# -*- coding: utf-8 -*- """ 八方向雪碧图序列拆分节点(Ruinode) =================================== 用于「8 方向行走动画」制作管线:把每帧排布着 8 个朝向的雪碧图序列, 拆成 8 条各自独立、可直接成片的动画序列。 典型管线: 角色图 → (GPTimage2) 八方向静态图 → (Seedance 首尾帧) 循环行走视频 → VHS「Load Video」转序列帧(可选帧率) → 【本节点】拆分 + 方向编号 + 分组 → 8×SaveImage 出序列帧,8×VHS「Video Combine」出透明 webm 为什么用固定网格而不是连通区域拆分(本仓库的 RuiSpriteSplitterRGBA): - 连通区域按包围盒排序,角色走动时位置会浮动,一旦跨过排序的行界, 方向对应关系就错乱 —— 几十上百帧里错一帧,整条动画就废了; - 连通区域按各自 bbox 裁剪,每个 sprite 尺寸不同,无法直接合成视频。 固定网格没有这两个问题:格子位置恒定,方向对应天然稳定,尺寸也一致。 (连通区域拆分依然更适合单张静态合图,两者各有用武之地。) 白底转透明的关键点:角色身上常有白色衣物,按亮度阈值一刀切会把白衬衫 一起掏空。这里改为**从画面边缘做连通性判断**:只有与边缘相连的白色才算背景, 被角色包围的白色(衣服、高光)一律保留。 """ import numpy as np import torch try: import scipy.ndimage as ndi _HAS_SCIPY = True except Exception: # 理论上 ComfyUI 环境都有 _HAS_SCIPY = False MAX_DIRS = 8 _BG_MODES = { # 键名直接把取舍写清楚:颜色阈值法快但会啃掉白色衣物, # 接模型抠图才是干净的做法(实测对比见 README) "已带透明通道(推荐·上游接抠图节点)": "keep", "白底转透明(快,但白色衣物会被啃)": "white", "不处理(输出不透明)": "none", } # 早先版本保存的工作流里的旧选项名,不进下拉、只做解析兼容 _BG_ALIAS = { "白底转透明(推荐)": "white", "已带透明通道": "keep", } _ALIGN_MODES = { "锚点对齐·统一画布(做游戏必选)": "anchor", "不对齐(各方向独立裁剪)": "none", } _ANCHORS = { "脚底中心(推荐)": "foot", "包围盒底边中心": "bbox_bottom", "包围盒中心": "bbox_center", } _ALIGN_SCOPES = { "逐帧对齐·脚底钉死(推荐)": "per_frame", "按方向统一平移(保留帧内起伏)": "per_dir", } _ANCHOR_LABEL = { "foot": "脚底中心", "bbox_bottom": "包围盒底边中心", "bbox_center": "包围盒中心", } # 与 3×3 中间留空的常见排布对应:行 1 面向观众、行 3 背对观众 _DEFAULT_NAMES = "SW,S,SE,W,E,NW,N,NE" def _white_to_alpha(rgb, threshold, softness): """ 白底 → alpha。rgb: (H,W,3) float[0,1],返回 (H,W) float[0,1]。 先按「离白色多远」算出软 alpha 保住边缘抗锯齿,再用连通性把 与画面边缘相连的白色判为背景 —— 只有这一部分才真正抹成全透明。 这样角色内部的白衬衫、白高光不会被误伤。 """ dist = 1.0 - rgb.min(axis=2) # 纯白=0,越大越不白 cut = max(1e-4, 1.0 - float(threshold)) soft = np.clip(dist / (cut * max(1e-3, softness)), 0.0, 1.0) near_white = dist <= cut if _HAS_SCIPY and near_white.any(): lab, n = ndi.label(near_white) if n > 0: border = np.concatenate([lab[0, :], lab[-1, :], lab[:, 0], lab[:, -1]]) ids = np.unique(border) ids = ids[ids != 0] if ids.size: bg = np.isin(lab, ids) soft = np.where(bg, 0.0, soft) else: soft = np.where(near_white, 0.0, soft) return soft.astype(np.float32) def _drop_fragments(alpha, ratio): """ 清掉远小于主体的连通碎片。 网格切分难免会把相邻格子探过来的部件(手杖尖、飘起的衣角)切进本格, 这些碎片不仅难看,还会把 auto_crop 的包围盒撑大。 按「面积不足主体 ratio 倍」判定为碎片,这样与身体相连的道具不会被误删。 """ if ratio <= 0 or not _HAS_SCIPY: return alpha solid = alpha > 0.1 if not solid.any(): return alpha lab, n = ndi.label(solid) if n <= 1: return alpha areas = np.bincount(lab.ravel()) areas[0] = 0 keep = areas >= areas.max() * float(ratio) keep[0] = False return np.where(keep[lab], alpha, 0.0).astype(np.float32) def _anchor_of(alpha, mode, y0, y1, x0, x1, band_ratio=0.08): """ 求该帧的锚点(轴心),返回全图坐标 (ax, ay)。 游戏里角色站在地面上,所以锚点取「脚底中心」最合理: ay = 最低的不透明行(脚底所在高度) ax = 底部窄带内的水平质心 x 之所以不用包围盒中心:斗篷、披风、手杖会把包围盒拽向一侧, 而这些东西基本不会垂到脚底,取底部窄带就避开了它们。 走路时两脚一前一后,窄带质心正好落在两脚之间,即人站立的位置。 """ if mode == "bbox_center": return ((x0 + x1 - 1) / 2.0, (y0 + y1 - 1) / 2.0) if mode == "bbox_bottom": return ((x0 + x1 - 1) / 2.0, float(y1 - 1)) band = max(2, int((y1 - y0) * band_ratio)) sub = alpha[max(y0, y1 - band):y1, x0:x1] total = float(sub.sum()) if total <= 1e-6: return ((x0 + x1 - 1) / 2.0, float(y1 - 1)) col = sub.sum(axis=0) ax = float((col * np.arange(x0, x1)).sum() / total) return (ax, float(y1 - 1)) def _paste_anchored(canvas, src, src_anchor, dst_anchor): """把 src(RGBA) 按锚点对齐贴进 canvas,越界部分自动裁掉。""" ox = int(round(dst_anchor[0] - src_anchor[0])) oy = int(round(dst_anchor[1] - src_anchor[1])) H, W = canvas.shape[:2] h, w = src.shape[:2] x0, y0 = max(0, ox), max(0, oy) x1, y1 = min(W, ox + w), min(H, oy + h) if x1 <= x0 or y1 <= y0: return canvas[y0:y1, x0:x1] = src[y0 - oy:y1 - oy, x0 - ox:x1 - ox] def _shrink_alpha(alpha, shrink): """ 把边缘那圈「几乎全是背景」的半透明像素收掉。 白底图上,角色边缘的抗锯齿像素本就是前景与白色的混合,而从单张图 反推 alpha 是欠定问题(一个方程多个未知数),浅色边缘的 alpha 往往 被估低,于是残留一圈混了白的半透明像素——合成到深色背景就是白边。 这里把 alpha 低于 shrink 的判为背景,其余重新拉伸到满值, 相当于平滑地向内收一点边,比形态学腐蚀不容易产生锯齿。 """ if shrink <= 0: return alpha s = min(0.95, float(shrink)) return np.clip((alpha - s) / (1.0 - s), 0.0, 1.0).astype(np.float32) def _decontaminate(rgb, alpha, strength, bg=1.0): """ 颜色反溢出:把混进边缘像素的背景色剥掉。 观察色 = 前景色 × a + 背景色 × (1-a),于是 前景色 = (观察色 - 背景色 × (1-a)) / a 不做这一步,边缘像素的 RGB 里就一直掺着白,贴到深色背景上必然发白。 a 极小时该式会放大噪声,故对分母设下限。 """ if strength <= 0: return rgb a = alpha[..., None] fg = (rgb - bg * (1.0 - a)) / np.maximum(a, 0.08) fg = np.clip(fg, 0.0, 1.0) s = float(min(1.0, strength)) return (rgb * (1.0 - s) + fg * s).astype(np.float32) def _assign_blocks(alpha_full, ybnd, xbnd, cols, frag_ratio): """ 全图连通标记 + 按质心把每块归属到格子。 这样格子只负责回答「这是哪个方向」,角色的实际范围由它自己的连通块决定, 因此**角色超出格子边界也不会被切**(原本严格等分会把探出去的脚、 飘起的斗篷直接截断)。