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https://github.com/IfcOpenShell/IfcOpenShell.git
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Add aggregate mode decorator.
This commit is contained in:
committed by
Bruno Perdigão
parent
3c590f097a
commit
226ea10de8
@@ -16,15 +16,22 @@
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# You should have received a copy of the GNU General Public License
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# along with Bonsai. If not, see <http://www.gnu.org/licenses/>.
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import blf
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import bpy
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import gpu
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import ifcopenshell
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import bonsai.tool as tool
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from bpy.types import SpaceView3D
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from bpy_extras import view3d_utils
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from gpu_extras.batch import batch_for_shader
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from mathutils import Vector
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def transparent_color(color, alpha=0.1):
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color = [i for i in color]
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color[3] = alpha
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return color
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class AggregateDecorator:
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is_installed = False
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handlers = []
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@@ -47,23 +54,19 @@ class AggregateDecorator:
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pass
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cls.is_installed = False
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def transparent_color(self, color, alpha=0.1):
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color = [i for i in color]
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color[3] = alpha
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return color
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def dotted_line_shader(self):
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vert_out = gpu.types.GPUStageInterfaceInfo("my_interface")
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vert_out.smooth('FLOAT', "v_ArcLength")
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vert_out.smooth("FLOAT", "v_ArcLength")
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shader_info = gpu.types.GPUShaderCreateInfo()
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shader_info.push_constant('MAT4', "u_ViewProjectionMatrix")
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shader_info.push_constant('FLOAT', "u_Scale")
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shader_info.vertex_in(0, 'VEC3', "position")
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shader_info.vertex_in(1, 'FLOAT', "arcLength")
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shader_info.push_constant("MAT4", "u_ViewProjectionMatrix")
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shader_info.push_constant("FLOAT", "u_Scale")
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shader_info.vertex_in(0, "VEC3", "position")
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shader_info.vertex_in(1, "FLOAT", "arcLength")
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shader_info.vertex_out(vert_out)
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shader_info.fragment_out(0, 'VEC4', "FragColor")
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shader_info.push_constant('VEC4', "color")
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shader_info.fragment_out(0, "VEC4", "FragColor")
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shader_info.push_constant("VEC4", "color")
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shader_info.vertex_source(
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"void main()"
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@@ -74,11 +77,7 @@ class AggregateDecorator:
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)
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shader_info.fragment_source(
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"void main()"
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"{"
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" if (step(sin(v_ArcLength * u_Scale), 0.4) == 1) discard;"
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" FragColor = color;"
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"}"
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"void main()" "{" " if (step(sin(v_ArcLength * u_Scale), 0.4) == 1) discard;" " FragColor = color;" "}"
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)
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shader = gpu.shader.create_from_info(shader_info)
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@@ -86,7 +85,6 @@ class AggregateDecorator:
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del shader_info
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return shader
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def draw_custom_batch(self, coords, color):
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shader = self.dotted_line_shader()
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@@ -95,7 +93,8 @@ class AggregateDecorator:
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arc_lengths.append(arc_lengths[-1] + (a - b).length)
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batch = batch_for_shader(
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shader, 'LINE_STRIP',
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shader,
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"LINE_STRIP",
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{"position": coords, "arcLength": arc_lengths},
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)
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@@ -105,7 +104,6 @@ class AggregateDecorator:
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shader.uniform_float("u_Scale", 25)
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batch.draw(shader)
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def draw_batch(self, shader_type, content_pos, color, indices=None):
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shader = self.line_shader if shader_type == "LINES" else self.shader
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batch = batch_for_shader(shader, shader_type, {"pos": content_pos}, indices=indices)
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@@ -156,10 +154,91 @@ class AggregateDecorator:
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self.draw_batch("LINES", line_y, color, [(0, 1)])
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line_z = (location - Vector((0.0, 0.0, size)), location + Vector((0.0, 0.0, size)))
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self.draw_batch("LINES", line_z, color, [(0, 1)])
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if context.scene.BIMAggregateProperties.in_edit_mode:
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if context.scene.BIMAggregateProperties.in_aggregate_mode:
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return
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parts = ifcopenshell.util.element.get_parts(tool.Ifc.get_entity(aggregate))
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for part in parts:
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part_obj = tool.Ifc.get_object(part)
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line = (part_obj.matrix_world.translation, location)
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self.draw_custom_batch(line, decorator_color_unselected)
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class AggregateModeDecorator:
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is_installed = False
