multi-user/net_operators.py
2019-03-18 18:21:33 +01:00

725 lines
20 KiB
Python

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
SUPPORTED_DATABLOCKS = ['objects']
REPLICATED_PROPERTIES = ['matrix_world']
# 'actions','armatures','cameras','collections','curves','grease_pencils','images','materials','materials',,'scenes','textures'
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 isinstance(value,mathutils.Matrix):
value_casted = []
for r in value.row:
value_casted.extend([r[0], r[1], r[2],r[3]])
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]))
if value_type == 'Matrix':
mat = mathutils.Matrix()
mat[0] = mathutils.Vector((store_value[0], store_value[1], store_value[2], store_value[3]))
mat[1] = mathutils.Vector((store_value[4], store_value[5], store_value[6], store_value[7]))
mat[2] = mathutils.Vector((store_value[8], store_value[9], store_value[10], store_value[11]))
mat[3] = mathutils.Vector((store_value[12], store_value[13], store_value[14], store_value[15]))
value_casted = mat
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:
pass
# logger.debug(" Attribute not found")
return obj, attribute
def observer(scene):
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 mark_objects_for_update(scene):
for item in dir(bpy.data):
if item in SUPPORTED_DATABLOCKS:
for datablock in getattr(bpy.data,item):
if bpy.context.object.is_evaluated:
print("EVALUATED: {}:{}".format(item,datablock.name))
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):
if attr in REPLICATED_PROPERTIES:
try:
key = "objects/{}/{}".format(object.name, attr)
value_type, value = from_bpy(getattr(object, attr))
if value:
client.push_update(key, value_type, value)
except:
pass
def update_scene(msg):
global client
if msg.id != client.id:
try:
value = None
if bpy.context.scene.session_settings.active_object:
if bpy.context.scene.session_settings.active_object.name in msg.key:
raise ValueError()
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))
setattr(obj, attr_name, value)
except:
pass
else:
pass
# 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]
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,
address=net_settings.ip)
# 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)
session_mode = bpy.props.EnumProperty(
name='session_mode',
description='session mode',
items={
('HOST', 'hosting', 'host a session'),
('CONNECT', 'connexion', 'connect to a session')},
default='HOST')
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 = None
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(
0.008, 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-1]))
# 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 = 30.0
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(observer)
def unregister():
try:
bpy.app.handlers.depsgraph_update_post.remove(observer)
except:
pass
global server
global client
# bpy.app.handlers.depsgraph_update_post.remove(observer)
# bpy.app.handlers.depsgraph_update_post.remove(mark_objects_for_update)
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)
del bpy.types.Scene.session_settings
if __name__ == "__main__":
register()