When an element has a Body representation, ifc_info now includes a
geometry_summary key with representation type and geometry details.
Generated with the assistance of an AI coding tool.
Add an optional element parameter to geometry.clip_solid and
geometry.clip_solid_bounded. When provided, the resulting
IfcBooleanClippingResult is registered in the element's BBIM_Boolean
property set so that regenerate_wall_representation preserves it during
regeneration.
Generated with the assistance of an AI coding tool.
clip_solid(file, item, location, normal) wraps Clipping.apply() to
clip any solid with a half-space plane. Normal points toward the
removed material — same convention as add_wall_representation clippings.
Clarifies that agreement_flag=False means the normal direction is the
void (removed) side.
Exposes ShapeBuilder geometry methods via the MCP server: discovery
(list), documentation (docs), and execution (shape) with entity ID
coercion and numpy serialisation.
Generated with the assistance of an AI coding tool.
JSON parses whole numbers as int, but ifcopenshell's C++ binding
requires Python floats for AGGREGATE OF DOUBLE attributes such as
DirectionRatios and Coordinates. Convert list elements to float when
the list already contains at least one float, leaving pure-integer
lists (face indices etc.) unchanged.
Generated with the assistance of an AI coding tool.
New ifcquery modules list geometric representation contexts (with step
IDs, context type, identifier, target view, parent) and material sets
(IfcMaterial, layer sets, constituent sets, profile sets). Exposed as
CLI subcommands and MCP tools.
Generated with the assistance of an AI coding tool.
Guard the face array reshape so elements whose triangulation is not
divisible by 3 are silently dropped. Also wrap each _add_shape() call
in a try/except so a broken shape never aborts the whole render.
Generated with the assistance of an AI coding tool.
Renders IFC model geometry to a PNG image using pyvista (off_screen).
ifcquery CLI:
ifcquery <file> render [-o out.png] [--selector QUERY]
[--element ID[,ID...]] [--view iso|top|south|north|east|west]
ifcmcp MCP tool:
ifc_render(selector, element_ids, view) -> list[ImageContent]
Returns base64-encoded PNG as an MCP ImageContent block so the agent
can inspect the model geometry inline.
Generated with the assistance of an AI coding tool.
Adds ifc_validate, ifc_schedule, ifc_cost, ifc_schema, and ifc_quantify
to the hardcoded tool list in app.js to match the extended ifcmcp session.
Generated with the assistance of an AI coding tool.
ifcquery: validate [--rules], schedule [--depth N], cost [--depth N],
schema <EntityType>. ifcedit: quantify list/run subcommands using ifc5d
QTO rules. schedule and cost support max_depth to limit tree expansion,
replacing truncated levels with {truncated, count}. ifcmcp gains matching
session methods, @server.tool() decorators, and OpenAI tool schemas.
Generated with the assistance of an AI coding tool.
Guidelines for external contributors using AI coding tools,
covering licensing, AI disclosure requirements, PR scope,
commit style, code formatting, and testing expectations.
Generated with the assistance of an AI coding tool.
Uses ifcopenshell.geom.tree API directly to check an element for
intersections and clearance violations against sibling elements
(--scope storey) or the entire model (--scope all).
New subcommand: ifcquery <file> relations <element_id>
Returns all relationships for an element organised by category:
hierarchy (parent, container, aggregate, nest), children (contained,
parts, components, openings), type relationships, groups, systems,
zones, material, referenced structures, and connections/ports.
Empty categories are omitted from output.
Optional --traverse up flag walks the hierarchy from the element
up to IfcProject, returning the chain as a list.
Runtime introspection auto-discovers all API functions. Subcommands:
list (modules/functions), docs (parameter documentation), run (execute
with type-coerced CLI arguments). Output is JSON to stdout, supports
--dry-run validation and -o alternate output path.
