first draft

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Andrea Pozzetti
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# Blender Integration Guide
ComfyUI-GeomPack integrates Blender's powerful mesh processing capabilities via subprocess calls. This allows you to leverage Blender's UV unwrapping and remeshing tools directly in your ComfyUI workflows.
## Overview
Three Blender nodes are available:
1. **Blender UV Unwrap** - Smart UV unwrapping
2. **Blender Voxel Remesh** - Voxel-based remeshing
3. **Blender Quadriflow Remesh** - Quad-dominant remeshing
## Installation
### Install Blender
**macOS:**
```bash
brew install --cask blender
```
**Linux:**
```bash
sudo apt install blender
# or
sudo snap install blender
```
**Windows:**
Download from https://www.blender.org/download/
### Verify Installation
```bash
blender --version
```
You should see output like:
```
Blender 4.5.4 LTS
```
## How It Works
The integration uses a subprocess pattern:
1. **Export**: Mesh is exported to a temporary OBJ file
2. **Launch**: Blender is launched in background mode (`--background`)
3. **Execute**: Python script is executed via `--python-expr`
4. **Process**: Blender performs the operation
5. **Export**: Result is exported to a temporary OBJ file
6. **Import**: Result is loaded back into trimesh
7. **Cleanup**: Temporary files are deleted
This approach ensures:
- No Blender GUI is shown
- No manual intervention required
- Fast and automated processing
- Full integration with ComfyUI workflows
## Node Documentation
### 1. Blender UV Unwrap
**Category**: `geompack/blender`
**Description**: Generates UV coordinates for texturing using Blender's Smart UV Project algorithm.
**Parameters**:
- `mesh` (MESH): Input mesh
- `angle_limit` (FLOAT): Angle threshold for creating seams in degrees (default: 66.0, range: 1.0-89.0)
- `island_margin` (FLOAT): Spacing between UV islands (default: 0.02, range: 0.0-1.0)
**Returns**:
- `unwrapped_mesh` (MESH): Mesh with UV coordinates
**Use Cases**:
- Preparing meshes for texture mapping
- Creating UV layouts for baking
- Automatic seam detection
**Example**:
```
Load Mesh → Blender UV Unwrap (angle_limit=66.0, island_margin=0.02) → Save Mesh
```
**Technical Details**:
- Uses `bpy.ops.uv.smart_project()`
- Automatically creates seams based on angle threshold
- Islands are separated by configurable margin
- UV coordinates are exported in the OBJ file
- Preserves original mesh geometry
**Test Results**:
```
Input: 8 vertices, 12 faces (cube)
Output: 24 vertices, 12 faces (with UV coordinates)
```
---
### 2. Blender Voxel Remesh
**Category**: `geompack/blender`
**Description**: Creates uniform, watertight meshes by voxelizing the input and reconstructing the surface.
**Parameters**:
- `mesh` (MESH): Input mesh
- `voxel_size` (FLOAT): Voxel size for remeshing (default: 0.05, range: 0.001-1.0)
- Smaller values = higher resolution = more faces
- Larger values = lower resolution = fewer faces
**Returns**:
- `remeshed_mesh` (MESH): Voxel-remeshed mesh
**Use Cases**:
- Mesh repair and cleanup
- Creating watertight meshes for 3D printing
- Simplifying complex meshes
- Uniform mesh density
**Example**:
```
Load Mesh → Blender Voxel Remesh (voxel_size=0.1) → Save Mesh
```
**Technical Details**:
- Uses `bpy.ops.object.voxel_remesh()`
- Converts mesh to voxel grid at specified resolution
- Reconstructs surface using marching cubes-like algorithm
- Always produces watertight meshes
- Good for fixing non-manifold geometry
**Test Results**:
```
Input: 42 vertices, 80 faces (sphere, subdivisions=1)
Output: 2005 vertices, 1020 faces (voxel_size=0.1)
```
**Performance Notes**:
- Processing time depends on voxel size
- Smaller voxel sizes = longer processing time
- Typical range: 0.01 to 0.2 for most meshes
---
### 3. Blender Quadriflow Remesh
**Category**: `geompack/blender`
**Description**: Creates quad-dominant meshes with field-aligned topology, better for animation and subdivision.
**Parameters**:
- `mesh` (MESH): Input mesh
- `target_face_count` (INT): Target number of faces in output (default: 5000, range: 100-100000)
**Returns**:
- `remeshed_mesh` (MESH): Quad-remeshed mesh (triangulated by trimesh)
**Use Cases**:
- Creating animation-ready meshes
- Preparing for subdivision surface modeling
- Retopology of high-resolution scans
- Better edge flow for character models
**Example**:
```
Load Mesh → Blender Quadriflow Remesh (target_face_count=5000) → Save Mesh
```
**Technical Details**:
- Uses `bpy.ops.object.quadriflow_remesh()`
- Field-aligned quad mesh generation
- Optimized for subdivision surfaces
- Output is quad-dominant (may contain some triangles)
- Trimesh automatically triangulates quads for compatibility
**Test Results**:
```
Input: 42 vertices, 80 faces (sphere, subdivisions=1)
Output: 2036 vertices, 1022 faces (target_face_count=500)
```
**Notes**:
- Actual face count may differ from target
- Quadriflow algorithm optimizes for good topology
- Better edge flow than isotropic remeshing
---
## Comparison: Remeshing Algorithms
| Algorithm | Output | Use Case | Speed |
|-----------|--------|----------|-------|
| **CGAL Isotropic** (PyMeshLab) | Uniform triangles | Simulation, analysis | Fast |
| **Blender Voxel** | Watertight, uniform | Repair, 3D printing | Medium |
| **Blender Quadriflow** | Quad-dominant | Animation, subdivision | Slow |
**When to use each:**
- **CGAL Isotropic**: When you need uniform triangle sizes for FEM simulation or mesh analysis
- **Blender Voxel**: When you need to repair broken meshes or create watertight geometry
- **Blender Quadriflow**: When you need good topology for animation, rigging, or subdivision surfaces
## Troubleshooting
### "Blender not found" Error
**Problem**: Node fails with `RuntimeError: Blender not found`
**Solution**:
1. Verify Blender is installed: `blender --version`
2. Add Blender to PATH:
- macOS: Already in PATH if installed via Homebrew
- Linux: Should be in `/usr/bin/blender` or `/usr/local/bin/blender`
- Windows: Add Blender installation folder to PATH
### Empty Output Mesh
**Problem**: Remeshing produces 0 vertices, 0 faces
**Solution**:
- Check Blender version compatibility (tested with Blender 4.5.4 LTS)
- Try different parameter values (e.g., larger voxel size, different face count)
- Check input mesh is valid (use Mesh Info node)
### Slow Performance
**Problem**: Remeshing takes a long time
**Solution**:
- **Voxel Remesh**: Increase `voxel_size` (e.g., 0.1 instead of 0.01)
- **Quadriflow**: Reduce `target_face_count` (e.g., 1000 instead of 10000)
- For large meshes, consider decimating first
### Subprocess Timeout
**Problem**: Operation times out after 5 minutes
**Solution**:
- Edit the `timeout=300` parameter in the node code to increase timeout
- Simplify the input mesh before processing
- Use coarser parameters (larger voxel size, lower face count)
## Advanced Usage
### Custom Blender Scripts
You can modify the Blender scripts in `nodes.py` to add more Blender operations:
```python
script = f"""
import bpy
# Your custom Blender operations here
# Example: Apply a modifier
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.ops.object.modifier_apply()
"""
```
### Batch Processing
Combine multiple Blender operations in a single workflow:
```
Load Mesh
→ Blender Voxel Remesh (repair mesh)
→ Blender Quadriflow Remesh (retopology)
→ Blender UV Unwrap (add UVs)
→ Save Mesh
```
## Technical Implementation
### Code Structure
```python
def _find_blender():
"""Find Blender executable on system"""
# Checks common paths: /Applications/Blender.app, /usr/bin/blender, etc.
class BlenderUVUnwrapNode:
def uv_unwrap(self, mesh, angle_limit, island_margin):
# 1. Find Blender
blender_path = _find_blender()
# 2. Export mesh to temp OBJ
input_path = tempfile.mktemp(suffix='.obj')
mesh.export(input_path)
# 3. Create Blender script
script = f"""
import bpy
bpy.ops.wm.obj_import(filepath='{input_path}')
bpy.ops.uv.smart_project(...)
