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# Hunyuan 3D is licensed under the TENCENT HUNYUAN NON-COMMERCIAL LICENSE AGREEMENT | |
# except for the third-party components listed below. | |
# Hunyuan 3D does not impose any additional limitations beyond what is outlined | |
# in the repsective licenses of these third-party components. | |
# Users must comply with all terms and conditions of original licenses of these third-party | |
# components and must ensure that the usage of the third party components adheres to | |
# all relevant laws and regulations. | |
# For avoidance of doubts, Hunyuan 3D means the large language models and | |
# their software and algorithms, including trained model weights, parameters (including | |
# optimizer states), machine-learning model code, inference-enabling code, training-enabling code, | |
# fine-tuning enabling code and other elements of the foregoing made publicly available | |
# by Tencent in accordance with TENCENT HUNYUAN COMMUNITY LICENSE AGREEMENT. | |
import os | |
import cv2 | |
import bpy | |
import math | |
import numpy as np | |
from io import StringIO | |
from typing import Optional, Tuple, Dict, Any | |
def _safe_extract_attribute(obj: Any, attr_path: str, default: Any = None) -> Any: | |
"""Extract nested attribute safely from object.""" | |
try: | |
for attr in attr_path.split("."): | |
obj = getattr(obj, attr) | |
return obj | |
except AttributeError: | |
return default | |
def _convert_to_numpy(data: Any, dtype: np.dtype) -> Optional[np.ndarray]: | |
"""Convert data to numpy array with specified dtype, handling None values.""" | |
if data is None: | |
return None | |
return np.asarray(data, dtype=dtype) | |
def load_mesh(mesh): | |
"""Load mesh data including vertices, faces, UV coordinates and texture.""" | |
# Extract vertex positions and face indices | |
vtx_pos = _safe_extract_attribute(mesh, "vertices") | |
pos_idx = _safe_extract_attribute(mesh, "faces") | |
# Extract UV coordinates (reusing face indices for UV indices) | |
vtx_uv = _safe_extract_attribute(mesh, "visual.uv") | |
uv_idx = pos_idx # Reuse face indices for UV mapping | |
# Convert to numpy arrays with appropriate dtypes | |
vtx_pos = _convert_to_numpy(vtx_pos, np.float32) | |
pos_idx = _convert_to_numpy(pos_idx, np.int32) | |
vtx_uv = _convert_to_numpy(vtx_uv, np.float32) | |
uv_idx = _convert_to_numpy(uv_idx, np.int32) | |
texture_data = None | |
return vtx_pos, pos_idx, vtx_uv, uv_idx, texture_data | |
def _get_base_path_and_name(mesh_path: str) -> Tuple[str, str]: | |
"""Get base path without extension and mesh name.""" | |
base_path = os.path.splitext(mesh_path)[0] | |
name = os.path.basename(base_path) | |
return base_path, name | |
def _save_texture_map( | |
texture: np.ndarray, | |
base_path: str, | |
suffix: str = "", | |
image_format: str = ".jpg", | |
color_convert: Optional[int] = None, | |
) -> str: | |
"""Save texture map with optional color conversion.""" | |
path = f"{base_path}{suffix}{image_format}" | |
processed_texture = (texture * 255).astype(np.uint8) | |
if color_convert is not None: | |
processed_texture = cv2.cvtColor(processed_texture, color_convert) | |
cv2.imwrite(path, processed_texture) | |
