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beamlib.py
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beamlib.py
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# --------------------------------------------------------------------------
# Blendyn -- file beamlib.py
# Copyright (C) 2015 -- 2021 Andrea Zanoni -- [email protected]
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This file is part of Blendyn, add-on script for Blender.
#
# Blendyn is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Blendyn is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Blendyn. If not, see <https://www.gnu.org/licenses/>.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
import bpy
import numpy as np
from mathutils import *
from math import *
from bpy.app.handlers import persistent
from .utilslib import *
import logging
# helper function to parse beam2
def parse_beam2(rw, ed):
ret_val = True
try:
el = ed['beam2_' + rw[1]]
eldbmsg({'PARSE_ELEM'}, 'BLENDYN::parse_beam2()', el)
eldbmsg({'FOUND_DICT'}, "BLENDYN::parse_beam2()", el)
el.nodes[0].int_label = int(rw[2])
el.nodes[1].int_label = int(rw[6])
el.offsets[0].value = Vector(( float(rw[3]), float(rw[4]), float(rw[5]) ))
el.offsets[1].value = Vector(( float(rw[7]), float(rw[8]), float(rw[9]) ))
# FIXME: this is here to enhance backwards compatibility.
# Should disappear in future versions
el.mbclass = 'elem.beam'
el.is_imported = True
pass
except KeyError:
el = ed.add()
el.mbclass = 'elem.beam'
el.type = 'beam2'
el.int_label = int(rw[1])
eldbmsg({'PARSE_ELEM'}, "BLENDYN::parse_beam2()", el)
eldbmsg({'NOTFOUND_DICT'}, "BLENDYN::parse_beam2()", el)
el.nodes.add()
el.nodes[0].int_label = int(rw[2])
el.offsets.add()
el.offsets[0].value = Vector(( float(rw[3]), float(rw[4]), float(rw[5]) ))
el.nodes.add()
el.nodes[1].int_label = int(rw[6])
el.offsets.add()
el.offsets[1].value = Vector(( float(rw[7]), float(rw[8]), float(rw[9]) ))
el.import_function = "blendyn.import_beam2"
el.info_draw = "beam2_info_draw"
el.name = el.type + "_" + str(el.int_label)
el.is_imported = True
ret_val = False
pass
return ret_val
# -----------------------------------------------------------
# end of parse_beam2(rw, ed) function
def parse_beam3(rw, ed):
ret_val = True
try:
el = ed['beam3_' + rw[1]]
eldbmsg({'PARSE_ELEM'}, "BLENDYN::parse_beam3()", el)
eldbmsg({'FOUND_IN_DICT'}, "BLENDYN::parse_beam3()", el)
el.is_imported = False
el.nodes[0].int_label = int(rw[2])
el.nodes[1].int_label = int(rw[6])
el.nodes[2].int_label = int(rw[10])
el.offsets[0].value = Vector(( float(rw[3]), float(rw[4]), float(rw[5]) ))
el.offsets[1].value = Vector(( float(rw[7]), float(rw[8]), float(rw[9]) ))
el.offsets[1].value = Vector(( float(rw[11]), float(rw[12]), float(rw[13]) ))
