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https://github.com/IfcOpenShell/IfcOpenShell.git
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glTF rendering styles for unlit and PBR materials are now supported when loading IFCs
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@@ -1242,18 +1242,90 @@ class IfcImporter:
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blender_material.BIMMaterialProperties.ifc_style_id = style.id()
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self.material_creator.styles[style.id()] = blender_material
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rendering_style = None
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texture_style = None
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for surface_style in style.Styles:
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if surface_style.is_a("IfcSurfaceStyleShading"):
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alpha = 1.0
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# Transparency was added in IFC4
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if hasattr(surface_style, "Transparency") and surface_style.Transparency:
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alpha = 1 - surface_style.Transparency
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blender_material.diffuse_color = (
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surface_style.SurfaceColour.Red,
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surface_style.SurfaceColour.Green,
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surface_style.SurfaceColour.Blue,
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alpha,
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if surface_style.is_a() == "IfcSurfaceStyleShading":
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self.create_surface_style_shading(blender_material, surface_style)
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elif surface_style.is_a("IfcSurfaceStyleRendering"):
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rendering_style = surface_style
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self.create_surface_style_rendering(blender_material, surface_style)
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elif surface_style.is_a("IfcSurfaceStyleWithTextures"):
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texture_style = surface_style
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if rendering_style and texture_style:
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self.create_surface_style_with_textures(blender_material, rendering_style, texture_style)
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def create_surface_style_shading(self, blender_material, surface_style):
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alpha = 1.0
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# Transparency was added in IFC4
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if hasattr(surface_style, "Transparency") and surface_style.Transparency:
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alpha = 1 - surface_style.Transparency
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blender_material.diffuse_color = (
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surface_style.SurfaceColour.Red,
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surface_style.SurfaceColour.Green,
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surface_style.SurfaceColour.Blue,
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alpha,
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)
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def create_surface_style_rendering(self, blender_material, surface_style):
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self.create_surface_style_shading(blender_material, surface_style)
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if surface_style.ReflectanceMethod in ["PHYSICAL", "NOTDEFINED"]:
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blender_material.use_nodes = True
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bsdf = blender_material.node_tree.nodes["Principled BSDF"]
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if surface_style.DiffuseColour and surface_style.DiffuseColour.is_a("IfcColourRgb"):
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bsdf.inputs["Base Color"].default_value = (
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surface_style.DiffuseColour.Red,
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surface_style.DiffuseColour.Green,
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surface_style.DiffuseColour.Blue,
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1,
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)
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if surface_style.SpecularColour and surface_style.SpecularColour.is_a("IfcNormalisedRatioMeasure"):
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bsdf.inputs["Metallic"].default_value = surface_style.SpecularColour.wrappedValue
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if surface_style.SpecularHighlight and surface_style.SpecularHighlight.is_a("IfcSpecularRoughness"):
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bsdf.inputs["Roughness"].default_value = surface_style.SpecularHighlight.wrappedValue
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if hasattr(surface_style, "Transparency") and surface_style.Transparency:
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bsdf.inputs["Alpha"].default_value = 1 - surface_style.Transparency
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blender_material.blend_method = "BLEND"
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elif surface_style.ReflectanceMethod == "FLAT":
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blender_material.use_nodes = True
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output = {n.type: n for n in self.settings["material"].node_tree.nodes}.get("OUTPUT_MATERIAL", None)
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bsdf = blender_material.node_tree.nodes["Principled BSDF"]
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mix = blender_material.node_tree.nodes.new(type="ShaderNodeMixShader")
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mix.location = bsdf.location
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blender_material.node_tree.links.new(lightpath.outputs[0], output.inputs["Surface"])
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blender_material.node_tree.nodes.remove(bsdf)
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lightpath = blender_material.node_tree.nodes.new(type="ShaderNodeLightPath")
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lightpath.location = mix.location - Vector((200, -200))
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blender_material.node_tree.links.new(lightpath.outputs[0], mix.inputs[0])
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bsdf = blender_material.node_tree.nodes.new(type="ShaderNodeBsdfTransparent")
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bsdf.location = mix.location - Vector((200, 0))
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blender_material.node_tree.links.new(bsdf.outputs[0], mix.inputs[1])
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rgb = blender_material.node_tree.nodes.new(type="ShaderNodeRGB")
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rgb.location = mix.location - Vector((200, 200))
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blender_material.node_tree.links.new(rgb.outputs[0], mix.inputs[2])
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if surface_style.DiffuseColour and surface_style.DiffuseColour.is_a("IfcColourRgb"):
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rgb.outputs[0].default_value = (
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surface_style.DiffuseColour.Red,
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surface_style.DiffuseColour.Green,
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surface_style.DiffuseColour.Blue,
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1,
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)
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def create_surface_style_with_textures(blender_material, rendering_style, texture_style):
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if rendering_style.ReflectanceMethod in ["PHYSICAL", "NOTDEFINED"]:
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pass
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elif rendering_style.ReflectanceMethod == "FLAT":
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pass
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def get_name(self, element):
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return "{}/{}".format(element.is_a(), element.Name)
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