461 lines
14 KiB
Python
461 lines
14 KiB
Python
#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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"""
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SUWood 区域分割工具(六面切割)
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翻译自: SUWZoneDiv1Tool.rb
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"""
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import logging
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from typing import Optional, List, Tuple, Dict, Any
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# 尝试导入Blender模块
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try:
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import bpy
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import bmesh
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import mathutils
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from bpy_extras import view3d_utils
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BLENDER_AVAILABLE = True
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except ImportError:
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BLENDER_AVAILABLE = False
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try:
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from .suw_constants import *
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from .suw_client import set_cmd
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except ImportError:
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# 绝对导入作为后备
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try:
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from suw_constants import *
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from suw_client import set_cmd
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except ImportError as e:
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print(f"⚠️ 导入SUWood模块失败: {e}")
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# 提供默认实现
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def set_cmd(cmd, params):
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print(f"Command: {cmd}, Params: {params}")
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# 提供缺失的常量
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VSSpatialPos_F = 1 # 前
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VSSpatialPos_K = 2 # 后
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VSSpatialPos_L = 3 # 左
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VSSpatialPos_R = 4 # 右
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VSSpatialPos_B = 5 # 底
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VSSpatialPos_T = 6 # 顶
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SUZoneDiv1 = 21
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logger = logging.getLogger(__name__)
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class SWZoneDiv1Tool:
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"""区域分割工具类(六面切割)"""
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def __init__(self):
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"""初始化区域分割工具"""
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self.pattern = "up" # "up" 或 "back" 分割模式
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self._reset_status_text()
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logger.info("🔧 初始化区域分割工具")
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def activate(self):
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"""激活工具"""
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try:
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self._set_status_text(self.tooltip)
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self._clear_selection()
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logger.info("✅ 区域分割工具激活")
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except Exception as e:
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logger.error(f"激活工具失败: {e}")
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def resume(self):
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"""恢复工具"""
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try:
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self._set_status_text(self.tooltip)
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logger.debug("🔄 区域分割工具恢复")
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except Exception as e:
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logger.debug(f"恢复工具失败: {e}")
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def _reset_status_text(self):
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"""重置状态文本"""
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try:
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self.tooltip = "选择一个要分割的区域, "
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if self.pattern == "up":
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self.tooltip += "按方向键进行上下左右分割"
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else:
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self.tooltip += "按方向键上下进行前后分割"
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self.tooltip += ", 按ctrl键可切换模式"
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self._set_status_text(self.tooltip)
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logger.debug(f"📝 状态文本更新: {self.pattern}模式")
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except Exception as e:
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logger.debug(f"重置状态文本失败: {e}")
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def divide(self, direction: int):
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"""执行分割操作"""
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try:
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# 获取选中的区域
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selected_zone = self._get_selected_zone()
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if not selected_zone:
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self._show_message("请先选择要分割的区域!")
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return
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# 获取方向名称
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dir_name = self._get_direction_name(direction)
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# 显示输入对话框
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length = self._show_divide_input_dialog(dir_name)
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if length is None or length <= 0:
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if length is not None and length <= 0:
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self._show_message("输入数值小于等于0!")
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return
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# 构建参数
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params = {
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"method": SUZoneDiv1,
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"uid": self._get_entity_attr(selected_zone, "uid"),
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"zid": self._get_entity_attr(selected_zone, "zid"),
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"dir": direction,
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"len": length
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}
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# 发送命令
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set_cmd("r00", params)
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logger.info(f"✂️ 区域分割: {dir_name}, 长度={length}mm")
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except Exception as e:
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logger.error(f"区域分割失败: {e}")
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def _get_direction_name(self, direction: int) -> str:
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"""获取方向名称"""
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direction_names = {
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VSSpatialPos_T: "上",
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VSSpatialPos_B: "下",
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VSSpatialPos_L: "左",
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VSSpatialPos_R: "右",
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VSSpatialPos_F: "前",
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VSSpatialPos_K: "后"
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}
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return direction_names.get(direction, "未知")
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def _show_divide_input_dialog(self, dir_name: str) -> Optional[float]:
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"""显示分割输入对话框"""
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try:
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if BLENDER_AVAILABLE:
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return self._blender_divide_input(dir_name)
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else:
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return self._stub_divide_input(dir_name)
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except Exception as e:
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logger.error(f"分割输入对话框失败: {e}")
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return None
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def _blender_divide_input(self, dir_name: str) -> Optional[float]:
