import copy import logging import math import bgl import blf import bpy import gpu import mathutils from bpy_extras import view3d_utils from gpu_extras.batch import batch_for_shader from . import utils renderer = None logger = logging.getLogger(__name__) def view3d_find(): 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 def refresh_3d_view(): area, region, rv3d = view3d_find() if area and region and rv3d: area.tag_redraw() def get_target(region, rv3d, coord): 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) target = ray_origin + view_vector * distance return [target.x, target.y, target.z] def get_default_bbox(obj, radius): 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] def get_view_corners(): 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] 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)) v5 = get_target(region, rv3d, (width/2, height/2)) v6 = list(rv3d.view_location) v7 = get_target_far(region, rv3d, (width/2, height/2), -.8) coords = [v1, v2, v3, v4, v5, v6, v7] return coords def get_client_2d(coords): area, region, rv3d = view3d_find() if area and region and rv3d: return view3d_utils.location_3d_to_region_2d(region, rv3d, coords) else: return (0, 0) def get_bb_coords_from_obj(object, parent=None): 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] def get_view_matrix(): area, region, rv3d = view3d_find() if area and region and rv3d: matrix_dumper = utils.dump_anything.Dumper() return matrix_dumper.dump(rv3d.view_matrix) def update_presence(self, context): global renderer if 'renderer' in globals() and hasattr(renderer, 'run'): if self.enable_presence: renderer.run() else: renderer.stop() def update_overlay_settings(self, context): global renderer if renderer and not self.presence_show_selected: renderer.flush_selection() if renderer and not self.presence_show_user: renderer.flush_users() class DrawFactory(object): def __init__(self): self.d3d_items = {} self.d2d_items = {} self.draw3d_handle = None self.draw2d_handle = None self.draw_event = None self.coords = None self.active_object = None def run(self): self.register_handlers() def stop(self): self.flush_users() self.flush_selection() self.unregister_handlers() refresh_3d_view() def register_handlers(self): self.draw3d_handle = bpy.types.SpaceView3D.draw_handler_add( self.draw3d_callback, (), 'WINDOW', 'POST_VIEW') self.draw2d_handle = bpy.types.SpaceView3D.draw_handler_add( self.draw2d_callback, (), 'WINDOW', 'POST_PIXEL') def unregister_handlers(self): if self.draw2d_handle: bpy.types.SpaceView3D.draw_handler_remove( self.draw2d_handle, "WINDOW") self.draw2d_handle = None if self.draw3d_handle: bpy.types.SpaceView3D.draw_handler_remove( self.draw3d_handle, "WINDOW") self.draw3d_handle = None self.d3d_items.clear() self.d2d_items.clear() def flush_selection(self, user=None): key_to_remove = [] select_key = "{}_select".format(user) 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 draw_client_selection(self, client_id, client_color, client_selection): local_user = bpy.context.preferences.addons[__package__].preferences.username if local_user != client_id: self.flush_selection(client_id) for select_ob in client_selection: drawable_key = "{}_select_{}".format(client_id, select_ob) 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 if ob.instance_collection: for obj in ob.instance_collection.objects: if obj.type == 'MESH': self.append_3d_item( drawable_key, client_color, get_bb_coords_from_obj(obj, parent=ob), indices) if ob.type in ['MESH','META']: 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)) self.append_3d_item( drawable_key, client_color, get_bb_coords_from_obj(ob), indices) 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)) self.append_3d_item( drawable_key, client_color, get_default_bbox(ob, ob.scale.x), indices) def append_3d_item(self,key,color, coords, indices): shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR') color = color batch = batch_for_shader( shader, 'LINES', {"pos": coords}, indices=indices) self.d3d_items[key] = (shader, batch, color) def draw_client_camera(self, client_id, client_location, client_color): if client_location: local_user = bpy.context.preferences.addons[__package__].preferences.username if local_user != client_id: try: indices = ( (1, 3), (2, 1), (3, 0), (2, 0), (4, 5), (1, 6), (2, 6), (3, 6), (0, 6) ) shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR') position = [tuple(coord) for coord in client_location] color = client_color batch = batch_for_shader( shader, 'LINES', {"pos": position}, indices=indices) self.d3d_items[client_id] = (shader, batch, color) self.d2d_items[client_id] = (position[1], client_id, color) except Exception as e: logger.error("Draw client exception {}".format(e)) def draw3d_callback(self): bgl.glLineWidth(1.5) bgl.glEnable(bgl.GL_DEPTH_TEST) bgl.glEnable(bgl.GL_BLEND) 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) except Exception: logger.error("3D Exception") def draw2d_callback(self): for position, font, color in self.d2d_items.values(): try: coords = get_client_2d(position) if coords: blf.position(0, coords[0], coords[1]+10, 0) blf.size(0, 16, 72) blf.color(0, color[0], color[1], color[2], color[3]) blf.draw(0, font) except Exception: logger.error("2D EXCEPTION") def register(): global renderer renderer = DrawFactory() def unregister(): global renderer renderer.unregister_handlers() del renderer