Provides four subcommands for querying IFC models with JSON output:
- summary: schema, entity counts, project info
- tree: spatial hierarchy (Project > Site > Building > Storey > elements)
- info: deep element inspection (attributes, psets, type, material, container)
- select: filter elements using selector syntax
Previously, sort, reverse list, and join functionality was implemented
as special cases in Bonsai itself. Given that it has usecases
(especially in material lists, but any sort of list applies) I've moved
this function into the IOS formatting language.
The IOS formatting language previously wasn't capable of this, but the
awesome addition by @falken10vdl made the formatting language accept
queries inline, so that means it can handle lists. I also added tests
for all the new functions and expression syntax (+-*/ operators).
I simplified the code that gets the evaluated text literal - previously
it seems to call format() multiple times.
Previously, copy attribution was coupled with text editing. This meant
that you couldn't just do something like change the font or alignment
without also affecting literals. Now like most apps you can just select
bunch of text and change font size etc, using the same UI look and feel
that copying attribute has when editing attributes.
This refactor also removes the need for explicit props tracking each
possible attribute to copy, and the settings collection group. Bulk
applying is now done in core with no calls to UI.
Turned out `aud` module we had in our makefile had nothing to do with Blender built-in `uad` module 🫣
So no need to install anything from PyPI since this module is generally available in Blender
This isn't complete yet, but it hopefully demonstrates a preferred
implementation:
* Logic in core, not operator
* Loop done in core, without needing to call other core functions, so
the overhead of enabling and disabling editing per object is removed. No
more Blender logic, just straight editing in IFC.
* Reuse existing function to grab text attributes instead of
reimplementing it twice.
* Remove dead code, there seems to be a function
apply_to_selected_objects which was completely unused and duplicated
code twice.
Fix issue where selected text annotations remained in editing mode after
applying changes. Now properly restores original editing state for each
selected object.
Sync children was a bit odd because it's not actually an "array
parameter" per se, just a way to regenerate. It's now an operator.
There was a deeper issue I encountered where the way arrays work is that
they duplicate the parent element. (first encountered in e51d2d )
However, the duplication code has special array handling too. To avoid
issues with this cyclical coupling the previous solution was to
reimplement object duplication (with all sorts of pitfalls that has).
Now, I've tried to decouple it further by clearing all array psets prior
to any change, and readding the pset after everything has been
regenerated.
This can be improved upon but I don't feel confident until there is more
comprehensive test coverage for the duplicate operator.
This has a few advantages:
- The collection logic is centralised
- The collection logic is configurable based on the collection mode
- The name is not hardcoded
This reimplements @theoryshaw 's commit 9adbd4 but has a few upgrades:
- Considers all parent / child relationships, not just aggregates
- Puts business logic in core where it belongs and tool code in tool
- Uses existing utils where possible like get_decomposition
- Does not use name based collection checking which is fragile
- Reuses tool.Collector
- Makes container assignment handle the API's capability to do things
in bulk instead of one by one in a loop, so it's faster
- Tests
This is a cool idea, but users have all sorts of Blender collection
strategies and I think it's a good idea for Bonsai code to just touch
Bonsai's stuff and leave everything else. Separate functionality can be
built for non-Bonsai workflows and preferrably in a more discoverable
way than in individual Bonsai features.
When joining objects with mismatched representation types, deselect and
skip incompatible objects rather than canceling the entire operation.
This allows users to join compatible objects even when the selection
includes incompatible ones.
The previous fix by @theoryshaw had the correct conclusion but had some
issues:
1. Don't implement anything that fetches IFC data in the UI draw calls.
This historically has lead to race conditions and crashes. The data
classes are much preferred.
2. Rather than load the inapplicable attribute then selectively omit it
in the UI, it's preferred to just never load it in the first place.
Reuse tool.Geometry.duplicate_ifc_objects because that's where all
duplication logic should stay instead of half reimplementing it every
time which introduces subtle bugs.
I generally like to minimise knobs and dials, so this is now part of the
wizard but now defaults to a "NONE" unit. You also now have the option
to choose "NONE" for area / volume units which makes things consistent.