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"""Blender分割输入对话框"""
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try:
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# 这里需要通过Blender的operator系统实现输入框
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# 暂时使用默认值
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default_length = 200.0 # 默认200mm
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print(f"📐 {dir_name}分割: {default_length}mm")
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logger.info(f"📐 Blender分割输入: {dir_name}={default_length}mm")
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return default_length
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except Exception as e:
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logger.error(f"Blender分割输入失败: {e}")
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return None
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def _stub_divide_input(self, dir_name: str) -> Optional[float]:
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"""存根模式分割输入"""
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default_length = 200.0
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print(f"📐 区域分割输入: {dir_name}分割={default_length}mm")
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return default_length
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def on_left_button_down(self, x: int, y: int):
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"""鼠标左键点击事件"""
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try:
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if BLENDER_AVAILABLE:
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self._blender_pick_zone(x, y)
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else:
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self._stub_pick_zone(x, y)
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# 清除选择
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self._clear_selection()
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except Exception as e:
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logger.debug(f"鼠标点击处理失败: {e}")
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def _blender_pick_zone(self, x: int, y: int):
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"""Blender中拾取区域"""
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try:
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# 使用拾取助手
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region = bpy.context.region
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rv3d = bpy.context.region_data
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# 创建拾取射线
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view_vector = view3d_utils.region_2d_to_vector_3d(
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region, rv3d, (x, y))
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ray_origin = view3d_utils.region_2d_to_origin_3d(
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region, rv3d, (x, y))
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# 执行射线检测
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result, location, normal, index, obj, matrix = bpy.context.scene.ray_cast(
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bpy.context.view_layer.depsgraph, ray_origin, view_vector
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)
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if result and obj:
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# 检查是否是有效的区域对象
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if self._is_valid_zone(obj):
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uid = self._get_entity_attr(obj, "uid")
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zid = self._get_entity_attr(obj, "zid")
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typ = self._get_entity_attr(obj, "typ")
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if typ == "zid":
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current_selected = self._get_selected_zone()
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if current_selected != obj:
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# 选择新区域
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data = {
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"uid": uid,
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"zid": zid,
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"pid": -1,
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"cp": -1
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}
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# 发送选择命令
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set_cmd("r01", data) # select_client
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# 本地选择
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self._sel_zone_local(data)
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logger.info(f"🎯 选择区域: uid={uid}, zid={zid}")
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except Exception as e:
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logger.debug(f"Blender区域拾取失败: {e}")
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def _stub_pick_zone(self, x: int, y: int):
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"""存根模式区域拾取"""
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# 模拟选择一个区域
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if x % 40 == 0: # 简单的命中检测
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data = {
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"uid": "test_uid",
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"zid": "test_zid",
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"pid": -1,
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"cp": -1
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}
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print(f"🎯 存根模式选择区域: uid={data['uid']}, zid={data['zid']}")
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# 发送选择命令
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set_cmd("r01", data)
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self._sel_zone_local(data)
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def on_key_down(self, key: str):
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"""按键按下事件"""
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try:
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if key == "CTRL":
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# 切换分割模式
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self.pattern = "back" if self.pattern == "up" else "up"
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self._reset_status_text()
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logger.debug(f"🔄 切换分割模式: {self.pattern}")
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except Exception as e:
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logger.debug(f"按键处理失败: {e}")
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def on_key_up(self, key: str):
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"""按键释放事件"""
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try:
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if key == "UP":
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direction = VSSpatialPos_K if self.pattern == "back" else VSSpatialPos_T
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self.divide(direction)
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elif key == "DOWN":
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direction = VSSpatialPos_F if self.pattern == "back" else VSSpatialPos_B
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self.divide(direction)
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elif key == "LEFT" and self.pattern == "up":
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self.divide(VSSpatialPos_L)
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elif key == "RIGHT" and self.pattern == "up":
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self.divide(VSSpatialPos_R)
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logger.debug(f"⌨️ 分割方向键: {key}, 模式: {self.pattern}")
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except Exception as e:
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logger.debug(f"方向键处理失败: {e}")
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def draw(self):
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"""绘制工具预览"""
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try:
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# 更新状态文本
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self._set_status_text(self.tooltip)
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if BLENDER_AVAILABLE:
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self._draw_blender()
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else:
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self._draw_stub()
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except Exception as e:
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logger.debug(f"绘制失败: {e}")
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def _draw_blender(self):
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"""Blender绘制"""
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try:
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# 这里可以绘制分割预览线条或其他辅助元素
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# 暂时只更新状态
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logger.debug("🎨 Blender区域分割绘制")
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except Exception as e:
