blender: various improvments and fixes in object generator
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parent
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commit
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269
import_gds.py
269
import_gds.py
@ -1,4 +1,5 @@
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from . import gds
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from . import gds
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from concurrent.futures import ThreadPoolExecutor
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import importlib
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import importlib
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if "gds" in locals():
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if "gds" in locals():
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@ -31,8 +32,6 @@ class Progressor:
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self.wm.progress_begin(0, t)
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self.wm.progress_begin(0, t)
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self.report = 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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@property
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def current(self):
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def current(self):
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return 0
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return 0
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@ -57,18 +56,84 @@ class Progressor:
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class SceneInserter(object):
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class SceneInserter(object):
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class Layer(object):
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class Layer(object):
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def __init__(self, context, number):
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def __init__(self, context, number, thickness=1, datatypes=[], ):
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self.name = "layer{}".format(number)
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self.number = number
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self.context = context
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if self.name not in bpy.data.groups:
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# stackup results
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self.thickness = thickness
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self.absolute_height = 0
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# stackup
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self.Prev = None
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self.Next = None
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self.groups = {}
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self.materials = {}
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for datatype in datatypes:
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self.new_datatype(type)
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def name_for_layer(self, datatype):
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return "layer{}/{}".format(self.number, datatype)
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def new_datatype(self, datatype):
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name = self.name_for_layer(datatype)
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if name not in bpy.data.groups:
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# create new group
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# create new group
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self.group = bpy.data.groups.new(self.name)
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self.groups[datatype] = bpy.data.groups.new(name)
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self.name = self.group.name
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else:
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else:
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self.group = bpy.data.groups[self.name]
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self.groups[datatype] = bpy.data.groups[name]
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if name not in bpy.data.materials:
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self.materials[name] = bpy.data.materials.new(name)
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else:
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self.materials[name] = bpy.data.materials[name]
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def group_for_datatype(self, dtype):
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if dtype not in self.groups:
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self.new_datatype(dtype)
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return self.groups[dtype]
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def insert_after(self, other):
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end = self
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while end.Next:
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end = end.Next
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if self.Prev:
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self.Prev.Next = None
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self.Prev = None
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# link own list to new list
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if other.Next:
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if other.Next.Prev:
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other.Next.Prev = end
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end.Next = other.Next
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other.Next = self
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self.Prev = other
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# recalc height
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end = self
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while end:
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end.absolute_height = end.Prev.absolute_height + end.Prev.thickness
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end = end.Next
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return self
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def link(self, datatype, obj):
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self.group_for_datatype(datatype).objects.link(obj)
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mat = self.materials[self.name_for_layer(datatype)]
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obj.data.materials.append(mat)
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def link(self, obj):
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self.group.objects.link(obj)
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def __init__(self, context, lib, ignore_structures={}, top_cell=None):
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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.lib = lib
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@ -77,6 +142,8 @@ class SceneInserter(object):
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self.layers = {}
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self.layers = {}
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self.ignore_structures = {}
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self.ignore_structures = {}
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self.add_stackup()
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self.top_cell = top_cell
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self.top_cell = top_cell
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if top_cell == "":
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if top_cell == "":
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self.top_cell = None
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self.top_cell = None
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@ -89,6 +156,26 @@ class SceneInserter(object):
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if sname in lib.structures:
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if sname in lib.structures:
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self.ignore_structures[sname] = True
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self.ignore_structures[sname] = True
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def add_layer(self, number, thickness=1):
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self.layers[number] = SceneInserter.Layer(self.context, number, thickness)
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return self.layers[number]
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def get_layer(self, number):
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if number not in self.layers:
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return self.add_layer(number)
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return self.layers[number]
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def add_stackup(self):
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prev = None
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for i in range(0,200):
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l = self.add_layer(i)
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if prev:
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l.insert_after(prev)
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prev = l
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# example stackup for now
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#self.add_layer(8).insert_after(self.add_layer(6).insert_after(self.add_layer(5).insert_after(self.add_layer(4))))
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def new_empty(self, name):
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def new_empty(self, name):
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obj = bpy.data.objects.new(name, None)
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obj = bpy.data.objects.new(name, None)
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@ -98,6 +185,55 @@ class SceneInserter(object):
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def link(self, obj):
