Esempio n. 1
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 def execute(self):
     shape = context.getState().shape
     # only 2D shapes can be translated at the moment!
     if not isinstance(shape, Shape2d): return
     # rotation matrix, note True as the third parameter to rotation_zNormal_xHorizontal(..)
     matrix = rotation_zNormal_xHorizontal(shape.firstLoop, shape.getNormal(), True)
     bmesh.ops.translate(context.bm, verts=shape.face.verts, vec=matrix * mathutils.Vector(self.vec))
Esempio n. 2
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    def execute(self):
        bm = context.bm
        state = context.getState()
        shape = state.shape
        # get rectangle origin
        origin = shape.center()
        xVec = self.xSize/2 * xAxis
        yVec = self.ySize/2 * yAxis

        if self.replace:
            context.popState()
            shape.delete()
        
        # rotation matrix
        matrix = rotation_zNormal_xHorizontal(shape.firstLoop, shape.getNormal())
        shape = createRectangle((
            bm.verts.new( (-xVec - yVec)*matrix + origin),
            bm.verts.new( ( xVec - yVec)*matrix + origin),
            bm.verts.new( ( xVec + yVec)*matrix + origin),
            bm.verts.new( (-xVec + yVec)*matrix + origin)
        ))
        if self.operator:
            context.pushState(shape=shape)
            self.operator.execute()
            context.popState()
        elif self.replace:
            context.pushState(shape=shape)
Esempio n. 3
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 def execute(self):
     state = context.getState()
     shape = state.shape.extrude(self)
     if self.parts:
         decompose_execute(shape, self.parts)
     else:
         state.shape = shape
Esempio n. 4
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	def execute(self):
		state = context.getState()
		shape = state.shape.extrude(self)
		if self.parts:
			decompose_execute(shape, self.parts)
		else:
			state.shape = shape
Esempio n. 5
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    def execute(self):
        materialManager = context.materialManager
        material = materialManager.getMaterial(self.material)
        if material:
            materialIndex = materialManager.getMaterialIndex(self.material)

            # assign material to the bmesh face
            shape = context.getState().shape
            shape.clearUVlayers()
            shape.face.material_index = materialIndex
Esempio n. 6
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 def execute(self):
     shape = context.getState().shape
     # We now know the absolute shape size, so let's update self.parts
     # for self.symmetric = True and self.relativeCoord1 = False
     if self.symmetric and not self.relativeCoord1:
         self.updateSymmetricAbsolute(shape)
     shapesWithRule = shape.extrude2(self.parts, self)
     # apply the rule for each shape in shapesWithRule list
     for entry in shapesWithRule:
         context.pushState(shape=entry[0])
         entry[1].execute()
         context.popState()
Esempio n. 7
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 def execute(self):
     shape = context.getState().shape
     # only 2D shapes can be copied at the moment!
     if not isinstance(shape, Shape2d): return
     
     duplicate = bmesh.ops.duplicate(context.bm, geom = (shape.face,))
     copiedFace = [entry for entry in duplicate["geom"] if isinstance(entry, bmesh.types.BMFace)][0]
     constructor = type(shape)
     copiedShape = constructor(copiedFace.loops[0])
     
     if self.operator:
         context.pushState(shape=copiedShape)
         self.operator.execute()
         context.popState()
Esempio n. 8
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 def execute(self):
     materialManager = context.materialManager
     colorHex = self.colorHex
     material = materialManager.getMaterial(colorHex)
     if material:
         materialIndex = materialManager.getMaterialIndex(colorHex)
     else:
         material = bpy.data.materials.new(colorHex)
         material.diffuse_color = self.color + (0xff, )
         materialManager.setMaterial(colorHex, material)
         materialIndex = materialManager.getMaterialIndex(colorHex)
     # assign material to the bmesh face
     shape = context.getState().shape
     shape.clearUVlayers()
     shape.face.material_index = materialIndex
Esempio n. 9
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 def execute(self):
     materialManager = context.materialManager
     colorHex = self.colorHex
     material = materialManager.getMaterial(colorHex)
     if material:
         materialIndex = materialManager.getMaterialIndex(colorHex)
     else:
         material = bpy.data.materials.new(colorHex)
         material.diffuse_color = self.color + (0xff,)
         materialManager.setMaterial(colorHex, material)
         materialIndex = materialManager.getMaterialIndex(colorHex)
     # assign material to the bmesh face
     shape = context.getState().shape
     shape.clearUVlayers()
     shape.face.material_index = materialIndex
Esempio n. 10
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    def execute(self):
        shape = context.getState().shape

        parts = self.parts if self.reverse == False else reversed(self.parts)
        # Calculate cuts.
        # cuts is a list of tuples (cutShape, ruleForTheCutShape)
        cuts = shape.split(self.direction, parts)

        if len(cuts) == 1:
            # degenerate case, i.e. no cut is needed
            cuts[0][2].execute()
        else:
            # apply the rule for each cut
            for cut in cuts:
                context.pushState(shape=cut[1])
                cut[2].execute()
                context.popState()
Esempio n. 11
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	def execute(self):
		shape = context.getState().shape
		
		parts = self.parts if self.reverse==False else reversed(self.parts)
		# Calculate cuts.
		# cuts is a list of tuples (cutShape, ruleForTheCutShape)
		cuts = shape.split(self.direction, parts)
		
