forked from bartvdbraak/blender
1642e2888c
add filtering for document generator to support --partial bpy.types.SomeType
867 lines
21 KiB
Python
867 lines
21 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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# Currently this script only generates images from different modifier
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# combinations and does not validate they work correctly,
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# this is because we don't get 1:1 match with bmesh.
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#
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# Later, we may have a way to check the results are valid.
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# ./blender.bin --factory-startup --python source/tests/bl_mesh_modifiers.py
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#
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import math
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USE_QUICK_RENDER = False
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IS_BMESH = hasattr(__import__("bpy").types, "LoopColors")
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# -----------------------------------------------------------------------------
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# utility funcs
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def render_gl(context, filepath, shade):
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def ctx_viewport_shade(context, shade):
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for area in context.window.screen.areas:
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if area.type == 'VIEW_3D':
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space = area.spaces.active
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# rv3d = space.region_3d
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space.viewport_shade = shade
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import bpy
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scene = context.scene
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render = scene.render
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render.filepath = filepath
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render.image_settings.file_format = 'PNG'
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render.image_settings.color_mode = 'RGB'
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render.use_file_extension = True
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render.use_antialiasing = False
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# render size
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render.resolution_percentage = 100
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render.resolution_x = 512
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render.resolution_y = 512
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ctx_viewport_shade(context, shade)
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#~ # stop to inspect!
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#~ if filepath == "test_cube_shell_solidify_subsurf_wp_wire":
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#~ assert(0)
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#~ else:
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#~ return
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bpy.ops.render.opengl(write_still=True,
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view_context=True)
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def render_gl_all_modes(context, obj, filepath=""):
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assert(obj is not None)
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assert(filepath != "")
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scene = context.scene
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# avoid drawing outline/center dot
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bpy.ops.object.select_all(action='DESELECT')
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scene.objects.active = None
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# editmode
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scene.tool_settings.mesh_select_mode = False, True, False
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# render
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render_gl(context, filepath + "_ob_solid", shade='SOLID')
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if USE_QUICK_RENDER:
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return
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render_gl(context, filepath + "_ob_wire", shade='WIREFRAME')
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render_gl(context, filepath + "_ob_textured", shade='TEXTURED')
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# -------------------------------------------------------------------------
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# not just draw modes, but object modes!
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scene.objects.active = obj
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bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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bpy.ops.mesh.select_all(action='DESELECT')
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render_gl(context, filepath + "_edit_wire", shade='WIREFRAME')
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render_gl(context, filepath + "_edit_solid", shade='SOLID')
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render_gl(context, filepath + "_edit_textured", shade='TEXTURED')
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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bpy.ops.object.mode_set(mode='WEIGHT_PAINT', toggle=False)
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render_gl(context, filepath + "_wp_wire", shade='WIREFRAME')
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assert(1)
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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scene.objects.active = None
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def ctx_clear_scene(): # copied from batch_import.py
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import bpy
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unique_obs = set()
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for scene in bpy.data.scenes:
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for obj in scene.objects[:]:
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scene.objects.unlink(obj)
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unique_obs.add(obj)
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# remove obdata, for now only worry about the startup scene
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for bpy_data_iter in (bpy.data.objects,
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bpy.data.meshes,
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bpy.data.lamps,
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bpy.data.cameras,
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):
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for id_data in bpy_data_iter:
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bpy_data_iter.remove(id_data)
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def ctx_viewport_camera(context):
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# because gl render without view_context has no shading option.
