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Update app.py
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app.py
CHANGED
@@ -3,56 +3,59 @@ import trimesh
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import numpy as np
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from PIL import Image
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import tempfile
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import os
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def
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mesh = trimesh.load('train.glb', force='mesh')
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#
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# Define sections
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sections = {
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'upper': np.where(mesh.vertices[:, 2] > mid_z)[0],
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'lower': np.where(mesh.vertices[:, 2] <= mid_z)[0],
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'middle': np.where((mesh.vertices[:, 0] >= min_bounds[0]) & (mesh.vertices[:, 0] <= max_bounds[0]) &
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(mesh.vertices[:, 1] >= min_bounds[1]) & (mesh.vertices[:, 1] <= max_bounds[1]) &
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(mesh.vertices[:, 2] >= min_bounds[2]) & (mesh.vertices[:, 2] <= max_bounds[2]))[0],
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'top': np.where(mesh.vertices[:, 1] > mid_y)[0],
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'right': np.where(mesh.vertices[:, 0] > mid_x)[0]
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}
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# Get indices for selected section
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selected_indices = sections[section]
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# Create UV coordinates
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uv = np.random.rand(len(mesh.vertices), 2)
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new_uv = np.zeros_like(uv)
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new_uv[selected_indices, :] = uv[selected_indices, :]
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# Create material and apply texture
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material = trimesh.visual.texture.SimpleMaterial(image=
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color_visuals = trimesh.visual.TextureVisuals(uv=new_uv, image=
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textured_mesh = trimesh.Trimesh(vertices=mesh.vertices, faces=mesh.faces, visual=color_visuals, validate=True, process=False)
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# Save the mesh to a temporary file
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temp_file = tempfile.NamedTemporaryFile(delete=False, suffix='.glb')
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textured_mesh.export(temp_file.name, file_type='glb')
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temp_file.close()
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return temp_file.name
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with gr.Blocks() as app:
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gr.Markdown("###
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original_model = gr.Model3D('train.glb', label="Original Model")
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modified_model = gr.Model3D(label="Textured Model")
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app.launch()
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import numpy as np
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from PIL import Image
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import tempfile
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def visualize_dynamic_texture(x_min, x_max, y_min, y_max, z_min, z_max):
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# Load the original mesh
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mesh = trimesh.load('train.glb', force='mesh')
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rust_texture = Image.open('rust_steel.png').convert('RGB')
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# Identify vertices within the given bounding box
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selected_indices = np.where((mesh.vertices[:, 0] >= x_min) & (mesh.vertices[:, 0] <= x_max) &
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(mesh.vertices[:, 1] >= y_min) & (mesh.vertices[:, 1] <= y_max) &
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(mesh.vertices[:, 2] >= z_min) & (mesh.vertices[:, 2] <= z_max))[0]
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# Initialize UV coordinates
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uv = np.random.rand(len(mesh.vertices), 2)
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new_uv = np.zeros_like(uv)
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new_uv[selected_indices, :] = uv[selected_indices, :]
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# Create material and apply texture
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material = trimesh.visual.texture.SimpleMaterial(image=rust_texture)
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color_visuals = trimesh.visual.TextureVisuals(uv=new_uv, image=rust_texture, material=material)
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textured_mesh = trimesh.Trimesh(vertices=mesh.vertices, faces=mesh.faces, visual=color_visuals, validate=True, process=False)
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# Save the mesh to a temporary file
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temp_file = tempfile.NamedTemporaryFile(delete=False, suffix='.glb')
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textured_mesh.export(temp_file.name, file_type='glb')
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temp_file.close()
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return temp_file.name
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# Get bounding box values from the original mesh to define slider ranges
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mesh = trimesh.load('train.glb', force='mesh')
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bounds = mesh.bounds
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x_min_range, x_max_range = bounds[0][0], bounds[1][0]
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y_min_range, y_max_range = bounds[0][1], bounds[1][1]
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z_min_range, z_max_range = bounds[0][2], bounds[1][2]
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with gr.Blocks() as app:
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gr.Markdown("### Select Model Portion with Sliders")
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original_model = gr.Model3D('train.glb', label="Original Model")
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modified_model = gr.Model3D(label="Textured Model")
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# Add sliders for bounding box selection
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with gr.Row():
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x_min_slider = gr.Slider(minimum=x_min_range, maximum=x_max_range, step=0.01, label="X Min", value=x_min_range)
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x_max_slider = gr.Slider(minimum=x_min_range, maximum=x_max_range, step=0.01, label="X Max", value=x_max_range)
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with gr.Row():
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y_min_slider = gr.Slider(minimum=y_min_range, maximum=y_max_range, step=0.01, label="Y Min", value=y_min_range)
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y_max_slider = gr.Slider(minimum=y_min_range, maximum=y_max_range, step=0.01, label="Y Max", value=y_max_range)
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with gr.Row():
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z_min_slider = gr.Slider(minimum=z_min_range, maximum=z_max_range, step=0.01, label="Z Min", value=z_min_range)
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z_max_slider = gr.Slider(minimum=z_min_range, maximum=z_max_range, step=0.01, label="Z Max", value=z_max_range)
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button = gr.Button("Apply Texture")
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button.click(visualize_dynamic_texture, inputs=[x_min_slider, x_max_slider, y_min_slider, y_max_slider, z_min_slider, z_max_slider], outputs=modified_model)
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app.launch()
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