File size: 18,511 Bytes
f499d3b
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
import numpy as np
from numpy import ndarray
from typing import List, Union, Tuple
from collections import defaultdict
import os

try:
    import open3d as o3d
    OPEN3D_EQUIPPED = True
except:
    print("do not have open3d")
    OPEN3D_EQUIPPED = False

class Exporter():
    
    def _safe_make_dir(self, path):
        if os.path.dirname(path) == '':
            return
        os.makedirs(os.path.dirname(path), exist_ok=True)
    
    def _export_skeleton(self, joints: ndarray, parents: List[Union[int, None]], path: str):
        format = path.split('.')[-1]
        assert format in ['obj']
        name = path.removesuffix('.obj')
        path = name + ".obj"
        self._safe_make_dir(path)
        J = joints.shape[0]
        with open(path, 'w') as file:
            file.write("o spring_joint\n")
            _joints = []
            for id in range(J):
                pid = parents[id]
                if pid is None or pid == -1:
                    continue
                bx, by, bz = joints[id]
                ex, ey, ez = joints[pid]
                _joints.extend([
                    f"v {bx} {bz} {-by}\n",
                    f"v {ex} {ez} {-ey}\n",
                    f"v {ex} {ez} {-ey + 0.00001}\n"
                ])
            file.writelines(_joints)
            
            _faces = [f"f {id*3+1} {id*3+2} {id*3+3}\n" for id in range(J)]
            file.writelines(_faces)
    
    def _export_bones(self, bones: ndarray, path: str):
        format = path.split('.')[-1]
        assert format in ['obj']
        name = path.removesuffix('.obj')
        path = name + ".obj"
        self._safe_make_dir(path)
        J = bones.shape[0]
        with open(path, 'w') as file:
            file.write("o bones\n")
            _joints = []
            for bone in bones:
                bx, by, bz = bone[:3]
                ex, ey, ez = bone[3:]
                _joints.extend([
                    f"v {bx} {bz} {-by}\n",
                    f"v {ex} {ez} {-ey}\n",
                    f"v {ex} {ez} {-ey + 0.00001}\n"
                ])
            file.writelines(_joints)
            
            _faces = [f"f {id*3+1} {id*3+2} {id*3+3}\n" for id in range(J)]
            file.writelines(_faces)
    
    def _export_skeleton_sequence(self, joints: ndarray, parents: List[Union[int, None]], path: str):
        format = path.split('.')[-1]
        assert format in ['obj']
        name = path.removesuffix('.obj')
        path = name + ".obj"
        self._safe_make_dir(path)
        J = joints.shape[0]
        for i in range(J):
            file = open(name + f"_{i}.obj", 'w')
            file.write("o spring_joint\n")
            _joints = []
            for id in range(i + 1):
                pid = parents[id]
                if pid is None:
                    continue
                bx, by, bz = joints[id]
                ex, ey, ez = joints[pid]
                _joints.extend([
                    f"v {bx} {bz} {-by}\n",
                    f"v {ex} {ez} {-ey}\n",
                    f"v {ex} {ez} {-ey + 0.00001}\n"
                ])
            file.writelines(_joints)
            
            _faces = [f"f {id*3+1} {id*3+2} {id*3+3}\n" for id in range(J)]
            file.writelines(_faces)
            file.close()
    
    def _export_mesh(self, vertices: ndarray, faces: ndarray, path: str):
        format = path.split('.')[-1]
        assert format in ['obj', 'ply']
        if path.endswith('ply'):
            if not OPEN3D_EQUIPPED:
                raise RuntimeError("open3d is not available")
            mesh = o3d.geometry.TriangleMesh()
            mesh.vertices = o3d.utility.Vector3dVector(vertices)
            mesh.triangles = o3d.utility.Vector3iVector(faces)
            self._safe_make_dir(path)
            o3d.io.write_triangle_mesh(path, mesh)
            return
        name = path.removesuffix('.obj')
        path = name + ".obj"
        self._safe_make_dir(path)
        with open(path, 'w') as file:
            file.write("o mesh\n")
            _vertices = []
            for co in vertices:
                _vertices.append(f"v {co[0]} {co[2]} {-co[1]}\n")
            file.writelines(_vertices)
            _faces = []
            for face in faces:
                _faces.append(f"f {face[0]+1} {face[1]+1} {face[2]+1}\n")
            file.writelines(_faces)
            