# FIXME: this is here to enhance backwards compatibility.
# Should disappear in future versions
el.mbclass = 'elem.beam'
el.is_imported = True
pass
except KeyError:
el = ed.add()
el.mbclass = 'elem.beam'
el.type = 'beam3'
el.int_label = int(rw[1])
eldbmsg({'PARSE_ELEM'}, "BLENDYN::parse_beam3()", el)
eldbmsg({'NOTFOUND_DICT'}, "BLENDYN::parse_beam3()", el)
el.nodes.add()
el.nodes[0].int_label = int(rw[2])
el.offsets.add()
el.offsets[0].value = Vector(( float(rw[3]), float(rw[4]), float(rw[5]) ))
el.nodes.add()
el.nodes[1].int_label = int(rw[6])
el.offsets.add()
el.offsets[1].value = Vector(( float(rw[7]), float(rw[8]), float(rw[9]) ))
el.nodes.add()
el.nodes[2].int_label = int(rw[10])
el.offsets.add()
el.offsets[2].value = Vector(( float(rw[11]), float(rw[12]), float(rw[13]) ))
el.import_function = "blendyn.import_beam3"
el.info_draw = "beam3_info_draw"
el.update = "update_beam3"
el.name = el.type + "_" + str(el.int_label)
el.is_imported = True
ret_val = False
pass
return ret_val
# -----------------------------------------------------------
# end of parse_beam3(rw, ed) function
# function that displays beam2 info in panel -- [ optional ]
def beam2_info_draw(elem, layout):
nd = bpy.context.scene.mbdyn.nodes
row = layout.row()
col = layout.column(align=True)
try:
node = nd['node_' + str(elem.nodes[0].int_label)]
# Display node 1 info
col.prop(node, "int_label", text = "Node 1 ID ")
col.prop(node, "string_label", text = "Node 1 label ")
col.prop(node, "blender_object", text = "Node 1 Object: ")
col.enabled = False
# Display offset of node 1 info
row = layout.row()
row.label(text = "offset 1 w.r.t. Node " + node.string_label + " R.F.")
col = layout.column(align = True)
col.prop(elem.offsets[0], "value", text = "", slider = False)
node = nd['node_' + str(elem.nodes[1].int_label)]
# Display node 2 info
col.prop(node, "int_label", text = "Node 2 ID ")
col.prop(node, "string_label", text = "Node 2 label ")
col.prop(node, "blender_object", text = "Node 2 Object: ")
col.enabled = False
# Display offset of node 2 info
row = layout.row()
row.label(text = "offset 2 w.r.t. Node " + node.string_label + " R.F.")
col = layout.column(align = True)
col.prop(elem.offsets[1], "value", text = "", slider = False)
layout.separator()
return {'FINISHED'}
except KeyError:
return {'NODE_NOTFOUND'}
# -----------------------------------------------------------
# end of beam2_info_draw(elem, layout) function
# function that displays beam3 info in panel -- [ optional ]
def beam3_info_draw(elem, layout):
nd = bpy.context.scene.mbdyn.nodes
row = layout.row()
col = layout.column(align=True)
try:
node = nd['node_' + str(elem.nodes[0].int_label)]
# Display node 1 info
col.prop(node, "int_label", text = "Node 1 ID ")
col.prop(node, "string_label", text = "Node 1 label ")
col.prop(node, "blender_object", text = "Node 1 Object: ")
col.enabled = False
# Display offset of node 1 info
row = layout.row()
row.label(text = "offset 1 w.r.t. Node " + node.string_label + " R.F.")
col = layout.column(align = True)
col.prop(elem.offsets[0], "value", text = "", slider = False)
node = nd['node_' + str(elem.nodes[1].int_label)]
# Display node 2 info
col.prop(node, "int_label", text = "Node 2 ID ")
col.prop(node, "string_label", text = "Node 2 label ")
col.prop(node, "blender_object", text = "Node 2 Object: ")
col.enabled = False
# Display offset of node 2 info
row = layout.row()
row.label(text = "offset 2 w.r.t. Node " + node.string_label + " R.F.")
col = layout.column(align = True)
col.prop(elem.offsets[1], "value", text = "", slider = False)
layout.separator()
node = nd['node_' + str(elem.nodes[2].int_label)]
# Display node 3 info
col.prop(node, "int_label", text = "Node 3 ID ")
col.prop(node, "string_label", text = "Node 3 label ")
col.prop(node, "blender_object", text = "Node 3 Object: ")
col.enabled = False
# Display offset of node 3 info
row = layout.row()
row.label(text = "offset 3 w.r.t. Node " + node.string_label + " R.F.")