		if len(cuts)==1:
			# degenerate case, i.e. no cut is needed
			cuts[0][2].execute()
		else:
			# apply the rule for each cut
			for cut in cuts:
				context.pushState(shape=cut[1])
				cut[2].execute()
				context.popState()
Esempio n. 12
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 def execute(self):
     shape = context.getState().shape
     bm = context.bm
     if self.path=="" and self.width==0 and self.height==0:
         pass
     else:
         shape.setUV(self.layer, self)
         # now deal with the related material
         materialManager = context.materialManager
         path = self.path
         name = os.path.basename(path)
         material = materialManager.getMaterial(name)
         if not material:
             material = materialManager.createMaterial(name, (self,))
         if material:
             materialIndex = materialManager.getMaterialIndex(name)
             shape.face.material_index = materialIndex
             # set preview texture
             materialManager.setPreviewTexture(shape, materialIndex)
Esempio n. 13
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 def execute(self):
     shape = context.getState().shape
     bm = context.bm
     if self.path == "" and self.width == 0 and self.height == 0:
         pass
     else:
         shape.setUV(self.layer, self)
         # now deal with the related material
         materialManager = context.materialManager
         path = self.path
         name = os.path.basename(path)
         material = materialManager.getMaterial(name)
         if not material:
             material = materialManager.createMaterial(name, (self, ))
         if material:
             materialIndex = materialManager.getMaterialIndex(name)
             shape.face.material_index = materialIndex
             # set preview texture
             materialManager.setPreviewTexture(shape, materialIndex)
Esempio n. 14
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 def execute(self):
     shape = context.getState().shape
     face = shape.face
     self.init(len(face.verts))
     manager = Manager()
     roof = Roof(face.verts, shape.getNormal(), manager)
     # soffits
     if self.soffits:
         manager.rule = self.soffit
         roof.inset(*self.soffits, negate=True)
     # fascias
     if self.fasciaSize:
         manager.rule = self.fascia
         roof.translate(self.fasciaSize)
     # hip roof itself
     manager.rule = self.face
     roof.roof(*self.pitches)
     shape.delete()
     # finalizing: if there is a rule for the shape, execute it
     for entry in manager.shapes:
         context.pushState(shape=entry[0])
         entry[1].execute()
         context.popState()
Esempio n. 15
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 def execute(self):
     shape = context.getState().shape
     face = shape.face
     self.init(len(face.verts))
     manager = Manager()
     roof = Roof(face.verts, shape.getNormal(), manager)
     # soffits
     if self.soffits:
         manager.rule = self.soffit
         roof.inset(*self.soffits, negate=True)
     # fascias
     if self.fasciaSize:
         manager.rule = self.fascia
         roof.translate(self.fasciaSize)
     # hip roof itself
     manager.rule = self.face
     roof.roof(*self.pitches)
     shape.delete()
     # finalizing: if there is a rule for the shape, execute it
     for entry in manager.shapes:
         context.pushState(shape=entry[0])
         entry[1].execute()
         context.popState()
Esempio n. 16
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 def execute(self):
     shape = context.getState().shape
     face = shape.face
     manager = Manager()
     polygon = Polygon(face.verts, shape.getNormal(), manager)
     manager.rule = self.side
     kwargs = {"height": self.height} if self.height else {}
     polygon.inset(*self.insets, **kwargs)
     # create a shape for the cap if necessary
     cap = self.cap
     if not isinstance(cap, Delete):
         shape = polygon.getShape(type(shape))
         if cap:
             context.pushState(shape=shape)
             self.cap.execute()
             context.popState()
     if not self.keepOriginal:
         context.facesForRemoval.append(face)
     # finalizing: if there is a rule for the shape, execute it
     for entry in manager.shapes:
         context.pushState(shape=entry[0])
         entry[1].execute()
         context.popState()
Esempio n. 17
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 def execute(self):
     shape = context.getState().shape
     face = shape.face
     manager = Manager()
     polygon = Polygon(face.verts, shape.getNormal(), manager)
     
     # process each inset
     for inset in self.insets:
         if isinstance(inset, tuple):
             height = inset[1]
             if isinstance(height, Operator):
                 rule = height
                 height = height.value
             else:
                 rule = self.side
             manager.rule = rule
             if float(inset[0]): # not zero
                 kwargs = {"height": height} if height else {}
                 polygon.inset(inset[0], **kwargs)
             else:
                 polygon.translate(height)
     # create a shape for the cap if necessary
     cap = self.cap
     if not isinstance(cap, Delete):
         shape = polygon.getShape(type(shape))
         if cap:
             context.pushState(shape=shape)
             self.cap.execute()
             context.popState()
     if not self.keepOriginal:
         context.facesForRemoval.append(face)
     # finalizing: if there is a rule for the shape, execute it
     for entry in manager.shapes:
         context.pushState(shape=entry[0])
         entry[1].execute()
         context.popState()
Esempio n. 18
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 def execute(self):
     shape = context.getState().shape
     context.addDeferred(shape, self)
Esempio n. 19
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 def execute(self):
     shape = context.getState().shape
     shape.delete()
Esempio n. 20
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 def execute(self):
     shape = context.getState().shape
     shape.delete()
Esempio n. 21
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	def execute(self):
		decompose_execute(context.getState().shape, self.parts)