UV coordinates for triangulated face sets are now saved in IFC.

This commit is contained in:
Dion Moult
2022-02-08 15:32:03 +11:00
parent 3e4b1d95cb
commit d03685abfa
7 changed files with 74 additions and 3 deletions
@@ -188,8 +188,9 @@ class UpdateRepresentation(bpy.types.Operator):
"geometry": obj.data,
"coordinate_offset": coordinate_offset,
"total_items": max(1, len(obj.material_slots)),
"should_force_faceted_brep": context.scene.BIMGeometryProperties.should_force_faceted_brep,
"should_force_triangulation": context.scene.BIMGeometryProperties.should_force_triangulation,
"should_force_faceted_brep": tool.Geometry.should_force_faceted_brep(),
"should_force_triangulation": tool.Geometry.should_force_triangulation(),
"should_generate_uvs": tool.Geometry.should_generate_uvs(obj),
"ifc_representation_class": self.ifc_representation_class,
}
@@ -50,6 +50,7 @@ def add_representation(
total_items=geometry.get_total_representation_items(obj),
should_force_faceted_brep=geometry.should_force_faceted_brep(),
should_force_triangulation=geometry.should_force_triangulation(),
should_generate_uvs=geometry.should_generate_uvs(obj),
ifc_representation_class=ifc_representation_class,
profile_set_usage=profile_set_usage,
)
+1
View File
@@ -217,6 +217,7 @@ class Geometry:
def run_style_add_style(cls, obj=None): pass
def should_force_faceted_brep(cls): pass
def should_force_triangulation(cls): pass
def should_generate_uvs(cls, obj): pass
def should_use_presentation_style_assignment(cls): pass
@@ -298,6 +298,15 @@ class Geometry(blenderbim.core.tool.Geometry):
def should_force_triangulation(cls):
return bpy.context.scene.BIMGeometryProperties.should_force_triangulation
@classmethod
def should_generate_uvs(cls, obj):
for slot in obj.material_slots:
if slot.material and slot.material.use_nodes:
for node in slot.material.node_tree.nodes:
if node.type == "TEX_COORD" and node.outputs['UV'].links:
return True
return False
@classmethod
def should_use_presentation_style_assignment(cls):
return bpy.context.scene.BIMGeometryProperties.should_use_presentation_style_assignment
@@ -45,6 +45,7 @@ class TestAddRepresentation:
geometry.get_total_representation_items("obj").should_be_called().will_return(1)
geometry.should_force_faceted_brep().should_be_called().will_return(False)
geometry.should_force_triangulation().should_be_called().will_return(True)
geometry.should_generate_uvs("obj").should_be_called().will_return(True)
ifc.run(
"geometry.add_representation",
context="context",
@@ -54,6 +55,7 @@ class TestAddRepresentation:
total_items=1,
should_force_faceted_brep=False,
should_force_triangulation=True,
should_generate_uvs=True,
ifc_representation_class="ifc_representation_class",
profile_set_usage="profile_set_usage",
).should_be_called().will_return("representation")
@@ -109,6 +111,7 @@ class TestAddRepresentation:
geometry.get_total_representation_items("obj").should_be_called().will_return(1)
geometry.should_force_faceted_brep().should_be_called().will_return(False)
geometry.should_force_triangulation().should_be_called().will_return(True)
geometry.should_generate_uvs("obj").should_be_called().will_return(True)
ifc.run(
"geometry.add_representation",
context="context",
@@ -118,6 +121,7 @@ class TestAddRepresentation:
total_items=1,
should_force_faceted_brep=False,
should_force_triangulation=True,
should_generate_uvs=True,
ifc_representation_class="ifc_representation_class",
profile_set_usage="profile_set_usage",
).should_be_called().will_return("representation")
+27
View File
