[Work in progress] Start adding support for IfcSurfaceStyleShading and -Rendering

This commit is contained in:
Thomas Krijnen
2013-05-05 08:49:25 +00:00
parent 5d4ff0b54a
commit 80bc1b5dab
17 changed files with 308 additions and 195 deletions
+119 -46
View File
@@ -17,8 +17,22 @@
* *
********************************************************************************/
#include <string>
#include "ColladaSerializer.h"
std::string collada_id(const std::string& s) {
std::string id;
id.reserve(s.size());
for (std::string::const_iterator it = s.begin(); it != s.end(); ++it) {
const std::string::value_type c = *it;
if ((c >= '0' && c <= '9') || (c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z') || (c == '_')) {
id.push_back(c);
}
}
return id;
}
void ColladaSerializer::ColladaExporter::ColladaGeometries::addFloatSource(const std::string& mesh_id, const std::string& suffix, const std::vector<float>& floats, const char* coords /* = "XYZ" */) {
COLLADASW::FloatSource source(mSW);
source.setId(mesh_id + suffix);
@@ -35,13 +49,15 @@ void ColladaSerializer::ColladaExporter::ColladaGeometries::addFloatSource(const
source.finish();
}
void ColladaSerializer::ColladaExporter::ColladaGeometries::write(const std::string mesh_id, const std::vector<float>& positions, const std::vector<float>& normals, const std::vector<int>& indices) {
void ColladaSerializer::ColladaExporter::ColladaGeometries::write(const std::string mesh_id, const std::string& default_material_name, const std::vector<float>& positions, const std::vector<float>& normals, const std::vector<int>& indices, const std::vector<int> material_ids, const std::vector<const IfcGeom::SurfaceStyle*>& materials) {
openMesh(mesh_id);
// The normals vector can be empty for example when the WELD_VERTICES setting is used.
// IfcOpenShell does not provide them with multiple face normals collapsed into a single vertex.
const bool has_normals = !normals.empty();
addFloatSource(mesh_id, COLLADASW::LibraryGeometries::POSITIONS_SOURCE_ID_SUFFIX, positions);
if (!normals.empty()) {
// The normals vector can be empty for example when the WELD_VERTICES setting is used.
// IfcOpenShell does not provide them with multiple face normals collapsed into a single vertex.
if (has_normals) {
addFloatSource(mesh_id, COLLADASW::LibraryGeometries::NORMALS_SOURCE_ID_SUFFIX, normals);
}
@@ -50,23 +66,42 @@ void ColladaSerializer::ColladaExporter::ColladaGeometries::write(const std::str
vertices.getInputList().push_back(COLLADASW::Input(COLLADASW::InputSemantic::POSITION, "#" + mesh_id + COLLADASW::LibraryGeometries::POSITIONS_SOURCE_ID_SUFFIX));
vertices.add();
COLLADASW::Triangles triangles(mSW);
triangles.setCount(indices.size() / 3);
int offset = 0;
triangles.getInputList().push_back(COLLADASW::Input(COLLADASW::InputSemantic::VERTEX,"#" + mesh_id + COLLADASW::LibraryGeometries::VERTICES_ID_SUFFIX, offset++ ) );
if (!normals.empty()) {
triangles.getInputList().push_back(COLLADASW::Input(COLLADASW::InputSemantic::NORMAL,"#" + mesh_id + COLLADASW::LibraryGeometries::NORMALS_SOURCE_ID_SUFFIX, offset++ ) );
}
triangles.prepareToAppendValues();
for (auto it = indices.begin(); it != indices.end(); ++it) {
const auto& idx = *it;
if (!normals.empty()) {
triangles.appendValues(idx, idx);
} else {
triangles.appendValues(idx);
std::vector<int>::const_iterator index_range_start = indices.begin();
std::vector<int>::const_iterator material_it = material_ids.begin();
int previous_material_id = -2;
for (std::vector<int>::const_iterator it = indices.begin(); ; it += 3) {
const int current_material_id = material_it == material_ids.end()
? -3
: *(material_it++);
const int num_triangles = std::distance(index_range_start, it) / 3;
if ((previous_material_id != current_material_id && num_triangles > 0) || (it == indices.end())) {
COLLADASW::Triangles triangles(mSW);
triangles.setMaterial(collada_id(previous_material_id == -1
? default_material_name
: materials[previous_material_id]->Name()));
triangles.setCount(num_triangles);
int offset = 0;
triangles.getInputList().push_back(COLLADASW::Input(COLLADASW::InputSemantic::VERTEX,"#" + mesh_id + COLLADASW::LibraryGeometries::VERTICES_ID_SUFFIX, offset++ ) );
if (has_normals) {
triangles.getInputList().push_back(COLLADASW::Input(COLLADASW::InputSemantic::NORMAL,"#" + mesh_id + COLLADASW::LibraryGeometries::NORMALS_SOURCE_ID_SUFFIX, offset++ ) );
}
triangles.prepareToAppendValues();
for (std::vector<int>::const_iterator jt = index_range_start; jt != it; ++jt) {
const int idx = *jt;
if (has_normals) {
triangles.appendValues(idx, idx);
} else {
triangles.appendValues(idx);
}
}
triangles.finish();
index_range_start = it;
}
previous_material_id = current_material_id;
if (it == indices.end()) {
break;
}
}
triangles.finish();
closeMesh();
closeGeometry();
@@ -76,7 +111,7 @@ void ColladaSerializer::ColladaExporter::ColladaGeometries::close() {
closeLibrary();
}
void ColladaSerializer::ColladaExporter::ColladaScene::add(const std::string& node_id, const std::string& node_name, const std::string& geom_id, const std::string& material_id, const std::vector<float>& matrix) {
void ColladaSerializer::ColladaExporter::ColladaScene::add(const std::string& node_id, const std::string& node_name, const std::string& geom_name, const std::vector<std::string>& material_ids, const std::vector<float>& matrix) {
if (!scene_opened) {
openVisualScene(scene_id);
scene_opened = true;
@@ -85,7 +120,7 @@ void ColladaSerializer::ColladaExporter::ColladaScene::add(const std::string& no
COLLADASW::Node node(mSW);
node.setNodeId(node_id);
node.setNodeName(node_name);
node.setType(COLLADASW::Node::DEFAULT);
node.setType(COLLADASW::Node::NODE);
// The matrix attribute of an entity is basically a 4x3 representation of its ObjectPlacement.
// Note that this placement is absolute, ie it is multiplied with all parent placements.
@@ -98,11 +133,12 @@ void ColladaSerializer::ColladaExporter::ColladaScene::add(const std::string& no
node.start();
node.addMatrix(matrix_array);
COLLADASW::InstanceGeometry instanceGeometry(mSW);
instanceGeometry.setUrl ("#" + geom_id);
COLLADASW::InstanceMaterial material ("ColorMaterial", "#" + material_id);
instanceGeometry.getBindMaterial().getInstanceMaterialList().push_back(material);
instanceGeometry.setUrl ("#" + geom_name);
for (std::vector<std::string>::const_iterator it = material_ids.begin(); it != material_ids.end(); ++it) {
COLLADASW::InstanceMaterial material (*it, "#" + *it);
instanceGeometry.getBindMaterial().getInstanceMaterialList().push_back(material);
}
instanceGeometry.add();
node.end();
}
@@ -117,36 +153,50 @@ void ColladaSerializer::ColladaExporter::ColladaScene::write() {
}
}
void ColladaSerializer::ColladaExporter::ColladaMaterials::ColladaEffects::write(const SurfaceStyle& style) {
openEffect(style.Name() + "-fx");
void ColladaSerializer::ColladaExporter::ColladaMaterials::ColladaEffects::write(const IfcGeom::SurfaceStyle* style) {
openEffect(collada_id(style->Name()) + "-fx");
COLLADASW::EffectProfile effect(mSW);
effect.setShaderType(COLLADASW::EffectProfile::LAMBERT);
effect.setDiffuse(COLLADASW::ColorOrTexture(COLLADASW::Color(style.Diffuse().R(),style.Diffuse().G(),style.Diffuse().B())));
if (style->Diffuse()) {
const IfcGeom::SurfaceStyle::ColorComponent& diffuse = *style->Diffuse();
effect.setDiffuse(COLLADASW::ColorOrTexture(COLLADASW::Color(diffuse.R(),diffuse.G(),diffuse.B())));
}
if (style->Specular()) {
const IfcGeom::SurfaceStyle::ColorComponent& specular = *style->Specular();
effect.setSpecular(COLLADASW::ColorOrTexture(COLLADASW::Color(specular.R(),specular.G(),specular.B())));
}
if (style->Specularity()) {
effect.setShininess(*style->Specularity());
}
if (style->Transparency()) {
const double transparency = *style->Transparency();
if (transparency > 0) {
effect.setTransparency(transparency);
}
}
addEffectProfile(effect);
closeEffect();
}
void ColladaSerializer::ColladaExporter::ColladaMaterials::ColladaEffects::close() {
closeLibrary();
}
void ColladaSerializer::ColladaExporter::ColladaMaterials::add(const SurfaceStyle& style) {
if (!contains(style.Name())) {
void ColladaSerializer::ColladaExporter::ColladaMaterials::add(const IfcGeom::SurfaceStyle* style) {
if (!contains(style)) {
effects.write(style);
surface_styles.push_back(style);
}
}
bool ColladaSerializer::ColladaExporter::ColladaMaterials::contains(const std::string& name) {
