Upload generate_dataset.py
Browse files- generate_dataset.py +242 -0
generate_dataset.py
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| 1 |
+
import os
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| 2 |
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import asyncio
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| 3 |
+
from pathlib import Path
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| 4 |
+
from PIL import Image
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| 5 |
+
import random
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| 6 |
+
from minepi import Skin
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| 7 |
+
from minepi.skin_render import Render
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| 8 |
+
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| 9 |
+
# 创建输出文件夹
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| 10 |
+
RENDER_OUTPUT_DIR = "rendered_skins"
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| 11 |
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TEXTURE_OUTPUT_DIR = "scaled_textures"
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| 12 |
+
os.makedirs(RENDER_OUTPUT_DIR, exist_ok=True)
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| 13 |
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os.makedirs(TEXTURE_OUTPUT_DIR, exist_ok=True)
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| 14 |
+
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| 15 |
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# 获取所有皮肤文件
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| 16 |
+
TRAIN_DIR = "train"
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| 17 |
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skin_files = []
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| 18 |
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for file in os.listdir(TRAIN_DIR):
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| 19 |
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if file.endswith('.png'):
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| 20 |
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skin_files.append(os.path.join(TRAIN_DIR, file))
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| 21 |
+
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| 22 |
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print(f"找到 {len(skin_files)} 个皮肤文件")
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| 23 |
+
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| 24 |
+
async def render_skin(skin_path, output_name):
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| 25 |
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"""渲染单个皮肤为3D全身视图(正面+背面并排)"""
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| 26 |
+
try:
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| 27 |
+
# 生成随机深色背景 (RGB值在0-80之间)
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| 28 |
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bg_color = (
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| 29 |
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random.randint(0, 80),
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| 30 |
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random.randint(0, 80),
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| 31 |
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random.randint(0, 80)
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| 32 |
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)
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| 33 |
+
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| 34 |
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# 读取皮肤文件为PIL Image
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| 35 |
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skin_img = Image.open(skin_path)
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| 36 |
+
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| 37 |
