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Write docs for style API module
This commit is contained in:
@@ -18,12 +18,45 @@
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class Usecase:
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def __init__(self, file, **settings):
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def __init__(self, file, name=None, ifc_class="IfcSurfaceStyle"):
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"""Add a new presentation style
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A presentation style is a container of visual settings (called
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presentation items) that affect the appearance of objects. There are
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four types of style:
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- Surface styles, which give 3D objects (which have surfaces / faces)
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their colours and textures. This is the most common type of style.
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- Curve styles, which give 2D and 3D curves, lines, polylines, their
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stroke thickness and colour.
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- Fill area styles, which gives 2D polygons and flat 3D planes their
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colours, hatch patterns, tiled patterns, and pattern scales.
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- Text styles, which gives text their font family, weight, variant,
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size, indentation, alignment, decoration, spacing, and transformation.
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Once you have created a presentation style object, you can further
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define the properties of your style using other API functions by adding
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presentation items, such as ifcopenshell.api.style.add_surface_style.
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:param name: The name of the style. Used to easily identify it using a
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style library.
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:type name: str,optional
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:param ifc_class: Choose from IfcSurfaceStyle, IfcCurveStyle,
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IfcFillAreaStyle, or IfcTextStyle.
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:type ifc_class: str
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:return: The newly created style element, based on the provided
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ifc_class.
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:rtype: ifcopenshell.entity_instance.entity_instance
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Example::
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# Create a new surface style
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style = ifcopenshell.api.run("style.add_style", model)
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"""
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self.file = file
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self.settings = {"name": None}
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for key, value in settings.items():
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self.settings[key] = value
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self.settings = {"name": name, "ifc_class": ifc_class}
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def execute(self):
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# Name is filled out because Revit treats this incorrectly as the material name
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return self.file.createIfcSurfaceStyle(self.settings["name"], "BOTH")
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if self.settings["ifc_class"] == "IfcSurfaceStyle":
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# Name is filled out because Revit treats this incorrectly as the material name
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return self.file.createIfcSurfaceStyle(self.settings["name"], "BOTH")
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@@ -21,11 +21,98 @@ import ifcopenshell.api
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class Usecase:
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def __init__(self, file, **settings):
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def __init__(self, file, style=None, ifc_class="IfcSurfaceStyleShading", attributes=None):
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"""Adds a new presentation item to a surface style
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A surface style can have multiple different types of presentation items
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assigned to it:
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- Shading, this is the simplest item, which defines a single basic
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colour and transparency that can be used to display the object on a
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screen. It is an indicative colour of what the object would be in real
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life. It is commonly incorrectly abused to colour code systems for MEP
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equipment or object types for structural steel. If you just want to
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give something a colour, this is what you need.
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- Rendering, this is an advanced extension of shading, which includes
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the definition of a shader for a rendering engine. You may select the
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reflectance / lighting model such as PHYSICAL, for PBR style
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rendering, or FLAT, for flat shading, or PHONG for older biased
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rendering workflows. Based on the chosen lighting model, you may then
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specify the appropriate colour maps, such as diffuse colours,
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specularity, emissive component, etc. These lighting models are fully
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compatible with glTF and X3D. This should be used if your model is
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prepared to be rendered by a rendering engine which is compatible with
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glTF / X3D shader descriptions. If you are doing archviz or 3D
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rendering, this is what you need.
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- Textures, this is a special type of Rendering presentation item that
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uses image textures instead of single colours. Textures may be either
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mapped using a bounding box stretch mapping, or with UV coordinates
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for mesh-like geometry.
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- Lighting, this is used to define photometrically accurate colour
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parameters used in lighting simulation. If you are a simulationist,
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this is what you need.
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- Reflectance, this is a special type of Lighting presentation item
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which includes some lesser used photometric properties, typically
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required for advanced materials like glazing.
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- External, this is for any other surface style defined using an
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external URI. This is relevant if you are using a third-party non-glTF
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compatible shader definition such as for Cycles, Renderman, V-Ray,
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etc, or a complex lighting simulation definition, such as for
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Radiance.
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Shading is sufficient for the majority of basic models.
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The attributes you specify will depend on the type of presentation item
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you are adding. An example is shown below, but for full details please
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refer to the IFC documentation.
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:param style: The IfcSurfaceStyle you want to add to presentation item
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to. See ifcopenshell.api.style.add_style.
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:type style: ifcopenshell.entity_instance.entity_instance
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:param ifc_class: Choose from IfcSurfaceStyleShading,
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IfcSurfaceStyleRendering, IfcSurfaceStyleWithTextures,
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IfcSurfaceStyleLighting, IfcSurfaceStyleReflectance, or
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IfcExternallyDefinedSurfaceStyle.