@@ -462,6 +462,33 @@ class TestShouldForceTriangulation(NewFile):
assert subject.should_force_triangulation() is result
class TestShouldGenerateUVs(NewFile):
def test_needs_mesh_data(self):
obj = bpy.data.objects.new("Object", None)
assert subject.should_generate_uvs(obj) is False
def test_needs_nodes(self):
obj = bpy.data.objects.new("Object", bpy.data.meshes.new("Mesh"))
material = bpy.data.materials.new("Material")
obj.data.materials.append(material)
material.use_nodes = False
assert subject.should_generate_uvs(obj) is False
def test_needs_texture_coordinates_with_a_uv_output(self):
obj = bpy.data.objects.new("Object", bpy.data.meshes.new("Mesh"))
material = bpy.data.materials.new("Material")
obj.data.materials.append(material)
material.use_nodes = True
bsdf = material.node_tree.nodes["Principled BSDF"]
node = material.node_tree.nodes.new(type="ShaderNodeTexImage")
material.node_tree.links.new(bsdf.inputs["Base Color"], node.outputs["Color"])
coords = material.node_tree.nodes.new(type="ShaderNodeTexCoord")
material.node_tree.links.new(node.inputs["Vector"], coords.outputs["UV"])
assert subject.should_generate_uvs(obj) is True
class TestShouldUsePresentationStyleAssignment(NewFile):
def test_run(self):
result = bpy.context.scene.BIMGeometryProperties.should_use_presentation_style_assignment
@@ -40,6 +40,7 @@ class Usecase:
"unit_scale": None, # A scale factor to apply for all vectors in case the unit is different
"should_force_faceted_brep": False, # If we should force faceted breps for meshes
"should_force_triangulation": False, # If we should force triangulation for meshes
"should_generate_uvs": False, # If UV coordinates should also be generated
# Possible IFC representation classes:
# IfcExtrudedAreaSolid/IfcRectangleProfileDef
# IfcExtrudedAreaSolid/IfcCircleProfileDef
@@ -505,16 +506,43 @@ class Usecase:
def create_triangulated_face_set(self):
ifc_raw_items = [None] * self.settings["total_items"]
if self.settings["should_generate_uvs"]:
ifc_raw_uv_items = [None] * self.settings["total_items"]
for i, value in enumerate(ifc_raw_items):
ifc_raw_items[i] = []
if self.settings["should_generate_uvs"]:
ifc_raw_uv_items[i] = []
for polygon in self.settings["geometry"].polygons:
ifc_raw_items[polygon.material_index % self.settings["total_items"]].append(
[v + 1 for v in polygon.vertices]
)
if self.settings["should_generate_uvs"]:
ifc_raw_uv_items[polygon.material_index % self.settings["total_items"]].append(
[uv + 1 for uv in polygon.loop_indices]
)
coordinates = self.file.createIfcCartesianPointList3D(
[self.convert_si_to_unit(v.co) for v in self.settings["geometry"].vertices]
)
items = [self.file.createIfcTriangulatedFaceSet(coordinates, None, None, i) for i in ifc_raw_items if i]
if self.settings["should_generate_uvs"]:
# Blender supports multiple UV layers. We don't. Too bad.
tex_coords = self.file.createIfcTextureVertexList(
[tuple(x.uv) for x in self.settings["geometry"].uv_layers[0].data]
)
items = []
for i, coord_index in enumerate(ifc_raw_items):
if not coord_index:
continue
tex_coords_index = ifc_raw_uv_items[i]
face_set = self.file.createIfcTriangulatedFaceSet(coordinates, None, None, coord_index)
texture_map = self.file.createIfcIndexedTriangleTextureMap(
MappedTo=face_set, TexCoords=tex_coords, TexCoordIndex=tex_coords_index
)
items.append(face_set)
else:
items = [self.file.createIfcTriangulatedFaceSet(coordinates, None, None, i) for i in ifc_raw_items if i]
return self.file.createIfcShapeRepresentation(
self.settings["context"],
self.settings["context"].ContextIdentifier,