else: | |
cv2.imwrite(path, processed_texture[..., ::-1]) # RGB to BGR | |
return os.path.basename(path) | |
def _write_mtl_properties(f, properties: Dict[str, Any]): | |
"""Write material properties to MTL file.""" | |
for key, value in properties.items(): | |
if isinstance(value, (list, tuple)): | |
f.write(f"{key} {' '.join(map(str, value))}\n") | |
else: | |
f.write(f"{key} {value}\n") | |
def _create_obj_content( | |
vtx_pos: np.ndarray, vtx_uv: np.ndarray, pos_idx: np.ndarray, uv_idx: np.ndarray, name: str | |
) -> str: | |
"""Create OBJ file content.""" | |
buffer = StringIO() | |
# Write header and vertices | |
buffer.write(f"mtllib {name}.mtl\no {name}\n") | |
np.savetxt(buffer, vtx_pos, fmt="v %.6f %.6f %.6f") | |
np.savetxt(buffer, vtx_uv, fmt="vt %.6f %.6f") | |
buffer.write("s 0\nusemtl Material\n") | |
# Write faces | |
pos_idx_plus1 = pos_idx + 1 | |
uv_idx_plus1 = uv_idx + 1 | |
face_format = np.frompyfunc(lambda *x: f"{int(x[0])}/{int(x[1])}", 2, 1) | |
faces = face_format(pos_idx_plus1, uv_idx_plus1) | |
face_strings = [f"f {' '.join(face)}" for face in faces] | |
buffer.write("\n".join(face_strings) + "\n") | |
return buffer.getvalue() | |
def save_obj_mesh(mesh_path, vtx_pos, pos_idx, vtx_uv, uv_idx, texture, metallic=None, roughness=None, normal=None): | |
"""Save mesh as OBJ file with textures and material.""" | |
# Convert inputs to numpy arrays | |
vtx_pos = _convert_to_numpy(vtx_pos, np.float32) | |
vtx_uv = _convert_to_numpy(vtx_uv, np.float32) | |
pos_idx = _convert_to_numpy(pos_idx, np.int32) | |
uv_idx = _convert_to_numpy(uv_idx, np.int32) | |
base_path, name = _get_base_path_and_name(mesh_path) | |
# Create and save OBJ content | |
obj_content = _create_obj_content(vtx_pos, vtx_uv, pos_idx, uv_idx, name) | |
with open(mesh_path, "w") as obj_file: | |
obj_file.write(obj_content) | |
# Save texture maps | |
texture_maps = {} | |
texture_maps["diffuse"] = _save_texture_map(texture, base_path) | |
if metallic is not None: | |
texture_maps["metallic"] = _save_texture_map(metallic, base_path, "_metallic", color_convert=cv2.COLOR_RGB2GRAY) | |
if roughness is not None: | |
texture_maps["roughness"] = _save_texture_map( | |
roughness, base_path, "_roughness", color_convert=cv2.COLOR_RGB2GRAY | |
) | |
if normal is not None: | |
texture_maps["normal"] = _save_texture_map(normal, base_path, "_normal") | |
# Create MTL file | |
_create_mtl_file(base_path, texture_maps, metallic is not None) | |
def _create_mtl_file(base_path: str, texture_maps: Dict[str, str], is_pbr: bool): | |
"""Create MTL material file.""" | |
mtl_path = f"{base_path}.mtl" | |
with open(mtl_path, "w") as f: | |
f.write("newmtl Material\n") | |
if is_pbr: | |
# PBR material properties | |
properties = { | |
"Kd": [0.800, 0.800, 0.800], | |
"Ke": [0.000, 0.000, 0.000], # 鐜鍏夐伄钄� | |
"Ni": 1.500, # 鎶樺皠绯绘暟 | |
"d": 1.0, # 閫忔槑搴� | |
"illum": 2, # 鍏夌収妯″瀷 | |
"map_Kd": texture_maps["diffuse"], | |
} | |
_write_mtl_properties(f, properties) | |
# Additional PBR maps | |
map_configs = [("metallic", "map_Pm"), ("roughness", "map_Pr"), ("normal", "map_Bump -bm 1.0")] | |
for texture_key, mtl_key in map_configs: | |
if texture_key in texture_maps: | |
