ZoneMaestro_code / eval /LayoutVLM /batch_visualize_blender.py
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import os
import json
import math
import sys
import collections
import argparse
from tqdm import tqdm
# Import visualize_blender_zones (must be in the same directory)
try:
import visualize_blender_zones as viz
except ImportError:
print("Error: visualize_blender_zones.py not found in current directory.")
sys.exit(1)
def prepare_task_assets(task, asset_dir):
"""
Prepare assets metadata (Simplified version from end_to_end_pipeline.py)
Does not depend on torch/clip.
"""
if "layout_criteria" not in task:
task["layout_criteria"] = "the layout should follow the task description and adhere to common sense"
all_data = collections.defaultdict(list)
# task["assets"] keys are like "uid-index" or just "uid"
# We need to handle both cases or assume raw scene_config format
for original_uid in task["assets"].keys():
# Handle potential suffix like "-0" if it exists in raw config
# But usually raw config keys are just UIDs or "UID-0"
parts = original_uid.split('-')
if len(parts) > 1 and parts[-1].isdigit():
uid = '-'.join(parts[:-1])
else:
uid = original_uid
# Try to find data.json
data_path = os.path.join(asset_dir, uid, "data.json")
if not os.path.exists(data_path):
# Try without stripping suffix if it failed (maybe uid has dashes)
if os.path.exists(os.path.join(asset_dir, original_uid, "data.json")):
uid = original_uid
data_path = os.path.join(asset_dir, uid, "data.json")
else:
# print(f"⚠️ Warning: Asset data not found for {uid}")
continue
with open(data_path, "r") as f:
data = json.load(f)
data['path'] = os.path.join(asset_dir, uid, f"{uid}.glb")
all_data[uid].append(data)
category_count = collections.defaultdict(int)
for uid, duplicated_assets in all_data.items():
if not duplicated_assets: continue
category_var_name = duplicated_assets[0]['annotations']['category']
category_var_name = category_var_name.replace('-', "_").replace(" ", "_").replace("'", "_").replace("/", "_").replace(",", "_").lower()
category_count[category_var_name] += 1
new_assets = {}
category_idx = collections.defaultdict(int)
for uid, duplicated_assets in all_data.items():
if not duplicated_assets: continue
category_var_name = duplicated_assets[0]['annotations']['category']
category_var_name = category_var_name.replace('-', "_").replace(" ", "_").replace("'", "_").replace("/", "_").replace(",", "_").lower()
category_idx[category_var_name] += 1
for instance_idx, data in enumerate(duplicated_assets):
category_var_name_final = f"{category_var_name}_{chr(ord('A') + category_idx[category_var_name]-1)}" if category_count[category_var_name] > 1 else category_var_name
var_name = f"{category_var_name_final}_{instance_idx}" if len(duplicated_assets) > 1 else category_var_name_final
# Key format: category-index (e.g., table-0)
key = f"{category_var_name_final}-{instance_idx}"
new_assets[key] = {
"uid": uid,
"count": len(duplicated_assets),
"instance_var_name": var_name,
"asset_var_name": category_var_name_final,
"instance_idx": instance_idx,
"annotations": data["annotations"],
"category": data["annotations"]["category"],
'description': data['annotations']['description'],
'path': data['path'],
'assetMetadata': {
"boundingBox": {
"x": float(data['assetMetadata']['boundingBox']['y']),
"y": float(data['assetMetadata']['boundingBox']['x']),
"z": float(data['assetMetadata']['boundingBox']['z'])
},
}
}
task["assets"] = new_assets
return task
def process_dataset(results_dir, asset_dir, views=['topdown', 'diagonal']):
"""Process all samples in a results directory"""
print(f"Processing dataset: {results_dir}")
samples = sorted([d for d in os.listdir(results_dir) if d.startswith('sample_')])
for sample_name in tqdm(samples):
sample_dir = os.path.join(results_dir, sample_name)
scene_config_path = os.path.join(sample_dir, 'scene_config.json')
layout_path = os.path.join(sample_dir, 'layout.json')
# Skip if layout doesn't exist
if not os.path.exists(layout_path):
continue
# Skip if already rendered (check one view)
if os.path.exists(os.path.join(sample_dir, f'render_{views[0]}.png')):
# print(f"Skipping {sample_name}, already rendered.")
continue
try:
# 1. Load scene config
with open(scene_config_path, 'r') as f:
scene_config = json.load(f)
# 2. Prepare assets (map UIDs to category-index keys)
scene_config = prepare_task_assets(scene_config, asset_dir)
# 3. Load layout
with open(layout_path, 'r') as f:
layout = json.load(f)
# 4. Construct scene object for visualizer
scene_objects = []
for key, transform in layout.items():
if key not in scene_config['assets']:
# print(f"Warning: Asset {key} in layout but not in scene config")
continue
asset_info = scene_config['assets'][key]
# Convert rotation from radians to degrees
rot_rad = transform.get('rotation', [0, 0, 0])
rot_deg = [math.degrees(r) for r in rot_rad]
# Get size from bounding box
bbox = asset_info['assetMetadata']['boundingBox']
size = [bbox['x'], bbox['y'], bbox['z']]
obj_data = {
'id': key,
'model_id': asset_info['uid'],
'category': asset_info['category'],
'position': transform.get('position', [0, 0, 0]),
'rotation': rot_deg,
'size': size
}
scene_objects.append(obj_data)
scene_for_viz = {
'boundary': scene_config.get('boundary', {}).get('floor_vertices', []),
'assets': scene_objects
}
# Handle boundary format differences
if not scene_for_viz['boundary'] and 'boundary' in scene_config:
# Try to find vertices
if isinstance(scene_config['boundary'], dict):
scene_for_viz['boundary'] = scene_config['boundary'].get('floor_vertices', [])
# 5. Render views
for view in views:
output_path = os.path.join(sample_dir, f'render_{view}.png')
# Map view names to what visualize_blender_zones expects
# visualize_blender_zones supports: 'top', 'diagonal', 'front'
# We need to adapt setup_camera if we want more views
viz_view = view
if view == 'topdown': viz_view = 'top'
elif view == 'side_front': viz_view = 'front'
# For other views, we might need to hack visualize_blender_zones or just use diagonal
# Since visualize_blender_zones only supports top, diagonal, front
# We will stick to what it supports for now, or extend it.
# The user asked for "diagonal and topdown".
if viz_view not in ['top', 'diagonal', 'front']:
# print(f"Warning: View {view} not supported by visualizer, skipping")
continue
viz.visualize_scene(
scene_for_viz,
output_path=output_path,
render=True,
asset_dir=asset_dir,
view=viz_view
)
except Exception as e:
print(f"Error processing {sample_name}: {e}")
# import traceback
# traceback.print_exc()
def main():
parser = argparse.ArgumentParser()
parser.add_argument('--asset_dir', required=True)
args = parser.parse_args()
# Zones Test 1000
process_dataset('results/zones_test_1000', args.asset_dir, views=['topdown', 'diagonal'])
# Bench Test 700
process_dataset('results/bench_test_700', args.asset_dir, views=['topdown', 'diagonal'])
if __name__ == "__main__":
main()