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:type ifc_class: str
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:param attributes: a dictionary of attribute names and values.
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:type attributes: dict, optional
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:return: The newly created presentation item based on the provided
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ifc_class.
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:rtype: ifcopenshell.entity_instance.entity_instance
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Example::
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# Create a new surface style
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style = ifcopenshell.api.run("style.add_style", model)
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# Create a simple shading colour and transparency.
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ifcopenshell.api.run("style.add_surface_style", model,
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style=style, ifc_class="IfcSurfaceStyleShading", attributes={
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"SurfaceColour": { "Name": None, "Red": 1.0, "Green": 0.8, "Blue": 0.8 },
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"Transparency": 0., # 0 is opaque, 1 is transparent
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})
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# Alternatively, create a rendering style.
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ifcopenshell.api.run("style.add_surface_style", model,
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style=style, ifc_class="IfcSurfaceStyleRendering", attributes={
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# A surface colour and transparency is still supplied for
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# viewport display only. This will supersede the shading
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# presentation item.
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"SurfaceColour": { "Name": None, "Red": 1.0, "Green": 0.8, "Blue": 0.8 },
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"Transparency": 0., # 0 is opaque, 1 is transparent
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# NOTDEFINED is assumed to be a PHYSICAL (PBR) lighting
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# model. In IFC4X3, you may choose PHYSICAL directly.
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"ReflectanceMethod": "NOTDEFINED",
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# For PBR shading, you may specify these parameters:
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"DiffuseColour": { "Name": None, "Red": 0.9, "Green": 0.8, "Blue": 0.8 },
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"SpecularColour": 0.1, # Metallic factor
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"SpecularHighlight": {"SpecularRoughness": 0.5}, # Roughness factor
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})
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"""
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self.file = file
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self.settings = {"style": None, "ifc_class": "IfcSurfaceStyleRendering", "attributes": {}}
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for key, value in settings.items():
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self.settings[key] = value
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self.settings = {"style": style, "ifc_class": ifc_class, "attributes": attributes or {}}
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def execute(self):
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style_item = self.file.create_entity(self.settings["ifc_class"])
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@@ -21,12 +21,25 @@ import ifcopenshell.api
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class Usecase:
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def __init__(self, file, **settings):
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def __init__(self, file, material=None, uv_maps=None):
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"""Add a surface texture based on a Blender material definition
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Warning: this API can only be used with Blender data structures.
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:param material: The Blender material definition with a node tree that
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is compatible with glTF. See one of the valid combinations here:
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https://docs.blender.org/manual/en/dev/addons/import_export/scene_gltf2.html
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:type material: bpy.types.Material
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:param uv_maps: A list of IfcIndexedTextureMap for any
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IfcTessellatedFaceSets that the representation has, obtained from
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the HasTextures attribute.
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:type uv_maps: list[ifcopenshell.entity_instance.entity_instance]
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:return: A list of IfcImageTexture
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:rtype: list[ifcopenshell.entity_instance.entity_instance]
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"""
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# TODO: This usecase currently depends on Blender's data model
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self.file = file
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self.settings = {"material": None, "uv_maps": []}
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for key, value in settings.items():
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self.settings[key] = value
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self.settings = {"material": material, "uv_maps": uv_maps or []}
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def execute(self):
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if self.file.schema == "IFC2X3":
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@@ -133,7 +146,6 @@ class Usecase:
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self.apply_uv_map_to_texture(texture)
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def apply_uv_map_to_texture(self, texture):
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print('texture', texture)
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for uv_map in self.settings["uv_maps"]:
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maps = set(uv_map.Maps or [])
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maps.add(texture)
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@@ -18,16 +18,87 @@
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class Usecase:
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def __init__(self, file, **settings):
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def __init__(self, file, material=None, style=None, context=None, should_use_presentation_style_assignment=False):
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"""Assigns a style to a material
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A style may either be assigned directly to an object's representation,
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or to a material which is then associated with the object. If both
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exist, then the style assigned directly to the object's representation
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takes precedence. It is recommended to use materials and assign styles
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to materials. This API function provides that capability.
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:param material: The IfcMaterial which you want to assign the style to.
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:type material: ifcopenshell.entity_instance.entity_instance
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:param style: The IfcPresentationStyle (typically IfcSurfaceStyle) that
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you want to assign to the material. This will then be applied to all
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objects that have that material.