bpy.ops.wm.obj_export(filepath='{output_path}')
"""
# 4. Run Blender
subprocess.run([blender_path, '--background', '--python-expr', script])
# 5. Load result
unwrapped = trimesh.load(output_path)
# 6. Cleanup
os.unlink(input_path)
os.unlink(output_path)
return (unwrapped,)
```
### Tested Blender Versions
- **Blender 4.5.4 LTS** ✓ Fully tested
- Older versions should work but may have different API parameters
### Compatibility Notes
- **UV Unwrap**: Compatible with all Blender 3.x and 4.x versions
- **Voxel Remesh**: Available in Blender 2.81+
- **Quadriflow**: Available in Blender 2.81+
- Note: Parameter compatibility varies by version
- This implementation uses minimal parameter set for maximum compatibility
## Examples
### Example 1: UV Unwrap for Texturing
**Goal**: Prepare a mesh for texture painting
**Workflow**:
```
Load Mesh (character.obj)
→ Mesh Info (check stats)
→ Blender UV Unwrap (angle_limit=66.0, island_margin=0.02)
→ Save Mesh (character_unwrapped.obj)
```
**Result**: Mesh with UV coordinates ready for texture painting in Blender, Substance Painter, etc.
---
### Example 2: Mesh Repair for 3D Printing
**Goal**: Fix broken mesh and make it watertight for 3D printing
**Workflow**:
```
Load Mesh (broken_scan.obj)
→ Mesh Info (check watertight status)
→ Blender Voxel Remesh (voxel_size=0.05)
→ Mesh Info (verify watertight=True)
→ Save Mesh (repaired_for_printing.stl)
```
**Result**: Watertight mesh suitable for 3D printing
---
### Example 3: Retopology for Animation
**Goal**: Create animation-ready topology from high-resolution scan
**Workflow**:
```
Load Mesh (scan_highres.obj)
→ Blender Quadriflow Remesh (target_face_count=10000)
→ Blender UV Unwrap (angle_limit=66.0)
→ Save Mesh (character_lowpoly.obj)
```
**Result**: Clean quad-dominant mesh with good edge flow and UV coordinates
---
### Example 4: Multi-Stage Remeshing
**Goal**: Combine multiple remeshing techniques for best results
**Workflow**:
```
Load Mesh (raw_scan.obj)
→ Blender Voxel Remesh (voxel_size=0.1, cleanup)
→ CGAL Remesh (target_edge_length=0.05, uniform triangles)
→ Mesh Info (check quality)
→ Save Mesh (processed.obj)
```
**Result**: Clean, uniform mesh with good quality
## Performance Benchmarks
Tested on MacBook Pro (M1, 16GB RAM):
| Operation | Input | Output | Time |
|-----------|-------|--------|------|
| UV Unwrap | 8v, 12f | 24v, 12f | ~1.5s |
| Voxel Remesh (0.1) | 42v, 80f | 2005v, 1020f | ~2.0s |
| Quadriflow (500 faces) | 42v, 80f | 2036v, 1022f | ~3.5s |
**Notes**:
- Times include Blender startup, processing, and shutdown
- Larger meshes take proportionally longer
- Voxel size and face count significantly affect performance
## Future Improvements
- [ ] Add Blender Decimate modifier
- [ ] Add Blender Smooth modifier
- [ ] Add Blender Shrinkwrap for retopology
- [ ] Support for custom Blender scripts via file input
- [ ] Progress reporting for long operations
- [ ] Parallel Blender processing for batch operations
## Credits
- Blender integration pattern inspired by [ComfyUI-MeshCraft](https://github.com/PozzettiAndrea/ComfyUI-MeshCraft)
- Blender Python API documentation: https://docs.blender.org/api/current/
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MIT License
Copyright (c) 2025 PozzettiAndrea
Copyright (c) 2025 ComfyUI-GeometryPack Contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
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# ComfyUI libigl Wrapper - MVP Implementation Plan
## Project Overview
**Goal**: Create a comprehensive ComfyUI custom node package that wraps libigl geometry processing library for mesh manipulation workflows.
**Target Users**:
- General-purpose mesh processing
- High-poly mesh handling (>100K faces)
- Visualization essential in ComfyUI
- Standalone tool (no dependency on other 3D extensions)
**Core Technology Stack**:
- **libigl**: Python bindings for C++ geometry processing library
- **NumPy**: Array operations and mesh data storage
- **ComfyUI**: Node-based workflow system
---
## Project Structure
```
ComfyUI-libigl/
├── __init__.py # Node registration and mappings
├── nodes.py # Node class implementations
├── mesh_utils.py # Mesh data structures and utilities
├── requirements.txt # Python dependencies
├── pyproject.toml # ComfyUI registry metadata
├── README.md # Documentation
├── LICENSE # MIT License
├── .gitignore # Git ignore rules
├── examples/ # Test meshes
│ ├── cube.obj
│ └── bunny.obj
└── workflows/ # Example ComfyUI workflows
└── basic_workflow.json
```
---
## Technical Architecture
### Mesh Data Type Definition
**Custom Type**: `"MESH"`
**Data Structure** (Python dict):
```python
mesh_data = {
"vertices": np.ndarray, # Shape: (N, 3) - XYZ coordinates
"faces": np.ndarray, # Shape: (F, 3) - Triangle vertex indices
"normals": np.ndarray, # Optional: (N, 3) - Per-vertex normals
"vertex_colors": np.ndarray, # Optional: (N, 3) or (N, 4) - RGB/RGBA colors
"metadata": {
"file_path": str,
"is_manifold": bool,
"has_boundary": bool,
# ... other computed properties
}
}
```
### Key Design Decisions
1. **NumPy-based**: Use NumPy arrays (not PyTorch tensors) for simplicity and libigl compatibility
2. **File Formats**: Support OBJ, PLY, STL (most common)
3. **Error Handling**: Validate mesh integrity, provide clear error messages
4. **Performance**: For high-poly meshes, implement progress indicators where possible
5. **Visualization**: Export mesh previews as images or point clouds for ComfyUI display
---
## MVP Scope: Phase 1 (Essential Nodes)
### Total: 14 Core Nodes
#### 1. I/O Nodes (3 nodes)
**Priority: CRITICAL**
1. **Load_Mesh**
- Load mesh from file (OBJ/PLY/STL)
- Inputs: file_path (STRING)
- Outputs: MESH
- Features: Auto-detect format, validate mesh
2. **Save_Mesh**
- Save mesh to file
- Inputs: MESH, file_path (STRING), format (COMBO)
- Outputs: STRING (success message)
- Features: Support OBJ, PLY, STL formats
3. **Mesh_Info**
- Display mesh statistics
- Inputs: MESH
- Outputs: STRING (formatted stats)
- Features: Vertex/face count, bounds, manifold status, boundary info
#### 2. Visualization Nodes (2 nodes)
**Priority: CRITICAL** (user requirement)
4. **Preview_Mesh**
- Visualize mesh in ComfyUI
- Inputs: MESH, camera_angle (COMBO), resolution (INT)
- Outputs: IMAGE
- Features: Render mesh to image using matplotlib or trimesh
5. **Mesh_To_PointCloud**
- Convert mesh to point cloud for preview
- Inputs: MESH, sample_count (INT)
- Outputs: IMAGE
- Features: Sample points on surface, render as scatter plot
#### 3. Primitive Generation (1 node)
**Priority: HIGH** (useful for testing)
6. **Create_Primitive**
- Generate basic shapes
- Inputs: shape (COMBO: cube/sphere/cylinder), size (FLOAT)
- Outputs: MESH
- Features: Generate test geometry
#### 4. Essential Cleanup (3 nodes)
**Priority: HIGH** (common operations)
7. **Remove_Duplicates**
- Merge duplicate vertices/faces
- Inputs: MESH, tolerance (FLOAT)
- Outputs: MESH
- Features: Configurable epsilon threshold
8. **Remove_Degenerate**
- Delete zero-area faces
- Inputs: MESH
- Outputs: MESH
- Features: Clean up bad geometry
9. **Compute_Normals**
- Calculate vertex/face normals
- Inputs: MESH, mode (COMBO: vertex/face)
- Outputs: MESH (with normals)
- Features: Essential for rendering and visualization
#### 5. Core Processing (3 nodes)
**Priority: HIGH** (key operations for high-poly)
10. **Decimate**
- Reduce mesh complexity
- Inputs: MESH, target_faces (INT or %), method (COMBO)
- Outputs: MESH
- Features: Critical for high-poly optimization
11. **Subdivide**
- Increase mesh resolution
- Inputs: MESH, iterations (INT), method (COMBO: loop/linear)
- Outputs: MESH
- Features: Loop subdivision, linear subdivision
12. **Smooth_Laplacian**
- Smooth mesh surface
- Inputs: MESH, iterations (INT), lambda (FLOAT)
- Outputs: MESH
- Features: Laplacian smoothing with iteration control
#### 6. Basic Utilities (2 nodes)
**Priority: MEDIUM**
13. **Transform_Mesh**
- Apply transformations
- Inputs: MESH, translate (VECTOR3), rotate (VECTOR3), scale (FLOAT/VECTOR3)
- Outputs: MESH
- Features: Basic transformations
14. **Bounding_Box**
- Compute AABB
- Inputs: MESH
- Outputs: MESH (box mesh), STRING (bounds info)
- Features: Get min/max bounds
---
## Phase 2: Extended Functionality (13 nodes)
**Priority: MEDIUM** (Implement after MVP is stable)
### Cleanup & Repair (3 nodes)
- **Fix_Normals**: Consistent face winding
- **Fill_Holes**: Close boundary loops
- **Split_Components**: Separate disconnected pieces
### Mesh Operations (4 nodes)
- **Merge_Meshes**: Combine multiple meshes
- **Slice_Plane**: Cut mesh with plane
- **Crop_Mesh**: Bounding box crop
- **Boolean_Operations**: Union/difference/intersection (if supported)
### Analysis (6 nodes)
- **Boundary_Loops**: Extract boundaries
- **Mesh_Volume**: Volume computation
- **Face_Areas**: Per-face area array
- **Field_To_Colors**: Scalar → vertex colors (for heatmap viz)
- **Store_Vertex_Field**: Custom per-vertex data
- **Get_Vertex_Field**: Extract field data
---
## Phase 3: Advanced Features (8 nodes)
**Priority: LOW** (Nice-to-have, implement if time permits)
### Deformation (2 nodes)
- **ARAP_Deform**: As-rigid-as-possible deformation
- **Harmonic_Deform**: Smooth deformation with constraints
### Distance & Queries (3 nodes)
- **Signed_Distance**: SDF at query points
- **Heat_Geodesic**: Fast geodesic distances
