content: # Hunyuan 3D is licensed under the TENCENT HUNYUAN NON-COMMERCIAL LICENSE AGREEMENT
  # except for the third-party components listed below.
  # Hunyuan 3D does not impose any additional limitations beyond what is outlined
  # in the repsective licenses of these third-party components.
  # Users must comply with all terms and conditions of original licenses of these third-party
  # components and must ensure that the usage of the third party components adheres to
  # all relevant laws and regulations.
  
  # For avoidance of doubts, Hunyuan 3D means the large language models and
  # their software and algorithms, including trained model weights, parameters (including
  # optimizer states), machine-learning model code, inference-enabling code, training-enabling code,
  # fine-tuning enabling code and other elements of the foregoing made publicly available
  # by Tencent in accordance with TENCENT HUNYUAN COMMUNITY LICENSE AGREEMENT.
  
  
  import argparse, sys, os, math, re, glob
  from typing import *
  import bpy
  from mathutils import Vector, Matrix
  import numpy as np
  import json
  import glob
  import random
  import shutil
  import mathutils
  import cv2
  
  """=============== BLENDER ==============="""
  
  IMPORT_FUNCTIONS: Dict[str, Callable] = {
      "obj": bpy.ops.import_scene.obj,
      "glb": bpy.ops.import_scene.gltf,
      "gltf": bpy.ops.import_scene.gltf,
      "usd": bpy.ops.import_scene.usd,
      "fbx": bpy.ops.import_scene.fbx,
      "stl": bpy.ops.import_mesh.stl,
      "usda": bpy.ops.import_scene.usda,
      "dae": bpy.ops.wm.collada_import,
      "ply": bpy.ops.import_mesh.ply,
      "abc": bpy.ops.wm.alembic_import,
      "blend": bpy.ops.wm.append,
  }
  
  EXT = {
      'PNG': 'png',
      'JPEG': 'jpg',
      'OPEN_EXR': 'exr',
      'TIFF': 'tiff',
      'BMP': 'bmp',
      'HDR': 'hdr',
      'TARGA': 'tga'
  }
  
  PRIMES = [2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53]
  
  def radical_inverse(base, n):
      val = 0
      inv_base = 1.0 / base
      inv_base_n = inv_base
      while n > 0:
          digit = n % base
          val += digit * inv_base_n
          n //= base
          inv_base_n *= inv_base
      return val
  
  def halton_sequence(dim, n):
      return [radical_inverse(PRIMES[dim], n) for dim in range(dim)]
  
  def hammersley_sequence(dim, n, num_samples):
      return [n / num_samples] + halton_sequence(dim - 1, n)
  
  def sphere_hammersley_sequence(n, num_samples, offset=(0, 0)):
      u, v = hammersley_sequence(2, n, num_samples)
      u += offset[0] / num_samples
      v += offset[1]
      u = 2 * u if u < 0.25 else 2 / 3 * u + 1 / 3
      theta = np.arccos(1 - 2 * u) - np.pi / 2
      phi = v * 2 * np.pi
      return [phi, theta]
  
  def trellis_cond_camera_sequence(num_cond_views):
      yaws = []
      pitchs = []
      offset = (np.random.rand(), np.random.rand())
      for i in range(num_cond_views):
          y, p = sphere_hammersley_sequence(i, num_cond_views, offset)
          yaws.append(y)
          pitchs.append(p)
      fov_min, fov_max = 10, 70
      radius_min = np.sqrt(3) / 2 / np.sin(fov_max / 360 * np.pi)
      radius_max = np.sqrt(3) / 2 / np.sin(fov_min / 360 * np.pi)
      k_min = 1 / radius_max**2
      k_max = 1 / radius_min**2
      ks = np.random.uniform(k_min, k_max, (1000000,))
      radius = [1 / np.sqrt(k) for k in ks]
      fov = [2 * np.arcsin(np.sqrt(3) / 2 / r) for r in radius]
  
      views = [{'hangle': y, 'vangle': p, 'cam_dis': r, 'fov': f, 'proj_type': 0} \
               for y, p, r, f in zip(yaws, pitchs, radius, fov)]
      return views
  
  def orthogonal_camera_sequence():
      yaws = [-0.5 * np.pi, 0, 0.5 * np.pi, np.pi, -0.5 * np.pi, -0.5 * np.pi]
      pitchs = [0, 0, 0, 0, 0.5 * np.pi, -0.5 * np.pi]
      radius = [1.5 for i in range(6)]
      fov = [1.5 * np.arcsin(np.sqrt(3) / 2 / r) for r in radius]
      views = [{'hangle': y, 'vangle': p, 'cam_dis': r, 'fov': f, 'proj_type': 1} \
               for y, p, r, f in zip(yaws, pitchs, radius, fov)]
      return views
  
