from bpy_extras import view3d_utils import bpy from . import net_components from . import net_ui from . import rna_translation import time import logging import mathutils import random import string import bgl import blf import gpu from gpu_extras.batch import batch_for_shader logger = logging.getLogger(__name__) client = None server = None context = None COLOR_TABLE = [(1, 0, 0, 1), (0, 1, 0, 1), (0, 0, 1, 1), (0, 0.5, 1, 1), (0.5, 0, 1, 1)] NATIVE_TYPES = ( int, float, bool, string, ) def view3d_find(): for area in bpy.context.window.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 break return None, None, None def get_target(region, rv3d, coord): 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_client_view_rect(): area, region, rv3d = view3d_find() v1 = [0, 0, 0] v2 = [0, 0, 0] v3 = [0, 0, 0] v4 = [0, 0, 0] 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)) coords = (v1, v2, v3, v4) indices = ( (1, 3), (2, 1), (3, 0), (2, 0) ) return coords def get_client_view_rect(): area, region, rv3d = view3d_find() v1 = [0, 0, 0] v2 = [0, 0, 0] v3 = [0, 0, 0] v4 = [0, 0, 0] 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)) coords = (v1, v2, v3, v4) indices = ( (1, 3), (2, 1), (3, 0), (2, 0) ) return coords def get_client_2d(coords): area, region, rv3d = view3d_find() return view3d_utils.location_3d_to_region_2d(region, rv3d, coords) def on_scene_evalutation(scene): # TODO: viewer representation # TODO: Live update only selected object # TODO: Scene representation pass def randomStringDigits(stringLength=6): """Generate a random string of letters and digits """ lettersAndDigits = string.ascii_letters + string.digits return ''.join(random.choice(lettersAndDigits) for i in range(stringLength)) def match_supported_types(value): type_factory = None if isinstance(value, bool): print("float") elif isinstance(value, mathutils.Vector): print("vector") type_factory = VectorTypeTranslation() elif isinstance(value, mathutils.Euler): print("Euler") elif type(value) in NATIVE_TYPES: print("native") else: raise NotImplementedError return type_factory # TODO: Less ugly method def from_bpy(value): logger.debug(' casting from bpy') value_type = type(value) value_casted = None if value_type is mathutils.Vector or value_type is mathutils.Euler: value_casted = [value.x, value.y, value.z] elif value_type is bpy.props.collection: pass # TODO: Collection replication # elif value_type is mathutils.Euler: # value_casted = [value.x, value.y, value.z] elif value_type in NATIVE_TYPES: value_casted = value return str(value.__class__.__name__), value_casted def to_bpy(store_item): """ Get bpy value from store """ value_type = store_item.mtype value_casted = None store_value = store_item.body if value_type == 'Vector' or 'Euler': value_casted = mathutils.Vector( (store_value[0], store_value[1], store_value[2])) return value_casted def resolve_bpy_path(path): """ Get bpy property value from path """ path = path.split('/') obj = None attribute = path[2] logger.debug("resolving {}".format(path)) try: obj = getattr(bpy.data, path[0])[path[1]] attribute = getattr(obj, path[2]) logger.debug("done {} : {}".format(obj, attribute)) except AttributeError: logger.debug(" Attribute not found") return obj, attribute def observer(): global client if client: for key, values in client.property_map.items(): try: obj, attr = resolve_bpy_path(key) if attr != to_bpy(client.property_map[key]): value_type, value = from_bpy(attr) client.push_update(key, value_type, value) except: pass return bpy.context.scene.session_settings.update_frequency def refresh_window(): import bpy bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1) def init_scene(): global client for object in bpy.context.scene.objects: for attr in dir(object): try: key = "objects/{}/{}".format(object.name, attr) value_type, value = from_bpy(getattr(object, attr)) client.push_update(key, value_type, value) except: pass def update_scene(msg): global client if msg.id != client.id: if msg.mtype == 'client' and msg.id is not client.id: refresh_window() elif msg.mtype == 'object': refresh_window() else: value = None obj, attr = resolve_bpy_path(msg.key) attr_name = msg.key.split('/')[2] value = to_bpy(msg) # print(msg.get) logger.debug("Updating scene:\n object: {} attribute: {} , value: {}".format( obj, attr_name, value)) try: setattr(obj, attr_name, value) except: pass else: logger.debug('no need to update scene on our own') def update_ui(msg): """ Update collaborative UI elements """ pass recv_callbacks = [update_scene, update_ui] post_init_callbacks = [refresh_window] # Catch operator execution #C.window_manager.operators['MESH_OT_primitive_plane_add'].bl_idname class session_join(bpy.types.Operator): bl_idname = "session.join" bl_label = "join" bl_description = "connect to a net server" bl_options = {"REGISTER"} @classmethod def poll(cls, context): return True def execute(self, context): global client net_settings = context.scene.session_settings if net_settings.username == "DefaultUser": net_settings.username = "{}_{}".format( net_settings.username, randomStringDigits()) username = str(context.scene.session_settings.username) client_factory = rna_translation.RNAFactory() print("{}".format(client_factory.