blender-addons/archipack/archipack_fence.py
2019-10-01 20:13:26 +02:00

1786 lines
60 KiB
Python

# -*- coding:utf-8 -*-
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program 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 2
# of the License, or (at your option) any later version.
#
# This program 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 this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110- 1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# ----------------------------------------------------------
# Author: Stephen Leger (s-leger)
#
# ----------------------------------------------------------
# noinspection PyUnresolvedReferences
import bpy
# noinspection PyUnresolvedReferences
from bpy.types import Operator, PropertyGroup, Mesh, Panel
from bpy.props import (
FloatProperty, BoolProperty, IntProperty, CollectionProperty,
StringProperty, EnumProperty, FloatVectorProperty
)
from .bmesh_utils import BmeshEdit as bmed
from .panel import Panel as Lofter
from mathutils import Vector, Matrix
from mathutils.geometry import interpolate_bezier
from math import sin, cos, pi, acos, atan2
from .archipack_manipulator import Manipulable, archipack_manipulator
from .archipack_2d import Line, Arc
from .archipack_preset import ArchipackPreset, PresetMenuOperator
from .archipack_object import ArchipackCreateTool, ArchipackObject
class Fence():
def __init__(self):
# total distance from start
self.dist = 0
self.t_start = 0
self.t_end = 0
self.dz = 0
self.z0 = 0
def set_offset(self, offset, last=None):
"""
Offset line and compute intersection point
between segments
"""
self.line = self.make_offset(offset, last)
@property
def t_diff(self):
return self.t_end - self.t_start
def straight_fence(self, a0, length):
s = self.straight(length).rotate(a0)
return StraightFence(s.p, s.v)
def curved_fence(self, a0, da, radius):
n = self.normal(1).rotate(a0).scale(radius)
if da < 0:
n.v = -n.v
a0 = n.angle
c = n.p - n.v
return CurvedFence(c, radius, a0, da)
class StraightFence(Fence, Line):
def __str__(self):
return "t_start:{} t_end:{} dist:{}".format(self.t_start, self.t_end, self.dist)
def __init__(self, p, v):
Fence.__init__(self)
Line.__init__(self, p, v)
class CurvedFence(Fence, Arc):
def __str__(self):
return "t_start:{} t_end:{} dist:{}".format(self.t_start, self.t_end, self.dist)
def __init__(self, c, radius, a0, da):
Fence.__init__(self)
Arc.__init__(self, c, radius, a0, da)
class FenceSegment():
def __str__(self):
return "t_start:{} t_end:{} n_step:{} t_step:{} i_start:{} i_end:{}".format(
self.t_start, self.t_end, self.n_step, self.t_step, self.i_start, self.i_end)
def __init__(self, t_start, t_end, n_step, t_step, i_start, i_end):
self.t_start = t_start
self.t_end = t_end
self.n_step = n_step
self.t_step = t_step
self.i_start = i_start
self.i_end = i_end
class FenceGenerator():
def __init__(self, parts):
self.parts = parts
self.segs = []
self.length = 0
self.user_defined_post = None
self.user_defined_uvs = None
self.user_defined_mat = None
def add_part(self, part):
if len(self.segs) < 1:
s = None
else:
s = self.segs[-1]
# start a new fence
if s is None:
if part.type == 'S_FENCE':
p = Vector((0, 0))
v = part.length * Vector((cos(part.a0), sin(part.a0)))
s = StraightFence(p, v)
elif part.type == 'C_FENCE':
c = -part.radius * Vector((cos(part.a0), sin(part.a0)))
s = CurvedFence(c, part.radius, part.a0, part.da)
else:
if part.type == 'S_FENCE':
s = s.straight_fence(part.a0, part.length)
elif part.type == 'C_FENCE':
s = s.curved_fence(part.a0, part.da, part.radius)
# s.dist = self.length
# self.length += s.length
self.segs.append(s)
self.last_type = type
def set_offset(self, offset):
# @TODO:
# re-evaluate length of offset line here
last = None
for seg in self.segs:
seg.set_offset(offset, last)
last = seg.line
def param_t(self, angle_limit, post_spacing):
"""
setup corners and fences dz
compute index of fences which belong to each group of fences between corners
compute t of each fence
"""
# segments are group of parts separated by limit angle
self.segments = []
i_start = 0
t_start = 0
dist_0 = 0
z = 0
self.length = 0
n_parts = len(self.parts) - 1
for i, f in enumerate(self.segs):
f.dist = self.length
self.length += f.line.length
vz0 = Vector((1, 0))
angle_z = 0
for i, f in enumerate(self.segs):
dz = self.parts[i].dz
if f.dist > 0:
f.t_start = f.dist / self.length
else:
f.t_start = 0
f.t_end = (f.dist + f.line.length) / self.length
f.z0 = z
f.dz = dz
z += dz
if i < n_parts:
vz1 = Vector((self.segs[i + 1].length, self.parts[i + 1].dz))
angle_z = abs(vz0.angle_signed(vz1))
vz0 = vz1
if (abs(self.parts[i + 1].a0) >= angle_limit or angle_z >= angle_limit):
l_seg = f.dist + f.line.length - dist_0
t_seg = f.t_end - t_start
n_fences = max(1, int(l_seg / post_spacing))
t_fence = t_seg / n_fences
segment = FenceSegment(t_start, f.t_end, n_fences, t_fence, i_start, i)
dist_0 = f.dist + f.line.length
t_start = f.t_end
i_start = i
self.segments.append(segment)
manipulators = self.parts[i].manipulators
p0 = f.line.p0.to_3d()
p1 = f.line.p1.to_3d()
# angle from last to current segment
if i > 0:
v0 = self.segs[i - 1].line.straight(-1, 1).v.to_3d()
v1 = f.line.straight(1, 0).v.to_3d()
manipulators[0].set_pts([p0, v0, v1])
if type(f).__name__ == "StraightFence":
# segment length
manipulators[1].type_key = 'SIZE'
manipulators[1].prop1_name = "length"
manipulators[1].set_pts([p0, p1, (1, 0, 0)])
else:
# segment radius + angle
v0 = (f.line.p0 - f.c).to_3d()
v1 = (f.line.p1 - f.c).to_3d()
manipulators[1].type_key = 'ARC_ANGLE_RADIUS'
manipulators[1].prop1_name = "da"
manipulators[1].prop2_name = "radius"
manipulators[1].set_pts([f.c.to_3d(), v0, v1])
