You can now reinsert windows and doors into other hosts

This commit is contained in:
Dion Moult
2022-10-08 22:28:46 +11:00
parent 7d779130e1
commit 7c1f02cafe
4 changed files with 19 additions and 25 deletions
@@ -40,29 +40,33 @@ class AddElementOpening(bpy.types.Operator, tool.Ifc.Operator):
bl_idname = "bim.add_element_opening"
bl_label = "Add Element Opening"
bl_options = {"REGISTER", "UNDO"}
voided_building_element: bpy.props.StringProperty()
filling_building_element: bpy.props.StringProperty()
voided_obj: bpy.props.StringProperty()
filling_obj: bpy.props.StringProperty()
def _execute(self, context):
voided_obj = bpy.data.objects.get(self.voided_building_element)
filling_obj = bpy.data.objects.get(self.filling_building_element)
voided_obj = bpy.data.objects.get(self.voided_obj)
filling_obj = bpy.data.objects.get(self.filling_obj)
filling = tool.Ifc.get_entity(filling_obj)
if not voided_obj or not filling_obj:
return {"FINISHED"}
element = tool.Ifc.get_entity(voided_obj)
local_location = voided_obj.matrix_world.inverted() @ context.scene.cursor.location
raycast = voided_obj.closest_point_on_mesh(local_location, distance=0.01)
target = context.scene.cursor.location
raycast = voided_obj.closest_point_on_mesh(voided_obj.matrix_world.inverted() @ target, distance=0.01)
if not raycast[0]:
return {"FINISHED"}
target = filling_obj.matrix_world.col[3].to_3d().copy()
raycast = voided_obj.closest_point_on_mesh(voided_obj.matrix_world.inverted() @ target, distance=0.5)
if not raycast[0]:
return {"FINISHED"}
axis = [voided_obj.matrix_world @ Vector((0, 0, 0)), voided_obj.matrix_world @ Vector((1, 0, 0))]
# In this prototype, we assume openings are only added to axis-based elements
axis = [voided_obj.matrix_world @ Vector((0, 0, 0)), voided_obj.matrix_world @ Vector((1, 0, 0))]
new_matrix = voided_obj.matrix_world.copy()
new_matrix.col[3] = tool.Cad.point_on_edge(context.scene.cursor.location, axis).to_4d()
new_matrix.col[3] = tool.Cad.point_on_edge(target, axis).to_4d()
if filling.is_a("IfcWindow"):
new_matrix[2][3] = context.scene.cursor.location[2]
new_matrix[2][3] = target[2]
filling_obj.matrix_world = new_matrix
bpy.context.view_layer.update()
@@ -147,9 +147,7 @@ class AddConstrTypeInstance(bpy.types.Operator):
):
if instance_class in ["IfcWindow", "IfcDoor"]:
# TODO For now we are hardcoding windows and doors as a prototype
bpy.ops.bim.add_element_opening(
voided_building_element=building_obj.name, filling_building_element=obj.name
)
bpy.ops.bim.add_element_opening(voided_obj=building_obj.name, filling_obj=obj.name)
elif self.link_to_scene:
if collection_obj and collection_obj.BIMObjectProperties.ifc_definition_id:
obj.location[2] = collection_obj.location[2] - min([v[2] for v in obj.bound_box])
@@ -38,6 +38,10 @@ class AddOpening(bpy.types.Operator, tool.Ifc.Operator):
element1 = tool.Ifc.get_entity(obj1)
element2 = tool.Ifc.get_entity(obj2)
if type(element1) == type(element2):
if element1 and element2:
if element1.is_a("IfcWindow") or element1.is_a("IfcDoor"):
obj1, obj2 = obj2, obj1
bpy.ops.bim.add_element_opening(voided_obj=obj1.name, filling_obj=obj2.name)
return {"FINISHED"}
if element2 and not element1:
obj1, obj2 = obj2, obj1
@@ -49,18 +49,6 @@ class BIM_PT_voids(Panel):
row = self.layout.row(align=True)
if len(context.selected_objects) == 2:
op = row.operator("bim.add_opening", icon="ADD", text="Add Opening")
for obj in context.selected_objects:
if (
"IfcOpeningElement" in obj.name
or "IfcOpeningStandardCase" in obj.name
or not obj.BIMObjectProperties.ifc_definition_id
):
op.opening = obj.name
elif len(obj.children) == 1 and not obj.children[0].BIMObjectProperties.ifc_definition_id:
op.opening = obj.children[0].name
else:
op.obj = obj.name
opening_id = None
obj_name = None
for obj in context.selected_objects: