blender: make definition of top cell possible
This commit is contained in:
parent
3aaabc6326
commit
07eec6f648
155
__init__.py
155
__init__.py
@ -31,7 +31,6 @@ from bpy_extras.io_utils import (
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IOOBJOrientationHelper = orientation_helper_factory("IOOBJOrientationHelper", axis_forward='-Z', axis_up='Y')
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class ImportGDS(bpy.types.Operator, ImportHelper, IOOBJOrientationHelper):
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"""Load a GDSII File"""
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bl_idname = "import_scene.gds"
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@ -44,110 +43,112 @@ class ImportGDS(bpy.types.Operator, ImportHelper, IOOBJOrientationHelper):
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options={'HIDDEN'},
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)
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use_edges = BoolProperty(
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name="Lines",
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description="Import lines and faces with 2 verts as edge",
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default=True,
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)
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use_smooth_groups = BoolProperty(
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name="Smooth Groups",
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description="Surround smooth groups by sharp edges",
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default=True,
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)
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# use_edges = BoolProperty(
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# name="Lines",
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# description="Import lines and faces with 2 verts as edge",
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# default=True,
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# )
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# use_smooth_groups = BoolProperty(
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# name="Smooth Groups",
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# description="Surround smooth groups by sharp edges",
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# default=True,
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# )
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use_split_objects = BoolProperty(
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name="Object",
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description="Import OBJ Objects into Blender Objects",
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default=True,
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)
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use_split_groups = BoolProperty(
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name="Group",
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description="Import OBJ Groups into Blender Objects",
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default=True,
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)
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# use_split_objects = BoolProperty(
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# name="Object",
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# description="Import OBJ Objects into Blender Objects",
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# default=True,
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# )
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# use_split_groups = BoolProperty(
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# name="Group",
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# description="Import OBJ Groups into Blender Objects",
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# default=True,
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# )
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use_groups_as_vgroups = BoolProperty(
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name="Poly Groups",
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description="Import OBJ groups as vertex groups",
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default=False,
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)
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# use_groups_as_vgroups = BoolProperty(
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# name="Poly Groups",
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# description="Import OBJ groups as vertex groups",
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# default=False,
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# )
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use_image_search = BoolProperty(
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name="Image Search",
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description="Search subdirs for any associated images "
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"(Warning, may be slow)",
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default=True,
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)
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# use_image_search = BoolProperty(
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# name="Image Search",
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# description="Search subdirs for any associated images "
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# "(Warning, may be slow)",
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# default=True,
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# )
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split_mode = EnumProperty(
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name="Split",
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items=(('ON', "Split", "Split geometry, omits unused verts"),
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('OFF', "Keep Vert Order", "Keep vertex order from file"),
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),
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)
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# split_mode = EnumProperty(
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# name="Split",
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# items=(('ON', "Split", "Split geometry, omits unused verts"),
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# ('OFF', "Keep Vert Order", "Keep vertex order from file"),
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# ),
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# )
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global_clamp_size = FloatProperty(
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name="Clamp Size",
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description="Clamp bounds under this value (zero to disable)",
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min=0.0, max=1000.0,
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soft_min=0.0, soft_max=1000.0,
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default=0.0,
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)
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# global_clamp_size = FloatProperty(
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# name="Clamp Size",
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# description="Clamp bounds under this value (zero to disable)",
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# min=0.0, max=1000.0,
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# soft_min=0.0, soft_max=1000.0,
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# default=0.0,
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# )
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top_cell_name = StringProperty(
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name="Top Cell Name",
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#descriptionn="When set, only import the structure with that name",
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default="",
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)
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def execute(self, context):
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# print("Selected: " + context.active_object.name)
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from . import import_gds
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if self.split_mode == 'OFF':
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self.use_split_objects = False
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self.use_split_groups = False
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else:
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self.use_groups_as_vgroups = False
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# ignore axis helper arguments
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keywords = self.as_keywords(ignore=("axis_forward",
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"axis_up",
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"filter_glob",
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"split_mode",
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))
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global_matrix = axis_conversion(from_forward=self.axis_forward,
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from_up=self.axis_up,
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).to_4x4()
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keywords["global_matrix"] = global_matrix
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keywords["use_cycles"] = (context.scene.render.engine == 'CYCLES')
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if bpy.data.is_saved and context.user_preferences.filepaths.use_relative_paths:
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import os
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keywords["relpath"] = os.path.dirname(bpy.data.filepath)
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return import_gds.load(context, **keywords)
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result= import_gds.load(context, **keywords)
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# properly report errors to user in ui
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if len(result) != 0 and "CANCELLED" in result:
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self.report({"ERROR_INVALID_INPUT"}, "Could not find structure with name {}".format(keywords["top_cell_name"]))
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return result
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def draw(self, context):
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layout = self.layout
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row = layout.row(align=True)
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row.prop(self, "use_smooth_groups")
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row.prop(self, "use_edges")
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row = layout.row()
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row.prop(self, "top_cell_name")
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box = layout.box()
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row = box.row()
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row.prop(self, "split_mode", expand=True)
