feat: selected object highlight is back

This commit is contained in:
Swann Martinez
2019-08-28 13:48:43 +02:00
parent da58346517
commit fcf9f2e650
4 changed files with 43 additions and 60 deletions

View File

@ -11,7 +11,8 @@ import math
from bpy_extras import view3d_utils
from gpu_extras.batch import batch_for_shader
# from .libs import debug
from . import utils
from .libs import debug
# from .bl_types.bl_user import BlUser
# from .delayable import Draw
@ -94,7 +95,7 @@ class User():
self.name = username
self.color = color
self.location = [[0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0]]
self.active_object = ""
self.selected_objects = []
def update_location(self):
current_coords = get_client_cam_points()
@ -104,24 +105,8 @@ class User():
if current_coords:
self.location = list(current_coords)
def update_client_selected_object(self, context):
session = bpy.context.window_manager.session
username = bpy.context.window_manager.session.username
# client_data = client.get(client_key)
selected_objects = utils.get_selected_objects(context.scene)
if len(selected_objects) > 0 and len(client_data) > 0:
for obj in selected_objects:
# if obj not in client_data[0][1]['active_objects']:
client_data[0][1]['active_objects'] = selected_objects
client.set(client_key, client_data[0][1])
break
elif client_data and client_data[0][1]['active_objects']:
client_data[0][1]['active_objects'] = []
client.set(client_key, client_data[0][1])
def update_selected_objects(self, context):
self.selected_objects = utils.get_selected_objects(context.scene)
class DrawFactory(object):
@ -161,46 +146,45 @@ class DrawFactory(object):
self.d3d_items.clear()
self.d2d_items.clear()
def draw_client_selected_objects(self, client):
if client:
name = client['id']
local_username = bpy.context.window_manager.session.username
def draw_client_selection(self, client_uuid, client_color, client_selection):
local_username = bpy.context.window_manager.session.username
key_to_remove = []
for k in self.d3d_items.keys():
if "{}_select".format(client_uuid) in k:
key_to_remove.append(k)
if name != local_username:
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]
for k in key_to_remove:
del self.d3d_items[k]
if client_selection:
for select_ob in client_selection:
drawable_key = "{}_select_{}".format(client_uuid, select_ob)
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 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]
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
color = client['color']
batch = batch_for_shader(
shader, 'LINES', {"pos": coords}, indices=indices)
drawable_key = "{}/{}".format(client['id'], select_ob)
self.d3d_items[drawable_key] = (shader, batch, color)
coords = [(point.x, point.y, point.z)
for point in bbox_corners]
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
color = client_color
batch = batch_for_shader(
shader, 'LINES', {"pos": coords}, indices=indices)
self.d3d_items[drawable_key] = (shader, batch, color)
def draw_client_camera(self, client_uuid, client_location, client_color):
if client_location:
local_username = bpy.context.window_manager.session.username