multi-user/helpers.py

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import bpy
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import mathutils
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from .libs import dump_anything
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CORRESPONDANCE = {'Collection': 'collections', 'Mesh': 'meshes', 'Object': 'objects', 'Material': 'materials',
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'Texture': 'textures', 'Scene': 'scenes', 'Light': 'lights', 'Camera': 'cameras', 'Action': 'actions', 'Armature': 'armatures', 'Grease Pencil': 'grease_pencils'}
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# UTILITY FUNCTIONS
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def refresh_window():
import bpy
bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
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def get_selected_objects(scene):
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selected_objects = []
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for obj in scene.objects:
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if obj.select_get():
selected_objects.append(obj.name)
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return selected_objects
# LOAD HELPERS
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def load(key, value):
target = resolve_bpy_path(key)
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target_type = key.split('/')[0]
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if target_type == 'Object':
load_object(target=target, data=value,
create=True)
elif target_type == 'Mesh':
load_mesh(target=target, data=value,
create=True)
elif target_type == 'Collection':
load_collection(target=target, data=value,
create=True)
elif target_type == 'Material':
load_material(target=target, data=value,
create=True)
elif target_type == 'Grease Pencil':
load_gpencil(target=target, data=value,
create=True)
elif target_type == 'Scene':
load_scene(target=target, data=value,
create=True)
elif 'Light' in target_type:
load_light(target=target, data=value,
create=True)
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elif target_type == 'Camera':
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load_default(target=target, data=value,
create=True, type=target_type)
elif target_type == 'Client':
load_client(key.split('/')[1],value)
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def resolve_bpy_path(path):
"""
Get bpy property value from path
"""
item = None
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try:
path = path.split('/')
item = getattr(bpy.data, CORRESPONDANCE[path[0]])[path[1]]
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except:
pass
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return item
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def load_client(client=None,data=None):
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C = bpy.context
D = bpy.data
if client and data:
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# localy_selected = get_selected_objects(C.scene)
# Draw client
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#Load selected object
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if data['active_objects']:
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for obj in C.scene.objects:
if obj.name in data['active_objects']:
D.objects[obj.name].hide_select = True
else:
print(data['active_objects'])
D.objects[obj.name].hide_select = False
pass
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def load_mesh(target=None, data=None, create=False):
import bmesh
# TODO: handle error
mesh_buffer = bmesh.new()
for i in data["vertices"]:
mesh_buffer.verts.new(data["vertices"][i]["co"])
mesh_buffer.verts.ensure_lookup_table()
for i in data["edges"]:
verts = mesh_buffer.verts
v1 = data["edges"][i]["vertices"][0]
v2 = data["edges"][i]["vertices"][1]
mesh_buffer.edges.new([verts[v1], verts[v2]])
for p in data["polygons"]:
verts = []
for v in data["polygons"][p]["vertices"]:
verts.append(mesh_buffer.verts[v])
if len(verts) > 0:
mesh_buffer.faces.new(verts)
if target is None and create:
target = bpy.data.meshes.new(data["name"])
mesh_buffer.to_mesh(target)
# Load other meshes metadata
dump_anything.load(target, data)
def load_object(target=None, data=None, create=False):
try:
if target is None and create:
pointer = None
# Object specific constructor...
if data["data"] in bpy.data.meshes.keys():
pointer = bpy.data.meshes[data["data"]]
elif data["data"] in bpy.data.lights.keys():
pointer = bpy.data.lights[data["data"]]
elif data["data"] in bpy.data.cameras.keys():
pointer = bpy.data.cameras[data["data"]]
elif data["data"] in bpy.data.curves.keys():
pointer = bpy.data.curves[data["data"]]
elif data["data"] in bpy.data.grease_pencils.keys():
pointer = bpy.data.grease_pencils[data["data"]]
target = bpy.data.objects.new(data["name"], pointer)
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# Load other meshes metadata
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dump_anything.load(target, data)
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target.matrix_world = mathutils.Matrix(data["matrix_world"])
except:
print("Object {} loading error ".format(data["name"]))
def load_collection(target=None, data=None, create=False):
try:
if target is None and create:
target = bpy.data.collections.new(data["name"])
# Load other meshes metadata
# dump_anything.load(target, data)
# load objects into collection
for object in data["objects"]:
target.objects.link(bpy.data.objects[object])
for object in target.objects.keys():
if object not in data["objects"]:
target.objects.unlink(bpy.data.objects[object])
except:
print("Collection loading error")
def load_scene(target=None, data=None, create=False):
try:
if target is None and create:
