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Author SHA1 Message Date
Ryan Schultz 7864657f88 Fix #6334: Preserve annotation vertex order during subdivision to prevent arrow/text flip 2025-11-30 15:53:42 -06:00
2 changed files with 146 additions and 0 deletions
@@ -2409,6 +2409,14 @@ class OverrideModeSetObject(bpy.types.Operator, tool.Ifc.Operator):
props = tool.Geometry.get_geometry_props()
item = tool.Geometry.get_active_representation(obj)
assert item
# Fix vertex order for annotation items
rep_obj = props.representation_obj
if rep_obj:
element = tool.Ifc.get_entity(rep_obj)
if element and self._is_annotation_object(element):
tool.Geometry.ensure_annotation_vertex_order(obj)
if tool.Geometry.is_meshlike_item(item):
if tool.Geometry.is_geometric_data(obj.data) and (
item.is_a("IfcVertex") or item.is_a("IfcEdge") or obj.data.polygons
@@ -2548,6 +2556,31 @@ class OverrideModeSetObject(bpy.types.Operator, tool.Ifc.Operator):
props.mode = "EDIT"
props.is_changing_mode = False
def _is_annotation_object(self, element: ifcopenshell.entity_instance) -> bool:
"""Check if element is an annotation object that needs vertex order preservation."""
if not element.is_a("IfcAnnotation"):
return False
# Object types that have semantic vertex order (arrow direction, text position)
annotation_types_with_order = {
"TEXT_LEADER",
"DIMENSION",
"RADIUS",
"DIAMETER",
"ANGLE",
"FALL",
"SLOPE_ANGLE",
"SLOPE_FRACTION",
"SLOPE_PERCENT",
"STAIR_ARROW",
"PLAN_LEVEL",
"SECTION_LEVEL",
"SECTION",
"ELEVATION",
}
return element.ObjectType in annotation_types_with_order
class DirectProfileEdit(bpy.types.Operator, tool.Ifc.Operator):
bl_idname = "bim.direct_profile_edit"
@@ -3374,6 +3407,17 @@ class ImportRepresentationItems(bpy.types.Operator, tool.Ifc.Operator):
tool.Root.reload_item_decorator()
element = tool.Ifc.get_entity(obj)
if element and element.is_a("IfcAnnotation") and element.ObjectType in {
"TEXT_LEADER", "DIMENSION", "RADIUS", "DIAMETER", "ANGLE",
"FALL", "SLOPE_ANGLE", "SLOPE_FRACTION", "SLOPE_PERCENT",
"STAIR_ARROW", "PLAN_LEVEL", "SECTION_LEVEL", "SECTION", "ELEVATION"
}:
for item_obj_data in props.item_objs:
item_obj = item_obj_data.obj
if item_obj and isinstance(item_obj.data, bpy.types.Mesh) and item_obj.data.vertices:
item_obj.data["bonsai_first_vert_co"] = item_obj.data.vertices[0].co[:]
class UpdateItemAttributes(bpy.types.Operator, tool.Ifc.Operator):
bl_idname = "bim.update_item_attributes"
+102
View File
@@ -1904,6 +1904,17 @@ class Geometry(bonsai.core.tool.Geometry):
obj.data.transform(transformation_i)
cls.record_object_position(obj)
# ADD THIS AT THE END - Store initial vertex order for annotations
if rep_obj and (element := tool.Ifc.get_entity(rep_obj)):
if element.is_a("IfcAnnotation") and element.ObjectType in {
"TEXT_LEADER", "DIMENSION", "RADIUS", "DIAMETER", "ANGLE",
"FALL", "SLOPE_ANGLE", "SLOPE_FRACTION", "SLOPE_PERCENT",
"STAIR_ARROW", "PLAN_LEVEL", "SECTION_LEVEL", "SECTION", "ELEVATION"
}:
# Store the initial first vertex position
if isinstance(obj.data, bpy.types.Mesh) and obj.data.vertices:
obj.data["bonsai_first_vert_co"] = obj.data.vertices[0].co[:]
@classmethod
def disable_item_mode(cls) -> None:
props = tool.Geometry.get_geometry_props()
@@ -2340,3 +2351,94 @@ class Geometry(bonsai.core.tool.Geometry):
continue
objects.add(obj)
return objects
@classmethod
def ensure_annotation_vertex_order(cls, obj: bpy.types.Object) -> None:
"""
Ensure vertices form a continuous path from start to end.
Uses the original first vertex position as a reference point.
"""
mesh = obj.data
if not isinstance(mesh, bpy.types.Mesh):
return
# Get the original first vertex position from custom properties
if "bonsai_first_vert_co" in mesh:
original_first_co = Vector(mesh["bonsai_first_vert_co"])
else:
# Store it for next time
if mesh.vertices:
original_first_co = Vector(mesh.vertices[0].co)
mesh["bonsai_first_vert_co"] = original_first_co[:]
else:
return
bm = bmesh.new()
bm.from_mesh(mesh)
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()
if len(bm.verts) == 0:
bm.free()
return
# Find endpoints (vertices with only one connected edge)
endpoints = [v for v in bm.verts if len(v.link_edges) == 1]
# Choose the endpoint closest to the original first vertex position
if len(endpoints) == 0:
# Closed loop - pick any vertex as start
start_vert = bm.verts[0]
elif len(endpoints) == 1:
# Single endpoint
start_vert = endpoints[0]
else:
# Choose endpoint closest to where the original first vertex was
start_vert = min(endpoints, key=lambda v: (v.co - original_first_co).length)
# Build ordered vertex list by following edges
ordered_verts = [start_vert]
current_vert = start_vert
visited_edges = set()
while True:
# Find next unvisited edge
next_edge = None
for edge in current_vert.link_edges:
if edge not in visited_edges:
next_edge = edge
break
if not next_edge:
break
visited_edges.add(next_edge)
next_vert = next_edge.other_vert(current_vert)
# Avoid going back on ourselves
if next_vert not in ordered_verts:
ordered_verts.append(next_vert)
current_vert = next_vert
# Store vertex coordinates in the correct order
new_verts_co = [v.co.copy() for v in ordered_verts]
# Update the stored first vertex position to the new first vertex
mesh["bonsai_first_vert_co"] = new_verts_co[0][:]
# Clear and rebuild mesh with correct vertex order
bm.clear()
# Create new vertices in order
new_verts = [bm.verts.new(co) for co in new_verts_co]
bm.verts.ensure_lookup_table()
# Create edges connecting consecutive vertices
for i in range(len(new_verts) - 1):
bm.edges.new([new_verts[i], new_verts[i + 1]])
# Write back to mesh
bm.to_mesh(mesh)
bm.free()
mesh.update()