2.0 * t) longitude = start_longitude + direction * longitude_range * smooth_t latitude = (1.0 - smooth_t) * start_latitude + smooth_t * end_latitude radius_factor = 1.0 elif selected_type == "sine": longitude = start_longitude + direction * longitude_range * t latitude = start_latitude + (end_latitude - start_latitude) * math.sin(math.pi * t) radius_factor = 1.0 - 0.3 * abs(math.sin(2.0 * math.pi * t)) else: loop_radius = min(40.0, max(10.0, longitude_range / 4.0)) phase = 2.0 * math.pi * t * direction center_latitude = (low_latitude + high_latitude) / 2.0 longitude = start_longitude + loop_radius * math.cos(phase) latitude = center_latitude + min(loop_radius, latitude_range / 2.0) * math.sin(phase) radius_factor = 1.0 longitudes.append(longitude % 360.0) latitudes.append(max(-90.0, min(90.0, latitude))) radius_factors.append(radius_factor) return longitudes, latitudes, radius_factors, selected_type def spherical_position(radius, longitude, latitude, scale, center): lon = math.radians(longitude) lat = math.radians(latitude) return unreal.Vector( center.x + radius * math.cos(lat) * math.cos(lon) * scale.x, center.y + radius * math.cos(lat) * math.sin(lon) * scale.y, center.z + radius * math.sin(lat) * scale.z, ) def look_at(camera_position, target_position): direction = unreal.MathLibrary.normal(target_position - camera_position) rotation = unreal.MathLibrary.make_rot_from_x(direction) rotation.roll = 0.0 return rotation def configure_camera(camera_actor, focal: float, aperture: float) -> None: component = camera_actor.get_cine_camera_component() component.set_editor_property("current_focal_length", focal) component.set_editor_property("current_aperture", aperture) filmback = component.get_editor_property("filmback") filmback.sensor_width = 23.76 filmback.sensor_height = 23.76 component.set_editor_property("filmback", filmback) focus = component.get_editor_property("focus_settings") focus.focus_method = unreal.CameraFocusMethod.MANUAL focus.manual_focus_distance = 10000.0 component.set_editor_property("focus_settings", focus) def replace_sequence_asset(sequence_object_path: str): package_path, object_name = sequence_object_path.rsplit("/", 1) sequence_name = object_name.split(".", 1)[0] full_object_path = f"{package_path}/{sequence_name}.{sequence_name}" registry = unreal.AssetRegistryHelpers.get_asset_registry() asset_data = registry.get_asset_by_object_path(full_object_path) if asset_data.is_valid(): try: unreal.LevelSequenceEditorBlueprintLibrary.close_level_sequence() except Exception: pass unreal.SystemLibrary.collect_garbage() if not unreal.EditorAssetLibrary.delete_asset(full_object_path): raise RuntimeError(f"Could not replace existing sequence: {full_object_path}") if not unreal.EditorAssetLibrary.does_directory_exist(package_path): unreal.EditorAssetLibrary.make_directory(package_path) sequence = unreal.AssetToolsHelpers.get_asset_tools().create_asset( sequence_name, package_path, unreal.LevelSequence, unreal.LevelSequenceFactoryNew(), ) if sequence is None: raise RuntimeError(f"Could not create sequence: {full_object_path}") return sequence def remove_moving_camera() -> None: for actor in unreal.EditorLevelLibrary.get_all_level_actors(): if ( isinstance(actor, unreal.CineCameraActor) and actor.get_actor_label() == MOVING_CAMERA_LABEL ): unreal.EditorLevelLibrary.destroy_actor(actor) def add_component_tracks(sequence, actor_binding, camera_actor) -> None: component_binding = sequence.add_possessable(camera_actor.get_cine_camera_component()) component_binding.set_parent(actor_binding) component_binding.set_display_name("CameraComponent") for display_name, property_path in ( ("Current Focal Length", "CurrentFocalLength"), ("Current Aperture", "CurrentAperture"), ("Manual