multi-user/net_operators.py

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import logging
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import random
import string
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import time
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import asyncio
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import queue
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import bgl
import blf
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import bpy
import gpu
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import mathutils
from bpy_extras import view3d_utils
from gpu_extras.batch import batch_for_shader
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from . import net_components, net_ui, rna_translation
from .libs import dump_anything
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logger = logging.getLogger(__name__)
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client = None
server = None
context = None
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TASKS = []
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COLOR_TABLE = [(1, 0, 0, 1), (0, 1, 0, 1), (0, 0, 1, 1),
(0, 0.5, 1, 1), (0.5, 0, 1, 1)]
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SUPPORTED_DATABLOCKS = ['collections', 'meshes', 'objects',
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'materials', 'textures', 'lights', 'cameras', 'actions', 'armatures','grease_pencils']
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SUPPORTED_TYPES = ['Collection', 'Mesh', 'Object', 'Material',
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'Texture', 'Light', 'Camera', 'Action', 'Armature','GreasePencil','Scene']
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','GreasePencil':'grease_pencils'}
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# UTILITY FUNCTIONS
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def clean_scene(elements=SUPPORTED_DATABLOCKS):
for datablock in elements:
datablock_ref = getattr(bpy.data, datablock)
for item in datablock_ref:
datablock_ref.remove(item)
def view3d_find():
for area in bpy.context.window.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
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break
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return None, None, None
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def get_target(region, rv3d, coord):
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
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target = ray_origin + view_vector
return [target.x, target.y, target.z]
def get_client_view_rect():
area, region, rv3d = view3d_find()
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v1 = [0, 0, 0]
v2 = [0, 0, 0]
v3 = [0, 0, 0]
v4 = [0, 0, 0]
width = region.width
height = region.height
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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))
coords = (v1, v2, v3, v4)
indices = (
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(1, 3), (2, 1), (3, 0), (2, 0)
)
return coords
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def get_client_view_rect():
area, region, rv3d = view3d_find()
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v1 = [0, 0, 0]
v2 = [0, 0, 0]
v3 = [0, 0, 0]
v4 = [0, 0, 0]
width = region.width
height = region.height
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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))
coords = (v1, v2, v3, v4)
indices = (
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(1, 3), (2, 1), (3, 0), (2, 0)
)
return coords
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def get_client_2d(coords):
area, region, rv3d = view3d_find()
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return view3d_utils.location_3d_to_region_2d(region, rv3d, coords)
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def randomStringDigits(stringLength=6):
"""Generate a random string of letters and digits """
lettersAndDigits = string.ascii_letters + string.digits
return ''.join(random.choice(lettersAndDigits) for i in range(stringLength))
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def resolve_bpy_path(path):
"""
Get bpy property value from path
"""
path = path.split('/')
item = None
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try:
item = getattr(bpy.data, CORRESPONDANCE[path[0]])[path[1]]
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except:
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pass
return item
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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 dump_datablock(datablock,depth):
if datablock:
print("sending {}".format(datablock.name))
dumper = dump_anything.Dumper()
dumper.type_subset = dumper.match_subset_all
dumper.depth = depth
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datablock_type = datablock.bl_rna.name
key = "{}/{}".format(datablock_type,datablock.name)
data = dumper.dump(datablock)
client.push_update(key, datablock_type, data)
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def dump_datablock_attibute(datablock,attributes,depth=1):
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if datablock:
print("sending {}".format(datablock.name))
dumper = dump_anything.Dumper()
dumper.type_subset = dumper.match_subset_all
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dumper.depth = depth
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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
client.push_update(key, datablock_type, data)
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def upload_mesh(mesh):
if mesh.bl_rna.name == 'Mesh':
dump_datablock_attibute(mesh,['name','polygons','edges','vertices'],6)
def init_scene():
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for cam in bpy.data.cameras:
dump_datablock(cam,1)
for light in bpy.data.lights:
dump_datablock(light,1)
for mat in bpy.data.materials:
dump_datablock(mat,7)
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for mesh in bpy.data.meshes:
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upload_mesh(mesh)
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for object in bpy.data.objects:
dump_datablock(object,1)
for collection in bpy.data.collections:
dump_datablock(collection,4)
for scene in bpy.data.scenes:
dump_datablock(scene,4)
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def load_mesh(target=None, data=None, create=False):
