Add tool.Blender.draw_quads utility

Promotes the private _fill_quads_alpha helper from
bim/module/model/decorator.py to tool.Blender.draw_quads so any feature
decorator can reuse the same TRIS-batch path.

The new utility accepts an optional outline_color so callers can draw
fill, outline, or both in a single call. Migrates the only existing
caller (WallGizmoPreviewDecorator in model/wall.py) to the public API
and removes the local helper.

Generated with the assistance of an AI coding tool.
This commit is contained in:
Gorgious56
2026-06-22 10:40:01 +02:00
parent 3c20c27794
commit 6367de6102
3 changed files with 84 additions and 42 deletions
@@ -2069,46 +2069,6 @@ class BoundingBoxDecorator:
co2.y -= y_overlap / 2 + min_spacing
def _fill_quads_alpha(
context: bpy.types.Context,
quads: list[
tuple[
tuple[float, float, float],
tuple[float, float, float],
tuple[float, float, float],
tuple[float, float, float],
]
],
color_rgb: tuple[float, float, float],
alpha: float,
) -> None:
"""Render ``quads`` (each a 4-tuple of world-space corner verts in CCW
order) as one TRIS batch with two triangles per quad."""
if not quads:
return
verts: list[tuple[float, float, float]] = []
indices: list[tuple[int, int, int]] = []
for quad in quads:
if len(quad) != 4:
continue
base = len(verts)
verts.extend(tuple(v) for v in quad)
indices.append((base, base + 1, base + 2))
indices.append((base, base + 2, base + 3))
if not tool.Blender.validate_shader_batch_data(verts, indices):
return
region = getattr(context, "region", None)
if region is None:
return
shader = gpu.shader.from_builtin("UNIFORM_COLOR")
shader.bind()
shader.uniform_float("color", (*color_rgb, alpha))
batch = batch_for_shader(shader, "TRIS", {"pos": verts}, indices=indices)
gpu.state.blend_set("ALPHA")
batch.draw(shader)
gpu.state.blend_set("NONE")
def compute_mep_join_location():
"""Midpoint between the closest endpoint pair of two selected MEP
segments — the world location where a connecting fitting (bend /
+1 -2
View File
@@ -63,7 +63,6 @@ from bonsai.bim.module.model.decorator import (
_BBOX_HIGHLIGHT_LINE_WIDTH,
PolylineDecorator,
ProductDecorator,
_fill_quads_alpha,
bbox_world_edges,
draw_polyline_segments,
)
@@ -4859,7 +4858,7 @@ class WallGizmoPreviewDecorator(tool.Blender.ViewportDecorator):
],
color_rgb: tuple[float, float, float],
) -> None:
_fill_quads_alpha(context, quads, color_rgb, self.QUAD_ALPHA)
tool.Blender.draw_quads(context, quads, fill_color=(*color_rgb, self.QUAD_ALPHA))
@staticmethod
def _wall_floor_quad(mw: Matrix, x0: float, x1: float, y0: float, y1: float) -> tuple[
+83
View File
@@ -55,9 +55,11 @@ from typing import (
import bmesh
import bpy
import gpu
import ifcopenshell.util.element
import numpy as np
import numpy.typing as npt
from gpu_extras.batch import batch_for_shader
from ifcopenshell import entity_instance
from mathutils import Matrix, Vector
@@ -2403,6 +2405,87 @@ class Blender(bonsai.core.tool.Blender):
tris = [[loop.vert.index for loop in tri] for tri in bm.calc_loop_triangles()]
draw_batch("TRIS", world_vert_coords, color, tris)
@classmethod
def draw_quads(
cls,
context: bpy.types.Context,
quads: Sequence[
tuple[
tuple[float, float, float],
tuple[float, float, float],
tuple[float, float, float],
tuple[float, float, float],
]
],
*,
fill_color: Optional[tuple[float, float, float, float]] = None,
outline_color: Optional[tuple[float, float, float, float]] = None,
outline_width: float = 1.0,
) -> None:
"""Render ``quads`` (each a 4-tuple of CCW world-space corners) as
a filled TRIS batch, an outline LINES batch, or both.
Both colors are RGBA 4-tuples. Pass ``fill_color=None`` to skip
the fill pass and ``outline_color=None`` to skip the outline.
Skipping both is a no-op.
Replaces the per-decorator quad-fill helpers that used to live
inline in each feature module.
"""
if not quads or (fill_color is None and outline_color is None):
return
region = getattr(context, "region", None)
if region is None:
return
verts: list[tuple[float, float, float]] = []
tri_indices: list[tuple[int, int, int]] = []
line_indices: list[tuple[int, int]] = []
for quad in quads:
if len(quad) != 4:
continue
base = len(verts)
verts.extend(tuple(v) for v in quad)
if fill_color is not None:
tri_indices.append((base, base + 1, base + 2))
tri_indices.append((base, base + 2, base + 3))
if outline_color is not None:
line_indices.append((base, base + 1))
line_indices.append((base + 1, base + 2))
line_indices.append((base + 2, base + 3))
line_indices.append((base + 3, base))
if not cls.validate_shader_batch_data(verts, None):
return
gpu.state.blend_set("ALPHA")
try:
if fill_color is not None and tri_indices:
shader = gpu.shader.from_builtin("UNIFORM_COLOR")
shader.bind()
shader.uniform_float("color", fill_color)
batch = batch_for_shader(
shader, "TRIS", {"pos": verts}, indices=tri_indices
)
batch.draw(shader)
if outline_color is not None and line_indices:
shader = gpu.shader.from_builtin("UNIFORM_COLOR")
shader.bind()
shader.uniform_float("color", outline_color)
# Outline width: the UNIFORM_COLOR shader respects the
# GPU's current line-width state; restore on exit.
prev_width = gpu.state.line_width_get()
gpu.state.line_width_set(outline_width)
try:
batch = batch_for_shader(
shader, "LINES", {"pos": verts}, indices=line_indices
)
batch.draw(shader)
finally:
gpu.state.line_width_set(prev_width)
finally:
gpu.state.blend_set("NONE")
@classmethod
def build_dashed_line_segments(
cls,