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# row = layout.row(align=True)
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# row.prop(self, "use_smooth_groups")
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# row.prop(self, "use_edges")
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row = box.row()
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if self.split_mode == 'ON':
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row.label(text="Split by:")
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row.prop(self, "use_split_objects")
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row.prop(self, "use_split_groups")
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else:
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row.prop(self, "use_groups_as_vgroups")
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# box = layout.box()
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# row = box.row()
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# row.prop(self, "split_mode", expand=True)
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row = layout.split(percentage=0.67)
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row.prop(self, "global_clamp_size")
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layout.prop(self, "axis_forward")
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layout.prop(self, "axis_up")
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# row = box.row()
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# if self.split_mode == 'ON':
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# row.label(text="Split by:")
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# row.prop(self, "use_split_objects")
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# row.prop(self, "use_split_groups")
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# else:
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# row.prop(self, "use_groups_as_vgroups")
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layout.prop(self, "use_image_search")
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# row = layout.split(percentage=0.67)
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# row.prop(self, "global_clamp_size")
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# layout.prop(self, "axis_forward")
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# layout.prop(self, "axis_up")
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# layout.prop(self, "use_image_search")
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283
import_gds.py
283
import_gds.py
@ -9,7 +9,7 @@ import bpy
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from bpy_extras.wm_utils.progress_report import ProgressReport
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class Progressor:
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def __init__(self, wm, precision = 0.001):
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def __init__(self, wm, precision = 0.0001):
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self.wm = wm
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self.report = 0
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self.precision = precision
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@ -26,10 +26,13 @@ class Progressor:
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if self.report:
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self.wm.progress_end()
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self.next_update = 0
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self.wm.progress_begin(0, t)
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self.report = t
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print ("begin new report , total {}".format(t))
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@property
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def current(self):
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return 0
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@ -44,71 +47,229 @@ class Progressor:
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def end(self):
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if self.report:
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self.report = 0
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self.next_update = 0
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self.wm.progress_end()
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def __call__(self, update):
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self.total = update.total
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self.current = update.current
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def build_object(context, layergroups, lib, struct):
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name = struct.name
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class SceneInserter(object):
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class Layer(object):
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def __init__(self, context, number):
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self.name = "layer{}".format(number)
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verts = {}
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faces = {}
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if self.name not in bpy.data.groups:
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# create new group
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self.group = bpy.data.groups.new(self.name)
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self.name = self.group.name
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else:
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self.group = bpy.data.groups[self.name]
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print("structure name: {}".format(name))
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def link(self, obj):
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self.group.objects.link(obj)
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root = bpy.data.objects.new(name, None)
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context.scene.objects.link(root)
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def __init__(self, context, lib, ignore_structures={}, top_cell=None):
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self.lib = lib
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self.context = context
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for element in struct.elements:
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# handle all elements
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if isinstance(element, gds.Boundary):
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if element.layer not in faces:
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verts[element.layer] = []
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faces[element.layer] = []
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self.layers = {}
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self.ignore_structures = {}
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indices = []
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for point in element.points[:-1]:
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pos = lib.normalize_coord(point)
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verts[element.layer].append((pos[0], pos[1], 0))
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self.top_cell = top_cell
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if top_cell == "":
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self.top_cell = None
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indices.append(len(verts[element.layer])-1)
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if self.top_cell:
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self.top_cell = self.top_cell.strip()
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return
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faces[element.layer].append(tuple(indices))
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for sname in ignore_structures:
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if sname in lib.structures:
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self.ignore_structures[sname] = True
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# build structure object
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for layer in verts.keys():
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if layer not in layergroups:
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layergroups[layer] = bpy.data.groups.new("layer{}".format(layer))
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meshname = "{}[{}]".format(name, layer)
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def new_empty(self, name):
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obj = bpy.data.objects.new(name, None)
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self.link(obj)
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return obj
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mesh = bpy.data.meshes.new(meshname)
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mesh.from_pydata(verts[layer], [], faces[layer])
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mesh.update()
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def link(self, obj):
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self.context.scene.objects.link(obj)
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obj = bpy.data.objects.new(meshname, mesh)
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def build_object(self, structure):
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# is the object already existent => return new instance
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if structure.name in bpy.data.objects:
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return self.new_instance(bpy.data.objects[structure.name])
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context.scene.objects.link(obj)
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layergroups[layer].objects.link(obj)
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obj.parent = root
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verts = {}
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faces = {}
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return root
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# create control empty
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root = self.new_empty(structure.name)
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# reset name in case blender
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# changes the object name
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# (e.g. due to duplicates)
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structure.name = root.name
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#print("structure name: {}".format(structure.name))
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# add all geometry
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for element in structure.elements:
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if isinstance(element, gds.Boundary):
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if element.layer not in faces:
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verts[element.layer] = []
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faces[element.layer] = []