__class__.__name__)) client = net_components.Client( id=username, on_recv=recv_callbacks, on_post_init=post_init_callbacks, factory=client_factory) # time.sleep(1) bpy.ops.asyncio.loop() bpy.app.timers.register(observer) net_settings.is_running = True bpy.ops.session.draw('INVOKE_DEFAULT') return {"FINISHED"} class session_add_property(bpy.types.Operator): bl_idname = "session.add_prop" bl_label = "add" bl_description = "broadcast a property to connected clients" bl_options = {"REGISTER"} property_path: bpy.props.StringProperty(default="None") @classmethod def poll(cls, context): return True def execute(self, context): global client obj, attr = resolve_bpy_path(self.property_path) if obj and attr: key = self.property_path value_type, value = from_bpy(attr) client.push_update(key, value_type, value) return {"FINISHED"} class session_remove_property(bpy.types.Operator): bl_idname = "session.remove_prop" bl_label = "remove" bl_description = "broadcast a property to connected clients" bl_options = {"REGISTER"} property_path: bpy.props.StringProperty(default="None") @classmethod def poll(cls, context): return True def execute(self, context): global client try: del client.property_map[self.property_path] return {"FINISHED"} except: return {"CANCELED"} class session_create(bpy.types.Operator): bl_idname = "session.create" bl_label = "create" bl_description = "create to a net session" bl_options = {"REGISTER"} @classmethod def poll(cls, context): return True def execute(self, context): global server global client server = net_components.Server() time.sleep(0.1) bpy.ops.session.join() # init_scene() bpy.app.timers.register(observer) return {"FINISHED"} class session_stop(bpy.types.Operator): bl_idname = "session.stop" bl_label = "close" bl_description = "stop net service" bl_options = {"REGISTER"} @classmethod def poll(cls, context): return True def execute(self, context): global server global client net_settings = context.scene.session_settings bpy.app.timers.unregister(observer) if server: server.stop() del server server = None if client: client.stop() del client client = None bpy.ops.asyncio.stop() net_settings.is_running = False else: logger.debug("No server/client running.") return {"FINISHED"} class session_settings(bpy.types.PropertyGroup): username = bpy.props.StringProperty( name="Username", default="user_{}".format(randomStringDigits())) ip = bpy.props.StringProperty(name="localhost") port = bpy.props.IntProperty(name="5555") buffer = bpy.props.StringProperty(name="None") is_running = bpy.props.BoolProperty(name="is_running", default=False) hide_users = bpy.props.BoolProperty(name="is_running", default=False) hide_settings = bpy.props.BoolProperty(name="hide_settings", default=False) hide_properties = bpy.props.BoolProperty( name="hide_properties", default=True) update_frequency = bpy.props.FloatProperty( name="update_frequency", default=0.008) active_object = bpy.props.PointerProperty( name="active_object", type=bpy.types.Object) class session_draw_clients(bpy.types.Operator): bl_idname = "session.draw" bl_label = "draw clients" bl_description = "Description that shows in blender tooltips" bl_options = {"REGISTER"} position = bpy.props.FloatVectorProperty(default=(0, 0, 0)) def __init__(self): super().__init__() self.draw_items = [] self.draw3d_handle = None self.draw2d_handle = None self.draw_event = None self.coords = None self.active_object = None @classmethod def poll(cls, context): return True def invoke(self, context, event): # self.coords = get_client_view_rect() self.create_batch() self.register_handlers(context) context.window_manager.modal_handler_add(self) return {"RUNNING_MODAL"} def register_handlers(self, context): 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') self.draw_event = context.window_manager.event_timer_add( 0.01, window=context.window) def unregister_handlers(self, context): if self.draw_event and self.draw3d_handle and self.draw2d_handle: context.window_manager.event_timer_remove(self.draw_event) bpy.types.SpaceView3D.draw_handler_remove( self.draw3d_handle, "WINDOW") bpy.types.SpaceView3D.draw_handler_remove( self.draw2d_handle, "WINDOW") self.draw_items.clear() self.draw3d_handle = None self.draw2d_handle = None self.draw_event = None # TODO: refactor this ugly things def create_batch(self): global client index = 0 index_object = 0 for key, values in client.property_map.items(): if values.body is not None: if values.mtype == "object": if values.id != client.id: 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) ) ob = bpy.data.objects[values.body] bbox_corners = [ob.matrix_world @ mathutils.Vector(corner) for corner in ob.bound_box] coords = [(point.x, point.y, point.z) for point in bbox_corners] shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR') batch = batch_for_shader( shader, 'LINES', {"pos": coords}, indices=indices) self.draw_items.append( (shader, batch, (None, None), COLOR_TABLE[index_object])) index_object += 1 if values.mtype == "client": if values.id != client.id: indices = ( (1, 3), (2, 1), (3, 0), (2, 0) ) shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR') batch = batch_for_shader( shader, 'LINES', {"pos": values.body}, indices=indices) self.draw_items.append( (shader, batch, (values.body[1], values.id.decode()), COLOR_TABLE[index])) index += 1 def draw3d_callback(self): bgl.glLineWidth(3) for shader, batch, font, color in self.draw_items: shader.bind() shader.uniform_float("color", color) batch.draw(shader) def draw2d_callback(self): for shader, batch, font, color in self.draw_items: try: coords = get_client_2d(font[0]) blf.position(0, coords[0], coords[1]+10, 0) blf.size(0, 10, 72) blf.color(0, color[0], color[1], color[2], color[3]) blf.draw(0, font[1]) except: pass def is_object_selected(self, obj): # TODO: function to find occurence global client for k, v in client.property_map.items(): if v.mtype == 'object': if client.id != v.id: if obj.name in v.body: return True return False def modal(self, context, event): if context.area: context.area.tag_redraw() if not context.scene.session_settings.is_running: self.finish(context) if event.type in {"TIMER"}: global client session = context.scene.session_settings if client: # Local view update current_coords = get_client_view_rect() if current_coords != self.coords: self.coords = current_coords key = "net/clients/{}".format(client.id.decode()) client.push_update(key, 'client', current_coords) # Hide selected objects for object in context.scene.objects: if self.is_object_selected(object): object.hide_select = True else: object.hide_select = False # Active object bounding box if len(context.selected_objects) > 0: if session.active_object is not context.selected_objects[0] or session.active_object.is_evaluated: session.active_object = context.selected_objects[0] key = "net/objects/{}".format(client.id.decode()) client.push_update( key, 'object', session.active_object.name) elif len(context.selected_objects) == 0 and session.active_object: session.active_object = None key = "net/objects/{}".format(client.id.decode()) client.push_update(key, 'object', None) # Draw clients if len(client.property_map) > 0: self.unregister_handlers(context) self.create_batch() self.register_handlers(context) return {"PASS_THROUGH"} def finish(self, context): self.unregister_handlers(context) return {"FINISHED"} class session_snapview(bpy.types.Operator): bl_idname = "session.snapview" bl_label = "draw clients" bl_description = "Description that shows in blender tooltips" bl_options = {"REGISTER"} target_client = bpy.props.StringProperty() @classmethod def poll(cls, context): return True def execute(self, context): global client area, region, rv3d = view3d_find() for k, v in client.property_map.items(): if v.mtype == 'client' and v.id.decode() == self.target_client: rv3d.view_location = v.body[1] rv3d.view_distance = 10.0 return {"FINISHED"} return {"CANCELLED"} pass # TODO: Rename to match official blender convention classes = ( session_join, session_add_property, session_stop, session_create, session_settings, session_remove_property, session_draw_clients, session_snapview, ) def register(): from bpy.utils import register_class for cls in classes: register_class(cls) bpy.types.Scene.session_settings = bpy.props.PointerProperty( type=session_settings) # bpy.app.handlers.depsgraph_update_post.append(on_scene_evalutation) def unregister(): global server global client if server: server.stop() del server server = None if client: client.stop() del client client = None from bpy.utils import unregister_class for cls in reversed(classes): unregister_class(cls) # bpy.app.handlers.depsgraph_update_post.remove(on_scene_evalutation) del bpy.types.Scene.session_settings if __name__ == "__main__": register()