optimize code structure
This commit is contained in:
391
utils/blender_util.py
Normal file
391
utils/blender_util.py
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import os
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import json
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import bpy
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import time
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import gc
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import numpy as np
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import mathutils
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class BlenderUtils:
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TABLE_NAME: str = "table"
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CAMERA_NAME: str = "Camera"
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CAMERA_RIGHT_NAME: str = "CameraRight"
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CAMERA_OBJECT_NAME: str = "CameraObject"
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DISPLAY_TABLE_NAME: str = "display_table"
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MESH_FILE_NAME: str = "mesh.obj"
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@staticmethod
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def get_obj_path(obj_dir, name):
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return os.path.join(obj_dir, name, BlenderUtils.MESH_FILE_NAME)
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@staticmethod
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def load_obj(name, mesh_path, scale=1):
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print(mesh_path)
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bpy.ops.wm.obj_import(filepath=mesh_path)
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loaded_object = bpy.context.selected_objects[-1]
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loaded_object.name = name
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loaded_object.data.name = name
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loaded_object.scale = (scale, scale, scale)
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bpy.ops.rigidbody.object_add()
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return loaded_object
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@staticmethod
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def get_obj(name):
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return bpy.data.objects.get(name)
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@staticmethod
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def get_obj_pose(name):
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obj = BlenderUtils.get_obj(name)
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return np.asarray(obj.matrix_world)
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@staticmethod
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def add_plane(name, location, orientation, size=10):
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bpy.ops.mesh.primitive_plane_add(size=size, location=location)
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plane = bpy.context.selected_objects[-1]
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plane.name = name
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plane.rotation_euler = orientation
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bpy.ops.rigidbody.object_add()
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bpy.context.object.rigid_body.type = "PASSIVE"
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@staticmethod
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def add_table(table_model_path):
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table = BlenderUtils.load_obj(
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BlenderUtils.TABLE_NAME, table_model_path, scale=0.01
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)
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bpy.ops.rigidbody.object_add()
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bpy.context.object.rigid_body.type = "PASSIVE"
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mat = bpy.data.materials.new(name="TableYellowMaterial")
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mat.diffuse_color = (1.0, 1.0, 0.0, 1.0)
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if len(table.data.materials) > 0:
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table.data.materials[0] = mat
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else:
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table.data.materials.append(mat)
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@staticmethod
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def setup_scene(init_light_and_camera_config, table_model_path, binocular_vision):
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bpy.context.scene.render.engine = "BLENDER_EEVEE_NEXT"
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bpy.context.scene.display.shading.show_xray = False
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bpy.context.scene.display.shading.use_dof = False
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bpy.context.scene.display.render_aa = "OFF"
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bpy.context.scene.view_settings.view_transform = "Standard"
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bpy.context.scene.eevee.use_ssr = False # 关闭屏幕空间反射
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bpy.context.scene.eevee.use_bloom = False # 关闭辉光
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bpy.context.scene.eevee.use_gtao = False # 关闭环境光遮蔽
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bpy.context.scene.eevee.use_soft_shadows = False # 关闭软阴影
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bpy.context.scene.eevee.use_shadows = False # 关闭所有阴影
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bpy.context.scene.world.use_nodes = False # 如果你不需要环境光,关闭环境节点
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# bpy.context.scene.eevee.use_sss = False # 关闭次表面散射
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# 2. 设置最低的采样数
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bpy.context.scene.eevee.taa_render_samples = 1
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bpy.context.scene.eevee.taa_samples = 1
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BlenderUtils.init_light_and_camera(
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init_light_and_camera_config, binocular_vision
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)
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BlenderUtils.add_plane("plane_floor", location=(0, 0, 0), orientation=(0, 0, 0))
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BlenderUtils.add_plane("plane_ceil", location=(0, 0, 10), orientation=(0, 0, 0))
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BlenderUtils.add_plane(
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"plane_wall_1", location=(5, 0, 5), orientation=(0, np.pi / 2, 0)
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)
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BlenderUtils.add_plane(
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"plane_wall_2", location=(-5, 0, 5), orientation=(0, np.pi / 2, 0)
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)
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BlenderUtils.add_plane(
