/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2017, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ /** @file IFCMaterial.cpp * @brief Implementation of conversion routines to convert IFC materials to aiMaterial */ #ifndef ASSIMP_BUILD_NO_IFC_IMPORTER #include "IFCUtil.h" #include #include namespace Assimp { namespace IFC { // ------------------------------------------------------------------------------------------------ static int ConvertShadingMode(const std::string& name) { if (name == "BLINN") { return aiShadingMode_Blinn; } else if (name == "FLAT" || name == "NOTDEFINED") { return aiShadingMode_NoShading; } else if (name == "PHONG") { return aiShadingMode_Phong; } IFCImporter::LogWarn("shading mode "+name+" not recognized by Assimp, using Phong instead"); return aiShadingMode_Phong; } // ------------------------------------------------------------------------------------------------ static void FillMaterial(aiMaterial* mat,const IFC::IfcSurfaceStyle* surf,ConversionData& conv) { aiString name; name.Set((surf->Name? surf->Name.Get() : "IfcSurfaceStyle_Unnamed")); mat->AddProperty(&name,AI_MATKEY_NAME); // now see which kinds of surface information are present for(std::shared_ptr< const IFC::IfcSurfaceStyleElementSelect > sel2 : surf->Styles) { if (const IFC::IfcSurfaceStyleShading* shade = sel2->ResolveSelectPtr(conv.db)) { aiColor4D col_base,col; ConvertColor(col_base, shade->SurfaceColour); mat->AddProperty(&col_base,1, AI_MATKEY_COLOR_DIFFUSE); if (const IFC::IfcSurfaceStyleRendering* ren = shade->ToPtr()) { if (ren->Transparency) { const float t = 1.f-static_cast(ren->Transparency.Get()); mat->AddProperty(&t,1, AI_MATKEY_OPACITY); } if (ren->DiffuseColour) { ConvertColor(col, *ren->DiffuseColour.Get(),conv,&col_base); mat->AddProperty(&col,1, AI_MATKEY_COLOR_DIFFUSE); } if (ren->SpecularColour) { ConvertColor(col, *ren->SpecularColour.Get(),conv,&col_base); mat->AddProperty(&col,1, AI_MATKEY_COLOR_SPECULAR); } if (ren->TransmissionColour) { ConvertColor(col, *ren->TransmissionColour.Get(),conv,&col_base); mat->AddProperty(&col,1, AI_MATKEY_COLOR_TRANSPARENT); } if (ren->ReflectionColour) { ConvertColor(col, *ren->ReflectionColour.Get(),conv,&col_base); mat->AddProperty(&col,1, AI_MATKEY_COLOR_REFLECTIVE); } const int shading = (ren->SpecularHighlight && ren->SpecularColour)?ConvertShadingMode(ren->ReflectanceMethod):static_cast(aiShadingMode_Gouraud); mat->AddProperty(&shading,1, AI_MATKEY_SHADING_MODEL); if (ren->SpecularHighlight) { if(const EXPRESS::REAL* rt = ren->SpecularHighlight.Get()->ToPtr()) { // at this point we don't distinguish between the two distinct ways of // specifying highlight intensities. leave this to the user. const float e = static_cast(*rt); mat->AddProperty(&e,1,AI_MATKEY_SHININESS); } else { IFCImporter::LogWarn("unexpected type error, SpecularHighlight should be a REAL"); } } } } /* else if (const IFC::IfcSurfaceStyleWithTextures* tex = sel2->ResolveSelectPtr(conv.db)) { // XXX } */ } } // ------------------------------------------------------------------------------------------------ unsigned int ProcessMaterials(uint64_t id, unsigned int prevMatId, ConversionData& conv, bool forceDefaultMat) { STEP::DB::RefMapRange range = conv.db.GetRefs().equal_range(id); for(;range.first != range.second; ++range.first) { if(const IFC::IfcStyledItem* const styled = conv.db.GetObject((*range.first).second)->ToPtr()) { for(const IFC::IfcPresentationStyleAssignment& as : styled->Styles) { for(std::shared_ptr sel : as.Styles) { if( const IFC::IfcSurfaceStyle* const surf = sel->ResolveSelectPtr(conv.db) ) { // try to satisfy from cache ConversionData::MaterialCache::iterator mit = conv.cached_materials.find(surf); if( mit != conv.cached_materials.end() ) return mit->second; // not found, create new material const std::string side = static_cast(surf->Side); if( side != "BOTH" ) { IFCImporter::LogWarn("ignoring surface side marker on IFC::IfcSurfaceStyle: " + side); } std::unique_ptr mat(new aiMaterial()); FillMaterial(mat.get(), surf, conv); conv.materials.push_back(mat.release()); unsigned int matindex = static_cast(conv.materials.size() - 1); conv.cached_materials[surf] = matindex; return matindex; } } } } } // no local material defined. If there's global one, use that instead if ( prevMatId != std::numeric_limits::max() ) { return prevMatId; } // we're still here - create an default material if required, or simply fail otherwise if ( !forceDefaultMat ) { return std::numeric_limits::max(); } aiString name; name.Set(""); // ConvertColorToString( color, name); // look if there's already a default material with this base color for( size_t a = 0; a < conv.materials.size(); ++a ) { aiString mname; conv.materials[a]->Get(AI_MATKEY_NAME, mname); if ( name == mname ) { return ( unsigned int )a; } } // we're here, yet - no default material with suitable color available. Generate one std::unique_ptr mat(new aiMaterial()); mat->AddProperty(&name,AI_MATKEY_NAME); const aiColor4D col = aiColor4D( 0.6f, 0.6f, 0.6f, 1.0f); // aiColor4D( color.r, color.g, color.b, 1.0f); mat->AddProperty(&col,1, AI_MATKEY_COLOR_DIFFUSE); conv.materials.push_back(mat.release()); return (unsigned int) conv.materials.size() - 1; } } // ! IFC } // ! Assimp #endif // ASSIMP_BUILD_NO_IFC_IMPORTER