feat: deploy and build only for master and develop

refactor: carry on presence refactoring
This commit is contained in:
Swann 2020-10-05 21:51:54 +02:00
parent 0c4740eef8
commit d328077cb0
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GPG Key ID: E1D3641A7C43AACB
6 changed files with 93 additions and 130 deletions

View File

@ -7,4 +7,7 @@ build:
name: multi_user
paths:
- multi_user
only:
refs:
- master
- develop

View File

@ -16,3 +16,7 @@ deploy:
- echo "Pushing to gitlab registry ${VERSION}"
- docker login -u $CI_REGISTRY_USER -p $CI_REGISTRY_PASSWORD $CI_REGISTRY
- docker push registry.gitlab.com/slumber/multi-user/multi-user-server:${VERSION}
only:
refs:
- master
- develop

View File

@ -211,30 +211,6 @@ class DynamicRightSelectTimer(Timer):
obj.hide_select = True
class Draw(Delayable):
def __init__(self):
super().__init__()
self._handler = None
def register(self):
if not self.is_registered:
self._handler = bpy.types.SpaceView3D.draw_handler_add(
self.execute, (), 'WINDOW', 'POST_VIEW')
logging.debug(f"Register {self.__class__.__name__}")
else:
logging.debug(f"Drow {self.__class__.__name__} already registered")
def execute(self):
raise NotImplementedError()
def unregister(self):
try:
bpy.types.SpaceView3D.draw_handler_remove(
self._handler, "WINDOW")
except:
pass
class ClientUpdate(Timer):
def __init__(self, timout=.1):
super().__init__(timout)
@ -271,7 +247,7 @@ class ClientUpdate(Timer):
local_user_metadata = local_user.get('metadata')
scene_current = bpy.context.scene.name
local_user = session.online_users.get(settings.username)
current_view_corners = presence.get_view_corners()
current_view_corners = presence.generate_user_camera()
# Init client metadata
if not local_user_metadata or 'color' not in local_user_metadata.keys():

View File

@ -80,10 +80,6 @@ def initialize_session():
if node_ref.state == FETCHED:
node_ref.apply()
# Step 3: Launch presence overlay
# if runtime_settings.enable_presence:
# presence.renderer.run()
# Step 4: Register blender timers
for d in delayables:
d.register()
@ -108,9 +104,6 @@ def on_connection_end():
stop_modal_executor = True
# Step 2: Unregister presence renderer
presence.renderer.stop()
if settings.update_method == 'DEPSGRAPH':
bpy.app.handlers.depsgraph_update_post.remove(
depsgraph_evaluation)

View File

@ -476,25 +476,21 @@ class SessionProps(bpy.types.PropertyGroup):
name="Presence overlay",
description='Enable overlay drawing module',
default=True,
# update=presence.update_presence
)
presence_show_selected: bpy.props.BoolProperty(
name="Show selected objects",
description='Enable selection overlay ',
default=True,
# update=presence.update_overlay_settings
)
presence_show_user: bpy.props.BoolProperty(
name="Show users",
description='Enable user overlay ',
default=True,
# update=presence.update_overlay_settings
)
presence_show_far_user: bpy.props.BoolProperty(
name="Show users on different scenes",
description="Show user on different scenes",
default=False,
# update=presence.update_overlay_settings
)
filter_owned: bpy.props.BoolProperty(
name="filter_owned",