- **Closest_Point**: Nearest point on surface
### Curvature (1 node)
- **Principal_Curvature**: k1, k2 curvature + directions
### Sampling (2 nodes)
- **Sample_Points**: Uniform surface sampling
- **Poisson_Disk_Sample**: Blue noise sampling
---
## Never Implement (23 nodes)
**Reason: Redundant, too specialized, or better handled elsewhere**
### UV/Parameterization (3 nodes)
- **Harmonic_UV**: Basic unwrapping (Blender better)
- **LSCM_UV**: Conformal mapping (niche)
- **Transfer_UV**: UV copying (rare use case)
### Too Slow/Specialized (5 nodes)
- **Exact_Geodesic**: Very slow for high-poly
- **Intrinsic_Delaunay**: Complex remeshing
- **Ambient_Occlusion**: Better in rendering engines
- **Geodesic_Path**: Limited workflow use
- **Ray_Mesh_Intersect**: Low-level, better tools exist
### Redundant/Over-engineered (15 nodes)
- **Marching_Cubes**: Other tools handle SDF→mesh
- **Store_Face_Field**, **Get_Face_Field**: Over-engineered
- **Delete_Field**, **List_Fields**: Unnecessary complexity
- **Visualize_Field**: Covered by Field_To_Colors
- **Boolean_Preview**: Redundant with main preview
- **Compare_Meshes**: Niche analysis
- **Mesh_Statistics**: Covered by Mesh_Info
- **Vertex_Valence**: Too low-level
- **Face_Adjacency**: Too low-level
- **Edge_Topology**: Too low-level
- **Winding_Number**: Rarely needed in workflows
- **Point_Cloud_Distance**: Niche comparison
- **Mean_Curvature**, **Gaussian_Curvature**: Covered by Principal_Curvature
- **Transfer_Field**: Complex interpolation (niche)
---
## Implementation Roadmap
### Step 1: Project Setup (Day 1)
- [ ] Create directory structure
- [ ] Write `requirements.txt`
- [ ] Write `pyproject.toml`
- [ ] Write `.gitignore`
- [ ] Write `README.md` (basic)
- [ ] Add `LICENSE` (MIT)
### Step 2: Core Infrastructure (Day 1-2)
- [ ] Create `mesh_utils.py`:
- Mesh data structure definition
- Validation functions
- File I/O wrappers (libigl)
- Conversion utilities
- [ ] Test basic mesh loading/saving
### Step 3: Registration Boilerplate (Day 2)
- [ ] Create `__init__.py`:
- NODE_CLASS_MAPPINGS
- NODE_DISPLAY_NAME_MAPPINGS
- [ ] Create `nodes.py` skeleton
### Step 4: I/O Nodes (Day 2-3)
- [ ] Implement Load_Mesh
- [ ] Implement Save_Mesh
- [ ] Implement Mesh_Info
- [ ] Test with sample meshes
### Step 5: Visualization (Day 3-4)
- [ ] Implement Preview_Mesh (matplotlib/trimesh)
- [ ] Implement Mesh_To_PointCloud
- [ ] Test rendering pipeline
### Step 6: Core Processing (Day 4-6)
- [ ] Implement Create_Primitive
- [ ] Implement Decimate
- [ ] Implement Subdivide
- [ ] Implement Smooth_Laplacian
- [ ] Implement Compute_Normals
- [ ] Test with high-poly meshes
### Step 7: Cleanup & Utilities (Day 6-7)
- [ ] Implement Remove_Duplicates
- [ ] Implement Remove_Degenerate
- [ ] Implement Transform_Mesh
- [ ] Implement Bounding_Box
### Step 8: Testing & Polish (Day 7-8)
- [ ] Test all nodes with various meshes
- [ ] Error handling improvements
- [ ] Performance optimization
- [ ] Create example workflows
- [ ] Update README with examples
### Step 9: Documentation (Day 8)
- [ ] Write node documentation
- [ ] Create tutorial workflow
- [ ] Add screenshots to README
### Step 10: Release MVP (Day 8)
- [ ] Final testing
- [ ] Tag v0.1.0
- [ ] Publish to GitHub
---
## Dependencies
### `requirements.txt`
```
libigl>=2.6.1
numpy>=1.21.0
scipy>=1.7.0
matplotlib>=3.5.0
Pillow>=9.0.0
```
### Optional (for enhanced visualization)
```
trimesh>=3.15.0
```
---
## Testing Strategy
### Test Meshes
1. **Simple**: cube.obj (8 vertices, 12 faces)
2. **Medium**: bunny.obj (~5K faces)
3. **High-poly**: dragon.obj (~100K faces)
4. **Edge cases**:
- Non-manifold mesh
- Mesh with boundaries
- Degenerate triangles
### Test Workflows
1. **Basic Pipeline**: Load → Info → Preview
2. **Cleanup Pipeline**: Load → Remove Duplicates → Remove Degenerate → Preview
3. **Simplification**: Load → Decimate → Save
4. **Smoothing**: Load → Smooth → Preview
5. **Transformation**: Create Primitive → Transform → Preview
---
## Success Criteria for MVP
1. ✅ All 14 Phase 1 nodes implemented and working
2. ✅ Can load common mesh formats (OBJ, PLY, STL)
3. ✅ Can visualize meshes in ComfyUI
4. ✅ Can process high-poly meshes (>100K faces) without crashes
5. ✅ Decimation reduces mesh complexity effectively
6. ✅ All nodes have proper error handling
7. ✅ Example workflows demonstrate key features
8. ✅ README documentation is complete
---
## Future Enhancements (Post-MVP)
### Phase 2 Priority
1. Boolean operations (if libigl supports)
2. Field-based visualization (heatmaps)
3. Advanced cleanup (hole filling, component separation)
### Phase 3 Priority
1. Deformation tools (ARAP)
2. Geodesic computations
3. Advanced sampling
### Long-term
1. GPU acceleration for large meshes
2. Real-time preview updates
3. Custom shader support
4. Integration with ComfyUI-3D-Pack (if requested)
---
## Risk Mitigation
### Potential Issues
1. **High-poly performance**:
- Solution: Progress indicators, chunked processing
2. **Visualization memory**:
- Solution: Downsampling for preview, configurable resolution
3. **libigl limitations**:
- Solution: Research libigl Python API capabilities early
4. **ComfyUI integration issues**:
- Solution: Study existing 3D node packages, follow patterns
---
## Resources
- **libigl Python Tutorial**: https://libigl.github.io/libigl-python-bindings/
- **ComfyUI Custom Node Guide**: https://docs.comfy.org/essentials/custom_node_walkthrough
- **Template Repository**: https://github.com/jhj0517/ComfyUI-CustomNodes-Template
- **Example 3D Pack**: https://github.com/MrForExample/ComfyUI-3D-Pack
---
## Contact & Contribution
This is an MVP implementation plan. Feedback and contributions welcome!
**Estimated MVP Completion**: 8-10 days
**Total Nodes in MVP**: 14 nodes
**Total Nodes (all phases)**: ~35 nodes
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# ComfyUI-GeomPack
Geometry processing custom nodes for ComfyUI, powered by [trimesh](https://trimesh.org/), [libigl](https://libigl.github.io/), and [CGAL](https://www.cgal.org/).
## Overview
ComfyUI-GeomPack provides a comprehensive set of mesh processing nodes for ComfyUI, combining the power of multiple geometry processing libraries. Perfect for mesh cleanup, optimization, remeshing, analysis, and transformation workflows.
## Features
- **Mesh I/O**: Load and save OBJ, PLY, STL, OFF, and more formats via trimesh
- **Dual 3D Preview**: Two interactive viewers - Three.js for general use, VTK.js for scientific visualization
- **Mesh Analysis**: Display statistics, compute normals, analyze geometry properties
- **Mesh Transforms**: Center meshes at origin with one click
- **CGAL Remeshing**: Isotropic remeshing for uniform triangle quality (via PyMeshLab)
- **Blender Integration**: UV unwrapping and remeshing via Blender subprocess
- **Primitive Creation**: Generate cubes, spheres, and planes
- **Trimesh Integration**: Enhanced mesh handling with automatic validation
- **High-poly Support**: Optimized for meshes with 100K+ faces
## Installation
### Method 1: Manual Installation
1. Clone this repository into your ComfyUI custom nodes directory:
```bash
cd ComfyUI/custom_nodes/
git clone https://github.com/yourusername/ComfyUI-GeomPack.git
```
2. Install dependencies:
```bash
cd ComfyUI-GeomPack
pip install -r requirements.txt
```
3. Install Blender (optional, required for Blender nodes):
- macOS: `brew install --cask blender` or download from https://www.blender.org/download/
- Linux: `sudo apt install blender` or `sudo snap install blender`
- Windows: Download from https://www.blender.org/download/
4. Restart ComfyUI
### Method 2: ComfyUI Manager (Coming Soon)
Install via ComfyUI Manager once published to the registry.
## Quick Start
### Basic Workflow
1. **Create a mesh**: Use the `Create Primitive` node to generate a cube, sphere, or plane
2. **View info**: Connect to `Mesh Info` node to see detailed statistics
3. **Apply remeshing**: Use `CGAL Remesh` to create uniform triangle meshes
4. **Save**: Export with `Save Mesh` node
### CGAL Remeshing Workflow
```
Create Primitive (cube) → Mesh Info → CGAL Remesh → Mesh Info → Save Mesh
```
**Result**: Converts a simple 8-vertex cube into a uniformly remeshed 386-vertex mesh with consistent triangle sizes!
## Available Nodes
### geompack/io
- **Load Mesh**: Load meshes from file (OBJ, PLY, STL, OFF, etc.)
- **Save Mesh**: Save meshes to file with trimesh export
### geompack/analysis
- **Mesh Info**: Display detailed statistics including:
- Vertex/face/edge counts
- Volume and surface area
- Watertight status
- Bounding box and extents
- Metadata
### geompack/primitives
- **Create Primitive**: Generate geometric primitives
- Cube (8 vertices, 12 faces)
- Sphere (icosphere with subdivision levels)
- Plane (subdivided grid)
### geompack/cgal
- **CGAL Remesh (Isotropic)**: Advanced remeshing algorithm
- Creates uniform triangle sizes
- Target edge length control
- Iteration count parameter
- Preserves volume
- Based on Botsch & Kobbelt (2004) algorithm
### geompack/transforms
- **Center Mesh**: Center mesh at origin (0, 0, 0)
- Uses bounding box center
- Simple one-click centering
- Preserves mesh metadata
### geompack/visualization
- **Preview Mesh (3D)**: Interactive 3D mesh viewer
- Powered by Three.js
- Orbit controls (rotate, pan, zoom)
- Real-time preview directly in ComfyUI
- No need to save files first!
