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IfcOpenShell/src/blenderbim/blenderbim/bim/module/model/opening.py
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# BlenderBIM Add-on - OpenBIM Blender Add-on
# Copyright (C) 2020, 2021 Dion Moult <dion@thinkmoult.com>
#
# This file is part of BlenderBIM Add-on.
#
# BlenderBIM Add-on is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# BlenderBIM Add-on 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 General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with BlenderBIM Add-on. If not, see <http://www.gnu.org/licenses/>.
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import bpy
import gpu
import bgl
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import bmesh
import blenderbim.bim.handler
import ifcopenshell
import ifcopenshell.util.representation
import blenderbim.tool as tool
import blenderbim.core.geometry
from blenderbim.bim.ifc import IfcStore
from math import pi
from mathutils import Vector, Matrix
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from bpy.types import Operator
from bpy.types import SpaceView3D
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from bpy.props import FloatProperty
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from bpy_extras.object_utils import AddObjectHelper, object_data_add
from gpu.types import GPUShader, GPUBatch, GPUIndexBuf, GPUVertBuf, GPUVertFormat
from gpu_extras.batch import batch_for_shader
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class AddElementOpening(bpy.types.Operator):
bl_idname = "bim.add_element_opening"
bl_label = "Add Element Opening"
bl_options = {"REGISTER", "UNDO"}
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voided_building_element: bpy.props.StringProperty()
filling_building_element: bpy.props.StringProperty()
def execute(self, context):
return IfcStore.execute_ifc_operator(self, context)
def _execute(self, context):
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voided_obj = self.get_voided_building_element(context)
filling_obj = self.get_filling_building_element(context)
if not voided_obj:
return {"FINISHED"}
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element = IfcStore.get_file().by_id(voided_obj.BIMObjectProperties.ifc_definition_id)
local_location = voided_obj.matrix_world.inverted() @ context.scene.cursor.location
raycast = voided_obj.closest_point_on_mesh(local_location, distance=0.01)
if not raycast[0]:
return {"FINISHED"}
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if filling_obj:
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opening = self.generate_opening_from_filling(filling_obj, voided_obj)
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else:
# The opening shall be based on the smallest bounding dimension of the element
dimension = min(voided_obj.dimensions)
bpy.ops.mesh.primitive_cube_add(size=dimension * 2)
opening = context.selected_objects[0]
# Place the opening in the middle of the element
global_location = voided_obj.matrix_world @ raycast[1]
normal = raycast[2]
normal.negate()
global_normal = voided_obj.matrix_world.to_quaternion() @ normal
opening.location = global_location + (global_normal * (dimension / 2))
opening.rotation_euler = voided_obj.rotation_euler
opening.name = "Opening"
bpy.ops.bim.add_opening(opening=opening.name, obj=voided_obj.name)
if filling_obj:
bpy.ops.bim.add_filling(opening=opening.name, obj=filling_obj.name)
return {"FINISHED"}
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def get_voided_building_element(self, context):
obj = None
if self.voided_building_element:
obj = bpy.data.objects.get(self.voided_building_element)
else:
total_selected = len(context.selected_objects)
if total_selected == 1 or total_selected == 2:
obj = context.active_object
if obj and obj.BIMObjectProperties.ifc_definition_id:
return obj
def get_filling_building_element(self, context):
obj = None
if self.filling_building_element:
obj = bpy.data.objects.get(self.filling_building_element)
else:
total_selected = len(context.selected_objects)
if total_selected == 2:
if context.selected_objects[0] == context.active_object:
obj = context.selected_objects[1]
else:
obj = context.selected_objects[0]
if obj and obj.BIMObjectProperties.ifc_definition_id:
return obj
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def generate_opening_from_filling(self, filling_obj, voided_obj):