f.write(f"{mtl_key} {texture_maps[texture_key]}\n") | |
else: | |
# Standard material properties | |
properties = { | |
"Ns": 250.000000, | |
"Ka": [0.200, 0.200, 0.200], | |
"Kd": [0.800, 0.800, 0.800], | |
"Ks": [0.500, 0.500, 0.500], | |
"Ke": [0.000, 0.000, 0.000], | |
"Ni": 1.500, | |
"d": 1.0, | |
"illum": 3, | |
"map_Kd": texture_maps["diffuse"], | |
} | |
_write_mtl_properties(f, properties) | |
def save_mesh(mesh_path, vtx_pos, pos_idx, vtx_uv, uv_idx, texture, metallic=None, roughness=None, normal=None): | |
"""Save mesh using OBJ format.""" | |
save_obj_mesh( | |
mesh_path, vtx_pos, pos_idx, vtx_uv, uv_idx, texture, metallic=metallic, roughness=roughness, normal=normal | |
) | |
def _setup_blender_scene(): | |
"""Setup Blender scene for conversion.""" | |
if "convert" not in bpy.data.scenes: | |
bpy.data.scenes.new("convert") | |
bpy.context.window.scene = bpy.data.scenes["convert"] | |
def _clear_scene_objects(): | |
"""Clear all objects from current Blender scene.""" | |
for obj in bpy.context.scene.objects: | |
obj.select_set(True) | |
bpy.data.objects.remove(obj, do_unlink=True) | |
def _select_mesh_objects(): | |
"""Select all mesh objects in scene.""" | |
bpy.ops.object.select_all(action="DESELECT") | |
for obj in bpy.context.scene.objects: | |
if obj.type == "MESH": | |
obj.select_set(True) | |
def _merge_vertices_if_needed(merge_vertices: bool): | |
"""Merge duplicate vertices if requested.""" | |
if not merge_vertices: | |
return | |
for obj in bpy.context.selected_objects: | |
if obj.type == "MESH": | |
bpy.context.view_layer.objects.active = obj | |
bpy.ops.object.mode_set(mode="EDIT") | |
bpy.ops.mesh.select_all(action="SELECT") | |
bpy.ops.mesh.remove_doubles() | |
bpy.ops.object.mode_set(mode="OBJECT") | |
def _apply_shading(shade_type: str, auto_smooth_angle: float): | |
"""Apply shading to selected objects.""" | |
shading_ops = { | |
"SMOOTH": lambda: bpy.ops.object.shade_smooth(), | |
"FLAT": lambda: bpy.ops.object.shade_flat(), | |
"AUTO_SMOOTH": lambda: _apply_auto_smooth(auto_smooth_angle), | |
} | |
if shade_type in shading_ops: | |
shading_ops[shade_type]() | |
def _apply_auto_smooth(auto_smooth_angle: float): | |
"""Apply auto smooth based on Blender version.""" | |
angle_rad = math.radians(auto_smooth_angle) | |
if bpy.app.version < (4, 1, 0): | |
bpy.ops.object.shade_smooth(use_auto_smooth=True, auto_smooth_angle=angle_rad) | |
elif bpy.app.version < (4, 2, 0): | |
bpy.ops.object.shade_smooth_by_angle(angle=angle_rad) | |
else: | |
bpy.ops.object.shade_auto_smooth(angle=angle_rad) | |
def convert_obj_to_glb( | |
obj_path: str, | |
glb_path: str, | |
shade_type: str = "SMOOTH", | |
auto_smooth_angle: float = 60, | |
merge_vertices: bool = False, | |
) -> bool: | |
"""Convert OBJ file to GLB format using Blender.""" | |
try: | |
_setup_blender_scene() | |
_clear_scene_objects() | |
# Import OBJ file | |
bpy.ops.wm.obj_import(filepath=obj_path) | |
_select_mesh_objects() | |
# Process meshes | |
_merge_vertices_if_needed(merge_vertices) | |
_apply_shading(shade_type, auto_smooth_angle) | |
# Export to GLB | |
bpy.ops.export_scene.gltf(filepath=glb_path, use_active_scene=True) | |
return True | |
except Exception: | |
return False | |