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.
		
			
				
	
	
		
			851 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			851 lines
		
	
	
		
			20 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 tests/python/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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# -----------------------------------------------------------------------------
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# utility functions
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def render_gl(context, filepath, shade):
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    def ctx_shading_type(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.shading.type = 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_shading_type(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.lights,
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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 following 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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        obj.show_all_edges = True
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        mesh = obj.data
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        mesh.show_normal_vertex = True
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        for poly in mesh.polygons:
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            poly.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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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_layers.new()
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    # XXX, odd that we need to do this. until UV's 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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    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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    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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    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_in_front = 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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        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_in_front = 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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    totface = len(obj.data.polygons)
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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),
 | 
						|
    (1, -1, -1),
 | 
						|
    (-1, -1, -1),
 | 
						|
    (-1, 1, -1),
 | 
						|
    (1, 1, 1),
 | 
						|
    (1, -1, 1),
 | 
						|
    (-1, -1, 1),
 | 
						|
    (-1, 1, 1),
 | 
						|
    (0, -1, -1),
 | 
						|
    (1, 0, -1),
 | 
						|
    (0, 1, -1),
 | 
						|
    (-1, 0, -1),
 | 
						|
    (1, 0, 1),
 | 
						|
    (0, -1, 1),
 | 
						|
    (-1, 0, 1),
 | 
						|
    (0, 1, 1),
 | 
						|
    (1, -1, 0),
 | 
						|
    (1, 1, 0),
 | 
						|
    (-1, -1, 0),
 | 
						|
    (-1, 1, 0),
 | 
						|
    (0, 0, -1),
 | 
						|
    (0, 0, 1),
 | 
						|
    (1, 0, 0),
 | 
						|
    (0, -1, 0),
 | 
						|
    (-1, 0, 0),
 | 
						|
    (2, 0, 0),
 | 
						|
    (2, 0, -1),
 | 
						|
    (2, 1, 0),
 | 
						|
    (2, 1, -1),
 | 
						|
    (0, 1, 2),
 | 
						|
    (0, 0, 2),
 | 
						|
    (-1, 0, 2),
 | 
						|
    (-1, 1, 2),
 | 
						|
    (-1, 0, 3),
 | 
						|
    (-1, 1, 3),
 | 
						|
    (0, 1, 3),
 | 
						|
    (0, 0, 3),
 | 
						|
)
 | 
						|
 | 
						|
 | 
						|
cube_like_faces = (
 | 
						|
    (0, 9, 20, 10),
 | 
						|
    (0, 10, 17),
 | 
						|
    (0, 17, 27, 28),
 | 
						|
    (1, 16, 23, 8),
 | 
						|
    (2, 18, 24, 11),
 | 
						|
    (3, 19, 10),
 | 
						|
    (4, 15, 21, 12),
 | 
						|
    (4, 17, 15),
 | 
						|
    (7, 14, 31, 32),
 | 
						|
    (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(align='WORLD',
 | 
						|
                                    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(align='WORLD',
 | 
						|
                                      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 is False:
 | 
						|
            bpy.app.handlers.scene_update_post.remove(load_handler)
 | 
						|
            main()
 | 
						|
        else:
 | 
						|
            load_handler.first = False
 | 
						|
 | 
						|
    load_handler.first = True
 | 
						|
    bpy.app.handlers.scene_update_post.append(load_handler)
 |