import gradio as gr import trimesh import numpy as np from PIL import Image import tempfile def apply_texture_with_mask(section): # Load the original mesh mesh = trimesh.load('train.glb', force='mesh') im = Image.open('rust_steel.png').convert('RGB') # Calculate 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 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] } # Select the indices for the specified section selected_indices = sections[section] # Preserve the original visual appearance if mesh.visual.vertex_colors is not None: vertex_colors = np.copy(mesh.visual.vertex_colors) else: vertex_colors = np.ones((len(mesh.vertices), 4)) * 255 # Assuming the default color is white # Apply the new texture only to the selected section uv = np.random.rand(len(mesh.vertices), 2) # Generate new UV coordinates uv_colors = trimesh.visual.uv_to_color(uv[selected_indices], im) # Map UV coordinates to colors in the image for i, idx in enumerate(selected_indices): vertex_colors[idx] = uv_colors[i] # Apply the new texture color to selected indices # Apply the new visual colors to the mesh color_visuals = trimesh.visual.ColorVisuals(vertex_colors=vertex_colors) textured_mesh = trimesh.Trimesh(vertices=mesh.vertices, faces=mesh.faces, visual=color_visuals, validate=True, process=False) # Save the modified mesh to a temporary file for Gradio visualization 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("Apply Texture to Section") button.click(apply_texture_with_mask, inputs=section_dropdown, outputs=modified_model) app.launch()