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:type style: ifcopenshell.entity_instance.entity_instance
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:param context: The IfcGeometricRepresentationSubContext at which this
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style should be used. Typically this is the Model BODY context.
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:type context: ifcopenshell.entity_instance.entity_instance
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:param should_use_presentation_style_assignment: This is a technical
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detail to accomodate a bug in Revit. This should always be left as
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the default of False, unless you are finding that colours aren't
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showing up in Revit. In that case, set it to True, but keep in mind
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that this is no longer a valid IFC. Blame Autodesk.
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:type should_use_presentation_style_assignment: bool
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:return: None
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:rtype: None
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Example::
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# A model context is needed to store 3D geometry
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model3d = ifcopenshell.api.run("context.add_context", model, context_type="Model")
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# Specifically, we want to store body geometry
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body = ifcopenshell.api.run("context.add_context", model,
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context_type="Model", context_identifier="Body", target_view="MODEL_VIEW", parent=model3d)
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# Let's create a new wall. The wall does not have any geometry yet.
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wall = ifcopenshell.api.run("root.create_entity", model, ifc_class="IfcWall")
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# Let's use the "3D Body" representation we created earlier to add a
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# new wall-like body geometry, 5 meters long, 3 meters high, and
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# 200mm thick
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representation = ifcopenshell.api.run("geometry.add_wall_representation", model,
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context=body, length=5, height=3, thickness=0.2)
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# Assign our new body geometry back to our wall
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ifcopenshell.api.run("geometry.assign_representation", model,
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product=wall, representation=representation)
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# Place our wall at the origin
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ifcopenshell.api.run("geometry.edit_object_placement", model, product=wall)
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# Let's prepare a concrete material. Note that our concrete material
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# does not have any colours (styles) at this point.
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concrete = ifcopenshell.api.run("material.add_material", model, name="CON01", category="concrete")
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# Assign our concrete material to our wall
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ifcopenshell.api.run("material.assign_material", model,
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product=wall, type="IfcMaterial", material=concrete)
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# Create a new surface style
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style = ifcopenshell.api.run("style.add_style", model)
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# Create a simple grey shading colour and transparency.
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ifcopenshell.api.run("style.add_surface_style", model,
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style=style, ifc_class="IfcSurfaceStyleShading", attributes={
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"SurfaceColour": { "Name": None, "Red": 0.5, "Green": 0.5, "Blue": 0.5 },
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"Transparency": 0., # 0 is opaque, 1 is transparent
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})
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# Now any element (like our wall) with a concrete material will have
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# a grey colour applied.
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ifcopenshell.api.run("style.assign_material_style", model, material=concrete, style=style, context=body)
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"""
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self.file = file
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self.settings = {
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"material": None,
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"style": None,
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"context": None,
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"should_use_presentation_style_assignment": False,
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"material": material,
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"style": style,
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"context": context,
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"should_use_presentation_style_assignment": should_use_presentation_style_assignment,
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}
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for key, value in settings.items():
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self.settings[key] = value
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def execute(self):
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self.style = self.settings["style"]
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@@ -18,15 +18,83 @@
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class Usecase:
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def __init__(self, file, **settings):
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def __init__(self, file, shape_representation=None, styles=None, should_use_presentation_style_assignment=False):
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"""Assigns a style directly to an object representation
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A style may either be assigned directly to an object's representation,
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or to a material which is then associated with the object. If both
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exist, then the style assigned directly to the object's representation
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takes precedence. It is recommended to use materials and assign styles
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to materials. However, sometimes you may want to assign colours directly
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to the object representation as an override. This API function provides
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that capability.
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If you want to assign styles to a material instead (recommended), then
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please see ifcopenshell.api.style.assign_material_style.
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:param shape_representation: The IfcShapeRepresentation of the object
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that you want to assign styles to. This implicitly defines the
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context at which the styles should be used.
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:type shape_representation: ifcopenshell.entity_instance.entity_instance
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:param styles: A list of presentation styles, typically IfcSurfaceStyle.
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The number of items in the list should correlate with the number of
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items in the shape_representation's Items attribute. If you have
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more items than styles, the last style is used.
