First Commit
This commit is contained in:
@@ -0,0 +1,204 @@
|
||||
# IfcOpenShell - IFC toolkit and geometry engine
|
||||
# Copyright (C) 2022 Dion Moult <dion@thinkmoult.com>
|
||||
#
|
||||
# This file is part of IfcOpenShell.
|
||||
#
|
||||
# IfcOpenShell is free software: you can redistribute it and/or modify
|
||||
# it under the terms of the GNU Lesser General Public License as published by
|
||||
# the Free Software Foundation, either version 3 of the License, or
|
||||
# (at your option) any later version.
|
||||
#
|
||||
# IfcOpenShell 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 Lesser General Public License for more details.
|
||||
#
|
||||
# You should have received a copy of the GNU Lesser General Public License
|
||||
# along with IfcOpenShell. If not, see <http://www.gnu.org/licenses/>.
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING, Any, Optional
|
||||
|
||||
import ifcopenshell
|
||||
|
||||
if TYPE_CHECKING:
|
||||
import bpy # pyright: ignore[reportMissingImports] # ty:ignore[unresolved-import]
|
||||
|
||||
|
||||
def add_surface_textures(
|
||||
file: ifcopenshell.file,
|
||||
material: Optional[bpy.types.Material] = None,
|
||||
textures: Optional[list[dict]] = None,
|
||||
uv_maps: Optional[list[ifcopenshell.entity_instance]] = None,
|
||||
) -> list[ifcopenshell.entity_instance]:
|
||||
"""Add surface texture based on a Blender material definition or texture data.
|
||||
|
||||
Either `material` or `textures` should be provided.
|
||||
|
||||
:param material: The Blender material definition with a node tree that
|
||||
is compatible with glTF. See one of the valid combinations here:
|
||||
https://docs.blender.org/manual/en/dev/addons/import_export/scene_gltf2.html
|
||||
:param uv_maps: A list of IfcIndexedTextureMap for any
|
||||
IfcTessellatedFaceSets that the representation has, obtained from
|
||||
the HasTextures attribute.
|
||||
:param textures: A list of dictionaries containing:
|
||||
|
||||
1. Attributes to create IfcImageTexture.
|
||||
2. One additional parameter `uv_mode` to map IfcImageTexture to correct
|
||||
IfcTextureCoordinate type.
|
||||
|
||||
Possible `uv_mode` values:
|
||||
|
||||
* `UV` - use IfcTextureCoordinate from `uv_maps` parameter;
|
||||
* `Generated` - IfcTextureCoordinateGenerator with mode COORD (autogenerated UV
|
||||
based on geometry);
|
||||
* `Camera` - IfcTextureCoordinateGenerator with mode COORD_EYE (autogenerated UV
|
||||
based on camera position)
|
||||
:return: A list of IfcImageTexture
|
||||
"""
|
||||
usecase = Usecase()
|
||||
# TODO: This usecase currently depends on Blender's data model
|
||||
usecase.file = file
|
||||
usecase.settings = {"material": material, "uv_maps": uv_maps or [], "textures": textures or []}
|
||||
return usecase.execute()
|
||||
|
||||
|
||||
class Usecase:
|
||||
file: ifcopenshell.file
|
||||
settings: dict[str, Any]
|
||||
|
||||
def execute(self):
|
||||
if self.file.schema == "IFC2X3":
|
||||
# TODO: research how compatible IFC2X3 and IFC4 textures are
|
||||
return []
|
||||
|
||||
# We optimistically assume the user has specified one of these valid combinations
|
||||
# https://docs.blender.org/manual/en/dev/addons/import_export/scene_gltf2.html
|
||||
# glTF, X3D, and IFC are compatible. As long as they have something that
|
||||
# loosely resembles the node tree, we treat it as valid.
|
||||
self.textures = []
|
||||
|
||||
for texture in self.settings["textures"]:
|
||||
uv_mode = texture.get("uv_mode", None)
|
||||
texture_data = texture.copy()
|
||||
texture_data.pop("uv_mode", None)
|
||||
texture = self.file.create_entity("IfcImageTexture", **texture_data)
|
||||
if uv_mode == "Generated":
|
||||
self.file.create_entity("IfcTextureCoordinateGenerator", Maps=[texture], Mode="COORD")
|
||||
elif uv_mode == "Camera":
|
||||
self.file.create_entity("IfcTextureCoordinateGenerator", Maps=[texture], Mode="COORD-EYE")
|
||||
elif uv_mode == "UV":
|
||||
self.apply_uv_map_to_texture(texture)
|
||||
self.textures.append(texture)
|
||||
|
||||
if self.settings["material"] is None:
|
||||
return self.textures
|
||||
|
||||
output = {n.type: n for n in self.settings["material"].node_tree.nodes}.get("OUTPUT_MATERIAL", None)
|
||||
|
||||
if not output:
|
||||
return self.textures
|
||||
|
||||
bsdf = output.inputs["Surface"].links[0].from_node
|
||||
|
||||
if bsdf.type == "ADD_SHADER":
|
||||
for socket in bsdf.inputs:
|
||||
if socket.links and socket.links[0].from_node.type == "BSDF_PRINCIPLED":
|
||||
bsdf = socket.links[0].from_node
|
||||
break
|
||||
|
||||
if bsdf.type == "MIX_SHADER":
|
||||
self.detect_unlit_emissive_map(bsdf)
|
||||
elif bsdf.type == "BSDF_PRINCIPLED":
|
||||
self.detect_normal_map(bsdf)
|
||||
self.detect_emissive_map(bsdf)
|
||||
self.detect_metallicroughness_map(bsdf)
|
||||
self.detect_occlusion_map()
|
||||
self.detect_diffuse_map(bsdf)
