Add nest decorator

This commit is contained in:
Bruno Perdigão
2025-01-17 23:00:05 -03:00
parent d02c5ca1e6
commit abd05e939a
@@ -0,0 +1,332 @@
# Bonsai - OpenBIM Blender Add-on
# Copyright (C) 2025 Bruno Perdigão <contact@brunopo.com>
#
# This file is part of Bonsai.
#
# Bonsai is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Bonsai is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Bonsai. If not, see <http://www.gnu.org/licenses/>.
import blf
import bpy
import gpu
import ifcopenshell
import bonsai.tool as tool
from bpy.types import SpaceView3D
from bpy_extras import view3d_utils
from gpu_extras.batch import batch_for_shader
from mathutils import Vector
from bonsai.bim.module.geometry.decorator import ItemDecorator
def transparent_color(color, alpha=0.1):
color = [i for i in color]
color[3] = alpha
return color
def create_bounding_box(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")
# Iterate over the selected objects
for obj in objs:
if not obj.data:
continue
# 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]))
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
class NestDecorator:
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_aggregate, (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 dotted_line_shader(self):
vert_out = gpu.types.GPUStageInterfaceInfo("my_interface")
vert_out.smooth("FLOAT", "v_ArcLength")
shader_info = gpu.types.GPUShaderCreateInfo()
shader_info.push_constant("MAT4", "u_ViewProjectionMatrix")
shader_info.push_constant("FLOAT", "u_Scale")
shader_info.vertex_in(0, "VEC3", "position")
shader_info.vertex_in(1, "FLOAT", "arcLength")
shader_info.vertex_out(vert_out)
shader_info.fragment_out(0, "VEC4", "FragColor")
shader_info.push_constant("VEC4", "color")
shader_info.vertex_source(
"void main()"
"{"
" v_ArcLength = arcLength;"
" gl_Position = u_ViewProjectionMatrix * vec4(position, 1.0f);"
"}"
)
shader_info.fragment_source(
"void main()" "{" " if (step(sin(v_ArcLength * u_Scale), 0.4) == 1) discard;" " FragColor = color;" "}"
)
shader = gpu.shader.create_from_info(shader_info)
del vert_out
del shader_info
return shader
def draw_custom_batch(self, coords, color):
shader = self.dotted_line_shader()
arc_lengths = [0]
for a, b in zip(coords[:-1], coords[1:]):
arc_lengths.append(arc_lengths[-1] + (a - b).length)
batch = batch_for_shader(
shader,
"LINE_STRIP",
{"position": coords, "arcLength": arc_lengths},
)
matrix = bpy.context.region_data.perspective_matrix
shader.uniform_float("color", color)
shader.uniform_float("u_ViewProjectionMatrix", matrix)
shader.uniform_float("u_Scale", 25)
batch.draw(shader)
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_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
decorator_color_error = self.addon_prefs.decorator_color_error
decorator_color_unselected = self.addon_prefs.decorator_color_unselected
decorator_color_background = self.addon_prefs.decorator_color_background
theme = context.preferences.themes.items()[0][1]
selected_object_color = (*theme.view_3d.object_active, 1)
self.line_shader = gpu.shader.from_builtin("POLYLINE_UNIFORM_COLOR")
self.line_shader.bind()
# POLYLINE_UNIFORM_COLOR specific uniforms
self.line_shader.uniform_float("viewportSize", (context.region.width, context.region.height))
aggregates = []
if not (selected_objects := context.selected_objects):
return
for obj in selected_objects:
element = tool.Ifc.get_entity(obj)
if not element or not element.is_a("IfcElement"):
return
parts = ifcopenshell.util.element.get_parts(element)
if parts:
aggregates.append(obj)
continue
aggregate = ifcopenshell.util.element.get_aggregate(element)
if aggregate:
aggregates.append(tool.Ifc.get_object(aggregate))
aggregates = set(aggregates)
for aggregate in aggregates:
self.line_shader.uniform_float("lineWidth", 1.0)
color = decorator_color_unselected
if aggregate in selected_objects:
color = selected_object_color
size = aggregate.empty_display_size
location = aggregate.location
line_x = (location - Vector((size, 0.0, 0.0)), location + Vector((size, 0.0, 0.0)))
self.draw_batch("LINES", line_x, color, [(0, 1)])
line_y = (location - Vector((0.0, size, 0.0)), location + Vector((0.0, size, 0.0)))
self.draw_batch("LINES", line_y, color, [(0, 1)])
