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https://github.com/IfcOpenShell/IfcOpenShell.git
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Fix #5027. Forgot to commit some files for solar analysis.
This commit is contained in:
@@ -0,0 +1,59 @@
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# BlenderBIM Add-on - OpenBIM Blender Add-on
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# Copyright (C) 2021 Dion Moult <dion@thinkmoult.com>
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#
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# This file is part of BlenderBIM Add-on.
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#
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# BlenderBIM Add-on is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# BlenderBIM Add-on is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with BlenderBIM Add-on. If not, see <http://www.gnu.org/licenses/>.
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import bpy
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import blenderbim.tool as tool
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import ifcopenshell.util.geolocation
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from mathutils import Vector
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def refresh():
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SolarData.is_loaded = False
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class SolarData:
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data = {}
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is_loaded = False
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@classmethod
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def load(cls):
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cls.is_loaded = True
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cls.data = {
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"sites": cls.sites(),
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"true_north": cls.true_north(),
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}
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@classmethod
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def sites(cls):
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results = []
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for site in tool.Ifc.get().by_type("IfcSite"):
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if site.RefLatitude and site.RefLongitude:
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name = site.Name or "Unnamed"
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description = site.LongName or site.Description or ""
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lat = round(ifcopenshell.util.geolocation.dms2dd(*site.RefLatitude), 3)
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long = round(ifcopenshell.util.geolocation.dms2dd(*site.RefLongitude), 3)
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results.append((str(site.id()), f"{name} - {lat},{long}", description))
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return results
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@classmethod
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def true_north(cls):
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for context in tool.Ifc.get().by_type("IfcGeometricRepresentationContext", include_subtypes=False):
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if not context.TrueNorth:
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continue
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value = context.TrueNorth.DirectionRatios
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return round(ifcopenshell.util.geolocation.yaxis2angle(*value[:2]), 4)
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@@ -0,0 +1,189 @@
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# BlenderBIM Add-on - OpenBIM Blender Add-on
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# Copyright (C) 2024 Dion Moult <dion@thinkmoult.com>
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#
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# This file is part of BlenderBIM Add-on.
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#
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# BlenderBIM Add-on is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# BlenderBIM Add-on is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with BlenderBIM Add-on. If not, see <http://www.gnu.org/licenses/>.
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import bpy
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import blf
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import gpu
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import bmesh
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import blenderbim.tool as tool
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import sun_position.sun_calc
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from bpy.types import SpaceView3D
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from math import radians
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from mathutils import Vector, Matrix
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from gpu_extras.batch import batch_for_shader
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from bpy_extras.view3d_utils import location_3d_to_region_2d
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from blenderbim.bim.module.light.data import SolarData
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class SolarDecorator:
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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(SpaceView3D.draw_handler_add(handler.draw_text, (context,), "WINDOW", "POST_PIXEL"))
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cls.handlers.append(SpaceView3D.draw_handler_add(handler.draw_geometry, (context,), "WINDOW", "POST_VIEW"))
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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_text(self, context):
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self.addon_prefs = tool.Blender.get_addon_preferences()
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props = bpy.context.scene.BIMSolarProperties
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origin = Matrix.Translation(props.sun_path_origin)
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location = origin @ (props.sun_position * 1.05)
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self.font_id = 0
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blf.size(self.font_id, 12)
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blf.color(self.font_id, *self.addon_prefs.decorations_colour)
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self.draw_text_at_position(context, f"{props.hour:02}:{props.minute:02}", location)
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self.tn_angle = props.true_north
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angle = Matrix.Rotation(radians(self.tn_angle), 4, "Z")
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grid_north_p = origin @ angle @ (Vector((0, 0.8, 0)) * props.sun_path_size)
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self.draw_text_at_position(context, "True North", grid_north_p)
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def draw_text_at_position(self, context, text, position):
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coords_2d = location_3d_to_region_2d(context.region, context.region_data, position)
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if not coords_2d:
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return
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for i, line in enumerate(text.split("\n")):