|
||||
# We do not support Phong shading. What year is this, 1995?
|
||||
|
||||
return self.textures
|
||||
|
||||
def detect_unlit_emissive_map(self, bsdf):
|
||||
for socket in bsdf.inputs:
|
||||
if socket.links and socket.links[0].from_node.type == "TEX_IMAGE":
|
||||
return self.create_surface_texture(socket.links[0].from_node, "EMISSIVE")
|
||||
|
||||
def detect_normal_map(self, bsdf):
|
||||
if bsdf.inputs["Normal"].links and bsdf.inputs["Normal"].links[0].from_node.type == "NORMAL_MAP":
|
||||
normal = bsdf.inputs["Normal"].links[0].from_node
|
||||
if normal.inputs["Color"].links and normal.inputs["Color"].links[0].from_node.type == "TEX_IMAGE":
|
||||
return self.create_surface_texture(normal.inputs["Color"].links[0].from_node, "NORMAL")
|
||||
|
||||
def detect_emissive_map(self, bsdf):
|
||||
if bsdf.outputs[0].links[0].to_node.type != "ADD_SHADER":
|
||||
return
|
||||
bsdf = bsdf.outputs[0].links[0].to_node
|
||||
for socket in bsdf.inputs:
|
||||
if socket.links and socket.links[0].from_node.type == "EMISSION":
|
||||
bsdf = socket.links[0].from_node
|
||||
if bsdf.inputs["Color"].links and bsdf.inputs["Color"].links[0].from_node.type == "TEX_IMAGE":
|
||||
return self.create_surface_texture(bsdf.inputs["Color"].links[0].from_node, "EMISSIVE")
|
||||
|
||||
def detect_metallicroughness_map(self, bsdf):
|
||||
if bsdf.inputs["Metallic"].links and bsdf.inputs["Metallic"].links[0].from_node.type == "SEPRGB":
|
||||
seprgb = bsdf.inputs["Metallic"].links[0].from_node
|
||||
if seprgb.inputs["Image"].links and seprgb.inputs["Image"].links[0].from_node.type == "TEX_IMAGE":
|
||||
return self.create_surface_texture(seprgb.inputs["Image"].links[0].from_node, "METALLICROUGHNESS")
|
||||
if bsdf.inputs["Roughness"].links and bsdf.inputs["Roughness"].links[0].from_node.type == "SEPRGB":
|
||||
seprgb = bsdf.inputs["Roughness"].links[0].from_node
|
||||
if seprgb.inputs["Image"].links and seprgb.inputs["Image"].links[0].from_node.type == "TEX_IMAGE":
|
||||
return self.create_surface_texture(seprgb.inputs["Image"].links[0].from_node, "METALLICROUGHNESS")
|
||||
|
||||
def detect_occlusion_map(self):
|
||||
for node in self.settings["material"].node_tree.nodes:
|
||||
if (
|
||||
node.type != "GROUP"
|
||||
or not node.node_tree
|
||||
or node.node_tree.name != "glTF Material Output"
|
||||
or not node.inputs
|
||||
or not node.inputs[0].links
|
||||
):
|
||||
continue
|
||||
from_node = node.inputs[0].links[0].from_node
|
||||
if from_node.type == "SEPRGB":
|
||||
sep = from_node
|
||||
if sep.inputs["Image"].links and sep.inputs["Image"].links[0].from_node.type == "TEX_IMAGE":
|
||||
return self.create_surface_texture(sep.inputs["Image"].links[0].from_node, "OCCLUSION")
|
||||
elif from_node.type == "TEX_IMAGE":
|
||||
return self.create_surface_texture(from_node, "OCCLUSION")
|
||||
|
||||
def detect_diffuse_map(self, bsdf):
|
||||
links = bsdf.inputs["Base Color"].links
|
||||
if links and links[0].from_node.type == "TEX_IMAGE":
|
||||
return self.create_surface_texture(links[0].from_node, "DIFFUSE")
|
||||
|
||||
def create_surface_texture(self, node, mode):
|
||||
import bonsai.tool as tool
|
||||
|
||||
texture = self.file.create_entity(
|
||||
"IfcImageTexture",
|
||||
RepeatS=node.extension == "REPEAT",
|
||||
RepeatT=node.extension == "REPEAT",
|
||||
Mode=mode,
|
||||
URLReference=tool.Blender.blender_path_to_posix(node.image.filepath),
|
||||
)
|
||||
self.textures.append(texture)
|
||||
self.process_texture_coordinates(node, texture)
|
||||
|
||||
def process_texture_coordinates(self, node, texture):
|
||||
if node.inputs["Vector"].links and node.inputs["Vector"].links[0].from_node.type == "TEX_COORD":
|
||||
if node.inputs["Vector"].links[0].from_socket.name == "UV":
|
||||
self.apply_uv_map_to_texture(texture)
|
||||
elif node.inputs["Vector"].links[0].from_socket.name == "Generated":
|
||||
self.file.create_entity("IfcTextureCoordinateGenerator", Maps=[texture], Mode="COORD")
|
||||
elif node.inputs["Vector"].links[0].from_socket.name == "Camera":
|
||||
self.file.create_entity("IfcTextureCoordinateGenerator", Maps=[texture], Mode="COORD-EYE")
|
||||
elif node.inputs["Vector"].links and node.inputs["Vector"].links[0].from_node.type == "UVMAP":
|
||||
self.apply_uv_map_to_texture(texture)
|
||||
|
||||
def apply_uv_map_to_texture(self, texture):
|
||||
for uv_map in self.settings["uv_maps"]:
|
||||
maps = set(uv_map.Maps or [])
|
||||
maps.add(texture)
|
||||
uv_map.Maps = list(maps)
|
||||
Reference in New Issue
Block a user