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for area in context.window.screen.areas:
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if area.type == 'VIEW_3D':
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space = area.spaces.active
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space.region_3d.view_perspective = 'CAMERA'
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def ctx_camera_setup(context,
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location=(0.0, 0.0, 0.0),
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lookat=(0.0, 0.0, 0.0),
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# most likely the followuing vars can be left as defaults
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up=(0.0, 0.0, 1.0),
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lookat_axis='-Z',
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up_axis='Y',
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):
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camera = bpy.data.cameras.new(whoami())
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obj = bpy.data.objects.new(whoami(), camera)
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scene = context.scene
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scene.objects.link(obj)
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scene.camera = obj
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from mathutils import Vector, Matrix
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# setup transform
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view_vec = Vector(lookat) - Vector(location)
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rot_mat = view_vec.to_track_quat(lookat_axis, up_axis).to_matrix().to_4x4()
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tra_mat = Matrix.Translation(location)
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obj.matrix_world = tra_mat * rot_mat
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ctx_viewport_camera(context)
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return obj
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# -----------------------------------------------------------------------------
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# inspect functions
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import inspect
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# functions
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def whoami():
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return inspect.stack()[1][3]
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def whosdaddy():
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return inspect.stack()[2][3]
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# -----------------------------------------------------------------------------
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# models (defaults)
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def defaults_object(obj):
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obj.show_wire = True
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if obj.type == 'MESH':
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mesh = obj.data
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mesh.show_all_edges = True
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mesh.show_normal_vertex = True
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# lame!
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if IS_BMESH:
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for poly in mesh.polygons:
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poly.use_smooth = True
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else:
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for face in mesh.faces:
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face.use_smooth = True
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def defaults_modifier(mod):
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mod.show_in_editmode = True
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mod.show_on_cage = True
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# -----------------------------------------------------------------------------
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# models (utils)
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if IS_BMESH:
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def mesh_bmesh_poly_elems(poly, elems):
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vert_start = poly.loop_start
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vert_total = poly.loop_total
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return elems[vert_start:vert_start + vert_total]
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def mesh_bmesh_poly_vertices(poly):
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return [loop.vertex_index
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for loop in mesh_bmesh_poly_elems(poly, poly.id_data.loops)]
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def mesh_bounds(mesh):
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xmin = ymin = zmin = +100000000.0
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xmax = ymax = zmax = -100000000.0
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for v in mesh.vertices:
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x, y, z = v.co
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xmax = max(x, xmax)
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ymax = max(y, ymax)
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zmax = max(z, zmax)
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xmin = min(x, xmin)
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ymin = min(y, ymin)
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zmin = min(z, zmin)
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return (xmin, ymin, zmin), (xmax, ymax, zmax)
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def mesh_uv_add(obj):
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uvs = ((0.0, 0.0),
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(0.0, 1.0),
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(1.0, 1.0),
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(1.0, 0.0))
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uv_lay = obj.data.uv_textures.new()
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if IS_BMESH:
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# XXX, odd that we need to do this. until uvs and texface
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# are separated we will need to keep it
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uv_loops = obj.data.uv_layers[-1]
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uv_list = uv_loops.data[:]
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for poly in obj.data.polygons:
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poly_uvs = mesh_bmesh_poly_elems(poly, uv_list)
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for i, c in enumerate(poly_uvs):
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c.uv = uvs[i % 4]
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else:
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for uv in uv_lay.data:
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uv.uv1 = uvs[0]
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uv.uv2 = uvs[1]
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uv.uv3 = uvs[2]
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uv.uv4 = uvs[3]
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return uv_lay
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def mesh_vcol_add(obj, mode=0):
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colors = ((0.0, 0.0, 0.0), # black
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(1.0, 0.0, 0.0), # red
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(0.0, 1.0, 0.0), # green
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(0.0, 0.0, 1.0), # blue
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(1.0, 1.0, 0.0), # yellow