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w, h = blf.dimensions(self.font_id, line)
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co = coords_2d.copy()
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co -= Vector((w * 0.5, 15 * i))
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blf.position(self.font_id, co[0], co[1], 0)
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blf.draw(self.font_id, line)
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def draw_geometry(self, context):
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self.addon_prefs = tool.Blender.get_addon_preferences()
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decorator_color_special = self.addon_prefs.decorator_color_special
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decorator_color_error = self.addon_prefs.decorator_color_error
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decorator_color_background = self.addon_prefs.decorator_color_background
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gpu.state.point_size_set(12)
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gpu.state.blend_set("ALPHA")
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self.line_shader = gpu.shader.from_builtin("POLYLINE_UNIFORM_COLOR")
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self.line_shader.bind() # required to be able to change uniforms of the shader
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# POLYLINE_UNIFORM_COLOR specific uniforms
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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", 2.0)
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# general shader
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self.shader = gpu.shader.from_builtin("UNIFORM_COLOR")
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vertex_shader = """
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uniform mat4 ModelViewProjectionMatrix;
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in vec3 pos;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_PointSize = 10.0;
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}
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"""
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fragment_shader = """
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uniform vec4 color;
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out vec4 fragColor;
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void main()
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{
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float dist = length(gl_PointCoord - vec2(0.5));
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if (dist < 0.5) {
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fragColor = color;
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} else {
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discard;
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}
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}
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"""
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self.shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
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props = bpy.context.scene.BIMSolarProperties
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origin = Matrix.Translation(props.sun_path_origin)
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location = origin @ props.sun_position
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if location.z <= 0:
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gpu.state.point_size_set(6)
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self.draw_batch("POINTS", [location], decorator_color_error)
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else:
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self.draw_batch("POINTS", [location], (0.882353, 0.588235, 0.345098, 1))
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gpu.state.point_size_set(6)
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self.draw_batch("LINES", [location, origin @ Vector((0, 0, 0))], decorator_color_background, [[0, 1]])
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coords = []
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indices = []
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coord_offset = 0
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for h in range(24):
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analemma_verts = sun_position.sun_calc.calc_analemma(context, h)
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coords.extend([origin @ v for v in analemma_verts])
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for i in range(len(analemma_verts) - 1):
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indices.append((coord_offset + i,
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coord_offset + i+1))
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coord_offset += len(analemma_verts)
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self.draw_batch("LINES", coords, decorator_color_special, indices)
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# True north
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self.tn_angle = props.true_north
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points = [Vector((0, 0, 0)), Vector((0, 0.75, 0))]
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angle = Matrix.Rotation(radians(self.tn_angle), 4, "Z")
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points = [origin @ angle @ (v * props.sun_path_size) for v in points]
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self.draw_batch("POINTS", points, decorator_color_special)
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verts = [Vector((0, 0, 0)), Vector((0, 0.75, 0))]
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edges = [[0, 1]]
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angle = Matrix.Rotation(radians(self.tn_angle), 4, "Z")
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verts = [origin @ angle @ (v * props.sun_path_size) for v in verts]
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self.draw_batch("LINES", verts, decorator_color_special, edges)
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verts = [Vector((0, 0.75, 0)), Vector((-0.15, 0.6, 0)), Vector((0.15, 0.6, 0))]
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edges = [[0, 1], [0, 2]]
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verts = [origin @ angle @ (v * props.sun_path_size) for v in verts]
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self.line_shader.uniform_float("lineWidth", 5.0)
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self.draw_batch("LINES", verts, decorator_color_special, edges)
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self.line_shader.uniform_float("lineWidth", 2.0)
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arc_start = Vector((0, 0.25, 0)) * props.sun_path_size
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arc_end = angle @ arc_start
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angle_half = Matrix.Rotation(radians(self.tn_angle / 2), 4, "Z")
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arc_mid = angle_half @ arc_start
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arc_segments = tool.Cad.create_arc_segments(
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pts=[origin @ v for v in [arc_start, arc_mid, arc_end]], num_verts=12, make_edges=True
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)
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verts, edges = arc_segments
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self.draw_batch("LINES", verts, decorator_color_special, edges)
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