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https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-10 17:58:20 +00:00
moved load_texture_map to tool.Loader, added a test
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@@ -143,62 +143,11 @@ class MaterialCreator:
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return
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if coords := get_ifc_coordinate(material):
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self.load_texture_map(coords)
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tool.Loader.load_indexed_texture_map(coords, self.mesh)
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if self.mesh.materials.find(material.name) == -1:
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self.mesh.materials.append(material)
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return True
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def load_texture_map(self, coordinates):
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# Get a BMesh representation
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bm = bmesh.new()
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bm.from_mesh(self.mesh)
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uv_layer = bm.loops.layers.uv.verify()
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# remap the faceset CoordList index to the vertices in blender mesh
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coordinates_remap = []
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si_conversion = ifcopenshell.util.unit.calculate_unit_scale(self.ifc_importer.file)
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faceset = coordinates.MappedTo
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for co in faceset.Coordinates.CoordList:
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co = mathutils.Vector(co) * si_conversion
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index = next(v.index for v in bm.verts if (v.co - co).length_squared < 1e-5)
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coordinates_remap.append(index)
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# ifc indices start with 1
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remap_verts_to_blender = lambda ifc_verts: [coordinates_remap[i - 1] for i in ifc_verts]
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# faces_remap - ifc faces described using blender verts indices
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# IFC4.3+
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if coordinates.is_a("IfcIndexedPolygonalTextureMap"):
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faces_remap = [
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remap_verts_to_blender(tex_coord_index.TexCoordsOf.CoordIndex)
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for tex_coord_index in coordinates.TexCoordIndices
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]
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texture_map = [tex_coord_index.TexCoordIndex for tex_coord_index in coordinates.TexCoordIndices]
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else: # IfcIndexedTriangleTextureMap
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if faceset.is_a("IfcTriangulatedFaceSet"):
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faces_remap = [remap_verts_to_blender(triangle_face) for triangle_face in faceset.CoordIndex]
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else: # IfcPolygonalFaceSet
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faces_remap = [remap_verts_to_blender(triangle_face.CoordIndex) for triangle_face in faceset.Faces]
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texture_map = coordinates.TexCoordIndex
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# apply uv to each face
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for bface in bm.faces:
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face = [loop.vert.index for loop in bface.loops]
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# find the corresponding TexCoordIndex by matching ifc faceset with blender face
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# remap TexCoordIndex as the loop start may different from blender face
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texCoordIndex = next(
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[tex_coord_index[face_remap.index(i)] for i in face]
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for tex_coord_index, face_remap in zip(texture_map, faces_remap, strict=True)
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if all(i in face_remap for i in face)
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)
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# apply uv to each loop
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for loop, i in zip(bface.loops, texCoordIndex):
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loop[uv_layer].uv = coordinates.TexCoords.TexCoordsList[i - 1]
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# Finish up, write the bmesh back to the mesh
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bm.to_mesh(self.mesh)
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bm.free()
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def assign_material_slots_to_faces(self):
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if "ios_materials" not in self.mesh or not self.mesh["ios_materials"]:
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return
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@@ -18,6 +18,7 @@
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import re
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import bpy
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import bmesh
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import ifcopenshell.util.element
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import blenderbim.core.tool
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import blenderbim.tool as tool
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@@ -380,3 +381,55 @@ class Loader(blenderbim.core.tool.Loader):
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blender_material.node_tree.links.new(coord.outputs["Camera"], node.inputs["Vector"])
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else: # uv_mode == UV
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blender_material.node_tree.links.new(coord.outputs["UV"], node.inputs["Vector"])
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@classmethod
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def load_indexed_texture_map(cls, coordinates, mesh):
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# Get a BMesh representation
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bm = bmesh.new()
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bm.from_mesh(mesh)
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uv_layer = bm.loops.layers.uv.verify()
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# remap the faceset CoordList index to the vertices in blender mesh
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coordinates_remap = []
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si_conversion = ifcopenshell.util.unit.calculate_unit_scale(tool.Ifc.get())
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faceset = coordinates.MappedTo
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for co in faceset.Coordinates.CoordList:
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co = Vector(co) * si_conversion
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index = next(v.index for v in bm.verts if (v.co - co).length_squared < 1e-5)
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coordinates_remap.append(index)
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# ifc indices start with 1
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remap_verts_to_blender = lambda ifc_verts: [coordinates_remap[i - 1] for i in ifc_verts]
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# faces_remap - ifc faces described using blender verts indices
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# IFC4.3+
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if coordinates.is_a("IfcIndexedPolygonalTextureMap"):
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faces_remap = [
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remap_verts_to_blender(tex_coord_index.TexCoordsOf.CoordIndex)
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for tex_coord_index in coordinates.TexCoordIndices
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]
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texture_map = [tex_coord_index.TexCoordIndex for tex_coord_index in coordinates.TexCoordIndices]
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else: # IfcIndexedTriangleTextureMap
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if faceset.is_a("IfcTriangulatedFaceSet"):
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faces_remap = [remap_verts_to_blender(triangle_face) for triangle_face in faceset.CoordIndex]
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else: # IfcPolygonalFaceSet
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faces_remap = [remap_verts_to_blender(triangle_face.CoordIndex) for triangle_face in faceset.Faces]
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texture_map = coordinates.TexCoordIndex
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# apply uv to each face
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for bface in bm.faces:
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face = [loop.vert.index for loop in bface.loops]
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# find the corresponding TexCoordIndex by matching ifc faceset with blender face
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# remap TexCoordIndex as the loop start may different from blender face
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texCoordIndex = next(
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[tex_coord_index[face_remap.index(i)] for i in face]
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for tex_coord_index, face_remap in zip(texture_map, faces_remap, strict=True)
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if all(i in face_remap for i in face)
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)
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# apply uv to each loop
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for loop, i in zip(bface.loops, texCoordIndex):
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loop[uv_layer].uv = coordinates.TexCoords.TexCoordsList[i - 1]
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# Finish up, write the bmesh back to the mesh
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bm.to_mesh(mesh)
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bm.free()
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@@ -17,12 +17,15 @@
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# along with BlenderBIM Add-on. If not, see <http://www.gnu.org/licenses/>.