    def _export_pc(self, vertices: ndarray, path: str, vertex_normals: Union[ndarray, None]=None, normal_size: float=0.01):
        if path.endswith('.ply'):
            if vertex_normals is not None:
                print("normal result will not be displayed in .ply format")
            name = path.removesuffix('.ply')
            path = name + ".ply"
            pc = o3d.geometry.PointCloud()
            pc.points = o3d.utility.Vector3dVector(vertices)
            # segment fault when numpy >= 2.0 !! use torch environment
            self._safe_make_dir(path)
            o3d.io.write_point_cloud(path, pc)
            return
        name = path.removesuffix('.obj')
        path = name + ".obj"
        self._safe_make_dir(path)
        with open(path, 'w') as file:
            file.write("o pc\n")
            _vertex = []
            for co in vertices:
                _vertex.append(f"v {co[0]} {co[2]} {-co[1]}\n")
            file.writelines(_vertex)
            if vertex_normals is not None:
                new_path = path.replace('.obj', '_normal.obj')
                nfile = open(new_path, 'w')
                nfile.write("o normal\n")
                _normal = []
                for i in range(vertices.shape[0]):
                    co = vertices[i]
                    x = vertex_normals[i, 0]
                    y = vertex_normals[i, 1]
                    z = vertex_normals[i, 2]
                    _normal.extend([
                        f"v {co[0]} {co[2]} {-co[1]}\n",
                        f"v {co[0]+0.0001} {co[2]} {-co[1]}\n",
                        f"v {co[0]+x*normal_size} {co[2]+z*normal_size} {-(co[1]+y*normal_size)}\n",
                        f"f {i*3+1} {i*3+2} {i*3+3}\n",
                    ])
                nfile.writelines(_normal)
    
    def _make_armature(
        self,
        vertices: Union[ndarray, None],
        joints: ndarray,
        skin: Union[ndarray, None],
        parents: List[Union[int, None]],
        names: List[str],
        faces: Union[ndarray, None]=None,
        extrude_size: float=0.03,
        group_per_vertex: int=-1,
        add_root: bool=False,
        do_not_normalize: bool=False,
        use_extrude_bone: bool=True,
        use_connect_unique_child: bool=True,
        extrude_from_parent: bool=True,
        tails: Union[ndarray, None]=None,
    ):
        import bpy # type: ignore
        from mathutils import Vector # type: ignore
        
        # make collection
        collection = bpy.data.collections.new('new_collection')
        bpy.context.scene.collection.children.link(collection)
        
        # make mesh
        if vertices is not None:
            mesh = bpy.data.meshes.new('mesh')
            if faces is None:
                faces = []
            mesh.from_pydata(vertices, [], faces)
            mesh.update()
        
            # make object from mesh
            object = bpy.data.objects.new('character', mesh)
        
            # add object to scene collection
            collection.objects.link(object)
        
        # deselect mesh
        bpy.ops.object.armature_add(enter_editmode=True)
        armature = bpy.data.armatures.get('Armature')
        edit_bones = armature.edit_bones
        
        J = joints.shape[0]
        if tails is None:
            tails = joints.copy()
            tails[:, 2] += extrude_size
        connects = [False for _ in range(J)]
        children = defaultdict(list)
        for i in range(1, J):
            children[parents[i]].append(i)
        if tails is not None:
            if use_extrude_bone:
                for i in range(J):
                    if len(children[i]) != 1 and extrude_from_parent and i != 0:
                        pjoint = joints[parents[i]]
                        joint = joints[i]
                        d = joint - pjoint
                        if np.linalg.norm(d) < 0.000001:
                            d = np.array([0., 0., 1.]) # in case son.head == parent.head
                        else:
                            d = d / np.linalg.norm(d)
                        tails[i] = joint + d * extrude_size
            if use_connect_unique_child:
                for i in range(J):
                    if len(children[i]) == 1:
                        child = children[i][0]
                        tails[i] = joints[child]
                    if parents[i] is not None and len(children[parents[i]]) == 1:
                        connects[i] = True
        
        if add_root:
            bone_root = edit_bones.get('Bone')
            bone_root.name = 'Root'
            bone_root.tail = Vector((joints[0, 0], joints[0, 1], joints[0, 2]))
        else:
            bone_root = edit_bones.get('Bone')
            bone_root.name = names[0]
            bone_root.head = Vector((joints[0, 0], joints[0, 1], joints[0, 2]))
            bone_root.tail = Vector((joints[0, 0], joints[0, 1], joints[0, 2] + extrude_size))
        
