mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-09 17:31:45 +00:00
filename bug
This commit is contained in:
+122
-101
@@ -1,31 +1,48 @@
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/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#ifdef WITH_USD
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#include "USDSerializer.h"
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#include "pxr/base/tf/token.h"
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#include "pxr/base/gf/vec3f.h"
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#include "pxr/base/gf/rotation.h"
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#include "pxr/usd/usdGeom/xform.h"
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#include "pxr/usd/usdGeom/xformOp.h"
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#include "pxr/usd/usdGeom/tokens.h"
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#include "pxr/usd/usdGeom/scope.h"
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#include "pxr/usd/usdLux/distantLight.h"
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#include "pxr/usd/usdShade/shader.h"
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#include "pxr/usd/usdShade/tokens.h"
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#include "pxr/usd/usdShade/materialBindingAPI.h"
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#include "pxr/usd/usdShade/connectableAPI.h"
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USDSerializer::USDSerializer(const std::string& out_filename, const SerializerSettings& settings):
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WriteOnlyGeometrySerializer(settings),
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filename_(out_filename)
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WriteOnlyGeometrySerializer(settings),
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filename_(out_filename)
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{
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// create a new stage
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stage_ = pxr::UsdStage::CreateNew(filename_ + ".usda");
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// why does this not work with just the filename ???
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stage_ = pxr::UsdStage::CreateNew(filename_ + ".usda");
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pxr::UsdGeomXform::Define(stage_, pxr::SdfPath("/World"));
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pxr::UsdGeomScope::Define(stage_, pxr::SdfPath("/Looks"));
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createLighting();
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ready_ = true;
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if(!stage_)
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throw std::runtime_error("Could not create USD stage");
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auto world = pxr::UsdGeomXform::Define(stage_, pxr::SdfPath("/World"));
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stage_->SetDefaultPrim(world.GetPrim());
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pxr::UsdGeomScope::Define(stage_, pxr::SdfPath("/Looks"));
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createLighting();
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ready_ = true;
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}
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USDSerializer::~USDSerializer() {
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@@ -33,118 +50,122 @@ USDSerializer::~USDSerializer() {
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}
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void USDSerializer::createLighting() {
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// create a distant light
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const std::string& light_path = "/World/defaultLight";
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pxr::UsdLuxDistantLight::Define(stage_, pxr::SdfPath(light_path));
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// set the light's orientation
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pxr::UsdGeomXform xform(stage_->GetPrimAtPath(pxr::SdfPath(light_path)));
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pxr::GfVec3f light_direction(0.0f, 0.0f, -1.0f);
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//xform.AddRotateOp(pxr::UsdGeomXformOp::PrecisionFloat, pxr::UsdGeomXformOp::TypeRotateXYZ).Set(pxr::GfRotation(pxr::GfVec3f(0.0f, 1.0f, 0.0f), light_direction).GetQuaternion());
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// set the light's color
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pxr::UsdLuxDistantLight light(stage_->GetPrimAtPath(pxr::SdfPath(light_path)));
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light.CreateIntensityAttr().Set(1000.0f);
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light.CreateColorAttr().Set(pxr::GfVec3f(1.0f, 1.0f, 1.0f));
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const std::string& light_path = "/World/defaultLight";
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pxr::UsdLuxDistantLight::Define(stage_, pxr::SdfPath(light_path));
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pxr::UsdGeomXform xform(stage_->GetPrimAtPath(pxr::SdfPath(light_path)));
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pxr::GfVec3f light_direction(0.0f, 0.0f, -1.0f);
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pxr::UsdLuxDistantLight light(stage_->GetPrimAtPath(pxr::SdfPath(light_path)));
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light.CreateIntensityAttr().Set(1000.0f);
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light.CreateColorAttr().Set(pxr::GfVec3f(1.0f, 1.0f, 1.0f));
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}
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std::vector<pxr::UsdShadeMaterial> USDSerializer::createMaterials(const pxr::UsdGeomMesh& mesh,
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const std::vector<IfcGeom::Material>& styles)
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std::vector<pxr::UsdShadeMaterial> USDSerializer::createMaterials(const std::vector<IfcGeom::Material>& styles)
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{
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std::vector<pxr::UsdShadeMaterial> materials {};
