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Single function to load meshes from OBJs. join_meshes.
Summary: Create the textures and the Meshes object from OBJ files in a single call. There is functionality in OBJ files (like normals) which is ignored by this function. Reviewed By: gkioxari Differential Revision: D19691699 fbshipit-source-id: e26442ed80ff231b65b17d6c54c9d41e22b4e4a3
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# Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
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from .obj_io import load_obj, save_obj
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from .obj_io import load_obj, load_objs_as_meshes, save_obj
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from .ply_io import load_ply, save_ply
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__all__ = [k for k in globals().keys() if not k.startswith("_")]
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@@ -13,6 +13,8 @@ import torch
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from fvcore.common.file_io import PathManager
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from PIL import Image
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from pytorch3d.structures import Meshes, Textures, join_meshes
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def _read_image(file_name: str, format=None):
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"""
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@@ -90,7 +92,7 @@ def _open_file(f):
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def load_obj(f_obj, load_textures=True):
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"""
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Load a mesh and textures from a .obj and .mtl file.
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Load a mesh from a .obj file and optionally textures from a .mtl file.
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Currently this handles verts, faces, vertex texture uv coordinates, normals,
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texture images and material reflectivity values.
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@@ -208,6 +210,44 @@ def load_obj(f_obj, load_textures=True):
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f_obj.close()
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def load_objs_as_meshes(files: list, device=None, load_textures: bool = True):
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"""
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Load meshes from a list of .obj files using the load_obj function, and
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return them as a Meshes object. This only works for meshes which have a
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single texture image for the whole mesh. See the load_obj function for more
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details. material_colors and normals are not stored.
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Args:
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f: A list of file-like objects (with methods read, readline, tell,
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and seek), pathlib paths or strings containing file names.
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device: Desired device of returned Meshes. Default:
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uses the current device for the default tensor type.
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load_textures: Boolean indicating whether material files are loaded
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Returns:
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New Meshes object.
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"""
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mesh_list = []
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for f_obj in files:
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verts, faces, aux = load_obj(f_obj, load_textures=load_textures)
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verts = verts.to(device)
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tex = None
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tex_maps = aux.texture_images
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if tex_maps is not None and len(tex_maps) > 0:
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verts_uvs = aux.verts_uvs[None, ...].to(device) # (1, V, 2)
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faces_uvs = faces.textures_idx[None, ...].to(device) # (1, F, 3)
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image = list(tex_maps.values())[0].to(device)[None]
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tex = Textures(verts_uvs=verts_uvs, faces_uvs=faces_uvs, maps=image)
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mesh = Meshes(
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verts=[verts], faces=[faces.verts_idx.to(device)], textures=tex
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)
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mesh_list.append(mesh)
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if len(mesh_list) == 1:
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return mesh_list[0]
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return join_meshes(mesh_list)
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def _parse_face(
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line,
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material_idx,
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