decorator classes for Dim/Eq/Leader/Stair/Hidden

This commit is contained in:
QwiglyDee
2020-12-21 20:22:23 +07:00
parent 97913e8592
commit 0c06639635
2 changed files with 256 additions and 126 deletions
+248 -126
View File
@@ -14,7 +14,45 @@ from gpu.types import GPUShader, GPUBatch, GPUIndexBuf, GPUVertBuf, GPUVertForma
from gpu_extras.batch import batch_for_shader
class ViewDecorator(object):
class Shaders:
pass
class BaseDecorator():
# base name of objects to decorate
basename = "IfcAnnotation/Something"
VERT_GLSL = """
uniform mat4 viewMatrix;
in vec3 pos;
out vec4 gl_Position;
void main() {
gl_Position = viewMatrix * vec4(pos, 1.0);
}
"""
GEOM_GLSL = """
layout(lines) in;
layout(line_strip, max_vertices=2) out;
void main() {
vec4 p0 = gl_in[0].gl_Position, p1 = gl_in[1].gl_Position;
gl_Position = p0;
EmitVertex();
gl_Position = p1;
EmitVertex();
EndPrimitive();
}
"""
FRAG_GLSL = """
uniform vec3 color;
out vec4 fragColor;
void main() {
fragColor = vec4(color, 1.0);
}
"""
# class var for single handler
installed = None
@@ -31,97 +69,9 @@ class ViewDecorator(object):
pass
cls.installed = None
class DimensionDecorator(ViewDecorator):
"""Decorates dimension curves
- outlines each segment with an arrow
- puts metric text next to each segment
"""
VERT_GLSL = """
uniform mat4 viewMatrix;
in vec3 pos;
out vec4 gl_Position;
void main() {
gl_Position = viewMatrix * vec4(pos, 1.0);
}
"""
GEOM_GLSL = """
layout(lines) in;
layout(line_strip, max_vertices=10) out;
uniform float windowW;
uniform float windowH;
uniform float angle;
uniform float length;
uniform float aspect;
void main() {
/** generates arrows from lines */
// converting NDC to/from window coords
float hw = windowW/2, hh= windowH/2;
mat4 windowMatrix = mat4(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
mat4 unwindowMatrix = inverse(windowMatrix);
vec4 p0 = gl_in[0].gl_Position, p1 = gl_in[1].gl_Position;
vec4 p0w = windowMatrix * (p0 / p0.w), p1w = windowMatrix * (p1 / p1.w);
// arrow head of specified length in direction of a segment
// rotating the head left/right to form triangle
vec4 head = normalize(p1w - p0w) * length;
float c = cos(angle), s = sin(angle);
vec4 head_a = mat4( c, -s, 0, 0, +s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) * head;
vec4 head_b = mat4( c, +s, 0, 0, -s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) * head;
// projecting back to NDC
vec4 head_ndc = unwindowMatrix * head;
vec4 head_a_ndc = unwindowMatrix * head_a;
vec4 head_b_ndc = unwindowMatrix * head_b;
gl_Position = p0 + head_ndc * p0.w;
EmitVertex();
gl_Position = p1 - head_ndc * p1.w;
EmitVertex();
EndPrimitive();
gl_Position = p0;
EmitVertex();
gl_Position = p0 + head_a_ndc * p0.w;
EmitVertex();
gl_Position = p0 + head_b_ndc * p0.w;
EmitVertex();
gl_Position = p0;
EmitVertex();
EndPrimitive();
gl_Position = p1;
EmitVertex();
gl_Position = p1 - head_b_ndc * p1.w;
EmitVertex();
gl_Position = p1 - head_a_ndc * p1.w;
EmitVertex();
gl_Position = p1;
EmitVertex();
EndPrimitive();
}
"""
FRAG_GLSL = """
uniform vec3 color;
out vec4 fragColor;
void main() {
fragColor = vec4(color, 1.0);
}
"""
def __init__(self, props, context):
self.context = context
self.props = props
self.font_id = 0 # TODO: take font from styles
self.dpi = context.preferences.system.dpi
self.shader = self.create_shader()
@classmethod
@@ -132,45 +82,149 @@ class DimensionDecorator(ViewDecorator):
# get active drawing, if any
if self.props.active_drawing_index is None or len(self.props.drawings) == 0:
return
objects = list(self.get_objects())
if not objects:
return
self.decorate(objects)
def get_objects(self):
"""find relevant objects
using class.basename
returns: iterable of blender objects
"""
drawing = self.props.drawings[self.props.active_drawing_index]
collection = bpy.data.collections.get("IfcGroup/" + drawing.name)
return filter(lambda o: self.basename in o.name, collection.objects)
