refactor: pep8 compliant
This commit is contained in:
53
presence.py
53
presence.py
@ -13,10 +13,11 @@ from gpu_extras.batch import batch_for_shader
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# from .libs import debug
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# from .bl_types.bl_user import BlUser
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# from .delayable import Draw
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# from .delayable import Draw
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global renderer
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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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@ -74,7 +75,7 @@ def get_client_cam_points():
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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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coords = [v1, v2, v3, v4, v5, v6, v7]
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return coords
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@ -86,11 +87,12 @@ def get_client_2d(coords):
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else:
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return (0, 0)
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class User():
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def __init__(self, username=None, color=(0,0,0,1)):
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def __init__(self, username=None, color=(0, 0, 0, 1)):
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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.location = [[0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0]]
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self.active_object = ""
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def update_location(self):
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@ -100,10 +102,8 @@ class User():
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current_coords = get_client_cam_points()
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if current_coords:
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self.location = list(current_coords)
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def update_client_selected_object(self,context):
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def update_client_selected_object(self, context):
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session = bpy.context.window_manager.session
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username = bpy.context.window_manager.session.username
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# client_data = client.get(client_key)
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@ -121,8 +121,6 @@ class User():
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elif client_data and client_data[0][1]['active_objects']:
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client_data[0][1]['active_objects'] = []
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client.set(client_key, client_data[0][1])
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class DrawFactory(object):
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@ -136,12 +134,12 @@ class DrawFactory(object):
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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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@ -184,43 +182,39 @@ class DrawFactory(object):
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(0, 4), (1, 5), (2, 6), (3, 7)
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)
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if select_ob in bpy.data.objects.keys():
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ob = bpy.data.objects[select_ob]
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else:
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return
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bbox_corners = [ob.matrix_world @ mathutils.Vector(corner) for corner in ob.bound_box]
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bbox_corners = [ob.matrix_world @ mathutils.Vector(
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corner) for corner in ob.bound_box]
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coords = [(point.x, point.y, point.z)
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for point in bbox_corners]
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for point in bbox_corners]
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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color = client['color']
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batch = batch_for_shader(
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shader, 'LINES', {"pos": coords}, indices=indices)
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drawable_key = "{}/{}".format(client['id'], select_ob)
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self.d3d_items["{}/{}".format(client['id'],
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select_ob)] = (shader, batch, color)
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else:
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pass
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def draw_client_camera(self,client_uuid, client_location, client_color):
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self.d3d_items[drawable_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_username = bpy.context.window_manager.session.username
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try:
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indices = (
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(1, 3), (2, 1), (3, 0), (2, 0),(4,5),(1, 6), (2, 6), (3, 6), (0, 6)
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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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@ -237,7 +231,7 @@ class DrawFactory(object):
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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 as e:
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except Exception:
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print("3D Exception")
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def draw2d_callback(self):
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@ -251,9 +245,10 @@ class DrawFactory(object):
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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 as e:
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except Exception:
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print("2D EXCEPTION")
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def register():
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global renderer
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renderer = DrawFactory()
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@ -263,4 +258,4 @@ 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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del renderer
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