mirror of
https://github.com/comfyanonymous/ComfyUI.git
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Split GLB save logic out of nodes_hunyuan3d.py into a new nodes_save_3d.py, and extend the writer to support UVs, per-vertex colors, and embedded baseColor textures. Extend the MESH type with optional uvs, vertex_colors, and texture fields so meshes can carry texture data through the graph. Add pack_variable_mesh_batch / get_mesh_batch_item helpers and switch VoxelToMesh / VoxelToMeshBasic to use them so batches with differing vertex/face counts no longer fail at torch.stack.
397 lines
15 KiB
Python
397 lines
15 KiB
Python
"""Save-side 3D nodes: mesh packing/slicing helpers + GLB writer + SaveGLB node."""
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import json
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import logging
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import os
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import struct
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from io import BytesIO
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import numpy as np
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from PIL import Image
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import torch
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from typing_extensions import override
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import folder_paths
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from comfy.cli_args import args
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from comfy_api.latest import ComfyExtension, IO, Types
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def pack_variable_mesh_batch(vertices, faces, colors=None, uvs=None, texture=None):
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# Pack lists of (Nᵢ, *) vertex/face/color/uv tensors into padded batched tensors,
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# stashing per-item lengths as runtime attrs so consumers can recover the real slice.
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# colors and uvs are 1:1 with vertices, so they're padded to max_vertices and read with vertex_counts.
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# texture is (B, H, W, 3) — passed through unchanged
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batch_size = len(vertices)
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max_vertices = max(v.shape[0] for v in vertices)
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max_faces = max(f.shape[0] for f in faces)
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packed_vertices = vertices[0].new_zeros((batch_size, max_vertices, vertices[0].shape[1]))
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packed_faces = faces[0].new_zeros((batch_size, max_faces, faces[0].shape[1]))
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vertex_counts = torch.tensor([v.shape[0] for v in vertices], device=vertices[0].device, dtype=torch.int64)
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face_counts = torch.tensor([f.shape[0] for f in faces], device=faces[0].device, dtype=torch.int64)
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for i, (v, f) in enumerate(zip(vertices, faces)):
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packed_vertices[i, :v.shape[0]] = v
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packed_faces[i, :f.shape[0]] = f
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packed_colors = None
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if colors is not None:
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packed_colors = colors[0].new_zeros((batch_size, max_vertices, colors[0].shape[1]))
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for i, c in enumerate(colors):
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assert c.shape[0] == vertices[i].shape[0], (
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f"vertex_colors[{i}] has {c.shape[0]} entries, expected {vertices[i].shape[0]} (1:1 with vertices)"
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)
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packed_colors[i, :c.shape[0]] = c
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packed_uvs = None
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if uvs is not None:
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packed_uvs = uvs[0].new_zeros((batch_size, max_vertices, uvs[0].shape[1]))
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for i, u in enumerate(uvs):
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assert u.shape[0] == vertices[i].shape[0], (
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f"uvs[{i}] has {u.shape[0]} entries, expected {vertices[i].shape[0]} (1:1 with vertices)"
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)
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packed_uvs[i, :u.shape[0]] = u
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return Types.MESH(packed_vertices, packed_faces,
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uvs=packed_uvs, vertex_colors=packed_colors, texture=texture,
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vertex_counts=vertex_counts, face_counts=face_counts)
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def get_mesh_batch_item(mesh, index):
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# Returns (vertices, faces, colors, uvs) for batch index, slicing to real lengths
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# if the mesh carries per-item counts (variable-size batch).
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v_colors = getattr(mesh, "vertex_colors", None)
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v_uvs = getattr(mesh, "uvs", None)
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if getattr(mesh, "vertex_counts", None) is not None:
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vertex_count = int(mesh.vertex_counts[index].item())
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face_count = int(mesh.face_counts[index].item())
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vertices = mesh.vertices[index, :vertex_count]
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faces = mesh.faces[index, :face_count]
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colors = v_colors[index, :vertex_count] if v_colors is not None else None
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uvs = v_uvs[index, :vertex_count] if v_uvs is not None else None
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return vertices, faces, colors, uvs
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colors = v_colors[index] if v_colors is not None else None
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uvs = v_uvs[index] if v_uvs is not None else None
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return mesh.vertices[index], mesh.faces[index], colors, uvs
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def save_glb(vertices, faces, filepath, metadata=None,
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uvs=None, vertex_colors=None, texture_image=None):
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"""
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Save PyTorch tensor vertices and faces as a GLB file without external dependencies.
