Exemple #1
0
    def execute(self, context):
        settings = get_settings()
        dbg = settings.debug
        odcutils.scene_verification(context.scene, debug=dbg)
        spaces = odcutils.implant_selection(context)
        layers_copy = [layer for layer in context.scene.collection.all_objects]
        context.scene.collection.all_objects[0] = True

        if context.mode != 'OBJECT':
            bpy.ops.object.mode_set(mode='OBJECT')

        for space in spaces:
            if not space.implant:
                self.report(
                    {'WARNING'},
                    "It seems you have not yet placed an implant for %s" %
                    space.name)

            else:
                if self.use_thickness:
                    thickness = self.thickness
                else:
                    thickness = None

                implant_utils.implant_inner_cylinder(context,
                                                     space,
                                                     thickness=thickness,
                                                     debug=dbg)

        odcutils.material_management(context, context.scene.odc_implants)
        odcutils.layer_management(context.scene.odc_implants, debug=dbg)
        for i, layer in enumerate(layers_copy):
            context.scene.collection.all_objects[i] = layer
        context.scene.collection.all_objects[9] = True
        return {'FINISHED'}
Exemple #2
0
 def execute(self, context):
     #add a textbox to display information.  attach it to this
     #add a persisetent callback on scene update
     #which monitors the status of the ODC
     
     #clear previous handlers
     clear_help_handlers()
     global implant_help_app_handle
     implant_help_app_handle = bpy.app.handlers.scene_update_pre.append(implant_help_parser)
     
     global help_display_box
     if help_display_box != None:
         del help_display_box
     help_text = 'Open Dental Implant Help Wizard \n'
     selections = odcutils.implant_selection(bpy.context)  #weird, how do I specify better arguments?
     sel_names = [item.name for item in selections]
     help_text += 'Selected Implants: ' + ', '.join(sel_names) + '\n'
     help_text += 'Next Step: ' + 'TBA'
     
     help_display_box = TextBox(context,500,500,300,100,10,20, help_text)
     help_display_box.snap_to_corner(context, corner = [0,1])
     
     global implant_help_draw_handle
     implant_help_draw_handle = bpy.types.SpaceView3D.draw_handler_add(odc_help_draw, (self, context), 'WINDOW', 'POST_PIXEL')    
     return {'FINISHED'}
Exemple #3
0
def implant_help_parser(scene):
    if not hasattr(scene, 'odc_props'):
        print('no ODC')
        return

    selections = odcutils.implant_selection(bpy.context)  #weird, how do I specify better arguments?
    sel_names = [item.name for item in selections]

    global help_display_box
    help_text = 'Implant Help Wizard \n'
    help_text += 'Selected Unit: ' + ', '.join(sel_names) + '\n'
    
    for implant in selections:
        help_text += implant_help_text(implant)
        
    if help_text != help_display_box.raw_text:
        help_display_box.raw_text = help_text
        help_display_box.format_and_wrap_text()
        help_display_box.fit_box_width_to_text_lines()
        help_display_box.fit_box_height_to_text_lines()
        help_display_box.snap_to_corner(bpy.context, corner = [0,1])
Exemple #4
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    def execute(self, context):
        settings = get_settings()
        dbg = settings.debug
        #if bpy.context.mode != 'OBJECT':
        #    bpy.ops.object.mode_set(mode = 'OBJECT')

        sce = context.scene
        implants = odcutils.implant_selection(context)

        layers_copy = [layer for layer in context.scene.collection.all_objects]
        context.scene.collection.all_objects[0] = True

        if implants != []:

            for implant_space in implants:
                #check if space already has an implant object.
                #if so, delete, replace, print warning
                Implant = bpy.data.objects[implant_space.implant]

                if Implant.rotation_mode != 'QUATERNION':
                    Implant.rotation_mode = 'QUATERNION'
                    Implant.update_tag()
                    sce.update()

                if bpy.data.objects.get(implant_space.drill):
                    self.report(
                        {'WARNING'},
                        "replacing the existing drill with the one you chose")
                    Sleeve = bpy.data.objects[implant_space.drill]
                    #unlink it from the scene, clear it's users, remove it.
                    sce.objects.unlink(Sleeve)
                    Implant.user_clear()
                    #remove the object
                    bpy.data.objects.remove(Sleeve)

                current_obs = [ob.name for ob in bpy.data.objects]

                #link the new implant from the library
                settings = get_settings()
                odcutils.obj_from_lib(settings.drill_lib, self.drill)

                #this is slightly more robust than trusting we don't have duplicate names.
                for ob in bpy.data.objects:
                    if ob.name not in current_obs:
                        Sleeve = ob

                context.collection.objects.link(Sleeve)
                Sleeve.layers[19] = True
                mx_w = Implant.matrix_world.copy()
                #point the right direction
                Sleeve.rotation_mode = 'QUATERNION'
                Sleeve.rotation_quaternion = mx_w.to_quaternion()
                Sleeve.update_tag()
                context.scene.update()
                Trans = Sleeve.rotation_quaternion @ Vector(
                    (0, 0, -self.depth))
                Sleeve.matrix_world[0][3] = mx_w[0][3] + Trans[0]
                Sleeve.matrix_world[1][3] = mx_w[1][3] + Trans[1]
                Sleeve.matrix_world[2][3] = mx_w[2][3] + Trans[2]

