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()