Add slab direction decorator.

It's useful when working with angled slabs. There is no UI for it yet.
This commit is contained in:
Bruno Perdigão
2024-12-27 21:00:02 -03:00
parent f362ba4edc
commit 973dd818c4
@@ -1211,3 +1211,63 @@ class WallAxisDecorator:
self.draw_batch("LINES", verts, selected_elements_color, [(0, 1)])
verts = [tuple(list(v) + [0.0]) for v in axis["side"]]
self.draw_batch("LINES", verts, unselected_elements_color, [(0, 1)])
class SlabDirectionDecorator:
is_installed = False
handlers = []
@classmethod
def install(cls, context):
if cls.is_installed:
cls.uninstall()
handler = cls()
cls.handlers.append(SpaceView3D.draw_handler_add(handler.draw_wall_axis, (context,), "WINDOW", "POST_VIEW"))
cls.is_installed = True
@classmethod
def uninstall(cls):
for handler in cls.handlers:
try:
SpaceView3D.draw_handler_remove(handler, "WINDOW")
except ValueError:
pass
cls.is_installed = False
def draw_batch(self, shader_type, content_pos, color, indices=None):
shader = self.line_shader if shader_type == "LINES" else self.shader
batch = batch_for_shader(shader, shader_type, {"pos": content_pos}, indices=indices)
shader.uniform_float("color", color)
batch.draw(shader)
def draw_wall_axis(self, context):
self.addon_prefs = tool.Blender.get_addon_preferences()
selected_elements_color = self.addon_prefs.decorator_color_selected
unselected_elements_color = self.addon_prefs.decorator_color_unselected
special_elements_color = self.addon_prefs.decorator_color_special
decorator_color_background = self.addon_prefs.decorator_color_background
gpu.state.point_size_set(6)
gpu.state.blend_set("ALPHA")
self.line_shader = gpu.shader.from_builtin("POLYLINE_UNIFORM_COLOR")
self.line_shader.bind() # required to be able to change uniforms of the shader
self.line_shader.uniform_float("viewportSize", (context.region.width, context.region.height))
self.shader = gpu.shader.from_builtin("UNIFORM_COLOR")
self.line_shader.uniform_float("lineWidth", 2.0)
dir = [(0, 0, 0), (0, 0.5, 0), (-0.25, 0.15, 0), (0.25, 0.15, 0)]
base = [(-2, 0, 0), (2, 0, 0)]
obj = context.active_object
if not obj:
return
element = tool.Ifc.get_entity(obj)
if (element
and (
element.is_a("IfcSlab")
or element.is_a("IfcRoof")
)
):
dir = [obj.matrix_world @ Vector(d) for d in dir]
base = [obj.matrix_world @ Vector(d) for d in base]
self.draw_batch("LINES", dir, selected_elements_color, [(0, 1), (1, 2), (1, 3)])
self.draw_batch("LINES", base, selected_elements_color, [(0, 1)])