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Fix bug with missing system arrows in visualising offset models and sink/source mixed flows.
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@@ -17,6 +17,7 @@
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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 numpy as np
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import ifcopenshell
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import blenderbim.bim.handler
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import blenderbim.tool as tool
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@@ -211,17 +212,51 @@ class DrawSystemArrows(bpy.types.Operator, Operator):
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for obj in bpy.context.selected_objects:
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if not obj.BIMObjectProperties.ifc_definition_id:
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continue
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e = tool.Ifc.get().by_id(obj.BIMObjectProperties.ifc_definition_id)
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element = tool.Ifc.get_entity(obj)
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sources = []
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sinks = []
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for rel in getattr(e, "HasPorts", []) or []:
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for rel in getattr(element, "HasPorts", []) or []:
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if rel.RelatingPort.FlowDirection == "SOURCE":
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sources.append(ifcopenshell.util.placement.get_local_placement(rel.RelatingPort.ObjectPlacement))
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sources.append(
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self.get_absolute_matrix(
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ifcopenshell.util.placement.get_local_placement(rel.RelatingPort.ObjectPlacement)
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)
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)
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elif rel.RelatingPort.FlowDirection == "SINK":
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sinks.append(ifcopenshell.util.placement.get_local_placement(rel.RelatingPort.ObjectPlacement))
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sinks.append(
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self.get_absolute_matrix(
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ifcopenshell.util.placement.get_local_placement(rel.RelatingPort.ObjectPlacement)
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)
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)
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else:
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sources.append(
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self.get_absolute_matrix(
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ifcopenshell.util.placement.get_local_placement(rel.RelatingPort.ObjectPlacement)
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)
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)
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sinks.append(
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self.get_absolute_matrix(
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ifcopenshell.util.placement.get_local_placement(rel.RelatingPort.ObjectPlacement)
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)
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)
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for sink in sinks:
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for source in sources:
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polyline = curve.data.splines.new("POLY")
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polyline.points.add(1)
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polyline.points[0].co = (Matrix(sink).translation * unit_scale).to_4d()
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polyline.points[1].co = (Matrix(source).translation * unit_scale).to_4d()
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def get_absolute_matrix(self, matrix):
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props = bpy.context.scene.BIMGeoreferenceProperties
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if props.has_blender_offset:
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matrix = np.array(
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ifcopenshell.util.geolocation.global2local(
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matrix,
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float(props.blender_eastings),
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float(props.blender_northings),
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float(props.blender_orthogonal_height),
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float(props.blender_x_axis_abscissa),
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float(props.blender_x_axis_ordinate),
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)
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)
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return matrix
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