Texture support is now compatible with glTF texture maps

This commit is contained in:
Dion Moult
2022-02-09 11:34:59 +11:00
parent 4eaf0e7a9c
commit dd7a47ab99
19 changed files with 380 additions and 336 deletions
@@ -26,6 +26,7 @@ classes = (
operator.EditStyle,
operator.RemoveStyle,
operator.UpdateStyleColours,
operator.UpdateStyleTextures,
operator.UnlinkStyle,
prop.BIMStyleProperties,
ui.BIM_PT_style,
@@ -20,6 +20,7 @@ import bpy
import blenderbim.bim.handler
import blenderbim.tool as tool
import blenderbim.core.style as core
import ifcopenshell.util.representation
from blenderbim.bim.ifc import IfcStore
@@ -39,6 +40,21 @@ class UpdateStyleColours(bpy.types.Operator, Operator):
core.update_style_colours(tool.Ifc, tool.Style, obj=context.active_object.active_material)
class UpdateStyleTextures(bpy.types.Operator, Operator):
bl_idname = "bim.update_style_textures"
bl_label = "Update Style Textures"
bl_options = {"REGISTER", "UNDO"}
def _execute(self, context):
representation = ifcopenshell.util.representation.get_representation(
tool.Ifc.get_entity(context.active_object), "Model", "Body", "MODEL_VIEW"
)
if representation:
core.update_style_textures(
tool.Ifc, tool.Style, obj=context.active_object.active_material, representation=representation
)
class RemoveStyle(bpy.types.Operator, Operator):
bl_idname = "bim.remove_style"
bl_label = "Remove Style"
@@ -42,6 +42,7 @@ class BIM_PT_style(Panel):
row = self.layout.row(align=True)
if props.ifc_style_id:
row.operator("bim.update_style_colours", icon="GREASEPENCIL")
row.operator("bim.update_style_textures", icon="TEXTURE", text="")
row.operator("bim.unlink_style", icon="UNLINKED", text="")
row.operator("bim.remove_style", icon="X", text="")
else:
+16 -11
View File
@@ -59,20 +59,25 @@ def update_style_colours(ifc, style, obj=None):
else:
ifc.run("style.add_surface_style", style=element, ifc_class="IfcSurfaceStyleShading", attributes=attributes)
def update_style_textures(ifc, style, obj=None, representation=None):
element = style.get_style(obj)
uv_maps = style.get_uv_maps(representation)
textures = ifc.run("style.add_surface_textures", material=obj, uv_maps=uv_maps)
texture_style = style.get_surface_texture_style(obj)
if style.can_support_texture_style(obj):
textures = ifc.run("style.add_surface_textures", textures=style.get_surface_textures(obj))
if textures:
if texture_style:
ifc.run("style.edit_surface_style", style=texture_style, attributes={"Textures": textures})
else:
ifc.run(
"style.add_surface_style",
style=element,
ifc_class="IfcSurfaceStyleWithTextures",
attributes={"Textures": textures},
)
ifc.run("style.remove_surface_style", style=texture_style)
ifc.run(
"style.add_surface_style",
style=element,
ifc_class="IfcSurfaceStyleWithTextures",
attributes={"Textures": textures},
)
elif texture_style:
ifc.run("style.remove_style", style=texture_style)
ifc.run("style.remove_surface_style", style=texture_style)
def unlink_style(ifc, style, obj=None):
+1 -2
View File
@@ -396,7 +396,6 @@ class Structural:
@interface
class Style:
def can_support_rendering_style(cls, obj): pass
def can_support_texture_style(cls, obj): pass
def disable_editing(cls, obj): pass
def enable_editing(cls, obj): pass
def export_surface_attributes(cls, obj): pass
@@ -408,7 +407,7 @@ class Style:
def get_surface_shading_attributes(cls, obj): pass
def get_surface_shading_style(cls, obj): pass
def get_surface_texture_style(cls, obj): pass
def get_surface_textures(cls, obj): pass
def get_uv_maps(cls, representation): pass
def import_surface_attributes(cls, style, obj): pass
@@ -300,6 +300,8 @@ class Geometry(blenderbim.core.tool.Geometry):
@classmethod
def should_generate_uvs(cls, obj):
if tool.Ifc.get().schema == "IFC2X3":
return False
for slot in obj.material_slots:
if slot.material and slot.material.use_nodes:
for node in slot.material.node_tree.nodes:
+12 -76
View File
@@ -27,41 +27,6 @@ class Style(blenderbim.core.tool.Style):
def can_support_rendering_style(cls, obj):
return obj.use_nodes and hasattr(obj.node_tree, "nodes")
@classmethod
def can_support_texture_style(cls, obj):
if not obj.node_tree:
return False
output = {n.type: n for n in obj.node_tree.nodes}.get("OUTPUT_MATERIAL", None)
if not output:
