Three experimental minimal operators to load IFCs (xxx), load H5 (zzz), and load chunked H5 (zxc)

This commit is contained in:
Dion Moult
2024-02-14 17:44:13 +11:00
parent a5cf4cd421
commit 5c5f078221
2 changed files with 324 additions and 0 deletions
@@ -49,6 +49,9 @@ classes = (
operator.UnloadLink,
operator.UnloadProject,
operator.ReloadLink,
operator.xxx,
operator.zzz,
operator.zxc,
prop.LibraryElement,
prop.FilterCategory,
prop.Link,
@@ -37,6 +37,7 @@ from blenderbim.bim import import_ifc
from blenderbim.bim import export_ifc
from pathlib import Path
from bpy.app.handlers import persistent
import numpy as np
class NewProject(bpy.types.Operator):
@@ -1130,3 +1131,323 @@ class ImportIFC(bpy.types.Operator):
def execute(self, context):
bpy.ops.bim.load_project("INVOKE_DEFAULT")
return {"FINISHED"}
class xxx(bpy.types.Operator):
bl_idname = "bim.xxx"
bl_label = "xxx"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
import time
import multiprocessing
import ifcopenshell
import ifcopenshell.geom
import numpy as np
from mathutils import Matrix
import resource
mem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
start = time.time()
collection = bpy.data.collections.new("Project")
# ifc_file = ifcopenshell.open('/home/dion/test.ifc')
ifc_file = ifcopenshell.open('/home/dion/drive/ifcs/racbasicsampleproject.ifc')
# ifc_file = ifcopenshell.open('/home/dion/drive/ifcs/TXG_sample_project-fixed-IFC4.ifc')
settings = ifcopenshell.geom.settings()
iterator = ifcopenshell.geom.iterator(settings, ifc_file, multiprocessing.cpu_count())
meshes = {}
blender_mats = {}
if iterator.initialize():
while True:
shape = iterator.get()
element = ifc_file.by_id(shape.id)
matrix = shape.transformation.matrix.data
faces = shape.geometry.faces
verts = shape.geometry.verts
materials = shape.geometry.materials
material_ids = shape.geometry.material_ids
m = shape.transformation.matrix.data
mat = np.array(
([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])
)
mesh = meshes.get(shape.geometry.id, None)
if not mesh:
mesh = bpy.data.meshes.new("Mesh")
material_to_slot = {}
max_slot_index = 0
for i, material in enumerate(materials):
alpha = 1.0
if material.has_transparency and material.transparency > 0:
alpha = 1.0 - material.transparency
diffuse = material.diffuse + (alpha,)
material_name = f"{diffuse[0]}-{diffuse[1]}-{diffuse[2]}-{diffuse[3]}"
blender_mat = blender_mats.get(material_name, None)
if not blender_mat:
blender_mat = bpy.data.materials.new(material_name)
blender_mat.diffuse_color = diffuse
blender_mats[material_name] = blender_mat
slot_index = mesh.materials.find(material.name)
if slot_index == -1:
mesh.materials.append(blender_mat)
slot_index = max_slot_index
max_slot_index += 1
material_to_slot[i] = slot_index
material_index = [(material_to_slot[i] if i != -1 else 0) for i in material_ids]
num_vertices = len(verts) // 3
total_faces = len(faces)
loop_start = range(0, total_faces, 3)
num_loops = total_faces // 3
loop_total = [3] * num_loops
num_vertex_indices = len(faces)
mesh.vertices.add(num_vertices)
mesh.vertices.foreach_set("co", verts)
mesh.loops.add(num_vertex_indices)
mesh.loops.foreach_set("vertex_index", faces)
mesh.polygons.add(num_loops)
mesh.polygons.foreach_set("loop_start", loop_start)
mesh.polygons.foreach_set("loop_total", loop_total)
mesh.polygons.foreach_set("use_smooth", [0] * total_faces)
mesh.polygons.foreach_set("material_index", material_index)
mesh.update()
obj = bpy.data.objects.new(tool.Loader.get_name(element), mesh)
obj.matrix_world = Matrix(mat.tolist())
collection.objects.link(obj)
if not iterator.next():
break
bpy.context.scene.collection.children.link(collection)
print('Finished', time.time() - start)
newmem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
print("Mem", newmem-mem)
return {"FINISHED"}
class zzz(bpy.types.Operator):
bl_idname = "bim.zzz"
bl_label = "zzz"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
import uuid
import h5py
import multiprocessing
import ifcopenshell
import ifcopenshell.geom
import numpy as np
import time
from mathutils import Matrix
import resource
mem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
start = time.time()
collection = bpy.data.collections.new("Project")
# model = h5py.File('/home/dion/test3.h5', 'r')
model = h5py.File('/home/dion/test4.h5', 'r')
materials = {}
for i, rgb in enumerate(model["materials"]):
blender_mat = bpy.data.materials.new(str(i))
blender_mat.diffuse_color = rgb[()].tolist()
materials[i] = blender_mat
meshes = {}
for shape_id, shape in model["shapes"].items():
mesh = bpy.data.meshes.new(shape_id)
meshes[int(shape_id)] = mesh
for material in shape["materials"]:
mesh.materials.append(materials[material])
verts = shape["verts"][()].tolist()
faces = shape["faces"][()].tolist()
num_vertices = len(verts) // 3
total_faces = len(faces)
loop_start = range(0, total_faces, 3)
num_loops = total_faces // 3
loop_total = [3] * num_loops
num_vertex_indices = len(faces)
mesh.vertices.add(num_vertices)
mesh.vertices.foreach_set("co", verts)
mesh.loops.add(num_vertex_indices)
