feat: deploy and build only for master and develop
refactor: carry on presence refactoring
This commit is contained in:
parent
0c4740eef8
commit
d328077cb0
@ -7,4 +7,7 @@ build:
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name: multi_user
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paths:
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- multi_user
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only:
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refs:
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- master
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- develop
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@ -16,3 +16,7 @@ deploy:
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- echo "Pushing to gitlab registry ${VERSION}"
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- docker login -u $CI_REGISTRY_USER -p $CI_REGISTRY_PASSWORD $CI_REGISTRY
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- docker push registry.gitlab.com/slumber/multi-user/multi-user-server:${VERSION}
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only:
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refs:
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- master
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- develop
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@ -211,30 +211,6 @@ class DynamicRightSelectTimer(Timer):
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obj.hide_select = True
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class Draw(Delayable):
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def __init__(self):
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super().__init__()
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self._handler = None
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def register(self):
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if not self.is_registered:
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self._handler = bpy.types.SpaceView3D.draw_handler_add(
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self.execute, (), 'WINDOW', 'POST_VIEW')
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logging.debug(f"Register {self.__class__.__name__}")
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else:
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logging.debug(f"Drow {self.__class__.__name__} already registered")
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def execute(self):
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raise NotImplementedError()
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def unregister(self):
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try:
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bpy.types.SpaceView3D.draw_handler_remove(
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self._handler, "WINDOW")
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except:
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pass
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class ClientUpdate(Timer):
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def __init__(self, timout=.1):
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super().__init__(timout)
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@ -271,7 +247,7 @@ class ClientUpdate(Timer):
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local_user_metadata = local_user.get('metadata')
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scene_current = bpy.context.scene.name
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local_user = session.online_users.get(settings.username)
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current_view_corners = presence.get_view_corners()
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current_view_corners = presence.generate_user_camera()
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# Init client metadata
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if not local_user_metadata or 'color' not in local_user_metadata.keys():
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@ -80,10 +80,6 @@ def initialize_session():
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if node_ref.state == FETCHED:
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node_ref.apply()
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# Step 3: Launch presence overlay
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# if runtime_settings.enable_presence:
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# presence.renderer.run()
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# Step 4: Register blender timers
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for d in delayables:
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d.register()
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@ -108,9 +104,6 @@ def on_connection_end():
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stop_modal_executor = True
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# Step 2: Unregister presence renderer
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presence.renderer.stop()
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if settings.update_method == 'DEPSGRAPH':
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bpy.app.handlers.depsgraph_update_post.remove(
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depsgraph_evaluation)
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@ -476,25 +476,21 @@ class SessionProps(bpy.types.PropertyGroup):
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name="Presence overlay",
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description='Enable overlay drawing module',
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default=True,
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# update=presence.update_presence
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)
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presence_show_selected: bpy.props.BoolProperty(
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name="Show selected objects",
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description='Enable selection overlay ',
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default=True,
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# update=presence.update_overlay_settings
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)
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presence_show_user: bpy.props.BoolProperty(
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name="Show users",
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description='Enable user overlay ',
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default=True,
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# update=presence.update_overlay_settings
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)
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presence_show_far_user: bpy.props.BoolProperty(
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name="Show users on different scenes",
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description="Show user on different scenes",
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default=False,
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# update=presence.update_overlay_settings
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)
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filter_owned: bpy.props.BoolProperty(
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name="filter_owned",
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@ -34,7 +34,10 @@ from gpu_extras.batch import batch_for_shader
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from . import utils
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from replication.interface import session
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def view3d_find():
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# Helper functions
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def view3d_find() -> tuple:
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""" Find the first 'VIEW_3D' windows found in areas
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:return: tuple(Area, Region, RegionView3D)
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@ -58,7 +61,7 @@ def refresh_3d_view():
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def refresh_sidebar_view():
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""" Refresh the blender sidebar
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""" Refresh the blender viewport sidebar
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"""
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area, region, rv3d = view3d_find()
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@ -66,29 +69,38 @@ def refresh_sidebar_view():
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area.regions[3].tag_redraw()
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def get_target(region, rv3d, coord):
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def project_to_viewport(region: bpy.types.Region, rv3d: bpy.types.RegionView3D, coords: list, distance: float = 1.0) -> list:
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""" Compute a projection from 2D to 3D viewport coordinate
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:param region: target windows region
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:type region: bpy.types.Region
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:param rv3d: view 3D
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:type rv3d: bpy.types.RegionView3D
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:param coords: coordinate to project
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:type coords: list
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:param distance: distance offset into viewport
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:type distance: float
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:return: list of coordinates [x,y,z]
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"""
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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_target_far(region, rv3d, coord, distance):
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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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if coords and region and rv3d:
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view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coords)
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ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coords)
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target = ray_origin + view_vector * distance
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return [target.x, target.y, target.z]
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def get_default_bbox(obj, radius):
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def bbox_from_obj(obj: bpy.types.Object, radius: float) -> list:
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""" Generate a bounding box for a given object by using its world matrix
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:param obj: target object
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:type obj: bpy.types.Object
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:param radius: bounding box radius
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:type radius: float
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:return: list of 8 points [(x,y,z),...]
