advanceblur / comfy_extras /nodes_hunyuan3d.py
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import torch
import os
import json
import struct
import numpy as np
from comfy.ldm.modules.diffusionmodules.mmdit import get_1d_sincos_pos_embed_from_grid_torch
import folder_paths
import comfy.model_management
from comfy.cli_args import args
class EmptyLatentHunyuan3Dv2:
@classmethod
def INPUT_TYPES(s):
return {"required": {"resolution": ("INT", {"default": 3072, "min": 1, "max": 8192}),
"batch_size": ("INT", {"default": 1, "min": 1, "max": 4096, "tooltip": "The number of latent images in the batch."}),
}}
RETURN_TYPES = ("LATENT",)
FUNCTION = "generate"
CATEGORY = "latent/3d"
def generate(self, resolution, batch_size):
latent = torch.zeros([batch_size, 64, resolution], device=comfy.model_management.intermediate_device())
return ({"samples": latent, "type": "hunyuan3dv2"}, )
class Hunyuan3Dv2Conditioning:
@classmethod
def INPUT_TYPES(s):
return {"required": {"clip_vision_output": ("CLIP_VISION_OUTPUT",),
}}
RETURN_TYPES = ("CONDITIONING", "CONDITIONING")
RETURN_NAMES = ("positive", "negative")
FUNCTION = "encode"
CATEGORY = "conditioning/video_models"
def encode(self, clip_vision_output):
embeds = clip_vision_output.last_hidden_state
positive = [[embeds, {}]]
negative = [[torch.zeros_like(embeds), {}]]
return (positive, negative)
class Hunyuan3Dv2ConditioningMultiView:
@classmethod
def INPUT_TYPES(s):
return {"required": {},
"optional": {"front": ("CLIP_VISION_OUTPUT",),
"left": ("CLIP_VISION_OUTPUT",),
"back": ("CLIP_VISION_OUTPUT",),
"right": ("CLIP_VISION_OUTPUT",), }}
RETURN_TYPES = ("CONDITIONING", "CONDITIONING")
RETURN_NAMES = ("positive", "negative")
FUNCTION = "encode"
CATEGORY = "conditioning/video_models"
def encode(self, front=None, left=None, back=None, right=None):
all_embeds = [front, left, back, right]
out = []
pos_embeds = None
for i, e in enumerate(all_embeds):
if e is not None:
if pos_embeds is None:
pos_embeds = get_1d_sincos_pos_embed_from_grid_torch(e.last_hidden_state.shape[-1], torch.arange(4))
out.append(e.last_hidden_state + pos_embeds[i].reshape(1, 1, -1))
embeds = torch.cat(out, dim=1)
positive = [[embeds, {}]]
negative = [[torch.zeros_like(embeds), {}]]
return (positive, negative)
class VOXEL:
def __init__(self, data):
self.data = data
class VAEDecodeHunyuan3D:
@classmethod
def INPUT_TYPES(s):
return {"required": {"samples": ("LATENT", ),
"vae": ("VAE", ),
"num_chunks": ("INT", {"default": 8000, "min": 1000, "max": 500000}),
"octree_resolution": ("INT", {"default": 256, "min": 16, "max": 512}),
}}
RETURN_TYPES = ("VOXEL",)
FUNCTION = "decode"
CATEGORY = "latent/3d"
def decode(self, vae, samples, num_chunks, octree_resolution):
voxels = VOXEL(vae.decode(samples["samples"], vae_options={"num_chunks": num_chunks, "octree_resolution": octree_resolution}))
return (voxels, )
def voxel_to_mesh(voxels, threshold=0.5, device=None):
if device is None:
device = torch.device("cpu")
voxels = voxels.to(device)
