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IfcOpenShell/src/blenderbim/test/tool/test_loader.py
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# BlenderBIM Add-on - OpenBIM Blender Add-on
# Copyright (C) 2021 Dion Moult <dion@thinkmoult.com>
#
# This file is part of BlenderBIM Add-on.
#
# BlenderBIM Add-on is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# BlenderBIM Add-on is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with BlenderBIM Add-on. If not, see <http://www.gnu.org/licenses/>.
import bpy
import bmesh
import ifcopenshell
import blenderbim.core.tool
import blenderbim.tool as tool
from test.bim.bootstrap import NewFile
from blenderbim.tool.loader import Loader as subject
import numpy as np
from ifcopenshell.util.shape_builder import ShapeBuilder, V
from mathutils import Vector
from pathlib import Path
class TestImplementsTool(NewFile):
def test_run(self):
assert isinstance(subject(), blenderbim.core.tool.Loader)
class TestCreatingStyles(NewFile):
def test_create_surface_style_with_textures_from_data(self):
# this case occurs when we edit shader properties without saving them to IFC
bpy.ops.bim.create_project()
bpy.ops.mesh.primitive_cube_add(size=10, location=(0, 0, 4))
obj = bpy.data.objects["Cube"]
bpy.ops.bim.assign_class(ifc_class="IfcActuator", predefined_type="ELECTRICACTUATOR", userdefined_type="")
material = bpy.data.materials.new(name="Material")
obj.data.materials.append(None) # new slot
obj.material_slots[0].material = material
bpy.ops.bim.add_style()
style_data = {
"ReflectanceMethod": "NOTDEFINED",
"DiffuseColour": ("IfcColourRgb", (0.5, 0.5, 0.5)),
"SurfaceColour": (0.3, 0.3, 0.3),
"Transparency": 0.3,
"SpecularHighlight": 0.4,
"SpecularColour": ("IfcNormalisedRatioMeasure", 0.03),
}
texture_data = [
{
"Mode": "DIFFUSE",
"URLReference": "blenderbim/test/files/image.jpg",
"type": "IfcImageTexture",
"uv_mode": "Generated",
},
]
subject.create_surface_style_rendering(material, style_data)
subject.create_surface_style_with_textures(material, style_data, texture_data)
used_node_types = set([n.type for n in material.node_tree.nodes[:]])
assert used_node_types == set((["OUTPUT_MATERIAL", "BSDF_PRINCIPLED", "TEX_IMAGE", "TEX_COORD"]))
bsdf = tool.Blender.get_material_node(material, "BSDF_PRINCIPLED")
alpha = 1 - style_data["Transparency"]
diffuse_color = style_data["SurfaceColour"] + (alpha,)
assert np.allclose(material.diffuse_color[:], diffuse_color)
base_color = style_data["DiffuseColour"][1] + (1.0,)
assert np.allclose(bsdf.inputs["Base Color"].default_value[:], base_color)
assert np.isclose(bsdf.inputs["Alpha"].default_value, alpha)
assert np.isclose(bsdf.inputs["Roughness"].default_value, style_data["SpecularHighlight"])
assert np.isclose(bsdf.inputs["Metallic"].default_value, style_data["SpecularColour"][1])
image_node = tool.Blender.get_material_node(material, "TEX_IMAGE")
assert image_node.outputs["Color"].links[0].to_socket.name == "Base Color"
assert image_node.inputs["Vector"].links[0].from_socket.name == "Generated"
original_path = Path(tool.Ifc.get_path()).parent / Path(texture_data[0]["URLReference"])
loaded_filepath = Path(image_node.image.filepath)
assert original_path == loaded_filepath
def test_create_surface_style_with_textures_from_ifc(self):
# this case occurs when we edit shader properties without saving them to IFC
bpy.ops.bim.create_project()
