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)
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()
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()
def decompose_execute(shape, _parts): # create a dict from the operatorDef list parts = {} for part in _parts: parts[part.value] = part # components is a dictionary with a comp-selector as the key and a list of 2D-shapes as the related value components = shape.decompose(parts) if len(components)>0: # now apply the rule for each decomposed 2D-shape for selector in components: for _shape in components[selector]: context.pushState(shape=_shape) parts[selector].execute() context.popState()
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()
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()
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()
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()
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()
def extrude(self): bm = context.bm loop = self.firstLoop normal = loop.face.normal # lower vertex (along the first loop) vert1 = loop.vert.co # neighbor of vert1 to the right vert = loop.link_loop_next.vert.co # vector from vert1 to vert vec1 = vert - vert1 vec1.normalize() # vector along the height of the band of rectangles axis = loop.link_loop_prev.vert.co - vert1 if self.closed: # the special case of a closed band of rectangles # previous loop _loop = loop.link_loop_prev.link_loops[0].link_loop_prev vec2 = vec1 vec1 = vert1 - _loop.vert.co vec1.normalize() _vertEx1 = getInset(vert1, vec1, vec2, self.getDepth(_loop), self.getDepth(loop), _loop.face.normal, axis) _vertEx2 = bm.verts.new(_vertEx1 + axis) _vertEx1 = bm.verts.new(_vertEx1) prevVertEx1 = _vertEx1 prevVertEx2 = _vertEx2 # restore vec1 vec1 = vec2 else: # extruded counterpart of vert1 prevVertEx1 = vert1 + self.getDepth(loop) * normal # upper vertex (upper neighbor of vert1) prevVertEx2 = bm.verts.new(prevVertEx1 + axis) prevVertEx1 = bm.verts.new(prevVertEx1) # starting rectangle shape = createRectangle((loop.vert, prevVertEx1, prevVertEx2, loop.link_loop_prev.vert)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() index = self.end1 while True: context.facesForRemoval.append(loop.face) _loop = loop _loopNext = _loop.link_loop_next if index == self.end2: break # next loop loop = loop.link_loop_next.link_loops[0].link_loop_next # neighbor of vert to the right vert2 = loop.link_loop_next.vert.co # vector from vert to vert2 vec2 = vert2 - vert vec2.normalize() vertEx1 = getInset(vert, vec1, vec2, self.getDepth(_loop), self.getDepth(loop), normal, axis) vertEx2 = bm.verts.new(vertEx1 + axis) vertEx1 = bm.verts.new(vertEx1) shape = createRectangle( (prevVertEx1, vertEx1, vertEx2, prevVertEx2)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() # lower cap shape = createRectangle( (_loop.vert, _loopNext.vert, vertEx1, prevVertEx1)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() # upper cap shape = createRectangle( (_loopNext.link_loop_next.vert, _loop.link_loop_prev.vert, prevVertEx2, vertEx2)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() vec1 = vec2 vert = vert2 prevVertEx1 = vertEx1 prevVertEx2 = vertEx2 normal = loop.face.normal index = loop.face.index if self.closed: vertEx1 = _vertEx1 vertEx2 = _vertEx2 else: vertEx1 = vert + self.getDepth(loop) * normal vertEx2 = bm.verts.new(vertEx1 + axis) vertEx1 = bm.verts.new(vertEx1) # closing rectangle loop = loop.link_loop_next shape = createRectangle( (vertEx1, loop.vert, loop.link_loop_next.vert, vertEx2)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() shape = createRectangle((prevVertEx1, vertEx1, vertEx2, prevVertEx2)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() # lower cap shape = createRectangle( (_loop.vert, _loopNext.vert, vertEx1, prevVertEx1)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() # upper cap shape = createRectangle( (_loopNext.link_loop_next.vert, _loop.link_loop_prev.vert, prevVertEx2, vertEx2)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState()
def extrude(self): bm = context.bm loop = self.firstLoop normal = loop.face.normal # lower vertex (along the first loop) vert1 = loop.vert.co # neighbor of vert1 to the right vert = loop.link_loop_next.vert.co # vector from vert1 to vert vec1 = vert - vert1 vec1.normalize() # vector along the height of the band of rectangles axis = loop.link_loop_prev.vert.co - vert1 if self.closed: # the special case of a closed band of rectangles # previous loop _loop = loop.link_loop_prev.link_loops[0].link_loop_prev vec2 = vec1 vec1 = vert1 - _loop.vert.co vec1.normalize() _vertEx1 = getInset(vert1, vec1, vec2, self.getDepth(_loop), self.getDepth(loop), _loop.face.normal, axis) _vertEx2 = bm.verts.new(_vertEx1 + axis) _vertEx1 = bm.verts.new(_vertEx1) prevVertEx1 = _vertEx1 prevVertEx2 = _vertEx2 # restore vec1 vec1 = vec2 else: # extruded counterpart of vert1 prevVertEx1 = vert1 + self.getDepth(loop)*normal # upper vertex (upper neighbor of vert1) prevVertEx2 = bm.verts.new(prevVertEx1 + axis) prevVertEx1 = bm.verts.new(prevVertEx1) # starting rectangle shape = createRectangle((loop.vert, prevVertEx1, prevVertEx2, loop.link_loop_prev.vert)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() index = self.end1 while True: context.facesForRemoval.append(loop.face) _loop = loop _loopNext = _loop.link_loop_next if index==self.end2: break # next loop loop = loop.link_loop_next.link_loops[0].link_loop_next # neighbor of vert to the right vert2 = loop.link_loop_next.vert.co # vector from vert to vert2 vec2 = vert2 - vert vec2.normalize() vertEx1 = getInset(vert, vec1, vec2, self.getDepth(_loop), self.getDepth(loop), normal, axis) vertEx2 = bm.verts.new(vertEx1 + axis) vertEx1 = bm.verts.new(vertEx1) shape = createRectangle((prevVertEx1, vertEx1, vertEx2, prevVertEx2)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() # lower cap shape = createRectangle((_loop.vert, _loopNext.vert, vertEx1, prevVertEx1)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() # upper cap shape = createRectangle((_loopNext.link_loop_next.vert, _loop.link_loop_prev.vert, prevVertEx2, vertEx2)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() vec1 = vec2 vert = vert2 prevVertEx1 = vertEx1 prevVertEx2 = vertEx2 normal = loop.face.normal index = loop.face.index if self.closed: vertEx1 = _vertEx1 vertEx2 = _vertEx2 else: vertEx1 = vert + self.getDepth(loop)*normal vertEx2 = bm.verts.new(vertEx1 + axis) vertEx1 = bm.verts.new(vertEx1) # closing rectangle loop = loop.link_loop_next shape = createRectangle((vertEx1, loop.vert, loop.link_loop_next.vert, vertEx2)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() shape = createRectangle((prevVertEx1, vertEx1, vertEx2, prevVertEx2)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() # lower cap shape = createRectangle((_loop.vert, _loopNext.vert, vertEx1, prevVertEx1)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState() # upper cap shape = createRectangle((_loopNext.link_loop_next.vert, _loop.link_loop_prev.vert, prevVertEx2, vertEx2)) if self.join.material: context.pushState(shape=shape) self.join.material.execute() context.popState()