mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-10 17:58:20 +00:00
Support for loading face colors from ifc (IfcIndexedColourMap)
example - https://imgur.com/a/l8Yn4Rr
This commit is contained in:
@@ -111,7 +111,7 @@ class MaterialCreator:
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material = self.styles[style_or_material_id]
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if coords := self.get_ifc_coordinate(material):
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tool.Loader.load_indexed_texture_map(coords, self.mesh)
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tool.Loader.load_indexed_map(coords, self.mesh)
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def assign_material_slots_to_faces(self) -> None:
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if not self.mesh["ios_materials"]:
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@@ -1382,6 +1382,12 @@ class IfcImporter:
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mesh.polygons.foreach_set("loop_total", loop_total)
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mesh.polygons.foreach_set("use_smooth", [0] * total_faces)
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mesh.update()
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# TODO: geometry id is not always an int.
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rep_id = geometry.id
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if rep_id.isdigit():
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rep = self.file.by_id(int(rep_id))
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tool.Loader.load_indexed_colour_map(rep, mesh)
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else:
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e = geometry.edges
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v = verts
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@@ -648,6 +648,7 @@ class Geometry(bonsai.core.tool.Geometry):
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ifc_importer.material_creator.load_existing_materials()
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ifc_importer.material_creator.create(element, obj, mesh)
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mesh.BIMMeshProperties.has_openings_applied = apply_openings
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tool.Loader.load_indexed_colour_map(representation, mesh)
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return mesh
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@@ -472,20 +472,47 @@ class Loader(bonsai.core.tool.Loader):
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blender_material.node_tree.links.new(coord.outputs["UV"], node.inputs["Vector"])
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@classmethod
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def load_indexed_texture_map(cls, coordinates: ifcopenshell.entity_instance, mesh: bpy.types.Mesh) -> None:
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def load_indexed_colour_map(cls, representation: ifcopenshell.entity_instance, mesh: bpy.types.Mesh) -> None:
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if representation.RepresentationType != "Tessellation":
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return
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colours = []
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for item in representation.Items:
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if not item.is_a("IfcTessellatedFaceSet"):
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continue
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colours.extend(item.HasColours)
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if not colours:
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return
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for colour in colours:
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cls.load_indexed_map(colour, mesh)
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@classmethod
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def load_indexed_map(cls, index_map: ifcopenshell.entity_instance, mesh: bpy.types.Mesh) -> None:
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"""Add data from index map as blender mesh attribute.
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:param index_map: IfcIndexedTextureMap or IfcIndexedColourMap
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"""
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map_type = "UV" if index_map.is_a("IfcIndexedTextureMap") else "Color"
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# Get a BMesh representation
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bm = bmesh.new()
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bm.from_mesh(mesh)
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# constistent naming with how Blender does it
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uv_layer = bm.loops.layers.uv.active or bm.loops.layers.uv.new("UVMap")
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if map_type == "UV":
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# constistent naming with how Blender does it
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layer = bm.loops.layers.uv.active or bm.loops.layers.uv.new("UVMap")
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else:
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layer = bm.loops.layers.float_color.new("Color")
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# remap the faceset CoordList index to the vertices in blender mesh
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coordinates_remap = []
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si_conversion = ifcopenshell.util.unit.calculate_unit_scale(tool.Ifc.get())
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faceset = coordinates.MappedTo
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faceset = index_map.MappedTo
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for co in faceset.Coordinates.CoordList:
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co = Vector(co) * si_conversion
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index = next(v.index for v in bm.verts if (v.co - co).length_squared < 1e-5)
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index = min(bm.verts, key=lambda v: (v.co - co).length_squared).index
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coordinates_remap.append(index)
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# ifc indices start with 1
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@@ -493,37 +520,61 @@ class Loader(bonsai.core.tool.Loader):
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# faces_remap - ifc faces described using blender verts indices
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# IFC4.3+
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if coordinates.is_a("IfcIndexedPolygonalTextureMap"):
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if index_map.is_a("IfcIndexedPolygonalTextureMap"):
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faces_remap = [
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remap_verts_to_blender(tex_coord_index.TexCoordsOf.CoordIndex)
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for tex_coord_index in coordinates.TexCoordIndices
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for tex_coord_index in index_map.TexCoordIndices
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]
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texture_map = [tex_coord_index.TexCoordIndex for tex_coord_index in coordinates.TexCoordIndices]
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else: # IfcIndexedTriangleTextureMap
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texture_map = [tex_coord_index.TexCoordIndex for tex_coord_index in index_map.TexCoordIndices]
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else: # IfcIndexedTriangleTextureMap or IfcIndexedColourMap
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if faceset.is_a("IfcTriangulatedFaceSet"):
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faces_remap = [remap_verts_to_blender(triangle_face) for triangle_face in faceset.CoordIndex]
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else: # IfcPolygonalFaceSet
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faces_remap = [remap_verts_to_blender(triangle_face.CoordIndex) for triangle_face in faceset.Faces]
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texture_map = coordinates.TexCoordIndex
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faces_remap = [remap_verts_to_blender(face.CoordIndex) for face in faceset.Faces]
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if index_map.is_a("IfcIndexedTriangleTextureMap"):
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texture_map = index_map.TexCoordIndex
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else:
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texture_map = index_map.ColourIndex
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# apply uv to each face
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if map_type == "UV":
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data_list = index_map.TexCoords.TexCoordsList
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else:
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data_list = index_map.Colours.ColourList
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opacity = index_map.Opacity
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opacity = opacity if opacity is not None else 1.0
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data_list = [d + (opacity,) for d in data_list]
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# Apply attribute to each face
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for bface in bm.faces:
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face = [loop.vert.index for loop in bface.loops]
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# find the corresponding TexCoordIndex by matching ifc faceset with blender face
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# remap TexCoordIndex as the loop start may different from blender face
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texCoordIndex = next(
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[tex_coord_index[face_remap.index(i)] for i in face]
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for tex_coord_index, face_remap in zip(texture_map, faces_remap, strict=True)
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if all(i in face_remap for i in face)
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)
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# Find the corresponding index in data list by matching ifc faceset with blender face.