# snap manipulator, don't change index !
manipulators[2].set_pts([p0, p1, (1, 0, 0)])
f = self.segs[-1]
l_seg = f.dist + f.line.length - dist_0
t_seg = f.t_end - t_start
n_fences = max(1, int(l_seg / post_spacing))
t_fence = t_seg / n_fences
segment = FenceSegment(t_start, f.t_end, n_fences, t_fence, i_start, len(self.segs) - 1)
self.segments.append(segment)
def setup_user_defined_post(self, o, post_x, post_y, post_z):
self.user_defined_post = o
x = o.bound_box[6][0] - o.bound_box[0][0]
y = o.bound_box[6][1] - o.bound_box[0][1]
z = o.bound_box[6][2] - o.bound_box[0][2]
self.user_defined_post_scale = Vector((post_x / x, post_y / -y, post_z / z))
m = o.data
# create vertex group lookup dictionary for names
vgroup_names = {vgroup.index: vgroup.name for vgroup in o.vertex_groups}
# create dictionary of vertex group assignments per vertex
self.vertex_groups = [[vgroup_names[g.group] for g in v.groups] for v in m.vertices]
# uvs
uv_act = m.uv_layers.active
if uv_act is not None:
uv_layer = uv_act.data
self.user_defined_uvs = [[uv_layer[li].uv for li in p.loop_indices] for p in m.polygons]
else:
self.user_defined_uvs = [[(0, 0) for i in p.vertices] for p in m.polygons]
# material ids
self.user_defined_mat = [p.material_index for p in m.polygons]
def get_user_defined_post(self, tM, z0, z1, z2, slope, post_z, verts, faces, matids, uvs):
f = len(verts)
m = self.user_defined_post.data
for i, g in enumerate(self.vertex_groups):
co = m.vertices[i].co.copy()
co.x *= self.user_defined_post_scale.x
co.y *= self.user_defined_post_scale.y
co.z *= self.user_defined_post_scale.z
if 'Slope' in g:
co.z += co.y * slope
verts.append(tM @ co)
matids += self.user_defined_mat
faces += [tuple([i + f for i in p.vertices]) for p in m.polygons]
uvs += self.user_defined_uvs
def get_post(self, post, post_x, post_y, post_z, post_alt, sub_offset_x,
id_mat, verts, faces, matids, uvs):
n, dz, zl = post
slope = dz * post_y
if self.user_defined_post is not None:
x, y = -n.v.normalized()
p = n.p + sub_offset_x * n.v.normalized()
tM = Matrix([
[x, y, 0, p.x],
[y, -x, 0, p.y],
[0, 0, 1, zl + post_alt],
[0, 0, 0, 1]
])
self.get_user_defined_post(tM, zl, 0, 0, dz, post_z, verts, faces, matids, uvs)
return
z3 = zl + post_z + post_alt - slope
z4 = zl + post_z + post_alt + slope
z0 = zl + post_alt - slope
z1 = zl + post_alt + slope
vn = n.v.normalized()
dx = post_x * vn
dy = post_y * Vector((vn.y, -vn.x))
oy = sub_offset_x * vn
x0, y0 = n.p - dx + dy + oy
x1, y1 = n.p - dx - dy + oy
x2, y2 = n.p + dx - dy + oy
x3, y3 = n.p + dx + dy + oy
f = len(verts)
verts.extend([(x0, y0, z0), (x0, y0, z3),
(x1, y1, z1), (x1, y1, z4),
(x2, y2, z1), (x2, y2, z4),
(x3, y3, z0), (x3, y3, z3)])
faces.extend([(f, f + 1, f + 3, f + 2),
(f + 2, f + 3, f + 5, f + 4),
(f + 4, f + 5, f + 7, f + 6),
(f + 6, f + 7, f + 1, f),
(f, f + 2, f + 4, f + 6),
(f + 7, f + 5, f + 3, f + 1)])
matids.extend([id_mat, id_mat, id_mat, id_mat, id_mat, id_mat])
x = [(0, 0), (0, post_z), (post_x, post_z), (post_x, 0)]
y = [(0, 0), (0, post_z), (post_y, post_z), (post_y, 0)]
z = [(0, 0), (post_x, 0), (post_x, post_y), (0, post_y)]
uvs.extend([x, y, x, y, z, z])
def get_panel(self, subs, altitude, panel_x, panel_z, sub_offset_x, idmat, verts, faces, matids, uvs):
n_subs = len(subs)
if n_subs < 1:
return
f = len(verts)
x0 = sub_offset_x - 0.5 * panel_x
x1 = sub_offset_x + 0.5 * panel_x
z0 = 0
z1 = panel_z
profile = [Vector((x0, z0)), Vector((x1, z0)), Vector((x1, z1)), Vector((x0, z1))]
user_path_uv_v = []
n_sections = n_subs - 1
n, dz, zl = subs[0]
p0 = n.p
v0 = n.v.normalized()
for s, section in enumerate(subs):
n, dz, zl = section
p1 = n.p
if s < n_sections:
v1 = subs[s + 1][0].v.normalized()
dir = (v0 + v1).normalized()
scale = 1 / cos(0.5 * acos(min(1, max(-1, v0.dot(v1)))))
for p in profile:
x, y = n.p + scale * p.x * dir
z = zl + p.y + altitude
verts.append((x, y, z))
if s > 0:
user_path_uv_v.append((p1 - p0).length)
p0 = p1
v0 = v1
# build faces using Panel
lofter = Lofter(
# closed_shape, index, x, y, idmat
True,
[i for i in range(len(profile))],
[p.x for p in profile],
[p.y for p in profile],
[idmat for i in range(len(profile))],
closed_path=False,
user_path_uv_v=user_path_uv_v,
user_path_verts=n_subs
)
faces += lofter.faces(16, offset=f, path_type='USER_DEFINED')
matids += lofter.mat(16, idmat, idmat, path_type='USER_DEFINED')
v = Vector((0, 0))
uvs += lofter.uv(16, v, v, v, v, 0, v, 0, 0, path_type='USER_DEFINED')
def make_subs(self, x, y, z, post_y, altitude,
sub_spacing, offset_x, sub_offset_x, mat, verts, faces, matids, uvs):
t_post = (0.5 * post_y - y) / self.length
t_spacing = (sub_spacing + y) / self.length
for segment in self.segments:
t_step = segment.t_step
t_start = segment.t_start + t_post
s = 0
s_sub = t_step - 2 * t_post
n_sub = int(s_sub / t_spacing)
if n_sub > 0:
t_sub = s_sub / n_sub
else:
t_sub = 1
i = segment.i_start
while s < segment.n_step:
t_cur = t_start + s * t_step
for j in range(1, n_sub):
t_s = t_cur + t_sub * j
while self.segs[i].t_end < t_s:
i += 1
f = self.segs[i]
t = (t_s - f.t_start) / f.t_diff
n = f.line.normal(t)
post = (n, f.dz / f.length, f.z0 + f.dz * t)
self.get_post(post, x, y, z, altitude, sub_offset_x, mat, verts, faces, matids, uvs)
s += 1
def make_post(self, x, y, z, altitude, x_offset, mat, verts, faces, matids, uvs):
for segment in self.segments:
t_step = segment.t_step
t_start = segment.t_start
s = 0
i = segment.i_start
while s < segment.n_step:
t_cur = t_start + s * t_step
while self.segs[i].t_end < t_cur:
i += 1
f = self.segs[i]