binary = (voxels > threshold).float()
padded = torch.nn.functional.pad(binary, (1, 1, 1, 1, 1, 1), 'constant', 0)
D, H, W = binary.shape
neighbors = torch.tensor([
[0, 0, 1],
[0, 0, -1],
[0, 1, 0],
[0, -1, 0],
[1, 0, 0],
[-1, 0, 0]
], device=device)
z, y, x = torch.meshgrid(
torch.arange(D, device=device),
torch.arange(H, device=device),
torch.arange(W, device=device),
indexing='ij'
)
voxel_indices = torch.stack([z.flatten(), y.flatten(), x.flatten()], dim=1)
solid_mask = binary.flatten() > 0
solid_indices = voxel_indices[solid_mask]
corner_offsets = [
torch.tensor([
[0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1]
], device=device),
torch.tensor([
[0, 0, 0], [1, 0, 0], [1, 1, 0], [0, 1, 0]
], device=device),
torch.tensor([
[0, 1, 0], [1, 1, 0], [1, 1, 1], [0, 1, 1]
], device=device),
torch.tensor([
[0, 0, 0], [0, 0, 1], [1, 0, 1], [1, 0, 0]
], device=device),
torch.tensor([
[1, 0, 1], [1, 1, 1], [1, 1, 0], [1, 0, 0]
], device=device),
torch.tensor([
[0, 1, 0], [0, 1, 1], [0, 0, 1], [0, 0, 0]
], device=device)
]
all_vertices = []
all_indices = []
vertex_count = 0
for face_idx, offset in enumerate(neighbors):
neighbor_indices = solid_indices + offset
padded_indices = neighbor_indices + 1
is_exposed = padded[
padded_indices[:, 0],
padded_indices[:, 1],
padded_indices[:, 2]
] == 0
if not is_exposed.any():
continue
exposed_indices = solid_indices[is_exposed]
corners = corner_offsets[face_idx].unsqueeze(0)
face_vertices = exposed_indices.unsqueeze(1) + corners
all_vertices.append(face_vertices.reshape(-1, 3))
num_faces = exposed_indices.shape[0]
face_indices = torch.arange(
vertex_count,
vertex_count + 4 * num_faces,
device=device
).reshape(-1, 4)
all_indices.append(torch.stack([face_indices[:, 0], face_indices[:, 1], face_indices[:, 2]], dim=1))
all_indices.append(torch.stack([face_indices[:, 0], face_indices[:, 2], face_indices[:, 3]], dim=1))
vertex_count += 4 * num_faces
if len(all_vertices) > 0:
vertices = torch.cat(all_vertices, dim=0)
faces = torch.cat(all_indices, dim=0)
else:
vertices = torch.zeros((1, 3))
faces = torch.zeros((1, 3))
v_min = 0
v_max = max(voxels.shape)
vertices = vertices - (v_min + v_max) / 2
scale = (v_max - v_min) / 2
if scale > 0:
vertices = vertices / scale
vertices = torch.fliplr(vertices)
return vertices, faces
class MESH:
def __init__(self, vertices, faces):
self.vertices = vertices
self.faces = faces
class VoxelToMeshBasic:
@classmethod
def INPUT_TYPES(s):
return {"required": {"voxel": ("VOXEL", ),
"threshold": ("FLOAT", {"default": 0.6, "min": -1.0, "max": 1.0, "step": 0.01}),
}}
RETURN_TYPES = ("MESH",)
FUNCTION = "decode"
CATEGORY = "3d"
def decode(self, voxel, threshold):
vertices = []
faces = []
for x in voxel.data:
v, f = voxel_to_mesh(x, threshold=threshold, device=None)
vertices.append(v)
faces.append(f)
return (MESH(torch.stack(vertices), torch.stack(faces)), )
def save_glb(vertices, faces, filepath, metadata=None):
"""
Save PyTorch tensor vertices and faces as a GLB file without external dependencies.