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def link(self, obj):
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self.context.scene.objects.link(obj)
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self.context.scene.objects.link(obj)
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def build_path_element(self, name, root, element):
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# build path profile
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widthcurve = bpy.data.curves.new("profile-" + name , "CURVE")
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bevelobj = bpy.data.objects.new("profile-" + name , widthcurve)
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bevelobj.parent = root
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# hide the bevel object
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self.link(bevelobj)
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bevelobj.hide = True
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bevelobj.hide_render = True
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widthspline = widthcurve.splines.new("POLY")
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widthspline.use_smooth = False
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widthspline.use_cyclic_u = True
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widthspline.points.add(3)
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# create bevel profile
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width = element.width * self.lib.units_per_dbunit
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thickness = self.get_layer(element.layer).thickness
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widthspline.points[0].co = (-1*width/2.0, thickness/2.0, 0,0)
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widthspline.points[1].co = ( width/2.0, thickness/2.0, 0,0)
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widthspline.points[2].co = ( width/2.0, -1*thickness/2.0, 0,0)
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widthspline.points[3].co = (-1*width/2.0, -1*thickness/2.0, 0,0)
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# create actual path
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pathcurve = bpy.data.curves.new(name, "CURVE")
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pathcurve.use_fill_caps = True
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pathcurve.bevel_object = bevelobj
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pathspline = pathcurve.splines.new("POLY")
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pathspline.points.add(len(element.points)-1)
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pathspline.use_smooth = False
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# import path
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for i, p in enumerate(element.points):
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pos = self.lib.normalize_coord(p)
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pathspline.points[i].co = (pos[0], pos[1], 0,0)
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# setup pathobject
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pathobj = bpy.data.objects.new(name, pathcurve)
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self.link(pathobj)
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self.get_layer(element.layer).link(element.datatype, pathobj)
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pathobj.location.z = self.get_layer(element.layer).absolute_height
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pathobj.parent = root
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def build_object(self, structure, progress=None):
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def build_object(self, structure, progress=None):
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# is the object already existent => return new instance
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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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if structure.name in bpy.data.objects:
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@ -106,8 +242,13 @@ class SceneInserter(object):
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if progress:
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if progress:
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progress.total += 1 + len(structure.references)
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progress.total += 1 + len(structure.references)
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verts = {}
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# for boundary elements
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faces = {}
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class Mesh:
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def __init__(self):
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self.verts = []
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self.faces = []
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boundaries = {}
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# create control empty
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# create control empty
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root = self.new_empty(structure.name)
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root = self.new_empty(structure.name)
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@ -120,38 +261,53 @@ class SceneInserter(object):
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#print("structure name: {}".format(structure.name))
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#print("structure name: {}".format(structure.name))
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# add all geometry
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# add all geometry
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for element in structure.elements:
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for number, element in enumerate(structure.elements):
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index = (element.layer, element.datatype)
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if isinstance(element, gds.Boundary):
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if isinstance(element, gds.Boundary):
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if element.layer not in faces:
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# every element should be of derived of gds.Drawable
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verts[element.layer] = []
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if index not in boundaries:
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faces[element.layer] = []
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boundaries[index] = Mesh()
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indices = []
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indices = []
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for point in element.points[:-1]:
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for point in element.points[:-1]:
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pos = self.lib.normalize_coord(point)
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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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boundaries[index].verts.append((pos[0], pos[1], 0))
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indices.append(len(boundaries[index].verts)-1)
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indices.append(len(verts[element.layer])-1)
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boundaries[index].faces.append(tuple(indices))
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faces[element.layer].append(tuple(indices))
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elif isinstance(element, gds.Path):
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cname = "{}-{}[{}]".format(structure.name, number, element.layer)
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self.build_path_element(cname, root, element)
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# build structure mesh objects
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else:
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# create mesh object for each layer
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print("import of {} not implemented".format(type(element)))
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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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with ThreadPoolExecutor(max_workers=5) as executor:
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# build structure mesh for boundary elements
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for ident, template in boundaries.items():
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def do_boundary(layerident, meshtemplate):
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layer = self.get_layer(layerident[0])
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meshname = "{}[{}]".format(structure.name, layerident)
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mesh = bpy.data.meshes.new(meshname)
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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.from_pydata(meshtemplate.verts, [], meshtemplate.faces)
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mesh.update()
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mesh.update()
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obj = bpy.data.objects.new(meshname, mesh)
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obj = bpy.data.objects.new(meshname, mesh)
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self.link(obj)
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self.link(obj)
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self.layers[layer].link(obj)
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layer.link(layerident[1], obj)
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obj.parent = root
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obj.parent = root
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# create solifiy modifier
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mod = obj.modifiers.new("Solidify", 'SOLIDIFY')
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mod.thickness = 1 # probaly meters ?
