import gradio as gr import trimesh import numpy as np from PIL import Image import tempfile import os def visualize_texture(section): # Load the original mesh mesh = trimesh.load('train.glb', force='mesh') im = Image.open('rust_steel.png').convert('RGB') # Calculate the bounding box coordinates bounds = mesh.bounds min_bounds, max_bounds = bounds[0], bounds[1] mid_x = (max_bounds[0] + min_bounds[0]) / 2 mid_y = (max_bounds[1] + min_bounds[1]) / 2 mid_z = (max_bounds[2] + min_bounds[2]) / 2 # Define sections with relevant indices sections = { 'upper': np.where(mesh.vertices[:, 2] > mid_z)[0], 'lower': np.where(mesh.vertices[:, 2] <= mid_z)[0], 'middle': np.where((mesh.vertices[:, 0] >= min_bounds[0]) & (mesh.vertices[:, 0] <= max_bounds[0]) & (mesh.vertices[:, 1] >= min_bounds[1]) & (mesh.vertices[:, 1] <= max_bounds[1]) & (mesh.vertices[:, 2] >= min_bounds[2]) & (mesh.vertices[:, 2] <= max_bounds[2]))[0], 'top': np.where(mesh.vertices[:, 1] > mid_y)[0], 'right': np.where(mesh.vertices[:, 0] > mid_x)[0] } # Get indices for the selected section selected_indices = sections[section] # Generate new UV coordinates and maintain existing colors uv = np.random.rand(len(mesh.vertices), 2) original_colors = mesh.visual.vertex_colors # Apply the new UV coordinates only to the selected section, keeping the original color elsewhere new_uv = np.zeros_like(uv) new_uv[selected_indices, :] = uv[selected_indices, :] updated_vertex_colors = np.copy(original_colors) # Blend or mix the new texture into existing colors (example mix formula) blend_factor = 0.5 # Adjust to change blending strength new_texture = trimesh.visual.texture.SimpleMaterial(image=im) for index in selected_indices: updated_vertex_colors[index] = blend_factor * new_texture.image[index % new_texture.image.shape[0], index % new_texture.image.shape[1]] + (1 - blend_factor) * original_colors[index] # Create a texture visual with blended colors and updated UVs color_visuals = trimesh.visual.TextureVisuals(uv=new_uv, vertex_colors=updated_vertex_colors, material=new_texture) # Create a new mesh with the visual textured_mesh = trimesh.Trimesh(vertices=mesh.vertices, faces=mesh.faces, visual=color_visuals, validate=True, process=False) # Save the mesh to a temporary file temp_file = tempfile.NamedTemporaryFile(delete=False, suffix='.glb') textured_mesh.export(temp_file.name, file_type='glb') temp_file.close() return temp_file.name with gr.Blocks() as app: gr.Markdown("### 3D Model Texture Application") original_model = gr.Model3D('train.glb', label="Original Model") modified_model = gr.Model3D(label="Textured Model") section_dropdown = gr.Dropdown(choices=['upper', 'lower', 'middle', 'top', 'right'], label="Select Section") button = gr.Button("Visualize Texture") button.click(visualize_texture, inputs=section_dropdown, outputs=modified_model) app.launch()