return False
# For now, we assume only a single BSDF is allowed in our node tree.
try:
bsdf = output.inputs["Surface"].links[0].from_node
except:
return False
# For a quick check whether we have a compatible node tree, we check
# whether or not we have at least one image texture node that has a
# texture assigned and outputs to the bsdf.
textures = [n for n in obj.node_tree.nodes if n.type == "TEX_IMAGE" and n.image]
def does_texture_connect_to(node, target):
if node == target:
return True
try:
output = node.outputs[0].links[0].to_node
return does_texture_connect_to(output, target)
except:
return False
for texture in textures:
if does_texture_connect_to(texture, bsdf):
return True
return False
@classmethod
def disable_editing(cls, obj):
obj.BIMStyleProperties.is_editing = False
@@ -174,7 +139,7 @@ class Style(blenderbim.core.tool.Style):
def get_surface_shading_style(cls, obj):
if obj.BIMMaterialProperties.ifc_style_id:
style = tool.Ifc.get().by_id(obj.BIMMaterialProperties.ifc_style_id)
items = [s for s in style.Styles if s.is_a("IfcSurfaceStyleShading")]
items = [s for s in style.Styles if s.is_a() == "IfcSurfaceStyleShading"]
if items:
return items[0]
@@ -187,47 +152,18 @@ class Style(blenderbim.core.tool.Style):
return items[0]
@classmethod
def get_surface_textures(cls, obj):
output = {n.type: n for n in obj.node_tree.nodes}.get("OUTPUT_MATERIAL", None)
bsdf = output.inputs["Surface"].links[0].from_node
node_mappings = {
"BSDF_GLOSSY": {
"DIFFUSE": "Color",
"SHININESS": "Roughness",
"NORMAL": "Normal",
},
"BSDF_DIFFUSE": {
"DIFFUSE": "Color",
"SHININESS": "Roughness",
"NORMAL": "Normal",
},
"BSDF_GLASS": {
"DIFFUSE": "Color",
"SHININESS": "Roughness",
"NORMAL": "Normal",
},
"EMISSION": {
"DIFFUSE": "Color",
},
"BSDF_PRINCIPLED": {
"DIFFUSE": "Base Color",
"SHININESS": "Roughness",
"NORMAL": "Normal",
"SPECULAR": "Specular",
"SELFILLUMINATION": "Emission Strength",
"OPACITY": "Alpha",
},
}
def get_uv_maps(cls, representation):
items = []
for item in representation.Items:
if item.is_a("IfcMappedItem"):
items.extend(item.MappingSource.MappedRepresentation.Items)
items.append(item)
maps = {}
if bsdf.type not in node_mappings:
return maps
for map_type, input_name in node_mappings[bsdf.type].items():
if bsdf.inputs[input_name].links:
maps[map_type] = bsdf.inputs[input_name].links[0].from_node
return maps
results = []
for item in items:
for uv_map in item.HasTextures or []:
results.append(uv_map)
return results
@classmethod
def import_surface_attributes(cls, style, obj):
+41 -50
View File
@@ -32,8 +32,6 @@ class TestAddStyle:
"style.add_surface_style", style="style", ifc_class="IfcSurfaceStyleRendering", attributes="attributes"
).should_be_called()
style.can_support_texture_style("obj").should_be_called().will_return(False)
ifc.get_entity("obj").should_be_called().will_return(None)
assert subject.add_style(ifc, style, obj="obj") == "style"
@@ -48,8 +46,6 @@ class TestAddStyle:
"style.add_surface_style", style="style", ifc_class="IfcSurfaceStyleShading", attributes="attributes"
).should_be_called()
style.can_support_texture_style("obj").should_be_called().will_return(False)
ifc.get_entity("obj").should_be_called().will_return("material")
style.get_context("obj").should_be_called().will_return("context")
ifc.run("style.assign_material_style", material="material", style="style", context="context").should_be_called()
@@ -66,93 +62,88 @@ class TestRemoveStyle:
class TestUpdateStyleColours:
def test_updating_rendering_style_if_available(self, ifc, style):
ifc.get_entity("obj").should_be_called().will_return("element")
style.get_style("obj").should_be_called().will_return("element")
style.can_support_rendering_style("obj").should_be_called().will_return(True)
style.get_surface_rendering_style("obj").should_be_called().will_return("style")
style.get_surface_rendering_attributes("obj").should_be_called().will_return("attributes")