        def extrude_bone(
            edit_bones,
            name: str,
            parent_name: str,
            head: Tuple[float, float, float],
            tail: Tuple[float, float, float],
            connect: bool
        ):
            bone = edit_bones.new(name)
            bone.head = Vector((head[0], head[1], head[2]))
            bone.tail = Vector((tail[0], tail[1], tail[2]))
            bone.name = name
            parent_bone = edit_bones.get(parent_name)
            bone.parent = parent_bone
            bone.use_connect = connect
            assert not np.isnan(head).any(), f"nan found in head of bone {name}"
            assert not np.isnan(tail).any(), f"nan found in tail of bone {name}"
        
        for i in range(J):
            if add_root is False and i==0:
                continue
            edit_bones = armature.edit_bones
            pname = 'Root' if parents[i] is None else names[parents[i]]
            extrude_bone(edit_bones, names[i], pname, joints[i], tails[i], connects[i])
        for i in range(J):
            bone = edit_bones.get(names[i])
            bone.head = Vector((joints[i, 0], joints[i, 1], joints[i, 2]))
            bone.tail = Vector((tails[i, 0], tails[i, 1], tails[i, 2]))
        
        if vertices is None or skin is None:
            return
        # must set to object mode to enable parent_set
        bpy.ops.object.mode_set(mode='OBJECT')
        objects = bpy.data.objects
        for o in bpy.context.selected_objects:
            o.select_set(False)
        ob = objects['character']
        arm = bpy.data.objects['Armature']
        ob.select_set(True)
        arm.select_set(True)
        bpy.ops.object.parent_set(type='ARMATURE_NAME')
        vis = []
        for x in ob.vertex_groups:
            vis.append(x.name)
        #sparsify
        argsorted = np.argsort(-skin, axis=1)
        vertex_group_reweight = skin[np.arange(skin.shape[0])[..., None], argsorted]
        if group_per_vertex == -1:
            group_per_vertex = vertex_group_reweight.shape[-1]
        if not do_not_normalize:
            vertex_group_reweight = vertex_group_reweight / vertex_group_reweight[..., :group_per_vertex].sum(axis=1)[...,None]

        for v, w in enumerate(skin):
            for ii in range(group_per_vertex):
                i = argsorted[v, ii]
                if i >= J:
                    continue
                n = names[i]
                if n not in vis:
                    continue
                ob.vertex_groups[n].add([v], vertex_group_reweight[v, ii], 'REPLACE')

    def _clean_bpy(self):
        import bpy # type: ignore
        for c in bpy.data.actions:
            bpy.data.actions.remove(c)
        for c in bpy.data.armatures:
            bpy.data.armatures.remove(c)
        for c in bpy.data.cameras:
            bpy.data.cameras.remove(c)
        for c in bpy.data.collections:
            bpy.data.collections.remove(c)
        for c in bpy.data.images:
            bpy.data.images.remove(c)
        for c in bpy.data.materials:
            bpy.data.materials.remove(c)
        for c in bpy.data.meshes:
            bpy.data.meshes.remove(c)
        for c in bpy.data.objects:
            bpy.data.objects.remove(c)
        for c in bpy.data.textures:
            bpy.data.textures.remove(c)
    
    def _export_fbx(
        self,
        path: str,
        vertices: Union[ndarray, None],
        joints: ndarray,
        skin: Union[ndarray, None],
        parents: List[Union[int, None]],
        names: List[str],
        faces: Union[ndarray, None]=None,
        extrude_size: float=0.03,
        group_per_vertex: int=-1,
        add_root: bool=False,
        do_not_normalize: bool=False,
        use_extrude_bone: bool=True,
        use_connect_unique_child: bool=True,
        extrude_from_parent: bool=True,
        tails: Union[ndarray, None]=None,
    ):
        '''
        Requires bpy installed
        '''
        import bpy # type: ignore
        self._safe_make_dir(path)
        self._clean_bpy()
        self._make_armature(
            vertices=vertices,
            joints=joints,
            skin=skin,
            parents=parents,
            names=names,
            faces=faces,
            extrude_size=extrude_size,
            group_per_vertex=group_per_vertex,
            add_root=add_root,
            do_not_normalize=do_not_normalize,
            use_extrude_bone=use_extrude_bone,
            use_connect_unique_child=use_connect_unique_child,
            extrude_from_parent=extrude_from_parent,
            tails=tails,
        )
        
