Work in progress example to import multiple representation items as an object-based breakdown

This commit is contained in:
Dion Moult
2024-09-11 18:03:46 +10:00
parent f8f3519a68
commit 5fe85e71bb
6 changed files with 253 additions and 1 deletions
@@ -36,6 +36,7 @@ classes = (
operator.EnableEditingRepresentationItems,
operator.FlipObject,
operator.GetRepresentationIfcParameters,
operator.ImportRepresentationItems,
operator.OverrideDelete,
operator.OverrideDuplicateMove,
operator.OverrideDuplicateMoveLinked,
@@ -60,6 +61,7 @@ classes = (
operator.UpdateParametricRepresentation,
operator.UpdateRepresentation,
prop.RepresentationItem,
prop.RepresentationItemObject,
prop.ShapeAspect,
prop.BIMObjectGeometryProperties,
prop.BIMGeometryProperties,
@@ -0,0 +1,138 @@
# Bonsai - OpenBIM Blender Add-on
# Copyright (C) 2024 Dion Moult <dion@thinkmoult.com>
#
# This file is part of Bonsai.
#
# Bonsai 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.
#
# Bonsai 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 Bonsai. If not, see <http://www.gnu.org/licenses/>.
import blf
import gpu
import json
import bmesh
import bonsai.tool as tool
from bpy.types import SpaceView3D
from mathutils import Vector
from gpu_extras.batch import batch_for_shader
from bpy_extras.view3d_utils import location_3d_to_region_2d
class ItemDecorator:
is_installed = False
handlers = []
@classmethod
def install(cls, context):
if cls.is_installed:
cls.uninstall()
handler = cls()
cls.handlers.append(SpaceView3D.draw_handler_add(handler.draw_text, (context,), "WINDOW", "POST_PIXEL"))
cls.handlers.append(SpaceView3D.draw_handler_add(handler.draw, (context,), "WINDOW", "POST_VIEW"))
cls.is_installed = True
@classmethod
def uninstall(cls):
for handler in cls.handlers:
try:
SpaceView3D.draw_handler_remove(handler, "WINDOW")
except ValueError:
pass
cls.is_installed = False
def draw_batch(self, shader_type, content_pos, color, indices=None):
shader = self.line_shader if shader_type == "LINES" else self.shader
batch = batch_for_shader(shader, shader_type, {"pos": content_pos}, indices=indices)
shader.uniform_float("color", color)
batch.draw(shader)
def draw_text(self, context):
self.addon_prefs = tool.Blender.get_addon_preferences()
selected_elements_color = self.addon_prefs.decorator_color_selected
unselected_elements_color = self.addon_prefs.decorator_color_unselected
special_elements_color = self.addon_prefs.decorator_color_special
font_id = 0
blf.size(font_id, 12)
blf.enable(font_id, blf.SHADOW)
color = selected_elements_color
blf.color(font_id, *color)
for item in context.scene.BIMGeometryProperties.item_objs:
if (obj := item.obj) and obj.hide_get() == False:
if obj.select_get():
centroid = obj.matrix_world @ Vector(obj.bound_box[0]).lerp(Vector(obj.bound_box[6]), 0.5)
tag = obj.name.split("/")[1]
coords_2d = location_3d_to_region_2d(context.region, context.region_data, centroid)
if coords_2d:
w, h = blf.dimensions(font_id, tag)
coords_2d -= Vector((w * 0.5, h * 0.5))
blf.position(font_id, coords_2d[0], coords_2d[1], 0)
blf.draw(font_id, tag)
def draw(self, context):
def transparent_color(color, alpha=0.3):
color = [i for i in color]
color[3] = alpha
return color
self.addon_prefs = tool.Blender.get_addon_preferences()
selected_elements_color = self.addon_prefs.decorator_color_selected
unselected_elements_color = self.addon_prefs.decorator_color_unselected
special_elements_color = self.addon_prefs.decorator_color_special
gpu.state.point_size_set(6)
gpu.state.blend_set("ALPHA")
self.line_shader = gpu.shader.from_builtin("POLYLINE_UNIFORM_COLOR")