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# 创建Skin对象
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| 38 |
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skin = Skin(raw_skin=skin_img)
|
| 39 |
+
|
| 40 |
+
# 为腿脚摆动添加±10度的随机偏移
|
| 41 |
+
leg_offset = random.randint(-10, 10)
|
| 42 |
+
arm_offset = random.randint(-10, 10)
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| 43 |
+
vr_offset = random.randint(-6, 6)
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| 44 |
+
hr_offset = random.randint(-20,10)
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| 45 |
+
ratio_offset = random.randint(-2,0)
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| 46 |
+
|
| 47 |
+
# 计算带随机偏移的角度
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| 48 |
+
#vrll_front = 15 + leg_offset # 左腿向前
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| 49 |
+
vrll_front = 15
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| 50 |
+
#vrrl_front = -15 - leg_offset # 右腿向后
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| 51 |
+
vrrl_front = -15
|
| 52 |
+
#vrla_front = -15 - arm_offset # 左臂向后
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| 53 |
+
vrla_front = -15
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| 54 |
+
#vrra_front = 15 + arm_offset # 右臂向前
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| 55 |
+
vrra_front = 15
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| 56 |
+
# vrrl = -15 + vr_offset
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| 57 |
+
vrrl = -15
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| 58 |
+
# hrrl = 35 + hr_offset
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| 59 |
+
hrrl = 35
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| 60 |
+
# ratiorl = 30 + ratio_offset
|
| 61 |
+
ratiorl = 30
|
| 62 |
+
|
| 63 |
+
|
| 64 |
+
# 渲染正面视图 - 3D行走姿势
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| 65 |
+
render_front = Render(
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| 66 |
+
player=skin,
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| 67 |
+
vr=vrrl, # 垂直旋转,稍微向下看
|
| 68 |
+
hr=hrrl, # 水平旋转35度
|
| 69 |
+
hrh=0, # 头部水平旋转
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| 70 |
+
vrll=vrll_front, # 左腿向前(带随机偏移)
|
| 71 |
+
vrrl=vrrl_front, # 右腿向后(带随机偏移)
|
| 72 |
+
vrla=vrla_front, # 左臂向后(带随机偏移)
|
| 73 |
+
vrra=vrra_front, # 右臂向前(带随机偏移)
|
| 74 |
+
ratio=ratiorl, # 缩放比例
|
| 75 |
+
aa=True, # 抗锯齿
|
| 76 |
+
display_hair=True,
|
| 77 |
+
display_layers=True
|
| 78 |
+
)
|
| 79 |
+
|
| 80 |
+
# 渲染背面视图 - 旋转180度(使用相反的角度)
|
| 81 |
+
render_back = Render(
|
| 82 |
+
player=skin,
|
| 83 |
+
vr=vrrl, # 垂直旋转,稍微向下看
|
| 84 |
+
hr=hrrl + 180, # 水平旋转215度 (35+180)
|
| 85 |
+
hrh=0, # 头部水平旋转
|
| 86 |
+
vrll=-vrrl_front, # 左腿向后(与正面右腿相反)
|
| 87 |
+
vrrl=-vrll_front, # 右腿向前(与正面左腿相反)
|
| 88 |
+
vrla=-vrra_front, # 左臂向前(与正面右臂相反)
|
| 89 |
+
vrra=-vrla_front, # 右臂向后(与正面左臂相反)
|
| 90 |
+
ratio=ratiorl, # 缩放比例
|
| 91 |
+
aa=True, # 抗锯齿
|
| 92 |
+
display_hair=True,
|
| 93 |
+
display_layers=True
|
| 94 |
+
)
|
| 95 |
+
|
| 96 |
+
# 获取渲染结果
|
| 97 |
+
front_img = await render_front.get_render()
|
| 98 |
+
back_img = await render_back.get_render()
|
| 99 |
+
|
| 100 |
+
# 创建1024x1024的画布,使用随机深色背景
|
| 101 |
+
canvas = Image.new('RGB', (1024, 1024), bg_color)
|
| 102 |
+
|
| 103 |
+
# 计算每个图像的位置(并排放置)
|
| 104 |
+
front_width, front_height = front_img.size
|
| 105 |
+
back_width, back_height = back_img.size
|
| 106 |
+
|
| 107 |
+
# 左侧放置正面视图
|
| 108 |
+
front_x = (512 - front_width) // 2
|
| 109 |
+
front_y = (1024 - front_height) // 2
|
| 110 |
+
|
| 111 |
+
# 右侧放置背面视图
|
| 112 |
+
back_x = 512 + (512 - back_width) // 2
|
| 113 |
+
back_y = (1024 - back_height) // 2
|
| 114 |
+
|
| 115 |
+
# 粘贴正面视图
|
| 116 |
+
if front_img.mode == 'RGBA':
|
| 117 |
+
canvas.paste(front_img, (front_x, front_y), front_img)
|
| 118 |
+
else:
|
| 119 |
+
canvas.paste(front_img, (front_x, front_y))
|
| 120 |
+
|
| 121 |
+
# 粘贴背面视图
|
| 122 |
+
if back_img.mode == 'RGBA':
|
| 123 |
+
canvas.paste(back_img, (back_x, back_y), back_img)