Enum names also match the IFC lowercase convention for conversion based
units. This also simplifies the core logic and treats all units the same
way instead of special cases for each unit type. (length is still
special and required in Bonsai as we are inherently graphical)
- is_skipped is calculated upstream instead of reimplementing logic
- the viewer now shows cardinality (not just in edit mode) to make it
clear what the requirements are
- prohibited specs are not allowed to have any requirements, so that
section is hidden
- failed prohibited specs now shows list of failed (applicable)
entities
The report_specification() method in the Json reporter class was raising
an UnboundLocalError when processing IDS specifications with certain
minOccurs/maxOccurs combinations that weren't explicitly handled.
Problem:
The cardinality variable was only assigned for three specific cases:
- minOccurs=1, maxOccurs="unbounded" → "required"
- minOccurs=0, maxOccurs="unbounded" → "optional"
- minOccurs=0, maxOccurs=0 → "prohibited"
However, the IDS schema allows other valid combinations such as:
- minOccurs=0, maxOccurs=1 (commonly used for optional specifications)
- minOccurs=1, maxOccurs=1 (exactly one occurrence required)
- Any other valid XML Schema cardinality values
When processing IDS files with these combinations, the cardinality
variable remained unassigned, causing an UnboundLocalError at line 382
when attempting to use it in ResultsSpecification().
Solution:
Added fallback logic to handle all valid IDS cardinality combinations:
- If minOccurs >= 1: cardinality = "required" (must occur at least once)
- Otherwise (minOccurs == 0): cardinality = "optional" (may occur)
This maintains semantic compatibility with the existing codebase, which
expects cardinality to be one of the semantic strings ("required",
"optional", "prohibited") rather than numeric ranges. This is critical
for:
- HTML template rendering (line 457: .capitalize())
- Conditional logic for skipped specs (line 454)
- UI rendering for prohibited specs (line 456)
Testing:
- Tested with IDS file containing minOccurs=0 without explicit maxOccurs
(defaults to 1 per XML Schema specification)
- Validation now completes successfully without UnboundLocalError
- HTML report generation works correctly with semantic cardinality labels
- Maintains backward compatibility with existing IDS files
Fixes: Validation failure when using valid IDS cardinality combinations
* black .
* add typing
* move function
* add get_class_relations
* add test for class relation
---------
Co-authored-by: Dion Moult <dionmoult@gmail.com>
Demo - https://files.catbox.moe/extsxf.mp4
But now it requires ifcsverchok graph to be nested inside a subgroup because we need a way to indicate which graph parameters are important, so user can modify them from Parametric Geometry tab without actually explicitly opening sverchok graph.
This reverts commit 96fe9b5398.
This commit contains a logical error where hide_viewport is checked in
the if statement but hide_set() is used as the effect. This causes a
regression in tests about project visibility. `hide_viewport` is the
correct hiding setting to use, because hide_set is more ephemeral and
affected by Shift-H, Alt-H etc.
Previously, when the add occurrence modal operator was executed, on
every modal loop (i.e. every mouse movement) it would fetch the mesh
geometry to be previewed, store the verts / edges / faces in mesh
collections, then the decorator would fetch that geometry, the clear the
collections, in a loop.
I've removed the Blender collections. Instead the same strategy is used
as in ItemDecorator i.e. the mesh and verts are fetched once during
decorator installation, then on each draw call only a single vertex loop
to multiply by the transformation matrix for snapping and mouse
position.
You can test with the LOD400 model in #7566. On my machine it would
cause lag on anything with >500 faces. Now it seems to work without lag
on a 26k polygon mesh.
Although it is a very cool trick, I feel this essentially duplicates the
UI in two spots, and is an outlier in UX. I'd prefer for all IFC data
and relationships to be in one location only (the panels). I think there
are a better unified solutions (e.g. favourite bookmark panels) for
quick access for things like this.
To be consistent with all other settings, I've moved the visibility
config UI from inline into the add-on settings. This restores the
previous tab layout and no longer needs the "settings" icons to be
there. This also removes the need for a "enable UI config" checkbox.
