# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see . # # ##### END GPL LICENSE BLOCK ##### import copy import logging import math import sys import traceback 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 from replication.interface import session # Helper functions def view3d_find() -> tuple: """ Find the first 'VIEW_3D' windows found in areas :return: tuple(Area, Region, RegionView3D) """ 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(): """ Refresh the viewport """ area, region, rv3d = view3d_find() if area and region and rv3d: area.tag_redraw() def refresh_sidebar_view(): """ Refresh the blender viewport sidebar """ area, region, rv3d = view3d_find() if area: area.regions[3].tag_redraw() 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 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 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), (-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 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 = v2 = v3 = v4 = v5 = v6 = v7 = [0, 0, 0] if area and region and rv3d: width = region.width height = region.height 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 = project_to_viewport(region, rv3d, (width/2, height/2)) v6 = list(rv3d.view_location) v7 = project_to_viewport( region, rv3d, (width/2, height/2), distance=-.8) coords = [v1, v2, v3, v4, v5, v6, v7] return 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) else: return (0, 0) 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] return [(point.x, point.y, point.z) for point in bbox_corners] 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] class Widget(object): def poll(self) -> bool: return True def draw(self): raise NotImplementedError() class ViewportWidget(Widget): pass class UserWidget(Widget): # Camera widget indices indices = ((1, 3), (2, 1), (3, 0), (2, 0), (4, 5), (1, 6), (2, 6), (3, 6), (0, 6)) def __init__( self, username): self.username = username self.settings = bpy.context.window_manager.session @property def data(self): user = session.online_users.get(self.username) if user: return user.get('metadata') else: return None def poll(self): if self.data is None: return False scene_current = self.data.get('scene_current') view_corners = self.data.get('view_corners') 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 def draw(self): location = self.data.get('view_corners') shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR') positions = [tuple(coord) for coord in location] if len(positions) != 7: return batch = batch_for_shader( shader, 'LINES', {"pos": positions}, indices=self.indices) bgl.glLineWidth(2.) bgl.glEnable(bgl.GL_DEPTH_TEST) bgl.glEnable(bgl.GL_BLEND) bgl.glEnable(bgl.GL_LINE_SMOOTH) shader.bind() shader.uniform_float("color", self.data.get('color')) batch.draw(shader) class UserSelectionWidget(Widget): def __init__( self, username): self.username = username self.settings = bpy.context.window_manager.session @property def data(self): user = session.online_users.get(self.username) if user: return user.get('metadata') else: return None def poll(self): if self.data is None: return False user_selection = self.data.get('selected_objects') scene_current = self.data.get('scene_current') 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 def draw(self): user_selection = self.data.get('selected_objects') for select_ob in user_selection: 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 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': positions = get_bb_coords_from_obj(obj, parent=ob) if hasattr(ob, 'bound_box'): 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)) positions = get_bb_coords_from_obj(ob) 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)) positions = get_default_bbox(ob, ob.scale.x) shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR') batch = batch_for_shader( shader, 'LINES', {"pos": positions}, indices=indices) shader.bind() shader.uniform_float("color", self.data.get('color')) batch.draw(shader) class DrawFactory(object): def __init__(self): self.d3d_items = {} self.d2d_items = {} self.post_view_handle = None self.post_pixel_handle = None self.draw_event = None self.coords = None self.active_object = None self.widgets = [] def register(self, widget: Widget): self.widgets.append(widget) def unregister(self, widget): self.widgets.remove(widget) def register_handlers(self): self.post_view_handle = bpy.types.SpaceView3D.draw_handler_add( self.post_view_callback, (), 'WINDOW', 'POST_VIEW') self.post_pixel_handle = bpy.types.SpaceView3D.draw_handler_add( self.post_pixel_callback, (), 'WINDOW', 'POST_PIXEL') def unregister_handlers(self): if self.post_pixel_handle: bpy.types.SpaceView3D.draw_handler_remove( self.post_pixel_handle, "WINDOW") self.post_pixel_handle = None if self.post_view_handle: bpy.types.SpaceView3D.draw_handler_remove( self.post_view_handle, "WINDOW") self.post_view_handle = None self.d3d_items.clear() self.d2d_items.clear() def post_view_callback(self): bgl.glLineWidth(2.) bgl.glEnable(bgl.GL_DEPTH_TEST) bgl.glEnable(bgl.GL_BLEND) bgl.glEnable(bgl.GL_LINE_SMOOTH) try: for widget in self.widgets: if widget.poll(): widget.draw() except Exception as e: logging.error(f"3D Exception: {e} \n {traceback.print_exc()}") def post_pixel_callback(self): for position, font, color in self.d2d_items.values(): try: coords = project_to_screen(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: logging.error(f"2D Exception: {e} \n {traceback.print_exc()}") this = sys.modules[__name__] this.renderer = DrawFactory() def register(): renderer.register_handlers() def unregister(): renderer.unregister_handlers()