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Fix bug where no colour is set if only a styled item has a style but a material has no representation
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@@ -38,12 +38,12 @@ class MaterialCreator:
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def __init__(self, ifc_import_settings):
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self.mesh = None
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self.materials = {}
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self.current_object_materials = []
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self.current_object_styles = []
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self.parsed_meshes = []
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self.ifc_import_settings = ifc_import_settings
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def create(self, element, obj, mesh):
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self.current_object_materials = []
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self.current_object_styles = []
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self.obj = obj
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self.mesh = mesh
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if (hasattr(element, "Representation") and not element.Representation) or (
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@@ -90,25 +90,23 @@ class MaterialCreator:
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material_name = self.get_material_name(styled_item)
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if material_name in self.current_object_materials:
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if material_name in self.current_object_styles:
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return True
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if material_name not in self.materials.keys():
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material = bpy.data.materials.get(material_name)
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if material:
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self.materials[material_name] = material
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else:
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self.materials[material_name] = bpy.data.materials.new(material_name)
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self.parse_styled_item(styled_item, self.materials[material_name])
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material = bpy.data.materials.get(material_name)
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if not material:
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self.materials[material_name] = bpy.data.materials.new(material_name)
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self.parse_styled_item(styled_item, self.materials[material_name])
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if self.ifc_import_settings.should_treat_styled_item_as_material:
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# Revit workaround: since Revit/DDS-CAD exports all material
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# assignments as individual object styled items. Treating them as
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# reusable materials makes things much more efficient in Blender.
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self.assign_material_to_mesh(self.materials[material_name])
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self.assign_style_to_mesh(self.materials[material_name])
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else:
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# Proper behaviour
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self.assign_material_to_mesh(self.materials[material_name], is_styled_item=True)
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self.assign_style_to_mesh(self.materials[material_name], is_styled_item=True)
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return True
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def assign_material_slots_to_faces(self, obj, mesh):
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@@ -337,11 +335,11 @@ class MaterialCreator:
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items.append(item)
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return items
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def assign_material_to_mesh(self, material, is_styled_item=False):
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def assign_style_to_mesh(self, material, is_styled_item=False):
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if not self.mesh:
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return
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self.mesh.materials.append(material)
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self.current_object_materials.append(material.name)
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self.current_object_styles.append(material.name)
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if is_styled_item:
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index = len(self.obj.material_slots) - 1
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self.obj.material_slots[index].link = "OBJECT"
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