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Parameters:
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vertices: torch.Tensor of shape (N, 3) - The vertex coordinates
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faces: torch.Tensor of shape (M, 3) - The face indices (triangle faces)
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filepath: str - Output filepath (should end with .glb)
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metadata: dict - Optional asset.extras metadata
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uvs: torch.Tensor of shape (N, 2) - Optional per-vertex texture coordinates
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vertex_colors: torch.Tensor of shape (N, 3) or (N, 4) - Optional per-vertex colors in [0, 1]
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texture_image: PIL.Image - Optional baseColor texture, embedded as PNG
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"""
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# Convert tensors to numpy arrays
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vertices_np = vertices.cpu().numpy().astype(np.float32)
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faces_signed = faces.cpu().numpy().astype(np.int64)
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uvs_np = uvs.cpu().numpy().astype(np.float32) if uvs is not None else None
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colors_np = vertex_colors.cpu().numpy().astype(np.float32) if vertex_colors is not None else None
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if colors_np is not None:
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colors_np = np.clip(colors_np, 0.0, 1.0)
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n_verts = vertices_np.shape[0]
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if n_verts == 0:
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raise ValueError("save_glb: vertices is empty")
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if faces_signed.size > 0:
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fmin = int(faces_signed.min())
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fmax = int(faces_signed.max())
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if fmin < 0 or fmax >= n_verts:
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raise ValueError(
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f"save_glb: face index out of range [0, {n_verts}): min={fmin}, max={fmax}"
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)
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if uvs_np is not None and uvs_np.shape[0] != n_verts:
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raise ValueError(
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f"save_glb: uvs has {uvs_np.shape[0]} entries but vertex count is {n_verts}"
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)
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if colors_np is not None and colors_np.shape[0] != n_verts:
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raise ValueError(
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f"save_glb: vertex_colors has {colors_np.shape[0]} entries but vertex count is {n_verts}"
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)
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faces_np = faces_signed.astype(np.uint32)
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texture_png_bytes = None
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if texture_image is not None:
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buf = BytesIO()
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texture_image.save(buf, format="PNG")
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texture_png_bytes = buf.getvalue()
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vertices_buffer = vertices_np.tobytes()
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indices_buffer = faces_np.tobytes()
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uvs_buffer = uvs_np.tobytes() if uvs_np is not None else b""
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colors_buffer = colors_np.tobytes() if colors_np is not None else b""
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texture_buffer = texture_png_bytes if texture_png_bytes is not None else b""
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def pad_to_4_bytes(buffer):
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padding_length = (4 - (len(buffer) % 4)) % 4
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return buffer + b'\x00' * padding_length
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vertices_buffer_padded = pad_to_4_bytes(vertices_buffer)
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indices_buffer_padded = pad_to_4_bytes(indices_buffer)
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uvs_buffer_padded = pad_to_4_bytes(uvs_buffer)
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colors_buffer_padded = pad_to_4_bytes(colors_buffer)
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texture_buffer_padded = pad_to_4_bytes(texture_buffer)
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buffer_data = b"".join([
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vertices_buffer_padded,
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indices_buffer_padded,
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uvs_buffer_padded,
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colors_buffer_padded,
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texture_buffer_padded,
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])
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vertices_byte_length = len(vertices_buffer)
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vertices_byte_offset = 0
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indices_byte_length = len(indices_buffer)
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indices_byte_offset = len(vertices_buffer_padded)
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uvs_byte_offset = indices_byte_offset + len(indices_buffer_padded)
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colors_byte_offset = uvs_byte_offset + len(uvs_buffer_padded)
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texture_byte_offset = colors_byte_offset + len(colors_buffer_padded)
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buffer_views = [
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{
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"buffer": 0,
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"byteOffset": vertices_byte_offset,
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"byteLength": vertices_byte_length,
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"target": 34962 # ARRAY_BUFFER
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},
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{
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"buffer": 0,
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"byteOffset": indices_byte_offset,
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"byteLength": indices_byte_length,
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"target": 34963 # ELEMENT_ARRAY_BUFFER
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}
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]
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accessors = [
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{
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"bufferView": 0,
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"byteOffset": 0,
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"componentType": 5126, # FLOAT
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"count": len(vertices_np),
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"type": "VEC3",
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"max": vertices_np.max(axis=0).tolist(),