- **Preview Mesh (VTK)**: Scientific visualization viewer
- Powered by VTK.js
- Trackball camera controls
- Better for scientific visualization and analysis
- Excellent for large meshes and datasets
### geompack/blender
- **Blender UV Unwrap**: Smart UV unwrapping using Blender
- Angle-based seam detection
- Configurable island margin
- Exports mesh with UV coordinates
- **Blender Voxel Remesh**: Voxel-based remeshing
- Creates uniform, watertight meshes
- Configurable voxel size
- Good for mesh repair
- **Blender Quadriflow Remesh**: Quad-dominant remeshing
- Field-aligned quad mesh generation
- Target face count control
- Better for animation and subdivision
### geompack/examples
- **Example Node**: Template for creating custom nodes
## Mesh Data Format
Meshes are now represented as **`trimesh.Trimesh`** objects, providing:
```python
mesh = trimesh.Trimesh(vertices=np.ndarray, faces=np.ndarray)
# Built-in properties:
mesh.vertices # (N, 3) numpy array of XYZ coordinates
mesh.faces # (F, 3) numpy array of triangle indices
mesh.vertex_normals # (N, 3) per-vertex normals (auto-computed)
mesh.bounds # [[min_x, min_y, min_z], [max_x, max_y, max_z]]
mesh.centroid # [x, y, z] center of mass
mesh.volume # Volume of the mesh (if watertight)
mesh.area # Total surface area
mesh.is_watertight # Boolean: mesh is closed?
mesh.metadata # Dictionary for custom data
# Methods:
mesh.export('output.obj') # Save to file
mesh.apply_transform(matrix) # Transform mesh
# ... and many more!
```
## Example Workflows
### CGAL Isotropic Remeshing
```
Create Primitive (cube, size=1.0)
→ CGAL Remesh (target_edge_length=0.15, iterations=3)
→ Mesh Info
→ Save Mesh (output.obj)
```
**Input**: 8 vertices, 12 faces
**Output**: 386 vertices, 768 faces with uniform triangle sizes
**Volume Preserved**: 1.000000 (0.00% error)
### Mesh Loading and Analysis
```
Load Mesh (input.obj)
→ Mesh Info (view statistics)
→ CGAL Remesh (clean up mesh)
→ Save Mesh (output.obj)
```
### Primitive Creation
```
Create Primitive (sphere, subdivisions=3)
→ Mesh Info (check watertight status)
→ Save Mesh (sphere.stl)
```
## Development Status
**Current Version**: 0.2.0
### Recently Completed
- ✅ Migrated from dict-based meshes to trimesh.Trimesh objects
- ✅ Integrated CGAL for advanced remeshing (currently using PyMeshLab)
- ✅ Load Mesh (with fallback to libigl)
- ✅ Save Mesh (all trimesh-supported formats)
- ✅ Create Primitive (cube, sphere, plane)
- ✅ Mesh Info (enhanced with volume, watertight detection)
- ✅ CGAL Isotropic Remeshing (via PyMeshLab, will return to CGAL eventually)
- ✅ Blender UV Unwrapping (Smart UV Project)
- ✅ Blender Voxel Remeshing
- ✅ Blender Quadriflow Remeshing
- ✅ Center Mesh (transform to origin)
- ✅ Preview Mesh (3D) - Interactive Three.js viewer widget!
- ✅ Preview Mesh (VTK) - Scientific visualization with VTK.js!
### Coming Soon (Future Phases)
- [ ] Mesh Decimation
- [ ] Mesh Subdivision
- [ ] Mesh Scaling/Rotation nodes
- [ ] Laplacian Smoothing
- [ ] Boolean Operations (CGAL)
- [ ] Mesh Repair
- [ ] PyNanoInstantMeshes integration
- [ ] Native CGAL remeshing (when Python binding issues resolved)
See [MVP_PLAN.md](MVP_PLAN.md) for the complete roadmap.
## Requirements
- Python 3.8+
- ComfyUI
- **trimesh** 3.15.0+
- **pymeshlab** 2022.2+ (currently used for remeshing)
- **Blender** (optional, for UV unwrapping and Blender remeshing nodes)
- libigl 2.6.1+ (fallback for some I/O operations)
- numpy 1.21.0+
- scipy 1.7.0+
- matplotlib 3.5.0+
- Pillow 9.0.0+
## Technical Details
### CGAL Isotropic Remeshing
The `CGAL Remesh` node implements the incremental triangle-based isotropic remeshing algorithm from:
> Botsch, M., & Kobbelt, L. (2004). "A remeshing approach to multiresolution modeling."
> Eurographics Symposium on Geometry Processing.
**How it works:**
1. Converts trimesh to CGAL Polyhedron_3
2. Applies isotropic remeshing with:
- **Edge splits**: Edges longer than target length
- **Edge collapses**: Edges shorter than target length
- **Edge flips**: Improve triangle quality
- **Tangential smoothing**: Relax vertex positions
3. Converts back to trimesh with metadata preservation
**Parameters:**
- `target_edge_length`: Desired edge length for triangles (smaller = denser mesh)
- `iterations`: Number of refinement passes (typically 3-10)
**Benefits:**
- More uniform triangle distribution
- Better numerical stability for simulations
- Improved mesh quality for rendering
- Volume preservation
### Blender Integration
The Blender nodes integrate Blender's powerful mesh processing capabilities via subprocess:
**How it works:**
1. Mesh is exported to temporary OBJ file
2. Blender is launched in background mode (`--background`)
3. Python script is executed via `--python-expr`
4. Blender performs the operation (UV unwrap, remesh, etc.)
5. Result is exported to temporary OBJ file
6. Result is loaded back into trimesh
**Available Blender Operations:**
**UV Unwrapping (Smart UV Project):**
- Automatically creates UV seams based on angle threshold
- Configurable island margin for texture bleeding prevention
- Preserves mesh geometry, adds UV coordinates
**Voxel Remeshing:**
- Voxelizes the input mesh at specified resolution
- Reconstructs surface from voxel grid
- Creates watertight, uniform meshes
- Good for mesh repair and cleanup
**Quadriflow Remeshing:**
- Field-aligned quad mesh generation
- Better topology for animation and subdivision
- Target face count control
- Outputs quad-dominant mesh (triangulated by trimesh)
**Note:** Blender must be installed and accessible in your PATH for these nodes to work.
### 3D Preview Widgets
ComfyUI-GeomPack provides two interactive 3D viewers directly in ComfyUI:
#### Preview Mesh (3D) - Three.js Viewer
The Three.js viewer provides a general-purpose 3D visualization with excellent rendering quality:
**Features:**
- **Interactive Camera:** Orbit, pan, and zoom with mouse/trackpad controls
- **Real-time Rendering:** Smooth 60fps rendering with WebGL
- **Automatic Scaling:** Camera automatically adjusts to fit mesh
- **Professional Lighting:** Three-point lighting setup for clear visualization
- **Grid and Axes:** Visual reference for orientation
**How it works:**
1. Mesh is exported to GLB format (optimized for web)
2. File is saved to ComfyUI's output directory
3. Three.js viewer loads and displays the mesh
4. OrbitControls enable interactive exploration
**Controls:**
- **Left Mouse:** Rotate camera around mesh
- **Right Mouse / Two-finger drag:** Pan camera
- **Scroll / Pinch:** Zoom in/out
- **Automatic:** Camera resets to fit mesh on load
**Technical Details:**
- Uses Three.js v0.160.0 from CDN (no local dependencies)
- Supports GLB and OBJ formats
- 512x512px viewport (customizable in code)
- Renders in ComfyUI's output directory (accessible via /view API)
#### Preview Mesh (VTK) - VTK.js Viewer
The VTK.js viewer is optimized for scientific visualization and large datasets:
**Features:**
- **Trackball Controls:** Professional scientific visualization camera controls
- **Scientific Rendering:** Optimized for mesh analysis and inspection
- **High Performance:** Excellent for large meshes (100K+ vertices)
- **Clean Interface:** Focused on geometry visualization without distractions
**How it works:**
1. Mesh is exported to STL format (native VTK.js format)
2. File is saved to ComfyUI's output directory
3. VTK.js viewer loads and displays the mesh
4. TrackballCamera enables precise exploration
**Controls:**
- **Left Mouse:** Rotate camera (trackball mode)
- **Middle Mouse / Shift + Left:** Pan camera
- **Right Mouse / Scroll:** Zoom in/out
- **Automatic:** Camera resets to fit mesh on load
**Technical Details:**
- Uses VTK.js v29.5.0 from Skypack CDN (no local dependencies)
- Supports STL and OBJ formats
- 512x512px viewport (customizable in code)
- Renders in ComfyUI's output directory (accessible via /view API)
**When to use which viewer:**
- **Three.js**: General 3D visualization, artistic rendering, better lighting
- **VTK.js**: Scientific analysis, large datasets, mesh inspection, precise measurements
**No External Tools Required:** Unlike other 3D preview solutions, both widgets render directly in the ComfyUI interface - no need to save files or use external viewers!
## Testing
Run the test suite to verify installation:
```bash
python test_nodes.py
```
Expected output:
```
============================================================
🎉 ALL TESTS PASSED!
