2023-05-04 13:19:13 +02:00
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#ifdef WITH_USD
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#include "USDSerializer.h"
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2023-05-07 11:45:47 +02:00
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#include "pxr/base/tf/token.h"
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#include "pxr/base/gf/vec3f.h"
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#include "pxr/base/gf/rotation.h"
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2023-05-04 13:19:13 +02:00
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#include "pxr/usd/usdGeom/xform.h"
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#include "pxr/usd/usdGeom/xformOp.h"
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#include "pxr/usd/usdGeom/tokens.h"
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#include "pxr/usd/usdGeom/scope.h"
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#include "pxr/usd/usdLux/distantLight.h"
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#include "pxr/usd/usdShade/shader.h"
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#include "pxr/usd/usdShade/tokens.h"
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#include "pxr/usd/usdShade/materialBindingAPI.h"
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#include "pxr/usd/usdShade/connectableAPI.h"
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2023-05-07 22:46:05 +02:00
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USDSerializer::USDSerializer(const std::string& out_filename, const SerializerSettings& settings):
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WriteOnlyGeometrySerializer(settings),
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filename_(out_filename)
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{
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// create a new stage
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stage_ = pxr::UsdStage::CreateNew(filename_ + ".usda");
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2023-05-04 13:19:13 +02:00
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pxr::UsdGeomXform::Define(stage_, pxr::SdfPath("/World"));
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pxr::UsdGeomScope::Define(stage_, pxr::SdfPath("/Looks"));
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createLighting();
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ready_ = true;
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}
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USDSerializer::~USDSerializer() {
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}
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void USDSerializer::createLighting() {
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// create a distant light
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const std::string& light_path = "/World/defaultLight";
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pxr::UsdLuxDistantLight::Define(stage_, pxr::SdfPath(light_path));
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// set the light's orientation
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pxr::UsdGeomXform xform(stage_->GetPrimAtPath(pxr::SdfPath(light_path)));
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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
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pxr::UsdLuxDistantLight light(stage_->GetPrimAtPath(pxr::SdfPath(light_path)));
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light.CreateIntensityAttr().Set(1000.0f);
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light.CreateColorAttr().Set(pxr::GfVec3f(1.0f, 1.0f, 1.0f));
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}
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void USDSerializer::writeMaterial(const pxr::UsdGeomMesh& mesh,const IfcGeom::Material& style) {
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std::string path("/Looks/" + sanitize(style.original_name()));
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auto material = pxr::UsdShadeMaterial::Define(stage_, pxr::SdfPath(path));
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auto shader = pxr::UsdShadeShader::Define(stage_, pxr::SdfPath(path + "/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 };
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if (style.hasDiffuse())
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for (int i = 0; i < 3; ++i)
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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]));
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if(style.hasTransparency())
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rgba[3] -= style.transparency();
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shader.CreateInput(pxr::TfToken("opacity"), pxr::SdfValueTypeNames->Float).Set(rgba[3]);
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if(style.hasSpecular()) {
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for (int i = 0; i < 3; ++i)
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rgba[i] = static_cast<float>(style.specular()[i]);
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shader.CreateInput(pxr::TfToken("useSpecularWorkflow"), pxr::SdfValueTypeNames->Int).Set(1);
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} else {
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shader.CreateInput(pxr::TfToken("useSpecularWorkflow"), pxr::SdfValueTypeNames->Int).Set(0);
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}
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shader.CreateInput(pxr::TfToken("specularColor"), pxr::SdfValueTypeNames->Color3f).Set(pxr::GfVec3f(rgba[0], rgba[1], rgba[2]));
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2023-05-07 22:46:05 +02:00
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material.CreateSurfaceOutput().ConnectToSource(shader.ConnectableAPI(), pxr::TfToken("surface"));
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pxr::UsdShadeMaterialBindingAPI(mesh).Bind(material);
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}
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bool USDSerializer::ready() {
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return ready_;
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}
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void USDSerializer::writeHeader() {
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stage_->GetRootLayer()->SetComment("File generated by IfcOpenShell " + std::string(IFCOPENSHELL_VERSION));
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}
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void USDSerializer::write(const IfcGeom::TriangulationElement* o) {
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const IfcGeom::Representation::Triangulation& mesh = o->geometry();
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auto verts = mesh.verts();
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auto faces = mesh.faces();
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const std::vector<double>& m = o->transformation().matrix().data();
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if ( mesh.material_ids().empty() || verts.empty() || faces.empty() )
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return;
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std::string name = o->name() + std::to_string(o->id());
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if(name.empty()) {
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name = "Unnamed_" + std::to_string(unnamed_count_);
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unnamed_count_++;
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} else {
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name = sanitize(name);
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}
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pxr::UsdGeomMesh usd_mesh = pxr::UsdGeomMesh::Define(stage_, pxr::SdfPath("/World/" + name));
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usd_mesh.AddTranslateOp().Set(pxr::GfVec3d(m[9], m[10], m[11]));
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pxr::VtVec3fArray points;
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for(std::size_t i = 0; i < verts.size(); i+=3) {
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points.push_back(pxr::GfVec3f(static_cast<float>(verts[i] * m[0] + verts[i+1] * m[3] + verts[i+2] * m[6]),
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static_cast<float>(verts[i] * m[1] + verts[i+1] * m[4] + verts[i+2] * m[7]),
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static_cast<float>(verts[i] * m[2] + verts[i+1] * m[5] + verts[i+2] * m[8])));
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}
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usd_mesh.CreatePointsAttr().Set(points);
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usd_mesh.CreateFaceVertexIndicesAttr().Set(usd_utils::toVtArray(faces));
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usd_mesh.CreateFaceVertexCountsAttr().Set(pxr::VtArray<int>((int) faces.size() / 3, 3));
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pxr::VtVec3fArray normals;
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for (std::vector<double>::const_iterator it = mesh.normals().begin(); it != mesh.normals().end();)
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normals.push_back(pxr::GfVec3f(static_cast<float>(*(it++)), static_cast<float>(*(it++)), static_cast<float>(*(it++))));
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usd_mesh.CreateNormalsAttr().Set(normals);
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writeMaterial(usd_mesh, mesh.materials()[0]);
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}
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void USDSerializer::finalize() {
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stage_->Save();
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2023-05-04 13:19:13 +02:00
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}
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#endif // WITH_USD
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