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@@ -654,6 +654,7 @@ class DisableEditingWorkCalendar(bpy.types.Operator):
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core.disable_editing_work_calendar(tool.Sequence)
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core.disable_editing_work_calendar(tool.Sequence)
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return {"FINISHED"}
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return {"FINISHED"}
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class ImportCSV(bpy.types.Operator, tool.Ifc.Operator, ImportHelper):
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class ImportCSV(bpy.types.Operator, tool.Ifc.Operator, ImportHelper):
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bl_idname = "bim.import_csv"
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bl_idname = "bim.import_csv"
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bl_label = "Import CSV"
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bl_label = "Import CSV"
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@@ -678,13 +678,13 @@ class BIM_OT_add_section_plane(bpy.types.Operator):
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continue
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continue
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# In EEVEE rendering engine, `blend_mode` is deprecated and replaced by `surface_render_method`
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# In EEVEE rendering engine, `blend_mode` is deprecated and replaced by `surface_render_method`
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# https://developer.blender.org/docs/release_notes/4.2/eevee_migration/#materials
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# https://developer.blender.org/docs/release_notes/4.2/eevee_migration/#materials
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if (hasattr(material, "surface_render_method")):
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if hasattr(material, "surface_render_method"):
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material.surface_render_method = "DITHERED"
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material.surface_render_method = "DITHERED"
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else:
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else:
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material.blend_method = "HASHED"
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material.blend_method = "HASHED"
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# TODO: Find an alternative to `shadow_method` for EEVEE engine
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# TODO: Find an alternative to `shadow_method` for EEVEE engine
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if (hasattr(material, "shadow_method")):
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if hasattr(material, "shadow_method"):
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material.shadow_method = "HASHED"
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material.shadow_method = "HASHED"
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material_output = tool.Blender.get_material_node(material, "OUTPUT_MATERIAL", {"is_active_output": True})
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material_output = tool.Blender.get_material_node(material, "OUTPUT_MATERIAL", {"is_active_output": True})
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@@ -47,7 +47,6 @@ class Collector(bonsai.core.tool.Collector):
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if element.is_a("IfcSlab"):
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if element.is_a("IfcSlab"):
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tool.Geometry.lock_rotation(obj, x=True)
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tool.Geometry.lock_rotation(obj, x=True)
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if element.is_a("IfcGridAxis"):
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if element.is_a("IfcGridAxis"):
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if tool.Geometry.is_locked(element):
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if tool.Geometry.is_locked(element):
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tool.Geometry.lock_object(obj)
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tool.Geometry.lock_object(obj)
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@@ -178,7 +178,13 @@ class Geometry(bonsai.core.tool.Geometry):
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obj.lock_scale = (False, False, False)
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obj.lock_scale = (False, False, False)
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@classmethod
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@classmethod
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def lock_rotation(cls, obj: bpy.types.Object, x: bool=False, y: bool=False, z: bool=False,) -> None:
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def lock_rotation(
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cls,
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obj: bpy.types.Object,
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x: bool = False,
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y: bool = False,
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z: bool = False,
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) -> None:
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obj.lock_rotation = (x, y, z)
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obj.lock_rotation = (x, y, z)
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@classmethod
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@classmethod
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@@ -245,9 +245,14 @@ class Snap(bonsai.core.tool.Snap):
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# Then it sorts them to get the shortest first
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# Then it sorts them to get the shortest first
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intersections = []
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intersections = []
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if snap_point["type"] == "Face":
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if snap_point["type"] == "Face":
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face_normal = snap_point["object"].rotation_euler.to_matrix() @ snap_point["object"].data.polygons[snap_point["face_index"]].normal
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face_normal = (
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snap_point["object"].rotation_euler.to_matrix()
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@ snap_point["object"].data.polygons[snap_point["face_index"]].normal
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)
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if face_normal.z == 0:
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if face_normal.z == 0:
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intersections.append(tool.Cad.intersect_edge_plane(axis_start, axis_end, snap_point["point"], face_normal.normalized()))
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intersections.append(
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tool.Cad.intersect_edge_plane(axis_start, axis_end, snap_point["point"], face_normal.normalized())
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)
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if not intersections:
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if not intersections:
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x_axis = tool.Polyline.use_transform_orientations(Vector((1, 0, 0)))
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x_axis = tool.Polyline.use_transform_orientations(Vector((1, 0, 0)))
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y_axis = tool.Polyline.use_transform_orientations(Vector((0, 1, 0)))
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y_axis = tool.Polyline.use_transform_orientations(Vector((0, 1, 0)))
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@@ -358,7 +363,9 @@ class Snap(bonsai.core.tool.Snap):
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face_index = result[2]
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face_index = result[2]
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if hit is not None:
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if hit is not None:
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# Wireframes
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# Wireframes
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if snap_obj.type in {"EMPTY", "CURVE"} or (snap_obj.type == "MESH" and len(snap_obj.data.polygons) == 0):
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if snap_obj.type in {"EMPTY", "CURVE"} or (
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snap_obj.type == "MESH" and len(snap_obj.data.polygons) == 0
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):
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snap_points = tool.Raycast.ray_cast_by_proximity(context, event, snap_obj)
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snap_points = tool.Raycast.ray_cast_by_proximity(context, event, snap_obj)
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if snap_points:
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if snap_points:
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for point in snap_points:
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for point in snap_points:
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