refactor: initial step rewrite user frustum drawing code to debug xr camera position
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@ -26,7 +26,7 @@ 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 mathutils import Vector, Matrix
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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 replication.constants import (STATE_ACTIVE, STATE_AUTH, STATE_CONFIG,
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@ -136,7 +136,7 @@ def bbox_from_obj(obj: bpy.types.Object, index: int = 1) -> list:
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(-radius, +radius, +radius), (+radius, +radius, +radius)]
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base = obj.matrix_world
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bbox_corners = [base @ mathutils.Vector(corner) for corner in coords]
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bbox_corners = [base @ Vector(corner) for corner in coords]
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vertex_pos = [(point.x, point.y, point.z) for point in bbox_corners]
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@ -159,39 +159,12 @@ def bbox_from_instance_collection(ic: bpy.types.Object, index: int = 0) -> list:
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vertex_pos += vertex_pos_temp
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vertex_indices += vertex_indices_temp
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bbox_corners = [ic.matrix_world @ mathutils.Vector(vertex) for vertex in vertex_pos]
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bbox_corners = [ic.matrix_world @ Vector(vertex) for vertex in vertex_pos]
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vertex_pos = [(point.x, point.y, point.z) for point in bbox_corners]
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return vertex_pos, vertex_indices
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def generate_user_camera() -> list:
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""" Generate a basic camera represention of the user point of view
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:return: list of 7 points
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"""
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area, region, rv3d = view3d_find()
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v1 = v2 = v3 = v4 = v5 = v6 = v7 = [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 = project_to_viewport(region, rv3d, (0, 0))
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v3 = project_to_viewport(region, rv3d, (0, height))
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v2 = project_to_viewport(region, rv3d, (width, height))
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v4 = project_to_viewport(region, rv3d, (width, 0))
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v5 = project_to_viewport(region, rv3d, (width/2, height/2))
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v6 = list(rv3d.view_location)
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v7 = project_to_viewport(
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region, rv3d, (width/2, height/2), distance=-.8)
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coords = [v1, v2, v3, v4, v5, v6, v7]
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return coords
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def project_to_screen(coords: list) -> list:
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""" Project 3D coordinate to 2D screen coordinates
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@ -219,10 +192,10 @@ def get_bb_coords_from_obj(object: bpy.types.Object, instance: bpy.types.Object
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base = object.matrix_world
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if instance:
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scale = mathutils.Matrix.Diagonal(object.matrix_world.to_scale())
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scale = Matrix.Diagonal(object.matrix_world.to_scale())
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base = instance.matrix_world @ scale.to_4x4()
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bbox_corners = [base @ mathutils.Vector(
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bbox_corners = [base @ Vector(
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corner) for corner in object.bound_box]
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@ -267,9 +240,14 @@ class Widget(object):
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class UserFrustumWidget(Widget):
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# Camera widget indices
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indices = ((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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camera_vertex = ((0, 0, 1),
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(-1, -0.5, -1), (1, -0.5, -1), (1, 0.5, -1), (-1, 0.5, -1),
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(0, 1, -1),
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(-0.5, 0.6, -1), (0.5, 0.6, -1))
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camera_indices = ((0, 1), (0, 2), (0, 3), (0, 4),
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(1, 2), (2, 3), (3, 4), (4, 1),
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(5, 6), (6, 7), (7, 5))
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def __init__(
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self,
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@ -290,27 +268,25 @@ class UserFrustumWidget(Widget):
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return False
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scene_current = self.data.get('scene_current')
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view_corners = self.data.get('view_corners')
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view_matrix = self.data.get('view_matrix')
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return (scene_current == bpy.context.scene.name or
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self.settings.presence_show_far_user) and \
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view_corners and \
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view_matrix and \
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self.settings.presence_show_user and \
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self.settings.enable_presence
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def draw(self):
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location = self.data.get('view_corners')
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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positions = [tuple(coord) for coord in location]
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if len(positions) != 7:
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return
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view_matrix = Matrix(self.data.get('view_matrix')).inverted()
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coords = [view_matrix @ Vector(vertex) for vertex in self.camera_vertex]
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batch = batch_for_shader(
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shader,
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'LINES',
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{"pos": positions},
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indices=self.indices)
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{"pos": coords},
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indices=self.camera_indices)
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shader.bind()
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shader.uniform_float("color", self.data.get('color'))
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@ -405,19 +381,18 @@ class UserNameWidget(Widget):
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return False
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scene_current = self.data.get('scene_current')
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view_corners = self.data.get('view_corners')
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view_matrix = self.data.get('view_matrix')
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return (scene_current == bpy.context.scene.name or
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self.settings.presence_show_far_user) and \
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view_corners and \
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view_matrix and \
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self.settings.presence_show_user and \
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self.settings.enable_presence
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def draw(self):
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view_corners = self.data.get('view_corners')
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position = Matrix(self.data.get('view_matrix')).inverted().to_translation()
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color = self.data.get('color')
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position = [tuple(coord) for coord in view_corners]
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coords = project_to_screen(position[1])
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coords = project_to_screen(position)
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if coords:
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blf.position(0, coords[0], coords[1]+10, 0)
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