228 lines
7.4 KiB
Python
228 lines
7.4 KiB
Python
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import bpy
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from bpy_extras import view3d_utils
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from gpu_extras.batch import batch_for_shader
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def view3d_find():
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for area in bpy.data.window_managers[0].windows[0].screen.areas:
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if area.type == 'VIEW_3D':
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v3d = area.spaces[0]
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rv3d = v3d.region_3d
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for region in area.regions:
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if region.type == 'WINDOW':
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return area, region, rv3d
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return None, None, None
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def get_target(region, rv3d, coord):
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target = [0, 0, 0]
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if coord and region and rv3d:
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view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
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ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
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target = ray_origin + view_vector
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return [target.x, target.y, target.z]
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def get_client_view_rect():
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area, region, rv3d = view3d_find()
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v1 = [0, 0, 0]
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v2 = [0, 0, 0]
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v3 = [0, 0, 0]
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v4 = [0, 0, 0]
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if area and region and rv3d:
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width = region.width
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height = region.height
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v1 = get_target(region, rv3d, (0, 0))
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v3 = get_target(region, rv3d, (0, height))
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v2 = get_target(region, rv3d, (width, height))
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v4 = get_target(region, rv3d, (width, 0))
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coords = (v1, v2, v3, v4)
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indices = (
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(1, 3), (2, 1), (3, 0), (2, 0)
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)
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return coords
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def get_client_2d(coords):
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area, region, rv3d = view3d_find()
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if area and region and rv3d:
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return view3d_utils.location_3d_to_region_2d(region, rv3d, coords)
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else:
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return None
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class drawer():
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def __init__(self, client_instance = None):
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self.draw_items = []
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self.draw3d_handle = None
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self.draw2d_handle = None
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self.draw_event = None
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self.coords = None
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self.active_object = None
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if client_instance:
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self.client = client_instance
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self.create_batch()
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self.register_handlers(context)
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def register_handlers(self, context):
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self.draw3d_handle = bpy.types.SpaceView3D.draw_handler_add(
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self.draw3d_callback, (), 'WINDOW', 'POST_VIEW')
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self.draw2d_handle = bpy.types.SpaceView3D.draw_handler_add(
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self.draw2d_callback, (), 'WINDOW', 'POST_PIXEL')
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def unregister_handlers(self, context):
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if self.draw2d_handle:
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bpy.types.SpaceView3D.draw_handler_remove(
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self.draw2d_handle, "WINDOW")
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self.draw2d_handle = None
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if self.draw3d_handle:
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bpy.types.SpaceView3D.draw_handler_remove(
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self.draw3d_handle, "WINDOW")
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self.draw3d_handle = None
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self.draw_items.clear()
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def create_batch(self):
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index = 0
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index_object = 0
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self.draw_items.clear()
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for key, values in self.client.property_map.items():
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if 'net' in key and values.body is not None and values.id != self.client.id:
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if values.mtype == "clientObject":
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indices = (
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(0, 1), (1, 2), (2, 3), (0, 3),
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(4, 5), (5, 6), (6, 7), (4, 7),
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(0, 4), (1, 5), (2, 6), (3, 7)
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)
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if values.body['object'] in bpy.data.objects.keys():
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ob = bpy.data.objects[values.body['object']]
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else:
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return
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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)
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for point in bbox_corners]
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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color = values.body['color']
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batch = batch_for_shader(
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shader, 'LINES', {"pos": coords}, indices=indices)
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self.draw_items.append(
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(shader, batch, (None, None), color))
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# index_object += 1
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if values.mtype == "client":
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indices = (
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(1, 3), (2, 1), (3, 0), (2, 0)
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)
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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position = values.body['location']
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color = values.body['color']
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batch = batch_for_shader(
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shader, 'LINES', {"pos": position}, indices=indices)
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self.draw_items.append(
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(shader, batch, (position[1], values.id.decode()), color))
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index += 1
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def draw3d_callback(self):
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bgl.glLineWidth(3)
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for shader, batch, font, color in self.draw_items:
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shader.bind()
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shader.uniform_float("color", color)
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batch.draw(shader)
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def draw2d_callback(self):
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for shader, batch, font, color in self.draw_items:
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try:
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coords = get_client_2d(font[0])
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blf.position(0, coords[0], coords[1]+10, 0)
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blf.size(0, 10, 72)
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blf.color(0, color[0], color[1], color[2], color[3])
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blf.draw(0, font[1])
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except:
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pass
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def is_object_selected(self, obj):
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# TODO: function to find occurence
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for k, v in self.client.property_map.items():
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if v.mtype == 'clientObject':
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if self.client.id != v.id:
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if obj.name in v.body:
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return True
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return False
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def draw(self, context):
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if context.area:
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context.area.tag_redraw()
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if not context.scene.session_settings.is_running:
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self.finish(context)
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return {"FINISHED"}
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session = context.scene.session_settings
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if self.client:
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# Hide selected objects
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# for object in context.scene.objects:
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# if self.is_object_selected(object):
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# object.hide_select = True
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# else:
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# object.hide_select = False
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# Active object bounding box
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if len(context.selected_objects) > 0:
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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]
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key = "net/objects/{}".format(client.id.decode())
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data = {}
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data['color'] = [session.client_color.r,
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session.client_color.g, session.client_color.b]
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data['object'] = session.active_object.name
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self.client.push_update(
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key, 'clientObject', data)
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elif len(context.selected_objects) == 0 and session.active_object:
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session.active_object = None
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data = {}
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data['object'] = None
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key = "net/objects/{}".format(self.client.id.decode())
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self.client.push_update(key, 'clientObject', data)
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# Draw clients
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if len(client.property_map) > 1:
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# self.unregister_handlers(context)
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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):
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self.unregister_handlers(context)
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