feat: replay
This commit is contained in:
@ -32,6 +32,7 @@ from operator import itemgetter
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from pathlib import Path
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from queue import Queue
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from time import gmtime, strftime
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from numpy import interp
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try:
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import _pickle as pickle
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@ -39,6 +40,7 @@ except ImportError:
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import pickle
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import bpy
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import bmesh
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import mathutils
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from bpy.app.handlers import persistent
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from bpy_extras.io_utils import ExportHelper, ImportHelper
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@ -56,6 +58,226 @@ background_execution_queue = Queue()
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deleyables = []
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stop_modal_executor = False
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CLEARED_DATABLOCKS = ['actions', 'armatures', 'cache_files', 'cameras',
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'collections', 'curves', 'filepath', 'fonts',
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'grease_pencils', 'images', 'lattices', 'libraries',
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'lightprobes', 'lights', 'linestyles', 'masks',
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'materials', 'meshes', 'metaballs', 'movieclips',
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'node_groups', 'objects', 'paint_curves', 'particles',
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'scenes', 'shape_keys', 'sounds', 'speakers', 'texts',
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'textures', 'volumes', 'worlds']
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PERSISTENT_DATABLOCKS = ['LineStyle', 'Dots Stroke', 'replay_action']
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def clean_scene(ignored_datablocks: list = None):
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"""
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Delete all datablock of the scene except PERSISTENT_DATABLOCKS and ignored
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ones in ignored_datablocks.
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"""
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PERSISTENT_DATABLOCKS.extend(ignored_datablocks)
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# Avoid to trigger a runtime error by keeping the last scene
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PERSISTENT_DATABLOCKS.append(bpy.data.scenes[0].name)
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for type_name in CLEARED_DATABLOCKS:
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type_collection = getattr(bpy.data, type_name)
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for datablock in type_collection:
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if datablock.name in PERSISTENT_DATABLOCKS:
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logging.debug(f"Skipping {datablock.name}")
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continue
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else:
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logging.debug(f"Removing {datablock.name}")
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type_collection.remove(datablock)
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# Clear sequencer
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bpy.context.scene.sequence_editor_clear()
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def get_bb_coords_from_obj(object: bpy.types.Object, instance: bpy.types.Object = None) -> list:
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""" Generate bounding box in world coordinate from object bound box
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:param object: target object
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:type object: bpy.types.Object
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:param instance: optionnal instance
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:type instance: bpy.types.Object
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:return: list of 8 points [(x,y,z),...]
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"""
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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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base = instance.matrix_world @ scale.to_4x4()
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bbox_corners = [base @ mathutils.Vector(
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corner) for corner in object.bound_box]
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return [(point.x, point.y, point.z) for point in bbox_corners]
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def bbox_from_obj(obj: bpy.types.Object, index: int = 1) -> list:
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""" Generate a bounding box for a given object by using its world matrix
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:param obj: target object
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:type obj: bpy.types.Object
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:param index: indice offset
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:type index: int
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:return: list of 8 points [(x,y,z),...], list of 12 link between these points [(1,2),...]
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"""
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radius = 1.0 # Radius of the bounding box
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index = 8*index
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vertex_indices = (
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(0+index, 1+index), (0+index, 2+index), (1+index, 3+index), (2+index, 3+index),
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(4+index, 5+index), (4+index, 6+index), (5+index, 7+index), (6+index, 7+index),
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(0+index, 4+index), (1+index, 5+index), (2+index, 6+index), (3+index, 7+index))
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if obj.type == 'EMPTY':
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radius = obj.empty_display_size
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elif obj.type == 'LIGHT':
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radius = obj.data.shadow_soft_size
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elif obj.type == 'LIGHT_PROBE':
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radius = obj.data.influence_distance
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elif obj.type == 'CAMERA':
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radius = obj.data.display_size
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elif hasattr(obj, 'bound_box'):
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vertex_indices = (
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(0+index, 1+index), (1+index, 2+index),
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(2+index, 3+index), (0+index, 3+index),
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(4+index, 5+index), (5+index, 6+index),
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(6+index, 7+index), (4+index, 7+index),
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(0+index, 4+index), (1+index, 5+index),
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(2+index, 6+index), (3+index, 7+index))
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vertex_pos = get_bb_coords_from_obj(obj)
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return vertex_pos, vertex_indices
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coords = [
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(-radius, -radius, -radius), (+radius, -radius, -radius),
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(-radius, +radius, -radius), (+radius, +radius, -radius),
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(-radius, -radius, +radius), (+radius, -radius, +radius),
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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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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 draw_user(username, metadata, radius=0.01, intensity=10.0):
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"""
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Generate a mesh representation of a given user frustum and
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sight of view.