  
  def switch_to_mr_render(render_base_color, output_nodes):
      bpy.context.scene.view_settings.view_transform = 'Raw'
      bpy.context.scene.use_nodes = True
      tree = bpy.context.scene.node_tree
      links = tree.links
  
      for i in range(len(output_nodes)):
          if i + 1 != len(output_nodes):
              for l in output_nodes[i][1].links:
                  links.remove(l)
          else:
              links.new(output_nodes[i][0], output_nodes[i][1])
  
      for material in bpy.data.materials:
          if not material.use_nodes:
              continue
          bsdf_node = None
          output_node = None
          node_tree = material.node_tree
          links = material.node_tree.links
          nodes = node_tree.nodes
          for node in node_tree.nodes:
              # Check if the node is a BSDF node
              if node.type == 'BSDF_PRINCIPLED':
                  bsdf_node = node
              if node.type == 'OUTPUT_MATERIAL':
                  output_node = node
          if bsdf_node is None or output_node is None:
              continue
          #bsdf_node.inputs['Emission'].default_value = 0
          bsdf_node.inputs['Emission Strength'].default_value = 0
          mr_node = None
          bc_node = None
          for node in node_tree.nodes:
              # Check if the node is a BSDF node
              if node.name == 'COMBINE_METALLIC_ROUGHNESS':
                  mr_node = node
              if node.name == 'COMBINE_BASE_COLOR':
                  bc_node = node
          if mr_node is None:
              combine_rgb_node = nodes.new('ShaderNodeCombineColor')
              #combine_rgb_node.name = 'COMBINE_METALLIC_ROUGHNESS'
              
              # Optionally, set the RGB values
              combine_rgb_node.inputs['Red'].default_value = 1.0
              combine_rgb_node.inputs['Green'].default_value = 0.5
              combine_rgb_node.inputs['Blue'].default_value = 0.0
              metallic_input = bsdf_node.inputs["Metallic"]
  
              if metallic_input.links:
                  source_endpoint = metallic_input.links[0].from_socket
                  links.new(source_endpoint, combine_rgb_node.inputs['Blue'])
  
              roughness_input = bsdf_node.inputs['Roughness']
              if roughness_input.links:
                  source_endpoint = roughness_input.links[0].from_socket
                  links.new(source_endpoint, combine_rgb_node.inputs['Green'])
  
              emission_shader = nodes.new("ShaderNodeEmission")
              emission_shader.inputs["Strength"].default_value = 1
              links.new(combine_rgb_node.outputs["Color"], emission_shader.inputs["Color"])
  
              mix_shader = nodes.new("ShaderNodeMixShader")
              mix_shader.name = 'COMBINE_METALLIC_ROUGHNESS'
              links.new(bsdf_node.outputs["BSDF"], mix_shader.inputs[1])
              links.new(emission_shader.outputs["Emission"], mix_shader.inputs[2])
              mr_node = mix_shader
  
              mix_shader_bc = nodes.new("ShaderNodeMixShader")
              mix_shader_bc.name = 'COMBINE_BASE_COLOR'
              
              if len(bsdf_node.inputs['Base Color'].links) > 0:
                  socket = bsdf_node.inputs['Base Color'].links[0].from_socket
                  gamma_node = node_tree.nodes.new(type='ShaderNodeGamma')
  
                  gamma_node.inputs[1].default_value = 0.454
                  node_tree.links.new(socket, gamma_node.inputs[0])
                  node_tree.links.new(gamma_node.outputs[0], mix_shader_bc.inputs[1])
  
              links.new(mix_shader.outputs["Shader"], mix_shader_bc.inputs[2])
              bc_node = mix_shader_bc
  
              for l in output_node.inputs['Surface'].links:
                  links.remove(l)
              links.new(mix_shader_bc.outputs["Shader"], output_node.inputs["Surface"])
  
          mr_node.inputs["Fac"].default_value = 1.0
          if render_base_color:
              bc_node.inputs['Fac'].default_value = 0.0
          else:
              bc_node.inputs['Fac'].default_value = 1.0
  
  def switch_to_color_render(output_nodes):
      bpy.context.scene.view_settings.view_transform = 'Standard'
      bpy.context.scene.use_nodes = True
      tree = bpy.context.scene.node_tree
      links = tree.links
  
