multi-user/draw.py

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import bpy
import bgl
import blf
import gpu
import mathutils
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from bpy_extras import view3d_utils
from gpu_extras.batch import batch_for_shader
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def view3d_find():
for area in bpy.data.window_managers[0].windows[0].screen.areas:
if area.type == 'VIEW_3D':
v3d = area.spaces[0]
rv3d = v3d.region_3d
for region in area.regions:
if region.type == 'WINDOW':
return area, region, rv3d
return None, None, None
def get_target(region, rv3d, coord):
target = [0, 0, 0]
if coord and region and rv3d:
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
target = ray_origin + view_vector
return [target.x, target.y, target.z]
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def get_target_far(region, rv3d, coord, distance):
target = [0, 0, 0]
if coord and region and rv3d:
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
target = ray_origin + view_vector * distance
return [target.x, target.y, target.z]
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def get_client_view_rect():
area, region, rv3d = view3d_find()
v1 = [0, 0, 0]
v2 = [0, 0, 0]
v3 = [0, 0, 0]
v4 = [0, 0, 0]
v5 = [0, 0, 0]
v6 = [0, 0, 0]
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if area and region and rv3d:
width = region.width
height = region.height
v1 = get_target(region, rv3d, (0, 0))
v3 = get_target(region, rv3d, (0, height))
v2 = get_target(region, rv3d, (width, height))
v4 = get_target(region, rv3d, (width, 0))
v5 = get_target(region, rv3d, (width/2, height/2))
v6 = get_target_far(region, rv3d, (width/2, height/2), 10)
coords = [v1, v2, v3, v4,v5,v6]
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indices = (
(1, 3), (2, 1), (3, 0), (2, 0)
)
return coords
def get_client_2d(coords):
area, region, rv3d = view3d_find()
if area and region and rv3d:
return view3d_utils.location_3d_to_region_2d(region, rv3d, coords)
else:
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return (0, 0)
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class HUD(object):
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def __init__(self):
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self.d3d_items = {}
self.d2d_items = {}
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self.draw3d_handle = None
self.draw2d_handle = None
self.draw_event = None
self.coords = None
self.active_object = None
# self.draw_clients()
self.register_handlers()
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def register_handlers(self):
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self.draw3d_handle = bpy.types.SpaceView3D.draw_handler_add(
self.draw3d_callback, (), 'WINDOW', 'POST_VIEW')
self.draw2d_handle = bpy.types.SpaceView3D.draw_handler_add(
self.draw2d_callback, (), 'WINDOW', 'POST_PIXEL')
def unregister_handlers(self):
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if self.draw2d_handle:
bpy.types.SpaceView3D.draw_handler_remove(
self.draw2d_handle, "WINDOW")
self.draw2d_handle = None
if self.draw3d_handle:
bpy.types.SpaceView3D.draw_handler_remove(
self.draw3d_handle, "WINDOW")
self.draw3d_handle = None
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self.d3d_items.clear()
self.d2d_items.clear()
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def draw_selected_object(self):
clients = self.client.get("Client")
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if clients:
for client in clients:
name = client[0].split('/')[1]
local_username = bpy.context.scene.session_settings.username
if name != local_username:
if client[1]['active_objects']:
for select_ob in client[1]['active_objects']:
indices = (
(0, 1), (1, 2), (2, 3), (0, 3),
(4, 5), (5, 6), (6, 7), (4, 7),
(0, 4), (1, 5), (2, 6), (3, 7)
)
if select_ob in bpy.data.objects.keys():
ob = bpy.data.objects[select_ob]
else:
return
bbox_corners = [ob.matrix_world @ mathutils.Vector(corner) for corner in ob.bound_box]
coords = [(point.x, point.y, point.z)
for point in bbox_corners]
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
color = client[1]['color']
batch = batch_for_shader(
shader, 'LINES', {"pos": coords}, indices=indices)
self.d3d_items["{}/{}".format(client[0],
select_ob)] = (shader, batch, color)
else:
key_to_remove = []
for k in self.d3d_items.keys():
if "{}/".format(client[0]) in k:
key_to_remove.append(k)
for k in key_to_remove:
del self.d3d_items[k]
def draw_client(self, client):
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clients = self.client.get("Client")
if client:
name = client['id']
local_username = bpy.context.scene.session_settings.username
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if name != local_username:
try:
indices = (
(1, 3), (2, 1), (3, 0), (2, 0),(4, 5)
)
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
position = client['location']
color = client['color']
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batch = batch_for_shader(
shader, 'LINES', {"pos": position}, indices=indices)
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self.d3d_items[client[0]] = (shader, batch, color)
self.d2d_items[client[0]] = (position[1], name, color)
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except Exception as e:
print("Draw client exception {}".format(e))
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def draw3d_callback(self):
bgl.glLineWidth(2)
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try:
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for shader, batch, color in self.d3d_items.values():
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shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
except Exception as e:
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print("3D Exception")
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def draw2d_callback(self):
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for position, font, color in self.d2d_items.values():
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try:
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coords = get_client_2d(position)
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if coords:
blf.position(0, coords[0], coords[1]+10, 0)
blf.size(0, 10, 72)
blf.color(0, color[0], color[1], color[2], color[3])
blf.draw(0, font)
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except Exception as e:
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print("2D EXCEPTION")