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https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-09-06 20:36:27 +00:00
Make UVs a property of IfcGeom::Representation::Triangulation. Implement writing of UVs for OBJ output.
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@@ -102,6 +102,7 @@ namespace IfcGeom {
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std::vector<int> _faces;
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std::vector<int> _edges;
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std::vector<P> _normals;
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std::vector<P> uvs_;
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std::vector<int> _material_ids;
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std::vector<Material> _materials;
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VertexKeyMap welds;
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@@ -112,8 +113,10 @@ namespace IfcGeom {
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const std::vector<int>& faces() const { return _faces; }
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const std::vector<int>& edges() const { return _edges; }
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const std::vector<P>& normals() const { return _normals; }
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const std::vector<P>& uvs() const { return uvs_; }
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const std::vector<int>& material_ids() const { return _material_ids; }
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const std::vector<Material>& materials() const { return _materials; }
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Triangulation(const BRep& shape_model)
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: Representation(shape_model.settings())
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, _id(shape_model.getId())
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@@ -246,6 +249,10 @@ namespace IfcGeom {
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}
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}
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if (!_normals.empty() && settings().get(IfcGeom::IteratorSettings::GENERATE_UVS)) {
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uvs_ = box_project_uvs(_verts, _normals);
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}
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if (num_faces == 0) {
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// Edges are only emitted if there are no faces. A mixed representation of faces
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// and loose edges is discouraged by the standard. An alternative would be to use
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@@ -276,6 +283,37 @@ namespace IfcGeom {
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}
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}
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virtual ~Triangulation() {}
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/// Generates UVs for a single mesh using box projection.
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/// @todo Very simple impl. Assumes that input vertices and normals match 1:1.
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static std::vector<P> box_project_uvs(const std::vector<P> &vertices, const std::vector<P> &normals)
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{
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std::vector<P> uvs;
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uvs.resize(vertices.size() / 3 * 2);
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for (size_t uv_idx = 0, v_idx = 0;
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uv_idx < uvs.size() && v_idx < vertices.size() && v_idx < normals.size();
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uv_idx += 2, v_idx += 3) {
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P n_x = normals[v_idx], n_y = normals[v_idx + 1], n_z = normals[v_idx + 2];
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P v_x = vertices[v_idx], v_y = vertices[v_idx + 1], v_z = vertices[v_idx + 2];
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if (std::abs(n_x) > std::abs(n_y) && std::abs(n_x) > std::abs(n_z)) {
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uvs[uv_idx] = v_z;
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uvs[uv_idx + 1] = v_y;
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}
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if (std::abs(n_y) > std::abs(n_x) && std::abs(n_y) > std::abs(n_z)) {
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uvs[uv_idx] = v_x;
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uvs[uv_idx + 1] = v_z;
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}
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if (std::abs(n_z) > std::abs(n_x) && std::abs(n_z) > std::abs(n_y)) {
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uvs[uv_idx] = v_x;
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uvs[uv_idx + 1] = v_y;
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}
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}
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return uvs;
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}
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private:
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// Welds vertices that belong to different faces
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int addVertex(int material_index, const gp_XYZ& p) {
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