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"plane_wall_3", location=(0, 5, 5), orientation=(np.pi / 2, 0, 0)
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)
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BlenderUtils.add_plane(
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"plane_wall_4", location=(0, -5, 5), orientation=(np.pi / 2, 0, 0)
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)
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BlenderUtils.add_table(table_model_path)
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@staticmethod
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def set_light_params(light, config):
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light.location = config["location"]
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light.rotation_euler = config["orientation"]
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if light.type == "SUN":
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light.data.energy = config["power"]
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elif light.type == "POINT":
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light.data.energy = config["power"]
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@staticmethod
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def set_camera_params(camera, config, binocular_vision):
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camera_object = bpy.data.objects.new(BlenderUtils.CAMERA_OBJECT_NAME, None)
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bpy.context.collection.objects.link(camera_object)
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cameras = [bpy.data.objects.get("Camera")]
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camera.location = [0, 0, 0]
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camera.rotation_euler = [0, 0, 0]
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camera.parent = camera_object
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if binocular_vision:
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left_camera = cameras[0]
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right_camera = left_camera.copy()
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right_camera.name = BlenderUtils.CAMERA_RIGHT_NAME
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right_camera.data = left_camera.data.copy()
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right_camera.data.name = BlenderUtils.CAMERA_RIGHT_NAME
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bpy.context.collection.objects.link(right_camera)
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right_camera.parent = camera_object
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right_camera.location = [config["eye_distance"] / 2, 0, 0]
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left_camera.location = [-config["eye_distance"] / 2, 0, 0]
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binocular_angle = config["eye_angle"]
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half_angle = np.radians(binocular_angle / 2)
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left_camera.rotation_euler[1] = -half_angle
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right_camera.rotation_euler[1] = half_angle
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cameras.append(right_camera)
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for camera in cameras:
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camera.data.clip_start = config["near_plane"]
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camera.data.clip_end = config["far_plane"]
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bpy.context.scene.render.resolution_x = config["resolution"][0]
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bpy.context.scene.render.resolution_y = config["resolution"][1]
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sensor_height = 24.0
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focal_length = sensor_height / (
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2 * np.tan(np.radians(config["fov_vertical"]) / 2)
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)
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camera.data.lens = focal_length
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camera.data.sensor_width = (
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sensor_height * config["resolution"][0] / config["resolution"][1]
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)
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camera.data.sensor_height = sensor_height
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@staticmethod
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def init_light_and_camera(init_light_and_camera_config, binocular_vision):
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camera = BlenderUtils.get_obj(BlenderUtils.CAMERA_NAME)
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BlenderUtils.set_camera_params(
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camera,
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init_light_and_camera_config[BlenderUtils.CAMERA_NAME],
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binocular_vision,
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)
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@staticmethod
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def get_obj_diag(name):
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obj = BlenderUtils.get_obj(name)
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return np.linalg.norm(obj.dimensions)
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@staticmethod
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def matrix_to_blender_pose(matrix):
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location = matrix[:3, 3]
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rotation_matrix = matrix[:3, :3]
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rotation_matrix_blender = mathutils.Matrix(rotation_matrix.tolist())
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rotation_euler = rotation_matrix_blender.to_euler()
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return location, rotation_euler
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@staticmethod
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def set_camera_at(pose):
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camera = BlenderUtils.get_obj(BlenderUtils.CAMERA_OBJECT_NAME)
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location, rotation_euler = BlenderUtils.matrix_to_blender_pose(pose)
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camera.location = location
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camera.rotation_euler = rotation_euler
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@staticmethod
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def get_object_bottom_z(obj):
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vertices = [v.co for v in obj.data.vertices]
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vertices_world = [obj.matrix_world @ v for v in vertices]
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min_z = min([v.z for v in vertices_world])
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return min_z
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@staticmethod
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def render_normal_and_depth(
