moved load_texture_map to tool.Loader, added a test

This commit is contained in:
Andrej730
2023-11-28 15:33:30 +05:00
parent 7cb582de5d
commit 18c93a13ec
3 changed files with 167 additions and 52 deletions
+1 -52
View File
@@ -143,62 +143,11 @@ class MaterialCreator:
return
if coords := get_ifc_coordinate(material):
self.load_texture_map(coords)
tool.Loader.load_indexed_texture_map(coords, self.mesh)
if self.mesh.materials.find(material.name) == -1:
self.mesh.materials.append(material)
return True
def load_texture_map(self, coordinates):
# Get a BMesh representation
bm = bmesh.new()
bm.from_mesh(self.mesh)
uv_layer = bm.loops.layers.uv.verify()
# remap the faceset CoordList index to the vertices in blender mesh
coordinates_remap = []
si_conversion = ifcopenshell.util.unit.calculate_unit_scale(self.ifc_importer.file)
faceset = coordinates.MappedTo
for co in faceset.Coordinates.CoordList:
co = mathutils.Vector(co) * si_conversion
index = next(v.index for v in bm.verts if (v.co - co).length_squared < 1e-5)
coordinates_remap.append(index)
# ifc indices start with 1
remap_verts_to_blender = lambda ifc_verts: [coordinates_remap[i - 1] for i in ifc_verts]
# faces_remap - ifc faces described using blender verts indices
# IFC4.3+
if coordinates.is_a("IfcIndexedPolygonalTextureMap"):
faces_remap = [
remap_verts_to_blender(tex_coord_index.TexCoordsOf.CoordIndex)
for tex_coord_index in coordinates.TexCoordIndices
]
texture_map = [tex_coord_index.TexCoordIndex for tex_coord_index in coordinates.TexCoordIndices]
else: # IfcIndexedTriangleTextureMap
if faceset.is_a("IfcTriangulatedFaceSet"):
faces_remap = [remap_verts_to_blender(triangle_face) for triangle_face in faceset.CoordIndex]
else: # IfcPolygonalFaceSet
faces_remap = [remap_verts_to_blender(triangle_face.CoordIndex) for triangle_face in faceset.Faces]
texture_map = coordinates.TexCoordIndex
# apply uv to each face
for bface in bm.faces:
face = [loop.vert.index for loop in bface.loops]
# find the corresponding TexCoordIndex by matching ifc faceset with blender face
# remap TexCoordIndex as the loop start may different from blender face
texCoordIndex = next(
[tex_coord_index[face_remap.index(i)] for i in face]
for tex_coord_index, face_remap in zip(texture_map, faces_remap, strict=True)
if all(i in face_remap for i in face)
)
# apply uv to each loop
for loop, i in zip(bface.loops, texCoordIndex):
loop[uv_layer].uv = coordinates.TexCoords.TexCoordsList[i - 1]
# Finish up, write the bmesh back to the mesh
bm.to_mesh(self.mesh)
bm.free()
def assign_material_slots_to_faces(self):
if "ios_materials" not in self.mesh or not self.mesh["ios_materials"]:
return
+53
View File
@@ -18,6 +18,7 @@
import re
import bpy
import bmesh
import ifcopenshell.util.element
import blenderbim.core.tool
import blenderbim.tool as tool
@@ -380,3 +381,55 @@ class Loader(blenderbim.core.tool.Loader):
blender_material.node_tree.links.new(coord.outputs["Camera"], node.inputs["Vector"])
else: # uv_mode == UV
blender_material.node_tree.links.new(coord.outputs["UV"], node.inputs["Vector"])
@classmethod
def load_indexed_texture_map(cls, coordinates, mesh):
# Get a BMesh representation
bm = bmesh.new()
bm.from_mesh(mesh)
uv_layer = bm.loops.layers.uv.verify()
# remap the faceset CoordList index to the vertices in blender mesh
coordinates_remap = []
si_conversion = ifcopenshell.util.unit.calculate_unit_scale(tool.Ifc.get())
faceset = coordinates.MappedTo
for co in faceset.Coordinates.CoordList:
co = Vector(co) * si_conversion
index = next(v.index for v in bm.verts if (v.co - co).length_squared < 1e-5)
coordinates_remap.append(index)
# ifc indices start with 1
remap_verts_to_blender = lambda ifc_verts: [coordinates_remap[i - 1] for i in ifc_verts]
# faces_remap - ifc faces described using blender verts indices
# IFC4.3+
if coordinates.is_a("IfcIndexedPolygonalTextureMap"):
faces_remap = [
remap_verts_to_blender(tex_coord_index.TexCoordsOf.CoordIndex)
for tex_coord_index in coordinates.TexCoordIndices
]
texture_map = [tex_coord_index.TexCoordIndex for tex_coord_index in coordinates.TexCoordIndices]
else: # IfcIndexedTriangleTextureMap
if faceset.is_a("IfcTriangulatedFaceSet"):
faces_remap = [remap_verts_to_blender(triangle_face) for triangle_face in faceset.CoordIndex]
else: # IfcPolygonalFaceSet
faces_remap = [remap_verts_to_blender(triangle_face.CoordIndex) for triangle_face in faceset.Faces]
texture_map = coordinates.TexCoordIndex
# apply uv to each face
for bface in bm.faces:
face = [loop.vert.index for loop in bface.loops]
# find the corresponding TexCoordIndex by matching ifc faceset with blender face
# remap TexCoordIndex as the loop start may different from blender face
texCoordIndex = next(
[tex_coord_index[face_remap.index(i)] for i in face]
for tex_coord_index, face_remap in zip(texture_map, faces_remap, strict=True)
if all(i in face_remap for i in face)
)
# apply uv to each loop
for loop, i in zip(bface.loops, texCoordIndex):
loop[uv_layer].uv = coordinates.TexCoords.TexCoordsList[i - 1]
# Finish up, write the bmesh back to the mesh
bm.to_mesh(mesh)
bm.free()