============================================================
The following nodes are working correctly:
✓ CreatePrimitive (cube, sphere, plane)
✓ SaveMesh (OBJ format)
✓ LoadMesh (OBJ format)
✓ MeshInfoNode (with trimesh enhancements)
✓ CGALRemeshNode (isotropic remeshing)
```
## Contributing
Contributions welcome! Please feel free to submit issues or pull requests.
### Development Setup
1. Fork the repository
2. Create a feature branch
3. Make your changes
4. Test with `python test_nodes.py`
5. Submit a pull request
### Adding New Nodes
Follow the pattern in `nodes.py`:
```python
class MyCustomNode:
@classmethod
def INPUT_TYPES(cls):
return {
"required": {
"mesh": ("MESH",), # trimesh.Trimesh object
"parameter": ("FLOAT", {"default": 1.0}),
}
}
RETURN_TYPES = ("MESH",)
FUNCTION = "process"
CATEGORY = "geompack/custom"
def process(self, mesh, parameter):
# Your processing logic using trimesh API
# ...
return (processed_mesh,)
```
## License
MIT License - See LICENSE file for details
## Credits
- Built on [trimesh](https://trimesh.org/) by Michael Dawson-Haggerty
- CGAL integration via [CGAL Python bindings](https://github.com/CGAL/cgal-swig-bindings)
- [libigl](https://libigl.github.io/) by Alec Jacobson and others
- Inspired by existing ComfyUI 3D tools and workflows
## Support
- **Issues**: Report bugs or request features via GitHub Issues
- **Discussions**: Join the discussion in GitHub Discussions
- **Documentation**: See the [wiki](https://github.com/yourusername/ComfyUI-GeomPack/wiki) for detailed guides
## Changelog
### Version 0.2.0 (Current)
- **Major Refactor**: Migrated from dictionary-based meshes to trimesh.Trimesh objects
- **Added**: CGAL isotropic remeshing node
- **Added**: Primitive creation (cube, sphere, plane)
- **Enhanced**: Mesh Info now shows volume, watertight status, and more
- **Improved**: File I/O with trimesh (supports more formats)
- **Updated**: All nodes now use trimesh API
- **Added**: Comprehensive test suite
### Version 0.1.0
- Initial MVP release
- Basic node structure and boilerplate
- Example nodes demonstrating functionality
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"""
ComfyUI GeomPack - Geometry Processing Custom Nodes
This package provides mesh processing nodes for ComfyUI using trimesh, CGAL, and Blender.
Includes custom 3D preview widget powered by Three.js.
"""
from .nodes import NODE_CLASS_MAPPINGS, NODE_DISPLAY_NAME_MAPPINGS
# Set web directory for JavaScript extensions (3D mesh preview widget)
# This tells ComfyUI where to find our JavaScript files and HTML viewer
# Files will be served at /extensions/ComfyUI-GeomPack/*
WEB_DIRECTORY = "./web"
# Export the mappings so ComfyUI can discover the nodes
__all__ = ['NODE_CLASS_MAPPINGS', 'NODE_DISPLAY_NAME_MAPPINGS', 'WEB_DIRECTORY']
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"""
Mesh utilities for ComfyUI GeomPack nodes
Handles mesh data structures, I/O, and processing using trimesh and seagullmesh (CGAL)
"""
import numpy as np
import trimesh
import igl
import os
from typing import Tuple, Optional
# PyMeshLab for remeshing (TODO: will switch back to CGAL eventually)
try:
import pymeshlab
PYMESHLAB_AVAILABLE = True
except ImportError:
PYMESHLAB_AVAILABLE = False
print("[mesh_utils] Warning: pymeshlab not available. Install with: pip install pymeshlab")
def load_mesh_file(file_path: str) -> Tuple[Optional[trimesh.Trimesh], str]:
"""
Load a mesh from file.
Ensures the returned mesh has only triangular faces and is properly processed.
Args:
file_path: Path to mesh file (OBJ, PLY, STL, OFF, etc.)
Returns:
Tuple of (mesh, error_message)
"""
if not os.path.exists(file_path):
return None, f"File not found: {file_path}"
try:
print(f"[load_mesh_file] Loading: {file_path}")
# Try to load with trimesh first (supports many formats)
loaded = trimesh.load(file_path, force='mesh')
print(f"[load_mesh_file] Loaded type: {type(loaded).__name__}")
# Handle case where trimesh.load returns a Scene instead of a mesh
if isinstance(loaded, trimesh.Scene):
print(f"[load_mesh_file] Converting Scene to single mesh (scene has {len(loaded.geometry)} geometries)")
# If it's a scene, dump it to a single mesh
mesh = loaded.dump(concatenate=True)
else:
mesh = loaded
if mesh is None or len(mesh.vertices) == 0 or len(mesh.faces) == 0:
return None, f"Failed to read mesh or mesh is empty: {file_path}"
print(f"[load_mesh_file] Initial mesh: {len(mesh.vertices)} vertices, {len(mesh.faces)} faces")
# Ensure mesh is properly triangulated
# Trimesh should handle this, but some file formats might have issues
if hasattr(mesh, 'faces') and len(mesh.faces) > 0:
# Check if faces are triangular
if mesh.faces.shape[1] != 3:
# Need to triangulate - this shouldn't normally happen but handle it
print(f"[load_mesh_file] Warning: Mesh has non-triangular faces, triangulating...")
# trimesh.Trimesh constructor should triangulate automatically with process=True
mesh = trimesh.Trimesh(vertices=mesh.vertices, faces=mesh.faces, process=True)
print(f"[load_mesh_file] After triangulation: {len(mesh.vertices)} vertices, {len(mesh.faces)} faces")
# Count before cleanup
verts_before = len(mesh.vertices)
faces_before = len(mesh.faces)
# Merge duplicate vertices and clean up
mesh.merge_vertices()
mesh.remove_duplicate_faces()
mesh.remove_degenerate_faces()
verts_after = len(mesh.vertices)
faces_after = len(mesh.faces)
if verts_before != verts_after or faces_before != faces_after:
print(f"[load_mesh_file] Cleanup: {verts_before}->{verts_after} vertices, {faces_before}->{faces_after} faces")
print(f"[load_mesh_file] Removed: {verts_before - verts_after} duplicate vertices, {faces_before - faces_after} bad faces")
# Store file metadata
mesh.metadata['file_path'] = file_path
mesh.metadata['file_name'] = os.path.basename(file_path)
mesh.metadata['file_format'] = os.path.splitext(file_path)[1].lower()
print(f"[load_mesh_file] ✓ Successfully loaded: {len(mesh.vertices)} vertices, {len(mesh.faces)} faces")
return mesh, ""
except Exception as e:
print(f"[load_mesh_file] Trimesh failed: {str(e)}, trying libigl fallback...")
# Fallback to libigl
try:
v, f = igl.read_triangle_mesh(file_path)
if v is None or f is None or len(v) == 0 or len(f) == 0:
return None, f"Failed to read mesh: {file_path}"
print(f"[load_mesh_file] libigl loaded: {len(v)} vertices, {len(f)} faces")
mesh = trimesh.Trimesh(vertices=v, faces=f, process=True)
# Count before cleanup
verts_before = len(mesh.vertices)
faces_before = len(mesh.faces)
# Clean up the mesh
mesh.merge_vertices()
mesh.remove_duplicate_faces()
mesh.remove_degenerate_faces()
verts_after = len(mesh.vertices)
faces_after = len(mesh.faces)
if verts_before != verts_after or faces_before != faces_after:
print(f"[load_mesh_file] Cleanup: {verts_before}->{verts_after} vertices, {faces_before}->{faces_after} faces")
# Store metadata
mesh.metadata['file_path'] = file_path
mesh.metadata['file_name'] = os.path.basename(file_path)
mesh.metadata['file_format'] = os.path.splitext(file_path)[1].lower()
print(f"[load_mesh_file] ✓ Successfully loaded via libigl: {len(mesh.vertices)} vertices, {len(mesh.faces)} faces")
return mesh, ""
except Exception as e2:
print(f"[load_mesh_file] ✗ Both loaders failed!")
return None, f"Error loading mesh: {str(e)}; Fallback error: {str(e2)}"
def save_mesh_file(mesh: trimesh.Trimesh, file_path: str) -> Tuple[bool, str]:
"""
Save a mesh to file.
Args:
mesh: Trimesh object
file_path: Output file path
Returns:
Tuple of (success, error_message)
"""
if not isinstance(mesh, trimesh.Trimesh):
return False, "Input must be a trimesh.Trimesh object"
if len(mesh.vertices) == 0 or len(mesh.faces) == 0:
return False, "Mesh is empty"
try:
# Ensure output directory exists
output_dir = os.path.dirname(file_path)
if output_dir and not os.path.exists(output_dir):
os.makedirs(output_dir, exist_ok=True)
# Export the mesh
mesh.export(file_path)
return True, ""
except Exception as e:
return False, f"Error saving mesh: {str(e)}"
def create_cube(size: float = 1.0) -> trimesh.Trimesh:
"""
Create a cube mesh.
Args:
size: Side length of the cube
Returns:
Trimesh object
"""
mesh = trimesh.creation.box(extents=[size, size, size])
mesh.metadata['primitive_type'] = 'cube'
mesh.metadata['size'] = size
return mesh
def create_sphere(radius: float = 1.0, subdivisions: int = 2) -> trimesh.Trimesh:
"""
Create a sphere mesh using icosphere subdivision.
Args:
radius: Radius of the sphere
subdivisions: Number of subdivision levels (0-4 recommended)
Returns:
Trimesh object
"""
mesh = trimesh.creation.icosphere(subdivisions=subdivisions, radius=radius)
mesh.metadata['primitive_type'] = 'sphere'
mesh.metadata['radius'] = radius
mesh.metadata['subdivisions'] = subdivisions
return mesh
def create_plane(size: float = 1.0, subdivisions: int = 1) -> trimesh.Trimesh:
"""
Create a plane mesh.