segments = self.get_segments(self.get_curves(collection, "IfcAnnotation/Dimension"))
def decorate(self, objects):
"""perform actuall drawing stuff"""
raise NotImplementedError()
self.draw_arrows(segments)
for segm in segments:
self.draw_label(segm, f"{segm[2]:.2f}")
# segments = self.get_segments(self.get_curves(collection, "IfcAnnotation/Equal"))
# self.draw_arrows(segments)
# for segm in segments:
# self.draw_label(segm, "EQ")
def get_curves(self, collection, basename):
return list(filter(lambda o: basename in o.name, collection.objects))
def get_segments(self, curves):
return list(chain.from_iterable(self.iter_segments(curve) for curve in curves))
def iter_segments(self, curve):
"""Yields each segment converted to world coords
(v0, v1, length)
def flat_points(self, segments):
"""flatten segments into list of their points
returns: iterable of points as coords tuples
"""
for spline in curve.data.splines:
def coords(v):
return tuple(v)[:3]
return reduce(lambda points, segm: points + [coords(segm[0]), coords(segm[1])], segments, [])
class PathDecorator:
def get_segments(self, object):
"""extract segments from curve object"""
for spline in object.data.splines:
spline_points = spline.bezier_points if spline.bezier_points else spline.points
points = [curve.matrix_world @ p.co for p in spline_points]
points = [object.matrix_world @ p.co for p in spline_points]
for i in range(len(points)-1):
p0 = points[i]
p1 = points[i+1]
length = (p1 - p0).length
yield (p0, p1, length)
yield (p0, p1)
class MeshDecorator:
def get_segments(self, object):
"""extract segments from mesh object"""
for edge in object.data.edges:
p0 = object.data.vertices[edge.vertices[0]].co
p1 = object.data.vertices[edge.vertices[1]].co
yield (p0, p1)
class DimensionDecorator(PathDecorator, BaseDecorator):
"""Decorator for dimension objects
- outlines each segment
- augments with arrows on both sides
- puts metric text next to each segment
"""
basename = "IfcAnnotation/Dimension"
installed = None
GEOM_GLSL = """
layout(lines) in;
layout(line_strip, max_vertices=10) out;
uniform float windowW;
uniform float windowH;
uniform float arrow_length;
uniform float arrow_angle;
void arrow_head(in vec2 p0, in vec2 p1, out vec2 head[3]) {
vec2 nose = normalize(p1 - p0) * arrow_length;
float c = cos(arrow_angle), s = sin(arrow_angle);
head[0] = nose;
head[1] = mat2( c, -s, +s, c) * nose;
head[2] = mat2( c, +s, -s, c) * nose;
}
void main() {
/** generates arrows from lines */
vec4 p0 = gl_in[0].gl_Position, p1 = gl_in[1].gl_Position;
// converting NDC to/from window coords
float hw = windowW/2, hh= windowH/2;
mat4 windowMatrix = mat4(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
mat4 unwindowMatrix = inverse(windowMatrix);
vec2 head[3];
vec4 head_ndc[3];
vec4 p0w = windowMatrix * (p0 / p0.w), p1w = windowMatrix * (p1 / p1.w);
arrow_head(p0w.xy, p1w.xy, head);
for(int i=0; i<3; i++) head_ndc[i] = unwindowMatrix * vec4(head[i], 0, 0);
gl_Position = p0 + head_ndc[0] * p0.w;
EmitVertex();
gl_Position = p1 - head_ndc[0] * p1.w;
EmitVertex();
EndPrimitive();
gl_Position = p0;
EmitVertex();
gl_Position = p0 + head_ndc[1] * p0.w;
EmitVertex();
gl_Position = p0 + head_ndc[2] * p0.w;
EmitVertex();
gl_Position = p0;
EmitVertex();
EndPrimitive();
gl_Position = p1;
EmitVertex();
gl_Position = p1 - head_ndc[1] * p1.w;
EmitVertex();
gl_Position = p1 - head_ndc[2] * p1.w;
EmitVertex();
gl_Position = p1;
EmitVertex();
EndPrimitive();
}
"""
def __init__(self, props, context):
super().__init__(props, context)
self.font_id = 0
self.dpi = context.preferences.system.dpi
def decorate(self, objects):
segments = list(chain.from_iterable(self.get_segments(obj) for obj in objects))
if not segments:
return
for segm in segments:
length = (segm[1] - segm[0]).length
text = f"{length:.2f}"
self.draw_label(segm, text)
self.draw_arrows(segments)
def draw_label(self, segm, text):