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(0.0, 1.0, 1.0), # cyan
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(1.0, 0.0, 1.0), # magenta
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(1.0, 1.0, 1.0), # white
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)
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def colors_get(i):
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return colors[i % len(colors)]
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vcol_lay = obj.data.vertex_colors.new()
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mesh = obj.data
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if IS_BMESH:
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col_list = vcol_lay.data[:]
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for poly in mesh.polygons:
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face_verts = mesh_bmesh_poly_vertices(poly)
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poly_cols = mesh_bmesh_poly_elems(poly, col_list)
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for i, c in enumerate(poly_cols):
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c.color = colors_get(face_verts[i])
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else:
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for i, col in enumerate(vcol_lay.data):
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face_verts = mesh.faces[i].vertices
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col.color1 = colors_get(face_verts[0])
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col.color2 = colors_get(face_verts[1])
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col.color3 = colors_get(face_verts[2])
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if len(face_verts) == 4:
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col.color4 = colors_get(face_verts[3])
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return vcol_lay
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def mesh_vgroup_add(obj, name="Group", axis=0, invert=False, mode=0):
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mesh = obj.data
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vgroup = obj.vertex_groups.new(name=name)
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vgroup.add(list(range(len(mesh.vertices))), 1.0, 'REPLACE')
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group_index = len(obj.vertex_groups) - 1
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min_bb, max_bb = mesh_bounds(mesh)
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range_axis = max_bb[axis] - min_bb[axis]
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# gradient
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for v in mesh.vertices:
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for vg in v.groups:
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if vg.group == group_index:
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f = (v.co[axis] - min_bb[axis]) / range_axis
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vg.weight = 1.0 - f if invert else f
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return vgroup
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def mesh_shape_add(obj, mode=0):
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pass
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def mesh_armature_add(obj, mode=0):
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pass
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# -----------------------------------------------------------------------------
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# modifiers
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def modifier_subsurf_add(scene, obj, levels=2):
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mod = obj.modifiers.new(name=whoami(), type='SUBSURF')
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defaults_modifier(mod)
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mod.levels = levels
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mod.render_levels = levels
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return mod
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def modifier_armature_add(scene, obj):
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mod = obj.modifiers.new(name=whoami(), type='ARMATURE')
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defaults_modifier(mod)
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arm_data = bpy.data.armatures.new(whoami())
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obj_arm = bpy.data.objects.new(whoami(), arm_data)
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scene.objects.link(obj_arm)
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obj_arm.select = True
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scene.objects.active = obj_arm
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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# XXX, annoying, remove bone.
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while arm_data.edit_bones:
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obj_arm.edit_bones.remove(arm_data.edit_bones[-1])
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bone_a = arm_data.edit_bones.new("Bone.A")
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bone_b = arm_data.edit_bones.new("Bone.B")
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bone_b.parent = bone_a
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bone_a.head = -1, 0, 0
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bone_a.tail = 0, 0, 0
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bone_b.head = 0, 0, 0
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bone_b.tail = 1, 0, 0
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# Get armature animation data
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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# 45d armature
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obj_arm.pose.bones["Bone.B"].rotation_quaternion = 1, -0.5, 0, 0
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# set back to the original
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scene.objects.active = obj
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# display options
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obj_arm.show_x_ray = True
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arm_data.draw_type = 'STICK'
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# apply to modifier
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mod.object = obj_arm
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mesh_vgroup_add(obj, name="Bone.A", axis=0, invert=True)
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mesh_vgroup_add(obj, name="Bone.B", axis=0, invert=False)
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return mod
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def modifier_mirror_add(scene, obj):
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mod = obj.modifiers.new(name=whoami(), type='MIRROR')
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defaults_modifier(mod)
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return mod
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def modifier_solidify_add(scene, obj, thickness=0.25):
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mod = obj.modifiers.new(name=whoami(), type='SOLIDIFY')
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defaults_modifier(mod)
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mod.thickness = thickness
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return mod
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def modifier_hook_add(scene, obj, use_vgroup=True):
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scene.objects.active = obj
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# no nice way to add hooks from py api yet
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# assume object mode, hook first face!