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x, y, z = filling_obj.dimensions
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dimension = min(voided_obj.dimensions)
if dimension == voided_obj.dimensions[0]:
verts = [
Vector((-0.1, 0, 0)),
Vector((-0.1, 0, z)),
Vector((-0.1, y, 0)),
Vector((-0.1, y, z)),
Vector((dimension + 0.1, 0, 0)),
Vector((dimension + 0.1, 0, z)),
Vector((dimension + 0.1, y, 0)),
Vector((dimension + 0.1, y, z)),
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]
elif dimension == voided_obj.dimensions[1]:
verts = [
Vector((0, -0.1, 0)),
Vector((0, -0.1, z)),
Vector((0, dimension + 0.1, 0)),
Vector((0, dimension + 0.1, z)),
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Vector((x, -0.1, 0)),
Vector((x, -0.1, z)),
Vector((x, dimension + 0.1, 0)),
Vector((x, dimension + 0.1, z)),
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]
elif dimension == voided_obj.dimensions[2]:
verts = [
Vector((0, 0, -0.1)),
Vector((0, 0, dimension + 0.1)),
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Vector((0, y, -0.1)),
Vector((0, y, dimension + 0.1)),
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Vector((x, 0, -0.1)),
Vector((x, 0, dimension + 0.1)),
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Vector((x, y, -0.1)),
Vector((x, y, dimension + 0.1)),
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]
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edges = []
faces = [
[0, 1, 3, 2],
[2, 3, 7, 6],
[6, 7, 5, 4],
[4, 5, 1, 0],
[2, 6, 4, 0],
[7, 3, 1, 5],
]
mesh = bpy.data.meshes.new(name="Opening")
mesh.from_pydata(verts, edges, faces)
obj = bpy.data.objects.new("Opening", mesh)
obj.matrix_world = filling_obj.matrix_world
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filling_obj.rotation_euler = voided_obj.rotation_euler
obj.parent = filling_obj
obj.matrix_parent_inverse = filling_obj.matrix_world.inverted()
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return obj
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def add_object(self, context):
props = context.scene.BIMModelProperties
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bm = bmesh.new()
bmesh.ops.create_cube(bm, size=self.size)
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()
bm.faces.ensure_lookup_table()
mesh = bpy.data.meshes.new(name="Dumb Opening")
bm.to_mesh(mesh)
bm.free()
obj = object_data_add(context, mesh, operator=self)
obj.name = "Opening"
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has_deleted_opening = True
while has_deleted_opening:
has_deleted_opening = False
for i, opening in enumerate(props.openings):
if not opening.obj:
props.openings.remove(i)
has_deleted_opening = True
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new = props.openings.add()
new.obj = obj
DecorationsHandler.install(context)
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class AddPotentialOpening(Operator, AddObjectHelper):
bl_idname = "bim.add_potential_opening"
bl_label = "Add Potential Opening"
bl_options = {"REGISTER", "UNDO"}
size: FloatProperty(name="Size", default=0.5)
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def execute(self, context):
add_object(self, context)
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return {"FINISHED"}
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class AddPotentialHalfSpaceSolid(Operator, AddObjectHelper):
bl_idname = "bim.add_potential_half_space_solid"
bl_label = "Add Potential Half Space Solid"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
props = context.scene.BIMModelProperties
bm = bmesh.new()
bmesh.ops.create_grid(bm, size=0.5)
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()
bm.faces.ensure_lookup_table()
mesh = bpy.data.meshes.new(name="Dumb Opening")
bm.to_mesh(mesh)
bm.free()
obj = object_data_add(context, mesh, operator=self)
obj.name = "HalfSpaceSolid"
has_deleted_opening = True
while has_deleted_opening:
has_deleted_opening = False
for i, opening in enumerate(props.openings):
if not opening.obj:
props.openings.remove(i)
has_deleted_opening = True
new = props.openings.add()
new.obj = obj
DecorationsHandler.install(context)
return {"FINISHED"}
class AddBoolean(Operator, tool.Ifc.Operator):
bl_idname = "bim.add_boolean"
bl_label = "Add Boolean"
bl_options = {"REGISTER", "UNDO"}
def _execute(self, context):