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:type styles: list[ifcopenshell.entity_instance.entity_instance]
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:param should_use_presentation_style_assignment: This is a technical
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detail to accomodate a bug in Revit. This should always be left as
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the default of False, unless you are finding that colours aren't
|
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showing up in Revit. In that case, set it to True, but keep in mind
|
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that this is no longer a valid IFC. Blame Autodesk.
|
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:type should_use_presentation_style_assignment: bool
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:return: None
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:rtype: None
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Example::
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# A model context is needed to store 3D geometry
|
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model3d = ifcopenshell.api.run("context.add_context", model, context_type="Model")
|
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|
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# Specifically, we want to store body geometry
|
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body = ifcopenshell.api.run("context.add_context", model,
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context_type="Model", context_identifier="Body", target_view="MODEL_VIEW", parent=model3d)
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# Let's create a new wall. The wall does not have any geometry yet.
|
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wall = ifcopenshell.api.run("root.create_entity", model, ifc_class="IfcWall")
|
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|
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# Let's use the "3D Body" representation we created earlier to add a
|
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# new wall-like body geometry, 5 meters long, 3 meters high, and
|
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# 200mm thick
|
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representation = ifcopenshell.api.run("geometry.add_wall_representation", model,
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context=body, length=5, height=3, thickness=0.2)
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# Assign our new body geometry back to our wall
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ifcopenshell.api.run("geometry.assign_representation", model,
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product=wall, representation=representation)
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# Place our wall at the origin
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ifcopenshell.api.run("geometry.edit_object_placement", model, product=wall)
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# Create a new surface style
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style = ifcopenshell.api.run("style.add_style", model)
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# Create a simple grey shading colour and transparency.
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ifcopenshell.api.run("style.add_surface_style", model,
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style=style, ifc_class="IfcSurfaceStyleShading", attributes={
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"SurfaceColour": { "Name": None, "Red": 0.5, "Green": 0.5, "Blue": 0.5 },
|
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"Transparency": 0., # 0 is opaque, 1 is transparent
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})
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# Now specifically our wall only will be coloured grey.
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ifcopenshell.api.run("style.assign_representation_styles", model,
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shape_representation=representation, styles=[style])
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"""
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self.file = file
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self.settings = {
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"shape_representation": None,
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"styles": [],
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"should_use_presentation_style_assignment": False,
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"shape_representation": shape_representation,
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"styles": styles or [],
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"should_use_presentation_style_assignment": should_use_presentation_style_assignment,
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}
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for key, value in settings.items():
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self.settings[key] = value
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def execute(self):
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if not self.settings["styles"]:
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@@ -18,11 +18,29 @@
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class Usecase:
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def __init__(self, file, **settings):
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def __init__(self, file, style=None, attributes=None):
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"""Edits the attributes of an IfcPresentationStyle
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For more information about the attributes and data types of an
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IfcPresentationStyle, consult the IFC documentation.
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|
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:param style: The IfcPresentationStyle entity you want to edit
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:type style: ifcopenshell.entity_instance.entity_instance
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:param attributes: a dictionary of attribute names and values.
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:type attributes: dict, optional
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:return: None
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:rtype: None
|
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|
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Example::
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|
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# Create a new surface style
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style = ifcopenshell.api.run("style.add_style", model)
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# Change the name of the style to "Foo"
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ifcopenshell.api.run("style.edit_presentation_style", model, style=style, attributes={"Name": "Foo"})
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"""
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self.file = file
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self.settings = {"style": None, "attributes": {}}
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for key, value in settings.items():
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self.settings[key] = value
|
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self.settings = {"style": style, "attributes": attributes or {}}
|
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def execute(self):
|
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for name, value in self.settings["attributes"].items():
|
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|
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@@ -18,11 +18,57 @@
|
||||
|
||||
|
||||
class Usecase:
|
||||
def __init__(self, file, **settings):
|
||||
def __init__(self, file, style=None, attributes=None):
|
||||
"""Edits the attributes of an IfcPresentationItem
|
||||
|
||||
For more information about the attributes and data types of an
|
||||
IfcPresentationItem, consult the IFC documentation.
|
||||
|
||||
The IfcPresentationItem is expected to be one of IfcSurfaceStyleShading,
|
||||
IfcSurfaceStyleRendering, IfcSurfaceStyleWithTextures,
|
||||
IfcSurfaceStyleLighting, IfcSurfaceStyleReflectance, or
|
||||
IfcExternallyDefinedSurfaceStyle.
|
||||
|
||||
To represent a colour, a nested dictionary should be used. See the
|
||||
example below.
|
||||
|
||||
:param style: The IfcPresentationStyle entity you want to edit
|
||||
:type style: ifcopenshell.entity_instance.entity_instance
|
||||
:param attributes: a dictionary of attribute names and values.