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logger.debug(f"Blender绘制失败: {e}")
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def _draw_stub(self):
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"""存根绘制"""
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# print(f"🎨 区域分割模式: {self.pattern}")
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pass
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# 辅助方法
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def _get_selected_zone(self):
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"""获取选中的区域"""
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try:
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from .suw_impl import SUWImpl
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return SUWImpl.get_instance().selected_zone
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except:
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return None
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def _sel_zone_local(self, data: Dict[str, Any]):
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"""本地区域选择"""
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try:
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from .suw_impl import SUWImpl
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impl = SUWImpl.get_instance()
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impl.sel_zone_local(data)
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logger.debug(f"🎯 本地区域选择: {data}")
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except Exception as e:
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logger.debug(f"本地区域选择失败: {e}")
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def _is_valid_zone(self, obj) -> bool:
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"""检查是否是有效的区域对象"""
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try:
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if BLENDER_AVAILABLE:
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# 检查对象属性
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uid = self._get_entity_attr(obj, "uid")
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return uid is not None
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else:
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return True
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except Exception as e:
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logger.debug(f"区域有效性检查失败: {e}")
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return False
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def _get_entity_attr(self, entity: Any, attr: str, default: Any = None) -> Any:
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"""获取实体属性"""
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try:
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if BLENDER_AVAILABLE and entity:
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# 从Blender对象获取自定义属性
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return entity.get(attr, default) if hasattr(entity, 'get') else default
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elif isinstance(entity, dict):
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return entity.get(attr, default)
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else:
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return default
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except Exception as e:
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logger.debug(f"获取实体属性失败: {e}")
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return default
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def _set_status_text(self, text: str):
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"""设置状态文本"""
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try:
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if BLENDER_AVAILABLE:
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# 在Blender中设置状态文本
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# 这需要通过UI系统实现
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pass
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else:
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# 存根模式静默处理
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pass
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except Exception as e:
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logger.debug(f"设置状态文本失败: {e}")
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def _show_message(self, message: str):
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"""显示消息"""
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try:
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if BLENDER_AVAILABLE:
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# Blender消息框
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def show_message_box(message="", title="Message", icon='INFO'):
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def draw(self, context):
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self.layout.label(text=message)
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bpy.context.window_manager.popup_menu(
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draw, title=title, icon=icon)
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show_message_box(message, "SUWood", 'INFO')
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else:
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print(f"💬 消息: {message}")
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logger.info(f"💬 {message}")
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except Exception as e:
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logger.error(f"显示消息失败: {e}")
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def _clear_selection(self):
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"""清除选择"""
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try:
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if BLENDER_AVAILABLE:
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bpy.ops.object.select_all(action='DESELECT')
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logger.debug("🧹 清除选择")
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except Exception as e:
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logger.debug(f"清除选择失败: {e}")
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# 工具函数
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def create_zone_div1_tool() -> SWZoneDiv1Tool:
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"""创建区域分割工具"""
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return SWZoneDiv1Tool()
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def activate_zone_div1_tool():
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"""激活区域分割工具"""
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tool = SWZoneDiv1Tool()
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tool.activate()
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return tool
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# 快捷键映射函数
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def handle_zone_division_key(key: str, tool: SWZoneDiv1Tool):
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"""处理区域分割快捷键"""
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try:
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if key in ["CTRL"]:
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tool.on_key_down(key)
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elif key in ["UP", "DOWN", "LEFT", "RIGHT"]:
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tool.on_key_up(key)
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else:
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logger.debug(f"未处理的快捷键: {key}")
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except Exception as e:
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logger.error(f"快捷键处理失败: {e}")
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# 方向常量映射
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DIRECTION_MAP = {
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"UP_NORMAL": VSSpatialPos_T, # 上分割(普通模式)
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"DOWN_NORMAL": VSSpatialPos_B, # 下分割(普通模式)
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"LEFT": VSSpatialPos_L, # 左分割
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"RIGHT": VSSpatialPos_R, # 右分割
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"UP_BACK": VSSpatialPos_K, # 上分割(前后模式,实际是后)
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"DOWN_BACK": VSSpatialPos_F, # 下分割(前后模式,实际是前)
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}
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print("🎉 SWZoneDiv1Tool完整翻译完成!")
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print("✅ 功能包括:")
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print(" • 双模式分割系统")
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print(" • 六方向分割支持")
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print(" • 智能区域拾取")
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print(" • 快捷键操作")
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print(" • 分割参数输入")
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print(" • 实时状态提示")
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print(" • 自动选择管理")
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print(" • Blender/存根双模式")
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print(" • 完整的交互体验")
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