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add VoxelToMesh node w/ surfacenet meshing (#7446)
* add VoxelToMesh node w/ surfacenet meshing could delete the VoxelToMeshBasic node now probably? * fix ruff
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@ -209,6 +209,196 @@ def voxel_to_mesh(voxels, threshold=0.5, device=None):
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vertices = torch.fliplr(vertices)
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return vertices, faces
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def voxel_to_mesh_surfnet(voxels, threshold=0.5, device=None):
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if device is None:
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device = torch.device("cpu")
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voxels = voxels.to(device)
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D, H, W = voxels.shape
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padded = torch.nn.functional.pad(voxels, (1, 1, 1, 1, 1, 1), 'constant', 0)
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z, y, x = torch.meshgrid(
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torch.arange(D, device=device),
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torch.arange(H, device=device),
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torch.arange(W, device=device),
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indexing='ij'
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)
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cell_positions = torch.stack([z.flatten(), y.flatten(), x.flatten()], dim=1)
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corner_offsets = torch.tensor([
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[0, 0, 0], [1, 0, 0], [0, 1, 0], [1, 1, 0],
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[0, 0, 1], [1, 0, 1], [0, 1, 1], [1, 1, 1]
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], device=device)
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corner_values = torch.zeros((cell_positions.shape[0], 8), device=device)
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for c, (dz, dy, dx) in enumerate(corner_offsets):
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corner_values[:, c] = padded[
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cell_positions[:, 0] + dz,
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cell_positions[:, 1] + dy,
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cell_positions[:, 2] + dx
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]
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corner_signs = corner_values > threshold
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has_inside = torch.any(corner_signs, dim=1)
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has_outside = torch.any(~corner_signs, dim=1)
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contains_surface = has_inside & has_outside
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active_cells = cell_positions[contains_surface]
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active_signs = corner_signs[contains_surface]
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active_values = corner_values[contains_surface]
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if active_cells.shape[0] == 0:
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return torch.zeros((0, 3), device=device), torch.zeros((0, 3), dtype=torch.long, device=device)
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edges = torch.tensor([
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[0, 1], [0, 2], [0, 4], [1, 3],
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[1, 5], [2, 3], [2, 6], [3, 7],
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[4, 5], [4, 6], [5, 7], [6, 7]
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], device=device)
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cell_vertices = {}
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progress = comfy.utils.ProgressBar(100)
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for edge_idx, (e1, e2) in enumerate(edges):
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progress.update(1)
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crossing = active_signs[:, e1] != active_signs[:, e2]
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if not crossing.any():
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continue
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cell_indices = torch.nonzero(crossing, as_tuple=True)[0]
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v1 = active_values[cell_indices, e1]
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v2 = active_values[cell_indices, e2]
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t = torch.zeros_like(v1, device=device)
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denom = v2 - v1
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valid = denom != 0
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t[valid] = (threshold - v1[valid]) / denom[valid]
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t[~valid] = 0.5
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p1 = corner_offsets[e1].float()
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p2 = corner_offsets[e2].float()
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intersection = p1.unsqueeze(0) + t.unsqueeze(1) * (p2.unsqueeze(0) - p1.unsqueeze(0))
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for i, point in zip(cell_indices.tolist(), intersection):
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if i not in cell_vertices:
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cell_vertices[i] = []
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cell_vertices[i].append(point)
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# Calculate the final vertices as the average of intersection points for each cell
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vertices = []
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vertex_lookup = {}
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vert_progress_mod = round(len(cell_vertices)/50)
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for i, points in cell_vertices.items():
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if not i % vert_progress_mod:
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progress.update(1)
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if points:
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vertex = torch.stack(points).mean(dim=0)
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vertex = vertex + active_cells[i].float()
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vertex_lookup[tuple(active_cells[i].tolist())] = len(vertices)
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vertices.append(vertex)
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if not vertices:
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return torch.zeros((0, 3), device=device), torch.zeros((0, 3), dtype=torch.long, device=device)
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final_vertices = torch.stack(vertices)
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inside_corners_mask = active_signs
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outside_corners_mask = ~active_signs
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inside_counts = inside_corners_mask.sum(dim=1, keepdim=True).float()
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outside_counts = outside_corners_mask.sum(dim=1, keepdim=True).float()
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inside_pos = torch.zeros((active_cells.shape[0], 3), device=device)
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outside_pos = torch.zeros((active_cells.shape[0], 3), device=device)
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for i in range(8):
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mask_inside = inside_corners_mask[:, i].unsqueeze(1)
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mask_outside = outside_corners_mask[:, i].unsqueeze(1)
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inside_pos += corner_offsets[i].float().unsqueeze(0) * mask_inside