ifc.run("style.edit_surface_style", style="style", attributes="attributes").should_be_called()
style.get_surface_texture_style("obj").should_be_called().will_return(None)
style.can_support_texture_style("obj").should_be_called().will_return(False)
subject.update_style_colours(ifc, style, obj="obj")
def test_adding_a_rendering_style_if_not_available(self, ifc, style):
ifc.get_entity("obj").should_be_called().will_return("element")
style.get_style("obj").should_be_called().will_return("element")
style.can_support_rendering_style("obj").should_be_called().will_return(True)
style.get_surface_rendering_style("obj").should_be_called().will_return(None)
style.get_surface_rendering_attributes("obj").should_be_called().will_return("attributes")
ifc.run(
"style.add_surface_style", style="element", ifc_class="IfcSurfaceStyleRendering", attributes="attributes"
).should_be_called()
style.get_surface_texture_style("obj").should_be_called().will_return(None)
style.can_support_texture_style("obj").should_be_called().will_return(False)
subject.update_style_colours(ifc, style, obj="obj")
def test_updating_shading_style_as_a_fallback_if_available(self, ifc, style):
ifc.get_entity("obj").should_be_called().will_return("element")
style.get_style("obj").should_be_called().will_return("element")
style.can_support_rendering_style("obj").should_be_called().will_return(False)
style.get_surface_shading_style("obj").should_be_called().will_return("style")
style.get_surface_shading_attributes("obj").should_be_called().will_return("attributes")
ifc.run("style.edit_surface_style", style="style", attributes="attributes").should_be_called()
style.get_surface_texture_style("obj").should_be_called().will_return(None)
style.can_support_texture_style("obj").should_be_called().will_return(False)
subject.update_style_colours(ifc, style, obj="obj")
def test_adding_a_shading_style_as_a_fallback_if_not_available(self, ifc, style):
ifc.get_entity("obj").should_be_called().will_return("element")
style.get_style("obj").should_be_called().will_return("element")
style.can_support_rendering_style("obj").should_be_called().will_return(False)
style.get_surface_shading_style("obj").should_be_called().will_return(None)
style.get_surface_shading_attributes("obj").should_be_called().will_return("attributes")
ifc.run(
"style.add_surface_style", style="element", ifc_class="IfcSurfaceStyleShading", attributes="attributes"
).should_be_called()
style.get_surface_texture_style("obj").should_be_called().will_return(None)
style.can_support_texture_style("obj").should_be_called().will_return(False)
subject.update_style_colours(ifc, style, obj="obj")
def test_updating_texture_style_if_available(self, ifc, style):
ifc.get_entity("obj").should_be_called().will_return("element")
style.can_support_rendering_style("obj").should_be_called().will_return(False)
style.get_surface_shading_style("obj").should_be_called().will_return("style")
style.get_surface_shading_attributes("obj").should_be_called().will_return("attributes")
ifc.run("style.edit_surface_style", style="style", attributes="attributes").should_be_called()
class TestUpdateStyleTextures:
def test_updating_an_existing_texture_style(self, ifc, style):
style.get_style("obj").should_be_called().will_return("element")
style.get_uv_maps("representation").should_be_called().will_return("uv_maps")
ifc.run("style.add_surface_textures", material="obj", uv_maps="uv_maps").should_be_called().will_return(
"textures"
)
style.get_surface_texture_style("obj").should_be_called().will_return("style")
style.can_support_texture_style("obj").should_be_called().will_return(True)
style.get_surface_textures("obj").should_be_called().will_return("textures")
ifc.run("style.add_surface_textures", textures="textures").should_be_called().will_return("ifc_textures")
ifc.run("style.edit_surface_style", style="style", attributes={"Textures": "ifc_textures"}).should_be_called()