props = context.scene.BIMModelProperties
objs = context.selected_objects
if len(objs) != 2:
return {"FINISHED"}
obj1, obj2 = objs
element1 = tool.Ifc.get_entity(obj1)
element2 = tool.Ifc.get_entity(obj2)
if element1 and element2:
return {"FINISHED"}
if not element1 and not element2:
return {"FINISHED"}
if element2 and not element1:
obj1, obj2 = obj2, obj1
if not obj1.data or not hasattr(obj1.data, "BIMMeshProperties"):
return {"FINISHED"}
representation = tool.Ifc.get().by_id(obj1.data.BIMMeshProperties.ifc_definition_id)
ifcopenshell.api.run(
"geometry.add_boolean",
tool.Ifc.get(),
representation=representation,
operator="DIFFERENCE",
matrix=obj1.matrix_world.inverted() @ obj2.matrix_world,
)
has_deleted_opening = True
while has_deleted_opening:
has_deleted_opening = False
for i, opening in enumerate(props.openings):
if not opening.obj:
props.openings.remove(i)
has_deleted_opening = True
blenderbim.core.geometry.switch_representation(
tool.Geometry,
obj=obj1,
representation=representation,
should_reload=True,
enable_dynamic_voids=False,
is_global=True,
should_sync_changes_first=False,
)
return {"FINISHED"}
class ShowBooleans(Operator, tool.Ifc.Operator, AddObjectHelper):
bl_idname = "bim.show_booleans"
bl_label = "Show Booleans"
bl_options = {"REGISTER", "UNDO"}
def _execute(self, context):
obj = context.active_object
if (
not obj.data
or not hasattr(obj.data, "BIMMeshProperties")
or not obj.data.BIMMeshProperties.ifc_definition_id
):
return {"FINISHED"}
representation = tool.Ifc.get().by_id(obj.data.BIMMeshProperties.ifc_definition_id)
booleans = []
for item in representation.Items:
booleans.extend(self.get_booleans(item))
for boolean in booleans:
if boolean.is_a() == "IfcHalfSpaceSolid":
if boolean.BaseSurface.is_a("IfcPlane"):
boolean_obj = self.create_half_space_solid()
position = boolean.BaseSurface.Position
position = Matrix(ifcopenshell.util.placement.get_axis2placement(position).tolist())
boolean_obj.matrix_world = position
boolean_obj.data.BIMMeshProperties.ifc_boolean_id = boolean.id()
boolean_obj.data.BIMMeshProperties.obj = obj
return {"FINISHED"}
def get_booleans(self, item):
results = []
if item.is_a("IfcBooleanResult"):
results.extend(self.get_booleans(item.FirstOperand))
results.append(item.SecondOperand)
return results
def create_half_space_solid(self):
props = bpy.context.scene.BIMModelProperties
bm = bmesh.new()
bmesh.ops.create_grid(bm, size=0.5)
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()
bm.faces.ensure_lookup_table()
mesh = bpy.data.meshes.new(name="Dumb Opening")
bm.to_mesh(mesh)
bm.free()
obj = object_data_add(bpy.context, mesh, operator=self)
obj.name = "HalfSpaceSolid"
has_deleted_opening = True
while has_deleted_opening:
has_deleted_opening = False
for i, opening in enumerate(props.openings):
if not opening.obj:
props.openings.remove(i)
has_deleted_opening = True
new = props.openings.add()
new.obj = obj
DecorationsHandler.install(bpy.context)
return obj
class HideBooleans(Operator, tool.Ifc.Operator):
bl_idname = "bim.hide_booleans"
bl_label = "Hide Booleans"
bl_options = {"REGISTER", "UNDO"}
def _execute(self, context):
props = bpy.context.scene.BIMModelProperties
for opening in props.openings:
obj = opening.obj
if obj.data.BIMMeshProperties.ifc_boolean_id:
bpy.data.objects.remove(obj)
return {"FINISHED"}
class RemoveBooleans(Operator, tool.Ifc.Operator, AddObjectHelper):
bl_idname = "bim.remove_booleans"
bl_label = "Remove Booleans"
bl_options = {"REGISTER", "UNDO"}
def _execute(self, context):
for obj in context.selected_objects:
if (
not obj.data
or not hasattr(obj.data, "BIMMeshProperties")
or not obj.data.BIMMeshProperties.ifc_boolean_id
):
continue
try:
boolean = tool.Ifc.get().by_id(obj.data.BIMMeshProperties.ifc_boolean_id)
except:
continue
ifcopenshell.api.run("geometry.remove_boolean", tool.Ifc.get(), item=boolean)
if obj.data.BIMMeshProperties.obj:
upstream_obj = obj.data.BIMMeshProperties.obj
element = tool.Ifc.get_entity(upstream_obj)
body = ifcopenshell.util.representation.get_representation(element, "Model", "Body", "MODEL_VIEW")
if body:
blenderbim.core.geometry.switch_representation(
tool.Geometry,
obj=upstream_obj,
representation=body,
should_reload=True,
enable_dynamic_voids=False,
is_global=True,
should_sync_changes_first=False,
)
bpy.data.objects.remove(obj)
return {"FINISHED"}
class ShowOpenings(Operator, tool.Ifc.Operator):