style = tool.Ifc.run("style.add_style", name="test")
material = bpy.data.materials.new(style.Name)
tool.Ifc.link(style, material)
get_color = lambda value: {color: value for color in ("Red", "Green", "Blue")}
rendering_attributes = {
"ReflectanceMethod": "NOTDEFINED",
"DiffuseColour": get_color(0.5),
"SurfaceColour": get_color(0.3),
"Transparency": 0.3,
"SpecularHighlight": {"IfcSpecularRoughness": 0.4},
"SpecularColour": 0.03,
}
rendering_style = tool.Ifc.run(
"style.add_surface_style",
style=style,
ifc_class="IfcSurfaceStyleRendering",
attributes=rendering_attributes,
)
textures = [
{
"URLReference": "blenderbim/test/files/image.jpg",
"Mode": "DIFFUSE",
"RepeatS": True,
"RepeatT": True,
"uv_mode": "Generated",
}
]
textures = tool.Ifc.run("style.add_surface_textures", textures=textures, uv_maps=[])
texture_style = tool.Ifc.run(
"style.add_surface_style",
style=style,
ifc_class="IfcSurfaceStyleWithTextures",
attributes={"Textures": textures},
)
subject.create_surface_style_rendering(material, rendering_style)
subject.create_surface_style_with_textures(material, rendering_style, texture_style)
used_node_types = set([n.type for n in material.node_tree.nodes[:]])
assert used_node_types == set((["OUTPUT_MATERIAL", "BSDF_PRINCIPLED", "TEX_IMAGE", "TEX_COORD"]))
color_to_tuple = lambda x: (x.Red, x.Green, x.Blue)
bsdf = tool.Blender.get_material_node(material, "BSDF_PRINCIPLED")
alpha = 1 - rendering_style.Transparency
diffuse_color = color_to_tuple(rendering_style.SurfaceColour) + (alpha,)
assert np.allclose(material.diffuse_color[:], diffuse_color)
base_color = color_to_tuple(rendering_style.DiffuseColour) + (1.0,)
assert np.allclose(bsdf.inputs["Base Color"].default_value[:], base_color)
assert np.isclose(bsdf.inputs["Alpha"].default_value, alpha)
assert np.isclose(bsdf.inputs["Roughness"].default_value, rendering_style.SpecularHighlight.wrappedValue)
assert np.isclose(bsdf.inputs["Metallic"].default_value, rendering_style.SpecularColour.wrappedValue)
image_node = tool.Blender.get_material_node(material, "TEX_IMAGE")
assert image_node.outputs["Color"].links[0].to_socket.name == "Base Color"
assert image_node.inputs["Vector"].links[0].from_socket.name == "Generated"
original_path = Path(tool.Ifc.get_path()).parent / Path(textures[0].URLReference)
loaded_filepath = Path(image_node.image.filepath)
assert original_path == loaded_filepath
def test_create_surface_style_with_textures_from_ifc_blob_image(self):
# this case occurs when we edit shader properties without saving them to IFC
bpy.ops.bim.create_project()
ifc_file = tool.Ifc.get()
style = tool.Ifc.run("style.add_style", name="test")
material = bpy.data.materials.new(style.Name)
tool.Ifc.link(style, material)
get_color = lambda value: {color: value for color in ("Red", "Green", "Blue")}
rendering_attributes = {
"ReflectanceMethod": "NOTDEFINED",
"DiffuseColour": get_color(0.5),
"SurfaceColour": get_color(0.3),
"Transparency": 0.3,
"SpecularHighlight": {"IfcSpecularRoughness": 0.4},
"SpecularColour": 0.03,
}
rendering_style = tool.Ifc.run(
"style.add_surface_style",
style=style,
ifc_class="IfcSurfaceStyleRendering",
attributes=rendering_attributes,
)
def get_png_raster_code():
import base64
import zlib
import struct
# https://blender.stackexchange.com/questions/62072/does-blender-have-a-method-to-a-get-png-formatted-bytearray-for-an-image-via-pyt
width = 2