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data_index = None
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for tex_coord_index, face_remap in zip(texture_map, faces_remap, strict=True):
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if not all(i in face_remap for i in face):
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continue
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# Subtract 1 as tex_coord_index starts with 1.
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if map_type == "UV":
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data_index = [tex_coord_index[face_remap.index(i)] - 1 for i in face]
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else:
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data_index = [tex_coord_index - 1 for i in face]
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break
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assert data_index is not None
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# apply uv to each loop
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for loop, i in zip(bface.loops, texCoordIndex):
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loop[uv_layer].uv = coordinates.TexCoords.TexCoordsList[i - 1]
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for loop, i in zip(bface.loops, data_index):
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if map_type == "UV":
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loop[layer].uv = data_list[i]
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else:
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loop[layer] = data_list[i]
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# Finish up, write the bmesh back to the mesh
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bm.to_mesh(mesh)
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bm.free()
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if map_type == "Color":
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# Couldn't find a way to do it from bmesh.
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mesh.color_attributes.active_color_index = 0
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@classmethod
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def is_point_far_away(
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cls, point: Union[ifcopenshell.entity_instance, npt.NDArray[np.float64]], is_meters: bool = True
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@@ -391,12 +391,11 @@ class TestCreatingStyles(NewFile):
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), f"Failed to match pixels for {n_components}.\nBlender pixel_data: {image_node.image.pixels[:]}.\nExpected data: {expected_pixel_data}"
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class TestLoadingIndexedTextureMap(NewFile):
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def test_run(self):
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class TestLoadingIndexedMap(NewFile):
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def test_load_texture_map(self):
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bpy.context.scene.unit_settings.length_unit = "MILLIMETERS"
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bpy.ops.bim.create_project()
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# TODO: replace with loading geometry from IFC
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# create a cube without uv and triangulate it
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mesh = bpy.data.meshes.new("Cube")
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bm = tool.Blender.get_bmesh_for_mesh(mesh, clean=True)
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@@ -408,31 +407,7 @@ class TestLoadingIndexedTextureMap(NewFile):
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builder = ShapeBuilder(ifc_file)
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# tesselated cube
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points = (
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V(-1000, -1000, -1000),
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V(-1000, -1000, 1000),
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V(-1000, 1000, -1000),
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V(-1000, 1000, 1000),
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V(1000, -1000, -1000),
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V(1000, -1000, 1000),
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V(1000, 1000, -1000),
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V(1000, 1000, 1000),
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)
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faces = (
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(1, 2, 0),
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(3, 6, 2),
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(7, 4, 6),
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(5, 0, 4),
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(6, 0, 2),
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(3, 5, 7),
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(1, 3, 2),
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(3, 7, 6),
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(7, 5, 4),
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(5, 1, 0),
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(6, 4, 0),
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(3, 1, 5),
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)
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face_set = builder.polygonal_face_set(points, faces)
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face_set = builder.polygonal_face_set([v.co for v in mesh.vertices], [p.vertices[:] for p in mesh.polygons])
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uv_indices = (
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(1, 2, 3),
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@@ -493,9 +468,45 @@ class TestLoadingIndexedTextureMap(NewFile):
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texture_coord.TexCoordIndex = uv_indices
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texture_coord.TexCoords = uv_verts_list
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subject.load_indexed_texture_map(texture_coord, mesh)
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subject.load_indexed_map(texture_coord, mesh)
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uv_layer = mesh.uv_layers.active
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assert uv_layer is not None
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for ifc_uv, blender_uv in zip(uv_verts, uv_layer.uv, strict=True):
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assert tool.Cad.are_vectors_equal(Vector(ifc_uv), blender_uv.vector)
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def test_load_color_map(self):
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bpy.context.scene.unit_settings.length_unit = "MILLIMETERS"
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bpy.ops.bim.create_project()
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# create a cube without uv and triangulate it
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mesh = bpy.data.meshes.new("Cube")
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bm = tool.Blender.get_bmesh_for_mesh(mesh, clean=True)
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bmesh.ops.create_cube(bm, size=2.0, calc_uvs=False)
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bmesh.ops.triangulate(bm, faces=bm.faces[:])
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tool.Blender.apply_bmesh(mesh, bm)
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ifc_file = tool.Ifc.get()
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builder = ShapeBuilder(ifc_file)
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# tesselated cube
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face_set = builder.polygonal_face_set([v.co for v in mesh.vertices], [p.vertices[:] for p in mesh.polygons])
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colors = ((1.0, 0.0, 0.0), (0.0, 0.5, 0.0), (1.0, 1.0, 0.0))
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color_index = (0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 2, 1)
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ifc_colors_list = ifc_file.create_entity("IfcColourRgbList", colors)
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colour_map = ifc_file.create_entity("IfcIndexedColourMap")
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colour_map.MappedTo = face_set
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colour_map.Colours = ifc_colors_list
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colour_map.ColourIndex = [i + 1 for i in color_index]
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subject.load_indexed_map(colour_map, mesh)
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layer = mesh.color_attributes.active_color
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assert layer is not None
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for face_i, face in enumerate(mesh.polygons):
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for loop_i in face.loop_indices:
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blender_color = Vector(layer.data[loop_i].color)
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ifc_color = Vector(colors[color_index[face_i]] + (1.0,))
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assert tool.Cad.are_vectors_equal(blender_color, ifc_color)
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