| """ |
| Y-up坐标系渲染工具 |
| 用于在Blender等渲染引擎中正确处理Y-up坐标系的场景数据 |
| """ |
|
|
| import json |
| import numpy as np |
| from scipy.spatial.transform import Rotation as R |
| from typing import Dict, List, Tuple, Any |
| import math |
|
|
|
|
| class YUpRenderUtils: |
| """Y-up坐标系渲染工具类""" |
| |
| def __init__(self): |
| pass |
| |
| def quaternion_to_euler_degrees(self, quaternion: List[float]) -> List[float]: |
| """ |
| 将四元数转换为欧拉角(度数) |
| |
| Args: |
| quaternion: [x, y, z, w] 四元数 |
| |
| Returns: |
| [rx, ry, rz] 欧拉角(度数) |
| """ |
| rotation = R.from_quat(quaternion) |
| euler_rad = rotation.as_euler('xyz', degrees=False) |
| euler_deg = np.degrees(euler_rad) |
| return euler_deg.tolist() |
| |
| def quaternion_to_matrix(self, quaternion: List[float]) -> np.ndarray: |
| """ |
| 将四元数转换为4x4变换矩阵 |
| |
| Args: |
| quaternion: [x, y, z, w] 四元数 |
| |
| Returns: |
| 4x4变换矩阵 |
| """ |
| rotation = R.from_quat(quaternion) |
| matrix = rotation.as_matrix() |
| |
| |
| transform_matrix = np.eye(4) |
| transform_matrix[:3, :3] = matrix |
| |
| return transform_matrix |
| |
| def create_blender_transform_data(self, y_up_layout: Dict) -> Dict: |
| """ |
| 为Blender创建变换数据 |
| |
| Args: |
| y_up_layout: Y-up系统的布局数据 |
| |
| Returns: |
| Blender兼容的变换数据 |
| """ |
| blender_data = {} |
| |
| objects_data = y_up_layout.get('objects', y_up_layout) |
| |
| for obj_id, obj_data in objects_data.items(): |
| position = obj_data['position'] |
| rotation = obj_data['rotation'] |
| |
| |
| if len(rotation) == 4: |
| euler_degrees = self.quaternion_to_euler_degrees(rotation) |
| else: |
| euler_degrees = np.degrees(rotation).tolist() |
| |
| blender_data[obj_id] = { |
| 'location': position, |
| 'rotation_euler': euler_degrees, |
| 'rotation_quaternion': rotation if len(rotation) == 4 else None |
| } |
| |
| return blender_data |
| |
| def generate_blender_script(self, y_up_layout_path: str, output_script_path: str): |
| """ |
| 生成Blender脚本来设置Y-up场景 |
| |
| Args: |
| y_up_layout_path: Y-up布局文件路径 |
| output_script_path: 输出的Blender脚本路径 |
| """ |
| |
| with open(y_up_layout_path, 'r', encoding='utf-8') as f: |
| y_up_data = json.load(f) |
| |
| |
| blender_data = self.create_blender_transform_data(y_up_data) |
| |
| |
| script_content = self._generate_blender_script_content(blender_data, y_up_data) |
| |
| with open(output_script_path, 'w', encoding='utf-8') as f: |
| f.write(script_content) |
| |
| print(f"Blender script generated: {output_script_path}") |
| |
| def _generate_blender_script_content(self, blender_data: Dict, y_up_data: Dict) -> str: |
| """生成Blender脚本内容""" |
| |
| script = '''import bpy |
| import bmesh |
| from mathutils import Vector, Quaternion, Euler |
| import math |
| |
| # 清理现有场景 |
| bpy.ops.object.select_all(action='SELECT') |
| bpy.ops.object.delete() |
| |
| # 设置场景为Y-up坐标系 |
| scene = bpy.context.scene |
| |
| # 创建相机并设置为Y-up视角 |
| bpy.ops.object.camera_add(location=(5, -10, 5)) |
| camera = bpy.context.object |
| camera.rotation_euler = (math.radians(65), 0, 0) |
| |
| # 设置渲染相机 |
| scene.camera = camera |
| |
| # 添加光照 |
| bpy.ops.object.light_add(type='SUN', location=(5, 5, 10)) |
| sun = bpy.context.object |
| sun.data.energy = 3 |
| |
| ''' |
| |
| |
| if 'room_center' in y_up_data: |
| room_center = y_up_data['room_center'] |
| script += f''' |
| # 房间中心坐标: {room_center} |
| # 坐标系: Y-up 右手坐标系 |
| # 旋转格式: 四元数 [x, y, z, w] |
| |
| ''' |
| |
| |
| script += ''' |
| # 物体设置函数 |
| def setup_object(name, location, rotation_euler=None, rotation_quaternion=None): |
| """设置物体的位置和旋转""" |
| if name in bpy.data.objects: |
| obj = bpy.data.objects[name] |
| obj.location = location |
| |
| if rotation_quaternion: |
| obj.rotation_mode = 'QUATERNION' |
| obj.rotation_quaternion = rotation_quaternion |
| elif rotation_euler: |
| obj.rotation_mode = 'XYZ' |