col = layout.column(align = True)
col.prop(elem.offsets[2], "value", text = "", slider = False)
layout.separator()
return {'FINISHED'}
except KeyError:
return {'NODE_NOTFOUND'}
# -----------------------------------------------------------
# end of beam3_info_draw(elem, layout) function
# Creates the object representing a beam2 element
def spawn_beam2_element(elem, context):
""" Draws a two node beam element as a line connecting two points
belonging to two objects """
nd = context.scene.mbdyn.nodes
if any(obj == elem.blender_object for obj in context.scene.objects.keys()):
return {'OBJECT_EXISTS'}
# try to find Blender objects associated with the nodes that
# the element connects
try:
n1 = nd['node_' + str(elem.nodes[0].int_label)].blender_object
except KeyError:
return {'NODE1_NOTFOUND'}
try:
n2 = nd['node_' + str(elem.nodes[1].int_label)].blender_object
except KeyError:
return {'NODE2_NOTFOUND'}
# nodes' objects
n1OBJ = bpy.data.objects[n1]
n2OBJ = bpy.data.objects[n2]
# names for curve and object
beamobj_id = 'beam2_' + str(elem.int_label)
beamcv_id = beamobj_id + '_cvdata'
try:
# put it all in the 'beams' collection
set_active_collection('beams')
elcol = bpy.data.collections.new(name = elem.name)
bpy.data.collections['beams'].children.link(elcol)
set_active_collection(elcol.name)
except KeyError:
return {'COLLECTION_ERROR'}
# check if the object is already present. If it is, remove it.
if beamobj_id in bpy.data.objects.keys():
bpy.data.objects.remove(bpy.data.objects[beamobj_id])
# check if the curve is already present. If it is, remove it.
if beamcv_id in bpy.data.curves.keys():
bpy.data.curves.remove(bpy.data.curves[beamcv_id])
# create a new curve
cvdata = bpy.data.curves.new(beamcv_id, type = 'CURVE')
cvdata.dimensions = '3D'
polydata = cvdata.splines.new('POLY')
polydata.points.add(1)
# get offsets in local frame
f1 = elem.offsets[0].value
f2 = elem.offsets[1].value
# assign coordinates of curve knots in global frame
R1 = n1OBJ.rotation_quaternion.to_matrix()
R2 = n2OBJ.rotation_quaternion.to_matrix()
p1 = n1OBJ.location + R1@Vector(( f1[0], f1[1], f1[2] ))
p2 = n2OBJ.location + R2@Vector(( f2[0], f2[1], f2[2] ))
polydata.points[0].co = p1.to_4d()
polydata.points[1].co = p2.to_4d()
# create the object
beamOBJ = bpy.data.objects.new(beamobj_id, cvdata)
beamOBJ.mbdyn.type = 'element'
beamOBJ.mbdyn.dkey = elem.name
elcol.objects.link(beamOBJ)
elem.blender_object = beamOBJ.name
beamOBJ.lock_scale[0] = True
beamOBJ.lock_scale[1] = True
beamOBJ.lock_scale[2] = True
beamOBJ.select_set(state = True)
# Hook control points and add internal RFs objects
objs = [n1OBJ, n2OBJ]
names = ['P1', 'P2']
RFpos = [p1, p2]
M = Matrix()
for i, (p, obj, name) in enumerate(zip(beamOBJ.data.splines[0].points, objs, names)):
hook = beamOBJ.modifiers.new(name, type = 'HOOK')
hook.object = obj
hook.vertex_indices_set([i])
hook.matrix_inverse = M.Translation(-obj.location)
nobj = bpy.data.objects.new(beamOBJ.name + 'RF' + str(i + 1), None)
nobj.empty_display_type = 'ARROWS'
