Merge branch '237-add-draw-user-option-for-the-session-snapshot-importer' into 'develop'

Resolve "Add draw user option for the session snapshot importer"

See merge request slumber/multi-user!156
This commit is contained in:
Swann Martinez 2021-11-18 15:21:36 +00:00
commit de32bd89e3

View File

@ -37,6 +37,7 @@ from queue import Queue
from time import gmtime, strftime
from bpy.props import FloatProperty
import bmesh
try:
import _pickle as pickle
@ -58,13 +59,126 @@ from replication.repository import Repository
from . import bl_types, environment, shared_data, timers, ui, utils
from .handlers import on_scene_update, sanitize_deps_graph
from .presence import SessionStatusWidget, renderer, view3d_find, refresh_sidebar_view
from .presence import SessionStatusWidget, renderer, view3d_find, refresh_sidebar_view, bbox_from_obj
from .timers import registry
background_execution_queue = Queue()
deleyables = []
stop_modal_executor = False
def draw_user(username, metadata, radius=0.01, intensity=10.0):
view_corners = metadata.get('view_corners')
color = metadata.get('color', (1,1,1,0))
objects = metadata.get('selected_objects', None)
user_collection = bpy.data.collections.new(username)
# User Color
user_mat = bpy.data.materials.new(username)
user_mat.use_nodes = True
nodes = user_mat.node_tree.nodes
nodes.remove(nodes['Principled BSDF'])
emission_node = nodes.new('ShaderNodeEmission')
emission_node.inputs['Color'].default_value = color
emission_node.inputs['Strength'].default_value = intensity
output_node = nodes['Material Output']
user_mat.node_tree.links.new(
emission_node.outputs['Emission'], output_node.inputs['Surface'])
# Generate camera mesh
camera_vertices = view_corners[:4]
camera_vertices.append(view_corners[6])
camera_mesh = bpy.data.meshes.new(f"{username}_camera")
camera_obj = bpy.data.objects.new(f"{username}_camera", camera_mesh)
frustum_bm = bmesh.new()
frustum_bm.from_mesh(camera_mesh)
for p in camera_vertices:
frustum_bm.verts.new(p)
frustum_bm.verts.ensure_lookup_table()
frustum_bm.edges.new((frustum_bm.verts[0], frustum_bm.verts[2]))
frustum_bm.edges.new((frustum_bm.verts[2], frustum_bm.verts[1]))
frustum_bm.edges.new((frustum_bm.verts[1], frustum_bm.verts[3]))
frustum_bm.edges.new((frustum_bm.verts[3], frustum_bm.verts[0]))
frustum_bm.edges.new((frustum_bm.verts[0], frustum_bm.verts[4]))
frustum_bm.edges.new((frustum_bm.verts[2], frustum_bm.verts[4]))
frustum_bm.edges.new((frustum_bm.verts[1], frustum_bm.verts[4]))
frustum_bm.edges.new((frustum_bm.verts[3], frustum_bm.verts[4]))
frustum_bm.edges.ensure_lookup_table()
frustum_bm.to_mesh(camera_mesh)
frustum_bm.free() # free and prevent further access
camera_obj.modifiers.new("wireframe", "SKIN")
camera_obj.data.skin_vertices[0].data[0].use_root = True
for v in camera_mesh.skin_vertices[0].data:
v.radius = [radius, radius]
camera_mesh.materials.append(user_mat)
user_collection.objects.link(camera_obj)
# Generate sight mesh
sight_mesh = bpy.data.meshes.new(f"{username}_sight")
sight_obj = bpy.data.objects.new(f"{username}_sight", sight_mesh)
sight_verts = view_corners[4:6]
sight_bm = bmesh.new()
sight_bm.from_mesh(sight_mesh)
for p in sight_verts:
sight_bm.verts.new(p)
sight_bm.verts.ensure_lookup_table()
sight_bm.edges.new((sight_bm.verts[0], sight_bm.verts[1]))
sight_bm.edges.ensure_lookup_table()
