Coverage Report

Created: 2025-08-26 06:41

/src/assimp/code/AssetLib/IFC/IFCMaterial.cpp
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2025, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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  copyright notice, this list of conditions and the
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  following disclaimer.
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* Redistributions in binary form must reproduce the above
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  copyright notice, this list of conditions and the
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  following disclaimer in the documentation and/or other
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  materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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  contributors may be used to endorse or promote products
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  derived from this software without specific prior
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  written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/// @file  IFCMaterial.cpp
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/// @brief Implementation of conversion routines to convert IFC materials to aiMaterial
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#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
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#include "IFCUtil.h"
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#include <limits>
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#include <assimp/material.h>
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namespace Assimp {
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namespace IFC {
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// ------------------------------------------------------------------------------------------------
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static int ConvertShadingMode(const std::string& name) {
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    if (name == "BLINN") {
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        return aiShadingMode_Blinn;
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    }
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    else if (name == "FLAT" || name == "NOTDEFINED") {
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        return aiShadingMode_NoShading;
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    }
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    else if (name == "PHONG") {
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        return aiShadingMode_Phong;
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    }
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    IFCImporter::LogWarn("shading mode ", name, " not recognized by Assimp, using Phong instead");
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    return aiShadingMode_Phong;
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}
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// ------------------------------------------------------------------------------------------------
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static void FillMaterial(aiMaterial* mat,const IFC::Schema_2x3::IfcSurfaceStyle* surf,ConversionData& conv) {
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    aiString name;
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    name.Set((surf->Name? surf->Name.Get() : "IfcSurfaceStyle_Unnamed"));
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    mat->AddProperty(&name,AI_MATKEY_NAME);
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    // now see which kinds of surface information are present
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    for (const std::shared_ptr<const IFC::Schema_2x3::IfcSurfaceStyleElementSelect> &sel2 : surf->Styles) {
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        if (const IFC::Schema_2x3::IfcSurfaceStyleShading* shade = sel2->ResolveSelectPtr<IFC::Schema_2x3::IfcSurfaceStyleShading>(conv.db)) {
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            aiColor4D col_base,col;
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            ConvertColor(col_base, shade->SurfaceColour);
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            mat->AddProperty(&col_base,1, AI_MATKEY_COLOR_DIFFUSE);
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            if (const IFC::Schema_2x3::IfcSurfaceStyleRendering* ren = shade->ToPtr<IFC::Schema_2x3::IfcSurfaceStyleRendering>()) {
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                if (ren->Transparency) {
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                    const float t = 1.f-static_cast<float>(ren->Transparency.Get());
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                    mat->AddProperty(&t,1, AI_MATKEY_OPACITY);
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                }
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                if (ren->DiffuseColour) {
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                    ConvertColor(col, *ren->DiffuseColour.Get(),conv,&col_base);
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                    mat->AddProperty(&col,1, AI_MATKEY_COLOR_DIFFUSE);
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                }
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                if (ren->SpecularColour) {
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                    ConvertColor(col, *ren->SpecularColour.Get(),conv,&col_base);
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                    mat->AddProperty(&col,1, AI_MATKEY_COLOR_SPECULAR);
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                }
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                if (ren->TransmissionColour) {
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                    ConvertColor(col, *ren->TransmissionColour.Get(),conv,&col_base);
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                    mat->AddProperty(&col,1, AI_MATKEY_COLOR_TRANSPARENT);
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                }
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                if (ren->ReflectionColour) {
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                    ConvertColor(col, *ren->ReflectionColour.Get(),conv,&col_base);
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                    mat->AddProperty(&col,1, AI_MATKEY_COLOR_REFLECTIVE);
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                }
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                const int shading = (ren->SpecularHighlight && ren->SpecularColour)?ConvertShadingMode(ren->ReflectanceMethod):static_cast<int>(aiShadingMode_Gouraud);
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                mat->AddProperty(&shading,1, AI_MATKEY_SHADING_MODEL);
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                if (ren->SpecularHighlight) {
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                    if(const ::Assimp::STEP::EXPRESS::REAL* rt = ren->SpecularHighlight.Get()->ToPtr<::Assimp::STEP::EXPRESS::REAL>()) {
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                        // at this point we don't distinguish between the two distinct ways of
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                        // specifying highlight intensities. leave this to the user.
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                        const float e = static_cast<float>(*rt);
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                        mat->AddProperty(&e,1,AI_MATKEY_SHININESS);
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                    }
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                    else {
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                        IFCImporter::LogWarn("unexpected type error, SpecularHighlight should be a REAL");
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                    }
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                }
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            }
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        }
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    }
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}
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// ------------------------------------------------------------------------------------------------
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unsigned int ProcessMaterials(uint64_t id, unsigned int prevMatId, ConversionData& conv, bool forceDefaultMat) {
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    STEP::DB::RefMapRange range = conv.db.GetRefs().equal_range(id);
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    for(;range.first != range.second; ++range.first) {
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        if(const IFC::Schema_2x3::IfcStyledItem* const styled = conv.db.GetObject((*range.first).second)->ToPtr<IFC::Schema_2x3::IfcStyledItem>()) {
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            for(const IFC::Schema_2x3::IfcPresentationStyleAssignment& as : styled->Styles) {
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                for (const std::shared_ptr<const IFC::Schema_2x3::IfcPresentationStyleSelect> &sel : as.Styles) {
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                    if( const IFC::Schema_2x3::IfcSurfaceStyle* const surf = sel->ResolveSelectPtr<IFC::Schema_2x3::IfcSurfaceStyle>(conv.db) ) {
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                        // try to satisfy from cache
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                        ConversionData::MaterialCache::iterator mit = conv.cached_materials.find(surf);
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                        if( mit != conv.cached_materials.end() )
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                            return mit->second;
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                        // not found, create new material
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                        const std::string side = static_cast<std::string>(surf->Side);
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                        if( side != "BOTH" ) {
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                            IFCImporter::LogWarn("ignoring surface side marker on IFC::IfcSurfaceStyle: ", side);
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                        }
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                        std::unique_ptr<aiMaterial> mat(new aiMaterial());
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                        FillMaterial(mat.get(), surf, conv);
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                        conv.materials.push_back(mat.release());
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                        unsigned int matindex = static_cast<unsigned int>(conv.materials.size() - 1);
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                        conv.cached_materials[surf] = matindex;
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                        return matindex;
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                    }
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                }
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            }
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        }
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    }
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    // no local material defined. If there's global one, use that instead
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    if ( prevMatId != std::numeric_limits<uint32_t>::max() ) {
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        return prevMatId;
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    }
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    // we're still here - create an default material if required, or simply fail otherwise
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    if ( !forceDefaultMat ) {
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        return std::numeric_limits<uint32_t>::max();
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    }
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    aiString name;
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    name.Set("<IFCDefault>");
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    // look if there's already a default material with this base color
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    for( size_t a = 0; a < conv.materials.size(); ++a ) {
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        aiString mname;
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        conv.materials[a]->Get(AI_MATKEY_NAME, mname);
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        if ( name == mname ) {
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            return ( unsigned int )a;
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        }
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    }
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    // we're here, yet - no default material with suitable color available. Generate one
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    std::unique_ptr<aiMaterial> mat(new aiMaterial());
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    mat->AddProperty(&name,AI_MATKEY_NAME);
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    const aiColor4D col = aiColor4D( 0.6f, 0.6f, 0.6f, 1.0f); // aiColor4D( color.r, color.g, color.b, 1.0f);
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    mat->AddProperty(&col,1, AI_MATKEY_COLOR_DIFFUSE);
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    conv.materials.push_back(mat.release());
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    return (unsigned int) conv.materials.size() - 1;
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}
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} // ! IFC
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} // ! Assimp
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#endif // ASSIMP_BUILD_NO_IFC_IMPORTER