View File

@ -34,7 +34,10 @@ from gpu_extras.batch import batch_for_shader
from . import utils
from replication.interface import session
def view3d_find():
# Helper functions
def view3d_find() -> tuple:
""" Find the first 'VIEW_3D' windows found in areas
:return: tuple(Area, Region, RegionView3D)
@ -58,7 +61,7 @@ def refresh_3d_view():
def refresh_sidebar_view():
""" Refresh the blender sidebar
""" Refresh the blender viewport sidebar
"""
area, region, rv3d = view3d_find()
@ -66,29 +69,38 @@ def refresh_sidebar_view():
area.regions[3].tag_redraw()
def get_target(region, rv3d, coord):
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
: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 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_target_far(region, rv3d, coord, distance):
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)
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 get_default_bbox(obj, radius):
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),
@ -102,36 +114,41 @@ def get_default_bbox(obj, radius):
for point in bbox_corners]
def get_view_corners():
def generate_user_camera() -> list:
""" Generate a basic camera represention of the user point of view
:return: list of 7 points
"""
area, region, rv3d = view3d_find()
v1 = [0, 0, 0]
v2 = [0, 0, 0]
v3 = [0, 0, 0]
v4 = [0, 0, 0]
v5 = [0, 0, 0]
v6 = [0, 0, 0]
v7 = [0, 0, 0]
v1 = v2 = v3 = v4 = v5 = v6 = v7 = [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))
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))
v5 = get_target(region, rv3d, (width/2, height/2))
v5 = project_to_viewport(region, rv3d, (width/2, height/2))
v6 = list(rv3d.view_location)
v7 = get_target_far(region, rv3d, (width/2, height/2), -.8)
v7 = project_to_viewport(
region, rv3d, (width/2, height/2), distance=-.8)
coords = [v1, v2, v3, v4, v5, v6, v7]
return coords
def get_client_2d(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]
"""
area, region, rv3d = view3d_find()
if area and region and rv3d:
return view3d_utils.location_3d_to_region_2d(region, rv3d, coords)
@ -139,7 +156,15 @@ def get_client_2d(coords):
return (0, 0)
def get_bb_coords_from_obj(object, parent=None):
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]
@ -148,21 +173,17 @@ def get_bb_coords_from_obj(object, parent=None):
for point in bbox_corners]
def get_view_matrix():
def get_view_matrix() -> list:
""" Return the 3d viewport view matrix
:return: view matrix as a 4x4 list
"""
area, region, rv3d = view3d_find()
if area and region and rv3d:
return [list(v) for v in rv3d.view_matrix]
def update_presence(self, context):
if 'renderer' in globals() and hasattr(renderer, 'run'):
if self.enable_presence:
renderer.run()
else:
renderer.stop()
class Widget(object):
def poll(self) -> bool:
return True
@ -171,6 +192,10 @@ class Widget(object):
raise NotImplementedError()
class ViewportWidget(Widget):
pass
class UserWidget(Widget):
# Camera widget indices
indices = ((1, 3), (2, 1), (3, 0),
@ -200,9 +225,9 @@ class UserWidget(Widget):
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
view_corners and \
self.settings.presence_show_user and \
self.settings.enable_presence
def draw(self):
location = self.data.get('view_corners')
@ -252,9 +277,9 @@ class UserSelectionWidget(Widget):
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
user_selection and \
self.settings.presence_show_selected and \
self.settings.enable_presence
def draw(self):
user_selection = self.data.get('selected_objects')
@ -273,7 +298,7 @@ class UserSelectionWidget(Widget):
if ob.instance_collection:
for obj in ob.instance_collection.objects:
if obj.type == 'MESH':
positions = get_bb_coords_from_obj(obj, parent=ob)
positions = get_bb_coords_from_obj(obj, parent=ob)
if hasattr(ob, 'bound_box'):
indices = (
@ -286,9 +311,9 @@ class UserSelectionWidget(Widget):
(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,
@ -300,6 +325,7 @@ class UserSelectionWidget(Widget):
shader.uniform_float("color", self.data.get('color'))
batch.draw(shader)
class DrawFactory(object):
def __init__(self):
self.d3d_items = {}
@ -311,17 +337,7 @@ class DrawFactory(object):
self.active_object = None
self.widgets = []
def run(self):
self.register_handlers()
def stop(self):
self.flush_users()
self.flush_selection()
self.unregister_handlers()
refresh_3d_view()
def register(self, widget):
def register(self, widget: Widget):
self.widgets.append(widget)
def unregister(self, widget):
@ -347,28 +363,6 @@ class DrawFactory(object):
self.d3d_items.clear()
self.d2d_items.clear()
def flush_selection(self, user=None):
key_to_remove = []
select_key = f"{user}_select" if user else "select"
for k in self.d3d_items.keys():
if select_key in k:
key_to_remove.append(k)
for k in key_to_remove:
del self.d3d_items[k]
def flush_users(self):
key_to_remove = []
for k in self.d3d_items.keys():
if "select" not in k:
key_to_remove.append(k)
for k in key_to_remove:
del self.d3d_items[k]
self.d2d_items.clear()
def post_view_callback(self):
bgl.glLineWidth(2.)
bgl.glEnable(bgl.GL_DEPTH_TEST)
@ -376,11 +370,6 @@ class DrawFactory(object):
bgl.glEnable(bgl.GL_LINE_SMOOTH)
try:
for shader, batch, color in self.d3d_items.values():
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
for widget in self.widgets:
if widget.poll():
widget.draw()
@ -390,7 +379,7 @@ class DrawFactory(object):
def post_pixel_callback(self):
for position, font, color in self.d2d_items.values():
try:
coords = get_client_2d(position)
coords = project_to_screen(position)
if coords:
blf.position(0, coords[0], coords[1]+10, 0)
@ -401,12 +390,14 @@ class DrawFactory(object):
except Exception:
logging.error(f"2D Exception: {e} \n {traceback.print_exc()}")
this = sys.modules[__name__]
this.renderer = DrawFactory()
def register():
renderer.run()
renderer.register_handlers()
def unregister():
renderer.stop()
renderer.unregister_handlers()