subject.update_style_colours(ifc, style, obj="obj")
def test_adding_texture_style_if_not_available(self, ifc, style):
ifc.get_entity("obj").should_be_called().will_return("element")
style.can_support_rendering_style("obj").should_be_called().will_return(False)
style.get_surface_shading_style("obj").should_be_called().will_return("style")
style.get_surface_shading_attributes("obj").should_be_called().will_return("attributes")
ifc.run("style.edit_surface_style", style="style", attributes="attributes").should_be_called()
style.get_surface_texture_style("obj").should_be_called().will_return(None)
style.can_support_texture_style("obj").should_be_called().will_return(True)
style.get_surface_textures("obj").should_be_called().will_return("textures")
ifc.run("style.add_surface_textures", textures="textures").should_be_called().will_return("ifc_textures")
ifc.run("style.remove_surface_style", style="style").should_be_called()
ifc.run(
"style.add_surface_style",
style="element",
ifc_class="IfcSurfaceStyleWithTextures",
attributes={"Textures": "ifc_textures"},
attributes={"Textures": "textures"},
).should_be_called()
subject.update_style_colours(ifc, style, obj="obj")
subject.update_style_textures(ifc, style, obj="obj", representation="representation")
def test_removing_a_texture_style_if_no_longer_available(self, ifc, style):
ifc.get_entity("obj").should_be_called().will_return("element")
style.can_support_rendering_style("obj").should_be_called().will_return(False)
style.get_surface_shading_style("obj").should_be_called().will_return("style")
style.get_surface_shading_attributes("obj").should_be_called().will_return("attributes")
ifc.run("style.edit_surface_style", style="style", attributes="attributes").should_be_called()
def test_adding_a_fresh_texture_style(self, ifc, style):
style.get_style("obj").should_be_called().will_return("element")
style.get_uv_maps("representation").should_be_called().will_return("uv_maps")
ifc.run("style.add_surface_textures", material="obj", uv_maps="uv_maps").should_be_called().will_return(
"textures"
)
style.get_surface_texture_style("obj").should_be_called().will_return(None)
ifc.run(
"style.add_surface_style",
style="element",
ifc_class="IfcSurfaceStyleWithTextures",
attributes={"Textures": "textures"},
).should_be_called()
subject.update_style_textures(ifc, style, obj="obj", representation="representation")
def test_removing_an_texture_if_no_textures_can_be_added(self, ifc, style):
style.get_style("obj").should_be_called().will_return("element")
style.get_uv_maps("representation").should_be_called().will_return("uv_maps")
ifc.run("style.add_surface_textures", material="obj", uv_maps="uv_maps").should_be_called().will_return(None)
style.get_surface_texture_style("obj").should_be_called().will_return("style")
style.can_support_texture_style("obj").should_be_called().will_return(False)
ifc.run("style.remove_style", style="style").should_be_called()
subject.update_style_colours(ifc, style, obj="obj")
ifc.run("style.remove_surface_style", style="style").should_be_called()
subject.update_style_textures(ifc, style, obj="obj", representation="representation")
def test_doing_nothing_if_no_existing_texture_and_we_cannot_add_a_new_texture(self, ifc, style):
style.get_style("obj").should_be_called().will_return("element")
style.get_uv_maps("representation").should_be_called().will_return("uv_maps")
ifc.run("style.add_surface_textures", material="obj", uv_maps="uv_maps").should_be_called().will_return(None)
style.get_surface_texture_style("obj").should_be_called().will_return(None)
subject.update_style_textures(ifc, style, obj="obj", representation="representation")
class TestUnlinkStyle:
@@ -464,10 +464,14 @@ class TestShouldForceTriangulation(NewFile):
class TestShouldGenerateUVs(NewFile):
def test_needs_mesh_data(self):
ifc = ifcopenshell.file()
tool.Ifc.set(ifc)
obj = bpy.data.objects.new("Object", None)
assert subject.should_generate_uvs(obj) is False