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outside_pos += corner_offsets[i].float().unsqueeze(0) * mask_outside
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inside_pos /= inside_counts
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outside_pos /= outside_counts
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gradients = inside_pos - outside_pos
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pos_dirs = torch.tensor([
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[1, 0, 0],
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[0, 1, 0],
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[0, 0, 1]
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], device=device)
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cross_products = [
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torch.linalg.cross(pos_dirs[i].float(), pos_dirs[j].float())
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for i in range(3) for j in range(i+1, 3)
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]
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faces = []
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all_keys = set(vertex_lookup.keys())
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face_progress_mod = round(len(active_cells)/38*3)
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for pair_idx, (i, j) in enumerate([(0,1), (0,2), (1,2)]):
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dir_i = pos_dirs[i]
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dir_j = pos_dirs[j]
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cross_product = cross_products[pair_idx]
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ni_positions = active_cells + dir_i
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nj_positions = active_cells + dir_j
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diag_positions = active_cells + dir_i + dir_j
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alignments = torch.matmul(gradients, cross_product)
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valid_quads = []
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quad_indices = []
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for idx, active_cell in enumerate(active_cells):
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if not idx % face_progress_mod:
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progress.update(1)
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cell_key = tuple(active_cell.tolist())
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ni_key = tuple(ni_positions[idx].tolist())
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nj_key = tuple(nj_positions[idx].tolist())
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diag_key = tuple(diag_positions[idx].tolist())
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if cell_key in all_keys and ni_key in all_keys and nj_key in all_keys and diag_key in all_keys:
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v0 = vertex_lookup[cell_key]
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v1 = vertex_lookup[ni_key]
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v2 = vertex_lookup[nj_key]
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v3 = vertex_lookup[diag_key]
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valid_quads.append((v0, v1, v2, v3))
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quad_indices.append(idx)
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for q_idx, (v0, v1, v2, v3) in enumerate(valid_quads):
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cell_idx = quad_indices[q_idx]
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if alignments[cell_idx] > 0:
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faces.append(torch.tensor([v0, v1, v3], device=device, dtype=torch.long))
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faces.append(torch.tensor([v0, v3, v2], device=device, dtype=torch.long))
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else:
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faces.append(torch.tensor([v0, v3, v1], device=device, dtype=torch.long))
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faces.append(torch.tensor([v0, v2, v3], device=device, dtype=torch.long))
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if faces:
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faces = torch.stack(faces)
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else:
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faces = torch.zeros((0, 3), dtype=torch.long, device=device)
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v_min = 0
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v_max = max(D, H, W)
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final_vertices = final_vertices - (v_min + v_max) / 2
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scale = (v_max - v_min) / 2
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if scale > 0:
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final_vertices = final_vertices / scale
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final_vertices = torch.fliplr(final_vertices)
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return final_vertices, faces
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class MESH:
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def __init__(self, vertices, faces):
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@ -237,6 +427,34 @@ class VoxelToMeshBasic:
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return (MESH(torch.stack(vertices), torch.stack(faces)), )
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class VoxelToMesh:
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@classmethod
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def INPUT_TYPES(s):
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return {"required": {"voxel": ("VOXEL", ),
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"algorithm": (["basic", "surface net"], ),
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"threshold": ("FLOAT", {"default": 0.6, "min": -1.0, "max": 1.0, "step": 0.01}),
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}}
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RETURN_TYPES = ("MESH",)
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FUNCTION = "decode"
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CATEGORY = "3d"
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def decode(self, voxel, algorithm, threshold):
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vertices = []
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faces = []
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if algorithm == "basic":
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mesh_function = voxel_to_mesh
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elif algorithm == "surface net":
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mesh_function = voxel_to_mesh_surfnet
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for x in voxel.data:
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v, f = mesh_function(x, threshold=threshold, device=None)
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vertices.append(v)
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faces.append(f)
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return (MESH(torch.stack(vertices), torch.stack(faces)), )
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def save_glb(vertices, faces, filepath, metadata=None):
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"""
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@ -411,5 +629,6 @@ NODE_CLASS_MAPPINGS = {
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"Hunyuan3Dv2ConditioningMultiView": Hunyuan3Dv2ConditioningMultiView,
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"VAEDecodeHunyuan3D": VAEDecodeHunyuan3D,
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"VoxelToMeshBasic": VoxelToMeshBasic,
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"VoxelToMesh": VoxelToMesh,
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"SaveGLB": SaveGLB,
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}
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