feat(draw): get selected object draw code back
This commit is contained in:
96
draw.py
96
draw.py
@ -7,6 +7,8 @@ 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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@ -80,7 +82,7 @@ def get_client_2d(coords):
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return (0, 0)
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class HUD(object):
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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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@ -92,9 +94,11 @@ class HUD(object):
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self.active_object = None
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# self.draw_clients()
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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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@ -115,55 +119,50 @@ class HUD(object):
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self.d3d_items.clear()
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self.d2d_items.clear()
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def draw_selected_object(self):
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clients = self.client.get("Client")
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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.scene.session_settings.username
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if clients:
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for client in clients:
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name = client[0].split('/')[1]
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local_username = bpy.context.scene.session_settings.username
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if name != local_username:
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if client[1]['active_objects']:
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for select_ob in client[1]['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 name != local_username:
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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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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(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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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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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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color = client[1]['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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batch = batch_for_shader(
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shader, 'LINES', {"pos": coords}, indices=indices)
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self.d3d_items["{}/{}".format(client[0],
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select_ob)] = (shader, batch, color)
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else:
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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[0]) 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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self.d3d_items["{}/{}".format(client['id'],
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select_ob)] = (shader, batch, color)
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else:
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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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def draw_client(self, client):
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clients = self.client.get("Client")
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if client:
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name = client['id']
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local_username = bpy.context.scene.session_settings.username
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@ -181,8 +180,8 @@ class HUD(object):
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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[client[0]] = (shader, batch, color)
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self.d2d_items[client[0]] = (position[1], name, color)
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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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@ -210,3 +209,14 @@ class HUD(object):
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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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