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import bmesh
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# TODO: handle error
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mesh_buffer = bmesh.new()
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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]
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mesh_buffer.edges.new([verts[v1], verts[v2]])
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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)
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if target is None and create:
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target = bpy.data.meshes.new(data["name"])
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mesh_buffer.to_mesh(target)
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# Load other meshes metadata
dump_anything.load(target, data)
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def load_object(target=None, data=None, create=False):
try:
if target is None and create:
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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
dump_anything.load(target, data)
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import mathutils
target.matrix_world = mathutils.Matrix(data["matrix_world"])
except:
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print("Object {} loading error ".format(data["name"]))
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def load_collection(target=None, data=None, create=False):
try:
if target is None and create:
target = bpy.data.collections.new(data["name"])
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# Load other meshes metadata
# dump_anything.load(target, data)
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# load objects into collection
for object in data["objects"]:
target.objects.link(bpy.data.objects[object])
except:
print("Collection loading error")
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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)
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#Load master collection
for object in data["collection"]["objects"]:
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if object not in target.collection.objects.keys():
target.collection.objects.link(bpy.data.objects[object])
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# load collections
# TODO: Recursive link
for collection in data["collection"]["children"]:
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if collection not in target.collection.children.keys():
target.collection.children.link(bpy.data.collections[collection])
except:
print("Collection loading error")
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def load_material(target=None, data=None, create=False):
try:
if target is None and create:
target = bpy.data.materials.new(data["name"])
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# Load other meshes metadata
dump_anything.load(target, data)
# load nodes
for node in data["node_tree"]["nodes"]:
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index = target.node_tree.nodes.find(node)
if index is -1:
node_type = data["node_tree"]["nodes"][node]["bl_idname"]
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target.node_tree.nodes.new(type=node_type)
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dump_anything.load(
target.node_tree.nodes[index], data["node_tree"]["nodes"][node])
for input in data["node_tree"]["nodes"][node]["inputs"]:
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try:
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target.node_tree.nodes[index].inputs[input].default_value = data[
"node_tree"]["nodes"][node]["inputs"][input]["default_value"]
except:
pass
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# Load nodes links
target.node_tree.links.clear()
for link in data["node_tree"]["links"]:
current_link = data["node_tree"]["links"][link]
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print(target.node_tree.nodes[current_link['to_node']['name']])
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']]
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target.node_tree.links.new(input_socket, output_socket)
print(data["node_tree"]["links"][link])
except:
print("Material loading error")
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def load_gpencil(target=None, data=None, create=False):
try:
if target is None and create:
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bpy.data.grease_pencils.new(data["name"])
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if "layers" in data.keys():
for layer in data["layers"]:
print(layer)
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# Load other meshes metadata
dump_anything.load(target, data)
except:
print("default loading error")
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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")
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def load_default(target=None, data=None, create=False, type=None):
try:
if target is None and create:
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getattr(bpy.data, CORRESPONDANCE[type]).new(data["name"])
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# Load other meshes metadata
dump_anything.load(target, data)
except:
print("default loading error")
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def update_scene(msg):
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global client
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if msg.id != client.id:
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net_vars = bpy.context.scene.session_settings
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if net_vars.active_object:
if net_vars.active_object.name in msg.key:
raise ValueError()
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if 'net' not in msg.key:
target = resolve_bpy_path(msg.key)
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try:
if msg.body["name"] in TASKS:
TASKS.remove(msg.body["name"])
except:
pass
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if msg.mtype == 'Object':
load_object(target=target, data=msg.body,
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create=net_vars.load_data)
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elif msg.mtype == 'Mesh':
load_mesh(target=target, data=msg.body,