        # always enable add_leaf_bones to keep leaf bones
        bpy.ops.export_scene.fbx(filepath=path, check_existing=False, add_leaf_bones=False)
    
    def _export_render(
        self,
        path: str,
        vertices: Union[ndarray, None],
        faces: Union[ndarray, None],
        bones: Union[ndarray, None],
        resolution: Tuple[float, float]=[256, 256],
    ):
        import bpy # type: ignore
        import bpy_extras # type: ignore
        from mathutils import Vector # type: ignore
        
        self._safe_make_dir(path)
        # normalize into [-1, 1]^3
        # copied from augment
        assert (vertices is not None) or (bones is not None)
        bounds = []
        if vertices is not None:
            bounds.append(vertices)
        if bones is not None:
            bounds.append(bones[:, :3])
            bounds.append(bones[:, 3:])
        bounds = np.concatenate(bounds, axis=0)
        bound_min = bounds.min(axis=0)
        bound_max = bounds.max(axis=0)
        
        trans_vertex = np.eye(4)
        
        trans_vertex = _trans_to_m(-(bound_max + bound_min)/2) @ trans_vertex
        
        # scale into the cube [-1, 1]
        scale = np.max((bound_max - bound_min) / 2)
        trans_vertex = _scale_to_m(1. / scale) @ trans_vertex
        
        def _apply(v: ndarray, trans: ndarray) -> ndarray:
            return np.matmul(v, trans[:3, :3].transpose()) + trans[:3, 3]
        
        if vertices is not None:
            vertices = _apply(vertices, trans_vertex)
        if bones is not None:
            bones[:, :3] = _apply(bones[:, :3], trans_vertex)
            bones[:, 3:] = _apply(bones[:, 3:], trans_vertex)
        
        # bpy api calls
        self._clean_bpy()
        bpy.context.scene.render.engine = 'BLENDER_WORKBENCH'
        bpy.context.scene.render.film_transparent = True
        bpy.context.scene.display.shading.background_type = 'VIEWPORT'
        
        collection = bpy.data.collections.new('new_collection')
        bpy.context.scene.collection.children.link(collection)
        
        if vertices is not None:
            mesh_data = bpy.data.meshes.new(name="MeshData")
            mesh_obj = bpy.data.objects.new(name="MeshObject", object_data=mesh_data)
            collection.objects.link(mesh_obj)

            mesh_data.from_pydata((vertices).tolist(), [], faces.tolist())
            mesh_data.update()

        def look_at(camera, point):
            direction = point - camera.location
            rot_quat = direction.to_track_quat('-Z', 'Y')
            camera.rotation_euler = rot_quat.to_euler()
        
        bpy.ops.object.camera_add(location=(4, -4, 2.5))
        camera = bpy.context.object
        camera.data.angle = np.radians(25.0)
        look_at(camera, Vector((0, 0, -0.2)))
        bpy.context.scene.camera = camera

        bpy.context.scene.render.resolution_x = resolution[0]
        bpy.context.scene.render.resolution_y = resolution[1]
        bpy.context.scene.render.image_settings.file_format = 'PNG'
        bpy.context.scene.render.filepath = path

        bpy.ops.render.render(write_still=True)
        # some AI generated code to draw bones over mesh
        if bones is not None:
            # TODO: do not save image after rendering
            from PIL import Image, ImageDraw
            img_pil = Image.open(path).convert("RGBA")
            draw = ImageDraw.Draw(img_pil)
            
            from bpy_extras.image_utils import load_image  # type: ignore
            bpy.context.scene.use_nodes = True
            nodes = bpy.context.scene.node_tree.nodes
            # nodes.clear()

            img = load_image(path)
            image_node = nodes.new(type='CompositorNodeImage')
            image_node.image = img

            for i, bone in enumerate(bones):
                head, tail = bone[:3], bone[3:]
                head_2d = bpy_extras.object_utils.world_to_camera_view(bpy.context.scene, camera, Vector(head))
                tail_2d = bpy_extras.object_utils.world_to_camera_view(bpy.context.scene, camera, Vector(tail))

                res_x, res_y = resolution
                head_pix = (head_2d.x * res_x, (1 - head_2d.y) * res_y)
                tail_pix = (tail_2d.x * res_x, (1 - tail_2d.y) * res_y)
                draw.line([head_pix, tail_pix], fill=(255, 0, 0, 255), width=1)
            img_pil.save(path)

def _trans_to_m(v: ndarray):
    m = np.eye(4)
    m[0:3, 3] = v
    return m

def _scale_to_m(r: ndarray):
    m = np.zeros((4, 4))
    m[0, 0] = r
    m[1, 1] = r
    m[2, 2] = r
    m[3, 3] = 1.
    return m