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import bpy
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import bmesh
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import ifcopenshell
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import blenderbim.core.tool
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import blenderbim.tool as tool
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from test.bim.bootstrap import NewFile
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from blenderbim.tool.loader import Loader as subject
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import numpy as np
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from ifcopenshell.util.shape_builder import ShapeBuilder, V
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from mathutils import Vector
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class TestImplementsTool(NewFile):
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@@ -78,3 +81,113 @@ class TestCreatingStyles(NewFile):
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image_node = tool.Blender.get_material_node(material, "TEX_IMAGE")
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assert image_node.outputs["Color"].links[0].to_socket.name == "Base Color"
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assert image_node.inputs["Vector"].links[0].from_socket.name == "Generated"
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class TestLoadingIndexedTextureMap(NewFile):
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def test_run(self):
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bpy.context.scene.unit_settings.length_unit = "MILLIMETERS"
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bpy.ops.bim.create_project()
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# TODO: replace with loading geometry from IFC
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# create a cube without uv and triangulate it
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mesh = bpy.data.meshes.new("Cube")
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bm = tool.Blender.get_bmesh_for_mesh(mesh, clean=True)
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bmesh.ops.create_cube(bm, size=2.0, calc_uvs=False)
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bmesh.ops.triangulate(bm, faces=bm.faces[:])
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tool.Blender.apply_bmesh(mesh, bm)
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ifc_file = tool.Ifc.get()
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builder = ShapeBuilder(ifc_file)
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# tesselated cube
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points = (
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V(-1000, -1000, -1000),
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V(-1000, -1000, 1000),
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V(-1000, 1000, -1000),
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V(-1000, 1000, 1000),
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V(1000, -1000, -1000),
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V(1000, -1000, 1000),
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V(1000, 1000, -1000),
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V(1000, 1000, 1000),
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)
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faces = (
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(1, 2, 0),
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(3, 6, 2),
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(7, 4, 6),
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(5, 0, 4),
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(6, 0, 2),
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(3, 5, 7),
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(1, 3, 2),
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(3, 7, 6),
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(7, 5, 4),
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(5, 1, 0),
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(6, 4, 0),
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(3, 1, 5),
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)
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face_set = builder.polygonal_face_set(points, faces)
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uv_indices = (
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(1, 2, 3),
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(4, 5, 6),
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(7, 8, 9),
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(10, 11, 12),
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(13, 14, 15),
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(16, 17, 18),
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(19, 20, 21),
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(22, 23, 24),
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(25, 26, 27),
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(28, 29, 30),
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(31, 32, 33),
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(34, 35, 36),
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)
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uv_verts = (
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(0.625, 0.0),
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(0.375, 0.25),
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(0.375, 0.0),
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(0.625, 0.25),
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(0.375, 0.5),
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(0.375, 0.25),
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(0.625, 0.5),
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(0.375, 0.75),
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(0.375, 0.5),
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(0.625, 0.75),
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(0.375, 1.0),
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(0.375, 0.75),
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(0.375, 0.5),
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(0.125, 0.75),
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(0.125, 0.5),
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(0.875, 0.5),
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(0.625, 0.75),
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(0.625, 0.5),
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(0.625, 0.0),
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(0.625, 0.25),
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(0.375, 0.25),
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(0.625, 0.25),
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(0.625, 0.5),
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(0.375, 0.5),
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(0.625, 0.5),
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(0.625, 0.75),
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(0.375, 0.75),
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(0.625, 0.75),
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(0.625, 1.0),
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(0.375, 1.0),
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(0.375, 0.5),
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(0.375, 0.75),
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(0.125, 0.75),
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(0.875, 0.5),
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(0.875, 0.75),
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(0.625, 0.75),
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)
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uv_verts_list = ifc_file.createIfcTextureVertexList()
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uv_verts_list.TexCoordsList = uv_verts
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texture_coord = ifc_file.createIfcIndexedTriangleTextureMap()
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texture_coord.MappedTo = face_set
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texture_coord.TexCoordIndex = uv_indices
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texture_coord.TexCoords = uv_verts_list
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subject.load_indexed_texture_map(texture_coord, mesh)
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uv_layer = mesh.uv_layers.active
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assert uv_layer is not None
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for ifc_uv, blender_uv in zip(uv_verts, uv_layer.uv, strict=True):
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assert tool.Cad.are_vectors_equal(Vector(ifc_uv), blender_uv.vector)
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