Args:
size: Side length of the plane
subdivisions: Number of subdivisions per side
Returns:
Trimesh object
"""
n = subdivisions + 1
s = size / 2.0
# Create grid of vertices
x = np.linspace(-s, s, n)
y = np.linspace(-s, s, n)
xx, yy = np.meshgrid(x, y)
vertices = np.stack([
xx.flatten(),
yy.flatten(),
np.zeros(n * n)
], axis=1).astype(np.float64)
# Create faces
faces = []
for i in range(n - 1):
for j in range(n - 1):
idx = i * n + j
# Two triangles per quad
faces.append([idx, idx + n, idx + n + 1])
faces.append([idx, idx + n + 1, idx + 1])
faces = np.array(faces, dtype=np.int32)
mesh = trimesh.Trimesh(vertices=vertices, faces=faces)
mesh.metadata['primitive_type'] = 'plane'
mesh.metadata['size'] = size
mesh.metadata['subdivisions'] = subdivisions
return mesh
def compute_mesh_info(mesh: trimesh.Trimesh) -> str:
"""
Generate a formatted string with mesh information.
Args:
mesh: Trimesh object
Returns:
Formatted info string
"""
if not isinstance(mesh, trimesh.Trimesh):
return "Error: Input must be a trimesh.Trimesh object"
info = "=== Mesh Information ===\n\n"
info += f"Vertices: {len(mesh.vertices):,}\n"
info += f"Faces: {len(mesh.faces):,}\n"
info += f"Edges: {len(mesh.edges):,}\n\n"
# Geometric properties
info += f"Volume: {mesh.volume:.6f}\n"
info += f"Surface Area: {mesh.area:.6f}\n"
info += f"Is Watertight: {mesh.is_watertight}\n"
info += f"Is Winding Consistent: {mesh.is_winding_consistent}\n\n"
# Bounding box
bounds = mesh.bounds
center = mesh.centroid
extents = mesh.extents
info += "Bounding Box:\n"
info += f" Min: [{bounds[0][0]:.3f}, {bounds[0][1]:.3f}, {bounds[0][2]:.3f}]\n"
info += f" Max: [{bounds[1][0]:.3f}, {bounds[1][1]:.3f}, {bounds[1][2]:.3f}]\n"
info += f" Center: [{center[0]:.3f}, {center[1]:.3f}, {center[2]:.3f}]\n"
info += f" Extents: [{extents[0]:.3f}, {extents[1]:.3f}, {extents[2]:.3f}]\n\n"
# Additional data
if hasattr(mesh.visual, 'vertex_colors') and mesh.visual.vertex_colors is not None:
info += f"Vertex Colors: Yes\n"
if mesh.vertex_normals is not None and len(mesh.vertex_normals) > 0:
info += f"Vertex Normals: Yes\n"
# Metadata
if mesh.metadata:
info += "\nMetadata:\n"
for key, value in mesh.metadata.items():
info += f" {key}: {value}\n"
return info
# ============================================================================
# Remeshing via PyMeshLab (TODO: will switch back to CGAL eventually)
# ============================================================================
def cgal_isotropic_remesh(
mesh: trimesh.Trimesh,
target_edge_length: float,
iterations: int = 3
) -> Tuple[Optional[trimesh.Trimesh], str]:
"""
Apply isotropic remeshing to create uniform triangle sizes.
Currently uses PyMeshLab. Will switch back to CGAL once CGAL Python bindings
issues are resolved.
Args:
mesh: Input trimesh object
target_edge_length: Target edge length for remeshed triangles
iterations: Number of remeshing iterations (default: 3)
Returns:
Tuple of (remeshed_mesh, error_message)
"""
print(f"[cgal_isotropic_remesh] ===== Starting Isotropic Remeshing (via PyMeshLab) =====")
print(f"[cgal_isotropic_remesh] Input mesh: {len(mesh.vertices)} vertices, {len(mesh.faces)} faces")
print(f"[cgal_isotropic_remesh] Parameters:")
print(f"[cgal_isotropic_remesh] target_edge_length: {target_edge_length}")
print(f"[cgal_isotropic_remesh] iterations: {iterations}")
if not PYMESHLAB_AVAILABLE:
return None, "pymeshlab is not installed. Install with: pip install pymeshlab"
if not isinstance(mesh, trimesh.Trimesh):
return None, "Input must be a trimesh.Trimesh object"
if len(mesh.vertices) == 0 or len(mesh.faces) == 0:
return None, "Mesh is empty"
if target_edge_length <= 0:
return None, f"Target edge length must be positive, got {target_edge_length}"
if iterations < 1:
return None, f"Iterations must be at least 1, got {iterations}"
try:
# Convert trimesh to PyMeshLab
print(f"[cgal_isotropic_remesh] Converting to PyMeshLab format...")
ms = pymeshlab.MeshSet()
# Create PyMeshLab mesh from numpy arrays
pml_mesh = pymeshlab.Mesh(
vertex_matrix=mesh.vertices,
face_matrix=mesh.faces
)
ms.add_mesh(pml_mesh)
print(f"[cgal_isotropic_remesh] Applying isotropic remeshing...")
# PyMeshLab's isotropic remeshing
# targetlen is specified as PercentageValue (percentage of bounding box diagonal)
# We need to convert our absolute target_edge_length to a percentage
bbox_diag = np.linalg.norm(mesh.bounds[1] - mesh.bounds[0])
target_pct = (target_edge_length / bbox_diag) * 100.0
ms.meshing_isotropic_explicit_remeshing(
targetlen=pymeshlab.PercentageValue(target_pct),
iterations=iterations,
adaptive=False
)
# Convert back to trimesh
print(f"[cgal_isotropic_remesh] Converting back to trimesh...")
remeshed_pml = ms.current_mesh()
remeshed_mesh = trimesh.Trimesh(
vertices=remeshed_pml.vertex_matrix(),
faces=remeshed_pml.face_matrix()
)
# Preserve metadata
remeshed_mesh.metadata = mesh.metadata.copy()
remeshed_mesh.metadata['remeshing'] = {
'algorithm': 'pymeshlab_isotropic',
'target_edge_length': target_edge_length,
'target_percentage': target_pct,
'iterations': iterations,
'original_vertices': len(mesh.vertices),
'original_faces': len(mesh.faces),
'remeshed_vertices': len(remeshed_mesh.vertices),
'remeshed_faces': len(remeshed_mesh.faces)
}
# Calculate statistics
vertex_change = len(remeshed_mesh.vertices) - len(mesh.vertices)
face_change = len(remeshed_mesh.faces) - len(mesh.faces)
vertex_pct = (vertex_change / len(mesh.vertices)) * 100 if len(mesh.vertices) > 0 else 0
face_pct = (face_change / len(mesh.faces)) * 100 if len(mesh.faces) > 0 else 0
print(f"[cgal_isotropic_remesh] ===== Remeshing Complete =====")
print(f"[cgal_isotropic_remesh] Results:")
print(f"[cgal_isotropic_remesh] Vertices: {len(mesh.vertices)} -> {len(remeshed_mesh.vertices)} ({vertex_change:+d}, {vertex_pct:+.1f}%)")
print(f"[cgal_isotropic_remesh] Faces: {len(mesh.faces)} -> {len(remeshed_mesh.faces)} ({face_change:+d}, {face_pct:+.1f}%)")
return remeshed_mesh, ""
except Exception as e:
import traceback
traceback.print_exc()
return None, f"Error during remeshing: {str(e)}"
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[project]
name = "comfyui-libigl"
description = "libigl geometry processing wrapper for ComfyUI - mesh manipulation and analysis nodes"
version = "0.1.0"
license = { file = "LICENSE" }
dependencies = [
"libigl>=2.6.1",
"numpy>=1.21.0",
"scipy>=1.7.0",
"matplotlib>=3.5.0",
"Pillow>=9.0.0"
]
[project.urls]
Repository = "https://github.com/yourusername/ComfyUI-libigl"
Documentation = "https://github.com/yourusername/ComfyUI-libigl/blob/main/README.md"
[tool.comfy]
PublisherId = "your-publisher-id"
DisplayName = "ComfyUI libigl"
Icon = ""
[build-system]
requires = ["setuptools>=45", "wheel"]
build-backend = "setuptools.build_meta"
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# Core dependencies
libigl>=2.6.1
numpy>=1.21.0
scipy>=1.7.0
trimesh>=3.15.0
pymeshlab>=2022.2
# Visualization
matplotlib>=3.5.0
Pillow>=9.0.0
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"""
Test script to verify the GeomPack nodes work correctly
Now testing with trimesh and CGAL functionality
"""
import sys
import os
# Add current directory to path for imports
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import numpy as np
import trimesh
from nodes import CreatePrimitive, SaveMesh, LoadMesh, MeshInfoNode, CGALRemeshNode
def test_create_primitive():
"""Test creating primitive shapes"""
print("=" * 60)
print("TEST 1: Create Primitive")
print("=" * 60)
node = CreatePrimitive()
# Test cube
print("\n[1/3] Testing cube creation...")
mesh, = node.create_primitive("cube", 2.0, subdivisions=0)
assert isinstance(mesh, trimesh.Trimesh), "Mesh should be a trimesh.Trimesh object"
print(f"✓ Cube created: {len(mesh.vertices)} vertices, {len(mesh.faces)} faces")
assert len(mesh.vertices) == 8, "Cube should have 8 vertices"
assert len(mesh.faces) == 12, "Cube should have 12 faces"
# Test sphere
print("\n[2/3] Testing sphere creation...")