for (auto it = surface_styles.begin(); it != surface_styles.end(); ++it) {
if (it->Name() == name) return true;
}
return false;
bool ColladaSerializer::ColladaExporter::ColladaMaterials::contains(const IfcGeom::SurfaceStyle* style) {
return std::find(surface_styles.begin(), surface_styles.end(), style) != surface_styles.end();
}
void ColladaSerializer::ColladaExporter::ColladaMaterials::write() {
effects.close();
for (auto it = surface_styles.begin(); it != surface_styles.end(); ++it) {
const std::string& material_name = it->Name();
const std::string& material_name = collada_id((*it)->Name());
openMaterial(material_name);
addInstanceEffect("#" + material_name + "-fx");
closeLibrary();
@@ -164,9 +214,34 @@ void ColladaSerializer::ColladaExporter::startDocument() {
asset.add();
}
void ColladaSerializer::ColladaExporter::writeTesselated(const std::string& type, int obj_id, const std::vector<float>& matrix, const std::vector<float>& vertices, const std::vector<float>& normals, const std::vector<int>& indices) {
if (!materials.contains(type)) materials.add(GetDefaultMaterial(type));
deferreds.push_back(DeferedObject(type, obj_id, matrix, vertices, normals, indices));
void ColladaSerializer::ColladaExporter::writeTesselated(const std::string& guid, const std::string& name, const std::string& type, int obj_id, const std::vector<float>& matrix, const std::vector<float>& vertices, const std::vector<float>& normals, const std::vector<int>& indices, const std::vector<int>& material_ids, const std::vector<const IfcGeom::SurfaceStyle*>& _materials) {
const IfcGeom::SurfaceStyle* default_for_type = IfcGeom::get_default_style(type);
std::vector<std::string> material_references;
const bool needs_default = std::find(material_ids.begin(), material_ids.end(), -1) != material_ids.end();
if (needs_default) {
if (!materials.contains(default_for_type)) {
materials.add(default_for_type);
}
material_references.push_back(collada_id(default_for_type->Name()));
}
for (std::vector<const IfcGeom::SurfaceStyle*>::const_iterator it = _materials.begin(); it != _materials.end(); ++it) {
const IfcGeom::SurfaceStyle* const surface_style_pointer = *it;
if (!materials.contains(surface_style_pointer)) {
materials.add(surface_style_pointer);
}
material_references.push_back(collada_id(surface_style_pointer->Name()));
}
deferreds.push_back(DeferredObject(guid, name, type, obj_id, matrix, vertices, normals, indices, material_ids, _materials, material_references));
}
const std::string ColladaSerializer::ColladaExporter::DeferredObject::Name() const {
std::stringstream ss;
if (!this->name.empty()) {
ss << this->obj_id << "_" << this->name;
} else {
ss << this->guid;
}
return collada_id(ss.str());
}
void ColladaSerializer::ColladaExporter::endDocument() {
@@ -174,15 +249,13 @@ void ColladaSerializer::ColladaExporter::endDocument() {
// only at this point all objects are written to the stream.
materials.write();
for (auto it = deferreds.begin(); it != deferreds.end(); ++it) {
std::stringstream ss; ss << "object" << it->obj_id;
const std::string object_id = ss.str();
geometries.write(object_id, it->vertices, it->normals, it->indices);
const std::string object_name = it->Name();
geometries.write(object_name, it->type, it->vertices, it->normals, it->indices, it->material_ids, it->materials);
}
geometries.close();
for (auto it = deferreds.begin(); it != deferreds.end(); ++it) {
std::stringstream ss; ss << "object" << it->obj_id;
const std::string object_id = ss.str();
scene.add(object_id, object_id, object_id, it->type, it->matrix);
const std::string object_name = it->Name();
scene.add(object_name, object_name, object_name, it->material_references, it->matrix);
}
scene.write();
stream.endDocument();
@@ -197,7 +270,7 @@ void ColladaSerializer::writeHeader() {
}
void ColladaSerializer::writeTesselated(const IfcGeomObjects::IfcGeomObject* o) {
exporter.writeTesselated(o->type, o->id, o->matrix, o->mesh->verts, o->mesh->normals, o->mesh->faces);
exporter.writeTesselated(o->guid, o->name, o->type, o->id, o->matrix, o->mesh->verts, o->mesh->normals, o->mesh->faces, o->mesh->materials, o->mesh->surface_styles);
}
void ColladaSerializer::finalize() {