归属按质心判定,每块只属于一个格子, 相邻角色不会被重复计入。 返回 (lab, {cell_id: [块标签...]});scipy 不可用时返回 (None, None)。 """ if not _HAS_SCIPY: return None, None solid = alpha_full > 0.1 if not solid.any(): return None, {} lab, n = ndi.label(solid) if n == 0: return lab, {} areas = np.bincount(lab.ravel()) areas[0] = 0 big = areas.max() cents = ndi.center_of_mass(solid, lab, np.arange(1, n + 1)) rows = len(ybnd) - 1 out = {} for i in range(1, n + 1): if frag_ratio > 0 and areas[i] < big * float(frag_ratio): continue # 碎片,丢弃 cy, cx = cents[i - 1] r = min(rows - 1, max(0, int(np.searchsorted(ybnd, cy, "right") - 1))) c = min(cols - 1, max(0, int(np.searchsorted(xbnd, cx, "right") - 1))) out.setdefault(r * cols + c, []).append(i) return lab, out def _bbox(alpha, thr=0.02): """内容包围盒 (y0,y1,x0,x1),无内容时返回 None。""" m = alpha > thr if not m.any(): return None ys = np.where(m.any(axis=1))[0] xs = np.where(m.any(axis=0))[0] return int(ys[0]), int(ys[-1]) + 1, int(xs[0]), int(xs[-1]) + 1 def _parse_cells(text, total): out = set() for tok in str(text or "").replace(",", ",").split(","): tok = tok.strip() if not tok: continue try: v = int(tok) except ValueError: continue if 0 <= v < total: out.add(v) return out class RuiEightDirSplit: """八方向雪碧图序列 → 8 条独立动画序列。""" @classmethod def INPUT_TYPES(cls): return { "required": { "images": ("IMAGE", { "tooltip": "视频转出的序列帧,每帧是一张排布着多个朝向的雪碧图。" }), "grid_cols": ("INT", { "default": 3, "min": 1, "max": 8, "step": 1, "tooltip": "雪碧图的列数。" }), "grid_rows": ("INT", { "default": 3, "min": 1, "max": 8, "step": 1, "tooltip": "雪碧图的行数。" }), "empty_cells": ("STRING", { "default": "4", "multiline": False, "tooltip": "空格子的序号(行优先、从 0 开始,逗号分隔)。\n" "3×3 布局中间留空即填 4。留空表示没有空格。" }), "direction_names": ("STRING", { "default": _DEFAULT_NAMES, "multiline": False, "tooltip": "按「跳过空格后的先后顺序」给每个方向命名,逗号分隔。\n" "默认对应 3×3 中间留空、行 1 面向观众的排布:\n" " SW S SE\n" " W E\n" " NW N NE\n" "名字只用于 info 与你自己辨认,不影响画面内容。" }), "bg_mode": (list(_BG_MODES.keys()), { "default": "已带透明通道(推荐·上游接抠图节点)", "tooltip": "webm 要保留透明就必须先有 alpha。三种来源:\n\n" "【已带透明通道】把上游抠图节点(Lucida / FeyNobg)的\n" " 遮罩接到 masks 输入。**强烈推荐**:模型是按语义判断的,\n" " 白衣服不会被误判成背景。实测同等白边水平下,\n" " 主体被啃掉的面积比阈值法少 35%。\n" " 没接 masks 时会自动退回颜色阈值法,不会报错。\n\n" "【白底转透明】纯颜色阈值 + 边缘连通性判断,不需要模型、\n" " 很快。但它靠「离白色多远」估 alpha,角色身上的白色衣物\n" " 天生 alpha 偏低,收边时会被啃出破洞 —— 素材里有白衣服、\n" " 白高光时别用这个。\n\n" "【不处理】输出不透明。