nobj.location = RFpos[i].to_3d()
dim = obj.dimensions.magnitude/sqrt(3) if obj.data else obj.empty_display_size
nobj.empty_display_size = .33*dim
parenting(nobj, obj)
elcol.objects.link(nobj)
nobj.hide_set(state = True)
# link objects to the element collection
elcol.objects.link(n1OBJ)
elcol.objects.link(n2OBJ)
set_active_collection('Master Collection')
elem.is_imported = True
return {'FINISHED'}
# -----------------------------------------------------------
# end of spawn_beam2_element(elem, context) function
## Creates the object representing a beam3 element
def spawn_beam3_element(elem, context):
""" Draws a beam3 element as a nurbs order 3 curve connecting three
points belonging to three objects (and their associated MBDyn nodes """
nd = context.scene.mbdyn.nodes
if any(obj == elem.blender_object for obj in context.scene.objects.keys()):
return{'OBJECT_EXISTS'}
# try to find Blender objects associated with the nodes that
# the element connects
# we store in elem.rotoffsets the initial ortientation of the nodes,
# to then set the tilt of the bevel section relative to it
try:
n1 = nd['node_' + str(elem.nodes[0].int_label)].blender_object
elem.rotoffsets.add()
elem.rotoffsets[0].value = bpy.data.objects[n1].matrix_world.to_quaternion()
except KeyError:
return {'NODE1_NOTFOUND'}
try:
n2 = nd['node_' + str(elem.nodes[1].int_label)].blender_object
elem.rotoffsets.add()
elem.rotoffsets[1].value = bpy.data.objects[n2].matrix_world.to_quaternion()
except KeyError:
return {'NODE2_NOTFOUND'}
try:
n3 = nd['node_' + str(elem.nodes[2].int_label)].blender_object
elem.rotoffsets.add()
elem.rotoffsets[2].value = bpy.data.objects[n3].matrix_world.to_quaternion()
except KeyError:
return {'NODE3_NOTFOUND'}
# Create the NURBS order 3 curve
beamobj_id = 'beam3_' + str(elem.int_label)
beamcv_id = beamobj_id + '_cvdata'
try:
# put it all in the 'beams' collection
set_active_collection('beams')
elcol = bpy.data.collections.new(name = elem.name)
bpy.data.collections['beams'].children.link(elcol)
set_active_collection(elcol.name)
except KeyError:
return {'COLLECTION_ERROR'}
# Check if the object is already present. If it is, remove it.
if beamobj_id in bpy.data.objects.keys():
bpy.data.objects.remove(bpy.data.objects[beamobj_id])
# check if the curve is already present. If it is, remove it.
if beamcv_id in bpy.data.curves.keys():
bpy.data.curves.remove(bpy.data.curves[beamcv_id])
cvdata = bpy.data.curves.new(beamcv_id, type = 'CURVE')
cvdata.dimensions = '3D'
polydata = cvdata.splines.new('NURBS')
polydata.points.add(3)
polydata.order_u = 3
polydata.use_endpoint_u = True
# get offsets
f1 = elem.offsets[0].value
f2 = elem.offsets[1].value
f3 = elem.offsets[2].value
# nodes' objects
n1OBJ = bpy.data.objects[n1]
n2OBJ = bpy.data.objects[n2]
n3OBJ = bpy.data.objects[n3]
# refline points in global frame
P1 = n1OBJ.matrix_world@Vector(( f1[0], f1[1], f1[2], 1.0 ))
P2 = n2OBJ.matrix_world@Vector(( f2[0], f2[1], f2[2], 1.0 ))
P3 = n3OBJ.matrix_world@Vector(( f3[0], f3[1], f3[2], 1.0 ))