      for i in range(len(output_nodes)):
          if i + 1 == len(output_nodes):
              for l in output_nodes[i][1].links:
                  links.remove(l)
          else:
              links.new(output_nodes[i][0], output_nodes[i][1])
  
      for material in bpy.data.materials:
          if not material.use_nodes:
              continue
          node_tree = material.node_tree
          links = material.node_tree.links
          nodes = node_tree.nodes
          mr_node = None
          bc_node = None
          for node in node_tree.nodes:
              if node.name == 'COMBINE_METALLIC_ROUGHNESS':
                  mr_node = node
              if node.name == 'COMBINE_BASE_COLOR':
                  bc_node = node
          if mr_node is not None and bc_node is not None:
              mr_node.inputs["Fac"].default_value = 0.0
              if len(bc_node.inputs[1].links) > 0:
                  try:
                      node = bc_node.inputs[1].links[0].from_socket.node
                      node.image.colorspace_settings.name = 'sRGB'
                  except:
                      pass
  
  # def ConvertNormalMap(input_exr, output_jpg):
  #     import OpenEXR
  #     import Imath
  #     file = OpenEXR.InputFile(input_exr)
  #     channels = file.header()['channels'].keys()
  
  #     # Get the image data
  #     data_window = file.header()['dataWindow']
  #     width = data_window.max.x - data_window.min.x + 1
  #     height = data_window.max.y - data_window.min.y + 1
  
  #     # Read the X, Y, and Z channels as 32-bit floats
  #     x_channel = np.frombuffer(file.channel('X', Imath.PixelType(Imath.PixelType.FLOAT)), dtype=np.float32)
  #     y_channel = np.frombuffer(file.channel('Y', Imath.PixelType(Imath.PixelType.FLOAT)), dtype=np.float32)
  #     z_channel = np.frombuffer(file.channel('Z', Imath.PixelType(Imath.PixelType.FLOAT)), dtype=np.float32)
  
  #     # Reshape the channels into 2D arrays
  #     x_channel = x_channel.reshape((height, width))
  #     y_channel = y_channel.reshape((height, width))
  #     z_channel = z_channel.reshape((height, width))
  
  #     # Stack the channels to create a 3D array
  #     normal = np.stack((x_channel, y_channel, z_channel), axis=-1)
  #     normal = ((normal * 0.5 + 0.5) * 255).astype('uint8')
  #     cv2.imwrite(output_jpg, normal)
  
  
  def ConvertNormalMap(input_exr, output_jpg):
      # Read EXR file with OpenCV (returns float32 image)
      exr_img = cv2.imread(input_exr, cv2.IMREAD_UNCHANGED)
      if exr_img is None:
          raise RuntimeError(f"Failed to load EXR file: {input_exr}")
      print(f"EXR shape: {exr_img.shape}, dtype: {exr_img.dtype}")
      normal = ((exr_img * 0.5 + 0.5) * 255).clip(0, 255).astype(np.uint8)
      cv2.imwrite(output_jpg, normal)
      print(f"Saved normal map to {output_jpg}")
  
  
  gidx = 0
  def ConvertDepthMap(input_exr, output_png):
      import bpy
      
      # cam = bpy.data.objects.get('Camera')
      cams = [obj for obj in bpy.data.objects if obj.type == 'CAMERA']
      print("All cameras in scene:")
      if not cams:
          raise RuntimeError("No camera objects found in the scene")
      for c in cams:
          print(f"  {c.name} - type: {c.type}")
      cam = cams[0]
      
      print('cam', cam)
      print('cam.type', cam.type)  # should be 'CAMERA'
      print('cam_data', cam.data)  # should not be None
      print(f"Using camera: {cam.name}")
  
      cam_data = cam.data
      
      exr_img = cv2.imread(input_exr, cv2.IMREAD_UNCHANGED)
      if exr_img is None:
          raise RuntimeError(f"Failed to load EXR file: {input_exr}")
  
      print(f"EXR shape: {exr_img.shape}, dtype: {exr_img.dtype}")
  
      depth_channel = exr_img[:, :, 0] if exr_img.ndim == 3 else exr_img
  
      # filter 
      depth_channel = depth_channel.copy()
      depth_channel[depth_channel > 1e9] = 0
  
      extrinsic_matrix = np.array(cam.matrix_world.copy())
  
