Blender was not configured to exit with non-zero return code on Python errors. A bunch of tests worked around this but not all. This removes the need for such workarounds.
		
			
				
	
	
		
			156 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			156 lines
		
	
	
		
			4.6 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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# Simple script to check mash validate code.
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# XXX Should be extended with many more "wrong cases"!
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import bpy
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import sys
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import random
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MESHES = {
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    "test1": (
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        (
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            (  # Verts
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             (-1.0, -1.0, 0.0),
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             (-1.0, 0.0, 0.0),
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             (-1.0, 1.0, 0.0),
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             (0.0, -1.0, 0.0),
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             (0.0, 0.0, 0.0),
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             (0.0, 1.0, 0.0),
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             (1.0, -1.0, 0.0),
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             (1.0, 0.0, 0.0),
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             (1.5, 0.5, 0.0),
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             (1.0, 1.0, 0.0),
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            ),
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            (  # Edges
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            ),
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            (  # Loops
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                0, 1, 4, 3,
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                3, 4, 6,
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                1, 2, 5, 4,
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                3, 4, 6,
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                4, 7, 6,
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                4, 5, 9, 4, 8, 7,
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            ),
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            (  # Polygons
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                (0, 4),
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                (4, 3),
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                (7, 4),
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                (11, 3),
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                (14, 3),
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                (16, 6),
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            ),
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        ),
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    ),
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}
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BUILTINS = (
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    "primitive_plane_add",
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    "primitive_cube_add",
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    "primitive_circle_add",
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    "primitive_uv_sphere_add",
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    "primitive_ico_sphere_add",
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    "primitive_cylinder_add",
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    "primitive_cone_add",
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    "primitive_grid_add",
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    "primitive_monkey_add",
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    "primitive_torus_add",
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)
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BUILTINS_NBR = 4
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BUILTINS_NBRCHANGES = 5
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def test_meshes():
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    for m in MESHES["test1"]:
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        bpy.ops.object.add(type="MESH")
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        data = bpy.context.active_object.data
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        # Vertices.
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        data.vertices.add(len(m[0]))
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        for idx, v in enumerate(m[0]):
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            data.vertices[idx].co = v
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        # Edges.
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        data.edges.add(len(m[1]))
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        for idx, e in enumerate(m[1]):
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            data.edges[idx].vertices = e
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        # Loops.
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        data.loops.add(len(m[2]))
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        for idx, v in enumerate(m[2]):
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            data.loops[idx].vertex_index = v
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        # Polygons.
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        data.polygons.add(len(m[3]))
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        for idx, l in enumerate(m[3]):
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            data.polygons[idx].loop_start = l[0]
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            data.polygons[idx].loop_total = l[1]
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        while data.validate(verbose=True):
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            pass
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def test_builtins():
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    for x, func in enumerate(BUILTINS):
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        for y in range(BUILTINS_NBR):
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            getattr(bpy.ops.mesh, func)(location=(x * 2.5, y * 2.5, 0))
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            data = bpy.context.active_object.data
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            try:
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                for _ in range(BUILTINS_NBRCHANGES):
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                    rnd = random.randint(1, 3)
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                    if rnd == 1:
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                        # Make fun with some edge.
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                        e = random.randrange(0, len(data.edges))
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                        data.edges[e].vertices[random.randint(0, 1)] = \
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                            random.randrange(0, len(data.vertices) * 2)
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                    elif rnd == 2:
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                        # Make fun with some loop.
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                        l = random.randrange(0, len(data.loops))
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                        if random.randint(0, 1):
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                            data.loops[l].vertex_index = \
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                                random.randrange(0, len(data.vertices) * 2)
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                        else:
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                            data.loops[l].edge_index = \
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                                random.randrange(0, len(data.edges) * 2)
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                    elif rnd == 3:
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                        # Make fun with some polygons.
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                        p = random.randrange(0, len(data.polygons))
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                        if random.randint(0, 1):
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                            data.polygons[p].loop_start = \
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                                random.randrange(0, len(data.loops))
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                        else:
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                            data.polygons[p].loop_total = \
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                                random.randrange(0, 10)
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            except:
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                pass
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            while data.validate(verbose=True):
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                pass
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def main():
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    test_builtins()
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    test_meshes()
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if __name__ == "__main__":
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    main()
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