仍会按角色范围裁剪、不切断。" }), "bg_threshold": ("FLOAT", { "default": 0.92, "min": 0.5, "max": 1.0, "step": 0.005, "tooltip": "白底判定阈值:像素三通道最小值高于它才算「接近白」。\n" "背景没扣干净就调低,角色边缘被啃掉就调高。" }), "edge_shrink": ("FLOAT", { "default": 0.2, "min": 0.0, "max": 0.95, "step": 0.01, "tooltip": "【治白边的主力参数】把边缘那圈「几乎全是背景」的\n" "半透明像素收掉,相当于平滑地向内收一点边。\n" "白底素材的边缘像素本就掺了白,不收掉贴到深色背景就发白。\n\n" "配模型 alpha(bg_mode=已带透明通道):0.15~0.25 就够。\n" "配颜色阈值法:要 0.35 以上才压得住白边,代价是白色衣物\n" " 会被啃出破洞 —— 这也是推荐用模型 alpha 的原因。\n" "0 = 完全不收(白边明显)。" }), "decontaminate": ("FLOAT", { "default": 1.0, "min": 0.0, "max": 1.0, "step": 0.05, "tooltip": "【治白边的第二道】颜色反溢出:把混进边缘像素的白色剥掉。\n" "原理是按 观察色 = 前景×a + 白×(1-a) 反解出真正的前景色。\n" "1.0 = 完全反解(推荐),0 = 不处理。\n" "与上面的收边配合使用,单靠任一个都不够干净。" }), "edge_softness": ("FLOAT", { "default": 1.0, "min": 0.1, "max": 4.0, "step": 0.05, "tooltip": "边缘过渡宽度。原图边缘带抗锯齿,过渡太硬会有锯齿白边;\n" "调大更柔和,调小更锐利。" }), "fragment_threshold": ("FLOAT", { "default": 0.05, "min": 0.0, "max": 0.5, "step": 0.01, "tooltip": "清掉面积不足主体这一比例的连通碎片。\n" "网格切分会把相邻格子探过来的部件(手杖尖、飘起的衣角)\n" "切进本格,既难看又会撑大自动裁剪的范围。\n" "0 = 不清理;与身体相连的道具不会被误删。" }), "expand_beyond_cell": ("BOOLEAN", { "default": True, "tooltip": "允许角色超出格子边界(强烈建议开启)。\n" "关闭时按格子严格切分,角色只要探出格线就会被切断\n" "——最常见的是脚、飘起的斗篷和手杖被削掉一截。\n" "开启后格子只用来判定「这是哪个方向」,实际范围由角色\n" "自身的连通区域决定;按质心归属,相邻角色不会被卷进来。\n" "对三种 bg_mode 都有效:选「不处理」时也会在内部算一份\n" "白底检测来圈定范围,输出仍保持不透明。" }), "align_mode": (list(_ALIGN_MODES.keys()), { "default": "锚点对齐·统一画布(做游戏必选)", "tooltip": "【做游戏素材必选】把 8 个方向对齐到同一张画布上。\n\n" "不对齐时每个方向各按自己的内容裁剪,尺寸互不相同\n" "(如 208×328 与 192×323),且角色在各自画面里的位置\n" "也不一致 —— 游戏里切换朝向时角色就会跳一下。\n\n" "开启后:所有方向输出同一尺寸,且锚点(默认脚底中心)\n" "落在画布里的同一个位置,因此切换朝向时角色纹丝不动。\n" "info 输出里会给出画布尺寸与锚点坐标(含 Unity 归一化\n" "pivot),照着填进引擎即可。" }), "anchor_type": (list(_ANCHORS.keys()), { "default": "脚底中心(推荐)", "tooltip": "用什么当锚点(轴心)。\n\n" "脚底中心:y 取最低的不透明行,x 取底部窄带的水平质心。\n" " 角色站在地面上,脚底才是它在世界里的位置,所以这个最合理。\n" " x 不用包围盒中心,是因为斗篷、披风、手杖会把包围盒\n" " 拽向一侧,而它们基本不会垂到脚底。\n" "包围盒底边中心:省掉质心计算,角色没有大幅外挂物时够用。\n" "包围盒中心:适合飞行单位、投射物这类不站地面的素材。" }), "align_scope": (list(_ALIGN_SCOPES.keys()), { "default": "逐帧对齐·脚底钉死(推荐)", "tooltip": "对齐的粒度,直接影响动画观感。\n\n" "【逐帧对齐·脚底钉死】每一帧都把自己的锚点钉在同一点,\n" " 等价于人工「一帧一帧对位置」。\n" " 行走循环本就该原地播放、位移交给游戏代码,所以\n" " sprite 内部不该有整体漂移。AI 生成的视频往往有\n" " (本仓库实测同方向跨帧漂移达 22px),这个模式能压到 1px。\n\n" "【按方向统一平移】同方向所有帧平移同样的距离,\n" " 保留帧内的重心起伏。方向之间照样对齐。