用户反馈边缘一圈白边。诊断:按 alpha 分层统计 RGB 均值, alpha 0.05~0.3 的边缘像素 RGB 高达 0.989(角色本体只有 0.363), 证实边缘掺了背景白 —— 我只设了 alpha 却没动 RGB。 新增两个参数: - decontaminate 颜色反溢出,按 观察色=前景×a+白×(1-a) 反解前景色 - edge_shrink 把边缘那圈几乎全是背景的半透明像素收掉 实测白边强度(合成到深绿底,量主体外缘3像素环带比背景亮多少): 都关闭 0.0483 / 只反溢出 0.0466 / 只收边 0.0283 / 两者 0.0261 / 狠收边 0.0164 即:收边是主力(-41%),反溢出单独几乎无效(-3.5%)——因为观察色 本身就太白,反解出来还是白。这点如实写进 tooltip 与 README。 但收边暴露了颜色阈值法的死穴:它按「离白色多远」估 alpha, 白衬衫接近白、alpha 天生偏低,收边会把衬衫啃出破洞(肉眼可见背景 透过衣服)。这不是调参能解决的,故改推荐语义级抠图: - bg_mode 默认改为「已带透明通道(推荐·上游接抠图节点)」, 选项名直接把取舍写进去,旧选项名保留在 _BG_ALIAS 里做兼容 - edge_shrink 默认 0.2(配模型 alpha 够用;配阈值法需 0.35+) - 示例工作流插入 Lucida 节点:加载视频 → Lucida → 拆分(masks 输入) 实测 Lucida 一次识别整张雪碧图全部 8 个角色(各格前景占比 0.18~0.24, 中间空格 0.002);同等白边水平下主体被啃面积比阈值法少 35%,白衬衫完好。 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
509 lines
24 KiB
Python
509 lines
24 KiB
Python
# -*- coding: utf-8 -*-
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"""
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八方向雪碧图序列拆分节点(Ruinode)
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===================================
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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,
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拆成 8 条各自独立、可直接成片的动画序列。
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典型管线:
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角色图 → (GPTimage2) 八方向静态图 → (Seedance 首尾帧) 循环行走视频
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→ VHS「Load Video」转序列帧(可选帧率)
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→ 【本节点】拆分 + 方向编号 + 分组
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→ 8×SaveImage 出序列帧,8×VHS「Video Combine」出透明 webm
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为什么用固定网格而不是连通区域拆分(本仓库的 RuiSpriteSplitterRGBA):
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- 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,
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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;
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- 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。
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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。
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(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。)
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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
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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,
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被角色包围的白色(衣服、高光)一律保留。
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"""
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import numpy as np
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import torch
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try:
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import scipy.ndimage as ndi
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_HAS_SCIPY = True
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except Exception: # 理论上 ComfyUI 环境都有
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_HAS_SCIPY = False
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MAX_DIRS = 8
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_BG_MODES = {
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# 键名直接把取舍写清楚:颜色阈值法快但会啃掉白色衣物,
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# 接模型抠图才是干净的做法(实测对比见 README)
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"已带透明通道(推荐·上游接抠图节点)": "keep",
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"白底转透明(快,但白色衣物会被啃)": "white",
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"不处理(输出不透明)": "none",
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}
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# 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
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_BG_ALIAS = {
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"白底转透明(推荐)": "white",
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"已带透明通道": "keep",
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}
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# 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
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_DEFAULT_NAMES = "SW,S,SE,W,E,NW,N,NE"
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def _white_to_alpha(rgb, threshold, softness):
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"""
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白底 → alpha。rgb: (H,W,3) float[0,1],返回 (H,W) float[0,1]。
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先按「离白色多远」算出软 alpha 保住边缘抗锯齿,再用连通性把
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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。
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这样角色内部的白衬衫、白高光不会被误伤。
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"""
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dist = 1.0 - rgb.min(axis=2) # 纯白=0,越大越不白
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cut = max(1e-4, 1.0 - float(threshold))
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soft = np.clip(dist / (cut * max(1e-3, softness)), 0.0, 1.0)
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near_white = dist <= cut
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if _HAS_SCIPY and near_white.any():
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lab, n = ndi.label(near_white)
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if n > 0:
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border = np.concatenate([lab[0, :], lab[-1, :], lab[:, 0], lab[:, -1]])
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ids = np.unique(border)
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ids = ids[ids != 0]
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if ids.size:
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bg = np.isin(lab, ids)
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soft = np.where(bg, 0.0, soft)
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else:
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soft = np.where(near_white, 0.0, soft)
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return soft.astype(np.float32)
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def _drop_fragments(alpha, ratio):
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"""
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清掉远小于主体的连通碎片。
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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,
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这些碎片不仅难看,还会把 auto_crop 的包围盒撑大。
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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。
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"""
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if ratio <= 0 or not _HAS_SCIPY:
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return alpha
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solid = alpha > 0.1
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if not solid.any():
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return alpha
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lab, n = ndi.label(solid)
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if n <= 1:
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return alpha
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areas = np.bincount(lab.ravel())
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areas[0] = 0
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keep = areas >= areas.max() * float(ratio)
