mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-13 19:07:57 +00:00
Three experimental minimal operators to load IFCs (xxx), load H5 (zzz), and load chunked H5 (zxc)
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@@ -49,6 +49,9 @@ classes = (
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operator.UnloadLink,
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operator.UnloadProject,
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operator.ReloadLink,
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operator.xxx,
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operator.zzz,
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operator.zxc,
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prop.LibraryElement,
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prop.FilterCategory,
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prop.Link,
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@@ -37,6 +37,7 @@ from blenderbim.bim import import_ifc
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from blenderbim.bim import export_ifc
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from pathlib import Path
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from bpy.app.handlers import persistent
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import numpy as np
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class NewProject(bpy.types.Operator):
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@@ -1130,3 +1131,323 @@ class ImportIFC(bpy.types.Operator):
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def execute(self, context):
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bpy.ops.bim.load_project("INVOKE_DEFAULT")
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return {"FINISHED"}
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class xxx(bpy.types.Operator):
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bl_idname = "bim.xxx"
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bl_label = "xxx"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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import time
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import multiprocessing
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import ifcopenshell
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import ifcopenshell.geom
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import numpy as np
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from mathutils import Matrix
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import resource
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mem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
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start = time.time()
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collection = bpy.data.collections.new("Project")
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# ifc_file = ifcopenshell.open('/home/dion/test.ifc')
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ifc_file = ifcopenshell.open('/home/dion/drive/ifcs/racbasicsampleproject.ifc')
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# ifc_file = ifcopenshell.open('/home/dion/drive/ifcs/TXG_sample_project-fixed-IFC4.ifc')
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settings = ifcopenshell.geom.settings()
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iterator = ifcopenshell.geom.iterator(settings, ifc_file, multiprocessing.cpu_count())
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meshes = {}
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blender_mats = {}
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if iterator.initialize():
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while True:
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shape = iterator.get()
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element = ifc_file.by_id(shape.id)
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matrix = shape.transformation.matrix.data
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faces = shape.geometry.faces
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verts = shape.geometry.verts
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materials = shape.geometry.materials
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material_ids = shape.geometry.material_ids
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m = shape.transformation.matrix.data
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mat = np.array(
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([m[0], m[3], m[6], m[9]], [m[1], m[4], m[7], m[10]], [m[2], m[5], m[8], m[11]], [0, 0, 0, 1])
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)
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mesh = meshes.get(shape.geometry.id, None)
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if not mesh:
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mesh = bpy.data.meshes.new("Mesh")
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material_to_slot = {}
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max_slot_index = 0
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for i, material in enumerate(materials):
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alpha = 1.0
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if material.has_transparency and material.transparency > 0:
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alpha = 1.0 - material.transparency
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diffuse = material.diffuse + (alpha,)
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material_name = f"{diffuse[0]}-{diffuse[1]}-{diffuse[2]}-{diffuse[3]}"
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blender_mat = blender_mats.get(material_name, None)
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if not blender_mat:
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blender_mat = bpy.data.materials.new(material_name)
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blender_mat.diffuse_color = diffuse
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blender_mats[material_name] = blender_mat
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slot_index = mesh.materials.find(material.name)
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if slot_index == -1:
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mesh.materials.append(blender_mat)
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slot_index = max_slot_index
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max_slot_index += 1
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material_to_slot[i] = slot_index
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material_index = [(material_to_slot[i] if i != -1 else 0) for i in material_ids]
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num_vertices = len(verts) // 3
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total_faces = len(faces)
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loop_start = range(0, total_faces, 3)
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num_loops = total_faces // 3
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loop_total = [3] * num_loops
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num_vertex_indices = len(faces)
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mesh.vertices.add(num_vertices)
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mesh.vertices.foreach_set("co", verts)
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mesh.loops.add(num_vertex_indices)
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mesh.loops.foreach_set("vertex_index", faces)
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mesh.polygons.add(num_loops)
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mesh.polygons.foreach_set("loop_start", loop_start)
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mesh.polygons.foreach_set("loop_total", loop_total)
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mesh.polygons.foreach_set("use_smooth", [0] * total_faces)
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mesh.polygons.foreach_set("material_index", material_index)
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mesh.update()
