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