Rahatara commited on
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6e74fcb
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1 Parent(s): 19fc6b7

Update app.py

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Files changed (1) hide show
  1. app.py +40 -32
app.py CHANGED
@@ -2,50 +2,58 @@ import gradio as gr
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  import trimesh
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  import numpy as np
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  from PIL import Image
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- import io
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- def visualize_texture(x_min, x_max, y_min, y_max, z_min, z_max):
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- # Load the GLB file
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  mesh = trimesh.load('train.glb', force='mesh')
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-
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- # Load the texture image
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- im = Image.open('defect.jpg')
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- im = im.convert('RGB') # Ensure the image is in RGB format
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-
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- # Create UV coordinates for the mesh
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  uv = np.random.rand(len(mesh.vertices), 2)
 
 
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- # Determine vertices within the specified bounds
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- yellow_indices = [i for i, vertex in enumerate(mesh.vertices) if x_min <= vertex[0] <= x_max and y_min <= vertex[1] <= y_max and z_min <= vertex[2] <= z_max]
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-
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- # Update UV coordinates for identified vertices
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  material = trimesh.visual.texture.SimpleMaterial(image=im)
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- new_uv = np.zeros_like(uv)
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- new_uv[yellow_indices, :] = uv[yellow_indices, :]
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-
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  color_visuals = trimesh.visual.TextureVisuals(uv=new_uv, image=im, material=material)
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-
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- # Apply the texture to the original mesh
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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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- modified_model = textured_mesh.export('trainm.glb')
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- return modified_model
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  with gr.Blocks() as app:
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  gr.Markdown("### 3D Model Texture Application")
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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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-
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- with gr.Row():
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- x_min = gr.Slider(minimum=-100, maximum=100, label="X Min")
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- x_max = gr.Slider(minimum=-100, maximum=100, label="X Max")
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  with gr.Row():
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- y_min = gr.Slider(minimum=-100, maximum=100, label="Y Min")
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- y_max = gr.Slider(minimum=-100, maximum=100, label="Y Max")
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- with gr.Row():
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- z_min = gr.Slider(minimum=-100, maximum=100, label="Z Min")
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- z_max = gr.Slider(minimum=-100, maximum=100, label="Z Max")
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-
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- button = gr.Button("Visualize Texture")
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- button.click(visualize_texture, inputs=[x_min, x_max, y_min, y_max, z_min, z_max], outputs=[modified_model])
 
 
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  app.launch()
 
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  import trimesh
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  import numpy as np
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  from PIL import Image
 
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+ def visualize_texture(section):
 
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  mesh = trimesh.load('train.glb', force='mesh')
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+ im = Image.open('defect.jpg').convert('RGB')
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+
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+ # Calculate bounds
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+ bounds = mesh.bounds
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+ min_bounds, max_bounds = bounds[0], bounds[1]
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+ mid_x = (max_bounds[0] + min_bounds[0]) / 2
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+ mid_y = (max_bounds[1] + min_bounds[1]) / 2
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+ mid_z = (max_bounds[2] + min_bounds[2]) / 2
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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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+
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+ # Get indices for selected section
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+ selected_indices = sections[section]
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+
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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=im)
 
 
 
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  color_visuals = trimesh.visual.TextureVisuals(uv=new_uv, image=im, 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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+
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+ return textured_mesh.export(file_type='glb')
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  with gr.Blocks() as app:
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  gr.Markdown("### 3D Model Texture Application")
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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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  with gr.Row():
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+ button_upper = gr.Button("Texture Upper Part")
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+ button_lower = gr.Button("Texture Lower Part")
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+ button_middle = gr.Button("Texture Middle")
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+ button_top = gr.Button("Texture Top")
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+ button_right = gr.Button("Texture Right")
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+ button_upper.click(visualize_texture, inputs='upper', outputs=modified_model)
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+ button_lower.click(visualize_texture, inputs='lower', outputs=modified_model)
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+ button_middle.click(visualize_texture, inputs='middle', outputs=modified_model)
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+ button_top.click(visualize_texture, inputs='top', outputs=modified_model)
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+ button_right.click(visualize_texture, inputs='right', outputs=modified_model)
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  app.launch()