def test_needs_nodes(self):
ifc = ifcopenshell.file()
tool.Ifc.set(ifc)
obj = bpy.data.objects.new("Object", bpy.data.meshes.new("Mesh"))
material = bpy.data.materials.new("Material")
obj.data.materials.append(material)
@@ -475,6 +479,8 @@ class TestShouldGenerateUVs(NewFile):
assert subject.should_generate_uvs(obj) is False
def test_needs_texture_coordinates_with_a_uv_output(self):
ifc = ifcopenshell.file()
tool.Ifc.set(ifc)
obj = bpy.data.objects.new("Object", bpy.data.meshes.new("Mesh"))
material = bpy.data.materials.new("Material")
obj.data.materials.append(material)
@@ -489,6 +495,8 @@ class TestShouldGenerateUVs(NewFile):
assert subject.should_generate_uvs(obj) is True
def test_accepts_a_uv_map_node(self):
ifc = ifcopenshell.file()
tool.Ifc.set(ifc)
obj = bpy.data.objects.new("Object", bpy.data.meshes.new("Mesh"))
material = bpy.data.materials.new("Material")
obj.data.materials.append(material)
+15 -135
View File
@@ -42,42 +42,6 @@ class TestCanSupportRenderingStyle(NewFile):
assert subject.can_support_rendering_style(obj) is False
class TestCanSupportTextureStyle(NewFile):
def test_without_nodes_we_do_not_support_textures(self):
obj = bpy.data.materials.new("Material")
obj.use_nodes = False
assert subject.can_support_texture_style(obj) is False
def test_we_need_at_least_one_image_connected_to_a_bsdf(self):
obj = bpy.data.materials.new("Material")
obj.use_nodes = True
bsdf = obj.node_tree.nodes["Principled BSDF"]
node = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
cwd = os.path.dirname(os.path.realpath(__file__))
image_path = os.path.join(cwd, "..", "files", "image.jpg")
node.image = bpy.data.images.load(image_path)
obj.node_tree.links.new(bsdf.inputs["Base Color"], node.outputs["Color"])
assert subject.can_support_texture_style(obj) is True
def test_a_texture_without_an_image_filepath_is_not_supported(self):
obj = bpy.data.materials.new("Material")
obj.use_nodes = True
bsdf = obj.node_tree.nodes["Principled BSDF"]
node = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Base Color"], node.outputs["Color"])
assert subject.can_support_texture_style(obj) is False
def test_the_texture_needs_to_connect_to_the_bsdf(self):
obj = bpy.data.materials.new("Material")
obj.use_nodes = True
bsdf = obj.node_tree.nodes["Principled BSDF"]
node = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
cwd = os.path.dirname(os.path.realpath(__file__))
image_path = os.path.join(cwd, "..", "files", "image.jpg")
node.image = bpy.data.images.load(image_path)
assert subject.can_support_texture_style(obj) is False
class TestDisableEditing(NewFile):
def test_run(self):
obj = bpy.data.materials.new("Material")
@@ -338,6 +302,14 @@ class TestGetSurfaceShadingStyle(NewFile):
obj.BIMMaterialProperties.ifc_style_id = style.id()
assert subject.get_surface_shading_style(obj) == style_item
def test_do_not_get_rendering_styles(self):
tool.Ifc.set(ifcopenshell.file())
style_item = tool.Ifc.get().createIfcSurfaceStyleRendering()
style = tool.Ifc.get().createIfcSurfaceStyle(Styles=[style_item])
obj = bpy.data.materials.new("Material")
obj.BIMMaterialProperties.ifc_style_id = style.id()
assert subject.get_surface_shading_style(obj) is None
class TestGetSurfaceTextureStyle(NewFile):
def test_run(self):
@@ -349,105 +321,13 @@ class TestGetSurfaceTextureStyle(NewFile):
assert subject.get_surface_texture_style(obj) == style_item
class TestGetSurfaceTextures(NewFile):
def test_get_the_leaf_node_of_each_map_in_a_glossy_bsdf(self):
obj = bpy.data.materials.new("Material")
obj.use_nodes = True
bsdf = obj.node_tree.nodes["Principled BSDF"]
obj.node_tree.nodes.remove(bsdf)
bsdf = obj.node_tree.nodes.new(type="ShaderNodeBsdfGlossy")
output = {n.type: n for n in obj.node_tree.nodes}.get("OUTPUT_MATERIAL", None)
obj.node_tree.links.new(output.inputs["Surface"], bsdf.outputs["BSDF"])
diffuse = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Color"], diffuse.outputs["Color"])