# define the two intermediate control points # FIXME: find a more efficient way!!
t1 = -3*P1 + 4*P2 - P3
t1.normalize()
t2 = -P1 + P3
t2.normalize()
T = np.zeros((3,2))
T[:,0] = t1.to_3d()
T[:,1] = -t2.to_3d()
d = np.linalg.pinv(T).dot(np.array((P2 - P1).to_3d()))
M1 = Vector(( P2 - Vector((max(d)*t2)) ))
M2 = Vector(( P2 + Vector((max(d)*t2)) ))
polydata.points[0].co = P1
polydata.points[1].co = M1
polydata.points[2].co = M2
polydata.points[3].co = P3
# create the object
beamOBJ = bpy.data.objects.new(beamobj_id, cvdata)
beamOBJ.mbdyn.type = 'element'
beamOBJ.mbdyn.dkey = elem.name
ude = bpy.context.scene.mbdyn.elems_to_update.add()
ude.dkey = elem.name
ude.name = elem.name
elcol.objects.link(beamOBJ)
elem.blender_object = beamOBJ.name
beamOBJ.lock_scale[0] = True
beamOBJ.lock_scale[1] = True
beamOBJ.lock_scale[2] = True
beamOBJ.select_set(state = True)
# add objects representing the position of the points on the beam axis, w.r.t. nodes
nOBJs = [n1OBJ, n2OBJ, n3OBJ]
RFpos = [P1, P2, P3]
for i in range(3):
obj = bpy.data.objects.new(beamOBJ.name + '_RF' + str(i + 1), None)
obj.location = RFpos[i].to_3d()
obj.empty_display_type = 'ARROWS'
dim = nOBJs[i].dimensions.magnitude/sqrt(3) if nOBJs[i].data else nOBJs[i].empty_display_size
obj.empty_display_size = .33*dim
parenting(obj, nOBJs[i])
elcol.objects.link(obj)
obj.hide_set(state = True)
# Hook control points
obj2 = bpy.data.objects.new(beamOBJ.name + '_M1', None)
obj2.location = M1[0:3]
obj2.empty_display_type = 'PLAIN_AXES'
dim = n2OBJ.dimensions.magnitude/sqrt(3) if n2OBJ.data else n2OBJ.empty_display_size
obj2.empty_display_size = dim
obj3 = bpy.data.objects.new(beamOBJ.name + '_M2', None)
obj3.location = M2[0:3]
obj3.empty_display_type = 'PLAIN_AXES'
obj3.empty_display_size = dim
objs = [n1OBJ, obj2, obj3, n3OBJ]
names = ['P1', 'M1', 'M2', 'P3']
M = Matrix()
for i, (p, obj, name) in enumerate(zip(beamOBJ.data.splines[0].points, objs, names)):
hook = beamOBJ.modifiers.new(name, type = 'HOOK')
hook.object = obj
hook.vertex_indices_set([i])
hook.matrix_inverse = M.Translation(-obj.location)
elem.is_imported = True
# bpy.ops.object.select_all(action = 'DESELECT')
# put them all in the element collection and hide the internal references
elcol.objects.link(n1OBJ)
elcol.objects.link(n2OBJ)
elcol.objects.link(n3OBJ)
elcol.objects.link(obj2)
elcol.objects.link(obj3)
obj2.hide_set(state = True)
obj3.hide_set(state = True)
set_active_collection('Master Collection')
return {'FINISHED'}
# -----------------------------------------------------------
# end of spawn_beam3_element(elem, context) function
def update_beam3(elem, insert_keyframe = False):
""" Updates the configuration of a 3-node beam by re-computing
the positions of the two intermediate control points """
cvdata = bpy.data.objects[elem.blender_object].data
nd = bpy.context.scene.mbdyn.nodes
# find nodes' Blender objects
try:
cp2 = bpy.data.objects[elem.blender_object + '_M1']
cp3 = bpy.data.objects[elem.blender_object + '_M2']
n1 = bpy.data.objects[nd['node_' + str(elem.nodes[0].int_label)].blender_object]
n2 = bpy.data.objects[nd['node_' + str(elem.nodes[1].int_label)].blender_object]
n3 = bpy.data.objects[nd['node_' + str(elem.nodes[2].int_label)].blender_object]
except KeyError:
return {'OBJECTS_NOTFOUND'}
# offsets
f1 = elem.offsets[0].value
f2 = elem.offsets[1].value
f3 = elem.offsets[2].value
# points on beam
P1 = n1.matrix_world@Vector(( f1[0], f1[1], f1[2], 1.0 ))
P2 = n2.matrix_world@Vector(( f2[0], f2[1], f2[2], 1.0 ))
P3 = n3.matrix_world@Vector(( f3[0], f3[1], f3[2], 1.0 ))
# redefine the two intermediate control points
t1 = (-3*P1 + 4*P2 - P3)
t1.normalize()
t2 = -P1 + P3
t2.normalize()
