import torch import numpy as np from typing_extensions import override from comfy_api.latest import ComfyExtension, IO, Types import copy import comfy.utils import logging import scipy def get_mesh_batch_item(mesh, index): if hasattr(mesh, "vertex_counts") and mesh.vertex_counts is not None: vertex_count = int(mesh.vertex_counts[index].item()) face_count = int(mesh.face_counts[index].item()) vertices = mesh.vertices[index, :vertex_count] faces = mesh.faces[index, :face_count] colors = None if hasattr(mesh, "colors") and mesh.colors is not None: if hasattr(mesh, "color_counts") and mesh.color_counts is not None: color_count = int(mesh.color_counts[index].item()) colors = mesh.colors[index, :color_count] else: colors = mesh.colors[index, :vertex_count] return vertices, faces, colors colors = None if hasattr(mesh, "colors") and mesh.colors is not None: colors = mesh.colors[index] return mesh.vertices[index], mesh.faces[index], colors def pack_variable_mesh_batch(vertices, faces, colors=None): batch_size = len(vertices) max_vertices = max(v.shape[0] for v in vertices) max_faces = max(f.shape[0] for f in faces) packed_vertices = vertices[0].new_zeros((batch_size, max_vertices, vertices[0].shape[1])) packed_faces = faces[0].new_zeros((batch_size, max_faces, faces[0].shape[1])) vertex_counts = torch.tensor([v.shape[0] for v in vertices], device=vertices[0].device, dtype=torch.int64) face_counts = torch.tensor([f.shape[0] for f in faces], device=faces[0].device, dtype=torch.int64) for i, (v, f) in enumerate(zip(vertices, faces)): packed_vertices[i, :v.shape[0]] = v packed_faces[i, :f.shape[0]] = f mesh = Types.MESH(packed_vertices, packed_faces) mesh.vertex_counts = vertex_counts mesh.face_counts = face_counts if colors is not None: max_colors = max(c.shape[0] for c in colors) packed_colors = colors[0].new_zeros((batch_size, max_colors, colors[0].shape[1])) color_counts = torch.tensor([c.shape[0] for c in colors], device=colors[0].device, dtype=torch.int64) for i, c in enumerate(colors): packed_colors[i, :c.shape[0]] = c mesh.vertex_colors = packed_colors mesh.color_counts = color_counts return mesh def paint_mesh_with_voxels(mesh, voxel_coords, voxel_colors, resolution): """ Generic function to paint a mesh using nearest-neighbor colors from a sparse voxel field. """ device = comfy.model_management.vae_offload_device() origin = torch.tensor([-0.5, -0.5, -0.5], device=device) voxel_size = 1.0 / resolution # map voxels voxel_pos = voxel_coords.to(device).float() * voxel_size + origin verts = mesh.vertices.to(device).squeeze(0) voxel_colors = voxel_colors.to(device) voxel_pos_np = voxel_pos.numpy() verts_np = verts.numpy() tree = scipy.spatial.cKDTree(voxel_pos_np) # nearest neighbour k=1 _, nearest_idx_np = tree.query(verts_np, k=1, workers=-1) nearest_idx = torch.from_numpy(nearest_idx_np).long() v_colors = voxel_colors[nearest_idx] # to [0, 1] srgb_colors = v_colors.clamp(0, 1)#(v_colors * 0.5 + 0.5).clamp(0, 1) # to Linear RGB (required for GLTF) linear_colors = torch.pow(srgb_colors, 2.2) final_colors = linear_colors.unsqueeze(0) out_mesh = copy.deepcopy(mesh) out_mesh.vertex_colors = final_colors return out_mesh class PaintMesh(IO.ComfyNode): @classmethod def define_schema(cls): return IO.Schema( node_id="PaintMesh", display_name="Paint Mesh", category="latent/3d", description=( "Paints the mesh using colors from the input voxel field by matching each vertex " "to the nearest voxel color." ), inputs=[ IO.Mesh.Input("mesh"), IO.Voxel.Input("voxel_colors") ], outputs=[ IO.Mesh.Output("mesh"), ] ) @classmethod def execute(cls, mesh, voxel_colors): voxels = voxel_colors coords = voxels.data colors = voxels.voxel_colors resolution = voxels.resolution if coords.shape[0] == 0: return IO.NodeOutput(paint_mesh_default_colors(mesh)) mesh_batch_size = mesh.vertices.shape[0] if coords.shape[-1] == 4 and mesh_batch_size > 1: batch_idx = coords[:, 0].long() voxel_coords = coords[:, 1:] mesh_batch_size = mesh.vertices.shape[0] out_verts, out_faces, out_colors = [], [], [] for i in range(mesh_batch_size): sel = batch_idx == i item_coords = voxel_coords[sel] item_colors = colors[sel] item_vertices, item_faces, _ = get_mesh_batch_item(mesh, i) item_mesh = Types.MESH(vertices=item_vertices.unsqueeze(0), faces=item_faces.unsqueeze(0)) if item_coords.shape[0] == 0: painted = paint_mesh_default_colors(item_mesh) else: painted = paint_mesh_with_voxels(item_mesh, item_coords, item_colors, resolution=resolution) out_verts.append(painted.vertices.squeeze(0)) out_faces.append(painted.faces.squeeze(0)) out_colors.append(painted.vertex_colors.squeeze(0)) out_mesh = pack_variable_mesh_batch(out_verts, out_faces, out_colors) return IO.NodeOutput(out_mesh) if coords.shape[-1] == 4: coords = coords[:, 1:] out_mesh = paint_mesh_with_voxels(mesh, coords, colors, resolution=resolution) return IO.NodeOutput(out_mesh) def paint_mesh_default_colors(mesh): out_mesh = copy.copy(mesh) vertex_count = mesh.vertices.shape[1] out_mesh.vertex_colors = mesh.vertices.new_zeros((1, vertex_count, 3)) return out_mesh def fill_holes_fn(vertices, faces, max_perimeter=0.03): is_batched = vertices.ndim == 3 if is_batched: v_list, f_list = [], [] for i in range(vertices.shape[0]): v_i, f_i = fill_holes_fn(vertices[i], faces[i], max_perimeter) v_list.append(v_i) f_list.append(f_i) max_v = max(v.shape[0] for v in v_list) for i in range(len(v_list)): if v_list[i].shape[0] < max_v: pad = torch.zeros(max_v - v_list[i].shape[0], 3, device=v_list[i].device, dtype=v_list[i].dtype) v_list[i] = torch.cat([v_list[i], pad], dim=0) return torch.stack(v_list), torch.stack(f_list) device = vertices.device v = vertices f = faces if f.numel() == 0: return v, f edges = torch.cat([f[:, [0, 1]], f[:, [1, 2]], f[:, [2, 0]]], dim=0) edges_sorted, _ = torch.sort(edges, dim=1) max_v = v.shape[0] packed_undirected = edges_sorted[:, 0].long() * max_v + edges_sorted[:, 1].long() unique_packed, counts = torch.unique(packed_undirected, return_counts=True) boundary_packed = unique_packed[counts == 1] if boundary_packed.numel() == 0: return v, f boundary_mask = torch.isin(packed_undirected, boundary_packed) b_edges = edges_sorted[boundary_mask] adj = {} for i in range(b_edges.shape[0]): a = b_edges[i, 0].item() b = b_edges[i, 1].item() adj.setdefault(a, []).append(b) adj.setdefault(b, []).append(a) # Trace all boundary loops loops = [] visited = set() for start_node in adj.keys(): if start_node in visited: continue curr = start_node prev = -1 loop = [] while curr not in visited: visited.add(curr) loop.append(curr) neighbors = adj[curr] candidates = [n for n in neighbors if n != prev] if not candidates: loop = [] break next_node = candidates[0] prev, curr = curr, next_node if curr == start_node: loops.append(loop) break if not loops: return v, f # Mesh normal for winding orientation only face_normals = torch.linalg.cross( v[f[:, 1]] - v[f[:, 0]], v[f[:, 2]] - v[f[:, 0]], dim=-1 ) mesh_normal = face_normals.mean(dim=0) mesh_normal = mesh_normal / (torch.norm(mesh_normal) + 1e-8) # === FIX: Fill ALL boundary loops below perimeter threshold === new_verts = [] new_faces = [] v_idx = v.shape[0] for loop in loops: loop_t = torch.tensor(loop, device=device, dtype=torch.long) loop_v = v[loop_t] # Perimeter check next_v = torch.roll(loop_v, -1, dims=0) diffs = loop_v - next_v perimeter = torch.norm(diffs, dim=1).sum().item() if perimeter > max_perimeter: continue # Ensure CCW winding consistent with mesh cross = torch.linalg.cross(loop_v, next_v, dim=-1) loop_normal = cross.sum(dim=0) loop_normal = loop_normal / (torch.norm(loop_normal) + 1e-8) if torch.dot(loop_normal, mesh_normal) < 0: loop = loop[::-1] loop_t = torch.tensor(loop, device=device, dtype=torch.long) loop_v = v[loop_t] if len(loop) == 3: new_faces.append([loop[0], loop[1], loop[2]]) else: centroid = loop_v.mean(dim=0) new_verts.append(centroid) for i in range(len(loop)): new_faces.append([loop[i], loop[(i + 1) % len(loop)], v_idx]) v_idx += 1 if new_verts: v = torch.cat([v, torch.stack(new_verts)], dim=0) if new_faces: f = torch.cat([f, torch.tensor(new_faces, device=device, dtype=torch.long)], dim=0) return v, f def _cleanup_mesh(verts, faces, min_angle_deg=0.5, max_aspect=100.0): if faces.numel() == 0: return verts, faces v0 = verts[faces[:, 0]] v1 = verts[faces[:, 1]] v2 = verts[faces[:, 2]] e0 = v1 - v0 e1 = v2 - v1 e2 = v0 - v2 l0 = torch.norm(e0, dim=-1) l1 = torch.norm(e1, dim=-1) l2 = torch.norm(e2, dim=-1) n = torch.cross(e0, e2, dim=-1) area = torch.norm(n, dim=-1) max_edge = torch.max(torch.max(l0, l1), l2) aspect = max_edge * max_edge / (2.0 * area + 1e-12) cos_a = (l1 * l1 + l2 * l2 - l0 * l0) / (2 * l1 * l2 + 1e-12) cos_b = (l0 * l0 + l2 * l2 - l1 * l1) / (2 * l0 * l2 + 1e-12) cos_c = (l0 * l0 + l1 * l1 - l2 * l2) / (2 * l0 * l1 + 1e-12) cos_all = torch.stack([cos_a, cos_b, cos_c], dim=-1) angles = torch.acos(torch.clamp(cos_all, -1, 1)) * 180 / np.pi good = (aspect < max_aspect) & (angles.min(dim=1)[0] > min_angle_deg) & (area > 1e-12) faces = faces[good] if faces.numel() == 0: return verts, faces used = torch.zeros(verts.shape[0], dtype=torch.bool, device=verts.device) used[faces[:, 0]] = True used[faces[:, 1]] = True used[faces[:, 2]] = True remap = torch.full((verts.shape[0],), -1, dtype=torch.int64, device=verts.device) remap[used] = torch.arange(used.sum().item(), device=verts.device) verts = verts[used] faces = remap[faces] return verts, faces def _pytorch_edge_errors_fast(verts, Q, edges, stabilizer, max_edge_length_sq, mesh_scale_sq): n_edges = edges.shape[0] dtype = verts.dtype if n_edges == 0: return (torch.empty((0, 3), dtype=dtype, device=verts.device), torch.empty((0,), dtype=dtype, device=verts.device), torch.zeros((0,), dtype=torch.bool, device=verts.device)) device = verts.device mesh_scale = (mesh_scale_sq) ** 0.5 va = edges[:, 0] vb = edges[:, 1] Q0 = Q[va] Q1 = Q[vb] Qe = Q0 + Q1 A = Qe[:, :3, :3] + torch.eye(3, device=device, dtype=dtype).unsqueeze(0) * stabilizer b = -Qe[:, :3, 3].unsqueeze(-1) dets = torch.det(A) good = dets.abs() > 1e-12 opt = torch.zeros((n_edges, 3), dtype=dtype, device=device) if good.any(): try: sol = torch.linalg.solve(A[good], b[good]) opt[good] = sol.squeeze(-1) except Exception: good = torch.zeros_like(good) if (~good).any(): bad_idx = torch.nonzero(~good, as_tuple=True)[0] opt[bad_idx] = (verts[va[bad_idx]] + verts[vb[bad_idx]]) * 0.5 pa = verts[va] pb = verts[vb] el = torch.norm(pb - pa, dim=-1) dist_a = torch.norm(opt - pa, dim=-1) dist_b = torch.norm(opt - pb, dim=-1) wander_bad = (dist_a > 4.0 * el) | (dist_b > 4.0 * el) if wander_bad.any(): bad_idx = torch.nonzero(wander_bad, as_tuple=True)[0] opt[bad_idx] = (verts[va[bad_idx]] + verts[vb[bad_idx]]) * 0.5 v4 = torch.cat([opt, torch.ones((n_edges, 1), device=device, dtype=dtype)], dim=1) err = torch.abs(torch.einsum("ei,eij,ej->e", v4, Qe, v4)) length_ok = el > mesh_scale * 1e-5 error_ok = err < max_edge_length_sq nan_ok = ~torch.isnan(opt).any(dim=-1) & ~torch.isnan(err) valid = length_ok & error_ok & nan_ok return opt, err, valid def _build_quadrics_fast(verts, faces): v0 = verts[faces[:, 0]] v1 = verts[faces[:, 1]] v2 = verts[faces[:, 2]] e1 = v1 - v0 e2 = v2 - v0 n = torch.cross(e1, e2, dim=-1) area = torch.norm(n, dim=-1) mask = area > 1e-12 n_norm = torch.zeros_like(n) n_norm[mask] = n[mask] / area[mask].unsqueeze(-1) d = -(n_norm * v0).sum(dim=-1, keepdim=True) p = torch.cat([n_norm, d], dim=-1) K = torch.einsum("fi,fj->fij", p, p) K = K * area[:, None, None] V = verts.shape[0] Q = torch.zeros((V, 4, 4), dtype=verts.dtype, device=verts.device) K_flat = K.reshape(-1, 16) Q_flat = Q.reshape(V, 16) for corner in range(3): idx = faces[:, corner].unsqueeze(1).expand(-1, 16) Q_flat.scatter_add_(0, idx, K_flat) return Q_flat.reshape(V, 4, 4) def _gpu_greedy_matching_fast(edges, err, v_alive, max_select): """Vectorized greedy matching. Selects an independent set of edges (no two share a vertex) preferring lowest error. Replaces _gpu_greedy_sampled's Python per-edge loop with two scatter_reduce calls. """ device = edges.device n_edges = edges.shape[0] if n_edges == 0: return torch.empty(0, dtype=torch.int64, device=device) va = edges[:, 0] vb = edges[:, 1] num_verts = v_alive.shape[0] # Pack (error_bits, edge_idx) into one int64 so amin gives a unique winner. # err is non-negative finite float32 -> IEEE bits are monotonic. err32 = err.to(torch.float32).clamp(min=0).contiguous() err_bits = err32.view(torch.int32).to(torch.int64) & 0xFFFFFFFF edge_idx = torch.arange(n_edges, device=device, dtype=torch.int64) key = (err_bits << 32) | edge_idx INT64_MAX = torch.iinfo(torch.int64).max best_key = torch.full((num_verts,), INT64_MAX, dtype=torch.int64, device=device) best_key.scatter_reduce_(0, va, key, reduce='amin', include_self=True) best_key.scatter_reduce_(0, vb, key, reduce='amin', include_self=True) # An edge wins iff it is the min-key edge incident to BOTH its endpoints # AND both endpoints are still alive. is_winner = (key == best_key[va]) & (key == best_key[vb]) & v_alive[va] & v_alive[vb] sel = torch.nonzero(is_winner, as_tuple=True)[0] if sel.numel() > max_select: sel_err = err[sel] top = torch.topk(sel_err, max_select, largest=False).indices sel = sel[top] return sel def _qem_simplify_fast(vertices, faces_in, colors_in, normals_in, target_faces, device, max_edge_length=None): # Use float32 instead of float64. RTX-class consumer GPUs run FP32 ~32-64x # faster than FP64, and QEM only needs the stabilizer for conditioning. # Always copy=True so we can safely mutate verts/colors/normals in-place. verts = vertices.detach().to(device=device, dtype=torch.float32, copy=True) faces = faces_in.detach().to(device=device, dtype=torch.int64) colors = ( colors_in.detach().to(device=device, dtype=torch.float32, copy=True) if colors_in is not None else None ) # ADDED: Initialize normals normals = ( normals_in.detach().to(device=device, dtype=torch.float32, copy=True) if normals_in is not None else None ) num_verts = verts.shape[0] num_faces = faces.shape[0] logging.debug(f"[QEM-fast] Input: {num_verts} verts, {num_faces} faces, target={target_faces}") v_alive = torch.ones(num_verts, dtype=torch.bool, device=device) f_alive = torch.ones(num_faces, dtype=torch.bool, device=device) Q = _build_quadrics_fast(verts, faces) bbox = verts.max(dim=0)[0] - verts.min(dim=0)[0] mesh_scale = torch.norm(bbox).item() if max_edge_length is None or max_edge_length <= 0: max_edge_length = mesh_scale * 2.0 if max_edge_length < 1e-6: max_edge_length = 1.0 stabilizer = mesh_scale * mesh_scale * 0.001 max_edge_length_sq = max_edge_length * max_edge_length mesh_scale_sq = mesh_scale * mesh_scale iteration = 0 total_collapses = 0 last_faces = num_faces while True: n_faces = int(f_alive.sum().item()) if n_faces <= target_faces: break alive_v = torch.nonzero(v_alive, as_tuple=True)[0] alive_f = torch.nonzero(f_alive, as_tuple=True)[0] if alive_v.numel() <= 4 or alive_f.numel() == 0: break # Compact active mesh vmap = torch.full((num_verts,), -1, dtype=torch.int64, device=device) vmap[alive_v] = torch.arange(alive_v.numel(), device=device) active_faces = faces[alive_f] remapped = vmap[active_faces] # Extract edges e0 = remapped[:, [0, 1]] e1 = remapped[:, [1, 2]] e2 = remapped[:, [2, 0]] edges = torch.cat([e0, e1, e2], dim=0) edges = torch.sort(edges, dim=1)[0] edges = edges[(edges >= 0).all(dim=1)] edges = edges[edges[:, 0] != edges[:, 1]] if edges.shape[0] == 0: break # Deduplicate edges num_compact = alive_v.numel() packed = edges[:, 0].long() * num_compact + edges[:, 1].long() packed = torch.unique(packed) edges = torch.stack([packed // num_compact, packed % num_compact], dim=1) edges_orig = alive_v[edges] # Filter by edge length pa = verts[edges_orig[:, 0]] pb = verts[edges_orig[:, 1]] el = torch.norm(pb - pa, dim=-1) short_enough = el < max_edge_length if not short_enough.any(): max_edge_length = el.max().item() * 2.0 max_edge_length_sq = max_edge_length * max_edge_length short_enough = el < max_edge_length if not short_enough.any(): break edges_orig = edges_orig[short_enough] if edges_orig.shape[0] == 0: break # Sample edges for processing n_edges_total = edges_orig.shape[0] max_edges_to_process = 10_000_000 if n_edges_total > max_edges_to_process: perm = torch.randint(0, n_edges_total, (max_edges_to_process,), device=device) edges_orig = edges_orig[perm] n_edges = max_edges_to_process else: n_edges = n_edges_total optimal, err, valid = _pytorch_edge_errors_fast( verts, Q, edges_orig, stabilizer, max_edge_length_sq, mesh_scale_sq ) if not valid.any(): valid = torch.ones(n_edges, dtype=torch.bool, device=device) valid_idx = torch.nonzero(valid, as_tuple=True)[0] edges_orig = edges_orig[valid_idx] optimal = optimal[valid_idx] err = err[valid_idx] faces_to_remove = n_faces - target_faces max_collapses = min(1_000_000, max(10_000, faces_to_remove // 4)) sel = _gpu_greedy_matching_fast(edges_orig, err, v_alive, max_collapses) if sel.numel() == 0: break v_a = edges_orig[sel, 0] v_b = edges_orig[sel, 1] # Apply collapses verts[v_a] = optimal[sel] v_alive[v_b] = False Q[v_a] += Q[v_b] if colors is not None: colors[v_a] = (colors[v_a] + colors[v_b]) * 0.5 if normals is not None: normals[v_a] = (normals[v_a] + normals[v_b]) * 0.5 merge_map = torch.arange(num_verts, device=device) merge_map[v_b] = v_a faces = merge_map[faces] bad = ( (faces[:, 0] == faces[:, 1]) | (faces[:, 1] == faces[:, 2]) | (faces[:, 2] == faces[:, 0]) ) f_alive &= ~bad total_collapses += v_a.numel() iteration += 1 if iteration % 50 == 0 or n_faces < last_faces * 0.9: logging.debug(f"[QEM-fast] Iter {iteration}: {total_collapses} collapses, {int(f_alive.sum().item())} faces, applied {v_a.numel()}") last_faces = n_faces if iteration % 5 == 0 and