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116 lines
4.5 KiB
Python
116 lines
4.5 KiB
Python
# BlenderBIM Add-on - OpenBIM Blender Add-on
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# Copyright (C) 2020, 2021 Dion Moult <dion@thinkmoult.com>
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#
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# This file is part of BlenderBIM Add-on.
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#
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# BlenderBIM Add-on is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# BlenderBIM Add-on is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with BlenderBIM Add-on. If not, see <http://www.gnu.org/licenses/>.
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import bpy
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from blenderbim.bim.prop import StrProperty, Attribute
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from bpy.types import PropertyGroup
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from bpy.props import (
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PointerProperty,
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StringProperty,
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EnumProperty,
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BoolProperty,
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IntProperty,
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FloatProperty,
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FloatVectorProperty,
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CollectionProperty,
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)
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class ClashSource(PropertyGroup):
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name: StringProperty(name="File")
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selector: StringProperty(name="Selector")
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mode: EnumProperty(
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items=[
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("i", "Include", "Only the selected objects are included for clashing"),
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("e", "Exclude", "All objects except the selected objects are included for clashing"),
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],
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name="Mode",
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)
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class Clash(PropertyGroup):
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a_global_id: StringProperty(name="A")
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b_global_id: StringProperty(name="B")
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a_name: StringProperty(name="A Name")
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b_name: StringProperty(name="B Name")
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status: BoolProperty(name="Status", default=False)
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class ClashSet(PropertyGroup):
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name: StringProperty(name="Name")
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mode: EnumProperty(
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items=[
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(
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"intersection",
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"Intersection",
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"Detect objects that protrude or pierce another object",
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"PIVOT_MEDIAN",
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1,
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),
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("collision", "Collision", "Detect touching objects with any surface collision", "PIVOT_INDIVIDUAL", 2),
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("clearance", "Clearance", "Detect objects within a proximity threshold", "PIVOT_ACTIVE", 3),
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],
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name="Mode",
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)
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tolerance: FloatProperty(name="Tolerance", default=0.002)
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clearance: FloatProperty(name="Clearance", default=0.01)
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allow_touching: BoolProperty(name="Allow Touching", default=False)
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check_all: BoolProperty(name="Check All", default=False)
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a: CollectionProperty(name="Group A", type=ClashSource)
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b: CollectionProperty(name="Group B", type=ClashSource)
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clashes: CollectionProperty(name="Clashes", type=Clash)
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class SmartClashGroup(PropertyGroup):
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number: StringProperty(name="Number")
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global_ids: CollectionProperty(name="GlobalIDs", type=StrProperty)
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class BIMClashProperties(PropertyGroup):
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blender_clash_set_a: CollectionProperty(name="Blender Clash Set A", type=StrProperty)
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blender_clash_set_b: CollectionProperty(name="Blender Clash Set B", type=StrProperty)
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clash_sets: CollectionProperty(name="Clash Sets", type=ClashSet)
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should_create_clash_snapshots: BoolProperty(name="Create Snapshots", default=False)
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clash_results_path: StringProperty(name="Clash Results Path")
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smart_grouped_clashes_path: StringProperty(name="Smart Grouped Clashes Path")
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active_clash_set_index: IntProperty(name="Active Clash Set Index")
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active_clash_index: IntProperty(name="Active Clash Index")
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smart_clash_groups: CollectionProperty(name="Smart Clash Groups", type=SmartClashGroup)
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active_smart_group_index: IntProperty(name="Active Smart Group Index")
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smart_clash_grouping_max_distance: IntProperty(
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name="Smart Clash Grouping Max Distance", default=3, soft_min=1, soft_max=10
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)
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p1: FloatVectorProperty(name="P1", default=(0.0, 0.0, 0.0), subtype="XYZ")
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p2: FloatVectorProperty(name="P2", default=(0.0, 0.0, 0.0), subtype="XYZ")
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active_clash_text: StringProperty(name="Active Clash Text")
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@property
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def active_clash_set(self):
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if self.active_clash_set_index < len(self.clash_sets):
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return self.clash_sets[self.active_clash_set_index]
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@property
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def active_smart_group(self):
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if self.active_smart_group_index < len(self.smart_clash_groups):
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return self.smart_clash_groups[self.active_smart_group_index]
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@property
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def active_clash(self):
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if self.active_clash_index < len(self.active_clash_set.clashes):
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return self.active_clash_set.clashes[self.active_clash_index]
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