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mesh = obj.data
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if use_vgroup:
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for v in mesh.vertices:
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v.select = True
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else:
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for v in mesh.vertices:
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v.select = False
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if IS_BMESH:
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face_verts = mesh_bmesh_poly_vertices(mesh.polygons[0])
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else:
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face_verts = mesh.faces[0].vertices[:]
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for i in mesh.faces[0].vertices:
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mesh.vertices[i].select = True
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bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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bpy.ops.object.hook_add_newob()
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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# mod = obj.modifiers.new(name=whoami(), type='HOOK')
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mod = obj.modifiers[-1]
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defaults_modifier(mod)
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obj_hook = mod.object
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obj_hook.rotation_euler = 0, math.radians(45), 0
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obj_hook.show_x_ray = True
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if use_vgroup:
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mod.vertex_group = obj.vertex_groups[0].name
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return mod
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def modifier_decimate_add(scene, obj):
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mod = obj.modifiers.new(name=whoami(), type='DECIMATE')
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defaults_modifier(mod)
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mod.ratio = 1 / 3
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return mod
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def modifier_build_add(scene, obj):
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mod = obj.modifiers.new(name=whoami(), type='BUILD')
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defaults_modifier(mod)
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# ensure we display some faces
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if IS_BMESH:
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totface = len(obj.data.polygons)
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else:
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totface = len(obj.data.faces)
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mod.frame_start = totface // 2
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mod.frame_duration = totface
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return mod
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def modifier_mask_add(scene, obj):
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mod = obj.modifiers.new(name=whoami(), type='MASK')
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defaults_modifier(mod)
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mod.vertex_group = obj.vertex_groups[0].name
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return mod
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# -----------------------------------------------------------------------------
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# models
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# useful since its solid boxy shape but simple enough to debug errors
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cube_like_vertices = (
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(1, 1, -1),
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(1, -1, -1),
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(-1, -1, -1),
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(-1, 1, -1),
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(1, 1, 1),
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(1, -1, 1),
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(-1, -1, 1),
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(-1, 1, 1),
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(0, -1, -1),
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(1, 0, -1),