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create=net_vars.load_data)
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elif msg.mtype == 'Collection':
load_collection(target=target, data=msg.body,
create=net_vars.load_data)
elif msg.mtype == 'Material':
load_material(target=target, data=msg.body,
create=net_vars.load_data)
elif msg.mtype == 'GreasePencil':
load_gpencil(target=target, data=msg.body,
create=net_vars.load_data)
elif msg.mtype == 'Scene':
load_scene(target=target, data=msg.body,
create=net_vars.load_data)
elif 'Light' in msg.mtype:
load_light(target=target, data=msg.body,
create=net_vars.load_data)
else:
load_default(target=target, data=msg.body,
create=net_vars.load_data, type=msg.mtype)
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recv_callbacks = [update_scene]
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post_init_callbacks = [refresh_window]
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# OPERATORS
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class session_join(bpy.types.Operator):
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bl_idname = "session.join"
bl_label = "join"
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bl_description = "connect to a net server"
bl_options = {"REGISTER"}
@classmethod
def poll(cls, context):
return True
def execute(self, context):
global client
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net_settings = context.scene.session_settings
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# Scene setup
if net_settings.session_mode == "CONNECT" and net_settings.clear_scene:
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clean_scene()
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# Session setup
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if net_settings.username == "DefaultUser":
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net_settings.username = "{}_{}".format(
net_settings.username, randomStringDigits())
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username = str(context.scene.session_settings.username)
client_factory = rna_translation.RNAFactory()
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client = net_components.RCFClient(
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id=username,
on_recv=recv_callbacks,
on_post_init=post_init_callbacks,
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factory=client_factory,
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address=net_settings.ip,
is_admin=net_settings.session_mode == "HOST")
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bpy.ops.asyncio.loop()
net_settings.is_running = True
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bpy.ops.session.draw('INVOKE_DEFAULT')
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return {"FINISHED"}
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class session_add_property(bpy.types.Operator):
bl_idname = "session.add_prop"
bl_label = "add"
bl_description = "broadcast a property to connected clients"
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bl_options = {"REGISTER"}
property_path: bpy.props.StringProperty(default="None")
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depth: bpy.props.IntProperty(default=1)
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@classmethod
def poll(cls, context):
return True
def execute(self, context):
global client
item = resolve_bpy_path(self.property_path)
print(item)
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if item:
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key = self.property_path
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dumper = dump_anything.Dumper()
dumper.type_subset = dumper.match_subset_all
dumper.depth = self.depth
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data = dumper.dump(item)
data_type = item.__class__.__name__
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client.push_update(key, data_type, data)
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return {"FINISHED"}
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class session_remove_property(bpy.types.Operator):
bl_idname = "session.remove_prop"
bl_label = "remove"
bl_description = "broadcast a property to connected clients"
bl_options = {"REGISTER"}
property_path: bpy.props.StringProperty(default="None")
@classmethod
def poll(cls, context):
return True
def execute(self, context):
global client
try:
del client.property_map[self.property_path]
return {"FINISHED"}
except:
return {"CANCELED"}
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class session_create(bpy.types.Operator):
bl_idname = "session.create"
bl_label = "create"
bl_description = "create to a net session"
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bl_options = {"REGISTER"}
@classmethod
def poll(cls, context):
return True
def execute(self, context):
global server
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global client
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server = net_components.RCFServer()
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time.sleep(0.1)
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bpy.ops.session.join()
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if context.scene.session_settings.init_scene:
init_scene()
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return {"FINISHED"}
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class session_stop(bpy.types.Operator):
bl_idname = "session.stop"
bl_label = "close"
bl_description = "stop net service"
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bl_options = {"REGISTER"}
@classmethod
def poll(cls, context):
return True
def execute(self, context):
global server
global client
net_settings = context.scene.session_settings
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if server:
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server.stop()
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del server
server = None
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if client:
client.stop()
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del client
client = None
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bpy.ops.asyncio.stop()
net_settings.is_running = False
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else:
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logger.debug("No server/client running.")
