Merge branch '197-user-selection-bounding-box-glitches-for-non-mesh-objects' into 'develop'

User selection bounding box glitches for non-mesh objects

See merge request slumber/multi-user!129
This commit is contained in:
Swann Martinez 2021-06-23 16:02:50 +00:00
commit d87730cffb

View File

@ -94,15 +94,35 @@ def project_to_viewport(region: bpy.types.Region, rv3d: bpy.types.RegionView3D,
return [target.x, target.y, target.z]
def bbox_from_obj(obj: bpy.types.Object, radius: float) -> list:
def bbox_from_obj(obj: bpy.types.Object) -> 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),...]
:return: list of 8 points [(x,y,z),...], list of 12 link between these points [(1,2),...]
"""
radius = 1.0 # Radius of the bounding box
vertex_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))
if obj.type == 'EMPTY':
radius = obj.empty_display_size
elif obj.type == 'LIGHT':
radius = obj.data.shadow_soft_size
elif obj.type == 'LIGHT_PROBE':
radius = obj.data.influence_distance
elif obj.type == 'CAMERA':
radius = obj.data.display_size
elif hasattr(obj, 'bound_box'):
vertex_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))
vertex_pos = get_bb_coords_from_obj(obj)
return vertex_pos, vertex_indices
coords = [
(-radius, -radius, -radius), (+radius, -radius, -radius),
(-radius, +radius, -radius), (+radius, +radius, -radius),
@ -112,9 +132,37 @@ def bbox_from_obj(obj: bpy.types.Object, radius: float) -> list:
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]
vertex_pos = [(point.x, point.y, point.z) for point in bbox_corners]
return vertex_pos, vertex_indices
def bbox_from_instance_collection(ic: bpy.types.Object) -> list:
""" Generate a bounding box for a given instance collection by using its objects
:param ic: target instance collection
:type ic: bpy.types.Object
:param radius: bounding box radius
:type radius: float
:return: list of 8*objs points [(x,y,z),...], tuple of 12*objs link between these points [(1,2),...]
"""
vertex_pos = []
vertex_indices = ()
for obj_index, obj in enumerate(ic.instance_collection.objects):
vertex_pos_temp, vertex_indices_temp = bbox_from_obj(obj)
vertex_pos += vertex_pos_temp
vertex_indices_list_temp = list(list(indice) for indice in vertex_indices_temp)
for indice in vertex_indices_list_temp:
indice[0] += 8*obj_index
indice[1] += 8*obj_index
vertex_indices_temp = tuple(tuple(indice) for indice in vertex_indices_list_temp)
vertex_indices += vertex_indices_temp
bbox_corners = [ic.matrix_world @ mathutils.Vector(vertex) for vertex in vertex_pos]
vertex_pos = [(point.x, point.y, point.z) for point in bbox_corners]
return vertex_pos, vertex_indices
def generate_user_camera() -> list:
""" Generate a basic camera represention of the user point of view
@ -296,36 +344,14 @@ class UserSelectionWidget(Widget):
def draw(self):
user_selection = self.data.get('selected_objects')
for select_ob in user_selection:
ob = find_from_attr("uuid", select_ob, bpy.data.objects)
if not ob:
for select_obj in user_selection:
obj = find_from_attr("uuid", select_obj, bpy.data.objects)
if not obj:
return
vertex_pos = bbox_from_obj(ob, 1.0)
vertex_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' and hasattr(obj, 'bound_box'):
vertex_pos = get_bb_coords_from_obj(obj, instance=ob)
break
elif ob.type == 'EMPTY':
vertex_pos = bbox_from_obj(ob, ob.empty_display_size)
elif ob.type == 'LIGHT':
vertex_pos = bbox_from_obj(ob, ob.data.shadow_soft_size)
elif ob.type == 'LIGHT_PROBE':
vertex_pos = bbox_from_obj(ob, ob.data.influence_distance)
elif ob.type == 'CAMERA':
vertex_pos = bbox_from_obj(ob, ob.data.display_size)
elif hasattr(ob, 'bound_box'):
vertex_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))
vertex_pos = get_bb_coords_from_obj(ob)
if obj.instance_collection:
vertex_pos, vertex_indices = bbox_from_instance_collection(obj)
else :
vertex_pos, vertex_indices = bbox_from_obj(obj)
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
batch = batch_for_shader(
@ -338,7 +364,6 @@ class UserSelectionWidget(Widget):
shader.uniform_float("color", self.data.get('color'))
batch.draw(shader)
class UserNameWidget(Widget):
draw_type = 'POST_PIXEL'