mesh, = node.create_primitive("sphere", 1.0, subdivisions=2)
assert isinstance(mesh, trimesh.Trimesh), "Mesh should be a trimesh.Trimesh object"
print(f"✓ Sphere created: {len(mesh.vertices)} vertices, {len(mesh.faces)} faces")
assert len(mesh.vertices) > 0, "Sphere should have vertices"
assert len(mesh.faces) > 0, "Sphere should have faces"
assert mesh.is_watertight, "Sphere should be watertight"
# Test plane
print("\n[3/3] Testing plane creation...")
mesh, = node.create_primitive("plane", 1.0, subdivisions=3)
assert isinstance(mesh, trimesh.Trimesh), "Mesh should be a trimesh.Trimesh object"
print(f"✓ Plane created: {len(mesh.vertices)} vertices, {len(mesh.faces)} faces")
assert len(mesh.vertices) == 16, "Plane with 3 subdivisions should have 16 vertices"
print("\n✅ All primitive creation tests passed!")
return mesh
def test_save_and_load(mesh):
"""Test saving and loading mesh"""
print("\n" + "=" * 60)
print("TEST 2: Save and Load Mesh")
print("=" * 60)
# Save mesh
print("\n[1/2] Testing mesh save...")
save_node = SaveMesh()
test_file = "/tmp/test_mesh.obj"
status, = save_node.save_mesh(mesh, test_file)
print(f"✓ Mesh saved to {test_file}")
print(f" Status: {status}")
# Load mesh
print("\n[2/2] Testing mesh load...")
load_node = LoadMesh()
loaded_mesh, = load_node.load_mesh(test_file)
assert isinstance(loaded_mesh, trimesh.Trimesh), "Loaded mesh should be a trimesh.Trimesh object"
print(f"✓ Mesh loaded from {test_file}")
print(f" Vertices: {len(loaded_mesh.vertices)}")
print(f" Faces: {len(loaded_mesh.faces)}")
# Verify
assert len(loaded_mesh.vertices) == len(mesh.vertices), "Vertex count should match"
assert len(loaded_mesh.faces) == len(mesh.faces), "Face count should match"
print("\n✅ Save/Load test passed!")
return loaded_mesh
def test_mesh_info(mesh):
"""Test mesh info node"""
print("\n" + "=" * 60)
print("TEST 3: Mesh Info")
print("=" * 60)
info_node = MeshInfoNode()
info, = info_node.get_mesh_info(mesh)
print("\n" + info)
assert "Vertices:" in info, "Info should contain vertex count"
assert "Faces:" in info, "Info should contain face count"
assert "Volume:" in info, "Info should contain volume"
assert "Is Watertight:" in info, "Info should contain watertight status"
print("\n✅ Mesh info test passed!")
def test_cgal_remeshing():
"""Test CGAL remeshing node"""
print("\n" + "=" * 60)
print("TEST 4: CGAL Isotropic Remeshing")
print("=" * 60)
# Create a test mesh (cube)
print("\n[1/3] Creating test cube...")
create_node = CreatePrimitive()
mesh, = create_node.create_primitive("cube", 1.0, subdivisions=0)
original_vertices = len(mesh.vertices)
original_faces = len(mesh.faces)
print(f"✓ Original mesh: {original_vertices} vertices, {original_faces} faces")
# Apply remeshing
print("\n[2/3] Applying CGAL remeshing...")
remesh_node = CGALRemeshNode()
remeshed_mesh, = remesh_node.remesh(mesh, target_edge_length=0.15, iterations=3)
assert isinstance(remeshed_mesh, trimesh.Trimesh), "Remeshed mesh should be a trimesh.Trimesh object"
print(f"✓ Remeshed mesh: {len(remeshed_mesh.vertices)} vertices, {len(remeshed_mesh.faces)} faces")
# Verify remeshing worked
print("\n[3/3] Verifying remeshing results...")
assert len(remeshed_mesh.vertices) > original_vertices, "Remeshing should increase vertex count"
assert len(remeshed_mesh.faces) > original_faces, "Remeshing should increase face count"
assert remeshed_mesh.is_watertight, "Remeshed mesh should be watertight"
# Check that volume is approximately preserved
volume_diff = abs(remeshed_mesh.volume - mesh.volume)
volume_error = volume_diff / mesh.volume
print(f" Original volume: {mesh.volume:.6f}")
print(f" Remeshed volume: {remeshed_mesh.volume:.6f}")
print(f" Volume error: {volume_error*100:.2f}%")
assert volume_error < 0.05, f"Volume should be approximately preserved (error: {volume_error*100:.2f}%)"
print("\n✅ CGAL remeshing test passed!")
return remeshed_mesh
def main():
"""Run all tests"""
print("\n" + "=" * 60)
print("ComfyUI GeomPack Node Tests")
print("=" * 60)
try:
# Test 1: Create primitives
mesh = test_create_primitive()
# Test 2: Save and load
loaded_mesh = test_save_and_load(mesh)
# Test 3: Mesh info
test_mesh_info(loaded_mesh)
# Test 4: CGAL remeshing
remeshed_mesh = test_cgal_remeshing()
# Summary
print("\n" + "=" * 60)
print("🎉 ALL TESTS PASSED!")
print("=" * 60)
print("\nThe following nodes are working correctly:")
print(" ✓ CreatePrimitive (cube, sphere, plane)")
print(" ✓ SaveMesh (OBJ format)")
print(" ✓ LoadMesh (OBJ format)")
print(" ✓ MeshInfoNode (with trimesh enhancements)")
print(" ✓ CGALRemeshNode (isotropic remeshing)")
print("\nYou can now use these nodes in ComfyUI!")
print("=" * 60)
except Exception as e:
print("\n" + "=" * 60)
print("❌ TEST FAILED!")
print("=" * 60)
print(f"Error: {e}")
import traceback
traceback.print_exc()
return False
return True
if __name__ == "__main__":
import sys
success = main()
sys.exit(0 if success else 1)
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/**
* ComfyUI GeomPack - 3D Mesh Preview Widget
* Minimal implementation based on ComfyUI-3D-Pack pattern
*/
import { app } from "../../../scripts/app.js";
console.log("[GeomPack] Loading mesh preview extension...");
app.registerExtension({
name: "geompack.meshpreview",
async beforeRegisterNodeDef(nodeType, nodeData, app) {
if (nodeData.name === "GeomPackPreviewMesh") {
console.log("[GeomPack] Registering Preview Mesh node");
const onNodeCreated = nodeType.prototype.onNodeCreated;
nodeType.prototype.onNodeCreated = function() {
const r = onNodeCreated ? onNodeCreated.apply(this, arguments) : undefined;
console.log("[GeomPack] Node created, adding widget");
// Create iframe for 3D viewer
const iframe = document.createElement("iframe");
iframe.style.width = "100%";
iframe.style.height = "500px";
iframe.style.border = "none";
iframe.style.backgroundColor = "#2a2a2a";
// Point to our HTML viewer (with cache buster)
iframe.src = "/extensions/ComfyUI-GeomPack/viewer.html?v=" + Date.now();
// Add widget
const widget = this.addDOMWidget("preview", "MESH_PREVIEW", iframe);
widget.computeSize = () => [512, 520];
// Store iframe reference
this.meshViewerIframe = iframe;
// Handle execution
const onExecuted = this.onExecuted;
this.onExecuted = function(message) {
console.log("[GeomPack] onExecuted called with message:", message);
onExecuted?.apply(this, arguments);
// The message IS the UI data (not message.ui)
if (message?.mesh_file && message.mesh_file[0]) {
const filename = message.mesh_file[0];
console.log(`[GeomPack] Loading mesh: ${filename}`);
// ComfyUI serves output files via /view API endpoint
const filepath = `/view?filename=${encodeURIComponent(filename)}&type=output&subfolder=`;
// Send message to iframe (with delay to ensure iframe is loaded)
setTimeout(() => {
if (iframe.contentWindow) {
console.log(`[GeomPack] Sending postMessage to iframe: ${filepath}`);
iframe.contentWindow.postMessage({
type: "LOAD_MESH",
filepath: filepath,
timestamp: Date.now()
}, "*");
} else {
console.error("[GeomPack] Iframe contentWindow not available");
}
}, 100);
} else {
console.log("[GeomPack] No mesh_file in message data. Keys:", Object.keys(message || {}));
}
};
return r;
};
}
}
});
console.log("[GeomPack] Mesh preview extension registered");
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/**
* ComfyUI GeomPack - VTK.js Mesh Preview Widget
* Scientific visualization with VTK.js
*/
import { app } from "../../../scripts/app.js";
console.log("[GeomPack] Loading VTK.js mesh preview extension...");
app.registerExtension({
name: "geompack.meshpreview.vtk",
async beforeRegisterNodeDef(nodeType, nodeData, app) {
if (nodeData.name === "GeomPackPreviewMeshVTK") {
console.log("[GeomPack] Registering Preview Mesh (VTK) node");
const onNodeCreated = nodeType.prototype.onNodeCreated;
nodeType.prototype.onNodeCreated = function() {
const r = onNodeCreated ? onNodeCreated.apply(this, arguments) : undefined;
console.log("[GeomPack] VTK node created, adding widget");
// Create iframe for VTK.js viewer
const iframe = document.createElement("iframe");
iframe.style.width = "100%";
iframe.style.height = "500px";
iframe.style.border = "none";
iframe.style.backgroundColor = "#2a2a2a";
// Point to VTK.js HTML viewer (with cache buster)
iframe.src = "/extensions/ComfyUI-GeomPack/viewer_vtk.html?v=" + Date.now();
// Add widget
const widget = this.addDOMWidget("preview_vtk", "MESH_PREVIEW_VTK", iframe);
widget.computeSize = () => [512, 520];
// Store iframe reference
this.meshViewerIframeVTK = iframe;
// Handle execution
const onExecuted = this.onExecuted;
this.onExecuted = function(message) {
console.log("[GeomPack VTK] onExecuted called with message:", message);
onExecuted?.apply(this, arguments);
// The message IS the UI data (not message.ui)
if (message?.mesh_file && message.mesh_file[0]) {
const filename = message.mesh_file[0];
console.log(`[GeomPack VTK] Loading mesh: ${filename}`);
// ComfyUI serves output files via /view API endpoint
const filepath = `/view?filename=${encodeURIComponent(filename)}&type=output&subfolder=`;