Most of the code previously had dedicated operators to toggle booleans.
This has been removed. This new approach also means helpers aren't
needed.
Previously calculation of visibility was done on every draw (3x 10tabs x
10 collection items). The data class is intended to calculate UI data
once only which is more efficient. This also removes all helper calls
from the UI.
When assigning a container to an aggregated element, automatically promote
the operation to the root aggregate and move all nested parts to the
container's collection in the Blender outliner.
Changes:
- AssignContainer now traverses the aggregate hierarchy to find the root
aggregate when a user selects any nested part
- All parts and sub-aggregates are moved to the container's collection in
the outliner while preserving IFC aggregate relationships
- Parts remain aggregated in IFC (not directly contained), only their
Blender collection membership changes
- RefreshLinkedAggregate now also moves all parts to the correct container
collection when restoring original data
This provides a more intuitive UX - users can select any part and the entire
assembly moves together, properly organized under the spatial container.
Fixes the previous behavior where:
- Aggregated elements were skipped with a warning
- Parts weren't organized under the container in the outliner
- Aggregate nesting was broken after container assignment
- Auto-include all parts when duplicating aggregates
- Preserve nested aggregate relationships during duplication
- Select all duplicated objects for immediate moving
- Add dual-rotation support for AXIS3 slabs (IFC angle + object rotation)
- Fix profile editing to display horizontal projection for tilted slabs
- Fix AXIS2 layer slicing to use local extrusion direction for walls
- Fix ChangeExtrusionDepth to refresh geometry after depth changes
- Remove rotation lock on slabs to allow free rotation
- Fix undefined variable bug in add_slab_representation.py
This commit introduces a new BBIM_MaterialLayer property set to persist custom
material layer offset settings in IFC files, along with significant UI improvements
for material editing.
Features Added:
- New BBIM_MaterialLayer pset with properties:
- UseCustomOffset (bool): Toggle for custom offset
- CustomOffset (float): Offset value in SI units
- CustomWallReference (str): Wall reference point (EXTERIOR/CENTER/INTERIOR)
- CustomSlabReference (str): Slab reference point (TOP/MIDDLE/BOTTOM)
Tool Updates (tool.py):
- Added save_custom_offset_to_pset(): Saves custom offset from UI props to pset
- Added load_custom_offset_from_pset(): Loads custom offset from pset to UI props
- Updated get_material_layer_custom_offset(): Reads from pset when props unavailable
Operator Updates (operator.py):
- EnableEditingAssignedMaterial: Loads custom offset from pset on edit start
- EditAssignedMaterial: Saves custom offset to pset on edit completion
- Fixed KeyError for CardinalPoint in material constituent sets
Data Layer (data.py):
- Added bbim_material_layer_pset() to ObjectMaterialData for caching pset data
- Improves performance by avoiding repeated IFC queries during UI drawing
UI Improvements (ui.py):
- Added custom offset display in both editable and read-only material UIs
- Added OffsetFromReferenceLine display in read-only UI
- Implemented dynamic headers based on material type (Layers/Profiles/Constituents)
- Improved visual hierarchy with consistent boxing and indentation
- Aligned editable and read-only UI layouts for consistency
- Fixed layer set boundary labels (Top/Bottom for slabs, Interior/Exterior for walls)
- Reorganized "Add Material" section into material layers box
Bug Fixes:
- Fixed format_distance() to correctly handle negative imperial values
(e.g., -0.5' now displays as "-0' - 6"" instead of "0' - -6"")
This allows users to set custom material layer offsets that persist in the IFC
file and remain available across sessions, with clear visual feedback in both
editing and viewing modes.
When appending a wall type and a slab type in turn, if their material
layer sets have the same name then the slab type would have a wall
construction. Now the material sets are compared before reusing an
existing material set.
Fixes typo introduced in b4740b6 where `element in MATERIAL_SETS` should
have been `element.is_a() in MATERIAL_SETS`. This resulted in
deduplication of layersets, but not of the layers themselves.