"""Draw text of segment length
aligned and centered at segment middle
"""
p0, p1, _ = segm
p0, p1 = segm
# convert to view coords
region = self.context.region
@@ -210,23 +264,91 @@ class DimensionDecorator(ViewDecorator):
blf.disable(self.font_id, blf.ROTATION)
def draw_arrows(self, segments):
def coords(segm):
return [(segm[0].x, segm[0].y, segm[0].z),
(segm[1].x, segm[1].y, segm[1].z)]
points = list(reduce(lambda points, segm: points + coords(segm),
segments, []))
batch = batch_for_shader(self.shader, 'LINES', {'pos': points})
self.shader.bind()
region = self.context.region
region3d = self.context.region_data
points = self.flat_points(segments)
batch = batch_for_shader(self.shader, 'LINES', {'pos': points})
self.shader.bind()
self.shader.uniform_float("viewMatrix", region3d.perspective_matrix)
self.shader.uniform_float("windowW", region.width)
self.shader.uniform_float("windowH", region.height)
# TODO: get everything from styles
# # TODO: get everything from styles
self.shader.uniform_float('color', (1.0, 1.0, 1.0))
self.shader.uniform_float('arrow_angle', math.pi / 12)
self.shader.uniform_float('arrow_length', 16)
batch.draw(self.shader)
class EqualityDecorator(DimensionDecorator):
"""Decorator for equality objects
- outlines each segment
- augments with arrows on both sides
- puts 'EQ' label
"""
basename = "IfcAnnotation/Equal"
installed = None
def decorate(self, objects):
segments = list(chain.from_iterable(self.get_segments(obj) for obj in objects))
if not segments:
return
for segm in segments:
self.draw_label(segm, 'EQ')
self.draw_arrows(segments)
class LeaderDecorator(PathDecorator, BaseDecorator):
basename = "IfcAnnotation/Leader"
installed = None
def decorate(self, objects):
segments = list(chain.from_iterable(self.get_segments(obj) for obj in objects))
if not segments:
return
region3d = self.context.region_data
points = self.flat_points(segments)
batch = batch_for_shader(self.shader, 'LINES', {'pos': points})
self.shader.bind()
self.shader.uniform_float("viewMatrix", region3d.perspective_matrix)
self.shader.uniform_float('color', (1.0, 1.0, 1.0))
batch.draw(self.shader)
class StairDecorator(PathDecorator, BaseDecorator):
basename = "IfcAnnotation/Stair"
installed = None
def decorate(self, objects):
segments = list(chain.from_iterable(self.get_segments(obj) for obj in objects))
if not segments:
return
region3d = self.context.region_data
points = self.flat_points(segments)
batch = batch_for_shader(self.shader, 'LINES', {'pos': points})
self.shader.bind()
self.shader.uniform_float("viewMatrix", region3d.perspective_matrix)
self.shader.uniform_float('color', (1.0, 1.0, 1.0))
batch.draw(self.shader)
class HiddenDecorator(MeshDecorator, BaseDecorator):
basename = "IfcAnnotation/Hidden"
installed = None
def decorate(self, objects):
segments = list(chain.from_iterable(self.get_segments(obj) for obj in objects))
if not segments:
return
region3d = self.context.region_data
points = self.flat_points(segments)
batch = batch_for_shader(self.shader, 'LINES', {'pos': points})
self.shader.bind()
self.shader.uniform_float("viewMatrix", region3d.perspective_matrix)
self.shader.uniform_float('color', (1.0, 1.0, 1.0))
self.shader.uniform_float('angle', math.pi / 12)
self.shader.uniform_float('length', 16)
batch.draw(self.shader)
@@ -362,8 +362,16 @@ def toggleDecorations(self, context):
toggle = self.should_draw_decorations
if toggle:
decoration.DimensionDecorator.install(self, context)
decoration.EqualityDecorator.install(self, context)
decoration.LeaderDecorator.install(self, context)
decoration.StairDecorator.install(self, context)
decoration.HiddenDecorator.install(self, context)
else:
decoration.DimensionDecorator.uninstall()
decoration.EqualityDecorator.uninstall()
decoration.LeaderDecorator.uninstall()
decoration.StairDecorator.uninstall()
decoration.HiddenDecorator.uninstall()
def getScenarios(self, context):