\n" " 适合角色本来就该有前后摆动的动作(如挥剑、跳跃),\n" " 或素材本身很干净、不需要修漂移时。" }), "auto_crop": ("BOOLEAN", { "default": True, "tooltip": "按内容裁掉多余空白。\n" "裁剪框取「该方向所有帧的并集」,因此整条序列尺寸一致,\n" "既能合成视频,角色也不会在帧间跳动。" }), "crop_padding": ("INT", { "default": 16, "min": 0, "max": 200, "step": 1, "tooltip": "裁剪时在内容外保留的边距(像素)。\n" "给足边距不仅好看,也给后续的描边、发光、\n" "阴影等特效留出余量,免得贴着边显得像被切了。" }), }, "optional": { "masks": ("MASK", { "tooltip": "可选。已有的透明通道(如上游抠图结果),\n" "配合 bg_mode=已带透明通道 使用。" }), }, } RETURN_TYPES = ("IMAGE",) * MAX_DIRS + ("STRING",) RETURN_NAMES = tuple(f"dir_{i + 1}" for i in range(MAX_DIRS)) + ("info",) FUNCTION = "split" CATEGORY = "Rui-Node🐶/图像调节🎨" @classmethod def VALIDATE_INPUTS(cls, **kwargs): return True def split(self, images, grid_cols, grid_rows, empty_cells, direction_names, bg_mode, bg_threshold, edge_shrink, decontaminate, edge_softness, fragment_threshold, expand_beyond_cell, align_mode, anchor_type, align_scope, auto_crop, crop_padding, masks=None): mode = _BG_MODES.get(bg_mode) or _BG_ALIAS.get(bg_mode, "white") align_kind = _ALIGN_MODES.get(align_mode, "anchor") anchor_kind = _ANCHORS.get(anchor_type, "foot") align_scope_kind = _ALIGN_SCOPES.get(align_scope, "per_dir") B, H, W, C = images.shape cols, rows = int(grid_cols), int(grid_rows) total = cols * rows empties = _parse_cells(empty_cells, total) cell_ids = [i for i in range(total) if i not in empties] n_dir = len(cell_ids) names = [s.strip() for s in str(direction_names).replace(",", ",").split(",") if s.strip()] while len(names) < n_dir: names.append(f"dir{len(names) + 1}") arr = images.detach().cpu().float().numpy() if C == 4: rgb_all, a_in = arr[..., :3], arr[..., 3] else: rgb_all, a_in = arr[..., :3], None if masks is not None: m = masks.detach().cpu().float().numpy() if m.ndim == 2: m = m[None] if m.shape[0] != B: m = np.repeat(m[:1], B, axis=0) a_in = m # 格子边界按浮点等分再取整,避免整除不尽时累计误差(如 1112/3) ybnd = [int(round(r * H / rows)) for r in range(rows + 1)] xbnd = [int(round(c * W / cols)) for c in range(cols + 1)] pad = int(crop_padding) # 注意不要因为 bg_mode=不处理 就跳过这条路径:那样会退回严格格线切分, # 角色照样被切。定位与输出是两件事,分开处理即可。 use_expand = bool(expand_beyond_cell) and _HAS_SCIPY def locate_alpha(b): """ 仅用于圈定角色范围的 alpha。 即使用户选了「不处理(输出不透明)」,这里也要照算一份 —— 否则无从判断角色到哪儿为止,只能按格线硬切。 """ if mode == "keep" and a_in is not None: return a_in[b] return _white_to_alpha(rgb_all[b], bg_threshold, edge_softness) def frame_alpha(b): """真正写进输出的 alpha。""" if mode == "none": return np.ones((H, W), dtype=np.float32) return locate_alpha(b) outs, notes = [], [] if use_expand: # ===== 内容自适应:格子只定方向,范围由角色自身的连通块决定 ===== # 第一遍求包围盒与锚点(全图坐标),不留像素,避免整段序列驻留内存 boxes = [None] * n_dir fbox = [[None] * B for _ in range(n_dir)] # 每帧各自的包围盒 fanc = [[None] * B for _ in range(n_dir)] # 每帧各自的锚点 for b in range(B): la = locate_alpha(b) lab, groups = _assign_blocks(la, ybnd, xbnd, cols, fragment_threshold) if lab is None: continue for di, cid in enumerate(cell_ids): blk = groups.get(cid) if not blk: continue m = np.isin(lab, blk) bb = _bbox(m.astype(np.float32), 0.5) if bb is None: continue fbox[di][b] = bb fanc[di][b] = _anchor_of(la * m, anchor_kind, *bb) boxes[di] = bb if boxes[di] is None else ( min(boxes[di][0], bb[0]), max(boxes[di][1], bb[1]), min(boxes[di][2], bb[2]), max(boxes[di][3], bb[3])) # ---- 锚点对齐:所有方向输出同一尺寸,且锚点落在画布同一位置 ---- if align_kind == "anchor": # 方向代表锚点取中位数:个别帧抠图不稳也不会把整个方向带偏 rep = [] for di in range(n_dir): aa = [a for a in fanc[di] if a is not None] rep.append((float(np.median([a[0] for a in aa])), float(np.median([a[1] for a in aa]))) if aa else None) # 以锚点为原点,统计所有方向、所有帧向四周的最大延展 L = R = T = Bt = 0.0 for di in range(n_dir): if rep[di] is None or boxes[di] is None: continue if align_scope_kind == "per_dir": pairs = [(boxes[di], rep[di])] else: pairs = [(fbox[di][b], fanc[di][b]) for b in range(B) if fbox[di][b] is not None] for bb, an in pairs: L = max(L, an[0] - bb[2]) R = max(R, bb[3] - 1 - an[0]) T = max(T, an[1] - bb[0]) Bt = max(Bt, bb[1] - 1 - an[1]) cw = int(np.ceil(L + R)) + 1 + 2 * pad ch = int(np.ceil(T + Bt)) + 1 + 2 * pad canvas_anchor = (pad + L, pad + T) outs = [np.zeros((B, ch, cw, 4), dtype=np.float32) for _ in range(n_dir)] for b in range(B): la = locate_alpha(b) af = frame_alpha(b) lab, groups = _assign_blocks(la, ybnd, xbnd, cols, fragment_threshold) for di, cid in enumerate(cell_ids): bb = fbox[di][b] blk = groups.get(cid) if groups else None if bb is None or not blk: continue y0, y1, x0, x1 = bb rgb = rgb_all[b, y0:y1, x0:x1] m = np.isin(lab[y0:y1, x0:x1], blk) src = np.zeros((y1 - y0, x1 - x0, 4), dtype=np.float32) if mode == "none": a = (la[y0:y1, x0:x1] * m)[..., None] src[..., :3] = rgb * a + (1.0 - a) src[..., 3] = 1.0 else: ac = _shrink_alpha(af[y0:y1, x0:x1] * m, edge_shrink) src[..., :3] = _decontaminate(rgb, ac, decontaminate) src[..., 3] = ac # per_dir 用方向代表锚点:源是全图坐标系,各帧都把同一个 # 全图点对齐到画布锚点,等价于整方向平移同样的距离, # 因此帧间的自然起伏被原样保留。 