Enable multiple CSS files in stylesheet_path using comma separation.
Files are loaded in order with natural CSS cascading behavior.
Example: "base.css, overrides.css"
"In some versions of Python, instances of classes may have an
__annotations__ attribute. However, this is not supported functionality.
If you need the annotations of an instance, you can use type() to access
its class" https://docs.python.org/3/howto/annotations.html
When editing representation items for elements with IfcMaterialLayerSetUsage
(LAYER2/LAYER3), the depth attribute is now hidden from the UI as it should
not be modified at the item level for these parametric elements.
The check is performed by accessing the parent element through the
representation_obj property in geometry props and checking its material
usage type.
The copy_node_graph() method checks for a "window" key in the context
override, but get_shader_editor_context() wasn't providing it. This
caused the function to return early, preventing external styles from
loading.
Updated get_shader_editor_context() to include the window when the
screen differs from the current context, following the same pattern
used in get_viewport_context().
Changed tolerance from 1e-5 to 1e-4 to account for floating-point errors
introduced by matrix transformations. Fixes section annotations being
incorrectly excluded from drawings when they should be visible.
Moves IfcSpace hiding from collection assignment to after scene
addition, allowing hide_set() to work properly once objects are
in the view layer. Fixes RuntimeError during IFC import.
When duplicating elements, skip assign_body_styles if the element's
constituent materials already have style representations. This prevents
creating redundant IfcStyledItem entities on the geometry when styles
should be inherited from the material definition.
To speed up the process. Previously we were using `/m` which build different targets in parallel, but not .cpp files. So rocksdb could have been building for 30 mins because of this.
sync_references was syncing spatial element placements FROM Blender TO IFC,
corrupting their correct positions. Spatial elements (storeys, spaces,
buildings) often have Blender objects at Z=0 for modeling convenience, but
their IFC placements store absolute positions.
Solution: Skip syncing placements for IfcSpatialElement and IfcGrid types,
as their IFC placement is the source of truth.
Fixes storey elevation corruption during SECTION_LEVEL annotation generation.
- Removed interface.rst (was added in this PR)
- Removed all PNG documentation images that were added in this PR:
- bonsai_customization1.png
- bonsai_customization2.png
- bonsai_interface.png
- bonsai_interface2.png
- bookmarks.png
- gear_tabs.png
These files were not present in the upstream v0.8.0 branch and have been removed to restore the original documentation state.
Force UI redraw to flush pending Blender operations, as Blender was crashing during bulk printing. Not 100% this fixed everything, as there are a few crashes that spring up still, but is better.
Force viewport to use scene camera before rendering underlay. When
print_all was used, viewport remained locked to local camera from
previous drawing, causing OpenGL render to capture wrong view.
Enable importing multiple .svg reference files at once using
standard Blender multi-select (Shift/Ctrl+click).
Includes backward compatibility and test coverage.
After 5d56025 we were using `LibXml2::LibXml2` instead of `LIBXML2_LIBRARIES` for linking, but this target was missing debug variants leading to issues during linking.
Added more gizmos for multi-panel windows and for the door transom.
Support negative dimension values (lining offset for door and window)
Fix railing, stair, and roof being regenerated during UI panel draw instead of on property change
Various code quality changes and DRY improvements
Major changes:
- Relocate gizmo infrastructure from bim/gizmo.py to module/drawing/gizmos.py
- Replace arrow-based property gizmos with dimension line gizmos throughout
- Add view-dependent positioning: gizmos automatically reposition based on camera angle to stay visible and avoid overlapping geometry
- Add special icons for stair to deal with edge cases
Code quality:
- Add DRY helper methods for gizmo positioning across stair, door, and window
- Remove redundant visibility logic
- Extract integer input handling to dedicated module for reuse
- Add comprehensive documentation for gizmo architecture
Add dialog to DuplicateType operator allowing users to set name, description,
and optionally assign the active object to the duplicated type. Add duplicate
button to product UI in type panel with auto-assignment enabled by default.
