feat(cutout_tool): Implement cutout region to shape functionality

- Added interaction helpers for cutout region validation and shape menu interaction.
- Created main operator for converting image regions into cutout shapes, including AI artifact generation.
- Introduced object creation logic for cutout shapes, handling depth and normal textures.
- Defined cutout shape identifiers and node groups for various shape types.
- Implemented depth texture writing and prediction artifact generation for MoGe-2.
- Developed server jobs for generating cutout artifacts, depth planes, and refining image regions.
- Added region refinement logic to enhance gesture masks using BEN2.
This commit is contained in:
2026-08-31 11:36:27 +08:00
parent 08309f719d
commit 87d7721128
80 changed files with 4823 additions and 4297 deletions

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"""Create Blender data for a Cutout Shape."""
from enum import StrEnum
import bpy
from ..common.image_data import (
color_data_name,
image_rgba,
)
from ..common.depth_data import camera_depth_values, depth_uniform_scale
from ..common.mesh_result import (
create_image_material,
finalize_object_result,
load_asset_node_group,
modifier_input_identifier,
set_modifier_input,
)
from .geometry import (
DEFAULT_DEPTH_BASELINE,
DEFAULT_DEPTH_DIRECTION,
crop_plane_bounds,
cutout_cleanup_value,
cutout_point_spacing,
depth_balloon_projection_parameters,
metric_depth_reference,
region_calibration,
use_adaptive_depth_calibration,
world_plane_metric,
)
from .shape import (
BALLOON_ATTRIBUTE_NAME,
CUTOUT_NODE_GROUP_NAME,
CUTOUT_SHAPE_INDICES,
DEPTH_CUTOUT_SHAPES,
)
class NormalMode(StrEnum):
NONE = "NONE"
TANGENT = "TANGENT"
OBJECT = "OBJECT"
CUTOUT_AXIS_TO_SOURCE = (
(0.0, -1.0, 0.0, 0.0),
(0.0, 0.0, 1.0, 0.0),
(-1.0, 0.0, 0.0, 0.0),
(0.0, 0.0, 0.0, 1.0),
)
def _cutout_world_matrix(source_matrix, crop_center):
from mathutils import Matrix
center_x, center_y = (float(value) for value in crop_center)
return (
source_matrix
@ Matrix.Translation((center_x, center_y, 0.0))
@ Matrix(CUTOUT_AXIS_TO_SOURCE)
)
def _assign_uv(mesh, uv):
import numpy as np
for layer in list(mesh.uv_layers):
mesh.uv_layers.remove(layer)
uv_layer = mesh.uv_layers.new(name="UVMap")
loop_vertices = np.empty(len(mesh.loops), dtype=np.int32)
mesh.loops.foreach_get("vertex_index", loop_vertices)
loop_uv = np.asarray(uv, dtype=np.float32)[loop_vertices]
uv_layer.data.foreach_set("uv", loop_uv.ravel())
def _assign_float_point_attribute(mesh, name, values):
import numpy as np
attribute = mesh.attributes.new(name=name, type="FLOAT", domain="POINT")
attribute.data.foreach_set("value", np.asarray(values, dtype=np.float32))
def _cropped_color_image(source_object, region_mask, source_rgba):
crop_bounds = region_mask.bounds
import numpy as np
source = source_object.data
rgba = np.asarray(source_rgba)
left, top, right, bottom = crop_bounds
width = right - left
height = bottom - top
if width <= 0 or height <= 0:
raise ValueError("The Cutout crop dimensions must be positive")
cropped = np.zeros((height, width, 4), dtype=np.float32)
source_height, source_width = rgba.shape[:2]
source_left = max(0, left)
source_top = max(0, top)
source_right = min(source_width, right)
source_bottom = min(source_height, bottom)
if source_right > source_left and source_bottom > source_top:
cropped[
source_top - top : source_bottom - top,
source_left - left : source_right - left,
] = rgba[source_top:source_bottom, source_left:source_right]
image = bpy.data.images.new(
color_data_name(source_object),
width=width,
height=height,
alpha=True,
)
try:
image.colorspace_settings.name = source.colorspace_settings.name
image.alpha_mode = source.alpha_mode
image.pixels.foreach_set(np.flipud(cropped).ravel())
image.pack()
image.update()
except Exception:
bpy.data.images.remove(image, do_unlink=True)
raise
return image
def load_cutout_node_group():