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handlers = []
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@classmethod
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def install(cls, context):
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if cls.is_installed:
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cls.uninstall()
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handler = cls()
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cls.handlers.append(
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SpaceView3D.draw_handler_add(handler.draw_aggregate_name, (context,), "WINDOW", "POST_PIXEL")
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)
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cls.handlers.append(
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SpaceView3D.draw_handler_add(handler.draw_aggregate_empty, (context,), "WINDOW", "POST_VIEW")
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)
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cls.is_installed = True
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@classmethod
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def uninstall(cls):
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for handler in cls.handlers:
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try:
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SpaceView3D.draw_handler_remove(handler, "WINDOW")
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except ValueError:
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pass
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cls.is_installed = False
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def draw_batch(self, shader_type, content_pos, color, indices=None):
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shader = self.line_shader if shader_type == "LINES" else self.shader
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batch = batch_for_shader(shader, shader_type, {"pos": content_pos}, indices=indices)
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shader.uniform_float("color", color)
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batch.draw(shader)
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def draw_aggregate_name(self, context):
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region = context.region
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rv3d = region.data
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props = context.scene.BIMAggregateProperties
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aggregate_obj = props.editing_aggregate
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self.addon_prefs = tool.Blender.get_addon_preferences()
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self.font_id = 0
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font_size = tool.Blender.scale_font_size(12)
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blf.size(self.font_id, font_size)
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blf.enable(self.font_id, blf.SHADOW)
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blf.shadow(self.font_id, 6, 0, 0, 0, 1)
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color = self.addon_prefs.decorator_color_special
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if aggregate_obj in context.selected_objects:
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color = self.addon_prefs.decorator_color_selected
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blf.color(self.font_id, *color)
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text = aggregate_obj.name
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text_coords = view3d_utils.location_3d_to_region_2d(region, rv3d, aggregate_obj.location)
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text_length = blf.dimensions(self.font_id, text)
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text_coords[0] -= (text_length[0] / 2)
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text_coords[1] -= 20
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blf.position(self.font_id, text_coords[0], text_coords[1], 0)
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self.shader = gpu.shader.from_builtin("UNIFORM_COLOR")
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blf.draw(self.font_id, text)
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def draw_aggregate_empty(self, context):
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props = context.scene.BIMAggregateProperties
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aggregate_obj = props.editing_aggregate
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self.addon_prefs = tool.Blender.get_addon_preferences()
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self.line_shader = gpu.shader.from_builtin("POLYLINE_UNIFORM_COLOR")
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self.line_shader.bind()
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self.line_shader.uniform_float("viewportSize", (context.region.width, context.region.height))
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self.line_shader.uniform_float("lineWidth", 1.0)
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color = self.addon_prefs.decorator_color_special
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if aggregate_obj in context.selected_objects:
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self.line_shader.uniform_float("lineWidth", 2.0)
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color = self.addon_prefs.decorator_color_selected
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size = aggregate_obj.empty_display_size
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location = aggregate_obj.location
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line_x = (location - Vector((size, 0.0, 0.0)), location + Vector((size, 0.0, 0.0)))
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self.draw_batch("LINES", line_x, color, [(0, 1)])
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line_y = (location - Vector((0.0, size, 0.0)), location + Vector((0.0, size, 0.0)))
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self.draw_batch("LINES", line_y, color, [(0, 1)])
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line_z = (location - Vector((0.0, 0.0, size)), location + Vector((0.0, 0.0, size)))
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self.draw_batch("LINES", line_z, color, [(0, 1)])
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@@ -24,6 +24,7 @@ import bonsai.tool as tool
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import bonsai.core.aggregate as core
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import bonsai.core.spatial
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from bonsai.bim.ifc import IfcStore
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from bonsai.bim.module.aggregate.decorator import AggregateModeDecorator
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class BIM_OT_aggregate_assign_object(bpy.types.Operator, tool.Ifc.Operator):
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@@ -388,10 +389,10 @@ class BIM_OT_toggle_mode_set_aggregate(bpy.types.Operator, tool.Ifc.Operator):
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def _execute(self, context):
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props = context.scene.BIMAggregateProperties
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if props.in_aggregate_mode:
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#AggregateModeDecorator.uninstall()
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AggregateModeDecorator.uninstall()
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BIM_OT_disable_mode_set_aggregate._execute(self, context)
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else:
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#AggregateModeDecorator.install(context)
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AggregateModeDecorator.install(context)
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BIM_OT_mode_set_aggregate._execute(self, context)
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