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"""
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coords = [
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(-radius, -radius, -radius), (+radius, -radius, -radius),
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(-radius, +radius, -radius), (+radius, +radius, -radius),
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@ -102,36 +114,41 @@ def get_default_bbox(obj, radius):
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for point in bbox_corners]
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def get_view_corners():
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def generate_user_camera() -> list:
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""" Generate a basic camera represention of the user point of view
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:return: list of 7 points
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"""
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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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v5 = [0, 0, 0]
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v6 = [0, 0, 0]
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v7 = [0, 0, 0]
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v1 = v2 = v3 = v4 = v5 = v6 = v7 = [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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v1 = project_to_viewport(region, rv3d, (0, 0))
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v3 = project_to_viewport(region, rv3d, (0, height))
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v2 = project_to_viewport(region, rv3d, (width, height))
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v4 = project_to_viewport(region, rv3d, (width, 0))
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v5 = get_target(region, rv3d, (width/2, height/2))
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v5 = project_to_viewport(region, rv3d, (width/2, height/2))
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v6 = list(rv3d.view_location)
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v7 = get_target_far(region, rv3d, (width/2, height/2), -.8)
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v7 = project_to_viewport(
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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
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def get_client_2d(coords):
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def project_to_screen(coords: list) -> list:
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""" Project 3D coordinate to 2D screen coordinates
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:param coords: 3D coordinates (x,y,z)
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:type coords: list
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:return: list of 2D coordinates [x,y]
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"""
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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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@ -139,7 +156,15 @@ def get_client_2d(coords):
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return (0, 0)
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def get_bb_coords_from_obj(object, parent=None):
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def get_bb_coords_from_obj(object: bpy.types.Object, parent: bpy.types.Object = None) -> list:
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""" Generate bounding box in world coordinate from object bound box
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:param object: target object
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:type object: bpy.types.Object
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:param parent: optionnal parent
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:type parent: bpy.types.Object
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:return: list of 8 points [(x,y,z),...]