t = (t_cur - f.t_start) / f.t_diff
n = f.line.normal(t)
post = (n, f.dz / f.line.length, f.z0 + f.dz * t)
# self.get_post(post, x, y, z, altitude, x_offset, mat, verts, faces, matids, uvs)
self.get_post(post, x, y, z, altitude, 0, mat, verts, faces, matids, uvs)
s += 1
if segment.i_end + 1 == len(self.segs):
f = self.segs[segment.i_end]
n = f.line.normal(1)
post = (n, f.dz / f.line.length, f.z0 + f.dz)
# self.get_post(post, x, y, z, altitude, x_offset, mat, verts, faces, matids, uvs)
self.get_post(post, x, y, z, altitude, 0, mat, verts, faces, matids, uvs)
def make_panels(self, x, z, post_y, altitude, panel_dist,
offset_x, sub_offset_x, idmat, verts, faces, matids, uvs):
t_post = (0.5 * post_y + panel_dist) / self.length
for segment in self.segments:
t_step = segment.t_step
t_start = segment.t_start
s = 0
i = segment.i_start
while s < segment.n_step:
subs = []
t_cur = t_start + s * t_step + t_post
t_end = t_start + (s + 1) * t_step - t_post
# find first section
while self.segs[i].t_end < t_cur and i < segment.i_end:
i += 1
f = self.segs[i]
# 1st section
t = (t_cur - f.t_start) / f.t_diff
n = f.line.normal(t)
subs.append((n, f.dz / f.line.length, f.z0 + f.dz * t))
# crossing sections -> new segment
while i < segment.i_end:
f = self.segs[i]
if f.t_end < t_end:
if type(f).__name__ == 'CurvedFence':
# can't end after segment
t0 = max(0, (t_cur - f.t_start) / f.t_diff)
t1 = min(1, (t_end - f.t_start) / f.t_diff)
n_s = int(max(1, abs(f.da) * (5) / pi - 1))
dt = (t1 - t0) / n_s
for j in range(1, n_s + 1):
t = t0 + dt * j
n = f.line.sized_normal(t, 1)
# n.p = f.lerp(x_offset)
subs.append((n, f.dz / f.line.length, f.z0 + f.dz * t))
else:
n = f.line.normal(1)
subs.append((n, f.dz / f.line.length, f.z0 + f.dz))
if f.t_end >= t_end:
break
elif f.t_start < t_end:
i += 1
f = self.segs[i]
# last section
if type(f).__name__ == 'CurvedFence':
# can't start before segment
t0 = max(0, (t_cur - f.t_start) / f.t_diff)
t1 = min(1, (t_end - f.t_start) / f.t_diff)
n_s = int(max(1, abs(f.da) * (5) / pi - 1))
dt = (t1 - t0) / n_s
for j in range(1, n_s + 1):
t = t0 + dt * j
n = f.line.sized_normal(t, 1)
# n.p = f.lerp(x_offset)
subs.append((n, f.dz / f.line.length, f.z0 + f.dz * t))
else:
t = (t_end - f.t_start) / f.t_diff
n = f.line.normal(t)
subs.append((n, f.dz / f.line.length, f.z0 + f.dz * t))
# self.get_panel(subs, altitude, x, z, 0, idmat, verts, faces, matids, uvs)
self.get_panel(subs, altitude, x, z, sub_offset_x, idmat, verts, faces, matids, uvs)
s += 1
def make_profile(self, profile, idmat,
x_offset, z_offset, extend, verts, faces, matids, uvs):
last = None
for seg in self.segs:
seg.p_line = seg.make_offset(x_offset, last)
last = seg.p_line
n_fences = len(self.segs) - 1
if n_fences < 0:
return
sections = []
f = self.segs[0]
# first step
if extend != 0 and f.p_line.length != 0:
t = -extend / self.segs[0].p_line.length
n = f.p_line.sized_normal(t, 1)
# n.p = f.lerp(x_offset)
sections.append((n, f.dz / f.p_line.length, f.z0 + f.dz * t))
# add first section
n = f.p_line.sized_normal(0, 1)
# n.p = f.lerp(x_offset)
sections.append((n, f.dz / f.p_line.length, f.z0))
for s, f in enumerate(self.segs):
if f.p_line.length == 0:
continue
if type(f).__name__ == 'CurvedFence':
n_s = int(max(1, abs(f.da) * 30 / pi - 1))
for i in range(1, n_s + 1):
t = i / n_s
n = f.p_line.sized_normal(t, 1)
# n.p = f.lerp(x_offset)
sections.append((n, f.dz / f.p_line.length, f.z0 + f.dz * t))
else:
n = f.p_line.sized_normal(1, 1)
# n.p = f.lerp(x_offset)
sections.append((n, f.dz / f.p_line.length, f.z0 + f.dz))
if extend != 0 and f.p_line.length != 0:
t = 1 + extend / self.segs[-1].p_line.length
n = f.p_line.sized_normal(t, 1)
# n.p = f.lerp(x_offset)
sections.append((n, f.dz / f.p_line.length, f.z0 + f.dz * t))
user_path_verts = len(sections)
offset = len(verts)
if user_path_verts > 0:
user_path_uv_v = []
n, dz, z0 = sections[-1]
sections[-1] = (n, dz, z0)
n_sections = user_path_verts - 1
n, dz, zl = sections[0]
p0 = n.p
v0 = n.v.normalized()
for s, section in enumerate(sections):
n, dz, zl = section
p1 = n.p
if s < n_sections:
v1 = sections[s + 1][0].v.normalized()
dir = (v0 + v1).normalized()
scale = min(10, 1 / cos(0.5 * acos(min(1, max(-1, v0.dot(v1) )))))
for p in profile:
# x, y = n.p + scale * (x_offset + p.x) * dir
x, y = n.p + scale * p.x * dir
z = zl + p.y + z_offset
verts.append((x, y, z))
if s > 0:
user_path_uv_v.append((p1 - p0).length)
p0 = p1
v0 = v1
# build faces using Panel
lofter = Lofter(
# closed_shape, index, x, y, idmat
True,
[i for i in range(len(profile))],
[p.x for p in profile],
[p.y for p in profile],
[idmat for i in range(len(profile))],
closed_path=False,
user_path_uv_v=user_path_uv_v,
user_path_verts=user_path_verts
)
faces += lofter.faces(16, offset=offset, path_type='USER_DEFINED')
matids += lofter.mat(16, idmat, idmat, path_type='USER_DEFINED')
v = Vector((0, 0))
uvs += lofter.uv(16, v, v, v, v, 0, v, 0, 0, path_type='USER_DEFINED')
def update(self, context):
self.update(context)
def update_manipulators(self, context):
self.update(context, manipulable_refresh=True)
def update_path(self, context):
self.update_path(context)
def update_type(self, context):
d = self.find_datablock_in_selection(context)
if d is not None and d.auto_update:
d.auto_update = False
# find part index
idx = 0
for i, part in enumerate(d.parts):
if part == self:
idx = i
break
part = d.parts[idx]
a0 = 0
if idx > 0:
g = d.get_generator()
w0 = g.segs[idx - 1]
a0 = w0.straight(1).angle
if "C_" in self.type:
w = w0.straight_fence(part.a0, part.length)