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keep[0] = False
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return np.where(keep[lab], alpha, 0.0).astype(np.float32)
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def _shrink_alpha(alpha, shrink):
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"""
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把边缘那圈「几乎全是背景」的半透明像素收掉。
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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
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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
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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。
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这里把 alpha 低于 shrink 的判为背景,其余重新拉伸到满值,
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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。
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"""
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if shrink <= 0:
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return alpha
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s = min(0.95, float(shrink))
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return np.clip((alpha - s) / (1.0 - s), 0.0, 1.0).astype(np.float32)
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def _decontaminate(rgb, alpha, strength, bg=1.0):
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"""
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颜色反溢出:把混进边缘像素的背景色剥掉。
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观察色 = 前景色 × a + 背景色 × (1-a),于是
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前景色 = (观察色 - 背景色 × (1-a)) / a
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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。
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a 极小时该式会放大噪声,故对分母设下限。
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"""
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if strength <= 0:
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return rgb
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a = alpha[..., None]
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fg = (rgb - bg * (1.0 - a)) / np.maximum(a, 0.08)
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fg = np.clip(fg, 0.0, 1.0)
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s = float(min(1.0, strength))
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return (rgb * (1.0 - s) + fg * s).astype(np.float32)
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def _assign_blocks(alpha_full, ybnd, xbnd, cols, frag_ratio):
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"""
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全图连通标记 + 按质心把每块归属到格子。
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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,
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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、
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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,
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相邻角色不会被重复计入。
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返回 (lab, {cell_id: [块标签...]});scipy 不可用时返回 (None, None)。
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"""
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if not _HAS_SCIPY:
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return None, None
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solid = alpha_full > 0.1
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if not solid.any():
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return None, {}
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lab, n = ndi.label(solid)
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if n == 0:
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return lab, {}
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areas = np.bincount(lab.ravel())
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areas[0] = 0
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big = areas.max()
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cents = ndi.center_of_mass(solid, lab, np.arange(1, n + 1))
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rows = len(ybnd) - 1
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out = {}
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for i in range(1, n + 1):
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if frag_ratio > 0 and areas[i] < big * float(frag_ratio):
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continue # 碎片,丢弃
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cy, cx = cents[i - 1]
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r = min(rows - 1, max(0, int(np.searchsorted(ybnd, cy, "right") - 1)))
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c = min(cols - 1, max(0, int(np.searchsorted(xbnd, cx, "right") - 1)))
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out.setdefault(r * cols + c, []).append(i)
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return lab, out
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def _bbox(alpha, thr=0.02):
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"""内容包围盒 (y0,y1,x0,x1),无内容时返回 None。"""
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m = alpha > thr
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if not m.any():
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return None
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ys = np.where(m.any(axis=1))[0]
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xs = np.where(m.any(axis=0))[0]
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return int(ys[0]), int(ys[-1]) + 1, int(xs[0]), int(xs[-1]) + 1
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def _parse_cells(text, total):
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out = set()
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for tok in str(text or "").replace(",", ",").split(","):
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tok = tok.strip()
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if not tok:
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continue
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try:
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v = int(tok)
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except ValueError:
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continue
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if 0 <= v < total:
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out.add(v)
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return out
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class RuiEightDirSplit:
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"""八方向雪碧图序列 → 8 条独立动画序列。"""
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@classmethod
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def INPUT_TYPES(cls):
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return {
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"required": {
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"images": ("IMAGE", {
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"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。"
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}),
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"grid_cols": ("INT", {
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"default": 3, "min": 1, "max": 8, "step": 1,
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"tooltip": "雪碧图的列数。"
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}),
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"grid_rows": ("INT", {