                Sleeve.name = implant_space.name + '_' + Sleeve.name
                implant_space.drill = Sleeve.name
                Sleeve.update_tag()
                context.scene.update()
                odcutils.parent_in_place(Sleeve, Implant)
                odcutils.layer_management(sce.odc_implants, debug=dbg)
        for i, layer in enumerate(layers_copy):
            context.scene.collection.all_objects[i] = layer
        context.scene.collection.all_objects[19] = True
        return {'FINISHED'}
Exemple #5
0
    def execute(self, context):
        settings = get_settings()
        dbg = settings.debug
        #if bpy.context.mode != 'OBJECT':
        #    bpy.ops.object.mode_set(mode = 'OBJECT')

        sce = context.scene
        #n = sce.odc_implant_index
        #implant_space = sce.odc_implants[n]

        implants = odcutils.implant_selection(context)
        layers_copy = [layer for layer in context.scene.collection.all_objects]
        context.scene.collection.all_objects[0]

        if implants != []:

            for implant_space in implants:
                #check if space already has an implant object.
                #if so, delete, replace, print warning
                if implant_space.implant and implant_space.implant in bpy.data.objects:
                    self.report({
                        'WARNING'
                    }, "replacing the existing implant with the one you chose")
                    Implant = bpy.data.objects[implant_space.implant]

                    #the origin/location of the implant is it's apex
                    L = Implant.location.copy()

                    world_mx = Implant.matrix_world.copy()

                    #the platorm is the length of the implant above the apex, in the local Z direction
                    #local Z positive is out the apex, soit's negative.
                    #Put the cursor there
                    sce.cursor.location = L - Implant.dimensions[
                        2] * world_mx.to_3x3() @ Vector((0, 0, 1))

                    #first get rid of children...so we can use the
                    #parent to find out who the children are
                    if Implant.children:
                        for child in Implant.children:
                            sce.objects.unlink(child)
                            child.user_clear()
                            bpy.data.objects.remove(child)

                    #unlink it from the scene, clear it's users, remove it.
                    sce.objects.unlink(Implant)
                    Implant.user_clear()
                    #remove the object
                    bpy.data.objects.remove(Implant)

                #TDOD what about the children/hardwares?
                else:
                    world_mx = Matrix.Identity(4)

                world_mx[0][3] = sce.cursor.location[0]
                world_mx[1][3] = sce.cursor.location[1]
                world_mx[2][3] = sce.cursor.location[2]

                #is this more memory friendly than listing all objects?
                current_obs = [ob.name for ob in bpy.data.objects]

                #link the new implant from the library
                odcutils.obj_from_lib(settings.imp_lib, self.imp)

                #this is slightly more robust than trusting we don't have duplicate names.
                for ob in bpy.data.objects:
                    if ob.name not in current_obs:
                        Implant = ob

                context.collection.objects.link(Implant)

                #this relies on the associated hardware objects having the parent implant
                #name inside them
                if self.hardware:
                    current_obs = [ob.name for ob in bpy.data.objects]

                    inc = self.imp + '_'
                    hardware_list = odcutils.obj_list_from_lib(
                        settings.imp_lib, include=inc)
                    print(hardware_list)
                    for ob in hardware_list:
                        odcutils.obj_from_lib(settings.imp_lib, ob)

                    for ob in bpy.data.objects:
                        if ob.name not in current_obs:
                            context.collection.objects.link(ob)
                            ob.parent = Implant
                            ob.layers[11] = True

                delta = Implant.dimensions[2] * world_mx.to_3x3() @ Vector(
                    (0, 0, 1))
                print(delta.length)
                world_mx[0][3] += delta[0]
                world_mx[1][3] += delta[1]
                world_mx[2][3] += delta[2]

                Implant.matrix_world = world_mx

                if sce.odc_props.master:
                    Master = bpy.data.objects[sce.odc_props.master]
                    odcutils.parent_in_place(Implant, Master)
                else:
                    self.report({
                        'WARNING'
                    }, 'No Master Model, placing implant anyway, moving objects may not preserve spatial relationships'
                                )

                #looks a little redundant, but it ensure if any
                #duplicates exist our referencing stays accurate
                Implant.name = implant_space.name + '_' + Implant.name
                implant_space.implant = Implant.name

                odcutils.layer_management(sce.odc_implants, debug=dbg)

        else:
            world_mx = Matrix.Identity(4)
            world_mx[0][3] = sce.cursor.location[0]
            world_mx[1][3] = sce.cursor.location[1]
            world_mx[2][3] = sce.cursor.location[2]

            #is this more memory friendly than listing all objects?
            current_obs = [ob.name for ob in bpy.data.objects]

            #link the new implant from the library
            odcutils.obj_from_lib(settings.imp_lib, self.imp)

            #this is slightly more robust than trusting we don't have duplicate names.
            for ob in bpy.data.objects:
                if ob.name not in current_obs:
                    Implant = ob

            context.collection.objects.link(Implant)
            Implant.matrix_world = world_mx

        for i, layer in enumerate(layers_copy):
            context.scene.collection.all_objects[i] = layer
        context.scene.collection.all_objects[11] = True
        return {'FINISHED'}