|
||||
:type attributes: dict, optional
|
||||
:return: None
|
||||
:rtype: None
|
||||
|
||||
Example::
|
||||
|
||||
# Create a new surface style
|
||||
style = ifcopenshell.api.run("style.add_style", model)
|
||||
|
||||
# Create a blank rendering style.
|
||||
rendering = ifcopenshell.api.run("style.add_surface_style", model,
|
||||
style=style, ifc_class="IfcSurfaceStyleRendering")
|
||||
|
||||
# Edit the attributes of the rendering style.
|
||||
ifcopenshell.api.run("style.edit_surface_style", model,
|
||||
style=rendering, attributes={
|
||||
# A surface colour and transparency is still supplied for
|
||||
# viewport display only. This will supersede the shading
|
||||
# presentation item.
|
||||
"SurfaceColour": { "Name": None, "Red": 1.0, "Green": 0.8, "Blue": 0.8 },
|
||||
"Transparency": 0., # 0 is opaque, 1 is transparent
|
||||
|
||||
# NOTDEFINED is assumed to be a PHYSICAL (PBR) lighting
|
||||
# model. In IFC4X3, you may choose PHYSICAL directly.
|
||||
"ReflectanceMethod": "NOTDEFINED",
|
||||
|
||||
# For PBR shading, you may specify these parameters:
|
||||
"DiffuseColour": { "Name": None, "Red": 0.9, "Green": 0.8, "Blue": 0.8 },
|
||||
"SpecularColour": 0.1, # Metallic factor
|
||||
"SpecularHighlight": {"SpecularRoughness": 0.5}, # Roughness factor
|
||||
})
|
||||
"""
|
||||
self.file = file
|
||||
self.settings = {"style": None, "attributes": {}}
|
||||
for key, value in settings.items():
|
||||
self.settings[key] = value
|
||||
self.settings = {"style": style, "attributes": attributes or {}}
|
||||
|
||||
def execute(self):
|
||||
for key, value in self.settings["attributes"].items():
|
||||
|
||||
@@ -20,11 +20,26 @@ import ifcopenshell.util.element
|
||||
|
||||
|
||||
class Usecase:
|
||||
def __init__(self, file, **settings):
|
||||
def __init__(self, file, style=None):
|
||||
"""Removes a presentation style
|
||||
|
||||
All of the presentation items of the style will also be removed.
|
||||
|
||||
:param style: The IfcPresentationStyle to remove.
|
||||
:type style: ifcopenshell.entity_instance.entity_instance
|
||||
:return: None
|
||||
:rtype: None
|
||||
|
||||
Example::
|
||||
|
||||
# Create a new surface style
|
||||
style = ifcopenshell.api.run("style.add_style", model)
|
||||
|
||||
# Not anymore!
|
||||
ifcopenshell.api.run("style.remove_style", model, style=style)
|
||||
"""
|
||||
self.file = file
|
||||
self.settings = {"style": None}
|
||||
for key, value in settings.items():
|
||||
self.settings[key] = value
|
||||
self.settings = {"style": style}
|
||||
|
||||
def execute(self):
|
||||
self.purge_styled_items(self.settings["style"])
|
||||
|
||||
@@ -20,11 +20,31 @@ import ifcopenshell.util.element
|
||||
|
||||
|
||||
class Usecase:
|
||||
def __init__(self, file, **settings):
|
||||
def __init__(self, file, style=None):
|
||||
"""Removes a presentation item from a presentation style
|
||||
|
||||
:param style: The IfcPresentationItem to remove.
|
||||
:type style: ifcopenshell.entity_instance.entity_instance
|
||||
:return: None
|
||||
:rtype: None
|
||||
|
||||
Example::
|
||||
|
||||
# Create a new surface style
|
||||
style = ifcopenshell.api.run("style.add_style", model)
|
||||
|
||||
# Create a simple shading colour and transparency.
|
||||
shading = ifcopenshell.api.run("style.add_surface_style", model,
|
||||
style=style, ifc_class="IfcSurfaceStyleShading", attributes={
|
||||
"SurfaceColour": { "Name": None, "Red": 1.0, "Green": 0.8, "Blue": 0.8 },
|
||||
"Transparency": 0., # 0 is opaque, 1 is transparent
|
||||
})
|
||||
|
||||
# Remove the shading item
|
||||
ifcopenshell.api.run("style.remove_surface_style", model, style=shading)
|
||||
"""
|
||||
self.file = file
|
||||
self.settings = {"style": None}
|
||||
for key, value in settings.items():
|
||||
self.settings[key] = value
|
||||
self.settings = {"style": style}
|
||||
|
||||
def execute(self):
|
||||
to_delete = set()
|
||||
|
||||
Reference in New Issue
Block a user