line_z = (location - Vector((0.0, 0.0, size)), location + Vector((0.0, 0.0, size)))
self.draw_batch("LINES", line_z, color, [(0, 1)])
if context.scene.BIMAggregateProperties.in_aggregate_mode:
return
parts = ifcopenshell.util.element.get_parts(tool.Ifc.get_entity(aggregate))
parts_objs = [tool.Ifc.get_object(p) for p in parts]
indices, edges = create_bounding_box(parts_objs)
self.line_shader.uniform_float("lineWidth", 0.5)
self.draw_batch("LINES", indices, color, edges)
line = (Vector(indices[0]), location)
self.draw_custom_batch(line, decorator_color_unselected)
class NestModeDecorator:
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_nest_name, (context,), "WINDOW", "POST_PIXEL")
)
cls.handlers.append(
SpaceView3D.draw_handler_add(handler.draw_nest_empty, (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_nest_name(self, context):
if context.mode == "EDIT_MESH":
return
region = context.region
rv3d = region.data
props = context.scene.BIMNestProperties
aggregate_obj = props.editing_nest
if not aggregate_obj:
return
self.addon_prefs = tool.Blender.get_addon_preferences()
self.font_id = 0
font_size = tool.Blender.scale_font_size(12)
blf.size(self.font_id, font_size)
blf.enable(self.font_id, blf.SHADOW)
blf.shadow(self.font_id, 6, 0, 0, 0, 1)
color = self.addon_prefs.decorator_color_selected
if aggregate_obj in context.selected_objects:
color = self.addon_prefs.decorator_color_selected
blf.color(self.font_id, *color)
text = aggregate_obj.name
text_coords = view3d_utils.location_3d_to_region_2d(region, rv3d, aggregate_obj.location)
text_length = blf.dimensions(self.font_id, text)
text_coords[0] -= text_length[0] / 2
text_coords[1] -= 20
blf.position(self.font_id, text_coords[0], text_coords[1], 0)
self.shader = gpu.shader.from_builtin("UNIFORM_COLOR")
blf.draw(self.font_id, text)
def draw_nest_empty(self, context):
if context.mode == "EDIT_MESH":
return
props = context.scene.BIMNestProperties
nest_obj = props.editing_nest
if not nest_obj:
return
location = nest_obj.location
self.addon_prefs = tool.Blender.get_addon_preferences()
self.line_shader = gpu.shader.from_builtin("POLYLINE_UNIFORM_COLOR")
self.line_shader.bind()
self.line_shader.uniform_float("viewportSize", (context.region.width, context.region.height))
self.line_shader.uniform_float("lineWidth", 2.0)
theme = context.preferences.themes.items()[0][1]
selected_object_color = (*theme.view_3d.object_active, 1)
color = self.addon_prefs.decorator_color_selected
if nest_obj in context.selected_objects:
color = selected_object_color
if nest_obj.type == "EMPTY":
size = nest_obj.empty_display_size
line_x = (location - Vector((size, 0.0, 0.0)), location + Vector((size, 0.0, 0.0)))
self.draw_batch("LINES", line_x, color, [(0, 1)])
line_y = (location - Vector((0.0, size, 0.0)), location + Vector((0.0, size, 0.0)))
self.draw_batch("LINES", line_y, color, [(0, 1)])
line_z = (location - Vector((0.0, 0.0, size)), location + Vector((0.0, 0.0, size)))
self.draw_batch("LINES", line_z, color, [(0, 1)])
else:
self.draw_batch("POINTS", [location], color)
components = ifcopenshell.util.element.get_components(tool.Ifc.get_entity(nest_obj))
if components:
for component in components:
component_obj = tool.Ifc.get_object(component)
if component.is_a("IfcElementAssembly"):
self.line_shader.uniform_float("lineWidth", 1.0)
size = component_obj.empty_display_size
location = component_obj.location
color = self.addon_prefs.decorator_color_unselected
if component_obj in context.selected_objects:
color = selected_object_color
line_x = (location - Vector((size, 0.0, 0.0)), location + Vector((size, 0.0, 0.0)))
self.draw_batch("LINES", line_x, color, [(0, 1)])
line_y = (location - Vector((0.0, size, 0.0)), location + Vector((0.0, size, 0.0)))
self.draw_batch("LINES", line_y, color, [(0, 1)])
line_z = (location - Vector((0.0, 0.0, size)), location + Vector((0.0, 0.0, size)))
self.draw_batch("LINES", line_z, color, [(0, 1)])
components = ifcopenshell.util.element.get_parts(tool.Ifc.get_entity(nest_obj))
color = self.addon_prefs.decorator_color_selected
components_objs = [tool.Ifc.get_object(p) for p in components]
components_objs.append(nest_obj)
indices, edges = create_bounding_box(components_objs)
self.line_shader.uniform_float("lineWidth", 0.5)
self.draw_batch("LINES", indices, color, edges)