multi-user/multi_user/presence.py

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
#
# ##### END GPL LICENSE BLOCK #####
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import copy
import logging
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import math
import sys
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import traceback
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import bgl
import blf
import bpy
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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from . import utils
from replication.interface import session
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# Helper functions
def view3d_find() -> tuple:
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""" Find the first 'VIEW_3D' windows found in areas
:return: tuple(Area, Region, RegionView3D)
"""
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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
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def refresh_3d_view():
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""" Refresh the viewport
"""
area, region, rv3d = view3d_find()
if area and region and rv3d:
area.tag_redraw()
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def refresh_sidebar_view():
""" Refresh the blender viewport sidebar
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"""
area, region, rv3d = view3d_find()
if area:
area.regions[3].tag_redraw()
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def project_to_viewport(region: bpy.types.Region, rv3d: bpy.types.RegionView3D, coords: list, distance: float = 1.0) -> list:
""" Compute a projection from 2D to 3D viewport coordinate
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:param region: target windows region
:type region: bpy.types.Region
:param rv3d: view 3D
:type rv3d: bpy.types.RegionView3D
:param coords: coordinate to project
:type coords: list
:param distance: distance offset into viewport
:type distance: float
:return: list of coordinates [x,y,z]
"""
target = [0, 0, 0]
if coords and region and rv3d:
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coords)
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coords)
target = ray_origin + view_vector * distance
return [target.x, target.y, target.z]
def bbox_from_obj(obj: bpy.types.Object, radius: float) -> list:
""" Generate a bounding box for a given object by using its world matrix
:param obj: target object
:type obj: bpy.types.Object
:param radius: bounding box radius
:type radius: float
:return: list of 8 points [(x,y,z),...]
"""
coords = [
(-radius, -radius, -radius), (+radius, -radius, -radius),
(-radius, +radius, -radius), (+radius, +radius, -radius),
(-radius, -radius, +radius), (+radius, -radius, +radius),
(-radius, +radius, +radius), (+radius, +radius, +radius)]
base = obj.matrix_world
bbox_corners = [base @ mathutils.Vector(corner) for corner in coords]
return [(point.x, point.y, point.z)
for point in bbox_corners]
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def generate_user_camera() -> list:
""" Generate a basic camera represention of the user point of view
:return: list of 7 points
"""
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area, region, rv3d = view3d_find()
v1 = v2 = v3 = v4 = v5 = v6 = v7 = [0, 0, 0]
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if area and region and rv3d:
width = region.width
height = region.height
v1 = project_to_viewport(region, rv3d, (0, 0))
v3 = project_to_viewport(region, rv3d, (0, height))
v2 = project_to_viewport(region, rv3d, (width, height))
v4 = project_to_viewport(region, rv3d, (width, 0))
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v5 = project_to_viewport(region, rv3d, (width/2, height/2))
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v6 = list(rv3d.view_location)
v7 = project_to_viewport(
region, rv3d, (width/2, height/2), distance=-.8)
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coords = [v1, v2, v3, v4, v5, v6, v7]
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return coords
def project_to_screen(coords: list) -> list:
""" Project 3D coordinate to 2D screen coordinates
:param coords: 3D coordinates (x,y,z)
:type coords: list
:return: list of 2D coordinates [x,y]
"""
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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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def get_bb_coords_from_obj(object: bpy.types.Object, parent: bpy.types.Object = None) -> list:
""" Generate bounding box in world coordinate from object bound box
:param object: target object
:type object: bpy.types.Object
:param parent: optionnal parent
:type parent: bpy.types.Object
:return: list of 8 points [(x,y,z),...]
"""
base = object.matrix_world if parent is None else parent.matrix_world
bbox_corners = [base @ mathutils.Vector(
corner) for corner in object.bound_box]
return [(point.x, point.y, point.z)
for point in bbox_corners]
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def get_view_matrix() -> list:
""" Return the 3d viewport view matrix
:return: view matrix as a 4x4 list
"""
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area, region, rv3d = view3d_find()
if area and region and rv3d:
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return [list(v) for v in rv3d.view_matrix]
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class Widget(object):
def poll(self) -> bool:
return True
def draw(self):
raise NotImplementedError()
class ViewportWidget(Widget):
pass
class UserWidget(Widget):
# Camera widget indices
indices = ((1, 3), (2, 1), (3, 0),
(2, 0), (4, 5), (1, 6),
(2, 6), (3, 6), (0, 6))
def __init__(
self,
username):
self.username = username
self.settings = bpy.context.window_manager.session
@property
def data(self):
user = session.online_users.get(self.username)
if user:
return user.get('metadata')
else:
return None
def poll(self):
if self.data is None:
return False
scene_current = self.data.get('scene_current')
view_corners = self.data.get('view_corners')
return (scene_current == bpy.context.scene.name or
self.settings.presence_show_far_user) and \
view_corners and \
self.settings.presence_show_user and \
self.settings.enable_presence
def draw(self):
location = self.data.get('view_corners')
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
positions = [tuple(coord) for coord in location]
if len(positions) != 7:
return
batch = batch_for_shader(
shader,
'LINES',
{"pos": positions},
indices=self.indices)
bgl.glLineWidth(2.)