shininess = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Roughness"], shininess.outputs["Color"])
normal = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Normal"], normal.outputs["Color"])
assert subject.get_surface_textures(obj) == {"DIFFUSE": diffuse, "SHININESS": shininess, "NORMAL": normal}
def test_get_the_leaf_node_of_each_map_in_a_diffuse_bsdf(self):
obj = bpy.data.materials.new("Material")
obj.use_nodes = True
bsdf = obj.node_tree.nodes["Principled BSDF"]
obj.node_tree.nodes.remove(bsdf)
bsdf = obj.node_tree.nodes.new(type="ShaderNodeBsdfDiffuse")
output = {n.type: n for n in obj.node_tree.nodes}.get("OUTPUT_MATERIAL", None)
obj.node_tree.links.new(output.inputs["Surface"], bsdf.outputs["BSDF"])
diffuse = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Color"], diffuse.outputs["Color"])
shininess = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Roughness"], shininess.outputs["Color"])
normal = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Normal"], normal.outputs["Color"])
assert subject.get_surface_textures(obj) == {"DIFFUSE": diffuse, "SHININESS": shininess, "NORMAL": normal}
def test_get_the_leaf_node_of_each_map_in_a_glass_bsdf(self):
obj = bpy.data.materials.new("Material")
obj.use_nodes = True
bsdf = obj.node_tree.nodes["Principled BSDF"]
obj.node_tree.nodes.remove(bsdf)
bsdf = obj.node_tree.nodes.new(type="ShaderNodeBsdfGlass")
output = {n.type: n for n in obj.node_tree.nodes}.get("OUTPUT_MATERIAL", None)
obj.node_tree.links.new(output.inputs["Surface"], bsdf.outputs["BSDF"])
diffuse = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Color"], diffuse.outputs["Color"])
shininess = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Roughness"], shininess.outputs["Color"])
normal = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Normal"], normal.outputs["Color"])
assert subject.get_surface_textures(obj) == {"DIFFUSE": diffuse, "SHININESS": shininess, "NORMAL": normal}
def test_get_the_leaf_node_of_each_map_in_a_emission_bsdf(self):
obj = bpy.data.materials.new("Material")
obj.use_nodes = True
bsdf = obj.node_tree.nodes["Principled BSDF"]
obj.node_tree.nodes.remove(bsdf)
bsdf = obj.node_tree.nodes.new(type="ShaderNodeEmission")
output = {n.type: n for n in obj.node_tree.nodes}.get("OUTPUT_MATERIAL", None)
obj.node_tree.links.new(output.inputs["Surface"], bsdf.outputs["Emission"])
diffuse = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Color"], diffuse.outputs["Color"])
assert subject.get_surface_textures(obj) == {"DIFFUSE": diffuse}
def test_get_the_leaf_node_of_each_map_in_a_principled_bsdf(self):
obj = bpy.data.materials.new("Material")
obj.use_nodes = True
bsdf = obj.node_tree.nodes["Principled BSDF"]
diffuse = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Base Color"], diffuse.outputs["Color"])
shininess = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Roughness"], shininess.outputs["Color"])
normal = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Normal"], normal.outputs["Color"])
specular = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Specular"], specular.outputs["Color"])
emission = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Emission Strength"], emission.outputs["Color"])
opacity = obj.node_tree.nodes.new(type="ShaderNodeTexImage")
obj.node_tree.links.new(bsdf.inputs["Alpha"], opacity.outputs["Color"])
assert subject.get_surface_textures(obj) == {
"DIFFUSE": diffuse,
"SHININESS": shininess,
"NORMAL": normal,
"SPECULAR": specular,
"SELFILLUMINATION": emission,
"OPACITY": opacity,
}
class TestGetUVMaps(NewFile):
def test_run(self):
ifc = ifcopenshell.file()
item = ifc.createIfcTriangulatedFaceSet()
uv_map = ifc.createIfcIndexedTriangleTextureMap(MappedTo=item)
representation = ifc.createIfcShapeRepresentation(Items=[item])
assert subject.get_uv_maps(representation) == [uv_map]
class TestImportSurfaceAttributes(NewFile):