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Generate functions for all API usecases for better static code features. See #2693.
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@@ -20,117 +20,112 @@ import ifcopenshell
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import ifcopenshell.api
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class Usecase:
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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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def add_surface_style(file, style=None, ifc_class="IfcSurfaceStyleShading", attributes=None) -> 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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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, 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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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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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
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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
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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
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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
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Example:
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Example:
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.. code:: python
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.. code:: python
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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 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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# 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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# 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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# 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": style, "ifc_class": ifc_class, "attributes": attributes or {}}
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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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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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ifcopenshell.api.run(
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"style.edit_surface_style", self.file, style=style_item, attributes=self.settings["attributes"]
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)
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styles = list(self.settings["style"].Styles or [])
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style_item = file.create_entity(settings["ifc_class"])
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ifcopenshell.api.run("style.edit_surface_style", file, style=style_item, attributes=settings["attributes"])
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styles = list(settings["style"].Styles or [])
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select_class = self.settings["ifc_class"]
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if select_class == "IfcSurfaceStyleRendering":
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select_class = "IfcSurfaceStyleShading"
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duplicate_items = [s for s in styles if s.is_a(select_class)]
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for duplicate_item in duplicate_items:
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ifcopenshell.api.run("style.remove_surface_style", self.file, style=duplicate_item)
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select_class = settings["ifc_class"]
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if select_class == "IfcSurfaceStyleRendering":
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select_class = "IfcSurfaceStyleShading"
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duplicate_items = [s for s in styles if s.is_a(select_class)]
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for duplicate_item in duplicate_items:
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ifcopenshell.api.run("style.remove_surface_style", file, style=duplicate_item)
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styles = list(self.settings["style"].Styles or [])
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styles.append(style_item)
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self.settings["style"].Styles = styles
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return style_item
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styles = list(settings["style"].Styles or [])
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styles.append(style_item)
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settings["style"].Styles = styles
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return style_item
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