target = bpy.data.scenes.new(data["name"])
# Load other meshes metadata
dump_anything.load(target, data)
# Load master collection
for object in data["collection"]["objects"]:
if object not in target.collection.objects.keys():
target.collection.objects.link(bpy.data.objects[object])
for object in target.collection.objects.keys():
if object not in data["collection"]["objects"]:
target.collection.objects.unlink(bpy.data.objects[object])
# load collections
# TODO: Recursive link
for collection in data["collection"]["children"]:
if collection not in target.collection.children.keys():
target.collection.children.link(
bpy.data.collections[collection])
# Load annotation
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# if data["grease_pencil"]:
# target.grease_pencil = bpy.data.grease_pencils[data["grease_pencil"]["name"]]
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except:
print("Scene loading error")
def load_material(target=None, data=None, create=False):
try:
if target is None and create:
target = bpy.data.materials.new(data["name"])
# Load other meshes metadata
dump_anything.load(target, data)
# load nodes
for node in data["node_tree"]["nodes"]:
index = target.node_tree.nodes.find(node)
if index is -1:
node_type = data["node_tree"]["nodes"][node]["bl_idname"]
target.node_tree.nodes.new(type=node_type)
dump_anything.load(
target.node_tree.nodes[index], data["node_tree"]["nodes"][node])
for input in data["node_tree"]["nodes"][node]["inputs"]:
try:
target.node_tree.nodes[index].inputs[input].default_value = data[
"node_tree"]["nodes"][node]["inputs"][input]["default_value"]
except:
pass
# Load nodes links
target.node_tree.links.clear()
for link in data["node_tree"]["links"]:
current_link = data["node_tree"]["links"][link]
input_socket = target.node_tree.nodes[current_link['to_node']
['name']].inputs[current_link['to_socket']['name']]
output_socket = target.node_tree.nodes[current_link['from_node']
['name']].outputs[current_link['from_socket']['name']]
target.node_tree.links.new(input_socket, output_socket)
except:
print("Material loading error")
def load_gpencil_layer(target=None,data=None, create=False):
dump_anything.load(target, data)
for frame in data["frames"]:
try:
tframe = target.frames[frame]
except:
tframe = target.frames.new(frame)
dump_anything.load(tframe, data["frames"][frame])
for stroke in data["frames"][frame]["strokes"]:
try:
tstroke = tframe.strokes[stroke]
except:
tstroke = tframe.strokes.new()
dump_anything.load(tstroke, data["frames"][frame]["strokes"][stroke])
for point in data["frames"][frame]["strokes"][stroke]["points"]:
p = data["frames"][frame]["strokes"][stroke]["points"][point]
try:
tpoint = tstroke.points[point]
except:
tpoint = tstroke.points.add(1)
tpoint = tstroke.points[len(tstroke.points)-1]
dump_anything.load(tpoint, p)
def load_gpencil(target=None, data=None, create=False):
try:
if target is None and create:
target = bpy.data.grease_pencils.new(data["name"])
if "layers" in data.keys():
for layer in data["layers"]:
if layer not in target.layers.keys():
gp_layer = target.layers.new(data["layers"][layer]["info"])
else:
gp_layer = target.layers[layer]
load_gpencil_layer(target=gp_layer,data=data["layers"][layer],create=create)
# Load other meshes metadata
dump_anything.load(target, data)
except:
print("default loading error")
def load_light(target=None, data=None, create=False, type=None):
try:
if target is None and create:
bpy.data.lights.new(data["name"], data["type"])
# Load other meshes metadata
dump_anything.load(target, data)
except:
print("light loading error")
def load_default(target=None, data=None, create=False, type=None):
try:
if target is None and create:
getattr(bpy.data, CORRESPONDANCE[type]).new(data["name"])
# Load other meshes metadata
dump_anything.load(target, data)
except:
print("default loading error")
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# DUMP HELPERS
def dump(key):
target = resolve_bpy_path(key)
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target_type = key.split('/')[0]
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data = None
if target_type == 'Material':
data = dump_datablock_attibute(target, ['name', 'node_tree'], 7)
elif target_type == 'Grease Pencil':
data = dump_datablock_attibute(target, ['name', 'layers','materials'], 9)
elif target_type == 'Camera':
data = dump_datablock(target, 1)
elif target_type == 'Light':
data = dump_datablock(target, 1)
elif target_type == 'Mesh':
data = dump_datablock_attibute(
target, ['name', 'polygons', 'edges', 'vertices'], 6)
elif target_type == 'Object':
data = dump_datablock(target, 1)
elif target_type == 'Collection':
data = dump_datablock(target, 4)
elif target_type == 'Scene':
data = dump_datablock(target, 4)
return data
def dump_datablock(datablock, depth):
if datablock:
dumper = dump_anything.Dumper()
dumper.type_subset = dumper.match_subset_all
dumper.depth = depth
datablock_type = datablock.bl_rna.name
key = "{}/{}".format(datablock_type, datablock.name)
data = dumper.dump(datablock)
return data
def dump_datablock_attibute(datablock, attributes, depth=1):
if datablock:
dumper = dump_anything.Dumper()
dumper.type_subset = dumper.match_subset_all
dumper.depth = depth
datablock_type = datablock.bl_rna.name
key = "{}/{}".format(datablock_type, datablock.name)
data = {}
for attr in attributes:
try:
data[attr] = dumper.dump(getattr(datablock, attr))
except:
pass
return data
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def init_client(key=None):
client_dict = {}
client_dict['location'] = [[0,0,0],[0,0,0],[0,0,0],[0,0,0]]
client_dict['color'] = [0,1,1,1]
C = bpy.context
# for o in bpy.context.selected_objects:
# print("TOTO {}".format(o.name))
client_dict['active_objects'] = get_selected_objects(C.view_layer)
print(client_dict['active_objects'])
return client_dict