+113
View File
@@ -17,12 +17,15 @@
# along with BlenderBIM Add-on. If not, see <http://www.gnu.org/licenses/>.
import bpy
import bmesh
import ifcopenshell
import blenderbim.core.tool
import blenderbim.tool as tool
from test.bim.bootstrap import NewFile
from blenderbim.tool.loader import Loader as subject
import numpy as np
from ifcopenshell.util.shape_builder import ShapeBuilder, V
from mathutils import Vector
class TestImplementsTool(NewFile):
@@ -78,3 +81,113 @@ class TestCreatingStyles(NewFile):
image_node = tool.Blender.get_material_node(material, "TEX_IMAGE")
assert image_node.outputs["Color"].links[0].to_socket.name == "Base Color"
assert image_node.inputs["Vector"].links[0].from_socket.name == "Generated"
class TestLoadingIndexedTextureMap(NewFile):
def test_run(self):
bpy.context.scene.unit_settings.length_unit = "MILLIMETERS"
bpy.ops.bim.create_project()
# TODO: replace with loading geometry from IFC
# create a cube without uv and triangulate it
mesh = bpy.data.meshes.new("Cube")
bm = tool.Blender.get_bmesh_for_mesh(mesh, clean=True)
bmesh.ops.create_cube(bm, size=2.0, calc_uvs=False)
bmesh.ops.triangulate(bm, faces=bm.faces[:])
tool.Blender.apply_bmesh(mesh, bm)
ifc_file = tool.Ifc.get()
builder = ShapeBuilder(ifc_file)
# tesselated cube
points = (
V(-1000, -1000, -1000),
V(-1000, -1000, 1000),
V(-1000, 1000, -1000),
V(-1000, 1000, 1000),
V(1000, -1000, -1000),
V(1000, -1000, 1000),
V(1000, 1000, -1000),
V(1000, 1000, 1000),
)
faces = (
(1, 2, 0),
(3, 6, 2),
(7, 4, 6),
(5, 0, 4),
(6, 0, 2),
(3, 5, 7),
(1, 3, 2),
(3, 7, 6),
(7, 5, 4),
(5, 1, 0),
(6, 4, 0),
(3, 1, 5),
)
face_set = builder.polygonal_face_set(points, faces)
uv_indices = (
(1, 2, 3),
(4, 5, 6),
(7, 8, 9),
(10, 11, 12),
(13, 14, 15),
(16, 17, 18),
(19, 20, 21),
(22, 23, 24),
(25, 26, 27),
(28, 29, 30),
(31, 32, 33),
(34, 35, 36),
)
uv_verts = (
(0.625, 0.0),
(0.375, 0.25),
(0.375, 0.0),
(0.625, 0.25),
(0.375, 0.5),
(0.375, 0.25),
(0.625, 0.5),
(0.375, 0.75),
(0.375, 0.5),
(0.625, 0.75),
(0.375, 1.0),
(0.375, 0.75),
(0.375, 0.5),
(0.125, 0.75),
(0.125, 0.5),
(0.875, 0.5),
(0.625, 0.75),
(0.625, 0.5),
(0.625, 0.0),
(0.625, 0.25),
(0.375, 0.25),
(0.625, 0.25),
(0.625, 0.5),
(0.375, 0.5),
(0.625, 0.5),
(0.625, 0.75),
(0.375, 0.75),
(0.625, 0.75),
(0.625, 1.0),
(0.375, 1.0),
(0.375, 0.5),
(0.375, 0.75),
(0.125, 0.75),
(0.875, 0.5),
(0.875, 0.75),
(0.625, 0.75),
)
uv_verts_list = ifc_file.createIfcTextureVertexList()
uv_verts_list.TexCoordsList = uv_verts
texture_coord = ifc_file.createIfcIndexedTriangleTextureMap()
texture_coord.MappedTo = face_set
texture_coord.TexCoordIndex = uv_indices
texture_coord.TexCoords = uv_verts_list
subject.load_indexed_texture_map(texture_coord, mesh)
uv_layer = mesh.uv_layers.active
assert uv_layer is not None
for ifc_uv, blender_uv in zip(uv_verts, uv_layer.uv, strict=True):
assert tool.Cad.are_vectors_equal(Vector(ifc_uv), blender_uv.vector)