else:
w = w0.curved_fence(part.a0, part.da, part.radius)
else:
if "C_" in self.type:
p = Vector((0, 0))
v = self.length * Vector((cos(self.a0), sin(self.a0)))
w = StraightFence(p, v)
a0 = pi / 2
else:
c = -self.radius * Vector((cos(self.a0), sin(self.a0)))
w = CurvedFence(c, self.radius, self.a0, pi)
# not closed, see wall
# for closed ability
dp = w.p1 - w.p0
if "C_" in self.type:
part.radius = 0.5 * dp.length
part.da = pi
a0 = atan2(dp.y, dp.x) - pi / 2 - a0
else:
part.length = dp.length
a0 = atan2(dp.y, dp.x) - a0
if a0 > pi:
a0 -= 2 * pi
if a0 < -pi:
a0 += 2 * pi
part.a0 = a0
if idx + 1 < d.n_parts:
# adjust rotation of next part
part1 = d.parts[idx + 1]
if "C_" in part.type:
a0 = part1.a0 - pi / 2
else:
a0 = part1.a0 + w.straight(1).angle - atan2(dp.y, dp.x)
if a0 > pi:
a0 -= 2 * pi
if a0 < -pi:
a0 += 2 * pi
part1.a0 = a0
d.auto_update = True
materials_enum = (
('0', 'Wood', '', 0),
('1', 'Metal', '', 1),
('2', 'Glass', '', 2)
)
class archipack_fence_material(PropertyGroup):
index : EnumProperty(
items=materials_enum,
default='0',
update=update
)
def find_datablock_in_selection(self, context):
"""
find witch selected object this instance belongs to
provide support for "copy to selected"
"""
selected = context.selected_objects[:]
for o in selected:
props = archipack_fence.datablock(o)
if props:
for part in props.rail_mat:
if part == self:
return props
return None
def update(self, context):
props = self.find_datablock_in_selection(context)
if props is not None:
props.update(context)
class archipack_fence_part(PropertyGroup):
type : EnumProperty(
items=(
('S_FENCE', 'Straight fence', '', 0),
('C_FENCE', 'Curved fence', '', 1),
),
default='S_FENCE',
update=update_type
)
length : FloatProperty(
name="Length",
min=0.01,
default=2.0,
unit='LENGTH', subtype='DISTANCE',
update=update
)
radius : FloatProperty(
name="Radius",
min=0.01,
default=0.7,
unit='LENGTH', subtype='DISTANCE',
update=update
)
da : FloatProperty(
name="Angle",
min=-pi,
max=pi,
default=pi / 2,
subtype='ANGLE', unit='ROTATION',
update=update
)
a0 : FloatProperty(
name="Start angle",
min=-2 * pi,
max=2 * pi,
default=0,
subtype='ANGLE', unit='ROTATION',
update=update
)
dz : FloatProperty(
name="delta z",
default=0,
unit='LENGTH', subtype='DISTANCE'
)
manipulators : CollectionProperty(type=archipack_manipulator)
def find_datablock_in_selection(self, context):
"""
find witch selected object this instance belongs to
provide support for "copy to selected"
"""
selected = context.selected_objects[:]
for o in selected:
props = archipack_fence.datablock(o)
if props is not None:
for part in props.parts:
if part == self:
return props
return None
def update(self, context, manipulable_refresh=False):
props = self.find_datablock_in_selection(context)
if props is not None:
props.update(context, manipulable_refresh)
def draw(self, layout, context, index):
box = layout.box()
row = box.row()
row.prop(self, "type", text=str(index + 1))
if self.type in ['C_FENCE']:
row = box.row()
row.prop(self, "radius")
row = box.row()
row.prop(self, "da")
else:
row = box.row()
row.prop(self, "length")
row = box.row()
row.prop(self, "a0")
class archipack_fence(ArchipackObject, Manipulable, PropertyGroup):
parts : CollectionProperty(type=archipack_fence_part)
user_defined_path : StringProperty(
name="User defined",
update=update_path
)
user_defined_spline : IntProperty(
name="Spline index",
min=0,
default=0,
update=update_path
)
user_defined_resolution : IntProperty(
name="Resolution",
min=1,
max=128,
default=12, update=update_path
)
n_parts : IntProperty(
name="Parts",
min=1,
default=1, update=update_manipulators
)
x_offset : FloatProperty(
name="Offset",
default=0.0, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
radius : FloatProperty(
name="Radius",
min=0.01,
default=0.7,
unit='LENGTH', subtype='DISTANCE',
update=update
)
da : FloatProperty(
name="Angle",
min=-pi,
max=pi,
default=pi / 2,
subtype='ANGLE', unit='ROTATION',
update=update
)
angle_limit : FloatProperty(
name="Angle",
min=0,
max=2 * pi,
default=pi / 8,
subtype='ANGLE', unit='ROTATION',
update=update_manipulators
)
shape : EnumProperty(
items=(
('RECTANGLE', 'Straight', '', 0),
('CIRCLE', 'Curved ', '', 1)
),
default='RECTANGLE',
update=update
)
post : BoolProperty(
name='Enable',
default=True,
update=update
)
post_spacing : FloatProperty(
name="Spacing",
min=0.1,
default=1.0, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
post_x : FloatProperty(
name="Width",
min=0.001,
default=0.04, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
post_y : FloatProperty(
name="Length",
min=0.001, max=1000,
default=0.04, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
post_z : FloatProperty(
name="Height",
min=0.001,
default=1, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
post_alt : FloatProperty(
name="Altitude",
default=0, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
user_defined_post_enable : BoolProperty(
name="User",
update=update,
default=True
)
user_defined_post : StringProperty(
name="User defined",
update=update
)
idmat_post : EnumProperty(
name="Post",
items=materials_enum,
default='1',
update=update
)
subs : BoolProperty(
name='Enable',
default=False,
update=update
)
subs_spacing : FloatProperty(
name="Spacing",
min=0.05,
default=0.10, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
subs_x : FloatProperty(
name="Width",
min=0.001,
default=0.02, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
subs_y : FloatProperty(
name="Length",
min=0.001,