int(f_alive.sum().item()) < num_faces * 0.5: faces = faces[f_alive] f_alive = torch.ones(faces.shape[0], dtype=torch.bool, device=device) num_faces = faces.shape[0] if iteration > 5000: break # Finalize final_v = verts[v_alive] final_c = colors[v_alive] if colors is not None else None final_n = normals[v_alive] if normals is not None else None remap = torch.full((num_verts,), -1, dtype=torch.int64, device=device) remap[v_alive] = torch.arange(int(v_alive.sum().item()), device=device) final_f_raw = faces[f_alive] alive_mask = v_alive[final_f_raw].all(dim=1) final_f_raw = final_f_raw[alive_mask] final_f = remap[final_f_raw] valid_faces = (final_f >= 0).all(dim=1) final_f = final_f[valid_faces] if final_f.numel() > 0: final_f = torch.unique(torch.sort(final_f, dim=1)[0], dim=0) if final_n is not None and final_f.numel() > 0: v0, v1, v2 = final_v[final_f[:, 0]], final_v[final_f[:, 1]], final_v[final_f[:, 2]] # calculate the actual normal of the simplified faces face_normals = torch.cross(v1 - v0, v2 - v0, dim=-1) # Get the average reference normal for each face n0, n1, n2 = final_n[final_f[:, 0]], final_n[final_f[:, 1]], final_n[final_f[:, 2]] ref_face_normals = (n0 + n1 + n2) / 3.0 # Dot product to check if they point in the same direction dot_products = (face_normals * ref_face_normals).sum(dim=-1) # Flip the indices of ONLY the incorrect faces (swap vertex 1 and 2) wrong_way_mask = dot_products < 0 final_f[wrong_way_mask] = final_f[wrong_way_mask][:, [0, 2, 1]] final_v, final_f = _cleanup_mesh(final_v, final_f, min_angle_deg=0.5, max_aspect=100.0) return final_v, final_f, final_c, final_n def simplify_fn_fast(vertices, faces, colors=None, normals=None, target=100000, max_edge_length=None): if vertices.ndim == 3: v_list, f_list, c_list, n_list = [], [], [], [] for i in range(vertices.shape[0]): c_in = colors[i] if colors is not None else None n_in = normals[i] if normals is not None else None v_i, f_i, c_i, n_i = simplify_fn_fast(vertices[i], faces[i], c_in, n_in, target, max_edge_length) v_list.append(v_i) f_list.append(f_i) if c_i is not None: c_list.append(c_i) if n_i is not None: n_list.append(n_i) c_out = torch.stack(c_list) if len(c_list) > 0 else None n_out = torch.stack(n_list) if len(n_list) > 0 else None return torch.stack(v_list), torch.stack(f_list), c_out, n_out if faces.shape[0] <= target: return vertices, faces, colors, normals device = vertices.device dtype = vertices.dtype face_dtype = faces.dtype color_dtype = colors.dtype if colors is not None else None # ADDED: Normal dtype normal_dtype = normals.dtype if normals is not None else None # Pass tensors directly; _qem_simplify_fast handles dtype/device + copy. out_v, out_f, out_c, out_n = _qem_simplify_fast( vertices, faces, colors, normals, target, device, max_edge_length ) final_v = out_v.to(device=device, dtype=dtype) final_f = out_f.to(device=device, dtype=face_dtype) final_c = ( out_c.to(device=device, dtype=color_dtype) if out_c is not None else None ) final_n = ( out_n.to(device=device, dtype=normal_dtype) if out_n is not None else None ) return final_v, final_f, final_c, final_n def compute_vertex_normals(verts, faces): """Computes area-weighted vertex normals.""" # QUICK FIX: Ensure indices are int64 for scatter_add_ faces_long = faces.to(torch.int64) i0, i1, i2 = faces_long[:, 0], faces_long[:, 1], faces_long[:, 2] v0, v1, v2 = verts[i0], verts[i1], verts[i2] # calculate unnormalized face normals (magnitude is proportional to area) face_normals = torch.cross(v1 - v0, v2 - v0, dim=-1) # accumulate face normals