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IfcOpenShell/src/ifcsverchok/nodes/ifc/create_entity.py
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import bpy
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# from helper import SayHello
import ifcopenshell
import ifcsverchok.helper
from ifcsverchok.ifcstore import SvIfcStore
# import ifcsverchok.ifc_store
# from bpy.props import StringProperty
# from sverchok.node_tree import SverchCustomTreeNode
# from sverchok.data_structure import updateNode
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import bpy
import ifcopenshell
from bpy.props import StringProperty, EnumProperty, IntProperty, BoolProperty, PointerProperty
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from sverchok.node_tree import SverchCustomTreeNode
from sverchok.data_structure import updateNode, flatten_data, repeat_last_for_length
input_map = {}
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class SvIfcCreateEntity(bpy.types.Node, SverchCustomTreeNode, ifcsverchok.helper.SvIfcCore):
bl_idname = "SvIfcCreateEntity"
bl_label = "IFC Create Entity"
node_dict = {}
is_scene_dependent = True # if True and is_interactive then the node will be updated upon scene changes
def refresh_node(self, context):
if self.refresh_local:
self.process()
self.refresh_local = False
refresh_local: BoolProperty(name="Update Node", description="Update Node", update=refresh_node)
Names: StringProperty(name="Names", default="", update=updateNode)
Descriptions: StringProperty(name="Descriptions", default="", update=updateNode)
IfcClass: StringProperty(name="IfcClass", update=updateNode)
Representations: StringProperty(name="Representations", default="", update=updateNode)
Properties: StringProperty(name="properties", update=updateNode)
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def sv_init(self, context):
self.inputs.new("SvStringsSocket", "Names").prop_name = "Names"
self.inputs.new("SvStringsSocket", "Descriptions").prop_name = "Descriptions"
self.inputs.new("SvStringsSocket", "IfcClass").prop_name = "IfcClass"
self.inputs.new("SvStringsSocket", "Representations").prop_name = "Representations"
self.inputs.new("SvStringsSocket", "Properties").prop_name = "Properties"
self.outputs.new("SvStringsSocket", "Entities")
self.outputs.new("SvStringsSocket", "file") # only for testing
self.node_dict[hash(self)] = {}
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def process(self):
print("#"*20, "\n running create_entity3 PROCESS()... \n", "#"*20,)
print("#"*20, "\n hash(self):", hash(self), "\n", "#"*20,)
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self.names = self.inputs["Names"].sv_get()
self.descriptions = self.inputs["Descriptions"].sv_get()
self.ifc_class = self.inputs["IfcClass"].sv_get()[0][0]
self.representations = self.inputs["Representations"].sv_get()
self.properties = self.inputs["Properties"].sv_get()
self.sv_input_names = [i.name for i in self.inputs]
if hash(self) not in self.node_dict:
self.node_dict[hash(self)] = {} #happens if node is already on canvas when blender loads
if not self.node_dict[hash(self)]:
self.node_dict[hash(self)].update(dict.fromkeys(self.sv_input_names, 0))
print("node_dict: ", self.node_dict)
if not self.inputs["IfcClass"].sv_get()[0][0]:
raise Exception("Insert IfcClass")
return
edit = False
for i in range(len(self.inputs)):
input = self.inputs[self.sv_input_names[i]].sv_get(deepcopy=False)
# print("input: ", input)
# print("self.node_dict[hash(self)][self.inputs[i].name]: ", self.node_dict[hash(self)][self.inputs[i].name])
if isinstance(self.node_dict[hash(self)][self.inputs[i].name], list) and input != self.node_dict[hash(self)][self.inputs[i].name]:
edit = True
self.node_dict[hash(self)][self.inputs[i].name] = input
if self.refresh_local:
edit = True
self.names = repeat_last_for_length(self.names, len(self.representations), deepcopy=False)
self.descriptions = repeat_last_for_length(self.descriptions, len(self.representations), deepcopy=False)
# print("REPRESENTATION: ", self.representations)
# print("IfcClass: ",self.ifc_class)
print("Names: ",self.names)
print("Descriptions: ",self.descriptions)
self.file = SvIfcStore.get_file()
if self.node_id not in SvIfcStore.id_map:
enities = self.create()
else:
if edit is True:
enities = self.edit()
else:
enities = self.get_existing_element()
print("Entities: ", enities)
print("SvIfcStore.id_map: ", SvIfcStore.id_map)
self.outputs["Entities"].sv_set(enities)
self.outputs["file"].sv_set([[self.file]])
def create(self):
# print("#"*20, "\n running create entity CREATE()... \n")
results = []
for i, name in enumerate(self.names):
print(type(self.names[i][0]))
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try:
self.entity = ifcopenshell.api.run("root.create_entity", self.file, ifc_class=self.ifc_class, name=self.names[i][0], description=self.descriptions[i][0])
try:
ifcopenshell.api.run("geometry.assign_representation", self.file, product=self.entity, representation=self.representations[i][0])
except IndexError:
pass
results.append([self.entity])
SvIfcStore.id_map.setdefault(self.node_id, []).append(self.entity.id())
except:
raise Exception("Something went wrong. Cannot create entity.")
return results
def edit(self):
results = []
id_map_copy = SvIfcStore.id_map[self.node_id].copy()
for i, step_id in enumerate(id_map_copy):
self.entity = self.file.by_id(step_id)
self.entity.Name = self.names[i][0]
self.entity.Description = self.descriptions[i][0]
if self.representations[i][0] and not self.file.by_type("IFCPRODUCTDEFINITIONSHAPE"):
ifcopenshell.api.run("geometry.assign_representation", self.file, product=self.entity, representation=self.representations[i][0])
elif self.representations[i][0]:
self.entity.Representation = self.representations[i][0]
else:
pass
if self.entity.is_a() != self.ifc_class:
SvIfcStore.id_map[self.node_id].remove(step_id)
self.entity = ifcopenshell.util.schema.reassign_class(self.file, self.entity, self.ifc_class)
SvIfcStore.id_map.setdefault(self.node_id, []).append(self.entity.id())
results.append([self.entity])
return results
def get_existing_element(self):
# print("#"*20, "\n running create entity get_existing_element()... \n", "#"*20,)
results = []
for i, step_id in enumerate(SvIfcStore.id_map[self.node_id]):
self.entity = self.file.by_id(step_id)
results.append([self.entity])
return results
def sv_free(self):
try:
print('DELETING')
del SvIfcStore.id_map[self.node_id]
del self.node_dict[hash(self)]
print('Node was deleted')
except KeyError or AttributeError:
pass
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def register():
bpy.utils.register_class(SvIfcCreateEntity)
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def unregister():
bpy.utils.unregister_class(SvIfcCreateEntity)