refactor: started replication integration
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225
presence.py
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225
presence.py
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import bpy
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import bgl
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import blf
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import gpu
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import mathutils
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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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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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v3d = area.spaces[0]
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rv3d = v3d.region_3d
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for region in area.regions:
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if region.type == 'WINDOW':
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return area, region, rv3d
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return None, None, None
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def get_target(region, rv3d, coord):
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target = [0, 0, 0]
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if coord and region and rv3d:
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view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
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ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
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target = ray_origin + view_vector
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return [target.x, target.y, target.z]
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def get_target_far(region, rv3d, coord, distance):
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target = [0, 0, 0]
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if coord and region and rv3d:
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view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
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ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
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target = ray_origin + view_vector * distance
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return [target.x, target.y, target.z]
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def get_client_view_rect():
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area, region, rv3d = view3d_find()
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v1 = [0, 0, 0]
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v2 = [0, 0, 0]
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v3 = [0, 0, 0]
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v4 = [0, 0, 0]
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v5 = [0, 0, 0]
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v6 = [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 = get_target(region, rv3d, (0, 0))
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v3 = get_target(region, rv3d, (0, height))
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v2 = get_target(region, rv3d, (width, height))
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v4 = get_target(region, rv3d, (width, 0))
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v5 = get_target(region, rv3d, (width/2, height/2))
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v6 = get_target_far(region, rv3d, (width/2, height/2), 10)
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coords = [v1, v2, v3, v4,v5,v6]
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indices = (
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(1, 3), (2, 1), (3, 0), (2, 0)
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)
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return coords
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def get_client_2d(coords):
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area, region, rv3d = view3d_find()
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if area and region and rv3d:
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return view3d_utils.location_3d_to_region_2d(region, rv3d, coords)
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else:
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return (0, 0)
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class DrawFactory(object):
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def __init__(self):
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self.d3d_items = {}
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self.d2d_items = {}
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self.draw3d_handle = None
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self.draw2d_handle = None
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self.draw_event = None
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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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self.draw2d_handle = bpy.types.SpaceView3D.draw_handler_add(
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self.draw2d_callback, (), 'WINDOW', 'POST_PIXEL')
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def unregister_handlers(self):
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if self.draw2d_handle:
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bpy.types.SpaceView3D.draw_handler_remove(
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self.draw2d_handle, "WINDOW")
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self.draw2d_handle = None
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if self.draw3d_handle:
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bpy.types.SpaceView3D.draw_handler_remove(
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self.draw3d_handle, "WINDOW")
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self.draw3d_handle = None
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self.d3d_items.clear()
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self.d2d_items.clear()
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def draw_client_selected_objects(self, client):
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if client:
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name = client['id']
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local_username = bpy.context.window_manager.session.username
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if name != local_username:
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key_to_remove = []
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for k in self.d3d_items.keys():
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if "{}/".format(client['id']) in k:
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key_to_remove.append(k)
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for k in key_to_remove:
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del self.d3d_items[k]
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if client['active_objects']:
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for select_ob in client['active_objects']:
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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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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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coords = [(point.x, point.y, point.z)
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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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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(self, client):
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if client:
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name = client['id']
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local_username = bpy.context.window_manager.session.username
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if name != local_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)
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)
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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position = 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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self.d3d_items[name] = (shader, batch, color)
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self.d2d_items[name] = (position[1], name, color)
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except Exception as e:
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print("Draw client exception {}".format(e))
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def draw3d_callback(self):
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bgl.glLineWidth(2)
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try:
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for shader, batch, color in self.d3d_items.values():
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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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print("3D Exception")
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def draw2d_callback(self):
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for position, font, color in self.d2d_items.values():
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try:
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coords = get_client_2d(position)
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if coords:
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blf.position(0, coords[0], coords[1]+10, 0)
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blf.size(0, 10, 72)
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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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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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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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