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base_entity.py
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base_entity.py
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import logging
from typing import List
import gpu
from bpy.props import IntProperty, StringProperty, BoolProperty
from bpy.types import Context
from .. import global_data
from ..utilities import preferences
from ..shaders import Shaders
from ..declarations import Operators
from ..utilities.preferences import get_prefs
from ..utilities.index import index_to_rgb, breakdown_index
from ..utilities.view import update_cb
from ..utilities.solver import update_system_cb
logger = logging.getLogger(__name__)
class SlvsGenericEntity:
def entity_name_getter(self):
return self.get("name", str(self))
def entity_name_setter(self, new_name):
self["name"] = new_name
slvs_index: IntProperty(name="Global Index", default=-1)
name: StringProperty(
name="Name",
get=entity_name_getter,
set=entity_name_setter,
options={"SKIP_SAVE"},
)
fixed: BoolProperty(name="Fixed", update=update_system_cb)
visible: BoolProperty(name="Visible", default=True, update=update_cb)
origin: BoolProperty(name="Origin")
construction: BoolProperty(name="Construction")
props = ()
dirty: BoolProperty(name="Needs Update", default=True, options={"SKIP_SAVE"})
@classmethod
@property
def type(cls) -> str:
return cls.__name__
@property
def is_dirty(self) -> bool:
if self.dirty:
return True
if not hasattr(self, "dependencies"):
return False
deps = self.dependencies()
for e in deps:
# NOTE: might has to ckech through deps recursively -> e.is_dirty
if e.dirty:
return True
return False
@is_dirty.setter
def is_dirty(self, value: bool):
self.dirty = value
@property
def _shader(self):
if self.is_point():
return Shaders.uniform_color_3d()
return Shaders.uniform_color_line_3d()
@property
def _id_shader(self):
if self.is_point():
return Shaders.id_shader_3d()
return Shaders.id_line_3d()
@property
def point_size(self):
return 5 * preferences.get_scale()
@property
def point_size_select(self):
return 20 * preferences.get_scale()
@property
def line_width(self):
scale = preferences.get_scale()
if self.construction:
return 1.5 * scale
return 2 * scale
@property
def line_width_select(self):
return 20 * preferences.get_scale()
def __str__(self):
_, local_index = breakdown_index(self.slvs_index)
return "{}({})".format(self.__class__.__name__, str(local_index))
@property
def py_data(self):
return global_data.entities[self.slvs_index]
@py_data.setter
def py_data(self, handle):
global_data.entities[self.slvs_index] = handle
# NOTE: It's not possible to store python runtime data on an instance of a PropertyGroup,
# workaround this by saving python objects in a global list
@property
def _batch(self):
index = self.slvs_index
if index not in global_data.batches:
return None
return global_data.batches[index]
@_batch.setter
def _batch(self, value):
global_data.batches[self.slvs_index] = value
# NOTE: hover and select could be replaced by actual props with getter and setter funcs
# selected: BoolProperty(name="Selected")
@property
def hover(self):
return global_data.hover == self.slvs_index
@hover.setter
def hover(self, value):
if value:
global_data.hover = self.slvs_index
else:
global_data.hover = -1
@property
def selected(self):
return self.slvs_index in global_data.selected
@selected.setter
def selected(self, value):
slvs_index = self.slvs_index
list = global_data.selected
if slvs_index in list:
i = list.index(slvs_index)
if not value:
list.pop(i)
elif value:
list.append(slvs_index)
def is_active(self, active_sketch):
if hasattr(self, "sketch"):
return self.sketch == active_sketch
else:
return not active_sketch
def is_selectable(self, context: Context):
if not self.is_visible(context):
return False
if preferences.use_experimental("all_entities_selectable", False):
return True
active_sketch = context.scene.sketcher.active_sketch
if active_sketch and hasattr(self, "sketch"):
# Allow to select entities that share the active sketch's wp
return active_sketch.wp == self.sketch.wp
return self.is_active(active_sketch)
def is_highlight(self):
return self.hover or self in global_data.highlight_entities
def color(self, context: Context):
prefs = get_prefs()
ts = prefs.theme_settings
active = self.is_active(context.scene.sketcher.active_sketch)
