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Running on Zero
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77b3711 7bb2fda 77b3711 7bb2fda 77b3711 98ca16a 77b3711 98ca16a 77b3711 7bb2fda 77b3711 7bb2fda 77b3711 7bb2fda 77b3711 7bb2fda 77b3711 7bb2fda 77b3711 7bb2fda 77b3711 7bb2fda 77b3711 | 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 | """Configuration side: once the serial ledger is resolved, any placement that
satisfies its relations is valid. The seed picks one configuration.
"""
import math
import matplotlib
matplotlib.use("Agg")
import matplotlib.pyplot as plt # noqa: E402
import numpy as np # noqa: E402
import trimesh # noqa: E402
from mpl_toolkits.mplot3d.art3d import Poly3DCollection # noqa: E402
from scipy.spatial import ConvexHull # noqa: E402
from .simplify import base_color, decimate # noqa: E402
GAP = 0.1
GLOW = [255, 214, 107, 255]
RENDER_FACE_BUDGET = 3000
def _half_width(mesh):
return 0.5 * max(mesh.extents[0], mesh.extents[2])
def sun_direction(sun):
el, az = math.radians(sun["elevation_deg"]), math.radians(sun["azimuth_deg"])
return np.array([math.cos(el) * math.sin(az), math.sin(el), math.cos(el) * math.cos(az)])
def configure(ledger, meshes, seed=0):
"""Place every object so the ledger's relations hold. Returns a JSON-able dict."""
rng = np.random.default_rng(seed)
items = ledger["items"]
relations = [i for i in items if i["kind"] == "relation"]
lights = [i for i in items if i.get("emits_light")]
objects = [i for i in items if i["kind"] == "object" and not i.get("emits_light")]
place, x = {}, 0.0
for it in objects: # unrelated objects stand in a loose row
hw = _half_width(meshes[it["id"]])
place[it["id"]] = {"position": [x + hw, 0.0, float(rng.uniform(-0.5, 0.5) * hw)],
"yaw_deg": float(rng.uniform(-180, 180))}
x += 2 * hw + 4 * GAP
for p in place.values():
p["position"][0] -= x / 2
if lights:
sun = {"id": lights[0]["id"], "elevation_deg": float(rng.uniform(25, 65)),
"azimuth_deg": float(rng.uniform(-150, 150)),
"shadows": any(r["relation"] == "lights" for r in relations)}
else: # nothing shines: soft daylight from no object (the ledger asks "what light?")
sun = {"id": None, "elevation_deg": float(rng.uniform(35, 60)),
"azimuth_deg": float(rng.uniform(-150, 150)), "shadows": True, "daylight": True}
def height(oid):
return float(meshes[oid].extents[1])
for _ in range(2): # second pass lets chains (a on b on c) settle
for r in relations:
a, b, rel = r["subject"], r["object"], r["relation"]
if a not in place:
continue
pa = place[a]["position"]
if b not in place: # environment object: ground, sun, scene
if rel == "on":
pa[1] = 0.0
elif rel == "faces" and sun and b == sun["id"]:
place[a]["yaw_deg"] = sun["azimuth_deg"]
continue
pb = place[b]["position"]
hwa, hwb = _half_width(meshes[a]), _half_width(meshes[b])
if rel == "on":
slack = max(0.0, hwb - hwa)
ang = rng.uniform(0, 2 * math.pi)
pa[0], pa[2] = pb[0] + slack * math.cos(ang) * 0.5, pb[2] + slack * math.sin(ang) * 0.5
pa[1] = pb[1] + height(b)
elif rel == "under":
pa[0], pa[1], pa[2] = pb[0], 0.0, pb[2]
elif rel in ("beside", "near"):
side = rng.choice([-1, 1])
gap = GAP if rel == "beside" else 3 * GAP + hwa
pa[0], pa[1], pa[2] = pb[0] + side * (hwa + hwb + gap), pb[1], pb[2]
elif rel in ("behind", "in_front_of"):
sign = -1 if rel == "behind" else 1
pa[0], pa[1], pa[2] = pb[0], pb[1], pb[2] + sign * (hwa + hwb + GAP)
elif rel == "above":
pa[0], pa[2] = pb[0], pb[2]
pa[1] = pb[1] + height(b) + 0.3 * max(height(a), height(b))
elif rel == "faces":
place[a]["yaw_deg"] = math.degrees(math.atan2(pb[0] - pa[0], pb[2] - pa[2]))
if lights: # whatever shone sits in the sky along the light direction
reach = max([abs(c) + _half_width(meshes[o]) for o, p in place.items()
for c in (p["position"][0], p["position"][2])] + [0.3])
for it in lights:
# shadows use the direction; distance only frames the view
pos = sun_direction(sun) * (1.5 * reach + 2 * _half_width(meshes[it["id"]]))
place[it["id"]] = {"position": [float(c) for c in pos], "yaw_deg": 0.0, "light": True}
return {"seed": seed, "placements": place, "sun": sun}
def transform(p):
t = trimesh.transformations.rotation_matrix(math.radians(p["yaw_deg"]), [0, 1, 0])
t[:3, 3] = p["position"]
return t
def _ground(ledger, placed):