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"min": vertices_np.min(axis=0).tolist()
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},
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{
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"bufferView": 1,
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"byteOffset": 0,
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"componentType": 5125, # UNSIGNED_INT
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"count": faces_np.size,
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"type": "SCALAR"
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}
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]
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primitive_attributes = {"POSITION": 0}
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if uvs_np is not None and len(uvs_np) > 0:
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buffer_views.append({
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"buffer": 0,
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"byteOffset": uvs_byte_offset,
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"byteLength": len(uvs_buffer),
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"target": 34962
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})
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accessor_idx = len(accessors)
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accessors.append({
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"bufferView": len(buffer_views) - 1,
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"byteOffset": 0,
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"componentType": 5126,
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"count": len(uvs_np),
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"type": "VEC2",
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})
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primitive_attributes["TEXCOORD_0"] = accessor_idx
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if colors_np is not None and len(colors_np) > 0:
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buffer_views.append({
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"buffer": 0,
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"byteOffset": colors_byte_offset,
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"byteLength": len(colors_buffer),
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"target": 34962
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})
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accessor_idx = len(accessors)
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accessors.append({
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"bufferView": len(buffer_views) - 1,
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"byteOffset": 0,
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"componentType": 5126,
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"count": len(colors_np),
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"type": "VEC3" if colors_np.shape[1] == 3 else "VEC4",
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})
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primitive_attributes["COLOR_0"] = accessor_idx
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primitive = {
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"attributes": primitive_attributes,
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"indices": 1,
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"mode": 4 # TRIANGLES
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}
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images = []
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textures = []
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samplers = []
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materials = []
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if texture_png_bytes is not None and "TEXCOORD_0" in primitive_attributes:
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buffer_views.append({
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"buffer": 0,
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"byteOffset": texture_byte_offset,
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"byteLength": len(texture_buffer),
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})
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images.append({"bufferView": len(buffer_views) - 1, "mimeType": "image/png"})
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samplers.append({"magFilter": 9729, "minFilter": 9729, "wrapS": 33071, "wrapT": 33071})
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textures.append({"source": 0, "sampler": 0})
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materials.append({
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"pbrMetallicRoughness": {
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"baseColorTexture": {"index": 0, "texCoord": 0},
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"metallicFactor": 0.0,
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"roughnessFactor": 1.0,
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},
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"doubleSided": True,
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})
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primitive["material"] = 0
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gltf = {
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"asset": {"version": "2.0", "generator": "ComfyUI"},
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"buffers": [{"byteLength": len(buffer_data)}],
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"bufferViews": buffer_views,
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"accessors": accessors,
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"meshes": [{"primitives": [primitive]}],
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"nodes": [{"mesh": 0}],
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"scenes": [{"nodes": [0]}],
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"scene": 0,
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}
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if images:
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gltf["images"] = images
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if samplers:
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gltf["samplers"] = samplers
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if textures:
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gltf["textures"] = textures
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if materials:
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gltf["materials"] = materials
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if metadata:
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gltf["asset"]["extras"] = metadata
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# Convert the JSON to bytes
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gltf_json = json.dumps(gltf).encode('utf8')
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def pad_json_to_4_bytes(buffer):
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padding_length = (4 - (len(buffer) % 4)) % 4
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return buffer + b' ' * padding_length
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gltf_json_padded = pad_json_to_4_bytes(gltf_json)
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# Create the GLB header (a 4-byte ASCII magic identifier glTF)
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glb_header = struct.pack('<4sII', b'glTF', 2, 12 + 8 + len(gltf_json_padded) + 8 + len(buffer_data))
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# Create JSON chunk header (chunk type 0)
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json_chunk_header = struct.pack('<II', len(gltf_json_padded), 0x4E4F534A) # "JSON" in little endian
