feat(rcf):selected objects
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@ -449,7 +449,7 @@ class session_draw_clients(bpy.types.Operator):
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self.draw2d_callback, (), 'WINDOW', 'POST_PIXEL')
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self.draw2d_callback, (), 'WINDOW', 'POST_PIXEL')
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self.draw_event = context.window_manager.event_timer_add(
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self.draw_event = context.window_manager.event_timer_add(
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0.1, window=context.window)
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0.01, window=context.window)
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def unregister_handlers(self, context):
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def unregister_handlers(self, context):
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if self.draw_event and self.draw3d_handle and self.draw2d_handle:
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if self.draw_event and self.draw3d_handle and self.draw2d_handle:
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@ -464,13 +464,37 @@ class session_draw_clients(bpy.types.Operator):
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self.draw2d_handle = None
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self.draw2d_handle = None
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self.draw_event = None
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self.draw_event = None
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# TODO: refactor this ugly things
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def create_batch(self):
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def create_batch(self):
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global client
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global client
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index = 0
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index = 0
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index_object = 0
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for key, values in client.property_map.items():
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for key, values in client.property_map.items():
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if values.mtype == "object":
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if values.id != client.id:
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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 = bpy.data.objects[values.body]
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bbox_corners = [ob.matrix_world @ mathutils.Vector(corner) for corner in ob.bound_box]
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coords= [(point.x,point.y,point.z) for point in bbox_corners]
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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batch = batch_for_shader(
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shader, 'LINES', {"pos": coords}, indices=indices)
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self.draw_items.append(
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(shader, batch, (None,None), COLOR_TABLE[index_object]))
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index_object+=1
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if values.mtype == "client":
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if values.mtype == "client":
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if values.id != client.id:
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if values.id != client.id:
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indices = (
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indices = (
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(1, 3), (2, 1), (3, 0), (2, 0)
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(1, 3), (2, 1), (3, 0), (2, 0)
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)
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)
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@ -481,21 +505,8 @@ class session_draw_clients(bpy.types.Operator):
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self.draw_items.append(
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self.draw_items.append(
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(shader, batch, (values.body[1], values.id.decode()), COLOR_TABLE[index]))
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(shader, batch, (values.body[1], values.id.decode()), COLOR_TABLE[index]))
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index+=1
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index += 1
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if values.mtype == "object":
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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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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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batch = batch_for_shader(
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shader, 'LINES', {"pos": values.body}, indices=indices)
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self.draw_items.append(
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(shader, batch, (None,None), COLOR_TABLE[index]))
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def draw3d_callback(self):
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def draw3d_callback(self):
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@ -530,6 +541,7 @@ class session_draw_clients(bpy.types.Operator):
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session = context.scene.session_settings
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session = context.scene.session_settings
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if client:
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if client:
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# Local view update
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# Local view update
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current_coords = get_client_view_rect()
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current_coords = get_client_view_rect()
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if current_coords != self.coords:
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if current_coords != self.coords:
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@ -540,18 +552,25 @@ class session_draw_clients(bpy.types.Operator):
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# Active object bounding box
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# Active object bounding box
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if len(context.selected_objects) > 0:
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if len(context.selected_objects) > 0:
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if session.active_object is not context.selected_objects[0] or session.active_object.is_modified:
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for object in context.scene.objects:
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# TODO: fix
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try:
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#TODO: function to find occurence
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for k,v in client.property_map.items():
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if v.mtype == 'object':
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if client.id.decode() not in k:
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if object.name in v.body:
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object.hide_select = True
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break
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object.hide_select = False
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except:
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pass
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if session.active_object is not context.selected_objects[0] or session.active_object.is_evaluated :
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session.active_object = context.selected_objects[0]
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session.active_object = context.selected_objects[0]
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ob = session.active_object
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bbox_corners = [ob.matrix_world @ mathutils.Vector(corner) for corner in ob.bound_box]
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coords= [(point.x,point.y,point.z) for point in bbox_corners]
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key = "net/objects/{}".format(client.id.decode())
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key = "net/objects/{}".format(client.id.decode())
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client.push_update(key, 'object', coords)
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client.push_update(key, 'object', session.active_object.name)
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# Draw clients
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# Draw clients
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if len(client.property_map) > 0:
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if len(client.property_map) > 0:
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