highlight = self.is_highlight()
fixed = self.fixed
origin = self.origin
if not active:
if highlight:
return ts.entity.highlight
if self.selected:
return ts.entity.inactive_selected
return ts.entity.inactive
elif self.selected:
if highlight:
return ts.entity.selected_highlight
return ts.entity.selected
elif highlight:
return ts.entity.highlight
if fixed and not origin:
return ts.entity.fixed
return ts.entity.default
@staticmethod
def restore_opengl_defaults():
gpu.state.line_width_set(1)
gpu.state.point_size_set(1)
gpu.state.blend_set("NONE")
def is_visible(self, context: Context) -> bool:
if self.origin:
return context.scene.sketcher.show_origin
if hasattr(self, "sketch"):
return self.sketch.is_visible(context) and self.visible
return self.visible
def is_dashed(self):
return False
def draw(self, context):
if not self.is_visible(context):
return None
batch = self._batch
if not batch:
return
shader = self._shader
shader.bind()
gpu.state.blend_set("ALPHA")
gpu.state.point_size_set(self.point_size)
col = self.color(context)
shader.uniform_float("color", col)
if not self.is_point():
shader.uniform_bool("dashed", (self.is_dashed(),))
if not self.is_point():
viewport = [context.area.width, context.area.height]
shader.uniform_float("Viewport", viewport)
shader.uniform_float("thickness", self.line_width)
batch.draw(shader)
gpu.shader.unbind()
self.restore_opengl_defaults()
def draw_id(self, context):
# Note: Design Question, should it be possible to select elements that are not active?!
# e.g. to activate a sketch
# maybe it should be dynamically defined what is selectable (points only, lines only, ...)
batch = self._batch
if not batch:
return
shader = self._id_shader
shader.bind()
gpu.state.point_size_set(self.point_size_select)
shader.uniform_float("color", (*index_to_rgb(self.slvs_index), 1.0))
if not self.is_point():
viewport = [context.area.width, context.area.height]
shader.uniform_float("Viewport", viewport)
shader.uniform_float("thickness", self.line_width_select)
shader.uniform_bool("dashed", (False,))
batch.draw(shader)
gpu.shader.unbind()
self.restore_opengl_defaults()
def create_slvs_data(self, solvesys):
"""Create a solvespace entity from parameters"""
raise NotImplementedError
def update_from_slvs(self, solvesys):
"""Update parameters from the solvespace entity"""
pass
def update_pointers(self, index_old, index_new):
def _update(name):
prop = getattr(self, name)
if prop == index_old:
logger.debug(
"Update reference {} of {} to {}: ".format(name, self, index_new)
)
setattr(self, name, index_new)
for prop_name in dir(self):
if not prop_name.endswith("_i"):
continue
_update(prop_name)
if hasattr(self, "target_object") and self.target_object:
ob = self.target_object
if ob.sketch_index == index_old:
ob.sketch_index = index_new
def connection_points(self):
return []
def dependencies(self) -> List["SlvsGenericEntity"]:
return []
def draw_props(self, layout):
is_experimental = preferences.is_experimental()
# Header
layout.prop(self, "name", text="")
# Info block
layout.separator()
layout.label(text="Type: " + type(self).__name__)
layout.label(text="Is Origin: " + str(self.origin))
if is_experimental:
sub = layout.column()
sub.scale_y = 0.8
sub.label(text="Index: " + str(self.slvs_index))
sub.label(text="Dependencies:")
for e in self.dependencies():
sub.label(text=str(e))
# General props
layout.separator()
layout.prop(self, "visible")
layout.prop(self, "fixed")
layout.prop(self, "construction")
# Specific prop
layout.separator()
sub = layout.column()
# Delete
layout.separator()
layout.operator(Operators.DeleteEntity, icon="X").index = self.slvs_index
return sub
def tag_update(self, _context=None):
# context argument ignored
if not self.is_dirty:
self.is_dirty = True
@classmethod
def is_3d(cls):
return True
@classmethod
def is_2d(cls):
return False
@classmethod
def is_point(cls):
return False
@classmethod
def is_path(cls):
return False
@classmethod
def is_line(cls):
return False
@classmethod
def is_curve(cls):
return False
@classmethod
def is_closed(cls):
return False
@classmethod
def is_segment(cls):
return False
@classmethod
def is_sketch(cls):
return False
class Entity2D(SlvsGenericEntity):
@property
def wp(self):
return self.sketch.wp
@classmethod
def is_3d(cls):
return False
@classmethod
def is_2d(cls):
return True