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IfcOpenShell/src/serializers/USDSerializer.cpp
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#ifdef WITH_USD
#include "USDSerializer.h"
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#include "pxr/base/tf/token.h"
#include "pxr/base/gf/vec3f.h"
#include "pxr/base/gf/rotation.h"
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#include "pxr/usd/usdGeom/xform.h"
#include "pxr/usd/usdGeom/xformOp.h"
#include "pxr/usd/usdGeom/tokens.h"
#include "pxr/usd/usdGeom/scope.h"
#include "pxr/usd/usdLux/distantLight.h"
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#include "pxr/usd/usdShade/material.h"
#include "pxr/usd/usdShade/shader.h"
#include "pxr/usd/usdShade/tokens.h"
#include "pxr/usd/usdShade/materialBindingAPI.h"
#include "pxr/usd/usdShade/connectableAPI.h"
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#include <string>
#include <sstream>
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USDSerializer::USDSerializer(const std::string& filename, const SerializerSettings& settings)
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: WriteOnlyGeometrySerializer(settings)
, filename_(filename)
{
// create a new stage
stage_ = pxr::UsdStage::CreateNew(filename + ".usda");
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// create root xform prim 'World'
pxr::UsdGeomXform::Define(stage_, pxr::SdfPath("/World"));
pxr::UsdGeomScope::Define(stage_, pxr::SdfPath("/Looks"));
createLighting();
ready_ = true;
}
USDSerializer::~USDSerializer() {
}
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void USDSerializer::createLighting() {
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// create a distant light
const std::string& light_path = "/World/defaultLight";
pxr::UsdLuxDistantLight::Define(stage_, pxr::SdfPath(light_path));
// set the light's orientation
pxr::UsdGeomXform xform(stage_->GetPrimAtPath(pxr::SdfPath(light_path)));
pxr::GfVec3f light_direction(0.0f, 0.0f, -1.0f);
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//xform.AddRotateOp(pxr::UsdGeomXformOp::PrecisionFloat, pxr::UsdGeomXformOp::TypeRotateXYZ).Set(pxr::GfRotation(pxr::GfVec3f(0.0f, 1.0f, 0.0f), light_direction).GetQuaternion());
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// set the light's color
pxr::UsdLuxDistantLight light(stage_->GetPrimAtPath(pxr::SdfPath(light_path)));
light.CreateIntensityAttr().Set(1000.0f);
light.CreateColorAttr().Set(pxr::GfVec3f(1.0f, 1.0f, 1.0f));
}
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void USDSerializer::writeMaterial(const pxr::UsdGeomMesh& mesh,const IfcGeom::Material& style) {
std::stringstream ss;
ss << "/Looks/" << style.original_name();
pxr::UsdShadeMaterial::Define(stage_, pxr::SdfPath(ss.str()));
pxr::UsdShadeMaterial material(stage_->GetPrimAtPath(pxr::SdfPath(ss.str())));
pxr::UsdShadeShader shader = pxr::UsdShadeShader::Define(stage_, pxr::SdfPath(ss.str() + "/Shader"));
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shader.CreateIdAttr().Set(pxr::TfToken("UsdPreviewSurface"));
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float rgba[4] { 0.18f, 0.18f, 0.18f, 1.0f };
if (style.hasDiffuse())
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for (int i = 0; i < 3; ++i) rgba[i] = static_cast<float>(style.diffuse()[i]);
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shader.CreateInput(pxr::TfToken("diffuseColor"), pxr::SdfValueTypeNames->Color3f).Set(pxr::GfVec3f(rgba[0], rgba[1], rgba[2]));
if(style.hasTransparency())
rgba[3] = 1.0f - style.transparency();
shader.CreateInput(pxr::TfToken("opacity"), pxr::SdfValueTypeNames->Float).Set(rgba[3]);
if(style.hasSpecular()) {
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for (int i = 0; i < 3; ++i) rgba[i] = static_cast<float>(style.specular()[i]);
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shader.CreateInput(pxr::TfToken("useSpecularWorkflow"), pxr::SdfValueTypeNames->Int).Set(1);
} else {
shader.CreateInput(pxr::TfToken("useSpecularWorkflow"), pxr::SdfValueTypeNames->Int).Set(0);
}
shader.CreateInput(pxr::TfToken("specularColor"), pxr::SdfValueTypeNames->Color3f).Set(pxr::GfVec3f(rgba[0], rgba[1], rgba[2]));
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//material.CreateSurfaceOutput().ConnectToSource(shader, pxr::TfToken("surface"));
//pxr::UsdShadeMaterialBindingAPI(mesh).Bind(material);
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}
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bool USDSerializer::ready() {
return ready_;
}
void USDSerializer::writeHeader() {
std::stringstream ss;
ss << "File generated by IfcOpenShell " << IFCOPENSHELL_VERSION;
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stage_->GetRootLayer()->SetComment(ss.str());
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}
void USDSerializer::write(const IfcGeom::TriangulationElement* o) {
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const IfcGeom::Representation::Triangulation& mesh = o->geometry();
if ( mesh.material_ids().empty() || mesh.verts().empty() || mesh.faces().empty() )
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return;
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std::stringstream ss("/World/");
ss << mesh.id();
pxr::UsdGeomMesh usd_mesh = pxr::UsdGeomMesh::Define(stage_, pxr::SdfPath(ss.str()));
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const std::vector<double>& m = o->transformation().matrix().data();
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const int vcount = (int) mesh.verts().size() / 3;
pxr::VtVec3dArray points;
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for ( std::vector<double>::const_iterator it = mesh.verts().begin(); it != mesh.verts().end(); ) {
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points.push_back(pxr::GfVec3d(*(it++), *(it++), *(it++)));
}
usd_mesh.CreatePointsAttr().Set(points);
usd_mesh.CreateFaceVertexIndicesAttr().Set(usd_utils::toVtArray(mesh.faces()));
const int fcount = (int) mesh.faces().size() / 3;
usd_mesh.CreateFaceVertexCountsAttr().Set(pxr::VtArray<int>(fcount, 3));
usd_mesh.CreateNormalsAttr().Set(usd_utils::toVtArray(mesh.normals()));
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}
void USDSerializer::finalize() {
stage_->GetRootLayer()->Save();
}
#endif // WITH_USD