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import bpy | ||
import mathutils | ||
from math import radians | ||
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class Scene: | ||
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def __init__(self, object_path, support_path, texture_image, object_position, object_orientation, camera_position): | ||
self.object_path = object_path | ||
self.support_path = support_path | ||
self.texture_image = texture_image | ||
self.object_position = object_position | ||
self.object_orientation = object_orientation | ||
self.camera_position = camera_position | ||
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# Load object and support | ||
self.obj = self.load_obj(self.object_path) | ||
self.support = self.load_obj(self.support_path) | ||
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# Create scene | ||
self.create_scene() | ||
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def load_obj(self, path): | ||
bpy.ops.import_scene.obj(filepath=path) | ||
return bpy.context.selected_objects[0] # Return the last imported object | ||
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def create_scene(self): | ||
# Clear all mesh objects | ||
bpy.ops.object.select_all(action='DESELECT') | ||
bpy.ops.object.select_by_type(type='MESH') | ||
bpy.ops.object.delete() | ||
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# Remove all objects from the default scene collection | ||
for obj in bpy.context.scene.collection.objects: | ||
bpy.context.scene.collection.objects.unlink(obj) | ||
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# Add ground and background plane | ||
bpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, align='WORLD') | ||
ground = bpy.context.active_object | ||
ground.scale = (10, 10, 10) # Scale up the ground plane | ||
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# Add texture to ground | ||
img = bpy.data.images.load(self.texture_image) | ||
tex = bpy.data.textures.new('ColorTex', type='IMAGE') | ||
tex.image = img | ||
mat = bpy.data.materials.new('TexMat') | ||
mat.use_nodes = True | ||
bsdf = mat.node_tree.nodes["Principled BSDF"] | ||
tex_node = mat.node_tree.nodes.new('ShaderNodeTexImage') | ||
tex_node.image = img | ||
mat.node_tree.links.new(bsdf.inputs['Base Color'], tex_node.outputs['Color']) | ||
ground.data.materials.append(mat) | ||
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# Position the object and support | ||
self.obj.location = self.object_position | ||
self.obj.rotation_euler = [radians(a) for a in self.object_orientation] # Convert to radians | ||
self.support.location = (self.object_position[0], self.object_position[1], self.object_position[2]-1) # Assuming the support is just below the object | ||
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# Position the camera | ||
cam_data = bpy.data.cameras.new('camera') | ||
cam = bpy.data.objects.new('camera', cam_data) | ||
bpy.context.scene.collection.objects.link(cam) | ||
bpy.context.scene.camera = cam | ||
cam.location = self.camera_position | ||
cam.rotation_euler = self.obj.rotation_euler # Make the camera face the object | ||
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# Add a light source | ||
light_data = bpy.data.lights.new(name="light", type='POINT') | ||
light = bpy.data.objects.new(name="light", object_data=light_data) | ||
bpy.context.scene.collection.objects.link(light) | ||
light.location = (5, -5, 5) # Change as required | ||
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def get_object_pose(self): | ||
return self.obj.matrix_world | ||
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def get_camera_pose(self): | ||
return bpy.context.scene.camera.matrix_world | ||
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def render(self, output_path='render.png', resolution_x=1920, resolution_y=1080, samples=128): | ||
bpy.context.scene.render.resolution_x = resolution_x | ||
bpy.context.scene.render.resolution_y = resolution_y | ||
bpy.context.scene.render.image_settings.file_format = 'PNG' | ||
bpy.context.scene.render.filepath = output_path | ||
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# Render settings for cycles | ||
bpy.context.scene.render.engine = 'CYCLES' | ||
bpy.context.scene.cycles.samples = samples | ||
bpy.context.scene.cycles.device = 'GPU' # or 'CPU' depending on your preferences | ||
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# Trigger render | ||
bpy.ops.render.render(write_still=True) | ||
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if __name__ == "__main__": | ||
object_path = "../data/examples/meshes/Mug/10f6e09036350e92b3f21f1137c3c347.obj" | ||
support_path = "../data/examples/meshes/Table/99cf659ae2fe4b87b72437fd995483b.obj" | ||
texture_image = "/home/geraldebmer/Pictures/dtd-r1.0.1/dtd/images/porous/porous_0045.jpg" | ||
object_position = (0, 0, 0) | ||
object_orientation = (0, 0, 0) | ||
camera_position = (2, 0, 1) | ||
bpy.context.view_layer.objects.clear() | ||
scene = Scene(object_path, support_path, texture_image, object_position, object_orientation, camera_position) | ||
print("object pose: ", scene.get_object_pose()) | ||
print("camera pose: ", scene.get_camera_pose()) | ||
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scene.render() |
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matplotlib | ||
python-fcl | ||
shapely | ||
bpy | ||
mathutils |