import logging import random import string import time import bgl import blf import bpy import gpu import mathutils from bpy_extras import view3d_utils from gpu_extras.batch import batch_for_shader from . import net_components, net_ui, rna_translation from .libs import dump_anything logger = logging.getLogger(__name__) client = None server = None context = None COLOR_TABLE = [(1, 0, 0, 1), (0, 1, 0, 1), (0, 0, 1, 1), (0, 0.5, 1, 1), (0.5, 0, 1, 1)] SUPPORTED_DATABLOCKS = ['collections', 'meshes', 'objects', 'materials', 'textures', 'lights', 'cameras', 'actions', 'armatures'] # UTILITY FUNCTIONS def clean_scene(elements=SUPPORTED_DATABLOCKS): for datablock in elements: datablock_ref = getattr(bpy.data, datablock) for item in datablock_ref: datablock_ref.remove(item) def view3d_find(): for area in bpy.context.window.screen.areas: if area.type == 'VIEW_3D': v3d = area.spaces[0] rv3d = v3d.region_3d for region in area.regions: if region.type == 'WINDOW': return area, region, rv3d break return None, None, None def get_target(region, rv3d, coord): view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord) ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord) target = ray_origin + view_vector return [target.x, target.y, target.z] def get_client_view_rect(): area, region, rv3d = view3d_find() v1 = [0, 0, 0] v2 = [0, 0, 0] v3 = [0, 0, 0] v4 = [0, 0, 0] width = region.width height = region.height v1 = get_target(region, rv3d, (0, 0)) v3 = get_target(region, rv3d, (0, height)) v2 = get_target(region, rv3d, (width, height)) v4 = get_target(region, rv3d, (width, 0)) coords = (v1, v2, v3, v4) indices = ( (1, 3), (2, 1), (3, 0), (2, 0) ) return coords def get_client_view_rect(): area, region, rv3d = view3d_find() v1 = [0, 0, 0] v2 = [0, 0, 0] v3 = [0, 0, 0] v4 = [0, 0, 0] width = region.width height = region.height v1 = get_target(region, rv3d, (0, 0)) v3 = get_target(region, rv3d, (0, height)) v2 = get_target(region, rv3d, (width, height)) v4 = get_target(region, rv3d, (width, 0)) coords = (v1, v2, v3, v4) indices = ( (1, 3), (2, 1), (3, 0), (2, 0) ) return coords def get_client_2d(coords): area, region, rv3d = view3d_find() return view3d_utils.location_3d_to_region_2d(region, rv3d, coords) def randomStringDigits(stringLength=6): """Generate a random string of letters and digits """ lettersAndDigits = string.ascii_letters + string.digits return ''.join(random.choice(lettersAndDigits) for i in range(stringLength)) def resolve_bpy_path(path): """ Get bpy property value from path """ path = path.split('/') item = None try: item = getattr(bpy.data, path[0])[path[1]] except AttributeError: pass return item def refresh_window(): import bpy bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1) def init_scene(): global client for mesh in bpy.data.meshes: pass def load_mesh(target, data): import bmesh # TODO: handle error mesh_buffer = bmesh.new() for i in data["vertices"]: mesh_buffer.verts.new(data["vertices"][i]["co"]) mesh_buffer.verts.ensure_lookup_table() for i in data["edges"]: verts = mesh_buffer.verts v1 = data["edges"][i]["vertices"][0] v2 = data["edges"][i]["vertices"][1] mesh_buffer.edges.new([verts[v1], verts[v2]]) for p in data["polygons"]: verts = [] for v in data["polygons"][p]["vertices"]: verts.append(mesh_buffer.verts[v]) if len(verts) > 0: mesh_buffer.faces.new(verts) if not target: target = bpy.data.meshes.new(data["name"]) mesh_buffer.to_mesh(target) def load_object(target,data): pass def update_scene(msg): global client if msg.id != client.id: # try: value = None if bpy.context.scene.session_settings.active_object: if bpy.context.scene.session_settings.active_object.name in msg.key: raise ValueError() if msg.mtype in SUPPORTED_DATABLOCKS: item = resolve_bpy_path(msg.key) if item is None: pass loader = dump_anything.Loader() loader.load(item, msg.body) if msg.mtype == 'Mesh': load_mesh(item, msg.body) recv_callbacks = [update_scene] post_init_callbacks = [refresh_window] # OPERATORS class session_join(bpy.types.Operator): bl_idname = "session.join" bl_label = "join" bl_description = "connect to a net server" bl_options = {"REGISTER"} @classmethod def poll(cls, context): return True def execute(self, context): global client net_settings = context.scene.session_settings # Scene setup if net_settings.session_mode == "CONNECT": clean_scene() # Session setup if net_settings.username == "DefaultUser": net_settings.username = "{}_{}".format( net_settings.username, randomStringDigits()) username = str(context.scene.session_settings.username) client_factory = rna_translation.RNAFactory() client = net_components.RCFClient( id=username, on_recv=recv_callbacks, on_post_init=post_init_callbacks, factory=client_factory, address=net_settings.ip, is_admin=net_settings.session_mode == "HOST") bpy.ops.asyncio.loop() net_settings.is_running = True # bpy.ops.session.draw('INVOKE_DEFAULT') return {"FINISHED"} class session_add_property(bpy.types.Operator): bl_idname = "session.add_prop" bl_label = "add" bl_description = "broadcast a property to connected clients" bl_options = {"REGISTER"} property_path: bpy.props.StringProperty(default="None") depth: bpy.props.IntProperty(default=1) @classmethod def poll(cls, context): return True def execute(self, context): global client item = resolve_bpy_path(self.property_path) print(item) if item: key = self.property_path dumper = dump_anything.Dumper() dumper.type_subset = dumper.match_subset_all dumper.depth = self.depth data = dumper.dump(item) data_type = item.__class__.__name__ client.push_update(key, data_type, data) return {"FINISHED"} class session_remove_property(bpy.types.Operator): bl_idname = "session.remove_prop" bl_label = "remove" bl_description = "broadcast a property to connected clients" bl_options = {"REGISTER"} property_path: bpy.props.StringProperty(default="None") @classmethod def poll(cls, context): return True def execute(self, context): global client try: del client.property_map[self.property_path] return {"FINISHED"} except: return {"CANCELED"} class session_create(bpy.types.Operator): bl_idname = "session.create" bl_label = "create" bl_description = "create to a net session" bl_options = {"REGISTER"} @classmethod def poll(cls, context): return True def execute(self, context): global server global client server = net_components.RCFServer() time.sleep(0.1) bpy.ops.session.join() init_scene() return {"FINISHED"} class session_stop(bpy.types.Operator): bl_idname = "session.stop" bl_label = "close" bl_description = "stop net service" bl_options = {"REGISTER"} @classmethod def poll(cls, context): return True def execute(self, context): global server global client net_settings = context.scene.session_settings if server: server.stop() del server server = None if client: client.stop() del client client = None bpy.ops.asyncio.stop() net_settings.is_running = False else: logger.debug("No server/client running.") return {"FINISHED"} class session_settings(bpy.types.PropertyGroup): username = bpy.props.StringProperty( name="Username", default="user_{}".format(randomStringDigits())) ip = bpy.props.StringProperty(name="ip") port = bpy.props.IntProperty(name="5555") add_property_depth = bpy.props.IntProperty(name="add_property_depth",default=1) buffer = bpy.props.StringProperty(name="None") is_running = bpy.props.BoolProperty(name="is_running", default=False) load_data = bpy.props.BoolProperty(name="load_data", default=True) update_frequency = bpy.props.FloatProperty( name="update_frequency", default=0.008) active_object = bpy.props.PointerProperty( name="active_object", type=bpy.types.Object) session_mode = bpy.props.EnumProperty( name='session_mode', description='session mode', items={ ('HOST', 'hosting', 'host a session'), ('CONNECT', 'connexion', 'connect to a session')}, default='HOST') class session_draw_clients(bpy.types.Operator): bl_idname = "session.draw" bl_label = "draw clients" bl_description = "Description that shows in blender tooltips" bl_options = {"REGISTER"} position = bpy.props.FloatVectorProperty(default=(0, 0, 0)) def __init__(self): super().__init__() self.draw_items = [] self.draw3d_handle = None self.draw2d_handle = None self.draw_event = None self.coords = None self.active_object = None @classmethod def poll(cls, context): return True def invoke(self, context, event): # self.coords = None self.create_batch() self.register_handlers(context) context.window_manager.modal_handler_add(self) return {"RUNNING_MODAL"} def register_handlers(self, context): self.draw3d_handle = bpy.types.SpaceView3D.draw_handler_add( self.draw3d_callback, (), 'WINDOW', 'POST_VIEW') self.draw2d_handle = bpy.types.SpaceView3D.draw_handler_add( self.draw2d_callback, (), 'WINDOW', 'POST_PIXEL') self.draw_event = context.window_manager.event_timer_add( 0.008, window=context.window) def unregister_handlers(self, context): if self.draw_event and self.draw3d_handle and self.draw2d_handle: context.window_manager.event_timer_remove(self.draw_event) bpy.types.SpaceView3D.draw_handler_remove( self.draw3d_handle, "WINDOW") bpy.types.SpaceView3D.draw_handler_remove( self.draw2d_handle, "WINDOW") self.draw_items.clear() self.draw3d_handle = None self.draw2d_handle = None self.draw_event = None # TODO: refactor this ugly things def create_batch(self): global client index = 0 index_object = 0 for key, values in client.property_map.items(): if values.body is not None: if values.mtype == "object": if values.id != client.id: 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) ) ob = bpy.data.objects[values.body] 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') batch = batch_for_shader( shader, 'LINES', {"pos": coords}, indices=indices) self.draw_items.append( (shader, batch, (None, None), COLOR_TABLE[index-1])) # index_object += 1 if values.mtype == "client": if values.id != client.id: indices = ( (1, 3), (2, 1), (3, 0), (2, 0) ) shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR') batch = batch_for_shader( shader, 'LINES', {"pos": values.body}, indices=indices) self.draw_items.append( (shader, batch, (values.body[1], values.id.decode()), COLOR_TABLE[index])) index += 1 def draw3d_callback(self): bgl.glLineWidth(3) for shader, batch, font, color in self.draw_items: shader.bind() shader.uniform_float("color", color) batch.draw(shader) def draw2d_callback(self): for shader, batch, font, color in self.draw_items: try: coords = get_client_2d(font[0]) blf.position(0, coords[0], coords[1]+10, 0) blf.size(0, 10, 72) blf.color(0, color[0], color[1], color[2], color[3]) blf.draw(0, font[1]) except: pass def is_object_selected(self, obj): # TODO: function to find occurence global client for k, v in client.property_map.items(): if v.mtype == 'object': if client.id != v.id: if obj.name in v.body: return True return False def modal(self, context, event): if context.area: context.area.tag_redraw() if not context.scene.session_settings.is_running: self.finish(context) if event.type in {"TIMER"}: global client session = context.scene.session_settings if client: # Local view update current_coords = get_client_view_rect() if current_coords != self.coords: self.coords = current_coords key = "net/clients/{}".format(client.id.decode()) client.push_update(key, 'client', current_coords) # Hide selected objects for object in context.scene.objects: if self.is_object_selected(object): object.hide_select = True else: object.hide_select = False # Active object bounding box if len(context.selected_objects) > 0: if session.active_object is not context.selected_objects[0] or session.active_object.is_evaluated: session.active_object = context.selected_objects[0] key = "net/objects/{}".format(client.id.decode()) client.push_update( key, 'object', session.active_object.name) elif len(context.selected_objects) == 0 and session.active_object: session.active_object = None key = "net/objects/{}".format(client.id.decode()) client.push_update(key, 'object', None) # Draw clients if len(client.property_map) > 0: self.unregister_handlers(context) self.create_batch() self.register_handlers(context) return {"PASS_THROUGH"} def finish(self, context): self.unregister_handlers(context) return {"FINISHED"} class session_snapview(bpy.types.Operator): bl_idname = "session.snapview" bl_label = "draw clients" bl_description = "Description that shows in blender tooltips" bl_options = {"REGISTER"} target_client = bpy.props.StringProperty() @classmethod def poll(cls, context): return True def execute(self, context): global client area, region, rv3d = view3d_find() for k, v in client.property_map.items(): if v.mtype == 'client' and v.id.decode() == self.target_client: rv3d.view_location = v.body[1] rv3d.view_distance = 30.0 return {"FINISHED"} return {"CANCELLED"} pass # TODO: Rename to match official blender convention classes = ( session_join, session_add_property, session_stop, session_create, session_settings, session_remove_property, session_draw_clients, session_snapview, ) def depsgraph_update(scene): for c in bpy.context.depsgraph.updates.items(): # print(c[1].id) if c[1].is_updated_geometry: pass if c[1].is_updated_transform: pass # print(dumper.dump(c[1])) def register(): from bpy.utils import register_class for cls in classes: register_class(cls) bpy.types.Scene.session_settings = bpy.props.PointerProperty( type=session_settings) def unregister(): global server global client if server: server.stop() del server server = None if client: client.stop() del client client = None from bpy.utils import unregister_class for cls in reversed(classes): unregister_class(cls) del bpy.types.Scene.session_settings if __name__ == "__main__": register()