default=0.02, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
subs_z : FloatProperty(
name="Height",
min=0.001,
default=1, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
subs_alt : FloatProperty(
name="Altitude",
default=0, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
subs_offset_x : FloatProperty(
name="Offset",
default=0.0, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
subs_bottom : EnumProperty(
name="Bottom",
items=(
('STEP', 'Follow step', '', 0),
('LINEAR', 'Linear', '', 1),
),
default='STEP',
update=update
)
user_defined_subs_enable : BoolProperty(
name="User",
update=update,
default=True
)
user_defined_subs : StringProperty(
name="User defined",
update=update
)
idmat_subs : EnumProperty(
name="Subs",
items=materials_enum,
default='1',
update=update
)
panel : BoolProperty(
name='Enable',
default=True,
update=update
)
panel_alt : FloatProperty(
name="Altitude",
default=0.25, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
panel_x : FloatProperty(
name="Width",
min=0.001,
default=0.01, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
panel_z : FloatProperty(
name="Height",
min=0.001,
default=0.6, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
panel_dist : FloatProperty(
name="Spacing",
min=0.001,
default=0.05, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
panel_offset_x : FloatProperty(
name="Offset",
default=0.0, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
idmat_panel : EnumProperty(
name="Panels",
items=materials_enum,
default='2',
update=update
)
rail : BoolProperty(
name="Enable",
update=update,
default=False
)
rail_n : IntProperty(
name="#",
default=1,
min=0,
max=31,
update=update
)
rail_x : FloatVectorProperty(
name="Width",
default=[
0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05,
0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05,
0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05,
0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05
],
size=31,
min=0.001,
precision=2, step=1,
unit='LENGTH',
update=update
)
rail_z : FloatVectorProperty(
name="Height",
default=[
0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05,
0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05,
0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05,
0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05
],
size=31,
min=0.001,
precision=2, step=1,
unit='LENGTH',
update=update
)
rail_offset : FloatVectorProperty(
name="Offset",
default=[
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0
],
size=31,
precision=2, step=1,
unit='LENGTH',
update=update
)
rail_alt : FloatVectorProperty(
name="Altitude",
default=[
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0
],
size=31,
precision=2, step=1,
unit='LENGTH',
update=update
)
rail_mat : CollectionProperty(type=archipack_fence_material)
handrail : BoolProperty(
name="Enable",
update=update,
default=True
)
handrail_offset : FloatProperty(
name="Offset",
default=0.0, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
handrail_alt : FloatProperty(
name="Altitude",
default=1.0, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
handrail_extend : FloatProperty(
name="Extend",
min=0,
default=0.1, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
handrail_slice : BoolProperty(
name='Slice',
default=True,
update=update
)
handrail_slice_right : BoolProperty(
name='Slice',
default=True,
update=update
)
handrail_profil : EnumProperty(
name="Profil",
items=(
('SQUARE', 'Square', '', 0),
('CIRCLE', 'Circle', '', 1),
('COMPLEX', 'Circle over square', '', 2)
),
default='SQUARE',
update=update
)
handrail_x : FloatProperty(
name="Width",
min=0.001,
default=0.04, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
handrail_y : FloatProperty(
name="Height",
min=0.001,
default=0.04, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
handrail_radius : FloatProperty(
name="Radius",
min=0.001,
default=0.02, precision=2, step=1,
unit='LENGTH', subtype='DISTANCE',
update=update
)
idmat_handrail : EnumProperty(
name="Handrail",
items=materials_enum,
default='0',
update=update
)
# UI layout related
parts_expand : BoolProperty(
default=False
)
rail_expand : BoolProperty(
default=False
)
idmats_expand : BoolProperty(
default=False
)
handrail_expand : BoolProperty(
default=False
)
post_expand : BoolProperty(
default=False
)
panel_expand : BoolProperty(
default=False
)
subs_expand : BoolProperty(
default=False
)
# Flag to prevent mesh update while making bulk changes over variables
# use :
# .auto_update = False
# bulk changes
# .auto_update = True
auto_update : BoolProperty(
options={'SKIP_SAVE'},
default=True,
update=update_manipulators
)
def setup_manipulators(self):
if len(self.manipulators) == 0:
s = self.manipulators.add()
s.prop1_name = "width"
s = self.manipulators.add()
s.prop1_name = "height"
s.normal = Vector((0, 1, 0))
for i in range(self.n_parts):
p = self.parts[i]
n_manips = len(p.manipulators)
if n_manips == 0:
s = p.manipulators.add()
s.type_key = "ANGLE"
s.prop1_name = "a0"
s = p.manipulators.add()
s.type_key = "SIZE"
s.prop1_name = "length"
s = p.manipulators.add()
# s.type_key = 'SNAP_POINT'
s.type_key = 'WALL_SNAP'
s.prop1_name = str(i)
s.prop2_name = 'post_z'
def update_parts(self):
# remove rails materials
for i in range(len(self.rail_mat), self.rail_n, -1):
self.rail_mat.remove(i - 1)
# add rails
for i in range(len(self.rail_mat), self.rail_n):
self.rail_mat.add()
# remove parts
for i in range(len(self.parts), self.n_parts, -1):
self.parts.remove(i - 1)