      scene = bpy.context.scene
      render = scene.render
      cam_data = cam.data
  
      resolution_x = render.resolution_x * render.pixel_aspect_x
      resolution_y = render.resolution_y * render.pixel_aspect_y
  
      cx = resolution_x / 2.0
      cy = resolution_y / 2.0
  
      if cam_data.type == 'ORTHO':
          aspect_ratio = render.resolution_x / render.resolution_y
          ortho_scale = cam_data.ortho_scale
          near = cam_data.clip_start
          far = cam_data.clip_end
  
          left = -ortho_scale / 2
          right = ortho_scale / 2
          top = (ortho_scale / 2) / aspect_ratio
          bottom = -top
  
          proj_matrix = np.array((
              (2/(right-left), 0, 0, -(right+left)/(right-left)),
              (0, 2/(top-bottom), 0, -(top+bottom)/(top-bottom)),
              (0, 0, -2/(far-near), -(far+near)/(far-near)),
              (0, 0, 0, 1)
          ))
      else:
          if cam_data.sensor_fit == 'VERTICAL':
              sensor_size = cam_data.sensor_height
              fit = 'VERTICAL'
          else:
              sensor_size = cam_data.sensor_width
              fit = 'HORIZONTAL'
  
          focal_length = cam_data.lens
  
          if fit == 'HORIZONTAL':
              scale = resolution_x / sensor_size
          else:
              scale = resolution_y / sensor_size
  
          fx = focal_length * scale
          fy = focal_length * scale
  
          K = np.array([
              [fx, 0,  cx],
              [0,  fy, cy],
              [0,  0,   1]
          ])
  
      mask = (depth_channel.reshape(-1) == 0)
      jj, ii = np.meshgrid(np.arange(resolution_x), np.arange(resolution_y))
      jj = jj + 0.5
      ii = ii + 0.5
  
      if cam_data.type == 'ORTHO':
          cam_pos = np.stack((
              (jj - cx) * (1.0 / (resolution_x - 1) * ortho_scale),
              (ii - cy) * (1.0 / (resolution_y - 1) * ortho_scale),
              depth_channel
          ), axis=-1)
      else:
          image_pos = np.stack((jj * depth_channel, ii * depth_channel, depth_channel), axis=-1)
          cam_pos = image_pos @ np.linalg.inv(K).T
  
      cam_pos[..., 1:] = -cam_pos[..., 1:]
  
      world_pos = cam_pos @ extrinsic_matrix[:3, :3].T + extrinsic_matrix[:3, 3].reshape(1, 1, 3)
      world_pos = world_pos.reshape(-1, 3)
      world_pos[mask] = 0
      world_pos = world_pos.reshape(cam_pos.shape)
      world_pos = np.stack((world_pos[..., 0], world_pos[..., 2], -world_pos[..., 1]), axis=-1)
  
      img_out = np.clip((0.5 + world_pos) * 255, 0, 255).astype('uint8')
      cv2.imwrite(output_png, img_out)
      print(f"Saved depth map to {output_png}")
  
  
  def init_render(engine='CYCLES', resolution=512, geo_mode=False):
      bpy.context.scene.render.engine = engine
      bpy.context.scene.render.resolution_x = resolution
      bpy.context.scene.render.resolution_y = resolution
      bpy.context.scene.render.resolution_percentage = 100
      bpy.context.scene.render.image_settings.file_format = 'PNG'
      bpy.context.scene.render.image_settings.color_mode = 'RGBA'
      bpy.context.scene.render.film_transparent = True
      
      bpy.context.scene.cycles.device = 'GPU'
      #bpy.context.scene.cycles.samples = 128 if not geo_mode else 1
      bpy.context.scene.cycles.filter_type = 'BOX'
      bpy.context.scene.cycles.filter_width = 1
      bpy.context.scene.cycles.diffuse_bounces = 1
      bpy.context.scene.cycles.glossy_bounces = 1
      # bpy.context.scene.cycles.transparent_max_bounces = 3 if not geo_mode else 0
      # bpy.context.scene.cycles.transmission_bounces = 3 if not geo_mode else 1
      bpy.context.scene.cycles.use_denoising = True
          
      bpy.context.preferences.addons['cycles'].preferences.get_devices()
      # bpy.context.preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'
      