// Send message to iframe (with delay to ensure iframe is loaded)
setTimeout(() => {
if (iframe.contentWindow) {
console.log(`[GeomPack VTK] Sending postMessage to iframe: ${filepath}`);
iframe.contentWindow.postMessage({
type: "LOAD_MESH",
filepath: filepath,
timestamp: Date.now()
}, "*");
} else {
console.error("[GeomPack VTK] Iframe contentWindow not available");
}
}, 100);
} else {
console.log("[GeomPack VTK] No mesh_file in message data. Keys:", Object.keys(message || {}));
}
};
return r;
};
}
}
});
console.log("[GeomPack] VTK.js mesh preview extension registered");
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GeomPack 3D Viewer</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #2a2a2a;
font-family: monospace;
}
#canvas {
width: 100%;
height: 100%;
display: block;
}
#loading {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: white;
font-size: 14px;
text-align: center;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="loading">Ready to load mesh</div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
console.log('[GeomPack Viewer] Initializing...');
const canvas = document.getElementById('canvas');
const loading = document.getElementById('loading');
// Scene
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x2a2a2a);
// Camera
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(2, 2, 2);
// Renderer
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
// Controls
const controls = new OrbitControls(camera, canvas);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const dirLight1 = new THREE.DirectionalLight(0xffffff, 0.8);
dirLight1.position.set(5, 10, 7);
scene.add(dirLight1);
const dirLight2 = new THREE.DirectionalLight(0xffffff, 0.4);
dirLight2.position.set(-5, -5, -7);
scene.add(dirLight2);
// Grid
const grid = new THREE.GridHelper(10, 10, 0x444444, 0x222222);
scene.add(grid);
// Axes
const axes = new THREE.AxesHelper(1);
scene.add(axes);
// Current mesh
let currentMesh = null;
// Animation loop
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();
// Handle window resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
// Load mesh function
function loadMesh(filepath) {
console.log('[GeomPack Viewer] Loading:', filepath);
loading.textContent = 'Loading mesh...';
loading.style.display = 'block';
// Remove old mesh
if (currentMesh) {
scene.remove(currentMesh);
currentMesh = null;
}
// Check if filepath contains .glb or .gltf (even with query params)
const isGLB = filepath.includes('.glb') || filepath.includes('.gltf');
const loader = isGLB ? new GLTFLoader() : new OBJLoader();
console.log('[GeomPack Viewer] File type detected:', isGLB ? 'GLB/GLTF' : 'OBJ');
loader.load(
filepath,
(result) => {
currentMesh = isGLB ? result.scene : result;
// Center mesh
const box = new THREE.Box3().setFromObject(currentMesh);
const center = box.getCenter(new THREE.Vector3());
currentMesh.position.sub(center);
// Add material if needed
currentMesh.traverse((child) => {
if (child.isMesh && !child.material) {
child.material = new THREE.MeshStandardMaterial({
color: 0x88aacc,
metalness: 0.3,
roughness: 0.7
});
}
});
// Add to scene
scene.add(currentMesh);
// Adjust camera
const size = box.getSize(new THREE.Vector3());
const maxDim = Math.max(size.x, size.y, size.z);
const distance = maxDim * 2.5;
camera.position.set(distance, distance, distance);
camera.lookAt(0, 0, 0);
controls.target.set(0, 0, 0);
controls.update();
loading.style.display = 'none';
console.log('[GeomPack Viewer] Mesh loaded successfully');
},
(progress) => {
if (progress.lengthComputable) {
const percent = (progress.loaded / progress.total * 100).toFixed(0);
loading.textContent = `Loading mesh... ${percent}%`;
}
},
(error) => {
console.error('[GeomPack Viewer] Error loading mesh:', error);
loading.textContent = 'Error loading mesh';
}
);
}
// Listen for messages from parent window
window.addEventListener('message', (event) => {
if (event.data.type === 'LOAD_MESH') {
console.log('[GeomPack Viewer] Received LOAD_MESH message:', event.data.filepath);
loadMesh(event.data.filepath);
}
});
console.log('[GeomPack Viewer] Ready');
</script>
</body>
</html>
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GeomPack VTK.js Viewer</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #2a2a2a;
font-family: monospace;
}
#container {
width: 100%;
height: 100vh;
position: relative;
}
#loading {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: white;
font-size: 14px;
text-align: center;
z-index: 1000;
pointer-events: none;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="loading">Ready to load mesh</div>
<script type="importmap">
{
"imports": {
"@kitware/vtk.js/": "https://cdn.skypack.dev/@kitware/vtk.js@29.5.0/"
}
}
</script>
<script type="module">
import vtkFullScreenRenderWindow from '@kitware/vtk.js/Rendering/Misc/FullScreenRenderWindow';
import vtkActor from '@kitware/vtk.js/Rendering/Core/Actor';
import vtkMapper from '@kitware/vtk.js/Rendering/Core/Mapper';
import vtkSTLReader from '@kitware/vtk.js/IO/Geometry/STLReader';
import vtkOBJReader from '@kitware/vtk.js/IO/Misc/OBJReader';
import vtkInteractorStyleTrackballCamera from '@kitware/vtk.js/Interaction/Style/InteractorStyleTrackballCamera';
console.log('[GeomPack VTK Viewer] Initializing...');
const loading = document.getElementById('loading');
const container = document.getElementById('container');
// Create full screen renderer
const fullScreenRenderer = vtkFullScreenRenderWindow.newInstance({
background: [0.16, 0.16, 0.16], // #2a2a2a
container: container,
});
const renderer = fullScreenRenderer.getRenderer();
const renderWindow = fullScreenRenderer.getRenderWindow();
const interactor = renderWindow.getInteractor();
// Set up trackball camera controls
const interactorStyle = vtkInteractorStyleTrackballCamera.newInstance();
interactor.setInteractorStyle(interactorStyle);
// Create actor and mapper for mesh
const actor = vtkActor.newInstance();
const mapper = vtkMapper.newInstance();
actor.setMapper(mapper);
// Configure appearance
actor.getProperty().setEdgeVisibility(false);
actor.getProperty().setColor(0.53, 0.67, 0.8); // Light blue-gray
actor.getProperty().setSpecular(0.3);
actor.getProperty().setSpecularPower(30);
// Add actor to scene
renderer.addActor(actor);
// Current reader
let currentReader = null;
// Load mesh function
async function loadMesh(filepath) {
console.log('[GeomPack VTK Viewer] Loading:', filepath);
loading.textContent = 'Loading mesh...';
loading.style.display = 'block';
try {
// Determine file type
const isSTL = filepath.includes('.stl');
const isOBJ = filepath.includes('.obj');
// Create appropriate reader
if (isSTL) {
console.log('[GeomPack VTK Viewer] File type: STL');
currentReader = vtkSTLReader.newInstance();
} else if (isOBJ) {
console.log('[GeomPack VTK Viewer] File type: OBJ');
currentReader = vtkOBJReader.newInstance();
} else {
throw new Error(`Unsupported file format: ${filepath}`);
}
// Fetch the file
const response = await fetch(filepath);
if (!response.ok) {
throw new Error(`HTTP ${response.status}: ${response.statusText}`);
}
// Get file data
const arrayBuffer = await response.arrayBuffer();
// Parse with appropriate reader
if (isSTL) {
currentReader.parseAsArrayBuffer(arrayBuffer);
} else if (isOBJ) {
const text = new TextDecoder().decode(arrayBuffer);
currentReader.parseAsText(text);
}
// Get output data
const polydata = currentReader.getOutputData();
if (!polydata) {
throw new Error('Failed to parse mesh data');
}
console.log('[GeomPack VTK Viewer] Loaded mesh:',
polydata.getNumberOfPoints(), 'points,',
polydata.getNumberOfPolys(), 'polygons');
// Set mapper input
mapper.setInputData(polydata);
// Reset camera to fit mesh
renderer.resetCamera();
renderWindow.render();
loading.style.display = 'none';
console.log('[GeomPack VTK Viewer] Mesh loaded successfully');
} catch (error) {
console.error('[GeomPack VTK Viewer] Error loading mesh:', error);
loading.textContent = `Error loading mesh: ${error.message}`;
loading.style.color = '#ff6b6b';
}
}
// Listen for messages from parent window
window.addEventListener('message', (event) => {
if (event.data.type === 'LOAD_MESH') {
console.log('[GeomPack VTK Viewer] Received LOAD_MESH message:', event.data.filepath);
loadMesh(event.data.filepath);
}
});
// Handle window resize
window.addEventListener('resize', () => {
renderWindow.resize();
});
console.log('[GeomPack VTK Viewer] Ready');
</script>
</body>
</html>
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{
"3": {
"inputs": {
"file_path": "bunny.stl"
},
"class_type": "GeomPackLoadMesh",
"_meta": {
"title": "Load Mesh"
}
},
"4": {
"inputs": {
"model_file": [
"5",
0
],
"image": ""
},
"class_type": "Preview3D",
"_meta": {
"title": "Preview 3D"
}
},
"5": {
"inputs": {
"file_path": "output.obj",
"mesh": [
"6",
0
]
},
"class_type": "GeomPackSaveMesh",
"_meta": {
"title": "Save Mesh"
}
},
"6": {
"inputs": {
"target_edge_length": 0.1,
"iterations": 3,
"mesh": [
"3",
0
]
},
"class_type": "GeomPackCGALRemesh",
"_meta": {
"title": "CGAL Remesh (Isotropic)"
}
}
}