# add parts
for i in range(len(self.parts), self.n_parts):
self.parts.add()
self.setup_manipulators()
def interpolate_bezier(self, pts, wM, p0, p1, resolution):
# straight segment, worth testing here
# since this can lower points count by a resolution factor
# use normalized to handle non linear t
if resolution == 0:
pts.append(wM @ p0.co.to_3d())
else:
v = (p1.co - p0.co).normalized()
d1 = (p0.handle_right - p0.co).normalized()
d2 = (p1.co - p1.handle_left).normalized()
if d1 == v and d2 == v:
pts.append(wM @ p0.co.to_3d())
else:
seg = interpolate_bezier(wM @ p0.co,
wM @ p0.handle_right,
wM @ p1.handle_left,
wM @ p1.co,
resolution + 1)
for i in range(resolution):
pts.append(seg[i].to_3d())
def from_spline(self, context, wM, resolution, spline):
o = self.find_in_selection(context)
if o is None:
return
tM = wM.copy()
tM.row[0].normalize()
tM.row[1].normalize()
tM.row[2].normalize()
pts = []
if spline.type == 'POLY':
pt = spline.points[0].co
pts = [wM @ p.co.to_3d() for p in spline.points]
if spline.use_cyclic_u:
pts.append(pts[0])
elif spline.type == 'BEZIER':
pt = spline.bezier_points[0].co
points = spline.bezier_points
for i in range(1, len(points)):
p0 = points[i - 1]
p1 = points[i]
self.interpolate_bezier(pts, wM, p0, p1, resolution)
if spline.use_cyclic_u:
p0 = points[-1]
p1 = points[0]
self.interpolate_bezier(pts, wM, p0, p1, resolution)
pts.append(pts[0])
else:
pts.append(wM @ points[-1].co)
auto_update = self.auto_update
self.auto_update = False
self.n_parts = len(pts) - 1
self.update_parts()
p0 = pts.pop(0)
a0 = 0
for i, p1 in enumerate(pts):
dp = p1 - p0
da = atan2(dp.y, dp.x) - a0
if da > pi:
da -= 2 * pi
if da < -pi:
da += 2 * pi
p = self.parts[i]
p.length = dp.to_2d().length
p.dz = dp.z
p.a0 = da
a0 += da
p0 = p1
self.auto_update = auto_update
o.matrix_world = tM @ Matrix.Translation(pt)
def update_path(self, context):
path = context.scene.objects.get(self.user_defined_path.strip())
if path is not None and path.type == 'CURVE':
splines = path.data.splines
if len(splines) > self.user_defined_spline:
self.from_spline(
context,
path.matrix_world,
self.user_defined_resolution,
splines[self.user_defined_spline])
def get_generator(self):
g = FenceGenerator(self.parts)
for part in self.parts:
# type, radius, da, length
g.add_part(part)
g.set_offset(self.x_offset)
# param_t(da, part_length)
g.param_t(self.angle_limit, self.post_spacing)
return g
def update(self, context, manipulable_refresh=False):
o = self.find_in_selection(context, self.auto_update)
if o is None:
return
# clean up manipulators before any data model change
if manipulable_refresh:
self.manipulable_disable(context)
self.update_parts()
verts = []
faces = []
matids = []
uvs = []
g = self.get_generator()
# depth at bottom
# self.manipulators[1].set_pts([(0, 0, 0), (0, 0, self.height), (1, 0, 0)])
if self.user_defined_post_enable:
# user defined posts
user_def_post = context.scene.objects.get(self.user_defined_post.strip())
if user_def_post is not None and user_def_post.type == 'MESH':
g.setup_user_defined_post(user_def_post, self.post_x, self.post_y, self.post_z)
if self.post:
g.make_post(0.5 * self.post_x, 0.5 * self.post_y, self.post_z,
self.post_alt, self.x_offset,
int(self.idmat_post), verts, faces, matids, uvs)
# reset user def posts
g.user_defined_post = None
# user defined subs
if self.user_defined_subs_enable:
user_def_subs = context.scene.objects.get(self.user_defined_subs.strip())
if user_def_subs is not None and user_def_subs.type == 'MESH':
g.setup_user_defined_post(user_def_subs, self.subs_x, self.subs_y, self.subs_z)
if self.subs:
g.make_subs(0.5 * self.subs_x, 0.5 * self.subs_y, self.subs_z,
self.post_y, self.subs_alt, self.subs_spacing,
self.x_offset, self.subs_offset_x, int(self.idmat_subs), verts, faces, matids, uvs)
g.user_defined_post = None
if self.panel:
g.make_panels(0.5 * self.panel_x, self.panel_z, self.post_y,
self.panel_alt, self.panel_dist, self.x_offset, self.panel_offset_x,
int(self.idmat_panel), verts, faces, matids, uvs)
if self.rail:
for i in range(self.rail_n):
x = 0.5 * self.rail_x[i]
y = self.rail_z[i]
rail = [Vector((-x, y)), Vector((-x, 0)), Vector((x, 0)), Vector((x, y))]
g.make_profile(rail, int(self.rail_mat[i].index), self.x_offset - self.rail_offset[i],
self.rail_alt[i], 0, verts, faces, matids, uvs)
if self.handrail_profil == 'COMPLEX':
sx = self.handrail_x
sy = self.handrail_y
handrail = [Vector((sx * x, sy * y)) for x, y in [
(-0.28, 1.83), (-0.355, 1.77), (-0.415, 1.695), (-0.46, 1.605), (-0.49, 1.51), (-0.5, 1.415),
(-0.49, 1.315), (-0.46, 1.225), (-0.415, 1.135), (-0.355, 1.06), (-0.28, 1.0), (-0.255, 0.925),
(-0.33, 0.855), (-0.5, 0.855), (-0.5, 0.0), (0.5, 0.0), (0.5, 0.855), (0.33, 0.855), (0.255, 0.925),
(0.28, 1.0), (0.355, 1.06), (0.415, 1.135), (0.46, 1.225), (0.49, 1.315), (0.5, 1.415),
(0.49, 1.51), (0.46, 1.605), (0.415, 1.695), (0.355, 1.77), (0.28, 1.83), (0.19, 1.875),
(0.1, 1.905), (0.0, 1.915), (-0.095, 1.905), (-0.19, 1.875)]]
elif self.handrail_profil == 'SQUARE':
x = 0.5 * self.handrail_x
y = self.handrail_y
handrail = [Vector((-x, y)), Vector((-x, 0)), Vector((x, 0)), Vector((x, y))]
elif self.handrail_profil == 'CIRCLE':
r = self.handrail_radius
handrail = [Vector((r * sin(0.1 * -a * pi), r * (0.5 + cos(0.1 * -a * pi)))) for a in range(0, 20)]
if self.handrail:
g.make_profile(handrail, int(self.idmat_handrail), self.x_offset - self.handrail_offset,
self.handrail_alt, self.handrail_extend, verts, faces, matids, uvs)
bmed.buildmesh(context, o, verts, faces, matids=matids, uvs=uvs, weld=True, clean=True)
