Add bounding box decorator over aggregates.

This commit is contained in:
Bruno Perdigão
2024-11-27 18:35:21 -03:00
committed by Bruno Perdigão
parent 226ea10de8
commit 9a6ff7c37c
@@ -110,7 +110,67 @@ class AggregateDecorator:
shader.uniform_float("color", color)
batch.draw(shader)
def create_bounding_box(self, objs):
# Initialize the bounding box coordinates
min_x, min_y, min_z = float('inf'), float('inf'), float('inf')
max_x, max_y, max_z = float('-inf'), float('-inf'), float('-inf')
print("OOO", objs)
# Iterate over the selected objects
for obj in objs:
# Get the object's bounding box coordinates
bbox_world = [obj.matrix_world @ Vector(b) for b in obj.bound_box]
obj_min = []
obj_min.append(min([b[0] for b in bbox_world]))
obj_min.append(min([b[1] for b in bbox_world]))
obj_min.append(min([b[2] for b in bbox_world]))
obj_max = []
obj_max.append(max([b[0] for b in bbox_world]))
obj_max.append(max([b[1] for b in bbox_world]))
obj_max.append(max([b[2] for b in bbox_world]))
# Update the overall bounding box coordinates
min_x = min(min_x, min(obj_min[0], obj_max[0]))
min_y = min(min_y, min(obj_min[1], obj_max[1]))
min_z = min(min_z, min(obj_min[2], obj_max[2]))
max_x = max(max_x, max(obj_min[0], obj_max[0]))
max_y = max(max_y, max(obj_min[1], obj_max[1]))
max_z = max(max_z, max(obj_min[2], obj_max[2]))
print("MIN", min_x, min_y, min_z)
print("MAX", max_x, max_y, max_z)
indices = [
(min_x, min_y, min_z),
(max_x, min_y, min_z),
(max_x, max_y, min_z),
(min_x, max_y, min_z),
(min_x, min_y, max_z),
(max_x, min_y, max_z),
(max_x, max_y, max_z),
(min_x, max_y, max_z)
]
edges = [
(0, 1),
(1, 2),
(2, 3),
(3, 0),
(4, 5),
(5, 6),
(6, 7),
(7, 4),
(0, 4),
(1, 5),
(2, 6),
(3, 7)
]
return indices, edges
def draw_aggregate(self, context):
if context.scene.BIMAggregateProperties.in_aggregate_mode:
return
self.addon_prefs = tool.Blender.get_addon_preferences()
decorator_color_special = self.addon_prefs.decorator_color_special
decorator_color_selected = self.addon_prefs.decorator_color_selected
@@ -157,11 +217,16 @@ class AggregateDecorator:
if context.scene.BIMAggregateProperties.in_aggregate_mode:
return
parts = ifcopenshell.util.element.get_parts(tool.Ifc.get_entity(aggregate))
for part in parts:
part_obj = tool.Ifc.get_object(part)
parts_objs = [tool.Ifc.get_object(p) for p in parts]
for part_obj in parts_objs:
line = (part_obj.matrix_world.translation, location)
self.draw_custom_batch(line, decorator_color_unselected)
indices, edges = self.create_bounding_box(parts_objs)
self.line_shader.uniform_float("lineWidth", 0.5)
self.draw_batch("LINES", indices, color, edges)
class AggregateModeDecorator:
is_installed = False
handlers = []