Focus Distance", "FocusSettings.ManualFocusDistance"), ): track = component_binding.add_track(unreal.MovieSceneFloatTrack) track.set_property_name_and_path(display_name, property_path) section = track.add_section() section.set_start_frame_bounded(0) section.set_end_frame_bounded(0) def add_moving_camera(sequence, positions, rotations, focal, aperture, frame_count): camera = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.CineCameraActor, positions[0], rotations[0] ) camera.set_actor_label(MOVING_CAMERA_LABEL) configure_camera(camera, focal, aperture) binding = sequence.add_possessable(camera) binding.set_display_name(MOVING_CAMERA_LABEL) track = binding.add_track(unreal.MovieScene3DTransformTrack) section = track.add_section() section.set_range(0, frame_count) channels = section.get_all_channels() for index, (position, rotation) in enumerate(zip(positions, rotations)): frame = unreal.FrameNumber(index) for channel, value in zip( channels[:6], (position.x, position.y, position.z, rotation.roll, rotation.pitch, rotation.yaw), ): channel.add_key(frame, value) add_component_tracks(sequence, binding, camera) return binding def add_static_camera(sequence, camera, frame_count): parent = camera.get_attach_parent_actor() location = camera.get_actor_location() rotation = camera.get_actor_rotation() scale = camera.get_actor_scale3d() if parent: camera.detach_from_actor( location_rule=unreal.DetachmentRule.KEEP_WORLD, rotation_rule=unreal.DetachmentRule.KEEP_WORLD, scale_rule=unreal.DetachmentRule.KEEP_WORLD, ) binding = sequence.add_possessable(camera) binding.set_display_name(camera.get_actor_label()) track = binding.add_track(unreal.MovieScene3DTransformTrack) section = track.add_section() section.set_range(0, frame_count) channels = section.get_all_channels() frame = unreal.FrameNumber(0) for channel, value in zip( channels[:9], ( location.x, location.y, location.z, rotation.roll, rotation.pitch, rotation.yaw, scale.x, scale.y, scale.z, ), ): channel.add_key(frame, value) add_component_tracks(sequence, binding, camera) def rotation_matrix(roll: float, pitch: float, yaw: float) -> np.ndarray: roll, pitch, yaw = map(math.radians, (roll, pitch, yaw)) rx = np.array( [[1, 0, 0], [0, math.cos(roll), math.sin(roll)], [0, -math.sin(roll), math.cos(roll)]] ) ry = np.array( [[math.cos(pitch), 0, -math.sin(pitch)], [0, 1, 0], [math.sin(pitch), 0, math.cos(pitch)]] ) rz = np.array( [[math.cos(yaw), -math.sin(yaw), 0], [math.sin(yaw), math.cos(yaw), 0], [0, 0, 1]] ) return rz @ ry @ rx def camera_json(camera_name, positions, rotations, frame_count, fov, fps, convention): frames = [] for index in range(frame_count): position_m = np.asarray(positions[index], dtype=float).reshape(3, 1) / 100.0 ue_rotation = rotation_matrix(*rotations[index]) if convention == "ue": matrix = np.vstack((np.hstack((ue_rotation, position_m)), [0, 0, 0, 1])) else: world_conversion = np.diag([1, -1, 1]) camera_conversion = np.array([[0, 0, -1], [1, 0, 0], [0, 1, 0]]) matrix = np.eye(4) matrix[:3, :3] = world_conversion @ ue_rotation @ camera_conversion matrix[:3, 3] = (world_conversion @ position_m).ravel() frames.append( { "frame": index, "transform_matrix": matrix.tolist(), "file_path": f"{camera_name}/rgb/{index:04d}", "time": index / (frame_count - 1) if frame_count > 1 else 0.0, "time_abs": index / float(fps), } ) return { "camera_angle_x": fov, "img_h": 1120, "img_w": 1120, "total_frames": frame_count, "fps": fps, "frames": frames, } def write_json(path: Path, data) -> None: path.parent.mkdir(parents=True, exist_ok=True) with path.open("w", encoding="utf-8") as handle: json.dump(data, handle, indent=2) def clean_camera_metadata(output_dir: Path) -> None: output_dir.mkdir(parents=True, exist_ok=True) names = { "camera_ue_data.json", "static_camera_list.txt", "transforms_train.json", "transforms_val.json", "transforms_test.json", } for path in output_dir.iterdir(): if path.is_file() and ( path.name in names or path.name.startswith("ue_CineCamera_") or path.name.startswith("blender_CineCamera_") ): path.unlink() def choose_validation_cameras(static_cameras, center, seed: int) -> set[str]: if len(static_cameras) < 2: return {camera.get_actor_label() for camera in static_cameras} by_name = {camera.get_actor_label(): camera for camera in static_cameras} names = sorted(by_name) first = random.Random(seed).choice(names) first_location = by_name[first].get_actor_location() - center first_yaw = math.degrees(math.atan2(first_location.y, first_location.x)) % 360.0 def diagonal_error(name: str) -> float: location = by_name[name].get_actor_location() - center yaw = math.degrees(math.atan2(location.y, location.x)) % 360.0 difference = abs(yaw - first_yaw) difference = min(difference, 360.0 - difference) return abs(180.0 - difference) second = min((name for name in names if name != first), key=lambda name: (diagonal_error(name), name)) return {first, second} def combine_split(camera_documents, selected_names, first_half: bool): chosen = [camera_documents[name] for name in sorted(selected_names)] result = {"camera_angle_x": None, "img_h": None, "img_w": None, "frames": []} for document in chosen: if result["camera_angle_x"] is None: for key in ("camera_angle_x", "img_h", "img_w"): result[key] = document.get(key) for frame in document.get("frames", []): include = frame.get("time", 0.0) <= 0.5 if first_half else frame.get("time", 0.0) > 0.5 if include: result["frames"].append(frame) return result def generate(args: argparse.Namespace) -> Path: split, physics, scene_name, level_path = current_level_parts() fps = infer_fps(scene_name) config_actor = find_config_actor() if config_actor is None: raise RuntimeError(f"Actor {CONFIG_ACTOR_LABEL!r} was not found in the current level.") validate_config(config_actor) duration = float(config_actor.get_editor_property("Time")) frame_count = int(round(duration * fps)) if frame_count < 2: raise ValueError("Time multiplied by FPS must produce at least two frames.") seed = args.seed if args.seed is not None else stable_seed(level_path) rng = random.Random(seed) clockwise = ( rng.choice([True, False]) if bool(config_actor.get_editor_property("RandomSampleDirection")) else bool(config_actor.get_editor_property("SampleClockwise")) ) longitude_range = float(config_actor.get_editor_property("LongtitudeRange")) hemisphere = choose_hemisphere(config_actor, rng) longitudes, latitudes, radius_factors, path_type = generate_path( frame_count, longitude_range, args.latitude_range, clockwise, hemisphere, args.path_type, rng, ) config_actor.set_editor_property("LongitudeAngles", longitudes) config_actor.set_editor_property("LatitudeAngles", latitudes) center = config_actor.get_actor_location() scale = config_actor.get_actor_scale3d() positions = [ spherical_position(args.radius * factor, longitude, latitude, scale, center) for longitude, latitude, factor in zip(longitudes, latitudes, radius_factors) ] rotations = [look_at(position, center) for position in positions] sequence_name = f"{scene_name}_trajectory" sequence_object_path = ( f"/Game/PhysInOne/Trajectories/{split}/{physics}/{sequence_name}.