|
| 124 |
+
else:
|
| 125 |
+
canvas.paste(back_img, (back_x, back_y))
|
| 126 |
+
|
| 127 |
+
# 保存渲染图
|
| 128 |
+
render_output_path = os.path.join(RENDER_OUTPUT_DIR, output_name)
|
| 129 |
+
canvas.save(render_output_path)
|
| 130 |
+
|
| 131 |
+
return True
|
| 132 |
+
except Exception as e:
|
| 133 |
+
print(f"渲染失败 {skin_path}: {str(e)}")
|
| 134 |
+
return False
|
| 135 |
+
|
| 136 |
+
def scale_texture(skin_path, output_name):
|
| 137 |
+
"""缩放原始材质到1024x1024,灰色背���"""
|
| 138 |
+
try:
|
| 139 |
+
# 打开原始皮肤
|
| 140 |
+
img = Image.open(skin_path)
|
| 141 |
+
|
| 142 |
+
# 处理所有可能有透明度的模式
|
| 143 |
+
# P模式(调色板)、LA模式、RGBA模式都可能有透明度
|
| 144 |
+
if img.mode in ('RGBA', 'LA', 'P'):
|
| 145 |
+
# 先转换为RGBA以保留透明度信息
|
| 146 |
+
if img.mode != 'RGBA':
|
| 147 |
+
img = img.convert('RGBA')
|
| 148 |
+
|
| 149 |
+
# 创建灰色背景
|
| 150 |
+
background = Image.new('RGB', img.size, (128, 128, 128))
|
| 151 |
+
# 使用alpha通道合成
|
| 152 |
+
background.paste(img, (0, 0), img)
|
| 153 |
+
img = background
|
| 154 |
+
elif img.mode == 'RGB' and 'transparency' in img.info:
|
| 155 |
+
# RGB模式但有透明色信息(通常是某个颜色被指定为透明)
|
| 156 |
+
# 需要转换为RGBA来处理透明度
|
| 157 |
+
# 获取透明色
|
| 158 |
+
trans_color = img.info['transparency']
|
| 159 |
+
|
| 160 |
+
# 转换为RGBA
|
| 161 |
+
img = img.convert('RGBA')
|
| 162 |
+
|
| 163 |
+
# 获取图片数据
|
| 164 |
+
datas = img.getdata()
|
| 165 |
+
|
| 166 |
+
# 将透明色替换为完全透明
|
| 167 |
+
newData = []
|
| 168 |
+
for item in datas:
|
| 169 |
+
# 检查是否是透明色(RGB模式的transparency可能是元组或单个值)
|
| 170 |
+
if isinstance(trans_color, tuple):
|
| 171 |
+
if item[:3] == trans_color:
|
| 172 |
+
newData.append((128, 128, 128, 0)) # 完全透明
|
| 173 |
+
else:
|
| 174 |
+
newData.append(item)
|
| 175 |
+
else:
|
| 176 |
+
# 单通道透明度(灰度图)
|
| 177 |
+
if item[0] == trans_color:
|
| 178 |
+
newData.append((128, 128, 128, 0))
|
| 179 |
+
else:
|
| 180 |
+
newData.append(item)
|
| 181 |
+
|
| 182 |
+
img.putdata(newData)
|
| 183 |
+
|
| 184 |
+
# 创建灰色背景并合成
|
| 185 |
+
background = Image.new('RGB', img.size, (128, 128, 128))
|
| 186 |
+
background.paste(img, (0, 0), img)
|
| 187 |
+
img = background
|
| 188 |
+
elif img.mode != 'RGB':
|
| 189 |
+
# 转换其他模式为RGB
|
| 190 |
+
img = img.convert('RGB')
|
| 191 |
+
|
| 192 |
+
# 使用最近邻插值缩放皮肤材质(保持像素风格)
|
| 193 |
+
# 通常Minecraft皮肤是64x64或64x32
|
| 194 |
+
img_resized = img.resize((1024, 1024), Image.NEAREST)
|
| 195 |
+
|
| 196 |
+
# 确保保存为RGB模式(没有透明通道)
|
| 197 |
+
if img_resized.mode != 'RGB':
|
| 198 |
+
img_resized = img_resized.convert('RGB')
|
| 199 |
+
|
| 200 |
+
# 保存缩放后的材质
|
| 201 |
+
texture_output_path = os.path.join(TEXTURE_OUTPUT_DIR, output_name)
|
| 202 |
+
img_resized.save(texture_output_path, 'PNG')
|
| 203 |
+
|
| 204 |
+
return True
|
| 205 |
+
except Exception as e:
|
| 206 |
+
print(f"缩放失败 {skin_path}: {str(e)}")
|
| 207 |
+
return False
|
| 208 |
+
|
| 209 |
+
async def process_all_skins():
|
| 210 |
+
"""处理所有皮肤"""
|
| 211 |
+
total = len(skin_files)
|
| 212 |
+
success_render = 0
|
| 213 |
+
success_texture = 0
|
| 214 |
+
|
| 215 |
+
for idx, skin_path in enumerate(skin_files, 1):
|
| 216 |
+
# 获取文件名(不含扩展名)
|
| 217 |
+
filename = os.path.basename(skin_path)
|
| 218 |
+
output_name = filename
|
| 219 |
+
|
| 220 |
+
print(f"处理 [{idx}/{total}]: {filename}")
|
| 221 |
+
|
| 222 |
+
# 渲染皮肤
|
| 223 |
+
if await render_skin(skin_path, output_name):
|
| 224 |
+
success_render += 1
|
| 225 |
+
|
| 226 |
+
# 缩放材质
|
| 227 |
+
if scale_texture(skin_path, output_name):
|
| 228 |
+
success_texture += 1
|
| 229 |
+
|
| 230 |
+
# 每处理10个文件显示进度
|
| 231 |
+
if idx % 10 == 0:
|
| 232 |
+
print(f"进度: {idx}/{total} - 渲染成功: {success_render}, 材质成功: {success_texture}")
|
| 233 |
+
|
| 234 |
+
print(f"\n完成!")
|
| 235 |
+
print(f"总计: {total}")
|
| 236 |
+
print(f"渲染成功: {success_render}")
|
| 237 |
+
print(f"材质缩放成功: {success_texture}")
|
| 238 |
+
print(f"渲染图保存在: {RENDER_OUTPUT_DIR}/")
|
| 239 |
+
print(f"缩放材质保存在: {TEXTURE_OUTPUT_DIR}/")
|
| 240 |
+
|
| 241 |
+
if __name__ == "__main__":
|
| 242 |
+
asyncio.run(process_all_skins())
|