# enable manipulators rebuild
if manipulable_refresh:
self.manipulable_refresh = True
# restore context
self.restore_context(context)
def manipulable_setup(self, context):
"""
NOTE:
this one assume context.active_object is the instance this
data belongs to, failing to do so will result in wrong
manipulators set on active object
"""
self.manipulable_disable(context)
o = context.active_object
self.setup_manipulators()
for i, part in enumerate(self.parts):
if i >= self.n_parts:
break
if i > 0:
# start angle
self.manip_stack.append(part.manipulators[0].setup(context, o, part))
# length / radius + angle
self.manip_stack.append(part.manipulators[1].setup(context, o, part))
# snap point
self.manip_stack.append(part.manipulators[2].setup(context, o, self))
for m in self.manipulators:
self.manip_stack.append(m.setup(context, o, self))
class ARCHIPACK_PT_fence(Panel):
bl_idname = "ARCHIPACK_PT_fence"
bl_label = "Fence"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = 'Archipack'
@classmethod
def poll(cls, context):
return archipack_fence.filter(context.active_object)
def draw(self, context):
prop = archipack_fence.datablock(context.active_object)
if prop is None:
return
scene = context.scene
layout = self.layout
row = layout.row(align=True)
row.operator('archipack.fence_manipulate', icon='VIEW_PAN')
box = layout.box()
# box.label(text="Styles")
row = box.row(align=True)
row.operator("archipack.fence_preset_menu", text=bpy.types.ARCHIPACK_OT_fence_preset_menu.bl_label)
row.operator("archipack.fence_preset", text="", icon='ADD')
row.operator("archipack.fence_preset", text="", icon='REMOVE').remove_active = True
box = layout.box()
row = box.row(align=True)
row.operator("archipack.fence_curve_update", text="", icon='FILE_REFRESH')
row.prop_search(prop, "user_defined_path", scene, "objects", text="", icon='OUTLINER_OB_CURVE')
if prop.user_defined_path != "":
box.prop(prop, 'user_defined_spline')
box.prop(prop, 'user_defined_resolution')
box.prop(prop, 'angle_limit')
box.prop(prop, 'x_offset')
box = layout.box()
row = box.row()
if prop.parts_expand:
row.prop(prop, 'parts_expand', icon="TRIA_DOWN", text="Parts", emboss=False)
box.prop(prop, 'n_parts')
for i, part in enumerate(prop.parts):
part.draw(layout, context, i)
else:
row.prop(prop, 'parts_expand', icon="TRIA_RIGHT", text="Parts", emboss=False)
box = layout.box()
row = box.row(align=True)
if prop.handrail_expand:
row.prop(prop, 'handrail_expand', icon="TRIA_DOWN", text="Handrail", emboss=False)
else:
row.prop(prop, 'handrail_expand', icon="TRIA_RIGHT", text="Handrail", emboss=False)
row.prop(prop, 'handrail')
if prop.handrail_expand:
box.prop(prop, 'handrail_alt')
box.prop(prop, 'handrail_offset')
box.prop(prop, 'handrail_extend')
box.prop(prop, 'handrail_profil')
if prop.handrail_profil != 'CIRCLE':
box.prop(prop, 'handrail_x')
box.prop(prop, 'handrail_y')
else:
box.prop(prop, 'handrail_radius')
row = box.row(align=True)
row.prop(prop, 'handrail_slice')
box = layout.box()
row = box.row(align=True)
if prop.post_expand:
row.prop(prop, 'post_expand', icon="TRIA_DOWN", text="Post", emboss=False)
else:
row.prop(prop, 'post_expand', icon="TRIA_RIGHT", text="Post", emboss=False)
row.prop(prop, 'post')
if prop.post_expand:
box.prop(prop, 'post_spacing')
box.prop(prop, 'post_x')
box.prop(prop, 'post_y')
box.prop(prop, 'post_z')
box.prop(prop, 'post_alt')
row = box.row(align=True)
row.prop(prop, 'user_defined_post_enable', text="")
row.prop_search(prop, "user_defined_post", scene, "objects", text="")
box = layout.box()
row = box.row(align=True)
if prop.subs_expand:
row.prop(prop, 'subs_expand', icon="TRIA_DOWN", text="Subs", emboss=False)
else:
row.prop(prop, 'subs_expand', icon="TRIA_RIGHT", text="Subs", emboss=False)
row.prop(prop, 'subs')
if prop.subs_expand:
box.prop(prop, 'subs_spacing')
box.prop(prop, 'subs_x')
box.prop(prop, 'subs_y')
box.prop(prop, 'subs_z')
box.prop(prop, 'subs_alt')
box.prop(prop, 'subs_offset_x')
row = box.row(align=True)
row.prop(prop, 'user_defined_subs_enable', text="")
row.prop_search(prop, "user_defined_subs", scene, "objects", text="")
box = layout.box()
row = box.row(align=True)
if prop.panel_expand:
row.prop(prop, 'panel_expand', icon="TRIA_DOWN", text="Panels", emboss=False)
else:
row.prop(prop, 'panel_expand', icon="TRIA_RIGHT", text="Panels", emboss=False)
row.prop(prop, 'panel')
if prop.panel_expand:
box.prop(prop, 'panel_dist')
box.prop(prop, 'panel_x')
box.prop(prop, 'panel_z')
box.prop(prop, 'panel_alt')
box.prop(prop, 'panel_offset_x')
box = layout.box()
row = box.row(align=True)
if prop.rail_expand:
row.prop(prop, 'rail_expand', icon="TRIA_DOWN", text="Rails", emboss=False)
else:
row.prop(prop, 'rail_expand', icon="TRIA_RIGHT", text="Rails", emboss=False)
row.prop(prop, 'rail')
if prop.rail_expand:
box.prop(prop, 'rail_n')
for i in range(prop.rail_n):
box = layout.box()
box.label(text="Rail " + str(i + 1))
box.prop(prop, 'rail_x', index=i)
box.prop(prop, 'rail_z', index=i)
box.prop(prop, 'rail_alt', index=i)
box.prop(prop, 'rail_offset', index=i)
box.prop(prop.rail_mat[i], 'index', text="")
box = layout.box()
row = box.row()
if prop.idmats_expand:
row.prop(prop, 'idmats_expand', icon="TRIA_DOWN", text="Materials", emboss=False)
box.prop(prop, 'idmat_handrail')
box.prop(prop, 'idmat_panel')
box.prop(prop, 'idmat_post')
box.prop(prop, 'idmat_subs')
else:
row.prop(prop, 'idmats_expand', icon="TRIA_RIGHT", text="Materials", emboss=False)
