Support for loading face colors from ifc (IfcIndexedColourMap)

example - https://imgur.com/a/l8Yn4Rr
This commit is contained in:
Andrej730
2024-09-16 14:58:11 +05:00
parent 6d8ffc27cc
commit c75fa70d23
4 changed files with 120 additions and 51 deletions
+40 -29
View File
@@ -391,12 +391,11 @@ class TestCreatingStyles(NewFile):
), f"Failed to match pixels for {n_components}.\nBlender pixel_data: {image_node.image.pixels[:]}.\nExpected data: {expected_pixel_data}"
class TestLoadingIndexedTextureMap(NewFile):
def test_run(self):
class TestLoadingIndexedMap(NewFile):
def test_load_texture_map(self):
bpy.context.scene.unit_settings.length_unit = "MILLIMETERS"
bpy.ops.bim.create_project()
# TODO: replace with loading geometry from IFC
# create a cube without uv and triangulate it
mesh = bpy.data.meshes.new("Cube")
bm = tool.Blender.get_bmesh_for_mesh(mesh, clean=True)
@@ -408,31 +407,7 @@ class TestLoadingIndexedTextureMap(NewFile):
builder = ShapeBuilder(ifc_file)
# tesselated cube
points = (
V(-1000, -1000, -1000),
V(-1000, -1000, 1000),
V(-1000, 1000, -1000),
V(-1000, 1000, 1000),
V(1000, -1000, -1000),
V(1000, -1000, 1000),
V(1000, 1000, -1000),
V(1000, 1000, 1000),
)
faces = (
(1, 2, 0),
(3, 6, 2),
(7, 4, 6),
(5, 0, 4),
(6, 0, 2),
(3, 5, 7),
(1, 3, 2),
(3, 7, 6),
(7, 5, 4),
(5, 1, 0),
(6, 4, 0),
(3, 1, 5),
)
face_set = builder.polygonal_face_set(points, faces)
face_set = builder.polygonal_face_set([v.co for v in mesh.vertices], [p.vertices[:] for p in mesh.polygons])
uv_indices = (
(1, 2, 3),
@@ -493,9 +468,45 @@ class TestLoadingIndexedTextureMap(NewFile):
texture_coord.TexCoordIndex = uv_indices
texture_coord.TexCoords = uv_verts_list
subject.load_indexed_texture_map(texture_coord, mesh)
subject.load_indexed_map(texture_coord, mesh)
uv_layer = mesh.uv_layers.active
assert uv_layer is not None
for ifc_uv, blender_uv in zip(uv_verts, uv_layer.uv, strict=True):
assert tool.Cad.are_vectors_equal(Vector(ifc_uv), blender_uv.vector)
def test_load_color_map(self):
bpy.context.scene.unit_settings.length_unit = "MILLIMETERS"
bpy.ops.bim.create_project()
# create a cube without uv and triangulate it
mesh = bpy.data.meshes.new("Cube")
bm = tool.Blender.get_bmesh_for_mesh(mesh, clean=True)
bmesh.ops.create_cube(bm, size=2.0, calc_uvs=False)
bmesh.ops.triangulate(bm, faces=bm.faces[:])
tool.Blender.apply_bmesh(mesh, bm)
ifc_file = tool.Ifc.get()
builder = ShapeBuilder(ifc_file)
# tesselated cube
face_set = builder.polygonal_face_set([v.co for v in mesh.vertices], [p.vertices[:] for p in mesh.polygons])
colors = ((1.0, 0.0, 0.0), (0.0, 0.5, 0.0), (1.0, 1.0, 0.0))
color_index = (0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 2, 1)
ifc_colors_list = ifc_file.create_entity("IfcColourRgbList", colors)
colour_map = ifc_file.create_entity("IfcIndexedColourMap")
colour_map.MappedTo = face_set
colour_map.Colours = ifc_colors_list
colour_map.ColourIndex = [i + 1 for i in color_index]
subject.load_indexed_map(colour_map, mesh)
layer = mesh.color_attributes.active_color
assert layer is not None
for face_i, face in enumerate(mesh.polygons):
for loop_i in face.loop_indices:
blender_color = Vector(layer.data[loop_i].color)
ifc_color = Vector(colors[color_index[face_i]] + (1.0,))
assert tool.Cad.are_vectors_equal(blender_color, ifc_color)