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# IfcOpenShell - IFC toolkit and geometry engine
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# Copyright (C) 2021 Dion Moult <dion@thinkmoult.com>
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#
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# This file is part of IfcOpenShell.
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#
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# IfcOpenShell is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Lesser General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# IfcOpenShell is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Lesser General Public License for more details.
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#
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# You should have received a copy of the GNU Lesser General Public License
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# along with IfcOpenShell. If not, see <http://www.gnu.org/licenses/>.
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from typing import Any, Literal, Optional
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import ifcopenshell
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import ifcopenshell.api.style
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SURFACE_STYLE_TYPES = Literal[
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"IfcSurfaceStyleShading",
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"IfcSurfaceStyleRendering",
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"IfcSurfaceStyleWithTextures",
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"IfcSurfaceStyleLighting",
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"IfcSurfaceStyleRefraction",
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"IfcExternallyDefinedSurfaceStyle",
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]
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def add_surface_style(
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file: ifcopenshell.file,
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style: ifcopenshell.entity_instance,
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ifc_class: SURFACE_STYLE_TYPES = "IfcSurfaceStyleShading",
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attributes: Optional[dict[str, Any]] = None,
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) -> ifcopenshell.entity_instance:
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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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- 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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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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: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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:param attributes: a dictionary of attribute names and values.
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:return: The newly created presentation item based on the provided
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ifc_class.
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Example:
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.. code:: python
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# Create a new surface style
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style = ifcopenshell.api.style.add_style(model)
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# Create a simple shading colour and transparency.
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ifcopenshell.api.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.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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# 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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attributes = attributes or {}
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style_item = file.create_entity(ifc_class)
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ifcopenshell.api.style.edit_surface_style(file, style=style_item, attributes=attributes)
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styles: list[ifcopenshell.entity_instance]
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styles = list(style.Styles or [])
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select_class = 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.style.remove_surface_style(file, style=duplicate_item)
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styles = list(style.Styles or [])
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styles.append(style_item)
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style.Styles = styles
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return style_item
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