- You can now input values using the keyboard once you clicked on a gizmo
- Gizmos now support click > move > click in addition to drag and drop (yay carpal tunnel !)
- Optimize snapping performance
- Consolidate door and window type in model.py
- You can now cycle through window and door types using the cycle gizmo
- Pen, validate, cancel, lock, and cycle gizmos are now billboards and follow view direction
- Draggable gizmos are now billboard 2D arrows instead of 3D cones
Implement visual parameter manipulation in 3D viewport with reusable
gizmo components. Features snap-to-mesh (Ctrl), precision mode (Shift),
and real-time feedback. Includes cone gizmos for dimensions,
arc gizmo for swing direction, and icon gizmos for edit controls. Gizmos are globally are individually toggleable in the addon preferences.
May be expanded upon later to add gizmos to other paramaterized elements (window, railing, roof, stairs, array, ...).
Unfortunately gizmos can't tap into the builtin snap system or bonsai snap system which is built for modal operators so gizmos implement yet another custom rather naive snap system.
When importing spatial decomposition, get_storey_elevation() returns values in the project's unit system (e.g., feet), but format_distance() expects values in meters. Added unit_scale conversion (elevation * unit_scale) before formatting to ensure elevations display correctly regardless of project units.
Level annotations were incorrectly converting feet to meters and back,
causing values like 3ft to display as 9'10". Updated format_value() to
accept in_unit_length parameter and pass it to format_distance(), since
Blender's Z coordinates are already in project units.
- Add in_unit_length parameter to BaseDecorator.format_value()
- Set in_unit_length=True in PlanLevelDecorator.draw_labels()
- Set in_unit_length=True in SectionLevelDecorator.draw_labels()
Replaced duplicate format_distance in unit.py with comprehensive MeasureIt-ARCH version from helper.py. Fixed critical floating point errors by changing inPerFoot from 11.9999 to 12.0, eliminating spurious fractions on whole numbers. Implemented auto-precision detection to simplify fractions (64/256 → 1/4) while preserving precise values like 3/256 when needed. Enhanced imperial parsing to support flexible input formats (optional symbols, mixed fractions, leading decimals) and fixed suppress_zero_inches functionality in dimension annotations.
Files saved in previous Blender versions stored position checksums as float64
(24 bytes for location, 72 bytes for rotation), but the current code only
expected float32 format. This caused a shape mismatch error (6,) vs (3,) when
comparing checksums during save operations.
Added byte size detection in is_moved() methods to automatically handle both
old float64 and new float32 checksum formats, ensuring backward compatibility
with files from previous versions.
Fixes ValueError when saving IFC files loaded from older Blender versions.
Unexpected consequence of #7365 - previously `OPENCASCADE_LIBRARIES` supposed to be a list of libraries filepaths, but after refactor `OpenCASCADE_LIBRARIES` end up being both list of library names and list of filepaths.
And since link directories for the names was not provided, it failed to find the libraries to link.
If using OpenCASCADEconfig it wouldn't fail as cmake would evaluate library names as imported target names.
To fix it and simplify it even further, in case of manually provided paths, it now creates `OpenCASCADE_INTERFACE` target and stores it in `OpenCASCADE_LIBRARIES` - target will automatically have all the includes, library names and library dirs.
Since this if-block happens in parentheses, then all `%VAR%` are expanded at the start and then `%ERRORLEVEL%` and `%RET%` values have no relation to the actual result of `git clone`. So if user were (un)lucky, then `%RET%` would be not yet set to "0" (by the previous function call), then it would skip checking out revision.
`GitCloneOrPullRepository` had similar issue, but it was never used anywhere.
`EIgen::Eigen` target used in #7340 for linking exists only if there's a cmake config, while there are cases when there's just include directory. Added same name interface target to mimic config.
CMDcd src/bonsai && make dist PLATFORM=$PLATFORMPYVERSION=$PYVERSION
Some files were not shown because too many files have changed in this diff
Show More
Reference in New Issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.