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(0, 1, -1),
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(-1, 0, -1),
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(1, 0, 1),
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(0, -1, 1),
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(-1, 0, 1),
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(0, 1, 1),
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(1, -1, 0),
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(1, 1, 0),
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(-1, -1, 0),
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(-1, 1, 0),
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(0, 0, -1),
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(0, 0, 1),
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(1, 0, 0),
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(0, -1, 0),
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(-1, 0, 0),
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(2, 0, 0),
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(2, 0, -1),
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(2, 1, 0),
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(2, 1, -1),
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(0, 1, 2),
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(0, 0, 2),
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(-1, 0, 2),
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(-1, 1, 2),
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(-1, 0, 3),
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(-1, 1, 3),
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(0, 1, 3),
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(0, 0, 3),
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)
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cube_like_faces = (
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(0, 9, 20, 10),
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(0, 10, 17),
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(0, 17, 27, 28),
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(1, 16, 23, 8),
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(2, 18, 24, 11),
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(3, 19, 10),
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(4, 15, 21, 12),
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(4, 17, 15),
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(7, 14, 31, 32),
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(7, 15, 19),
|
|
(8, 23, 18, 2),
|
|
(9, 0, 28, 26),
|
|
(9, 1, 8, 20),
|
|
(9, 22, 16, 1),
|
|
(10, 20, 11, 3),
|
|
(11, 24, 19, 3),
|
|
(12, 21, 13, 5),
|
|
(13, 6, 18),
|
|
(14, 21, 30, 31),
|
|
(15, 7, 32, 29),
|
|
(15, 17, 10, 19),
|
|
(16, 5, 13, 23),
|
|
(17, 4, 12, 22),
|
|
(17, 22, 25, 27),
|
|
(18, 6, 14, 24),
|
|
(20, 8, 2, 11),
|
|
(21, 14, 6, 13),
|
|
(21, 15, 29, 30),
|
|
(22, 9, 26, 25),
|
|
(22, 12, 5, 16),
|
|
(23, 13, 18),
|
|
(24, 14, 7, 19),
|
|
(28, 27, 25, 26),
|
|
(29, 32, 34, 35),
|
|
(30, 29, 35, 36),
|
|
(31, 30, 36, 33),
|
|
(32, 31, 33, 34),
|
|
(35, 34, 33, 36),
|
|
)
|
|
|
|
|
|
# useful since its a shell for solidify and it can be mirrored
|
|
cube_shell_vertices = (
|
|
(0, 0, 1),
|
|
(0, 1, 1),
|
|
(-1, 1, 1),
|
|
(-1, 0, 1),
|
|
(0, 0, 0),
|
|
(0, 1, 0),
|
|
(-1, 1, 0),
|
|
(-1, 0, 0),
|
|
(-1, -1, 0),
|
|
(0, -1, 0),
|
|
(0, 0, -1),
|
|
(0, 1, -1),
|
|
)
|
|
|
|
|
|
cube_shell_face = (
|
|
(0, 1, 2, 3),
|
|
(0, 3, 8, 9),
|
|
(1, 5, 6, 2),
|
|
(2, 6, 7, 3),
|
|
(3, 7, 8),
|
|
(4, 7, 10),
|
|
(6, 5, 11),
|
|
(7, 4, 9, 8),
|
|
(10, 7, 6, 11),
|
|
)
|
|
|
|
|
|
def make_cube(scene):
|
|
bpy.ops.mesh.primitive_cube_add(view_align=False,
|
|
enter_editmode=False,
|
|
location=(0, 0, 0),
|
|
rotation=(0, 0, 0),
|
|
)
|
|
|
|
obj = scene.objects.active
|
|
|
|
defaults_object(obj)
|
|
return obj
|
|
|
|
|
|
def make_cube_extra(scene):
|
|
obj = make_cube(scene)
|
|
|
|
# extra data layers
|
|
mesh_uv_add(obj)
|
|
mesh_vcol_add(obj)
|
|
mesh_vgroup_add(obj)
|
|
|
|
return obj
|
|
|
|
|
|
def make_cube_like(scene):
|
|
mesh = bpy.data.meshes.new(whoami())
|
|
|
|
mesh.from_pydata(cube_like_vertices, (), cube_like_faces)
|
|
mesh.update() # add edges
|
|
obj = bpy.data.objects.new(whoami(), mesh)
|
|
scene.objects.link(obj)
|
|
|
|
defaults_object(obj)
|
|
return obj
|
|
|
|
|
|
def make_cube_like_extra(scene):
|
|
obj = make_cube_like(scene)
|
|
|
|
# extra data layers
|
|
mesh_uv_add(obj)
|
|
mesh_vcol_add(obj)
|
|
mesh_vgroup_add(obj)
|
|
|
|
return obj
|
|
|
|
|
|
def make_cube_shell(scene):
|
|
mesh = bpy.data.meshes.new(whoami())
|
|
|
|
mesh.from_pydata(cube_shell_vertices, (), cube_shell_face)
|
|