self.line_shader.bind() # required to be able to change uniforms of the shader
# POLYLINE_UNIFORM_COLOR specific uniforms
self.line_shader.uniform_float("viewportSize", (context.region.width, context.region.height))
self.line_shader.uniform_float("lineWidth", 2.0)
# general shader
self.shader = gpu.shader.from_builtin("UNIFORM_COLOR")
selected_verts = []
selected_edges = []
selected_tris = []
unselected_verts = []
unselected_edges = []
unselected_tris = []
for item in context.scene.BIMGeometryProperties.item_objs:
if (obj := item.obj) and obj.hide_get() == False:
if obj.select_get():
if context.mode != "OBJECT":
continue
edges = selected_edges
verts = selected_verts
offset = len(selected_verts)
selected_verts.extend([tuple(obj.matrix_world @ v.co) for v in obj.data.vertices])
selected_tris.extend([tuple([i + offset for i in t.vertices]) for t in obj.data.loop_triangles])
else:
offset = len(unselected_verts)
unselected_verts.extend([tuple(obj.matrix_world @ v.co) for v in obj.data.vertices])
unselected_tris.extend([tuple([i + offset for i in t.vertices]) for t in obj.data.loop_triangles])
edges = unselected_edges
verts = unselected_verts
i = len(verts)
edges.extend([[ei + i for ei in e] for e in json.loads(item.edges)])
matrix_world = obj.matrix_world
verts.extend([matrix_world @ Vector(v) for v in json.loads(item.verts)])
if unselected_verts:
self.draw_batch("LINES", unselected_verts, transparent_color(unselected_elements_color), unselected_edges)
self.draw_batch("TRIS", unselected_verts, transparent_color(special_elements_color), unselected_tris)
if selected_verts:
self.draw_batch("LINES", selected_verts, selected_elements_color, selected_edges)
self.draw_batch("TRIS", selected_verts, transparent_color(selected_elements_color), selected_tris)
@@ -2214,3 +2214,96 @@ class RemoveRepresentationItemFromShapeAspect(bpy.types.Operator, tool.Ifc.Opera
if not styled_item.Styles:
ifc_file.remove(styled_item)
class ImportRepresentationItems(bpy.types.Operator, tool.Ifc.Operator):
bl_idname = "bim.xxx_import_representation_items"
bl_label = "Import Representation Items"
bl_options = {"REGISTER", "UNDO"}
def _execute(self, context):
obj = context.active_object
tool.Geometry.apply_item_ids_as_vertex_groups(obj)
tool.Geometry.dissolve_triangulated_edges(obj)
bm_dict = self.separate_faces_by_vertex_group(obj)
# bm_dict = self.separate_faces_by_id(obj)
props = context.scene.BIMGeometryProperties
props.item_objs.clear()
for item_id, bm in bm_dict.items():
item_mesh = bpy.data.meshes.new(f"mesh_id_{item_id}")
bm.to_mesh(item_mesh)
bm.free()
item = tool.Ifc.get().by_id(item_id)
item_obj = bpy.data.objects.new(f"Item/{item.is_a()}/{item_id}", item_mesh)
item_obj.matrix_world = obj.matrix_world
item_obj.show_in_front = True
bpy.context.collection.objects.link(item_obj)
new = props.item_objs.add()
new.obj = item_obj
verts = [list(co) for co in item_obj.bound_box]
edges = [(0, 3), (3, 7), (7, 4), (4, 0), (0, 1), (3, 2), (7, 6), (4, 5), (1, 2), (2, 6), (6, 5), (5, 1)]
new.verts = json.dumps(verts)
new.edges = json.dumps(edges)
def separate_faces_by_id(self, obj):
mesh = obj.data
bm = bmesh.new()
bm.from_mesh(mesh)
results = {}
face_ids = mesh["ios_item_ids"]
unique_ids = set(face_ids)
for item_id in unique_ids:
item_bm = bmesh.new()
for face, face_id in zip(bm.faces, face_ids):
if face_id == item_id:
# Copy the face and its vertices into the new BMesh
new_face_verts = [item_bm.verts.new(v.co) for v in face.verts]
item_bm.faces.new(new_face_verts)
item_bm.verts.ensure_lookup_table()