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"""
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base = object.matrix_world if parent is None else parent.matrix_world
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bbox_corners = [base @ mathutils.Vector(
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corner) for corner in object.bound_box]
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@ -148,21 +173,17 @@ def get_bb_coords_from_obj(object, parent=None):
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for point in bbox_corners]
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def get_view_matrix():
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def get_view_matrix() -> list:
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""" Return the 3d viewport view matrix
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:return: view matrix as a 4x4 list
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"""
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area, region, rv3d = view3d_find()
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if area and region and rv3d:
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return [list(v) for v in rv3d.view_matrix]
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def update_presence(self, context):
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if 'renderer' in globals() and hasattr(renderer, 'run'):
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if self.enable_presence:
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renderer.run()
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else:
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renderer.stop()
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class Widget(object):
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def poll(self) -> bool:
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return True
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@ -171,6 +192,10 @@ class Widget(object):
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raise NotImplementedError()
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class ViewportWidget(Widget):
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pass
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class UserWidget(Widget):
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# Camera widget indices
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indices = ((1, 3), (2, 1), (3, 0),
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@ -200,9 +225,9 @@ class UserWidget(Widget):
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return (scene_current == bpy.context.scene.name or
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self.settings.presence_show_far_user) and \
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view_corners and \
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self.settings.presence_show_user and \
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self.settings.enable_presence
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view_corners and \
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self.settings.presence_show_user and \
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self.settings.enable_presence
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def draw(self):
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location = self.data.get('view_corners')
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@ -252,9 +277,9 @@ class UserSelectionWidget(Widget):
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return (scene_current == bpy.context.scene.name or
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self.settings.presence_show_far_user) and \
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user_selection and \
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self.settings.presence_show_selected and \
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self.settings.enable_presence
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user_selection and \
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self.settings.presence_show_selected and \
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self.settings.enable_presence
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def draw(self):
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user_selection = self.data.get('selected_objects')
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@ -273,7 +298,7 @@ class UserSelectionWidget(Widget):
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if ob.instance_collection:
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for obj in ob.instance_collection.objects:
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if obj.type == 'MESH':
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positions = get_bb_coords_from_obj(obj, parent=ob)
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positions = get_bb_coords_from_obj(obj, parent=ob)
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if hasattr(ob, 'bound_box'):
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indices = (
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@ -286,9 +311,9 @@ class UserSelectionWidget(Widget):
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(0, 1), (0, 2), (1, 3), (2, 3),
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(4, 5), (4, 6), (5, 7), (6, 7),
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(0, 4), (1, 5), (2, 6), (3, 7))
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positions = get_default_bbox(ob, ob.scale.x)
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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batch = batch_for_shader(
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shader,
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@ -300,6 +325,7 @@ class UserSelectionWidget(Widget):
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shader.uniform_float("color", self.data.get('color'))
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batch.draw(shader)
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class DrawFactory(object):
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def __init__(self):
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self.d3d_items = {}
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@ -311,17 +337,7 @@ class DrawFactory(object):
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self.active_object = None
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self.widgets = []
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def run(self):
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self.register_handlers()
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def stop(self):
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self.flush_users()
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self.flush_selection()
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self.unregister_handlers()
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refresh_3d_view()
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def register(self, widget):
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def register(self, widget: Widget):
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self.widgets.append(widget)
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def unregister(self, widget):
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@ -347,28 +363,6 @@ class DrawFactory(object):
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self.d3d_items.clear()
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self.d2d_items.clear()
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def flush_selection(self, user=None):
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key_to_remove = []
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select_key = f"{user}_select" if user else "select"
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for k in self.d3d_items.keys():
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if select_key in k:
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key_to_remove.append(k)
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for k in key_to_remove:
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del self.d3d_items[k]
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def flush_users(self):
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key_to_remove = []
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for k in self.d3d_items.keys():
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if "select" not in k:
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key_to_remove.append(k)
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for k in key_to_remove:
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del self.d3d_items[k]
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self.d2d_items.clear()
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def post_view_callback(self):
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bgl.glLineWidth(2.)
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bgl.glEnable(bgl.GL_DEPTH_TEST)
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@ -376,11 +370,6 @@ class DrawFactory(object):
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bgl.glEnable(bgl.GL_LINE_SMOOTH)
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try:
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for shader, batch, color in self.d3d_items.values():
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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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for widget in self.widgets:
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if widget.poll():
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widget.draw()
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@ -390,7 +379,7 @@ class DrawFactory(object):
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def post_pixel_callback(self):
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for position, font, color in self.d2d_items.values():
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try:
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coords = get_client_2d(position)
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coords = project_to_screen(position)
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if coords:
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blf.position(0, coords[0], coords[1]+10, 0)
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@ -401,12 +390,14 @@ class DrawFactory(object):
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except Exception:
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logging.error(f"2D Exception: {e} \n {traceback.print_exc()}")
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this = sys.modules[__name__]
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this.renderer = DrawFactory()
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def register():
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renderer.run()
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renderer.register_handlers()
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def unregister():
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renderer.stop()
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renderer.unregister_handlers()
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