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if(styles.empty())
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throw std::runtime_error("No styles to create materials from");
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for(auto style : styles) {
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std::string path("/Looks/" + sanitize(style.original_name()));
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auto material = pxr::UsdShadeMaterial::Define(stage_, pxr::SdfPath(path));
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auto shader = pxr::UsdShadeShader::Define(stage_, pxr::SdfPath(path + "/Shader"));
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shader.CreateIdAttr().Set(pxr::TfToken("UsdPreviewSurface"));
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std::vector<pxr::UsdShadeMaterial> materials {};
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float rgba[4] { 0.18f, 0.18f, 0.18f, 1.0f };
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if (style.hasDiffuse())
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for (int i = 0; i < 3; ++i)
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rgba[i] = static_cast<float>(style.diffuse()[i]);
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shader.CreateInput(pxr::TfToken("diffuseColor"), pxr::SdfValueTypeNames->Color3f).Set(pxr::GfVec3f(rgba[0], rgba[1], rgba[2]));
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for(auto style : styles) {
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std::string material_path(style.original_name());
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usd_utils::toPath(material_path);
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if(style.hasTransparency())
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rgba[3] -= style.transparency();
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shader.CreateInput(pxr::TfToken("opacity"), pxr::SdfValueTypeNames->Float).Set(rgba[3]);
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if(materials_.find(material_path) != materials_.end()) {
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materials.push_back(materials_[material_path]);
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continue;
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}
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if(style.hasSpecular()) {
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for (int i = 0; i < 3; ++i)
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rgba[i] = static_cast<float>(style.specular()[i]);
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shader.CreateInput(pxr::TfToken("useSpecularWorkflow"), pxr::SdfValueTypeNames->Int).Set(1);
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} else {
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shader.CreateInput(pxr::TfToken("useSpecularWorkflow"), pxr::SdfValueTypeNames->Int).Set(0);
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}
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shader.CreateInput(pxr::TfToken("specularColor"), pxr::SdfValueTypeNames->Color3f).Set(pxr::GfVec3f(rgba[0], rgba[1], rgba[2]));
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const std::string path("/Looks/" + material_path);
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auto material = pxr::UsdShadeMaterial::Define(stage_, pxr::SdfPath(path));
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auto shader = pxr::UsdShadeShader::Define(stage_, pxr::SdfPath(path + "/Shader"));
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shader.CreateIdAttr().Set(pxr::TfToken("UsdPreviewSurface"));
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material.CreateSurfaceOutput().ConnectToSource(shader.ConnectableAPI(), pxr::TfToken("surface"));
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materials.push_back(material);
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}
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return materials;
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}
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float rgba[4] { 0.18f, 0.18f, 0.18f, 1.0f };
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if (style.hasDiffuse())
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for (int i = 0; i < 3; ++i)
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rgba[i] = static_cast<float>(style.diffuse()[i]);
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shader.CreateInput(pxr::TfToken("diffuseColor"), pxr::SdfValueTypeNames->Color3f).Set(pxr::GfVec3f(rgba[0], rgba[1], rgba[2]));
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bool USDSerializer::ready() {
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return ready_;
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if(style.hasTransparency())
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rgba[3] -= style.transparency();
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shader.CreateInput(pxr::TfToken("opacity"), pxr::SdfValueTypeNames->Float).Set(rgba[3]);
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if(style.hasSpecular()) {
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for (int i = 0; i < 3; ++i)
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rgba[i] = static_cast<float>(style.specular()[i]);
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shader.CreateInput(pxr::TfToken("useSpecularWorkflow"), pxr::SdfValueTypeNames->Int).Set(1);
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} else {
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shader.CreateInput(pxr::TfToken("useSpecularWorkflow"), pxr::SdfValueTypeNames->Int).Set(0);
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}
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shader.CreateInput(pxr::TfToken("specularColor"), pxr::SdfValueTypeNames->Color3f).Set(pxr::GfVec3f(rgba[0], rgba[1], rgba[2]));
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material.CreateSurfaceOutput().ConnectToSource(shader.ConnectableAPI(), pxr::TfToken("surface"));
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materials.push_back(material);
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materials_[material_path] = material;
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}
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return materials;
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}