mesh.update() # add edges
|
|
obj = bpy.data.objects.new(whoami(), mesh)
|
|
scene.objects.link(obj)
|
|
|
|
defaults_object(obj)
|
|
return obj
|
|
|
|
|
|
def make_cube_shell_extra(scene):
|
|
obj = make_cube_shell(scene)
|
|
|
|
# extra data layers
|
|
mesh_uv_add(obj)
|
|
mesh_vcol_add(obj)
|
|
mesh_vgroup_add(obj)
|
|
|
|
return obj
|
|
|
|
|
|
def make_monkey(scene):
|
|
bpy.ops.mesh.primitive_monkey_add(view_align=False,
|
|
enter_editmode=False,
|
|
location=(0, 0, 0),
|
|
rotation=(0, 0, 0),
|
|
)
|
|
obj = scene.objects.active
|
|
|
|
defaults_object(obj)
|
|
return obj
|
|
|
|
|
|
def make_monkey_extra(scene):
|
|
obj = make_monkey(scene)
|
|
|
|
# extra data layers
|
|
mesh_uv_add(obj)
|
|
mesh_vcol_add(obj)
|
|
mesh_vgroup_add(obj)
|
|
|
|
return obj
|
|
|
|
|
|
# -----------------------------------------------------------------------------
|
|
# tests (utils)
|
|
|
|
global_tests = []
|
|
|
|
global_tests.append(("none",
|
|
(),
|
|
))
|
|
|
|
# single
|
|
global_tests.append(("subsurf_single",
|
|
((modifier_subsurf_add, dict(levels=2)), ),
|
|
))
|
|
|
|
|
|
global_tests.append(("armature_single",
|
|
((modifier_armature_add, dict()), ),
|
|
))
|
|
|
|
|
|
global_tests.append(("mirror_single",
|
|
((modifier_mirror_add, dict()), ),
|
|
))
|
|
|
|
global_tests.append(("hook_single",
|
|
((modifier_hook_add, dict()), ),
|
|
))
|
|
|
|
global_tests.append(("decimate_single",
|
|
((modifier_decimate_add, dict()), ),
|
|
))
|
|
|
|
global_tests.append(("build_single",
|
|
((modifier_build_add, dict()), ),
|
|
))
|
|
|
|
global_tests.append(("mask_single",
|
|
((modifier_mask_add, dict()), ),
|
|
))
|
|
|
|
|
|
# combinations
|
|
global_tests.append(("mirror_subsurf",
|
|
((modifier_mirror_add, dict()),
|
|
(modifier_subsurf_add, dict(levels=2))),
|
|
))
|
|
|
|
global_tests.append(("solidify_subsurf",
|
|
((modifier_solidify_add, dict()),
|
|
(modifier_subsurf_add, dict(levels=2))),
|
|
))
|
|
|
|
|
|
def apply_test(test, scene, obj,
|
|
render_func=None,
|
|
render_args=None,
|
|
render_kwargs=None,
|
|
):
|
|
|
|
test_name, test_funcs = test
|
|
|
|
for cb, kwargs in test_funcs:
|
|
cb(scene, obj, **kwargs)
|
|
|
|
render_kwargs_copy = render_kwargs.copy()
|
|
|
|
# add test name in filepath
|
|
render_kwargs_copy["filepath"] += "_%s" % test_name
|
|
|
|
render_func(*render_args, **render_kwargs_copy)
|
|
|
|
|
|
# -----------------------------------------------------------------------------
|
|
# tests themselves!
|
|
# having the 'test_' prefix automatically means these functions are called
|
|
# for testing
|
|
|
|
|
|
def test_cube(context, test):
|
|
scene = context.scene
|
|
obj = make_cube_extra(scene)
|
|
ctx_camera_setup(context, location=(3, 3, 3))
|
|
|
|
apply_test(test, scene, obj,
|
|
render_func=render_gl_all_modes,
|
|
render_args=(context, obj),
|
|
render_kwargs=dict(filepath=whoami()))
|
|
|
|
|
|
def test_cube_like(context, test):
|
|
scene = context.scene
|
|
obj = make_cube_like_extra(scene)
|
|
ctx_camera_setup(context, location=(5, 5, 5))
|
|
|
|
apply_test(test, scene, obj,
|
|
render_func=render_gl_all_modes,
|
|
render_args=(context, obj),
|
|
render_kwargs=dict(filepath=whoami()))
|
|
|
|
|
|
def test_cube_shell(context, test):
|
|
scene = context.scene
|
|
obj = make_cube_shell_extra(scene)
|
|
ctx_camera_setup(context, location=(4, 4, 4))
|
|
|
|
apply_test(test, scene, obj,
|
|
render_func=render_gl_all_modes,
|
|
render_args=(context, obj),
|
|
render_kwargs=dict(filepath=whoami()))
|
|
|
|
|
|
# -----------------------------------------------------------------------------
|
|
# call all tests
|
|
|
|
def main():
|
|
print("Calling main!")
|
|
#render_gl(bpy.context, "/testme")
|
|
#ctx_clear_scene()
|
|
|
|
context = bpy.context
|
|
|
|
ctx_clear_scene()
|
|
|
|
# run all tests
|
|
for key, val in sorted(globals().items()):
|
|
if key.startswith("test_") and hasattr(val, "__call__"):
|
|
print("calling:", key)
|
|
for t in global_tests:
|
|
val(context, test=t)
|
|
ctx_clear_scene()
|
|
|
|
|
|
# -----------------------------------------------------------------------------
|
|
# annoying workaround for theme initialization
|
|
|
|
if __name__ == "__main__":
|
|
import bpy
|
|
from bpy.app.handlers import persistent
|
|
|
|
@persistent
|
|
def load_handler(dummy):
|
|
print("Load Handler:", bpy.data.filepath)
|
|
if load_handler.first == False:
|
|
bpy.app.handlers.scene_update_post.remove(load_handler)
|
|
try:
|
|
main()
|
|
import sys
|
|
sys.exit(0)
|
|
except:
|
|
import traceback
|
|
traceback.print_exc()
|
|
|
|
import sys
|
|
# sys.exit(1) # comment to debug
|
|
|
|
else:
|
|
load_handler.first = False
|
|
|
|
load_handler.first = True
|
|
bpy.app.handlers.scene_update_post.append(load_handler)
|