{sequence_name}" ) remove_moving_camera() sequence = replace_sequence_asset(sequence_object_path) frame_rate = unreal.FrameRate(fps, 1) sequence.set_display_rate(frame_rate) sequence.set_tick_resolution(frame_rate) sequence.set_playback_start(0) sequence.set_playback_end(frame_count) moving_binding = add_moving_camera( sequence, positions, rotations, args.focal, args.aperture, frame_count ) static_cameras = sorted( ( actor for actor in unreal.EditorLevelLibrary.get_all_level_actors() if isinstance(actor, unreal.CineCameraActor) and STATIC_CAMERA_PATTERN.fullmatch(actor.get_actor_label()) ), key=lambda actor: int(actor.get_actor_label().rsplit("_", 1)[1]), ) if not static_cameras: raise RuntimeError("No managed static cameras were found. Run generate_static_cameras.py first.") for camera in static_cameras: add_static_camera(sequence, camera, frame_count) cut_track = sequence.add_track(unreal.MovieSceneCameraCutTrack) cut_section = cut_track.add_section() cut_section.set_range(0, frame_count) cut_section.set_camera_binding_id(sequence.get_binding_id(moving_binding)) if not unreal.EditorAssetLibrary.save_asset(sequence_object_path): raise RuntimeError(f"Failed to save sequence: {sequence_object_path}") output_root = ( Path(args.output_root) if args.output_root else Path(unreal.Paths.project_dir()) / "Rendered" / "Videos" ) output_dir = output_root / split / physics / sequence_name clean_camera_metadata(output_dir) fov = 2.0 * math.atan(23.76 / (2.0 * args.focal)) ue_summary = { "Scene_Location_Info": { "center_location": {"x": center.x, "y": center.y, "z": center.z}, "scale": scale.x, } } camera_documents = {} moving_positions = [(value.x, value.y, value.z) for value in positions] moving_rotations = [(value.roll, value.pitch, value.yaw) for value in rotations] for convention in ("ue", "blender"): document = camera_json( MOVING_CAMERA_LABEL, moving_positions, moving_rotations, frame_count, fov, fps, convention, ) write_json(output_dir / f"{convention}_{MOVING_CAMERA_LABEL}.json", document) ue_summary[MOVING_CAMERA_LABEL] = { "type": "moving", "total_frames": frame_count, "frames": [ { "frame": index, "location": {"x": position.x, "y": position.y, "z": position.z}, "rotation": {"roll": rotation.roll, "pitch": rotation.pitch, "yaw": rotation.yaw}, } for index, (position, rotation) in enumerate(zip(positions, rotations)) ], } for camera in static_cameras: name = camera.get_actor_label() location = camera.get_actor_location() rotation = camera.get_actor_rotation() static_positions = [(location.x, location.y, location.z)] * frame_count static_rotations = [(rotation.roll, rotation.pitch, rotation.yaw)] * frame_count for convention in ("ue", "blender"): document = camera_json( name, static_positions, static_rotations, frame_count, fov, fps, convention, ) write_json(output_dir / f"{convention}_{name}.json", document) if convention == "blender": camera_documents[name] = document ue_summary[name] = { "type": "static", "location": {"x": location.x, "y": location.y, "z": location.z}, "rotation": {"roll": rotation.roll, "pitch": rotation.pitch, "yaw": rotation.yaw}, } write_json(output_dir / "camera_ue_data.json", ue_summary) with (output_dir / "static_camera_list.txt").open("w", encoding="utf-8") as handle: handle.write("\n".join(camera.get_actor_label() for camera in static_cameras) + "\n") all_names = set(camera_documents) val_names = choose_validation_cameras(static_cameras, center, seed) train_names = all_names - val_names write_json(output_dir / "transforms_train.json", combine_split(camera_documents, train_names, True)) write_json(output_dir / "transforms_val.json", combine_split(camera_documents, val_names, True)) write_json(output_dir / "transforms_test.json", combine_split(camera_documents, all_names, False)) unreal.log( f"Generated {sequence_object_path}: {frame_count} frames at {fps} FPS, " f"path={path_type}, seed={seed}, static_cameras={len(static_cameras)}." ) unreal.log(f"Camera metadata: {output_dir}") return output_dir if __name__ == "__main__": try: generate(parse_args()) except Exception as exc: unreal.log_error(f"Camera sequence generation failed: {exc}") raise