Parameters:
vertices: torch.Tensor of shape (N, 3) - The vertex coordinates
faces: torch.Tensor of shape (M, 4) or (M, 3) - The face indices (quad or triangle faces)
filepath: str - Output filepath (should end with .glb)
"""
# Convert tensors to numpy arrays
vertices_np = vertices.cpu().numpy().astype(np.float32)
faces_np = faces.cpu().numpy().astype(np.uint32)
vertices_buffer = vertices_np.tobytes()
indices_buffer = faces_np.tobytes()
def pad_to_4_bytes(buffer):
padding_length = (4 - (len(buffer) % 4)) % 4
return buffer + b'\x00' * padding_length
vertices_buffer_padded = pad_to_4_bytes(vertices_buffer)
indices_buffer_padded = pad_to_4_bytes(indices_buffer)
buffer_data = vertices_buffer_padded + indices_buffer_padded
vertices_byte_length = len(vertices_buffer)
vertices_byte_offset = 0
indices_byte_length = len(indices_buffer)
indices_byte_offset = len(vertices_buffer_padded)
gltf = {
"asset": {"version": "2.0", "generator": "ComfyUI"},
"buffers": [
{
"byteLength": len(buffer_data)
}
],
"bufferViews": [
{
"buffer": 0,
"byteOffset": vertices_byte_offset,
"byteLength": vertices_byte_length,
"target": 34962 # ARRAY_BUFFER
},
{
"buffer": 0,
"byteOffset": indices_byte_offset,
"byteLength": indices_byte_length,
"target": 34963 # ELEMENT_ARRAY_BUFFER
}
],
"accessors": [
{
"bufferView": 0,
"byteOffset": 0,
"componentType": 5126, # FLOAT
"count": len(vertices_np),
"type": "VEC3",
"max": vertices_np.max(axis=0).tolist(),
"min": vertices_np.min(axis=0).tolist()
},
{
"bufferView": 1,
"byteOffset": 0,
"componentType": 5125, # UNSIGNED_INT
"count": faces_np.size,
"type": "SCALAR"
}
],
"meshes": [
{
"primitives": [
{
"attributes": {
"POSITION": 0
},
"indices": 1,
"mode": 4 # TRIANGLES
}
]
}
],
"nodes": [
{
"mesh": 0
}
],
"scenes": [
{
"nodes": [0]
}
],
"scene": 0
}
if metadata is not None:
gltf["asset"]["extras"] = metadata
# Convert the JSON to bytes
gltf_json = json.dumps(gltf).encode('utf8')
def pad_json_to_4_bytes(buffer):
padding_length = (4 - (len(buffer) % 4)) % 4
return buffer + b' ' * padding_length
gltf_json_padded = pad_json_to_4_bytes(gltf_json)
# Create the GLB header
# Magic glTF
glb_header = struct.pack('<4sII', b'glTF', 2, 12 + 8 + len(gltf_json_padded) + 8 + len(buffer_data))
# Create JSON chunk header (chunk type 0)
json_chunk_header = struct.pack('<II', len(gltf_json_padded), 0x4E4F534A) # "JSON" in little endian
# Create BIN chunk header (chunk type 1)
bin_chunk_header = struct.pack('<II', len(buffer_data), 0x004E4942) # "BIN\0" in little endian
# Write the GLB file
with open(filepath, 'wb') as f:
f.write(glb_header)
f.write(json_chunk_header)
f.write(gltf_json_padded)
f.write(bin_chunk_header)
f.write(buffer_data)
return filepath
class SaveGLB:
@classmethod
def INPUT_TYPES(s):
return {"required": {"mesh": ("MESH", ),
"filename_prefix": ("STRING", {"default": "mesh/ComfyUI"}), },
"hidden": {"prompt": "PROMPT", "extra_pnginfo": "EXTRA_PNGINFO"}, }
RETURN_TYPES = ()
FUNCTION = "save"
OUTPUT_NODE = True
CATEGORY = "3d"
def save(self, mesh, filename_prefix, prompt=None, extra_pnginfo=None):
full_output_folder, filename, counter, subfolder, filename_prefix = folder_paths.get_save_image_path(filename_prefix, folder_paths.get_output_directory())
results = []
metadata = {}
if not args.disable_metadata:
if prompt is not None:
metadata["prompt"] = json.dumps(prompt)
if extra_pnginfo is not None:
for x in extra_pnginfo:
metadata[x] = json.dumps(extra_pnginfo[x])
for i in range(mesh.vertices.shape[0]):
f = f"{filename}_{counter:05}_.glb"
save_glb(mesh.vertices[i], mesh.faces[i], os.path.join(full_output_folder, f), metadata)
results.append({
"filename": f,
"subfolder": subfolder,
"type": "output"
})
counter += 1
return {"ui": {"3d": results}}
NODE_CLASS_MAPPINGS = {
"EmptyLatentHunyuan3Dv2": EmptyLatentHunyuan3Dv2,
"Hunyuan3Dv2Conditioning": Hunyuan3Dv2Conditioning,
"Hunyuan3Dv2ConditioningMultiView": Hunyuan3Dv2ConditioningMultiView,
"VAEDecodeHunyuan3D": VAEDecodeHunyuan3D,
"VoxelToMeshBasic": VoxelToMeshBasic,
"SaveGLB": SaveGLB,
}