312 lines
9.3 KiB
Python
312 lines
9.3 KiB
Python
import copy
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import logging
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import math
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import bgl
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import blf
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import bpy
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import gpu
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import mathutils
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from bpy_extras import view3d_utils
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from gpu_extras.batch import batch_for_shader
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from . import utils
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global renderer
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logger = logging.getLogger(__name__)
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def view3d_find():
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for area in bpy.data.window_managers[0].windows[0].screen.areas:
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if area.type == 'VIEW_3D':
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v3d = area.spaces[0]
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rv3d = v3d.region_3d
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for region in area.regions:
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if region.type == 'WINDOW':
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return area, region, rv3d
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return None, None, None
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def refresh_3d_view():
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area, region, rv3d = view3d_find()
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area.tag_redraw()
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def get_target(region, rv3d, coord):
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target = [0, 0, 0]
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if coord and region and rv3d:
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view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
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ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
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target = ray_origin + view_vector
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return [target.x, target.y, target.z]
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def get_target_far(region, rv3d, coord, distance):
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target = [0, 0, 0]
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if coord and region and rv3d:
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view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
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ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
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target = ray_origin + view_vector * distance
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return [target.x, target.y, target.z]
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def get_client_cam_points():
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area, region, rv3d = view3d_find()
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v1 = [0, 0, 0]
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v2 = [0, 0, 0]
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v3 = [0, 0, 0]
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v4 = [0, 0, 0]
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v5 = [0, 0, 0]
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v6 = [0, 0, 0]
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if area and region and rv3d:
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width = region.width
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height = region.height
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v1 = get_target(region, rv3d, (0, 0))
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v3 = get_target(region, rv3d, (0, height))
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v2 = get_target(region, rv3d, (width, height))
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v4 = get_target(region, rv3d, (width, 0))
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v5 = get_target(region, rv3d, (width/2, height/2))
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v6 = list(rv3d.view_location)
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v7 = get_target_far(region, rv3d, (width/2, height/2), -.8)
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coords = [v1, v2, v3, v4, v5, v6, v7]
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return coords
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def get_client_2d(coords):
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area, region, rv3d = view3d_find()
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if area and region and rv3d:
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return view3d_utils.location_3d_to_region_2d(region, rv3d, coords)
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else:
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return (0, 0)
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def get_bb_coords_from_obj(object, parent=None):
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base = object.matrix_world if parent is None else parent.matrix_world
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bbox_corners = [base @ mathutils.Vector(
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corner) for corner in object.bound_box]
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return [(point.x, point.y, point.z)
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for point in bbox_corners]
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class User():
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def __init__(self, username=None, color=(0, 0, 0, 1)):
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self.is_dirty = False
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self.name = username
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self.color = color
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self.location = [[0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0]]
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self.selected_objects = []
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self.last_select_objects = []
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self.view_matrix = None
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def update_location(self):
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current_coords = get_client_cam_points()
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area, region, rv3d = view3d_find()
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current_coords = list(get_client_cam_points())
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if current_coords and self.location != current_coords:
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self.location = current_coords
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matrix_dumper = utils.dump_anything.Dumper()
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current_vm = matrix_dumper.dump(rv3d.view_matrix)
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if self.view_matrix != current_vm:
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self.view_matrix = current_vm
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def update_selected_objects(self, context):
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self.selected_objects = utils.get_selected_objects(context.scene)
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def update_presence(self, context):
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global renderer
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if renderer and self.enable_presence:
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renderer.run()
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else:
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renderer.stop()
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def update_overlay_settings(self, context):
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global renderer
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if renderer and not self.presence_show_selected:
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renderer.flush_selection()
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if renderer and not self.presence_show_user:
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renderer.flush_users()
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class DrawFactory(object):
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def __init__(self):
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self.d3d_items = {}
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self.d2d_items = {}
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self.draw3d_handle = None
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self.draw2d_handle = None
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self.draw_event = None
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self.coords = None
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self.active_object = None
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def run(self):
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self.register_handlers()
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def stop(self):