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mod.use_even_offset = True
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mod.offset = 0
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obj.location.z = layer.absolute_height
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executor.submit(do_boundary, ident, template)
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if progress:
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if progress:
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progress.inc()
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progress.inc()
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@ -169,6 +325,7 @@ class SceneInserter(object):
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obj = self.build_object(reference.structure, progress=progress)
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obj = self.build_object(reference.structure, progress=progress)
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if hasattr(reference, "size"):
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if hasattr(reference, "size"):
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# this is an Array reference
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def add(a,b):
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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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return (a[0] + b[0], a[1] + b[1])
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def inv(a):
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def inv(a):
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@ -182,28 +339,26 @@ class SceneInserter(object):
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vx = sub(reference.bounds[0], reference.position)
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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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vy = sub(reference.bounds[1], reference.position)
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xspace = 1.0/reference.size[0]
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xspace = scale(vx, 1.0/reference.size[0] * self.lib.units_per_dbunit)
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yspace = 1.0/reference.size[1]
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yspace = scale(vy, 1.0/reference.size[1] * self.lib.units_per_dbunit)
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master = obj
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# use array modifiers to create the aref array
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obj = self.new_empty(reference.structure.name)
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for child in obj.children:
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master.parent = obj
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mod_x = child.modifiers.new("ax", "ARRAY")
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master.location = (0,0,0)
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# this is an aref, create object array
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mod_x.use_constant_offset = True
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for i in range(0, reference.size[0]):
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mod_x.use_relative_offset = False
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for j in range(0, reference.size[1]):
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mod_x.constant_offset_displace[0] = xspace[0]
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if i == 0 and j == 0:
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mod_x.constant_offset_displace[1] = xspace[1]
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continue
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mod_x.count = reference.size[0]
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# calc new pos
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mod_y = child.modifiers.new("ay", "ARRAY")
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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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mod_y.use_constant_offset = True
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loc = self.lib.normalize_coord(pos)
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mod_y.use_relative_offset = False
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mod_y.constant_offset_displace[0] = yspace[0]
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iobj.location = (loc[0], loc[1], 0)
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mod_y.constant_offset_displace[1] = yspace[1]
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iobj.hide = True
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mod_y.count = reference.size[1]
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else:
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else:
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# this is a single reference
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# this is a single reference
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# just copy the object
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# just copy the object
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@ -233,15 +388,33 @@ class SceneInserter(object):
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self.link(root)
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self.link(root)
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for child in obj.children:
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for child in obj.children:
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childObj = child.copy()
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if child.name.find("profile") != -1:
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self.link(childObj)
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# only copy path profiles
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continue
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childObj = child.copy()
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childObj.parent = root
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childObj.parent = root
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self.link(childObj)
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# relink copy to groups
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# relink copy to groups
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for group in child.users_group:
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for group in child.users_group:
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group.objects.link(childObj)
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group.objects.link(childObj)
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# resetup curves
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if childObj.type == "CURVE":
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for spline in childObj.data.splines:
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spline.use_smooth = False
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# copy profile
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profile = bpy.data.objects["profile-" + child.name].copy()
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profile.parent = root
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self.link(profile)
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# resetup path
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childObj.data.use_fill_caps = True
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childObj.data.bevel_object = profile
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return root
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return root
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@ -294,9 +467,7 @@ def load(context,
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top_cell_name=""
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top_cell_name=""
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):
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):
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path = pathlib.Path(filepath)
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lib = None
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lib = None
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print(lib)
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with ProgressReport(context.window_manager) as progress:
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with ProgressReport(context.window_manager) as progress:
|
||||||
progress.enter_substeps(2, "Importing GDS %r..." % filepath)
|
progress.enter_substeps(2, "Importing GDS %r..." % filepath)
|
||||||
|
Loading…
Reference in New Issue
Block a user