# ------------------------------------------------------------------
# Define operator class to create object
# ------------------------------------------------------------------
class ARCHIPACK_OT_fence(ArchipackCreateTool, Operator):
bl_idname = "archipack.fence"
bl_label = "Fence"
bl_description = "Fence"
bl_category = 'Archipack'
bl_options = {'REGISTER', 'UNDO'}
def create(self, context):
m = bpy.data.meshes.new("Fence")
o = bpy.data.objects.new("Fence", m)
d = m.archipack_fence.add()
# make manipulators selectable
d.manipulable_selectable = True
self.link_object_to_scene(context, o)
o.select_set(state=True)
context.view_layer.objects.active = o
self.load_preset(d)
self.add_material(o)
return o
def execute(self, context):
if context.mode == "OBJECT":
bpy.ops.object.select_all(action="DESELECT")
o = self.create(context)
o.location = context.scene.cursor.location
o.select_set(state=True)
context.view_layer.objects.active = o
self.manipulate()
return {'FINISHED'}
else:
self.report({'WARNING'}, "Archipack: Option only valid in Object mode")
return {'CANCELLED'}
# ------------------------------------------------------------------
# Define operator class to create object
# ------------------------------------------------------------------
class ARCHIPACK_OT_fence_curve_update(Operator):
bl_idname = "archipack.fence_curve_update"
bl_label = "Fence curve update"
bl_description = "Update fence data from curve"
bl_category = 'Archipack'
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(self, context):
return archipack_fence.filter(context.active_object)
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Use Properties panel (N) to define parms", icon='INFO')
def execute(self, context):
if context.mode == "OBJECT":
d = archipack_fence.datablock(context.active_object)
d.update_path(context)
return {'FINISHED'}
else:
self.report({'WARNING'}, "Archipack: Option only valid in Object mode")
return {'CANCELLED'}
class ARCHIPACK_OT_fence_from_curve(ArchipackCreateTool, Operator):
bl_idname = "archipack.fence_from_curve"
bl_label = "Fence curve"
bl_description = "Create a fence from a curve"
bl_category = 'Archipack'
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(self, context):
return context.active_object is not None and context.active_object.type == 'CURVE'
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Use Properties panel (N) to define parms", icon='INFO')
def create(self, context):
o = None
curve = context.active_object
for i, spline in enumerate(curve.data.splines):
bpy.ops.archipack.fence('INVOKE_DEFAULT', auto_manipulate=False)
o = context.active_object
d = archipack_fence.datablock(o)
d.auto_update = False
d.user_defined_spline = i
d.user_defined_path = curve.name
d.auto_update = True
return o
def execute(self, context):
if context.mode == "OBJECT":
bpy.ops.object.select_all(action="DESELECT")
o = self.create(context)
if o is not None:
o.select_set(state=True)
context.view_layer.objects.active = o
# self.manipulate()
return {'FINISHED'}
else:
self.report({'WARNING'}, "Archipack: Option only valid in Object mode")
return {'CANCELLED'}
# ------------------------------------------------------------------
# Define operator class to manipulate object
# ------------------------------------------------------------------
class ARCHIPACK_OT_fence_manipulate(Operator):
bl_idname = "archipack.fence_manipulate"
bl_label = "Manipulate"
bl_description = "Manipulate"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(self, context):
return archipack_fence.filter(context.active_object)
def invoke(self, context, event):
d = archipack_fence.datablock(context.active_object)
d.manipulable_invoke(context)
return {'FINISHED'}
# ------------------------------------------------------------------
# Define operator class to load / save presets
# ------------------------------------------------------------------
class ARCHIPACK_OT_fence_preset_menu(PresetMenuOperator, Operator):
bl_description = "Show Fence Presets"
bl_idname = "archipack.fence_preset_menu"
bl_label = "Fence Styles"
preset_subdir = "archipack_fence"
class ARCHIPACK_OT_fence_preset(ArchipackPreset, Operator):
"""Add a Fence Preset"""
bl_idname = "archipack.fence_preset"
bl_label = "Add Fence Style"
preset_menu = "ARCHIPACK_OT_fence_preset_menu"
@property
def blacklist(self):
return ['manipulators', 'n_parts', 'parts', 'user_defined_path', 'user_defined_spline']
def register():
bpy.utils.register_class(archipack_fence_material)
bpy.utils.register_class(archipack_fence_part)
bpy.utils.register_class(archipack_fence)
Mesh.archipack_fence = CollectionProperty(type=archipack_fence)
bpy.utils.register_class(ARCHIPACK_OT_fence_preset_menu)
bpy.utils.register_class(ARCHIPACK_PT_fence)
bpy.utils.register_class(ARCHIPACK_OT_fence)
bpy.utils.register_class(ARCHIPACK_OT_fence_preset)
bpy.utils.register_class(ARCHIPACK_OT_fence_manipulate)
bpy.utils.register_class(ARCHIPACK_OT_fence_from_curve)
bpy.utils.register_class(ARCHIPACK_OT_fence_curve_update)
def unregister():
bpy.utils.unregister_class(archipack_fence_material)
bpy.utils.unregister_class(archipack_fence_part)
bpy.utils.unregister_class(archipack_fence)
del Mesh.archipack_fence
bpy.utils.unregister_class(ARCHIPACK_OT_fence_preset_menu)
bpy.utils.unregister_class(ARCHIPACK_PT_fence)
bpy.utils.unregister_class(ARCHIPACK_OT_fence)
bpy.utils.unregister_class(ARCHIPACK_OT_fence_preset)
bpy.utils.unregister_class(ARCHIPACK_OT_fence_manipulate)
bpy.utils.unregister_class(ARCHIPACK_OT_fence_from_curve)
bpy.utils.unregister_class(ARCHIPACK_OT_fence_curve_update)