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output_dir, file_name, binocular_vision=False, target_object=None
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):
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target_cameras = [BlenderUtils.CAMERA_NAME]
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if binocular_vision:
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target_cameras.append(BlenderUtils.CAMERA_RIGHT_NAME)
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for cam_name in target_cameras:
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bpy.context.scene.camera = BlenderUtils.get_obj(cam_name)
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cam_suffix = "L" if cam_name == BlenderUtils.CAMERA_NAME else "R"
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scene = bpy.context.scene
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scene.render.filepath = ""
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mask_dir = os.path.join(output_dir, "normal")
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if not os.path.exists(mask_dir):
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os.makedirs(mask_dir)
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scene.render.filepath = os.path.join(
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output_dir, mask_dir, f"{file_name}_{cam_suffix}.png"
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)
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scene.render.image_settings.color_depth = "8"
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scene.render.resolution_percentage = 100
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scene.render.use_overwrite = False
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scene.render.use_file_extension = False
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scene.render.use_placeholder = False
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scene.use_nodes = True
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tree = scene.node_tree
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for node in tree.nodes:
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tree.nodes.remove(node)
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rl = tree.nodes.new("CompositorNodeRLayers")
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map_range = tree.nodes.new("CompositorNodeMapRange")
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map_range.inputs["From Min"].default_value = 0.01
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map_range.inputs["From Max"].default_value = 5
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map_range.inputs["To Min"].default_value = 0
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map_range.inputs["To Max"].default_value = 1
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tree.links.new(rl.outputs["Depth"], map_range.inputs[0])
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output_depth = tree.nodes.new("CompositorNodeOutputFile")
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depth_dir = os.path.join(output_dir, "depth")
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if not os.path.exists(depth_dir):
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os.makedirs(depth_dir)
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output_depth.base_path = depth_dir
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output_depth.file_slots[0].path = f"{file_name}_{cam_suffix}.####"
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output_depth.format.file_format = "PNG"
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output_depth.format.color_mode = "BW"
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output_depth.format.color_depth = "16"
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tree.links.new(map_range.outputs[0], output_depth.inputs[0])
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bpy.ops.render.render(write_still=True)
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msg = "success"
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return msg
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@staticmethod
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def render_mask(
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output_dir, file_name, binocular_vision=False, target_object=None
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):
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target_cameras = [BlenderUtils.CAMERA_NAME]
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if binocular_vision:
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target_cameras.append(BlenderUtils.CAMERA_RIGHT_NAME)
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# use pass z
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bpy.context.scene.view_layers["ViewLayer"].use_pass_z = True
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for cam_name in target_cameras:
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bpy.context.scene.camera = BlenderUtils.get_obj(cam_name)
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cam_suffix = "L" if cam_name == BlenderUtils.CAMERA_NAME else "R"
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scene = bpy.context.scene
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scene.render.filepath = ""
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mask_dir = os.path.join(output_dir, "mask")
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if not os.path.exists(mask_dir):
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os.makedirs(mask_dir)
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scene.render.filepath = os.path.join(
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output_dir, mask_dir, f"{file_name}_{cam_suffix}.png"
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)
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scene.render.image_settings.color_depth = "8"
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scene.render.resolution_percentage = 100
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scene.render.use_overwrite = False
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scene.render.use_file_extension = False
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scene.render.use_placeholder = False
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bpy.ops.render.render(write_still=True)
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msg = "success"
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return msg
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@staticmethod
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def save_cam_params(scene_dir, idx, binocular_vision=False):
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camera = BlenderUtils.get_obj(BlenderUtils.CAMERA_NAME)
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extrinsic = np.array(camera.matrix_world)
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cam_data = camera.data
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focal_length = cam_data.lens
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sensor_width = cam_data.sensor_width
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sensor_height = cam_data.sensor_height
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resolution_x = bpy.context.scene.render.resolution_x
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resolution_y = bpy.context.scene.render.resolution_y