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"default": 3, "min": 1, "max": 8, "step": 1,
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"tooltip": "雪碧图的行数。"
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}),
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"empty_cells": ("STRING", {
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"default": "4", "multiline": False,
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"tooltip": "空格子的序号(行优先、从 0 开始,逗号分隔)。\n"
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"3×3 布局中间留空即填 4。留空表示没有空格。"
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}),
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"direction_names": ("STRING", {
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"default": _DEFAULT_NAMES, "multiline": False,
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"tooltip": "按「跳过空格后的先后顺序」给每个方向命名,逗号分隔。\n"
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"默认对应 3×3 中间留空、行 1 面向观众的排布:\n"
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" SW S SE\n"
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" W E\n"
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" NW N NE\n"
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"名字只用于 info 与你自己辨认,不影响画面内容。"
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}),
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"bg_mode": (list(_BG_MODES.keys()), {
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"default": "已带透明通道(推荐·上游接抠图节点)",
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"tooltip": "webm 要保留透明就必须先有 alpha。三种来源:\n\n"
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"【已带透明通道】把上游抠图节点(Lucida / FeyNobg)的\n"
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" 遮罩接到 masks 输入。**强烈推荐**:模型是按语义判断的,\n"
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" 白衣服不会被误判成背景。实测同等白边水平下,\n"
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" 主体被啃掉的面积比阈值法少 35%。\n"
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" 没接 masks 时会自动退回颜色阈值法,不会报错。\n\n"
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"【白底转透明】纯颜色阈值 + 边缘连通性判断,不需要模型、\n"
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" 很快。但它靠「离白色多远」估 alpha,角色身上的白色衣物\n"
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" 天生 alpha 偏低,收边时会被啃出破洞 —— 素材里有白衣服、\n"
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" 白高光时别用这个。\n\n"
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"【不处理】输出不透明。仍会按角色范围裁剪、不切断。"
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}),
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"bg_threshold": ("FLOAT", {
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"default": 0.92, "min": 0.5, "max": 1.0, "step": 0.005,
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"tooltip": "白底判定阈值:像素三通道最小值高于它才算「接近白」。\n"
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"背景没扣干净就调低,角色边缘被啃掉就调高。"
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}),
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"edge_shrink": ("FLOAT", {
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"default": 0.2, "min": 0.0, "max": 0.95, "step": 0.01,
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"tooltip": "【治白边的主力参数】把边缘那圈「几乎全是背景」的\n"
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"半透明像素收掉,相当于平滑地向内收一点边。\n"
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"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"
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"配模型 alpha(bg_mode=已带透明通道):0.15~0.25 就够。\n"
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"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"
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" 会被啃出破洞 —— 这也是推荐用模型 alpha 的原因。\n"
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"0 = 完全不收(白边明显)。"
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}),
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"decontaminate": ("FLOAT", {
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"default": 1.0, "min": 0.0, "max": 1.0, "step": 0.05,
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"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"
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"原理是按 观察色 = 前景×a + 白×(1-a) 反解出真正的前景色。\n"
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"1.0 = 完全反解(推荐),0 = 不处理。\n"
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"与上面的收边配合使用,单靠任一个都不够干净。"
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}),
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"edge_softness": ("FLOAT", {
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"default": 1.0, "min": 0.1, "max": 4.0, "step": 0.05,
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"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"
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"调大更柔和,调小更锐利。"
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}),
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"fragment_threshold": ("FLOAT", {
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"default": 0.05, "min": 0.0, "max": 0.5, "step": 0.01,
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"tooltip": "清掉面积不足主体这一比例的连通碎片。\n"
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"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"
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"切进本格,既难看又会撑大自动裁剪的范围。\n"
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"0 = 不清理;与身体相连的道具不会被误删。"
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}),
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"expand_beyond_cell": ("BOOLEAN", {
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"default": True,
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"tooltip": "允许角色超出格子边界(强烈建议开启)。\n"
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"关闭时按格子严格切分,角色只要探出格线就会被切断\n"
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"——最常见的是脚、飘起的斗篷和手杖被削掉一截。\n"
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"开启后格子只用来判定「这是哪个方向」,实际范围由角色\n"
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"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"
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"对三种 bg_mode 都有效:选「不处理」时也会在内部算一份\n"
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"白底检测来圈定范围,输出仍保持不透明。"
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}),
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"auto_crop": ("BOOLEAN", {
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"default": True,
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"tooltip": "按内容裁掉多余空白。\n"
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"裁剪框取「该方向所有帧的并集」,因此整条序列尺寸一致,\n"
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"既能合成视频,角色也不会在帧间跳动。"
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}),
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"crop_padding": ("INT", {
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"default": 16, "min": 0, "max": 200, "step": 1,
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"tooltip": "裁剪时在内容外保留的边距(像素)。\n"
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"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, auto_crop, crop_padding, masks=None):
|
||
mode = _BG_MODES.get(bg_mode) or _BG_ALIAS.get(bg_mode, "white")
|
||
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 =====
|
||
# 第一遍只求包围盒(全图坐标),不留像素,避免整段序列驻留内存
|
||
boxes = [None] * n_dir
|
||
for b in range(B):
|
||
lab, groups = _assign_blocks(locate_alpha(b), 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
|
||
bb = _bbox(np.isin(lab, blk).astype(np.float32), 0.5)
|
||
if bb is None:
|
||
continue
|
||
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]))
|
||
|
||
# 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",
|
||
}
|