bgl.glEnable(bgl.GL_DEPTH_TEST)
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_LINE_SMOOTH)
shader.bind()
shader.uniform_float("color", self.data.get('color'))
batch.draw(shader)
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class UserSelectionWidget(Widget):
def __init__(
self,
username):
self.username = username
self.settings = bpy.context.window_manager.session
@property
def data(self):
user = session.online_users.get(self.username)
if user:
return user.get('metadata')
else:
return None
def poll(self):
if self.data is None:
return False
user_selection = self.data.get('selected_objects')
scene_current = self.data.get('scene_current')
return (scene_current == bpy.context.scene.name or
self.settings.presence_show_far_user) and \
user_selection and \
self.settings.presence_show_selected and \
self.settings.enable_presence
def draw(self):
user_selection = self.data.get('selected_objects')
for select_ob in user_selection:
ob = utils.find_from_attr("uuid", select_ob, bpy.data.objects)
if not ob:
return
if ob.type == 'EMPTY':
# TODO: Child case
# Collection instance case
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 ob.instance_collection:
for obj in ob.instance_collection.objects:
if obj.type == 'MESH':
positions = get_bb_coords_from_obj(obj, parent=ob)
if hasattr(ob, 'bound_box'):
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))
positions = get_bb_coords_from_obj(ob)
else:
indices = (
(0, 1), (0, 2), (1, 3), (2, 3),
(4, 5), (4, 6), (5, 7), (6, 7),
(0, 4), (1, 5), (2, 6), (3, 7))
positions = get_default_bbox(ob, ob.scale.x)
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
batch = batch_for_shader(
shader,
'LINES',
{"pos": positions},
indices=indices)
shader.bind()
shader.uniform_float("color", self.data.get('color'))
batch.draw(shader)
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class DrawFactory(object):
def __init__(self):
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self.d3d_items = {}
self.d2d_items = {}
self.post_view_handle = None
self.post_pixel_handle = None
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self.draw_event = None
self.coords = None
self.active_object = None
self.widgets = []
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def register(self, widget: Widget):
self.widgets.append(widget)
def unregister(self, widget):
self.widgets.remove(widget)
def register_handlers(self):
self.post_view_handle = bpy.types.SpaceView3D.draw_handler_add(
self.post_view_callback, (), 'WINDOW', 'POST_VIEW')
self.post_pixel_handle = bpy.types.SpaceView3D.draw_handler_add(
self.post_pixel_callback, (), 'WINDOW', 'POST_PIXEL')
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def unregister_handlers(self):
if self.post_pixel_handle:
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bpy.types.SpaceView3D.draw_handler_remove(
self.post_pixel_handle, "WINDOW")
self.post_pixel_handle = None
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if self.post_view_handle:
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bpy.types.SpaceView3D.draw_handler_remove(
self.post_view_handle, "WINDOW")
self.post_view_handle = None
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self.d3d_items.clear()
self.d2d_items.clear()
def post_view_callback(self):
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bgl.glLineWidth(2.)
bgl.glEnable(bgl.GL_DEPTH_TEST)
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_LINE_SMOOTH)
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try:
for widget in self.widgets:
if widget.poll():
widget.draw()
except Exception as e:
logging.error(f"3D Exception: {e} \n {traceback.print_exc()}")
def post_pixel_callback(self):
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for position, font, color in self.d2d_items.values():
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try:
coords = project_to_screen(position)
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if coords:
blf.position(0, coords[0], coords[1]+10, 0)
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blf.size(0, 16, 72)
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blf.color(0, color[0], color[1], color[2], color[3])
blf.draw(0, font)
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except Exception:
logging.error(f"2D Exception: {e} \n {traceback.print_exc()}")
this = sys.modules[__name__]
this.renderer = DrawFactory()
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def register():
renderer.register_handlers()
def unregister():
renderer.unregister_handlers()