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obj = bpy.data.objects.new(tool.Loader.get_name(element), mesh)
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obj.matrix_world = Matrix(mat.tolist())
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collection.objects.link(obj)
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if not iterator.next():
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break
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bpy.context.scene.collection.children.link(collection)
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print('Finished', time.time() - start)
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newmem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
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print("Mem", newmem-mem)
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return {"FINISHED"}
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class zzz(bpy.types.Operator):
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bl_idname = "bim.zzz"
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bl_label = "zzz"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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import uuid
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import h5py
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import multiprocessing
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import ifcopenshell
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import ifcopenshell.geom
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import numpy as np
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import time
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from mathutils import Matrix
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import resource
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mem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
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start = time.time()
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collection = bpy.data.collections.new("Project")
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# model = h5py.File('/home/dion/test3.h5', 'r')
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model = h5py.File('/home/dion/test4.h5', 'r')
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materials = {}
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for i, rgb in enumerate(model["materials"]):
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blender_mat = bpy.data.materials.new(str(i))
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blender_mat.diffuse_color = rgb[()].tolist()
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materials[i] = blender_mat
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meshes = {}
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for shape_id, shape in model["shapes"].items():
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mesh = bpy.data.meshes.new(shape_id)
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meshes[int(shape_id)] = mesh
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for material in shape["materials"]:
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mesh.materials.append(materials[material])
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verts = shape["verts"][()].tolist()
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faces = shape["faces"][()].tolist()
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num_vertices = len(verts) // 3
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total_faces = len(faces)
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loop_start = range(0, total_faces, 3)
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num_loops = total_faces // 3
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loop_total = [3] * num_loops
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num_vertex_indices = len(faces)
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mesh.vertices.add(num_vertices)
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mesh.vertices.foreach_set("co", verts)
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mesh.loops.add(num_vertex_indices)
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mesh.loops.foreach_set("vertex_index", faces)
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mesh.polygons.add(num_loops)
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mesh.polygons.foreach_set("loop_start", loop_start)
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mesh.polygons.foreach_set("loop_total", loop_total)
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mesh.polygons.foreach_set("use_smooth", [0] * total_faces)
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if "material_ids" in shape:
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mesh.polygons.foreach_set("material_index", shape["material_ids"][()].tolist())
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mesh.update()
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for i, global_id in enumerate(model["element_global_ids"]):
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global_id = str(uuid.UUID(bytes=bytes(global_id)))
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obj = bpy.data.objects.new(global_id, meshes[model["element_shape_ids"][i]])
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m = model["element_matrices"][i]
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mat = np.array(
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([m[0], m[3], m[6], m[9]], [m[1], m[4], m[7], m[10]], [m[2], m[5], m[8], m[11]], [0, 0, 0, 1])
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)
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obj.matrix_world = Matrix(mat.tolist())
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collection.objects.link(obj)
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bpy.context.scene.collection.children.link(collection)
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print('Finished', time.time() - start)
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newmem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
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print("Mem", newmem-mem)
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return {"FINISHED"}
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class zxc(bpy.types.Operator):
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bl_idname = "bim.zxc"
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bl_label = "zxc"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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import uuid
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import h5py
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import multiprocessing
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import ifcopenshell
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import ifcopenshell.geom
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import time
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from mathutils import Matrix
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import resource
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mem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
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start = time.time()
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self.collection = bpy.data.collections.new("Project")
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# model = h5py.File('/home/dion/test3.h5', 'r')
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model = h5py.File('/home/dion/test5.h5', 'r')
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print('Opened', time.time() - start)
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materials = {}
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for i, rgb in enumerate(model["materials"]):
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blender_mat = bpy.data.materials.new(str(i))
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blender_mat.diffuse_color = rgb[()].tolist()
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materials[i] = blender_mat
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print('Materials', time.time() - start)
