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175 lines
6.2 KiB
Python
175 lines
6.2 KiB
Python
# SPDX-FileCopyrightText: 2020-2022 Blender Authors
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#
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# SPDX-License-Identifier: Apache-2.0
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import bpy
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import os
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import pprint
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import unittest
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class TestHelper(unittest.TestCase):
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def __init__(self, args):
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super().__init__()
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self.args = args
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@staticmethod
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def id_to_uid(id_data):
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return (type(id_data).__name__,
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id_data.name_full,
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id_data.users)
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@classmethod
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def blender_data_to_tuple(cls, bdata, pprint_name=None):
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ret = sorted(tuple((cls.id_to_uid(k), sorted(tuple(cls.id_to_uid(vv) for vv in v)))
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for k, v in bdata.user_map().items()))
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if pprint_name is not None:
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print("\n%s:" % pprint_name)
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pprint.pprint(ret)
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return ret
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@staticmethod
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def ensure_path(path):
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if not os.path.exists(path):
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os.makedirs(path)
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def run_all_tests(self):
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for inst_attr_id in dir(self):
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if not inst_attr_id.startswith("test_"):
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continue
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inst_attr = getattr(self, inst_attr_id)
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if callable(inst_attr):
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inst_attr()
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class TestBlendLibLinkHelper(TestHelper):
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"""
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Generate relatively complex data layout accross several blendfiles.
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Useful for testing link/append/etc., but also data relationships e.g.
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"""
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def __init__(self, args):
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assert hasattr(args, "src_test_dir")
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assert hasattr(args, "output_dir")
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super().__init__(args)
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@staticmethod
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def reset_blender():
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bpy.ops.wm.read_homefile(use_empty=True, use_factory_startup=True)
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bpy.data.orphans_purge(do_recursive=True)
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def unique_blendfile_name(self, base_name):
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return base_name + self.__class__.__name__ + ".blend"
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def init_lib_data_basic(self):
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self.reset_blender()
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me = bpy.data.meshes.new("LibMesh")
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ob = bpy.data.objects.new("LibMesh", me)
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coll = bpy.data.collections.new("LibMesh")
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coll.objects.link(ob)
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bpy.context.scene.collection.children.link(coll)
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output_dir = self.args.output_dir
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self.ensure_path(output_dir)
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# Take care to keep the name unique so multiple test jobs can run at once.
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output_lib_path = os.path.join(output_dir, self.unique_blendfile_name("blendlib_basic"))
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bpy.ops.wm.save_as_mainfile(filepath=output_lib_path, check_existing=False, compress=False)
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return output_lib_path
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def init_lib_data_animated(self):
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self.reset_blender()
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me = bpy.data.meshes.new("LibMesh")
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ob = bpy.data.objects.new("LibMesh", me)
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ob_ctrl = bpy.data.objects.new("LibController", None)
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coll = bpy.data.collections.new("LibMesh")
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coll.objects.link(ob)
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coll.objects.link(ob_ctrl)
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bpy.context.scene.collection.children.link(coll)
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# Add some action & driver animation to `LibMesh`.
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# Animate Y location.
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ob.location[1] = 0.0
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ob.keyframe_insert("location", index=1, frame=1)
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ob.location[1] = -5.0
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ob.keyframe_insert("location", index=1, frame=10)
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# Drive X location.
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ob_drv = ob.driver_add("location", 0)
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ob_drv.driver.type = 'AVERAGE'
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ob_drv_var = ob_drv.driver.variables.new()
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ob_drv_var.type = 'TRANSFORMS'
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ob_drv_var.targets[0].id = ob_ctrl
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ob_drv_var.targets[0].transform_type = 'LOC_X'
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# Add some action & driver animation to `LibController`.
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# Animate X location.
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ob_ctrl.location[0] = 0.0
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ob_ctrl.keyframe_insert("location", index=0, frame=1)
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ob_ctrl.location[0] = 5.0
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ob_ctrl.keyframe_insert("location", index=0, frame=10)
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output_dir = self.args.output_dir
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self.ensure_path(output_dir)
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# Take care to keep the name unique so multiple test jobs can run at once.
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output_lib_path = os.path.join(output_dir, self.unique_blendfile_name("blendlib_animated"))
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bpy.ops.wm.save_as_mainfile(filepath=output_lib_path, check_existing=False, compress=False)
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return output_lib_path
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def init_lib_data_indirect_lib(self):
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output_dir = self.args.output_dir
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self.ensure_path(output_dir)
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# Create an indirect library containing a material, and an image texture.
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self.reset_blender()
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im = bpy.data.images.load(os.path.join(self.args.src_test_dir,
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"imbuf_io",
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"reference",
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"jpeg-rgb-90__from__rgba08.jpg"))
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im.name = "LibMaterial"
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assert len(im.pixels)
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assert im.has_data
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ma = bpy.data.materials.new("LibMaterial")
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ma.use_fake_user = True
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ma.use_nodes = True
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teximage_node = ma.node_tree.nodes.new("ShaderNodeTexImage")
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teximage_node.image = im
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bsdf_node = ma.node_tree.nodes["Principled BSDF"]
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ma.node_tree.links.new(bsdf_node.inputs["Base Color"], teximage_node.outputs["Color"])
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# Take care to keep the name unique so multiple test jobs can run at once.
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output_lib_path = os.path.join(output_dir, self.unique_blendfile_name("blendlib_indirect_material"))
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bpy.ops.wm.save_as_mainfile(filepath=output_lib_path, check_existing=False, compress=False)
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# Create a main library containing object etc., and linking material from indirect library.
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self.reset_blender()
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link_dir = os.path.join(output_lib_path, "Material")
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bpy.ops.wm.link(directory=link_dir, filename="LibMaterial")
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ma = bpy.data.materials[0]
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me = bpy.data.meshes.new("LibMesh")
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me.materials.append(ma)
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ob = bpy.data.objects.new("LibMesh", me)
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coll = bpy.data.collections.new("LibMesh")
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coll.objects.link(ob)
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bpy.context.scene.collection.children.link(coll)
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output_dir = self.args.output_dir
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self.ensure_path(output_dir)
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# Take care to keep the name unique so multiple test jobs can run at once.
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output_lib_path = os.path.join(output_dir, self.unique_blendfile_name("blendlib_indirect_main"))
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bpy.ops.wm.save_as_mainfile(filepath=output_lib_path, check_existing=False, compress=False)
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return output_lib_path
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