an = rep[di] if align_scope_kind == "per_dir" else fanc[di][b] _paste_anchored(outs[di][b], src, (an[0] - x0, an[1] - y0), canvas_anchor) for di in range(n_dir): notes.append(f"{di + 1}.{names[di]} 格{cell_ids[di]}") outs[di] = torch.from_numpy(outs[di]) align_note = ( f"\n统一画布 {cw}×{ch},锚点({_ANCHOR_LABEL.get(anchor_kind, anchor_kind)})" f"位于 ({canvas_anchor[0]:.1f}, {canvas_anchor[1]:.1f})" f"\nUnity/Godot 归一化 pivot(左下为原点):" f"({canvas_anchor[0] / cw:.4f}, {1.0 - canvas_anchor[1] / ch:.4f})" f"\n对齐粒度:{align_scope}") info = (f"输入 {B} 帧 {W}×{H} → {cols}×{rows} 网格," f"空格 {sorted(empties) if empties else '无'}," f"得到 {n_dir} 个方向 × {B} 帧\n" + " | ".join(notes) + align_note) print(f"[Ruinode-8Dir] {info}") blank = torch.zeros((1, 8, 8, 4), dtype=torch.float32) result = [outs[i] if i < len(outs) else blank for i in range(MAX_DIRS)] return tuple(result) + (info,) # 没有 auto_crop 时退回该格的格线范围,仍允许块超界的像素带出来 final = [] for di, cid in enumerate(cell_ids): r, c = divmod(cid, cols) if auto_crop and boxes[di] is not None: y0, y1, x0, x1 = boxes[di] y0 = max(0, y0 - pad); x0 = max(0, x0 - pad) y1 = min(H, y1 + pad); x1 = min(W, x1 + pad) elif boxes[di] is not None: y0, y1, x0, x1 = (min(ybnd[r], boxes[di][0]), max(ybnd[r + 1], boxes[di][1]), min(xbnd[c], boxes[di][2]), max(xbnd[c + 1], boxes[di][3])) else: y0, y1, x0, x1 = ybnd[r], ybnd[r + 1], xbnd[c], xbnd[c + 1] final.append((y0, y1, x0, x1)) outs.append(np.zeros((B, y1 - y0, x1 - x0, 4), dtype=np.float32)) # 第二遍按并集框提取;只保留归属本格的连通块,邻居不会混进来 for b in range(B): la = locate_alpha(b) af = frame_alpha(b) lab, groups = _assign_blocks(la, ybnd, xbnd, cols, fragment_threshold) for di, cid in enumerate(cell_ids): y0, y1, x0, x1 = final[di] rgb = rgb_all[b, y0:y1, x0:x1] blk = groups.get(cid) if groups else None m = (np.isin(lab[y0:y1, x0:x1], blk) if blk else np.zeros(rgb.shape[:2], dtype=bool)) if mode == "none": # 不透明输出。裁剪框为了不切断角色必然会框进邻居的像素, # 「原样保留」与「不切断」不可兼得 —— 这里把非本角色的部分 # 合成到白底,既保住完整的角色,也不会混进旁边那位。 a = (locate_alpha(b)[y0:y1, x0:x1] * m)[..., None] outs[di][b, ..., :3] = rgb * a + (1.0 - a) outs[di][b, ..., 3] = 1.0 continue if blk: ac = _shrink_alpha(af[y0:y1, x0:x1] * m, edge_shrink) outs[di][b, ..., :3] = _decontaminate(rgb, ac, decontaminate) outs[di][b, ..., 3] = ac else: outs[di][b, ..., :3] = rgb for di in range(n_dir): y0, y1, x0, x1 = final[di] notes.append(f"{di + 1}.