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# Create BIN chunk header (chunk type 1)
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bin_chunk_header = struct.pack('<II', len(buffer_data), 0x004E4942) # "BIN\0" in little endian
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# Write the GLB file
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with open(filepath, 'wb') as f:
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f.write(glb_header)
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f.write(json_chunk_header)
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f.write(gltf_json_padded)
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f.write(bin_chunk_header)
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f.write(buffer_data)
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return filepath
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class SaveGLB(IO.ComfyNode):
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@classmethod
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def define_schema(cls):
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return IO.Schema(
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node_id="SaveGLB",
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display_name="Save 3D Model",
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search_aliases=["export 3d model", "save mesh"],
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category="3d",
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essentials_category="Basics",
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is_output_node=True,
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inputs=[
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IO.MultiType.Input(
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IO.Mesh.Input("mesh"),
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types=[
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IO.File3DGLB,
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IO.File3DGLTF,
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IO.File3DOBJ,
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IO.File3DFBX,
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IO.File3DSTL,
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IO.File3DUSDZ,
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IO.File3DAny,
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],
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tooltip="Mesh or 3D file to save",
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),
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IO.String.Input("filename_prefix", default="3d/ComfyUI"),
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],
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hidden=[IO.Hidden.prompt, IO.Hidden.extra_pnginfo]
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)
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@classmethod
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def execute(cls, mesh: Types.MESH | Types.File3D, filename_prefix: str) -> IO.NodeOutput:
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full_output_folder, filename, counter, subfolder, filename_prefix = folder_paths.get_save_image_path(filename_prefix, folder_paths.get_output_directory())
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results = []
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metadata = {}
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if not args.disable_metadata:
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if cls.hidden.prompt is not None:
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metadata["prompt"] = json.dumps(cls.hidden.prompt)
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if cls.hidden.extra_pnginfo is not None:
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for x in cls.hidden.extra_pnginfo:
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metadata[x] = json.dumps(cls.hidden.extra_pnginfo[x])
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if isinstance(mesh, Types.File3D):
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# Handle File3D input - save BytesIO data to output folder
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ext = mesh.format or "glb"
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f = f"{filename}_{counter:05}_.{ext}"
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mesh.save_to(os.path.join(full_output_folder, f))
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results.append({
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"filename": f,
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"subfolder": subfolder,
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"type": "output"
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})
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counter += 1
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else:
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# Handle Mesh input - save vertices and faces as GLB; carry optional UVs / colors / texture.
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texture_b = getattr(mesh, "texture", None)
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texture_np = None
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if texture_b is not None:
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texture_np = (texture_b.clamp(0.0, 1.0).cpu().numpy() * 255).astype(np.uint8)
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assert texture_np.ndim == 4 and texture_np.shape[-1] == 3, (
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f"texture must be (B, H, W, 3) RGB, got shape {tuple(texture_np.shape)}"
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)
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for i in range(mesh.vertices.shape[0]):
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vertices_i, faces_i, v_colors, uvs_i = get_mesh_batch_item(mesh, i)
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if vertices_i.shape[0] == 0 or faces_i.shape[0] == 0:
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logging.warning(f"SaveGLB: skipping empty mesh at batch index {i}")
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continue
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tex_img = Image.fromarray(texture_np[i], mode="RGB") if texture_np is not None else None
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f = f"{filename}_{counter:05}_.glb"
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save_glb(vertices_i, faces_i, os.path.join(full_output_folder, f), metadata,
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uvs=uvs_i,
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vertex_colors=v_colors,
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texture_image=tex_img)
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results.append({
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"filename": f,
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"subfolder": subfolder,
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"type": "output"
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})
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counter += 1
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return IO.NodeOutput(ui={"3d": results})
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class Save3DExtension(ComfyExtension):
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@override
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async def get_node_list(self) -> list[type[IO.ComfyNode]]:
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return [SaveGLB]
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async def comfy_entrypoint() -> Save3DExtension:
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return Save3DExtension()
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