sight_bm.to_mesh(sight_mesh)
sight_bm.free()
sight_obj.modifiers.new("wireframe", "SKIN")
sight_obj.data.skin_vertices[0].data[0].use_root = True
for v in sight_mesh.skin_vertices[0].data:
v.radius = [radius, radius]
sight_mesh.materials.append(user_mat)
user_collection.objects.link(sight_obj)
# Draw selected objects
if objects:
for o in list(objects):
instance = bl_types.bl_datablock.get_datablock_from_uuid(o, None)
if instance:
bbox_mesh = bpy.data.meshes.new(f"{instance.name}_bbox")
bbox_obj = bpy.data.objects.new(
f"{instance.name}_bbox", bbox_mesh)
bbox_verts, bbox_ind = bbox_from_obj(instance, index=0)
bbox_bm = bmesh.new()
bbox_bm.from_mesh(bbox_mesh)
for p in bbox_verts:
bbox_bm.verts.new(p)
bbox_bm.verts.ensure_lookup_table()
for e in bbox_ind:
bbox_bm.edges.new(
(bbox_bm.verts[e[0]], bbox_bm.verts[e[1]]))
bbox_bm.to_mesh(bbox_mesh)
bbox_bm.free()
bpy.data.collections[username].objects.link(bbox_obj)
bbox_obj.modifiers.new("wireframe", "SKIN")
bbox_obj.data.skin_vertices[0].data[0].use_root = True
for v in bbox_mesh.skin_vertices[0].data:
v.radius = [radius, radius]
bbox_mesh.materials.append(user_mat)
bpy.context.scene.collection.children.link(user_collection)
def session_callback(name):
""" Session callback wrapper
@ -863,9 +977,28 @@ class SessionLoadSaveOperator(bpy.types.Operator, ImportHelper):
maxlen=255, # Max internal buffer length, longer would be clamped.
)
draw_users: bpy.props.BoolProperty(
name="Load users",
description="Draw users in the scene",
default=False,
)
user_skin_radius: bpy.props.FloatProperty(
name="Wireframe radius",
description="Wireframe radius",
default=0.005,
)
user_color_intensity: bpy.props.FloatProperty(
name="Shading intensity",
description="Shading intensity",
default=10.0,
)
def draw(self, context):
pass
def execute(self, context):
from replication.repository import Repository
# init the factory with supported types
bpy_protocol = bl_types.get_data_translation_protocol()
repo = Repository(bpy_protocol)
@ -884,14 +1017,58 @@ class SessionLoadSaveOperator(bpy.types.Operator, ImportHelper):
# Step 2: Load nodes
for node in nodes:
porcelain.apply(repo, node.uuid)
if self.draw_users:
f = gzip.open(self.filepath, "rb")
db = pickle.load(f)
users = db.get("users")
for username, user_data in users.items():
metadata = user_data['metadata']
if metadata:
draw_user(username, metadata, radius=self.user_skin_radius, intensity=self.user_color_intensity)
return {'FINISHED'}
@classmethod
def poll(cls, context):
return True
class SessionImportUser(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Users"
bl_parent_id = "FILE_PT_operator"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "SESSION_OT_load"
def draw_header(self, context):
sfile = context.space_data
operator = sfile.active_operator
self.layout.prop(operator, "draw_users", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.enabled = operator.draw_users
layout.prop(operator, "user_skin_radius")
layout.prop(operator, "user_color_intensity")
class SessionPresetServerAdd(bpy.types.Operator):
"""Add a server to the server list preset"""
bl_idname = "session.preset_server_add"
@ -1123,6 +1300,7 @@ classes = (
SessionNotifyOperator,
SessionSaveBackupOperator,
SessionLoadSaveOperator,
SessionImportUser,
SessionStopAutoSaveOperator,
SessionPurgeOperator,
SessionPresetServerAdd,