T = np.zeros((3,2))
T[:,0] = t1.to_3d()
T[:,1] = -t2.to_3d()
d = np.linalg.pinv(T).dot(np.array((P2 - P1).to_3d()))
cp2.location = Vector(( P2 - Vector((max(d)*t2)) )).to_3d()
cp3.location = Vector(( P2 + Vector((max(d)*t2)) )).to_3d()
if insert_keyframe:
try:
cp2.select_set(state = True)
cp2.keyframe_insert(data_path = "location")
cp3.select_set(state = True)
cp3.keyframe_insert(data_path = "location")
except RuntimeError as err:
if 'context is incorrect' in str(err):
pass
else:
message = str(err)
self.report({'WARNING'}, message)
logging.warning(message)
except TypeError:
pass
return {'FINISHED'}
# -----------------------------------------------------------
# end of update_beam3() function
## Imports a Beam 2 element in the scene as a line joining two nodes
class BLENDYN_OT_import_beam2(bpy.types.Operator):
""" Imports a beam2 element into the Blender scene """
bl_idname = "blendyn.import_beam2"
bl_label = "Imports a beam2 element"
int_label: bpy.props.IntProperty()
def draw(self, context):
layout = self.layout
layout.aligment = 'LEFT'
def execute(self, context):
ed = bpy.context.scene.mbdyn.elems
nd = bpy.context.scene.mbdyn.nodes
try:
elem = ed['beam2_' + str(self.int_label)]
retval = spawn_beam2_element(elem, context)
if retval == {'OBJECT_EXISTS'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'NODE1_NOTFOUND'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
logging.error(message)
return {'CANCELLED'}
elif retval == {'NODE2_NOTFOUND'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'COLLECTION_ERROR'}:
eldbmsf(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'FINISHED'}:
eldbmsg({'IMPORT_SUCCESS'}, type(self).__name__ + '::execute()', elem)
else:
return retval
except KeyError:
eldbmsg({'DICT_ERROR'}, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
return {'FINISHED'}
# -----------------------------------------------------------
# end of BLENDYN_OT_import_beam2 class
## Imports a Beam 3 element in the scene as a line joining two nodes
class BLENDYN_OT_import_beam3(bpy.types.Operator):
bl_idname = "blendyn.import_beam3"
bl_label = "Imports a beam3 element"
int_label: bpy.props.IntProperty()
def draw(self, context):
layout = self.layout
layout.aligment = 'LEFT'
def execute(self, context):
ed = bpy.context.scene.mbdyn.elems
try:
elem = ed['beam3_' + str(self.int_label)]
retval = spawn_beam3_element(elem, context)
if retval == {'OBJECT_EXISTS'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'NODE1_NOTFOUND'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'NODE2_NOTFOUND'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'NODE3_NOTFOUND'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'COLLECTION_ERROR'}:
eldbmsf(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'FINISHED'}:
eldbmsg({'IMPORT_SUCCESS'}, type(self).__name__ + '::execute()', elem)
return retval
else:
# Should not be reached
return retval
except KeyError:
eldbmsg({'DICT_ERROR'}, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
# -----------------------------------------------------------
# end of BLENDYN_OT_import_beam3 class
class BLENDYN_OT_update_beam3(bpy.types.Operator):
""" Calls the update_beam3() function to update the current configuration
of the curve representing the beam3 element """
bl_idname = "blendyn.update_beam3"
bl_label = "Updates beam3 curve configuration"
def execute(self, context):
ed = context.scene.mbdyn.elems
ret_val = update_beam3(ed[context.object.name])
if ret_val == {'OBJECTS_NOTFOUND'}:
message = type(self).__name__ + "::execute(): " \
+ "Unable to find Blender objects to update"
self.report({'ERROR'}, message)
logging.error(message)
return {'CANCELLED'}
else:
return ret_val
pass