mesh.loops.foreach_set("vertex_index", faces)
mesh.polygons.add(num_loops)
mesh.polygons.foreach_set("loop_start", loop_start)
mesh.polygons.foreach_set("loop_total", loop_total)
mesh.polygons.foreach_set("use_smooth", [0] * total_faces)
if "material_ids" in shape:
mesh.polygons.foreach_set("material_index", shape["material_ids"][()].tolist())
mesh.update()
for i, global_id in enumerate(model["element_global_ids"]):
global_id = str(uuid.UUID(bytes=bytes(global_id)))
obj = bpy.data.objects.new(global_id, meshes[model["element_shape_ids"][i]])
m = model["element_matrices"][i]
mat = np.array(
([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])
)
obj.matrix_world = Matrix(mat.tolist())
collection.objects.link(obj)
bpy.context.scene.collection.children.link(collection)
print('Finished', time.time() - start)
newmem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
print("Mem", newmem-mem)
return {"FINISHED"}
class zxc(bpy.types.Operator):
bl_idname = "bim.zxc"
bl_label = "zxc"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
import uuid
import h5py
import multiprocessing
import ifcopenshell
import ifcopenshell.geom
import time
from mathutils import Matrix
import resource
mem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
start = time.time()
self.collection = bpy.data.collections.new("Project")
# model = h5py.File('/home/dion/test3.h5', 'r')
model = h5py.File('/home/dion/test5.h5', 'r')
print('Opened', time.time() - start)
materials = {}
for i, rgb in enumerate(model["materials"]):
blender_mat = bpy.data.materials.new(str(i))
blender_mat.diffuse_color = rgb[()].tolist()
materials[i] = blender_mat
print('Materials', time.time() - start)
shapes = {}
for shape_id, shape in model["shapes"].items():
verts = np.array(shape["verts"][()].tolist())
faces = shape["faces"][()].tolist()
shapes[int(shape_id)] = {
"verts": verts,
"faces": faces,
"materials": [materials[m] for m in shape["materials"]],
"material_ids": shape["material_ids"][()].tolist() if "material_ids" in shape else None,
}
print('Shapes', time.time() - start)
chunk_size = 10000
offset = 0
material_offset = 0
chunked_verts = []
chunked_faces = []
chunked_materials = []
chunked_material_ids = []
for i, global_id in enumerate(model["element_global_ids"]):
global_id = str(uuid.UUID(bytes=bytes(global_id)))
m = model["element_matrices"][i]
mat = np.array(
([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])
)
shape = shapes[model["element_shape_ids"][i]]
verts = self.apply_matrix_to_flat_list(shape["verts"], mat)
faces = [f + offset for f in shape["faces"]]
chunked_verts.extend(verts)
chunked_faces.extend(faces)
material_map = {}
for material_index, material in enumerate(shape["materials"]):
try:
chunked_index = chunked_materials.index(material)
except:
chunked_index = len(chunked_materials)
chunked_materials.append(material)
material_map[material_index] = chunked_index
if shape["material_ids"] is None:
chunked_material_ids.extend([list(material_map.values())[0]] * (len(faces) // 3))
else:
chunked_material_ids.extend([material_map[m] for m in shape["material_ids"]])
offset += len(verts) // 3
material_offset += len(shape["materials"])
if offset > chunk_size:
print("Chunk at", i)
self.create_object(chunked_verts, chunked_faces, chunked_materials, chunked_material_ids)
chunked_verts = []
chunked_faces = []
chunked_materials = []
chunked_material_ids = []
offset = 0
material_offset = 0
if offset:
self.create_object(chunked_verts, chunked_faces, chunked_materials, chunked_material_ids)
bpy.context.scene.collection.children.link(self.collection)
print('Finished', time.time() - start)
newmem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
print("Mem", newmem-mem)
return {"FINISHED"}
def apply_matrix_to_flat_list(self, flat_list, matrix):
# Convert the flat list to a 2D array with 3 columns (x, y, z)
vertices = np.array(flat_list).reshape(-1, 3)
# Add a column of ones for homogeneous coordinates (x, y, z, 1)
vertices = np.hstack([vertices, np.ones((vertices.shape[0], 1))])
# Apply the matrix transformation
transformed_vertices = np.dot(vertices, matrix.T)
# Discard the homogeneous coordinate and flatten the array
return transformed_vertices[:, :3].flatten()
def create_object(self, verts, faces, materials, material_ids):
num_vertices = len(verts) // 3
total_faces = len(faces)
loop_start = range(0, total_faces, 3)
num_loops = total_faces // 3
loop_total = [3] * num_loops
num_vertex_indices = len(faces)
mesh = bpy.data.meshes.new("Mesh")
for material in materials:
mesh.materials.append(material)
mesh.vertices.add(num_vertices)
mesh.vertices.foreach_set("co", verts)
mesh.loops.add(num_vertex_indices)
mesh.loops.foreach_set("vertex_index", faces)
mesh.polygons.add(num_loops)
mesh.polygons.foreach_set("loop_start", loop_start)
mesh.polygons.foreach_set("loop_total", loop_total)
mesh.polygons.foreach_set("use_smooth", [0] * total_faces)
if material_ids:
mesh.polygons.foreach_set("material_index", material_ids)
mesh.update()
obj = bpy.data.objects.new("Blah", mesh)
self.collection.objects.link(obj)