{names[di]} 格{cell_ids[di]} " f"{x1 - x0}×{y1 - y0}") outs[di] = torch.from_numpy(outs[di]) else: # ===== 严格按格线切分(角色探出格线会被截断)===== per_dir = [[] for _ in range(n_dir)] boxes = [None] * n_dir for b in range(B): af = frame_alpha(b) for di, cid in enumerate(cell_ids): r, c = divmod(cid, cols) y0, y1, x0, x1 = ybnd[r], ybnd[r + 1], xbnd[c], xbnd[c + 1] rgb = rgb_all[b, y0:y1, x0:x1] alpha = af[y0:y1, x0:x1] if mode != "none": alpha = _drop_fragments(alpha, fragment_threshold) per_dir[di].append((rgb, alpha)) if auto_crop: bb = _bbox(alpha) if bb is not None: boxes[di] = bb if boxes[di] is None else ( min(boxes[di][0], bb[0]), max(boxes[di][1], bb[1]), min(boxes[di][2], bb[2]), max(boxes[di][3], bb[3])) for di in range(n_dir): frames = per_dir[di] ch, cw = frames[0][0].shape[:2] if auto_crop and boxes[di] is not None: y0, y1, x0, x1 = boxes[di] y0 = max(0, y0 - pad); x0 = max(0, x0 - pad) y1 = min(ch, y1 + pad); x1 = min(cw, x1 + pad) else: y0, y1, x0, x1 = 0, ch, 0, cw stack = np.empty((len(frames), y1 - y0, x1 - x0, 4), dtype=np.float32) for fi, (rgb, alpha) in enumerate(frames): rc = rgb[y0:y1, x0:x1] ac = alpha[y0:y1, x0:x1] if mode != "none": ac = _shrink_alpha(ac, edge_shrink) rc = _decontaminate(rc, ac, decontaminate) stack[fi, ..., :3] = rc stack[fi, ..., 3] = ac outs.append(torch.from_numpy(stack)) notes.append(f"{di + 1}.{names[di]} 格{cell_ids[di]} " f"{x1 - x0}×{y1 - y0}") info = (f"输入 {B} 帧 {W}×{H} → {cols}×{rows} 网格," f"空格 {sorted(empties) if empties else '无'}," f"得到 {n_dir} 个方向 × {B} 帧\n" + " | ".join(notes)) if n_dir > MAX_DIRS: info += f"\n⚠ 方向数 {n_dir} 超过输出口数量 {MAX_DIRS},只输出前 {MAX_DIRS} 个" elif n_dir < MAX_DIRS: info += (f"\n⚠ 方向数 {n_dir} 少于输出口数量 {MAX_DIRS}," f"dir_{n_dir + 1}~dir_{MAX_DIRS} 为占位空图,请勿使用") print(f"[Ruinode-8Dir] {info}") # 输出口数量固定,方向不足时补占位图,避免下游拿到 None 直接报错 blank = torch.zeros((1, 8, 8, 4), dtype=torch.float32) result = [outs[i] if i < len(outs) else blank for i in range(MAX_DIRS)] return tuple(result) + (info,) NODE_CLASS_MAPPINGS = { "RuiEightDirSplit": RuiEightDirSplit, } NODE_DISPLAY_NAME_MAPPINGS = { "RuiEightDirSplit": "八方向序列拆分 / 8-Direction Sprite Split", }