bl_idname = "bim.show_openings"
bl_label = "Show Openings"
bl_options = {"REGISTER", "UNDO"}
def _execute(self, context):
props = bpy.context.scene.BIMModelProperties
for obj in context.selected_objects:
element = tool.Ifc.get_entity(obj)
if not element:
continue
openings = tool.Model.load_openings(element, [r.RelatedOpeningElement for r in element.HasOpenings])
for opening in openings:
new = props.openings.add()
new.obj = opening
DecorationsHandler.install(bpy.context)
return {"FINISHED"}
class HideOpenings(Operator, tool.Ifc.Operator):
bl_idname = "bim.hide_openings"
bl_label = "Hide Openings"
bl_options = {"REGISTER", "UNDO"}
def _execute(self, context):
props = bpy.context.scene.BIMModelProperties
for obj in context.selected_objects:
element = tool.Ifc.get_entity(obj)
if not element:
continue
openings = [r.RelatedOpeningElement for r in element.HasOpenings]
for opening in openings:
opening_obj = tool.Ifc.get_object(opening)
if opening_obj:
tool.Ifc.unlink(element=opening, obj=opening_obj)
bpy.data.objects.remove(opening_obj)
return {"FINISHED"}
class DecorationsHandler:
installed = None
@classmethod
def install(cls, context):
if cls.installed:
cls.uninstall()
handler = cls()
cls.installed = SpaceView3D.draw_handler_add(handler, (context,), "WINDOW", "POST_VIEW")
@classmethod
def uninstall(cls):
try:
SpaceView3D.draw_handler_remove(cls.installed, "WINDOW")
except ValueError:
pass
cls.installed = None
def __call__(self, context):
bgl.glLineWidth(2)
bgl.glPointSize(6)
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_LINE_SMOOTH)
for opening in context.scene.BIMModelProperties.openings:
obj = opening.obj
if not obj:
continue
white = (1, 1, 1, 1)
white_t = (1, 1, 1, 0.1)
green = (0.545, 0.863, 0, 1)
red = (1, 0.2, 0.322, 1)
red_t = (1, 0.2, 0.322, 0.1)
blue = (0.157, 0.565, 1, 1)
blue_t = (0.157, 0.565, 1, 0.1)
grey = (0.2, 0.2, 0.2, 1)
self.shader = gpu.shader.from_builtin("3D_UNIFORM_COLOR")
verts = []
selected_edges = []
unselected_edges = []
selected_vertices = []
unselected_vertices = []
if obj.mode == "EDIT":
bm = bmesh.from_edit_mesh(obj.data)
for vertex in bm.verts:
co = tuple(obj.matrix_world @ vertex.co)
verts.append(co)
if vertex.hide:
continue
if vertex.select:
selected_vertices.append(co)
else:
unselected_vertices.append(co)
for edge in bm.edges:
edge_indices = [v.index for v in edge.verts]
if edge.hide:
continue
if edge.select:
selected_edges.append(edge_indices)
else:
unselected_edges.append(edge_indices)
batch = batch_for_shader(self.shader, "LINES", {"pos": all_vertices}, indices=unselected_edges)
self.shader.bind()
self.shader.uniform_float("color", white)
batch.draw(self.shader)
batch = batch_for_shader(self.shader, "LINES", {"pos": all_vertices}, indices=selected_edges)
self.shader.uniform_float("color", green)
batch.draw(self.shader)
batch = batch_for_shader(self.shader, "POINTS", {"pos": unselected_vertices})
self.shader.uniform_float("color", white)
batch.draw(self.shader)
batch = batch_for_shader(self.shader, "POINTS", {"pos": selected_vertices})
self.shader.uniform_float("color", green)
batch.draw(self.shader)
else:
bm = bmesh.new()
bm.from_mesh(obj.data)
verts = [tuple(obj.matrix_world @ v.co) for v in bm.verts]
edges = [tuple([v.index for v in e.verts]) for e in bm.edges]
batch = batch_for_shader(self.shader, "LINES", {"pos": verts}, indices=edges)
self.shader.bind()
self.shader.uniform_float("color", green if obj in context.selected_objects else blue)
batch.draw(self.shader)
obj.data.calc_loop_triangles()
tris = [tuple(t.vertices) for t in obj.data.loop_triangles]
batch = batch_for_shader(self.shader, "TRIS", {"pos": verts}, indices=tris)
self.shader.bind()
self.shader.uniform_float("color", blue_t)
batch.draw(self.shader)
if "HalfSpaceSolid" in obj.name:
# Arrow shape
verts = [
tuple(obj.matrix_world @ Vector((0, 0, 0))),
tuple(obj.matrix_world @ Vector((0, 0, 0.5))),
tuple(obj.matrix_world @ Vector((0.05, 0, 0.45))),
tuple(obj.matrix_world @ Vector((-0.05, 0, 0.45))),
tuple(obj.matrix_world @ Vector((0, 0.05, 0.45))),
tuple(obj.matrix_world @ Vector((0, -0.05, 0.45))),
]
edges = [(0, 1), (1, 2), (1, 3), (1, 4), (1, 5)]
batch = batch_for_shader(self.shader, "LINES", {"pos": verts}, indices=edges)
self.shader.bind()
self.shader.uniform_float("color", green if obj in context.selected_objects else blue)
batch.draw(self.shader)
if obj.mode != "EDIT":
bm.free()