feat(draw): get selected object draw code back

This commit is contained in:
Swann Martinez
2019-05-02 17:52:32 +02:00
parent 2caf909267
commit 824c70eaff
5 changed files with 94 additions and 75 deletions

96
draw.py
View File

@ -7,6 +7,8 @@ import mathutils
from bpy_extras import view3d_utils
from gpu_extras.batch import batch_for_shader
global renderer
def view3d_find():
for area in bpy.data.window_managers[0].windows[0].screen.areas:
@ -80,7 +82,7 @@ def get_client_2d(coords):
return (0, 0)
class HUD(object):
class DrawFactory(object):
def __init__(self):
self.d3d_items = {}
@ -92,9 +94,11 @@ class HUD(object):
self.active_object = None
# self.draw_clients()
def run(self):
self.register_handlers()
def stop(self):
self.unregister_handlers()
def register_handlers(self):
self.draw3d_handle = bpy.types.SpaceView3D.draw_handler_add(
self.draw3d_callback, (), 'WINDOW', 'POST_VIEW')
@ -115,55 +119,50 @@ class HUD(object):
self.d3d_items.clear()
self.d2d_items.clear()
def draw_selected_object(self):
clients = self.client.get("Client")
def draw_client_selected_objects(self, client):
if client:
name = client['id']
local_username = bpy.context.scene.session_settings.username
if clients:
for client in clients:
name = client[0].split('/')[1]
local_username = bpy.context.scene.session_settings.username
if name != local_username:
if client[1]['active_objects']:
for select_ob in client[1]['active_objects']:
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)
)
if name != local_username:
if client['active_objects']:
for select_ob in client['active_objects']:
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)
)
if select_ob in bpy.data.objects.keys():
ob = bpy.data.objects[select_ob]
else:
return
if select_ob in bpy.data.objects.keys():
ob = bpy.data.objects[select_ob]
else:
return
bbox_corners = [ob.matrix_world @ mathutils.Vector(corner) for corner in ob.bound_box]
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]
coords = [(point.x, point.y, point.z)
for point in bbox_corners]
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
color = client[1]['color']
color = client['color']
batch = batch_for_shader(
shader, 'LINES', {"pos": coords}, indices=indices)
batch = batch_for_shader(
shader, 'LINES', {"pos": coords}, indices=indices)
self.d3d_items["{}/{}".format(client[0],
select_ob)] = (shader, batch, color)
else:
key_to_remove = []
for k in self.d3d_items.keys():
if "{}/".format(client[0]) in k:
key_to_remove.append(k)
for k in key_to_remove:
del self.d3d_items[k]
self.d3d_items["{}/{}".format(client['id'],
select_ob)] = (shader, batch, color)
else:
key_to_remove = []
for k in self.d3d_items.keys():
if "{}/".format(client['id']) in k:
key_to_remove.append(k)
for k in key_to_remove:
del self.d3d_items[k]
def draw_client(self, client):
clients = self.client.get("Client")
if client:
name = client['id']
local_username = bpy.context.scene.session_settings.username
@ -181,8 +180,8 @@ class HUD(object):
batch = batch_for_shader(
shader, 'LINES', {"pos": position}, indices=indices)
self.d3d_items[client[0]] = (shader, batch, color)
self.d2d_items[client[0]] = (position[1], name, color)
self.d3d_items[name] = (shader, batch, color)
self.d2d_items[name] = (position[1], name, color)
except Exception as e:
print("Draw client exception {}".format(e))
@ -210,3 +209,14 @@ class HUD(object):
except Exception as e:
print("2D EXCEPTION")
def register():
global renderer
renderer = DrawFactory()
def unregister():
global renderer
renderer.unregister_handlers()
del renderer