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shapes = {}
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for shape_id, shape in model["shapes"].items():
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verts = np.array(shape["verts"][()].tolist())
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faces = shape["faces"][()].tolist()
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shapes[int(shape_id)] = {
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"verts": verts,
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"faces": faces,
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"materials": [materials[m] for m in shape["materials"]],
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"material_ids": shape["material_ids"][()].tolist() if "material_ids" in shape else None,
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}
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print('Shapes', time.time() - start)
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chunk_size = 10000
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offset = 0
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material_offset = 0
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chunked_verts = []
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chunked_faces = []
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chunked_materials = []
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chunked_material_ids = []
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for i, global_id in enumerate(model["element_global_ids"]):
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global_id = str(uuid.UUID(bytes=bytes(global_id)))
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m = model["element_matrices"][i]
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mat = np.array(
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([m[0], m[3], m[6], m[9]], [m[1], m[4], m[7], m[10]], [m[2], m[5], m[8], m[11]], [0, 0, 0, 1])
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)
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shape = shapes[model["element_shape_ids"][i]]
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verts = self.apply_matrix_to_flat_list(shape["verts"], mat)
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faces = [f + offset for f in shape["faces"]]
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chunked_verts.extend(verts)
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chunked_faces.extend(faces)
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material_map = {}
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for material_index, material in enumerate(shape["materials"]):
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try:
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chunked_index = chunked_materials.index(material)
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except:
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chunked_index = len(chunked_materials)
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chunked_materials.append(material)
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material_map[material_index] = chunked_index
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if shape["material_ids"] is None:
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chunked_material_ids.extend([list(material_map.values())[0]] * (len(faces) // 3))
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else:
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chunked_material_ids.extend([material_map[m] for m in shape["material_ids"]])
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offset += len(verts) // 3
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material_offset += len(shape["materials"])
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if offset > chunk_size:
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print("Chunk at", i)
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self.create_object(chunked_verts, chunked_faces, chunked_materials, chunked_material_ids)
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chunked_verts = []
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chunked_faces = []
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chunked_materials = []
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chunked_material_ids = []
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offset = 0
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material_offset = 0
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if offset:
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self.create_object(chunked_verts, chunked_faces, chunked_materials, chunked_material_ids)
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bpy.context.scene.collection.children.link(self.collection)
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print('Finished', time.time() - start)
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newmem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
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print("Mem", newmem-mem)
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return {"FINISHED"}
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def apply_matrix_to_flat_list(self, flat_list, matrix):
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# Convert the flat list to a 2D array with 3 columns (x, y, z)
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vertices = np.array(flat_list).reshape(-1, 3)
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# Add a column of ones for homogeneous coordinates (x, y, z, 1)
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vertices = np.hstack([vertices, np.ones((vertices.shape[0], 1))])
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# Apply the matrix transformation
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transformed_vertices = np.dot(vertices, matrix.T)
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# Discard the homogeneous coordinate and flatten the array
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return transformed_vertices[:, :3].flatten()
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def create_object(self, verts, faces, materials, material_ids):
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num_vertices = len(verts) // 3
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total_faces = len(faces)
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loop_start = range(0, total_faces, 3)
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num_loops = total_faces // 3
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loop_total = [3] * num_loops
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num_vertex_indices = len(faces)
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mesh = bpy.data.meshes.new("Mesh")
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for material in materials:
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mesh.materials.append(material)
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mesh.vertices.add(num_vertices)
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mesh.vertices.foreach_set("co", verts)
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mesh.loops.add(num_vertex_indices)
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mesh.loops.foreach_set("vertex_index", faces)
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mesh.polygons.add(num_loops)
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mesh.polygons.foreach_set("loop_start", loop_start)
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mesh.polygons.foreach_set("loop_total", loop_total)
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mesh.polygons.foreach_set("use_smooth", [0] * total_faces)
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if material_ids:
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mesh.polygons.foreach_set("material_index", material_ids)
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mesh.update()
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obj = bpy.data.objects.new("Blah", mesh)
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self.collection.objects.link(obj)
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