  def init_nodes(save_depth=False, save_normal=False, save_albedo=False, save_mr = False, save_mist=False):
      if not any([save_depth, save_normal, save_albedo, save_mist]):
          return {}, {}, []
      outputs = {}
      spec_nodes = {}
      composite_nodes = []
      bpy.context.scene.use_nodes = True
      bpy.context.scene.view_layers['ViewLayer'].use_pass_z = save_depth
      bpy.context.scene.view_layers['ViewLayer'].use_pass_normal = save_normal
      bpy.context.scene.view_layers['ViewLayer'].use_pass_diffuse_color = save_albedo
      bpy.context.scene.view_layers['ViewLayer'].use_pass_mist = save_mist
      
      nodes = bpy.context.scene.node_tree.nodes
      links = bpy.context.scene.node_tree.links
      for n in nodes:
          nodes.remove(n)
      
      render_layers = nodes.new('CompositorNodeRLayers')
      
      if save_depth:
          depth_file_output = nodes.new('CompositorNodeOutputFile')
          depth_file_output.base_path = ''
          depth_file_output.file_slots[0].use_node_format = True
          depth_file_output.format.file_format = "OPEN_EXR"
          links.new(render_layers.outputs['Depth'], depth_file_output.inputs[0])
          
          outputs['depth'] = depth_file_output
          composite_nodes.append((render_layers.outputs['Depth'], depth_file_output.inputs[0]))
      
      if save_normal:
          normal_file_output = nodes.new('CompositorNodeOutputFile')
          normal_file_output.base_path = ''
          normal_file_output.file_slots[0].use_node_format = True
          normal_file_output.format.file_format = 'OPEN_EXR'
          links.new(render_layers.outputs['Normal'], normal_file_output.inputs[0])
          
          outputs['normal'] = normal_file_output
          composite_nodes.append((render_layers.outputs['Normal'], normal_file_output.inputs[0]))
      
      if save_albedo:
          albedo_file_output = nodes.new('CompositorNodeOutputFile')
          albedo_file_output.base_path = ''
          albedo_file_output.file_slots[0].use_node_format = True
          albedo_file_output.format.file_format = 'PNG'
          albedo_file_output.format.color_mode = 'RGBA'
          albedo_file_output.format.color_depth = '8'
          
          alpha_albedo = nodes.new('CompositorNodeSetAlpha')
          
          links.new(render_layers.outputs['DiffCol'], alpha_albedo.inputs['Image'])
          links.new(render_layers.outputs['Alpha'], alpha_albedo.inputs['Alpha'])
          links.new(alpha_albedo.outputs['Image'], albedo_file_output.inputs[0])
          
          outputs['albedo'] = albedo_file_output
          #composite_nodes.append((alpha_albedo.outputs['Image'], albedo_file_output.inputs[0]))
  
      if save_mr:
          mr_file_output = tree.nodes.new(type='CompositorNodeOutputFile')
          mr_file_output.base_path = ''
          mr_file_output.file_slots[0].use_node_format = True
          mr_file_output.format.file_format = 'OPEN_EXR'
          
          links.new(render_layers.outputs['Image'], mr_file_output.inputs[0])
  
          outputs['mr'] = mr_file_output
          composite_nodes.append((render_layers.outputs['Image'], mr_file_output.inputs[0]))
          
      if save_mist:
          bpy.data.worlds['World'].mist_settings.start = 0
          bpy.data.worlds['World'].mist_settings.depth = 10
          
          mist_file_output = nodes.new('CompositorNodeOutputFile')
          mist_file_output.base_path = ''
          mist_file_output.file_slots[0].use_node_format = True
          mist_file_output.format.file_format = 'PNG'
          mist_file_output.format.color_mode = 'BW'
          mist_file_output.format.color_depth = '16'
          
          links.new(render_layers.outputs['Mist'], mist_file_output.inputs[0])
          
          outputs['mist'] = mist_file_output
          composite_nodes.append((render_layers.outputs['Mist'], mist_file_output.inputs[0]))
  
      return outputs, spec_nodes, composite_nodes
  
  def init_scene() -> None:
      """Resets the scene to a clean state.
  
      Returns:
          None
      """
      # delete everything
      for obj in bpy.data.objects:
          bpy.data.objects.remove(obj, do_unlink=True)
  
      # delete all the materials
      for material in bpy.data.materials:
          bpy.data.materials.remove(material, do_unlink=True)
  
      # delete all the textures
      for texture in bpy.data.textures:
          bpy.data.textures.remove(texture, do_unlink=True)
  