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"""
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view_corners = metadata.get('view_corners')
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color = metadata.get('color', (1,1,1,0))
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objects = metadata.get('selected_objects', None)
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scene = metadata.get('scene_current', bpy.context.scene.name)
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user_collection = bpy.data.collections.new(username)
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# User Color
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user_mat = bpy.data.materials.new(username)
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user_mat.use_nodes = True
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nodes = user_mat.node_tree.nodes
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nodes.remove(nodes['Principled BSDF'])
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emission_node = nodes.new('ShaderNodeEmission')
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emission_node.inputs['Color'].default_value = color
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emission_node.inputs['Strength'].default_value = intensity
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output_node = nodes['Material Output']
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user_mat.node_tree.links.new(
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emission_node.outputs['Emission'], output_node.inputs['Surface'])
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# Generate camera mesh
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camera_vertices = view_corners[:4]
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camera_vertices.append(view_corners[6])
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camera_mesh = bpy.data.meshes.new(f"{username}_camera")
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camera_obj = bpy.data.objects.new(f"{username}_camera", camera_mesh)
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frustum_bm = bmesh.new()
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frustum_bm.from_mesh(camera_mesh)
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for p in camera_vertices:
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frustum_bm.verts.new(p)
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frustum_bm.verts.ensure_lookup_table()
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frustum_bm.edges.new((frustum_bm.verts[0], frustum_bm.verts[2]))
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frustum_bm.edges.new((frustum_bm.verts[2], frustum_bm.verts[1]))
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frustum_bm.edges.new((frustum_bm.verts[1], frustum_bm.verts[3]))
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frustum_bm.edges.new((frustum_bm.verts[3], frustum_bm.verts[0]))
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frustum_bm.edges.new((frustum_bm.verts[0], frustum_bm.verts[4]))
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frustum_bm.edges.new((frustum_bm.verts[2], frustum_bm.verts[4]))
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frustum_bm.edges.new((frustum_bm.verts[1], frustum_bm.verts[4]))
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frustum_bm.edges.new((frustum_bm.verts[3], frustum_bm.verts[4]))
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frustum_bm.edges.ensure_lookup_table()
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frustum_bm.to_mesh(camera_mesh)
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frustum_bm.free() # free and prevent further access
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camera_obj.modifiers.new("wireframe", "SKIN")
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camera_obj.data.skin_vertices[0].data[0].use_root = True
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for v in camera_mesh.skin_vertices[0].data:
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v.radius = [radius, radius]
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camera_mesh.materials.append(user_mat)
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user_collection.objects.link(camera_obj)
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# Generate sight mesh
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sight_mesh = bpy.data.meshes.new(f"{username}_sight")
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sight_obj = bpy.data.objects.new(f"{username}_sight", sight_mesh)
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sight_verts = view_corners[4:6]
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sight_bm = bmesh.new()
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sight_bm.from_mesh(sight_mesh)
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for p in sight_verts:
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sight_bm.verts.new(p)
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sight_bm.verts.ensure_lookup_table()
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sight_bm.edges.new((sight_bm.verts[0], sight_bm.verts[1]))
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sight_bm.edges.ensure_lookup_table()
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sight_bm.to_mesh(sight_mesh)
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sight_bm.free()
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sight_obj.modifiers.new("wireframe", "SKIN")
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sight_obj.data.skin_vertices[0].data[0].use_root = True
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for v in sight_mesh.skin_vertices[0].data:
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v.radius = [radius, radius]
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sight_mesh.materials.append(user_mat)
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user_collection.objects.link(sight_obj)
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# Draw selected objects
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if objects:
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for o in list(objects):
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instance = bl_types.bl_datablock.get_datablock_from_uuid(o, None)
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if instance:
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bbox_mesh = bpy.data.meshes.new(f"{instance.name}_bbox")
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bbox_obj = bpy.data.objects.new(
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f"{instance.name}_bbox", bbox_mesh)
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bbox_verts, bbox_ind = bbox_from_obj(instance, index=0)
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bbox_bm = bmesh.new()
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bbox_bm.from_mesh(bbox_mesh)
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for p in bbox_verts:
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bbox_bm.verts.new(p)
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bbox_bm.verts.ensure_lookup_table()
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for e in bbox_ind:
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bbox_bm.edges.new(
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(bbox_bm.verts[e[0]], bbox_bm.verts[e[1]]))
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bbox_bm.to_mesh(bbox_mesh)
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bbox_bm.free()
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bpy.data.collections[username].objects.link(bbox_obj)
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bbox_obj.modifiers.new("wireframe", "SKIN")
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bbox_obj.data.skin_vertices[0].data[0].use_root = True
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for v in bbox_mesh.skin_vertices[0].data:
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v.radius = [radius, radius]
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bbox_mesh.materials.append(user_mat)
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bpy.data.scenes[scene].collection.children.link(user_collection)
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def session_callback(name):
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""" Session callback wrapper
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@ -827,9 +1049,42 @@ class SessionLoadSaveOperator(bpy.types.Operator, ImportHelper):
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maxlen=255, # Max internal buffer length, longer would be clamped.