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return {"FINISHED"}
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class session_settings(bpy.types.PropertyGroup):
username = bpy.props.StringProperty(
name="Username", default="user_{}".format(randomStringDigits()))
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ip = bpy.props.StringProperty(name="ip")
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port = bpy.props.IntProperty(name="5555")
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add_property_depth = bpy.props.IntProperty(
name="add_property_depth", default=1)
buffer = bpy.props.StringProperty(name="None")
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is_running = bpy.props.BoolProperty(name="is_running", default=False)
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load_data = bpy.props.BoolProperty(name="load_data", default=True)
init_scene = bpy.props.BoolProperty(name="load_data", default=True)
clear_scene = bpy.props.BoolProperty(name="clear_scene", default=True)
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update_frequency = bpy.props.FloatProperty(
name="update_frequency", default=0.008)
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active_object = bpy.props.PointerProperty(
name="active_object", type=bpy.types.Object)
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session_mode = bpy.props.EnumProperty(
name='session_mode',
description='session mode',
items={
('HOST', 'hosting', 'host a session'),
('CONNECT', 'connexion', 'connect to a session')},
default='HOST')
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class session_draw_clients(bpy.types.Operator):
bl_idname = "session.draw"
bl_label = "draw clients"
bl_description = "Description that shows in blender tooltips"
bl_options = {"REGISTER"}
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position = bpy.props.FloatVectorProperty(default=(0, 0, 0))
def __init__(self):
super().__init__()
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self.draw_items = []
self.draw3d_handle = None
self.draw2d_handle = None
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self.draw_event = None
self.coords = None
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self.active_object = None
@classmethod
def poll(cls, context):
return True
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def invoke(self, context, event):
#
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self.coords = None
self.create_batch()
self.register_handlers(context)
context.window_manager.modal_handler_add(self)
return {"RUNNING_MODAL"}
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def register_handlers(self, context):
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')
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self.draw_event = context.window_manager.event_timer_add(
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0.008, window=context.window)
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def unregister_handlers(self, context):
if self.draw_event and self.draw3d_handle and self.draw2d_handle:
context.window_manager.event_timer_remove(self.draw_event)
bpy.types.SpaceView3D.draw_handler_remove(
self.draw3d_handle, "WINDOW")
bpy.types.SpaceView3D.draw_handler_remove(
self.draw2d_handle, "WINDOW")
self.draw_items.clear()
self.draw3d_handle = None
self.draw2d_handle = None
self.draw_event = None
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# TODO: refactor this ugly things
def create_batch(self):
global client
index = 0
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index_object = 0
for key, values in client.property_map.items():
if values.body is not None:
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if values.mtype == "client_object":
if values.id != client.id and values.body is not None:
indices = (
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(0, 1), (1, 2), (2, 3), (0, 3),
(4, 5), (5, 6), (6, 7), (4, 7),
(0, 4), (1, 5), (2, 6), (3, 7)
)
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if values.body in bpy.data.objects.keys():
ob = bpy.data.objects[values.body]
else:
return
bbox_corners = [ob.matrix_world @ mathutils.Vector(corner) for corner in ob.bound_box]
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coords = [(point.x, point.y, point.z)
for point in bbox_corners]
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
batch = batch_for_shader(
shader, 'LINES', {"pos": coords}, indices=indices)
self.draw_items.append(
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(shader, batch, (None, None), COLOR_TABLE[index-1]))
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# index_object += 1
if values.mtype == "client":
if values.id != client.id:
indices = (
(1, 3), (2, 1), (3, 0), (2, 0)
)
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
batch = batch_for_shader(
shader, 'LINES', {"pos": values.body}, indices=indices)
self.draw_items.append(
(shader, batch, (values.body[1], values.id.decode()), COLOR_TABLE[index]))
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index += 1
def draw3d_callback(self):
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bgl.glLineWidth(3)
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for shader, batch, font, color in self.draw_items:
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
def draw2d_callback(self):
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for shader, batch, font, color in self.draw_items:
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try:
coords = get_client_2d(font[0])
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[1])
except:
pass
def is_object_selected(self, obj):
# TODO: function to find occurence
global client
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for k, v in client.property_map.items():
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if v.mtype == 'client_object':
if client.id != v.id:
if obj.name in v.body:
return True
return False
def modal(self, context, event):