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indices = []
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for point in element.points[:-1]:
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pos = self.lib.normalize_coord(point)
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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
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# create mesh object for each layer
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for layer in verts.keys():
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if layer not in self.layers:
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self.layers[layer] = SceneInserter.Layer(self.context, layer)
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meshname = "{}[{}]".format(structure.name, layer)
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mesh = bpy.data.meshes.new(meshname)
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mesh.from_pydata(verts[layer], [], faces[layer])
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mesh.update()
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obj = bpy.data.objects.new(meshname, mesh)
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self.link(obj)
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self.layers[layer].link(obj)
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obj.parent = root
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# handle all references
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# build tree depth first
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for reference in structure.references:
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obj = self.build_object(reference.structure)
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if hasattr(reference, "size"):
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def add(a,b):
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return (a[0] + b[0], a[1] + b[1])
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def inv(a):
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return (-a[0], -a[1])
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def sub(a, b):
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return add(inv(a), b)
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def scale(a, f):
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return (a[0] * f, a[1] * f)
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vx = sub(reference.bounds[0], reference.position)
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vy = sub(reference.bounds[1], reference.position)
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xspace = 1.0/reference.size[0]
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yspace = 1.0/reference.size[1]
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master = obj
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obj = self.new_empty(reference.structure.name)
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master.parent = obj
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master.location = (0,0,0)
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# this is an aref, create object array
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for i in range(0, reference.size[0]):
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for j in range(0, reference.size[1]):
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if i == 0 and j == 0:
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continue
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# calc new pos
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iobj = self.new_instance(master)
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pos = add(scale(vy, j*yspace), scale(vx, i*xspace))
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loc = self.lib.normalize_coord(pos)
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iobj.location = (loc[0], loc[1], 0)
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iobj.hide = True
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else:
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# this is a single reference
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# just copy the object
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pass
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# use single arrow for references
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obj.empty_draw_type = "SINGLE_ARROW"
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# reparent new instance
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obj.parent = root
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pos = self.lib.normalize_coord(reference.position)
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obj.location = (pos[0], pos[1], 0)
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# apply transformations
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trans = reference.transformation
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obj.rotation_euler.z = math.radians(trans.rotation)
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obj.scale = (trans.zoom, trans.zoom, 1)
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return root
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def new_instance(self, obj):
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root = obj.copy()
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self.link(root)
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for child in obj.children:
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childObj = child.copy()
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self.link(childObj)
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childObj.parent = root
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# relink copy to groups
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for group in child.users_group:
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group.objects.link(childObj)
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return root
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def __call__(self, progress=None):
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class ProgressTracker:
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def __init__(self, total, callback):
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self.total = total
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self.current = 0
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self.callback = callback
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def inc(self):
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if self.callback:
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self.current += 1
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self.callback(self)
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# build one cell only
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if self.top_cell:
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if self.top_cell not in self.lib.structures:
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return None
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self.build_object(self.lib.structures[self.top_cell])
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return True
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# build all structures in object
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progressTracker = ProgressTracker(2*(len(self.lib.structures)-len(self.ignore_structures)), progress)
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# build all structures first
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# since references could reference unknown objects otherwise
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for name, value in self.lib.structures.items():
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progressTracker.inc()
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if name in self.ignore_structures:
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continue
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self.build_object(value)
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progressTracker.total += len(value.references)
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return True
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import math
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def load(context,
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filepath,
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*,
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global_clamp_size=0.0,
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use_smooth_groups=True,
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use_edges=True,
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use_split_objects=True,
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use_split_groups=True,
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use_image_search=True,
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use_groups_as_vgroups=False,
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use_cycles=True,
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relpath=None,
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global_matrix=None
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top_cell_name=""
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):
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path = pathlib.Path(filepath)
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@ -121,38 +282,22 @@ def load(context,
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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("Done, linking references")
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lib.link_refs(prog)
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progress.step("Done, building meshes")
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progress.step("linking references")
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prog.end()
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layergroups = {}
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lib.link_refs(prog)
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for name, value in lib.structures.items():
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build_object(context, layergroups, lib, value)
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progress.step("inserting structures into scene")
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prog.end()
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# process all references
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for name, value in lib.structures.items():
|
||||
root = bpy.data.objects[name]
|
||||
|
||||
for reference in value.references:
|
||||
sname = reference.structure.name
|
||||
|
||||
if not sname in bpy.data.objects:
|
||||
print("object not build for referenced structure \"{}\"".format(sname))
|
||||
obj = build_object(context, layergroups, lib, reference.structure)
|
||||
else:
|
||||
obj = bpy.data.objects[sname]
|
||||
|
||||
#create copy of object
|
||||
obj = obj.copy()
|
||||
|
||||
# reparent new instance
|
||||
obj.parent = root
|
||||
pos = lib.normalize_coord(reference.position)
|
||||
obj.position = (pos[0], pos[1], 0)
|
||||
if not SceneInserter(context=context, lib=lib, top_cell=top_cell_name)(prog):
|
||||
return {"CANCELLED"}
|
||||
|
||||
progress.leave_substeps("Done")
|
||||
prog.end()
|
||||
|
||||
context.scene.update()
|
||||
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user