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)
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draw_users: bpy.props.BoolProperty(
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name="Load users",
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description="Draw users in the scene",
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default=False,
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)
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replay: bpy.props.BoolProperty(
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name="Replay mode",
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description="Enable replay functions",
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default=False,
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)
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user_skin_radius: bpy.props.FloatProperty(
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name="Wireframe radius",
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description="Wireframe radius",
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default=0.005,
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)
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user_color_intensity: bpy.props.FloatProperty(
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name="Shading intensity",
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description="Shading intensity",
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default=1.0,
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)
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files: bpy.props.CollectionProperty(
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name='File paths',
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type=bpy.types.OperatorFileListElement
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)
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def draw(self, context):
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pass
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def execute(self, context):
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from replication.graph import ReplicationGraph
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runtime_settings = context.window_manager.session
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# TODO: add filechecks
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try:
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@ -878,7 +1133,16 @@ class SessionLoadSaveOperator(bpy.types.Operator, ImportHelper):
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logging.info("Graph succefully loaded")
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utils.clean_scene()
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# Persitstent collection
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ignored_datablocks = []
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persistent_collection = bpy.data.collections.get("multiuser_timelapse")
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if self.replay and \
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runtime_settings.replay_persistent_collection and \
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persistent_collection:
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ignored_datablocks = ['multiuser_timelapse','multiuser_timelapse_cam','multiuser_timelapse_cam_obj','multiuser_timelapse_path','multiuser_timelapse_path_obj', 'multiuser_timelapse_pathAction']
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clean_scene(ignored_datablocks=ignored_datablocks)
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# Step 1: Construct nodes
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for node in graph.list_ordered():
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@ -888,6 +1152,68 @@ class SessionLoadSaveOperator(bpy.types.Operator, ImportHelper):
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for node in graph.list_ordered():
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graph[node].apply()
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if len(self.files) > 1:
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runtime_settings.replay_files.clear()
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context.scene.active_replay_file = len(self.files)-1
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directory = Path(self.filepath).parent
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file_list = [f['name'] for f in self.files]
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file_list.sort()
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for f in file_list:
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snap = runtime_settings.replay_files.add()
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snap.name = str(Path(directory, f))
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print(f)
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if runtime_settings.replay_mode == 'TIMELINE':
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replay_action = bpy.data.actions.get('replay_action', bpy.data.actions.new('replay_action'))
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bpy.context.scene.animation_data_create()
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bpy.context.scene.animation_data.action = replay_action
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if len(replay_action.fcurves) > 0 and replay_action.fcurves[0].data_path == 'active_replay_file':
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replay_fcurve = replay_action.fcurves[0]
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else:
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replay_fcurve = replay_action.fcurves.new('active_replay_file')
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for p in reversed(replay_fcurve.keyframe_points):
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replay_fcurve.keyframe_points.remove(p, fast=True)
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duration = runtime_settings.replay_duration
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file_count = len(self.files)-1
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for index in range(0, file_count):
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frame = interp(index, [0, file_count], [bpy.context.scene.frame_start, duration])
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replay_fcurve.keyframe_points.insert(frame, index)
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if self.draw_users:
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f = gzip.open(self.filepath, "rb")
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db = pickle.load(f)
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users = db.get("users")
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for username, user_data in users.items():
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metadata = user_data['metadata']
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if metadata:
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draw_user(username, metadata, radius=self.user_skin_radius, intensity=self.user_color_intensity)
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# Relink the persistent collection
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if self.replay and persistent_collection:
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logging.info(f"Relinking {persistent_collection.name}")
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bpy.context.scene.collection.children.link(persistent_collection)
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# Reasign scene action
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if self.replay and \
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runtime_settings.replay_mode == 'TIMELINE' and \
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not bpy.context.scene.animation_data :
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bpy.context.scene.animation_data_create()
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bpy.context.scene.animation_data.action = bpy.data.actions.get('replay_action')
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bpy.context.scene.frame_end = runtime_settings.replay_duration
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# Reasign the scene camera
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if self.replay and \
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runtime_settings.replay_persistent_collection and \
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runtime_settings.replay_camera:
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bpy.context.scene.camera = runtime_settings.replay_camera
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return {'FINISHED'}
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@ -967,6 +1293,16 @@ def load_pre_handler(dummy):
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@persistent
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def update_client_frame(scene):
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setting = bpy.context.window_manager.session
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if setting.replay_mode == 'TIMELINE' and \
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setting.replay_files and \
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scene.active_replay_file != setting.replay_frame_current :
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index = bpy.context.scene.active_replay_file
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bpy.ops.session.load(filepath=bpy.context.window_manager.session.replay_files[index].name,
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draw_users=True,
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replay=True)
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setting.replay_frame_current = index
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if session and session.state['STATE'] == STATE_ACTIVE:
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session.update_user_metadata({
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'frame_current': scene.frame_current
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