| obj.rotation_euler = [math.radians(x) for x in rotation_euler] |
| else: |
| # 创建一个立方体作为占位符 |
| bpy.ops.mesh.primitive_cube_add(location=location) |
| obj = bpy.context.object |
| obj.name = name |
| |
| if rotation_quaternion: |
| obj.rotation_mode = 'QUATERNION' |
| obj.rotation_quaternion = rotation_quaternion |
| elif rotation_euler: |
| obj.rotation_mode = 'XYZ' |
| obj.rotation_euler = [math.radians(x) for x in rotation_euler] |
| |
| # 设置所有物体 |
| ''' |
| |
| |
| for obj_id, transform_data in blender_data.items(): |
| location = transform_data['location'] |
| rotation_euler = transform_data['rotation_euler'] |
| rotation_quat = transform_data['rotation_quaternion'] |
| |
| script += f''' |
| setup_object( |
| name="{obj_id}", |
| location=Vector({location}), |
| rotation_euler={rotation_euler}, |
| rotation_quaternion={"Quaternion(" + str(rotation_quat) + ")" if rotation_quat else "None"} |
| ) |
| ''' |
| |
| script += ''' |
| |
| # 创建地面 |
| bpy.ops.mesh.primitive_plane_add(location=(0, 0, 0), size=20) |
| floor = bpy.context.object |
| floor.name = "Floor" |
| |
| # 更新场景 |
| bpy.context.view_layer.update() |
| |
| print("Y-up场景设置完成!") |
| ''' |
| |
| return script |
|
|
|
|
| class YUpUnityUtils: |
| """Unity Y-up坐标系工具""" |
| |
| def __init__(self): |
| pass |
| |
| def generate_unity_scene_data(self, y_up_layout_path: str, output_json_path: str): |
| """ |
| 生成Unity场景数据 |
| |
| Args: |
| y_up_layout_path: Y-up布局文件路径 |
| output_json_path: 输出的Unity场景数据文件路径 |
| """ |
| |
| with open(y_up_layout_path, 'r', encoding='utf-8') as f: |
| y_up_data = json.load(f) |
| |
| unity_scene_data = { |
| "coordinateSystem": "Unity (Y-up, left-handed)", |
| "objects": [] |
| } |
| |
| objects_data = y_up_data.get('objects', y_up_data) |
| |
| for obj_id, obj_data in objects_data.items(): |
| position = obj_data['position'] |
| rotation = obj_data['rotation'] |
| |
| |
| unity_position = [position[0], position[1], -position[2]] |
| |
| |
| if len(rotation) == 4: |
| |
| unity_rotation = [rotation[0], rotation[1], -rotation[2], rotation[3]] |
| else: |
| unity_rotation = rotation |
| |
| unity_object = { |
| "name": obj_id, |
| "transform": { |
| "position": { |
| "x": unity_position[0], |
| "y": unity_position[1], |
| "z": unity_position[2] |
| }, |
| "rotation": { |
| "x": unity_rotation[0], |
| "y": unity_rotation[1], |
| "z": unity_rotation[2], |
| "w": unity_rotation[3] |
| } if len(unity_rotation) == 4 else { |
| "x": unity_rotation[0], |
| "y": unity_rotation[1], |
| "z": unity_rotation[2] |
| }, |
| "scale": { |
| "x": 1.0, |
| "y": 1.0, |
| "z": 1.0 |
| } |
| } |
| } |
| |
| unity_scene_data["objects"].append(unity_object) |
| |
| |
| with open(output_json_path, 'w', encoding='utf-8') as f: |
| json.dump(unity_scene_data, f, indent=2, ensure_ascii=False) |
| |
| print(f"Unity scene data generated: {output_json_path}") |
|
|
|
|
| def convert_layout_for_rendering(input_layout_path: str, output_dir: str): |
| """ |
| 将Y-up布局转换为各种渲染引擎格式 |
| |
| Args: |
| input_layout_path: Y-up布局文件路径 |
| output_dir: 输出目录 |
| """ |
| import os |
| |
| |
| os.makedirs(output_dir, exist_ok=True) |
| |
| |
| blender_utils = YUpRenderUtils() |
| blender_script_path = os.path.join(output_dir, "blender_setup.py") |
| blender_utils.generate_blender_script(input_layout_path, blender_script_path) |
| |
| |
| unity_utils = YUpUnityUtils() |
| unity_json_path = os.path.join(output_dir, "unity_scene.json") |
| unity_utils.generate_unity_scene_data(input_layout_path, unity_json_path) |
| |
| print(f"渲染文件生成完成,输出目录: {output_dir}") |
|
|
|
|
| if __name__ == "__main__": |
| |
| input_layout = "/home/v-meiszhang/amlt-project/LayoutVLM/results/test_run/layout_y_up.json" |
| output_directory = "/home/v-meiszhang/amlt-project/LayoutVLM/results/test_run/render_outputs" |
| |
| convert_layout_for_rendering(input_layout, output_directory) |