      # delete all the images
      for image in bpy.data.images:
          bpy.data.images.remove(image, do_unlink=True)
  
  def init_camera():
      cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
      bpy.context.collection.objects.link(cam)
      bpy.context.scene.camera = cam
      cam.data.sensor_height = cam.data.sensor_width = 32
      cam_constraint = cam.constraints.new(type='TRACK_TO')
      cam_constraint.track_axis = 'TRACK_NEGATIVE_Z'
      cam_constraint.up_axis = 'UP_Y'
      cam_empty = bpy.data.objects.new("Empty", None)
      cam_empty.location = (0, 0, 0)
      bpy.context.scene.collection.objects.link(cam_empty)
      cam_constraint.target = cam_empty
      return cam
  
  def init_lighting():
      # Clear existing lights
      bpy.ops.object.select_all(action="DESELECT")
      bpy.ops.object.select_by_type(type="LIGHT")
      bpy.ops.object.delete()
      
      # Create key light
      default_light = bpy.data.objects.new("Default_Light", bpy.data.lights.new("Default_Light", type="POINT"))
      bpy.context.collection.objects.link(default_light)
      default_light.data.energy = 1000
      default_light.location = (4, 1, 6)
      default_light.rotation_euler = (0, 0, 0)
      
      # create top light
      top_light = bpy.data.objects.new("Top_Light", bpy.data.lights.new("Top_Light", type="AREA"))
      bpy.context.collection.objects.link(top_light)
      top_light.data.energy = 10000
      top_light.location = (0, 0, 10)
      top_light.scale = (100, 100, 100)
      
      # create bottom light
      bottom_light = bpy.data.objects.new("Bottom_Light", bpy.data.lights.new("Bottom_Light", type="AREA"))
      bpy.context.collection.objects.link(bottom_light)
      bottom_light.data.energy = 1000
      bottom_light.location = (0, 0, -10)
      bottom_light.rotation_euler = (0, 0, 0)
      
      return {
          "default_light": default_light,
          "top_light": top_light,
          "bottom_light": bottom_light
      }
  
  
  def load_object(object_path: str) -> None:
      """Loads a model with a supported file extension into the scene.
  
      Args:
          object_path (str): Path to the model file.
  
      Raises:
          ValueError: If the file extension is not supported.
  
      Returns:
          None
      """
      file_extension = object_path.split(".")[-1].lower()
      if file_extension is None:
          raise ValueError(f"Unsupported file type: {object_path}")
  
      if file_extension == "usdz":
          # install usdz io package
          dirname = os.path.dirname(os.path.realpath(__file__))
          usdz_package = os.path.join(dirname, "io_scene_usdz.zip")
          bpy.ops.preferences.addon_install(filepath=usdz_package)
          # enable it
          addon_name = "io_scene_usdz"
          bpy.ops.preferences.addon_enable(module=addon_name)
          # import the usdz
          from io_scene_usdz.import_usdz import import_usdz
  
          import_usdz(context, filepath=object_path, materials=True, animations=True)
          return None
  
      # load from existing import functions
      import_function = IMPORT_FUNCTIONS[file_extension]
  
      print(f"Loading object from {object_path}")
      if file_extension == "blend":
          import_function(directory=object_path, link=False)
      elif file_extension in {"glb", "gltf"}:
          import_function(filepath=object_path, merge_vertices=True, import_shading='NORMALS')
      else:
          import_function(filepath=object_path)
          
  def delete_invisible_objects() -> None:
      """Deletes all invisible objects in the scene.
  
      Returns:
          None
      """
      # bpy.ops.object.mode_set(mode="OBJECT")
      bpy.ops.object.select_all(action="DESELECT")
      for obj in bpy.context.scene.objects:
          if obj.hide_viewport or obj.hide_render:
              obj.hide_viewport = False
              obj.hide_render = False
              obj.hide_select = False
              obj.select_set(True)
      bpy.ops.object.delete()
  
      # Delete invisible collections
      invisible_collections = [col for col in bpy.data.collections if col.hide_viewport]
      for col in invisible_collections:
          bpy.data.collections.remove(col)
          
  def split_mesh_normal():
      bpy.ops.object.select_all(action="DESELECT")
      objs = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"]
      bpy.context.view_layer.objects.active = objs[0]
      for obj in objs:
          obj.select_set(True)
      bpy.ops.object.mode_set(mode="EDIT")
      bpy.ops.mesh.select_all(action='SELECT')
      bpy.ops.mesh.split_normals()
      bpy.ops.object.mode_set(mode='OBJECT')
      bpy.ops.object.select_all(action="DESELECT")
              
  def delete_custom_normals():
      for this_obj in bpy.data.objects:
          if this_obj.type == "MESH":
              bpy.context.view_layer.objects.active = this_obj
              bpy.ops.mesh.customdata_custom_splitnormals_clear()
  