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void USDSerializer::writeHeader() {
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stage_->GetRootLayer()->SetComment("File generated by IfcOpenShell " + std::string(IFCOPENSHELL_VERSION));
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stage_->GetRootLayer()->SetComment("File generated by IfcOpenShell " + std::string(IFCOPENSHELL_VERSION));
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}
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void USDSerializer::write(const IfcGeom::TriangulationElement* o) {
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const IfcGeom::Representation::Triangulation& mesh = o->geometry();
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auto verts = mesh.verts();
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auto faces = mesh.faces();
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const std::vector<double>& m = o->transformation().matrix().data();
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const IfcGeom::Representation::Triangulation& mesh = o->geometry();
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const auto verts = mesh.verts();
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const auto faces = mesh.faces();
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const auto material_ids = mesh.material_ids();
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const std::vector<double>& m = o->transformation().matrix().data();
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if ( mesh.material_ids().empty() || verts.empty() || faces.empty() )
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if (material_ids.empty() || verts.empty() || faces.empty())
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return;
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std::string name = o->name();
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if(name.empty()) {
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name = "Unnamed_" + std::to_string(unnamed_count_);
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unnamed_count_++;
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} else {
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name = sanitize(name) + std::to_string(o->id());
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}
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pxr::UsdGeomMesh usd_mesh = pxr::UsdGeomMesh::Define(stage_, pxr::SdfPath("/World/" + name));
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usd_mesh.AddTranslateOp().Set(pxr::GfVec3d(m[9], m[10], m[11]));
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std::string name = o->name();
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if(name.empty()) {
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name = "UnNamed";
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} else {
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name = usd_utils::toPath(name);
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}
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name += "_" + std::to_string(o->id());
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auto usd_mesh = pxr::UsdGeomMesh::Define(stage_, pxr::SdfPath("/World/" + name));
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pxr::VtVec3fArray points;
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for(std::size_t i = 0; i < verts.size(); i+=3) {
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points.push_back(pxr::GfVec3f(static_cast<float>(verts[i] * m[0] + verts[i+1] * m[3] + verts[i+2] * m[6]),
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static_cast<float>(verts[i] * m[1] + verts[i+1] * m[4] + verts[i+2] * m[7]),
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static_cast<float>(verts[i] * m[2] + verts[i+1] * m[5] + verts[i+2] * m[8])));
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}
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usd_mesh.CreatePointsAttr().Set(points);
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usd_mesh.AddTranslateOp().Set(pxr::GfVec3d(m[9], m[10], m[11]));
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usd_mesh.CreateFaceVertexIndicesAttr().Set(usd_utils::toVtArray(faces));
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usd_mesh.CreateFaceVertexCountsAttr().Set(pxr::VtArray<int>((int) faces.size() / 3, 3));
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pxr::VtVec3fArray points;
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for(std::size_t i = 0; i < verts.size(); i+=3) {
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points.push_back(pxr::GfVec3f(static_cast<float>(verts[i] * m[0] + verts[i+1] * m[3] + verts[i+2] * m[6]),
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static_cast<float>(verts[i] * m[1] + verts[i+1] * m[4] + verts[i+2] * m[7]),
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static_cast<float>(verts[i] * m[2] + verts[i+1] * m[5] + verts[i+2] * m[8])));
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}
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usd_mesh.CreatePointsAttr().Set(points);
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pxr::VtVec3fArray normals;
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for (std::vector<double>::const_iterator it = mesh.normals().begin(); it != mesh.normals().end();)
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normals.push_back(pxr::GfVec3f(static_cast<float>(*(it++)), static_cast<float>(*(it++)), static_cast<float>(*(it++))));
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usd_mesh.CreateNormalsAttr().Set(normals);
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usd_mesh.CreateFaceVertexIndicesAttr().Set(usd_utils::toVtArray(faces));
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usd_mesh.CreateFaceVertexCountsAttr().Set(pxr::VtArray<int>((int) faces.size() / 3, 3));
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auto materials = createMaterials(usd_mesh, mesh.materials());
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pxr::UsdShadeMaterialBindingAPI material_api(usd_mesh);
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if(materials.size() > 1) {
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auto material_ids = mesh.material_ids();
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std::vector<pxr::VtArray<int>> subsets(materials.size());
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for(int i = 0; i < material_ids.size(); ++i) {