height = 2
# 2x2 image:
# R G
# B W
# fmt: off
pixels = (
1,0,0,1,
0,1,0,1,
0,0,1,1,
1,1,1,1,
)
# fmt: on
buf = bytearray([int(p * 255) for p in pixels])
# add null bytes at the start
width_byte_4 = width * 4
raw_data = b"".join(
b"\x00" + buf[span : span + width_byte_4] for span in range(0, height * width_byte_4, width_byte_4)
)
def png_pack(png_tag, data):
header = png_tag + data
chunk = struct.pack("!I", len(data))
chunk += header
chunk += struct.pack("!I", 0xFFFFFFFF & zlib.crc32(header))
return chunk
png_bytes = b"".join(
[
b"\x89PNG\r\n\x1a\n",
png_pack(b"IHDR", struct.pack("!2I5B", width, height, 8, 6, 0, 0, 0)),
png_pack(b"IDAT", zlib.compress(raw_data, 9)),
png_pack(b"IEND", b""),
]
)
raster_code = "".join(["{:08b}".format(x) for x in png_bytes])
return raster_code
texture_data = {
"RasterCode": get_png_raster_code(),
"RasterFormat": "PNG",
"Mode": "DIFFUSE",
"RepeatS": True,
"RepeatT": True,
}
# setup texture manually as `style.add_surface_textures` doesn't support non-IfcImageTexture textures
textures = [ifc_file.create_entity("IfcBlobTexture", **texture_data)]
# setup UV
ifc_file.create_entity("IfcTextureCoordinateGenerator", Maps=textures, Mode="COORD")
texture_style = tool.Ifc.run(
"style.add_surface_style",
style=style,
ifc_class="IfcSurfaceStyleWithTextures",
attributes={"Textures": textures},
)
subject.create_surface_style_rendering(material, rendering_style)
subject.create_surface_style_with_textures(material, rendering_style, texture_style)
used_node_types = set([n.type for n in material.node_tree.nodes[:]])
assert used_node_types == set((["OUTPUT_MATERIAL", "BSDF_PRINCIPLED", "TEX_IMAGE", "TEX_COORD"]))
image_node = tool.Blender.get_material_node(material, "TEX_IMAGE")
assert image_node.outputs["Color"].links[0].to_socket.name == "Base Color"
assert image_node.inputs["Vector"].links[0].from_socket.name == "Generated"
assert image_node.image.filepath == ""
# fmt: off
# blender has reversed pixels rows order
assert image_node.image.pixels[:] == (0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0)
# fmt: on
def test_create_surface_style_with_textures_from_ifc_pixel_image(self):
# fmt: off
# blender has reversed pixels rows order
# 2x2 image:
# R G
# B W
ifc_pixel_data = {
1: (
0.7,
1.0,
0.5,
0.6,
),
2: (
0.7, 0.5,
1.0, 0.5,
0.5, 0.5,
0.6, 0.5
),
3: (
0, 0, 0.7,
1, 1, 1,
0.5, 0, 0,
0, 0.6, 0,
),
4: (
0, 0, 0.7, 0.5,
1, 1, 1, 0.5,
0.5, 0, 0, 0.5,
0, 0.6, 0, 0.5,
)
}
expected_pixel_data = {
1: (
0.7, 0.7, 0.7, 1.0,
1.0, 1.0, 1.0, 1.0,
0.5, 0.5, 0.5, 1.0,
0.6, 0.6, 0.6, 1.0,
),
2: (
0.7, 0.7, 0.7, 0.5,
1.0, 1.0, 1.0, 0.5,
0.5, 0.5, 0.5, 0.5,
0.6, 0.6, 0.6, 0.5,
),
3: (
0, 0, 0.7, 1.0,
1, 1, 1, 1.0,
0.5, 0, 0, 1.0,
0, 0.6, 0, 1.0,
),
4: (
0, 0, 0.7, 0.5,
1, 1, 1, 0.5,
0.5, 0, 0, 0.5,
0, 0.6, 0, 0.5,
)
}
# fmt: on
for i in range(1, 5):
self.run_test_create_surface_style_with_textures_from_ifc_pixel_image(
i, ifc_pixel_data[i], expected_pixel_data[i]
)
def run_test_create_surface_style_with_textures_from_ifc_pixel_image(
self, n_components, ifc_pixel_data, expected_pixel_data
):
# this case occurs when we edit shader properties without saving them to IFC
bpy.ops.bim.create_project()
ifc_file = tool.Ifc.get()
style = tool.Ifc.run("style.add_style", name="test")
material = bpy.data.materials.new(style.Name)
tool.Ifc.link(style, material)
get_color = lambda value: {color: value for color in ("Red", "Green", "Blue")}