  def override_material():
      new_mat = bpy.data.materials.new(name="Override0123456789")
      new_mat.use_nodes = True
      new_mat.node_tree.nodes.clear()
      bsdf = new_mat.node_tree.nodes.new('ShaderNodeBsdfDiffuse')
      bsdf.inputs[0].default_value = (0.5, 0.5, 0.5, 1)
      bsdf.inputs[1].default_value = 1
      output = new_mat.node_tree.nodes.new('ShaderNodeOutputMaterial')
      new_mat.node_tree.links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])
      bpy.context.scene.view_layers['ViewLayer'].material_override = new_mat
  
  def unhide_all_objects() -> None:
      """Unhides all objects in the scene.
  
      Returns:
          None
      """
      for obj in bpy.context.scene.objects:
          obj.hide_set(False)
          
  def convert_to_meshes() -> None:
      """Converts all objects in the scene to meshes.
  
      Returns:
          None
      """
      bpy.ops.object.select_all(action="DESELECT")
      bpy.context.view_layer.objects.active = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"][0]
      for obj in bpy.context.scene.objects:
          obj.select_set(True)
      bpy.ops.object.convert(target="MESH")
          
  def triangulate_meshes() -> None:
      """Triangulates all meshes in the scene.
  
      Returns:
          None
      """
      bpy.ops.object.select_all(action="DESELECT")
      objs = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"]
      bpy.context.view_layer.objects.active = objs[0]
      for obj in objs:
          obj.select_set(True)
      bpy.ops.object.mode_set(mode="EDIT")
      bpy.ops.mesh.reveal()
      bpy.ops.mesh.select_all(action="SELECT")
      bpy.ops.mesh.quads_convert_to_tris(quad_method="BEAUTY", ngon_method="BEAUTY")
      bpy.ops.object.mode_set(mode="OBJECT")
      bpy.ops.object.select_all(action="DESELECT")
  
  def scene_bbox() -> Tuple[Vector, Vector]:
      """Returns the bounding box of the scene.
  
      Taken from Shap-E rendering script
      (https://github.com/openai/shap-e/blob/main/shap_e/rendering/blender/blender_script.py#L68-L82)
  
      Returns:
          Tuple[Vector, Vector]: The minimum and maximum coordinates of the bounding box.
      """
      bbox_min = (math.inf,) * 3
      bbox_max = (-math.inf,) * 3
      found = False
      scene_meshes = [obj for obj in bpy.context.scene.objects.values() if isinstance(obj.data, bpy.types.Mesh)]
      for obj in scene_meshes:
          found = True
          for coord in obj.bound_box:
              coord = Vector(coord)
              coord = obj.matrix_world @ coord
              bbox_min = tuple(min(x, y) for x, y in zip(bbox_min, coord))
              bbox_max = tuple(max(x, y) for x, y in zip(bbox_max, coord))
      if not found:
          raise RuntimeError("no objects in scene to compute bounding box for")
      return Vector(bbox_min), Vector(bbox_max)
  
  def normalize_scene() -> Tuple[float, Vector]:
      """Normalizes the scene by scaling and translating it to fit in a unit cube centered
      at the origin.
  
      Mostly taken from the Point-E / Shap-E rendering script
      (https://github.com/openai/point-e/blob/main/point_e/evals/scripts/blender_script.py#L97-L112),
      but fix for multiple root objects: (see bug report here:
      https://github.com/openai/shap-e/pull/60).
  
      Returns:
          Tuple[float, Vector]: The scale factor and the offset applied to the scene.
      """
      scene_root_objects = [obj for obj in bpy.context.scene.objects.values() if not obj.parent]
      if len(scene_root_objects) > 1:
          # create an empty object to be used as a parent for all root objects
          scene = bpy.data.objects.new("ParentEmpty", None)
          bpy.context.scene.collection.objects.link(scene)
  
          # parent all root objects to the empty object
          for obj in scene_root_objects:
              obj.parent = scene
      else:
          scene = scene_root_objects[0]
  
      bbox_min, bbox_max = scene_bbox()
      scale = 1 / max(bbox_max - bbox_min)
      scene.scale = scene.scale * scale
  