return load_asset_node_group(CUTOUT_NODE_GROUP_NAME)
def create_shape_object(
context,
source_object,
shape,
mesh_resolution,
region_mask,
base_shape,
*,
depth_image=None,
depth_metadata=None,
normal_image=None,
normal_mode=NormalMode.NONE,
source_rgba=None,
):
import numpy as np
normal_mode = NormalMode(normal_mode)
bounds = crop_plane_bounds(
source_object,
region_mask.bounds,
tuple(source_object.data.size),
)
crop_center = (
(bounds[0] + bounds[1]) * 0.5,
(bounds[2] + bounds[3]) * 0.5,
)
world_metric, _world_z_scale = world_plane_metric(source_object.matrix_world)
cleanup_value = cutout_cleanup_value(
cutout_point_spacing(source_object, mesh_resolution),
world_metric,
)
color_image = _cropped_color_image(
source_object,
region_mask,
image_rgba(source_object.data) if source_rgba is None else source_rgba,
)
material = None
mesh = None
mesh_object = None
try:
material = create_image_material(
source_object,
color_image,
0.0,
normal_image=normal_image,
normal_space=(
NormalMode.TANGENT.value
if normal_mode == NormalMode.NONE
else normal_mode.value
),
ior=1.2,
scene=context.scene,
)
depth_reference = None
uniform_scale = None
depth_direction = None
if shape in DEPTH_CUTOUT_SHAPES:
if depth_image is None or depth_metadata is None:
raise ValueError("Depth Shape requires a Depth texture and metadata")
camera_depth, valid = camera_depth_values(depth_image)
calibration_valid, transparent_fraction = region_calibration(
region_mask, valid.shape
)
calibration_valid &= valid
uniform_scale = depth_uniform_scale(
source_object,
depth_metadata,
bounds,
)
if not use_adaptive_depth_calibration(transparent_fraction):
depth_reference = DEFAULT_DEPTH_BASELINE
if shape == "DEPTH_BALLOON":
depth_direction = DEFAULT_DEPTH_DIRECTION
elif shape == "DEPTH_SURFACE":
depth_reference = metric_depth_reference(
camera_depth,
calibration_valid,
uniform_scale,
)
else:
depth_reference, depth_direction = depth_balloon_projection_parameters(
base_shape.vertices,
base_shape.uv,
camera_depth,
calibration_valid,
uniform_scale,
)
source_name = source_object.name
mesh = bpy.data.meshes.new(source_name)
mesh.from_pydata(
np.asarray(base_shape.vertices).tolist(),
[],
base_shape.faces,
)
for face in mesh.polygons:
face.use_smooth = True
_assign_uv(mesh, base_shape.uv)
_assign_float_point_attribute(
mesh,
BALLOON_ATTRIBUTE_NAME,
base_shape.balloon,
)
mesh.materials.append(material)
mesh.update()
mesh_object = bpy.data.objects.new(source_name, mesh)
context.collection.objects.link(mesh_object)
mesh_object.matrix_world = _cutout_world_matrix(
source_object.matrix_world,
crop_center,
)
mesh_object["anyimage_mesh_shape"] = shape
node_group = load_cutout_node_group()
modifier = mesh_object.modifiers.new(name=node_group.name, type="NODES")
modifier.node_group = node_group
modifier.show_group_selector = False
for name, value in (
("Shape", CUTOUT_SHAPE_INDICES[shape]),
("Cleanup", cleanup_value),
("Smooth Iterations", 0),
("Smooth", 1.0),
(
"Thickness",
1.0 if shape in {"BALLOON", "DEPTH_BALLOON"} else 0.0,
),
):
set_modifier_input(
modifier,
modifier_input_identifier(node_group, name),
value,
)
if shape in DEPTH_CUTOUT_SHAPES:
for name, value in (
("Depth Scale", 1.0),
("Uniform Scale", uniform_scale),
("Base Plane Depth", depth_reference),
("Depth Image", depth_image),
):
set_modifier_input(
modifier,
modifier_input_identifier(node_group, name),
value,
)
if shape == "DEPTH_BALLOON":
set_modifier_input(
modifier,
modifier_input_identifier(node_group, "Depth Direction"),
depth_direction,
)
return finalize_object_result(
context,
source_object,
mesh_object,
keep_source=True,
)
except Exception:
if mesh_object is not None:
bpy.data.objects.remove(mesh_object, do_unlink=True)
if mesh is not None and mesh.users == 0:
bpy.data.meshes.remove(mesh)
if material is not None and material.users == 0:
bpy.data.materials.remove(material)
if color_image.users == 0:
bpy.data.images.remove(color_image, do_unlink=True)
raise