multi-user/net_draw.py

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Python
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2019-04-01 18:28:13 +08:00
import bpy
from bpy_extras import view3d_utils
from gpu_extras.batch import batch_for_shader
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]
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]
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))
coords = (v1, v2, v3, v4)
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:
return None
class drawer():
def __init__(self, client_instance = None):
self.draw_items = []
self.draw3d_handle = None
self.draw2d_handle = None
self.draw_event = None
self.coords = None
self.active_object = None
if client_instance:
self.client = client_instance
self.create_batch()
self.register_handlers(context)
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')
def unregister_handlers(self, context):
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
self.draw_items.clear()
def create_batch(self):
index = 0
index_object = 0
self.draw_items.clear()
for key, values in self.client.property_map.items():
if 'net' in key and values.body is not None and values.id != self.client.id:
if values.mtype == "clientObject":
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 values.body['object'] in bpy.data.objects.keys():
ob = bpy.data.objects[values.body['object']]
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 = values.body['color']
batch = batch_for_shader(
shader, 'LINES', {"pos": coords}, indices=indices)
self.draw_items.append(
(shader, batch, (None, None), color))
# index_object += 1
if values.mtype == "client":
indices = (
(1, 3), (2, 1), (3, 0), (2, 0)
)
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
position = values.body['location']
color = values.body['color']
batch = batch_for_shader(
shader, 'LINES', {"pos": position}, indices=indices)
self.draw_items.append(
(shader, batch, (position[1], values.id.decode()), color))
index += 1
def draw3d_callback(self):
bgl.glLineWidth(3)
for shader, batch, font, color in self.draw_items:
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
def draw2d_callback(self):
for shader, batch, font, color in self.draw_items:
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
for k, v in self.client.property_map.items():
if v.mtype == 'clientObject':
if self.client.id != v.id:
if obj.name in v.body:
return True
return False
def draw(self, context):
if context.area:
context.area.tag_redraw()
if not context.scene.session_settings.is_running:
self.finish(context)
return {"FINISHED"}
session = context.scene.session_settings
if self.client:
# Hide selected objects
# for object in context.scene.objects:
# if self.is_object_selected(object):
# object.hide_select = True
# else:
# object.hide_select = False
# 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:
session.active_object = context.selected_objects[0]
key = "net/objects/{}".format(client.id.decode())
data = {}
data['color'] = [session.client_color.r,
session.client_color.g, session.client_color.b]
data['object'] = session.active_object.name
self.client.push_update(
key, 'clientObject', data)
elif len(context.selected_objects) == 0 and session.active_object:
session.active_object = None
data = {}
data['object'] = None
key = "net/objects/{}".format(self.client.id.decode())
self.client.push_update(key, 'clientObject', data)
# Draw clients
if len(client.property_map) > 1:
# self.unregister_handlers(context)
self.create_batch()
# self.register_handlers(context)
return {"PASS_THROUGH"}
def finish(self, context):
self.unregister_handlers(context)