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self.unregister_handlers()
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def register_handlers(self):
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self.draw3d_handle = bpy.types.SpaceView3D.draw_handler_add(
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self.draw3d_callback, (), 'WINDOW', 'POST_VIEW')
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self.draw2d_handle = bpy.types.SpaceView3D.draw_handler_add(
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self.draw2d_callback, (), 'WINDOW', 'POST_PIXEL')
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def unregister_handlers(self):
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if self.draw2d_handle:
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bpy.types.SpaceView3D.draw_handler_remove(
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self.draw2d_handle, "WINDOW")
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self.draw2d_handle = None
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if self.draw3d_handle:
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bpy.types.SpaceView3D.draw_handler_remove(
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self.draw3d_handle, "WINDOW")
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self.draw3d_handle = None
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self.d3d_items.clear()
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self.d2d_items.clear()
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def flush_selection(self, user):
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key_to_remove = []
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select_key = "{}_select".format(user) if user else "select"
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for k in self.d3d_items.keys():
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if select_key in k:
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key_to_remove.append(k)
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for k in key_to_remove:
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del self.d3d_items[k]
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def flush_users(self):
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key_to_remove = []
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for k in self.d3d_items.keys():
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if "select" not in k:
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key_to_remove.append(k)
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for k in key_to_remove:
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del self.d3d_items[k]
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self.d2d_items.clear()
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def draw_client_selection(self, client_uuid, client_color, client_selection):
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local_user = bpy.context.window_manager.session.user_uuid
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if local_user != client_uuid:
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self.flush_selection(client_uuid)
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for select_ob in client_selection:
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drawable_key = "{}_select_{}".format(client_uuid, select_ob)
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indices = (
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(0, 1), (1, 2), (2, 3), (0, 3),
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(4, 5), (5, 6), (6, 7), (4, 7),
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(0, 4), (1, 5), (2, 6), (3, 7)
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)
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ob = utils.find_from_attr("uuid",select_ob,bpy.data.objects)
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if not ob:
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return
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item_to_draw = []
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if ob.type == 'EMPTY':
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# Child case
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# Collection instance case
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if ob.instance_collection:
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for obj in ob.instance_collection.objects:
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if obj.type == 'MESH':
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self.append_3d_item(
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drawable_key,
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client_color,
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get_bb_coords_from_obj(obj, parent=ob),
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indices)
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if ob.type == 'MESH':
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self.append_3d_item(
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drawable_key,
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client_color,
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get_bb_coords_from_obj(ob),
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indices)
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def append_3d_item(self,key,color, coords, indices):
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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color = color
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batch = batch_for_shader(
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shader, 'LINES', {"pos": coords}, indices=indices)
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self.d3d_items[key] = (shader, batch, color)
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def draw_client_camera(self, client_uuid, client_location, client_color):
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if client_location:
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local_user = bpy.context.window_manager.session.user_uuid
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if local_user != client_uuid:
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try:
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indices = (
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(1, 3), (2, 1), (3, 0),
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(2, 0), (4, 5), (1, 6),
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(2, 6), (3, 6), (0, 6)
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)
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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position = [tuple(coord) for coord in client_location]
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color = client_color
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batch = batch_for_shader(
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shader, 'LINES', {"pos": position}, indices=indices)
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self.d3d_items[client_uuid] = (shader, batch, color)
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self.d2d_items[client_uuid] = (position[1], client_uuid, color)
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except Exception as e:
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logger.error("Draw client exception {}".format(e))
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def draw3d_callback(self):
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bgl.glLineWidth(1.5)
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bgl.glEnable(bgl.GL_DEPTH_TEST)
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try:
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for shader, batch, color in self.d3d_items.values():
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shader.bind()
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shader.uniform_float("color", color)
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batch.draw(shader)
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except Exception:
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logger.error("3D Exception")
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def draw2d_callback(self):
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for position, font, color in self.d2d_items.values():
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try:
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coords = get_client_2d(position)
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if coords:
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blf.position(0, coords[0], coords[1]+10, 0)
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blf.size(0, 16, 72)
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blf.color(0, color[0], color[1], color[2], color[3])
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blf.draw(0, font)
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except Exception:
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logger.error("2D EXCEPTION")
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def register():
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global renderer
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renderer = DrawFactory()
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def unregister():
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global renderer
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renderer.unregister_handlers()
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del renderer
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