rendering_attributes = {
"ReflectanceMethod": "NOTDEFINED",
"DiffuseColour": get_color(0.5),
"SurfaceColour": get_color(0.3),
"Transparency": 0.3,
"SpecularHighlight": {"IfcSpecularRoughness": 0.4},
"SpecularColour": 0.03,
}
rendering_style = tool.Ifc.run(
"style.add_surface_style",
style=style,
ifc_class="IfcSurfaceStyleRendering",
attributes=rendering_attributes,
)
def get_pixels_binary():
# just 4 pixels - red, green, blue, white
# IfcPixelTexture as Blender has reversed order of pixels rows: (0,0) - bottom left of the image
# https://ifc43-docs.standards.buildingsmart.org/IFC/RELEASE/IFC4x3/HTML/lexical/IfcPixelTexture.htm
# fmt: off
pixels = np.array(ifc_pixel_data) * 255
pixels = pixels.reshape((4, n_components))
return ["".join(["{:08b}".format(int(i)) for i in pixel]) for pixel in pixels]
texture_data = {
"Pixel": get_pixels_binary(),
"ColourComponents": n_components,
"Width": 2,
"Height": 2,
"Mode": "DIFFUSE",
"RepeatS": True,
"RepeatT": True,
}
# setup texture manually as `style.add_surface_textures` doesn't support non-IfcImageTexture textures
textures = [ifc_file.create_entity("IfcPixelTexture", **texture_data)]
# setup UV
ifc_file.create_entity("IfcTextureCoordinateGenerator", Maps=textures, Mode="COORD")
texture_style = tool.Ifc.run(
"style.add_surface_style",
style=style,
ifc_class="IfcSurfaceStyleWithTextures",
attributes={"Textures": textures},
)
subject.create_surface_style_rendering(material, rendering_style)
subject.create_surface_style_with_textures(material, rendering_style, texture_style)
used_node_types = set([n.type for n in material.node_tree.nodes[:]])
assert used_node_types == set((["OUTPUT_MATERIAL", "BSDF_PRINCIPLED", "TEX_IMAGE", "TEX_COORD"]))
image_node = tool.Blender.get_material_node(material, "TEX_IMAGE")
assert image_node.outputs["Color"].links[0].to_socket.name == "Base Color"
assert image_node.inputs["Vector"].links[0].from_socket.name == "Generated"
assert image_node.image.filepath == ""
assert np.allclose(
image_node.image.pixels[:], expected_pixel_data, atol=0.01
), 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):
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)
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
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)
uv_indices = (
(1, 2, 3),
(4, 5, 6),
(7, 8, 9),
(10, 11, 12),
(13, 14, 15),
(16, 17, 18),
(19, 20, 21),
(22, 23, 24),
(25, 26, 27),
(28, 29, 30),
(31, 32, 33),
(34, 35, 36),
)
uv_verts = (
(0.625, 0.0),
(0.375, 0.25),
(0.375, 0.0),
(0.625, 0.25),
(0.375, 0.5),
(0.375, 0.25),
(0.625, 0.5),
(0.375, 0.75),
(0.375, 0.5),
(0.625, 0.75),
(0.375, 1.0),
(0.375, 0.75),
(0.375, 0.5),
(0.125, 0.75),
(0.125, 0.5),
(0.875, 0.5),
(0.625, 0.75),
(0.625, 0.5),
(0.625, 0.0),
(0.625, 0.25),
(0.375, 0.25),
(0.625, 0.25),
(0.625, 0.5),
(0.375, 0.5),
(0.625, 0.5),
(0.625, 0.75),
(0.375, 0.75),
(0.625, 0.75),
(0.625, 1.0),
(0.375, 1.0),
(0.375, 0.5),
(0.375, 0.75),
(0.125, 0.75),
(0.875, 0.5),
(0.875, 0.75),
(0.625, 0.75),
)
uv_verts_list = ifc_file.createIfcTextureVertexList()
uv_verts_list.TexCoordsList = uv_verts
texture_coord = ifc_file.createIfcIndexedTriangleTextureMap()
texture_coord.MappedTo = face_set
texture_coord.TexCoordIndex = uv_indices
texture_coord.TexCoords = uv_verts_list
subject.load_indexed_texture_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)