blender-gdsimporter/import_gds.py

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from . import gds
import importlib
if "gds" in locals():
gds = importlib.reload(gds)
import pathlib
import bpy
from bpy_extras.wm_utils.progress_report import ProgressReport
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class Progressor:
def __init__(self, wm, precision = 0.0001):
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self.wm = wm
self.report = 0
self.precision = precision
self.next_update = 0
@property
def total(self):
return self.report
@total.setter
def total(self, t):
if self.report >= t:
return
if self.report:
self.wm.progress_end()
self.next_update = 0
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self.wm.progress_begin(0, t)
self.report = t
print ("begin new report , total {}".format(t))
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@property
def current(self):
return 0
@current.setter
def current(self, c):
prog = float(c)/self.total
if prog >= self.next_update:
self.next_update = prog + self.precision
self.wm.progress_update(c)
def end(self):
if self.report:
self.report = 0
self.next_update = 0
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self.wm.progress_end()
def __call__(self, update):
self.total = update.total
self.current = update.current
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class SceneInserter(object):
class Layer(object):
def __init__(self, context, number):
self.name = "layer{}".format(number)
if self.name not in bpy.data.groups:
# create new group
self.group = bpy.data.groups.new(self.name)
self.name = self.group.name
else:
self.group = bpy.data.groups[self.name]
def link(self, obj):
self.group.objects.link(obj)
def __init__(self, context, lib, ignore_structures={}, top_cell=None):
self.lib = lib
self.context = context
self.layers = {}
self.ignore_structures = {}
self.top_cell = top_cell
if top_cell == "":
self.top_cell = None
if self.top_cell:
self.top_cell = self.top_cell.strip()
return
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for sname in ignore_structures:
if sname in lib.structures:
self.ignore_structures[sname] = True
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def new_empty(self, name):
obj = bpy.data.objects.new(name, None)
self.link(obj)
return obj
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def link(self, obj):
self.context.scene.objects.link(obj)
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def build_object(self, structure):
# is the object already existent => return new instance
if structure.name in bpy.data.objects:
return self.new_instance(bpy.data.objects[structure.name])
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verts = {}
faces = {}
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# create control empty
root = self.new_empty(structure.name)
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# reset name in case blender
# changes the object name
# (e.g. due to duplicates)
structure.name = root.name
#print("structure name: {}".format(structure.name))
# add all geometry
for element in structure.elements:
if isinstance(element, gds.Boundary):
if element.layer not in faces:
verts[element.layer] = []
faces[element.layer] = []
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indices = []
for point in element.points[:-1]:
pos = self.lib.normalize_coord(point)
verts[element.layer].append((pos[0], pos[1], 0))
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indices.append(len(verts[element.layer])-1)
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faces[element.layer].append(tuple(indices))
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# build structure mesh objects
# create mesh object for each layer
for layer in verts.keys():
if layer not in self.layers:
self.layers[layer] = SceneInserter.Layer(self.context, layer)
meshname = "{}[{}]".format(structure.name, layer)
mesh = bpy.data.meshes.new(meshname)
mesh.from_pydata(verts[layer], [], faces[layer])
mesh.update()
obj = bpy.data.objects.new(meshname, mesh)
self.link(obj)
self.layers[layer].link(obj)
obj.parent = root
# handle all references
# build tree depth first
for reference in structure.references:
obj = self.build_object(reference.structure)
if hasattr(reference, "size"):
def add(a,b):
return (a[0] + b[0], a[1] + b[1])
def inv(a):
return (-a[0], -a[1])
def sub(a, b):
return add(inv(a), b)
def scale(a, f):
return (a[0] * f, a[1] * f)
vx = sub(reference.bounds[0], reference.position)
vy = sub(reference.bounds[1], reference.position)
xspace = 1.0/reference.size[0]
yspace = 1.0/reference.size[1]
master = obj
obj = self.new_empty(reference.structure.name)
master.parent = obj
master.location = (0,0,0)
# this is an aref, create object array
for i in range(0, reference.size[0]):
for j in range(0, reference.size[1]):
if i == 0 and j == 0:
continue
# calc new pos
iobj = self.new_instance(master)
pos = add(scale(vy, j*yspace), scale(vx, i*xspace))
loc = self.lib.normalize_coord(pos)
iobj.location = (loc[0], loc[1], 0)
iobj.hide = True
else:
# this is a single reference
# just copy the object
pass
# use single arrow for references
obj.empty_draw_type = "SINGLE_ARROW"
# reparent new instance
obj.parent = root
pos = self.lib.normalize_coord(reference.position)
obj.location = (pos[0], pos[1], 0)
# apply transformations
trans = reference.transformation
obj.rotation_euler.z = math.radians(trans.rotation)
obj.scale = (trans.zoom, trans.zoom, 1)
return root
def new_instance(self, obj):
root = obj.copy()
self.link(root)
for child in obj.children:
childObj = child.copy()
self.link(childObj)
childObj.parent = root
# relink copy to groups
for group in child.users_group:
group.objects.link(childObj)
return root
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def __call__(self, progress=None):
class ProgressTracker:
def __init__(self, total, callback):
self.total = total
self.current = 0
self.callback = callback
def inc(self):
if self.callback:
self.current += 1
self.callback(self)
# build one cell only
if self.top_cell:
if self.top_cell not in self.lib.structures:
return None
self.build_object(self.lib.structures[self.top_cell])
return True
# build all structures in object
progressTracker = ProgressTracker(2*(len(self.lib.structures)-len(self.ignore_structures)), progress)
# build all structures first
# since references could reference unknown objects otherwise
for name, value in self.lib.structures.items():
progressTracker.inc()
if name in self.ignore_structures:
continue
self.build_object(value)
progressTracker.total += len(value.references)
return True
import math
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def load(context,
filepath,
*,
top_cell_name=""
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):
path = pathlib.Path(filepath)
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lib = None
print(lib)
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with ProgressReport(context.window_manager) as progress:
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progress.enter_substeps(2, "Importing GDS %r..." % filepath)
prog = Progressor(context.window_manager)
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with open(filepath, "rb") as f:
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lib = gds.parse_file(f, progress_func=prog)
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progress.step("linking references")
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prog.end()
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lib.link_refs(prog)
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progress.step("inserting structures into scene")
prog.end()
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if not SceneInserter(context=context, lib=lib, top_cell=top_cell_name)(prog):
return {"CANCELLED"}
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progress.leave_substeps("Done")
prog.end()
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context.scene.update()
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return {"FINISHED"}