if context.area:
context.area.tag_redraw()
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if not context.scene.session_settings.is_running:
self.finish(context)
if event.type in {"TIMER"}:
global client
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session = context.scene.session_settings
if client:
# Local view update
current_coords = get_client_view_rect()
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if current_coords != self.coords:
self.coords = current_coords
key = "net/clients/{}".format(client.id.decode())
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client.push_update(key, 'client', current_coords)
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# Hide selected objects
for object in context.scene.objects:
if self.is_object_selected(object):
object.hide_select = True
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else:
object.hide_select = False
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# Active object bounding box
if len(context.selected_objects) > 0:
if session.active_object is not context.selected_objects[0] or session.active_object.is_evaluated:
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session.active_object = context.selected_objects[0]
key = "net/objects/{}".format(client.id.decode())
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client.push_update(
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key, 'client_object', session.active_object.name)
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elif len(context.selected_objects) == 0 and session.active_object:
session.active_object = None
key = "net/objects/{}".format(client.id.decode())
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client.push_update(key, 'client_object', None)
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# Draw clients
if len(client.property_map) > 0:
self.unregister_handlers(context)
self.create_batch()
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self.register_handlers(context)
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return {"PASS_THROUGH"}
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def finish(self, context):
self.unregister_handlers(context)
return {"FINISHED"}
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class session_snapview(bpy.types.Operator):
bl_idname = "session.snapview"
bl_label = "draw clients"
bl_description = "Description that shows in blender tooltips"
bl_options = {"REGISTER"}
target_client = bpy.props.StringProperty()
@classmethod
def poll(cls, context):
return True
def execute(self, context):
global client
area, region, rv3d = view3d_find()
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for k, v in client.property_map.items():
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if v.mtype == 'client' and v.id.decode() == self.target_client:
rv3d.view_location = v.body[1]
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rv3d.view_distance = 30.0
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return {"FINISHED"}
return {"CANCELLED"}
pass
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# TODO: Rename to match official blender convention
classes = (
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session_join,
session_add_property,
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session_stop,
session_create,
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session_settings,
session_remove_property,
session_draw_clients,
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session_snapview,
)
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def update_loop():
for t in TASKS:
dump_datablock(bpy.data.objects[t].data,4)
dump_datablock(bpy.data.objects[t],1)
dump_datablock(bpy.data.scenes[0],4)
return 0.5
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def depsgraph_update(scene):
for c in bpy.context.depsgraph.updates.items():
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global client
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if client:
if client.status == net_components.RCFStatus.CONNECTED:
if c[1].is_updated_geometry:
print("GEOMETRY UPDATE")
elif c[1].is_updated_transform:
print("TRANFORM UPDATE")
dump_datablock_attibute(bpy.data.objects[c[1].id.name],['matrix_world'])
else:
data_name = c[1].id.name
if data_name in bpy.data.objects.keys():
found = False
for k in client.property_map.keys():
if data_name in k:
found = True
break
if not found:
client.property_map["Object/{}".format(data_name)] = net_components.RCFMessage("Object/{}".format(data_name), "Object", None)
upload_mesh(bpy.data.objects[data_name].data)
dump_datablock(bpy.data.objects[data_name],1)
dump_datablock(bpy.data.scenes[0],4)
# dump_datablock(bpy.data.scenes[0],4)
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def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
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bpy.types.Scene.session_settings = bpy.props.PointerProperty(
type=session_settings)
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bpy.app.handlers.depsgraph_update_post.append(depsgraph_update)
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bpy.app.timers.register(update_loop)
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def unregister():
global server
global client
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try:
bpy.app.handlers.depsgraph_update_post.remove(depsgraph_update)
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bpy.app.timers.unregister(update_loop)
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except:
pass
if server:
server.stop()
del server
server = None
if client:
client.stop()
del client
client = None
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from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
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del bpy.types.Scene.session_settings
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if __name__ == "__main__":
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register()