item_bm.faces.ensure_lookup_table()
results[item_id] = item_bm
return results
def separate_faces_by_vertex_group(self, obj):
mesh = obj.data
bm = bmesh.new()
bm.from_mesh(mesh)
# Ensure the bmesh has up-to-date vertex weights (vertex groups)
bm.verts.layers.deform.verify()
results = {}
for vgroup in obj.vertex_groups:
group_bm = bmesh.new()
deform_layer = bm.verts.layers.deform.active
# Iterate over the faces and check if all vertices of the face belong to the vertex group
for face in bm.faces:
face_in_group = True
for vert in face.verts:
# Get the vertex groups the vertex belongs to
deform = vert[deform_layer]
# If this vertex does not belong to the current vertex group, mark the face as outside the group
if vgroup.index not in deform:
face_in_group = False
break
# If all vertices of the face belong to the current vertex group, add the face to the new BMesh
if face_in_group:
new_face_verts = [group_bm.verts.new(v.co) for v in face.verts]
group_bm.faces.new(new_face_verts)
# Ensure the mesh is valid and doesn't have duplicate elements
group_bm.verts.ensure_lookup_table()
group_bm.faces.ensure_lookup_table()
results[int(vgroup.name.split("_")[3])] = group_bm
return results
+12 -1
View File
@@ -18,7 +18,7 @@
import bpy
import bonsai.tool as tool
from bonsai.bim.prop import StrProperty, Attribute
from bonsai.bim.prop import StrProperty, Attribute, ObjProperty
from bonsai.bim.module.geometry.data import RepresentationsData, ViewportData
from bpy.types import PropertyGroup
from bpy.props import (
@@ -100,6 +100,16 @@ class RepresentationItem(PropertyGroup):
tags: StringProperty(name="Tags")
class RepresentationItemObject(PropertyGroup):
name: StringProperty(name="Name")
ifc_definition_id: IntProperty(name="IFC Definition ID")
obj: PointerProperty(type=bpy.types.Object)
verts: StringProperty(name="Verts")
edges: StringProperty(name="Edges")
special_verts: StringProperty(name="Special Verts")
special_edges: StringProperty(name="Special Edges")
class ShapeAspect(PropertyGroup):
name: StringProperty(
name="Name",
@@ -137,6 +147,7 @@ class BIMGeometryProperties(PropertyGroup):
should_force_triangulation: BoolProperty(name="Force Triangulation", default=False)
is_changing_mode: BoolProperty(name="Is Changing Mode", default=False)
mode: EnumProperty(items=get_mode, name="IFC Interaction Mode", update=update_mode)
item_objs: CollectionProperty(name="Item Objects", type=RepresentationItemObject)
def is_object_valid_for_representation_copy(self, obj: bpy.types.Object) -> bool:
return bool(obj != bpy.context.active_object and obj.data)
@@ -820,6 +820,7 @@ class LoadProjectElements(bpy.types.Operator):
tool.Project.set_default_context()
tool.Project.set_default_modeling_dimensions()
tool.Root.reload_grid_decorator()
tool.Root.reload_item_decorator()
return {"FINISHED"}
def get_decomposition_elements(self):
+7
View File
@@ -28,6 +28,7 @@ import bonsai.core.geometry
import bonsai.tool as tool
from typing import Union, Optional, Any
from bonsai.bim.module.spatial.decorator import GridDecorator
from bonsai.bim.module.geometry.decorator import ItemDecorator
class Root(bonsai.core.tool.Root):
@@ -214,6 +215,12 @@ class Root(bonsai.core.tool.Root):
new.obj = obj
GridDecorator.install(bpy.context)
@classmethod
def reload_item_decorator(cls) -> None:
item_objs = bpy.context.scene.BIMGeometryProperties.item_objs
item_objs.clear()
ItemDecorator.install(bpy.context)
@classmethod
def link_object_data(cls, source_obj: bpy.types.Object, destination_obj: bpy.types.Object) -> None:
destination_obj.data = source_obj.data