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intrinsic = np.zeros((3, 3))
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intrinsic[0, 0] = focal_length * resolution_x / sensor_width # fx
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intrinsic[1, 1] = focal_length * resolution_y / sensor_height # fy
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intrinsic[0, 2] = resolution_x / 2.0 # cx
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intrinsic[1, 2] = resolution_y / 2.0 # cy
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intrinsic[2, 2] = 1.0
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cam_object = BlenderUtils.get_obj(BlenderUtils.CAMERA_OBJECT_NAME)
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extrinsic_cam_object = np.array(cam_object.matrix_world)
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data = {
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"extrinsic": extrinsic.tolist(),
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"extrinsic_cam_object": extrinsic_cam_object.tolist(),
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"intrinsic": intrinsic.tolist(),
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"far_plane": camera.data.clip_end,
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"near_plane": camera.data.clip_start,
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}
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if binocular_vision:
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right_camera = BlenderUtils.get_obj(BlenderUtils.CAMERA_RIGHT_NAME)
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extrinsic_right = np.array(right_camera.matrix_world)
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print("result:", extrinsic_right)
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data["extrinsic_R"] = extrinsic_right.tolist()
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cam_params_dir = os.path.join(scene_dir, "camera_params")
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if not os.path.exists(cam_params_dir):
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os.makedirs(cam_params_dir)
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cam_params_path = os.path.join(cam_params_dir, f"{idx}.json")
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with open(cam_params_path, "w") as f:
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json.dump(data, f, indent=4)
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@staticmethod
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def reset_objects_and_platform():
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all_objects = bpy.data.objects
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keep_objects = {
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"plane_floor",
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"plane_ceil",
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"plane_wall_1",
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"plane_wall_2",
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"plane_wall_3",
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"plane_wall_4",
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}
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keep_objects.add(BlenderUtils.CAMERA_OBJECT_NAME)
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keep_objects.add(BlenderUtils.CAMERA_NAME)
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keep_objects.add(BlenderUtils.CAMERA_RIGHT_NAME)
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keep_objects.add(BlenderUtils.TABLE_NAME)
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for obj in all_objects:
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if obj.name not in keep_objects:
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bpy.data.objects.remove(obj, do_unlink=True)
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for block in bpy.data.meshes:
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if block.users == 0:
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bpy.data.meshes.remove(block)
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for block in bpy.data.materials:
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if block.users == 0:
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bpy.data.materials.remove(block)
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for block in bpy.data.images:
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if block.users == 0:
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bpy.data.images.remove(block)
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gc.collect()
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bpy.context.scene.frame_set(0)
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@staticmethod
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def save_scene_info(scene_root_dir, display_table_config, target_name):
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all_objects = bpy.data.objects
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no_save_objects = {
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"plane_floor",
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"plane_ceil",
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"plane_wall_1",
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"plane_wall_2",
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"plane_wall_3",
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"plane_wall_4",
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}
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no_save_objects.add(BlenderUtils.CAMERA_OBJECT_NAME)
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no_save_objects.add(BlenderUtils.CAMERA_NAME)
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no_save_objects.add(BlenderUtils.CAMERA_RIGHT_NAME)
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no_save_objects.add(BlenderUtils.TABLE_NAME)
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scene_info = {}
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for obj in all_objects:
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if (
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obj.name not in no_save_objects
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and obj.name != BlenderUtils.DISPLAY_TABLE_NAME
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):
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obj_info = {
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"location": list(obj.location),
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"rotation_euler": list(obj.rotation_euler),
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"scale": list(obj.scale),
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}
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scene_info[obj.name] = obj_info
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scene_info[BlenderUtils.DISPLAY_TABLE_NAME] = display_table_config
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scene_info["target_name"] = target_name
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scene_info_path = os.path.join(scene_root_dir, "scene_info.json")
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with open(scene_info_path, "w") as outfile:
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json.dump(scene_info, outfile)
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