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subsets[material_ids[i]].push_back(i);
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}
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for(std::size_t i = 0; i < subsets.size(); ++i){
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auto subset = material_api.CreateMaterialBindSubset(pxr::TfToken("subset_" + std::to_string(i)), subsets[i]);
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pxr::UsdShadeMaterialBindingAPI(subset).Bind(materials[i]);
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}
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} else {
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material_api.Bind(materials[0]);
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}
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pxr::VtVec3fArray normals;
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for (std::vector<double>::const_iterator it = mesh.normals().begin(); it != mesh.normals().end();)
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normals.push_back(pxr::GfVec3f(static_cast<float>(*(it++)), static_cast<float>(*(it++)), static_cast<float>(*(it++))));
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usd_mesh.CreateNormalsAttr().Set(normals);
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auto materials = createMaterials(mesh.materials());
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pxr::UsdShadeMaterialBindingAPI material_api(usd_mesh);
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if(materials.size() > 1) {
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std::vector<pxr::VtArray<int>> subsets(materials.size());
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for(int i = 0; i < material_ids.size(); ++i)
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subsets[material_ids[i]].push_back(i);
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for(std::size_t i = 0; i < subsets.size(); ++i){
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auto subset = material_api.CreateMaterialBindSubset(pxr::TfToken("subset_" + std::to_string(i)), subsets[i]);
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pxr::UsdShadeMaterialBindingAPI(subset).Bind(materials[i]);
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}
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} else {
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material_api.Bind(materials[0]);
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}
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}
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void USDSerializer::finalize() {
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stage_->Save();
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stage_->Save();
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}
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#endif // WITH_USD
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@@ -41,6 +41,13 @@
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#include <map>
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namespace usd_utils {
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inline std::string toPath(std::string& s) {
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std::replace_if(s.begin(), s.end(),
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[](char c) { return c < 48 || (c < 65 && c > 57) || (c < 97 && c > 90) || c > 122; },
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'_');
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return s;
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}
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template<typename T>
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pxr::VtArray<T> toVtArray(const std::vector<T>& vec) {
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auto array = pxr::VtArray<T>(vec.size());
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@@ -52,26 +59,17 @@ namespace usd_utils {
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class SERIALIZERS_API USDSerializer : public WriteOnlyGeometrySerializer {
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private:
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std::string filename_;
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bool ready_ = false;
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const std::string filename_;
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pxr::UsdStageRefPtr stage_;
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std::size_t unnamed_count_ = 0;
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std::map<std::string, pxr::UsdGeomMesh> meshes_;
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std::map<std::string, pxr::UsdShadeMaterial> materials_;
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inline std::string sanitize(std::string s) {
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std::replace_if(s.begin(), s.end(),
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[](char c) { return c > 122 || c < 48 || (c > 57 && c < 65) || (c > 90 && c < 97); },
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'_');
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return s;
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}
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std::vector<pxr::UsdShadeMaterial> createMaterials(const pxr::UsdGeomMesh&, const std::vector<IfcGeom::Material>&);
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std::vector<pxr::UsdShadeMaterial> createMaterials(const std::vector<IfcGeom::Material>&);
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void createLighting();
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public:
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USDSerializer(const std::string&, const SerializerSettings&);
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virtual ~USDSerializer();
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bool ready();
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bool ready() { return ready_; }
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void writeHeader();
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void write(const IfcGeom::TriangulationElement*);
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void write(const IfcGeom::BRepElement*) {}
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