multi-user/multi_user/presence.py
Swann Martinez ca0fb7c76f
fix: renderer error
clean: logging configuration
2019-10-16 10:53:08 +02:00

312 lines
9.3 KiB
Python

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()
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_client_cam_points():
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]
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]
class User():
def __init__(self, username=None, color=(0, 0, 0, 1)):
self.is_dirty = False
self.name = username
self.color = color
self.location = [[0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0]]
self.selected_objects = []
self.last_select_objects = []
self.view_matrix = None
def update_location(self):
current_coords = get_client_cam_points()
area, region, rv3d = view3d_find()
current_coords = list(get_client_cam_points())
if current_coords and self.location != current_coords:
self.location = current_coords
matrix_dumper = utils.dump_anything.Dumper()
current_vm = matrix_dumper.dump(rv3d.view_matrix)
if self.view_matrix != current_vm:
self.view_matrix = current_vm
def update_selected_objects(self, context):
self.selected_objects = utils.get_selected_objects(context.scene)
def update_presence(self, context):
global renderer
if renderer and 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.unregister_handlers()
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):
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_uuid, client_color, client_selection):
local_user = bpy.context.window_manager.session.user_uuid
if local_user != client_uuid:
self.flush_selection(client_uuid)
for select_ob in client_selection:
drawable_key = "{}_select_{}".format(client_uuid, select_ob)
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 = utils.find_from_attr("uuid",select_ob,bpy.data.objects)
if not ob:
return
item_to_draw = []
if ob.type == 'EMPTY':
# 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 == 'MESH':
self.append_3d_item(
drawable_key,
client_color,
get_bb_coords_from_obj(ob),
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_uuid, client_location, client_color):
if client_location:
local_user = bpy.context.window_manager.session.user_uuid
if local_user != client_uuid:
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_uuid] = (shader, batch, color)
self.d2d_items[client_uuid] = (position[1], client_uuid, 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)
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