to vertices vertex_normals = torch.zeros_like(verts) vertex_normals.scatter_add_(0, i0.unsqueeze(-1).expand_as(face_normals), face_normals) vertex_normals.scatter_add_(0, i1.unsqueeze(-1).expand_as(face_normals), face_normals) vertex_normals.scatter_add_(0, i2.unsqueeze(-1).expand_as(face_normals), face_normals) return torch.nn.functional.normalize(vertex_normals, p=2, dim=-1, eps=1e-6) def _process_mesh_batch(mesh, per_item_fn): """Handles list/batched/single mesh dispatching, color extraction, and stacking.""" mesh = copy.deepcopy(mesh) def process_single(v, f, c, bar): v, f, c = per_item_fn(v, f, c) bar.update(1) return v, f, c is_list = isinstance(mesh.vertices, list) is_batched_tensor = not is_list and mesh.vertices.ndim == 3 if is_list or is_batched_tensor: out_v, out_f, out_c = [], [], [] bsz = len(mesh.vertices) if is_list else mesh.vertices.shape[0] bar = comfy.utils.ProgressBar(bsz) for i in range(bsz): v_i = mesh.vertices[i] f_i = mesh.faces[i] c_i = None if hasattr(mesh, 'vertex_colors') and mesh.vertex_colors is not None: c_i = mesh.vertex_colors[i] if (isinstance(mesh.vertex_colors, list) or mesh.vertex_colors.ndim == 3) else mesh.vertex_colors v_i, f_i, c_i = process_single(v_i, f_i, c_i, bar) out_v.append(v_i) out_f.append(f_i) if c_i is not None: out_c.append(c_i) if all(v.shape == out_v[0].shape for v in out_v) and all(f.shape == out_f[0].shape for f in out_f): mesh.vertices = torch.stack(out_v) mesh.faces = torch.stack(out_f) if out_c: mesh.vertex_colors = torch.stack(out_c) else: mesh.vertices = out_v mesh.faces = out_f if out_c: mesh.vertex_colors = out_c else: c = mesh.vertex_colors if hasattr(mesh, 'vertex_colors') and mesh.vertex_colors is not None else None bar = comfy.utils.ProgressBar(1) v, f, c = process_single(mesh.vertices, mesh.faces, c, bar) mesh.vertices = v mesh.faces = f if c is not None: mesh.vertex_colors = c return IO.NodeOutput(mesh) class DecimateMesh(IO.ComfyNode): @classmethod def define_schema(cls): return IO.Schema( node_id="DecimateMesh", display_name="Decimate Mesh", category="latent/3d", description="Simplifies a mesh to a target face count using QEM.", inputs=[ IO.Mesh.Input("mesh"), IO.Int.Input("target_face_count", default=200_000, min=0, max=50_000_000, tooltip="Target maximum number of faces. Set to 0 to disable."), ], outputs=[IO.Mesh.Output("mesh")], ) @classmethod def execute(cls, mesh, target_face_count): def _fn(v, f, c): if target_face_count > 0 and f.shape[0] > target_face_count: n = compute_vertex_normals(v, f) v, f, c, _ = simplify_fn_fast(v, f, colors=c, normals=n, target=target_face_count) return v, f, c return _process_mesh_batch(mesh, _fn) class FillHoles(IO.ComfyNode): @classmethod def define_schema(cls): return IO.Schema( node_id="FillHoles", display_name="Fill Holes", category="latent/3d", description="Fills holes in a mesh up to a maximum perimeter threshold.", inputs=[ IO.Mesh.Input("mesh"), IO.Float.Input("max_perimeter", default=0.03, min=0.0, step=0.0001, tooltip="Maximum hole perimeter to fill. Set to 0 to disable."), ], outputs=[IO.Mesh.Output("mesh")], ) @classmethod def execute(cls, mesh, max_perimeter): def _fn(v, f, c): if max_perimeter > 0: v, f = fill_holes_fn(v, f, max_perimeter=max_perimeter) return v, f, c return _process_mesh_batch(mesh, _fn) class PostProcessMeshExtension(ComfyExtension): @override async def get_node_list(self) -> list[type[IO.ComfyNode]]: return [ FillHoles, DecimateMesh, PaintMesh ] async def comfy_entrypoint() -> PostProcessMeshExtension: return PostProcessMeshExtension()