if not any(i["kind"] == "environment" and i["role"] == "plane" for i in ledger["items"]):
return None
lights = {i["id"] for i in ledger["items"] if i.get("emits_light")}
reach = max([np.abs(m.bounds[:, [0, 2]]).max() for oid, m in placed.items() if oid not in lights] + [0.3])
g = trimesh.creation.cylinder(radius=reach * 1.6, height=0.01, sections=48)
g.apply_transform(trimesh.transformations.rotation_matrix(math.pi / 2, [1, 0, 0]))
g.apply_translation([0, -0.005, 0])
g.visual = trimesh.visual.ColorVisuals(g, face_colors=np.tile([77, 124, 58, 255], (len(g.faces), 1)))
return g
def placed_meshes(ledger, meshes, config):
out = {}
for oid, p in config["placements"].items():
m = meshes[oid].copy()
m.apply_transform(transform(p))
if p.get("light"): # a light source glows: warm, flat colour
m.visual = trimesh.visual.ColorVisuals(m, face_colors=np.tile(GLOW, (len(m.faces), 1)))
out[oid] = m
return out
def export_glb(ledger, meshes, config, path):
placed = placed_meshes(ledger, meshes, config)
scene = trimesh.Scene()
for oid, m in placed.items():
scene.add_geometry(m, node_name=oid)
ground = _ground(ledger, placed)
if ground is not None:
scene.add_geometry(ground, node_name="ground")
scene.export(path)
return path
# ---------------- picture (headless, for people and for models) ----------------
def _sky(sun):
if not sun:
return "#2a3346"
t = min(1.0, max(0.0, (sun["elevation_deg"] - 5) / 40)) # low sun -> warm sky
low, high = np.array([0.95, 0.62, 0.38]), np.array([0.53, 0.71, 0.88])
return tuple(low + (high - low) * t)
def _to_axes(v):
"""Y-up scene coords -> matplotlib Z-up axes (a proper rotation)."""
return np.stack([v[..., 0], -v[..., 2], v[..., 1]], axis=-1)
def _shade(mesh, light, color, glow=False):
if glow:
k = np.ones(len(mesh.faces))
else: # two-sided: Objaverse meshes often have flipped faces
k = 0.45 + 0.55 * np.abs(mesh.face_normals @ light)
rgb = np.clip(color[:3] / 255.0 * k[:, None], 0, 1)
return np.c_[rgb, np.ones(len(rgb))]
def render(meshes_by_id, path, sun=None, ground=None, title=None):
light = sun_direction(sun) if sun else np.array([0.4, 0.8, 0.45]) / np.linalg.norm([0.4, 0.8, 0.45])
fig = plt.figure(figsize=(6.4, 4.8), dpi=110)
fig.patch.set_facecolor(_sky(sun))
ax = fig.add_subplot(projection="3d", computed_zorder=False)
ax.set_facecolor(_sky(sun))
pts = []
if ground is not None:
v = ground.vertices
top = v[(v[:, 1] > -0.005) & (np.hypot(v[:, 0], v[:, 2]) > 1e-6)] # top cap rim
ring = top[np.argsort(np.arctan2(top[:, 2], top[:, 0]))]
ax.add_collection3d(Poly3DCollection([_to_axes(ring)], facecolors=[(0.30, 0.49, 0.23, 1)], zorder=0))
pts.append(ring)
if sun and sun.get("shadows") and light[1] > 0.05:
for oid, m in meshes_by_id.items():
if oid == sun["id"]:
continue
v = m.vertices if len(m.vertices) < 4000 else m.vertices[:: len(m.vertices) // 4000 + 1]
flat = v - np.outer(v[:, 1] / light[1], light)
try:
hull = ConvexHull(flat[:, [0, 2]])
except Exception:
continue
poly = flat[hull.vertices]
poly[:, 1] = 0.002
ax.add_collection3d(Poly3DCollection([_to_axes(poly)], facecolors=[(0, 0, 0, 0.35)], zorder=1))
tris, colors = [], []
for oid, m in meshes_by_id.items():
color = base_color(m)
r = decimate(m, RENDER_FACE_BUDGET) if len(m.faces) > RENDER_FACE_BUDGET else m
tris.append(r.triangles)
colors.append(_shade(r, light, color, glow=bool(sun) and oid == sun["id"]))
pts.append(r.vertices)
if tris:
ax.add_collection3d(Poly3DCollection(_to_axes(np.concatenate(tris)), facecolors=np.concatenate(colors),
linewidths=0, zorder=2))
allp = _to_axes(np.concatenate(pts)) if pts else np.zeros((1, 3))
lo, hi = allp.min(axis=0), allp.max(axis=0)
span = max((hi - lo).max(), 1e-3)
mid = (lo + hi) / 2
ax.set_xlim(mid[0] - span / 2, mid[0] + span / 2)
ax.set_ylim(mid[1] - span / 2, mid[1] + span / 2)
ax.set_zlim(max(lo[2], mid[2] - span / 2), max(lo[2], mid[2] - span / 2) + span)
ax.set_box_aspect((1, 1, 1))
ax.view_init(elev=22, azim=-60)
ax.set_axis_off()
if title:
ax.set_title(title, color="white", fontsize=10)
fig.savefig(path, facecolor=fig.get_facecolor(), bbox_inches="tight")
plt.close(fig)
return path
def render_scene(ledger, meshes, config, path):
placed = placed_meshes(ledger, meshes, config)
return render(placed, path, sun=config["sun"], ground=_ground(ledger, placed))
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