      # Apply scale to matrix_world.
      bpy.context.view_layer.update()
      bbox_min, bbox_max = scene_bbox()
      offset = -(bbox_min + bbox_max) / 2
      scene.matrix_world.translation += offset
      bpy.ops.object.select_all(action="DESELECT")
      
      return scale, offset
  
  def get_transform_matrix(obj: bpy.types.Object) -> list:
      pos, rt, _ = obj.matrix_world.decompose()
      rt = rt.to_matrix()
      matrix = []
      for ii in range(3):
          a = []
          for jj in range(3):
              a.append(rt[ii][jj])
          a.append(pos[ii])
          matrix.append(a)
      matrix.append([0, 0, 0, 1])
      return matrix
  
      
  def main(arg):
      os.makedirs(arg.output_folder, exist_ok=True)
  
      if arg.geo_mode:
          views = trellis_cond_camera_sequence(arg.views)
          arg.save_mesh = True
      else:
          views = orthogonal_camera_sequence()
          arg.save_albedo = True
          arg.save_mr = True
          arg.save_normal = True
          arg.save_depth = True
          arg.save_mesh = False
      
      # Initialize context
      init_render(engine=arg.engine, resolution=arg.resolution, geo_mode=arg.geo_mode)
      outputs, spec_nodes, composite_nodes = init_nodes(
          save_depth=arg.save_depth,
          save_normal=arg.save_normal,
          save_albedo=arg.save_albedo,
          save_mist=arg.save_mist
      )
      if arg.object.endswith(".blend"):
          delete_invisible_objects()
      else:
          init_scene()
          load_object(arg.object)
          if arg.split_normal:
              split_mesh_normal()
          # delete_custom_normals()
      print('[INFO] Scene initialized.')
      
      # normalize scene
      scale, offset = normalize_scene()
      print('[INFO] Scene normalized.')
      
      # Initialize camera and lighting
      cam = init_camera()
      init_lighting()
      print('[INFO] Camera and lighting initialized.')
  
      # Override material
      #if arg.geo_mode:
      #    override_material()
      
      # Create a list of views
      to_export = {
          "aabb": [[-0.5, -0.5, -0.5], [0.5, 0.5, 0.5]],
          "scale": scale,
          "offset": [offset.x, offset.y, offset.z],
          "frames": []
      }
  
      for i, view in enumerate(views):
          cam.location = (
              view['cam_dis'] * np.cos(view['hangle']) * np.cos(view['vangle']),
              view['cam_dis'] * np.sin(view['hangle']) * np.cos(view['vangle']),
              view['cam_dis'] * np.sin(view['vangle'])
          )
          cam.data.lens = 16 / np.tan(view['fov'] / 2)
          
          if view['proj_type'] == 1:
              cam.data.type = "ORTHO"
              cam.data.ortho_scale = 1.2
  
          bpy.context.scene.render.filepath = os.path.join(arg.output_folder, f'{i:03d}.png')
          for name, output in outputs.items():
              output.file_slots[0].path = os.path.join(arg.output_folder, f'{i:03d}_{name}')
              
          # Render the scene
          if not arg.geo_mode:
              switch_to_mr_render(False, composite_nodes)
              bpy.ops.render.render(write_still=True)
              shutil.copyfile(bpy.context.scene.render.filepath, 
                              bpy.context.scene.render.filepath.replace('.png', '_mr.png'))
              switch_to_color_render(composite_nodes)
  
          bpy.ops.render.render(write_still=True)
          bpy.context.view_layer.update()
          for name, output in outputs.items():
              ext = EXT[output.format.file_format]
              path = glob.glob(f'{output.file_slots[0].path}*.{ext}')[0]
              os.rename(path, f'{output.file_slots[0].path}.{ext}')
          
          if not arg.geo_mode:
              ConvertNormalMap(os.path.join(arg.output_folder, f'{i:03d}_normal.exr'), 
                               os.path.join(arg.output_folder, f'{i:03d}_normal.jpg'))
              ConvertDepthMap(os.path.join(arg.output_folder, f'{i:03d}_depth.exr'), 
                              os.path.join(arg.output_folder, f'{i:03d}_pos.jpg'))
              os.remove(os.path.join(arg.output_folder, f'{i:03d}_normal.exr'))
              os.remove(os.path.join(arg.output_folder, f'{i:03d}_depth.exr'))
  
          # Save camera parameters
          metadata = {
              "file_path": f'{i:03d}.png',
              "camera_angle_x": view['fov'],
              'proj_type': view['proj_type'],
              'azimuth': view['hangle'],
              'elevation': view['vangle'],
              'cam_dis': view['cam_dis'],
              "transform_matrix": get_transform_matrix(cam)
          }
          to_export["frames"].append(metadata)
  
  