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Merge branch 'master' into performance_improvements
# Conflicts: # src/ifcconvert/ColladaSerializer.cpp # src/ifcconvert/ColladaSerializer.h # src/ifcgeom/IfcGeomIterator.h # src/ifcgeom/IfcGeomRenderStyles.h
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@@ -103,6 +103,7 @@ namespace IfcGeom {
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std::vector<int> _faces;
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std::vector<int> _edges;
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std::vector<P> _normals;
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std::vector<P> uvs_;
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std::vector<int> _material_ids;
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std::vector<Material> _materials;
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VertexKeyMap welds;
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@@ -113,8 +114,10 @@ namespace IfcGeom {
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const std::vector<int>& faces() const { return _faces; }
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const std::vector<int>& edges() const { return _edges; }
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const std::vector<P>& normals() const { return _normals; }
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const std::vector<P>& uvs() const { return uvs_; }
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const std::vector<int>& material_ids() const { return _material_ids; }
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const std::vector<Material>& materials() const { return _materials; }
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Triangulation(const BRep& shape_model)
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: Representation(shape_model.settings())
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, _id(shape_model.getId())
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@@ -133,7 +136,7 @@ namespace IfcGeom {
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}
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}
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if (settings().apply_default_materials() && surface_style_id == -1) {
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if (settings().get(IteratorSettings::APPLY_DEFAULT_MATERIALS) && surface_style_id == -1) {
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Material material(IfcGeom::get_default_style(settings().element_type()));
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std::vector<Material>::const_iterator mit = std::find(_materials.begin(), _materials.end(), material);
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if (mit == _materials.end()) {
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@@ -182,8 +185,9 @@ namespace IfcGeom {
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BRepGProp_Face prop(face);
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std::map<int,int> dict;
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// Vertex normals are only calculated if vertices are not welded
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const bool calculate_normals = !settings().weld_vertices();
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// Vertex normals are only calculated if vertices are not welded and calculation is not disable explicitly.
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const bool calculate_normals = !settings().get(IteratorSettings::WELD_VERTICES) &&
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!settings().get(IteratorSettings::NO_NORMALS);
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for( int i = 1; i <= nodes.Length(); ++ i ) {
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coords.push_back(nodes(i).Transformed(loc).XYZ());
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@@ -246,6 +250,10 @@ namespace IfcGeom {
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}
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}
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if (!_normals.empty() && settings().get(IfcGeom::IteratorSettings::GENERATE_UVS)) {
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uvs_ = box_project_uvs(_verts, _normals);
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}
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if (num_faces == 0) {
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// Edges are only emitted if there are no faces. A mixed representation of faces
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// and loose edges is discouraged by the standard. An alternative would be to use
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@@ -277,14 +285,46 @@ namespace IfcGeom {
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}
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}
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virtual ~Triangulation() {}
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/// Generates UVs for a single mesh using box projection.
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/// @todo Very simple impl. Assumes that input vertices and normals match 1:1.
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static std::vector<P> box_project_uvs(const std::vector<P> &vertices, const std::vector<P> &normals)
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{
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std::vector<P> uvs;
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uvs.resize(vertices.size() / 3 * 2);
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for (size_t uv_idx = 0, v_idx = 0;
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uv_idx < uvs.size() && v_idx < vertices.size() && v_idx < normals.size();
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uv_idx += 2, v_idx += 3) {
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P n_x = normals[v_idx], n_y = normals[v_idx + 1], n_z = normals[v_idx + 2];
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P v_x = vertices[v_idx], v_y = vertices[v_idx + 1], v_z = vertices[v_idx + 2];
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if (std::abs(n_x) > std::abs(n_y) && std::abs(n_x) > std::abs(n_z)) {
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uvs[uv_idx] = v_z;
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uvs[uv_idx + 1] = v_y;
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}
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if (std::abs(n_y) > std::abs(n_x) && std::abs(n_y) > std::abs(n_z)) {
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uvs[uv_idx] = v_x;
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uvs[uv_idx + 1] = v_z;
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}
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if (std::abs(n_z) > std::abs(n_x) && std::abs(n_z) > std::abs(n_y)) {
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uvs[uv_idx] = v_x;
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uvs[uv_idx + 1] = v_y;
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}
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}
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return uvs;
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}
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private:
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// Welds vertices that belong to different faces
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int addVertex(int material_index, const gp_XYZ& p) {
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const P X = static_cast<P>(settings().convert_back_units() ? (p.X() / settings().unit_magnitude()) : p.X());
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const P Y = static_cast<P>(settings().convert_back_units() ? (p.Y() / settings().unit_magnitude()) : p.Y());
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const P Z = static_cast<P>(settings().convert_back_units() ? (p.Z() / settings().unit_magnitude()) : p.Z());
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const bool convert = settings().get(IteratorSettings::CONVERT_BACK_UNITS);
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const P X = static_cast<P>(convert ? (p.X() / settings().unit_magnitude()) : p.X());
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const P Y = static_cast<P>(convert ? (p.Y() / settings().unit_magnitude()) : p.Y());
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const P Z = static_cast<P>(convert ? (p.Z() / settings().unit_magnitude()) : p.Z());
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int i = (int) _verts.size() / 3;
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if (settings().weld_vertices()) {
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if (settings().get(IteratorSettings::WELD_VERTICES)) {
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const VertexKey key = std::make_pair(material_index, std::make_pair(X, std::make_pair(Y, Z)));
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typename VertexKeyMap::const_iterator it = welds.find(key);
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if ( it != welds.end() ) return it->second;
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@@ -310,4 +350,4 @@ namespace IfcGeom {
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}
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}
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#endif
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#endif
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