0156a677c7
Add new cavity automasking mode based on local mesh curvature. Cavity masking is a great way to quickly add detail in crevices and the like. It's meant to be used with the Paint brush in color attribute mode. It does work with other brushes but the results can be unpredictable. {F13131497} The old "dirty mask" operator has been replace with a new "mask from cavity" operator that shares the same code with cavity automasking. Differences from the sculpt-dev implementation: * It uses the word "cavity." When I first implemented this I wasn't aware this feature existed in other software (and other paint modes in Blender), and for reasons that escape me today I initially decided to call it a concave or concavity mask. * The cavity factor works a bit differently. It's no longer non-linear and functions as a simple scale around 0.5f. * Supports custom curves. * Supports blurring. Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton Differential Revision: https://developer.blender.org/D15122 Ref D15122
491 lines
14 KiB
Python
491 lines
14 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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# semi-useful script, runs all operators in a number of different
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# contexts, cheap way to find misc small bugs but is in no way a complete test.
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#
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# only error checked for here is a segfault.
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import bpy
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import sys
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USE_ATTRSET = False
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USE_FILES = "" # "/mango/"
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USE_RANDOM = False
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USE_RANDOM_SCREEN = False
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RANDOM_SEED = [1] # so we can redo crashes
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RANDOM_RESET = 0.1 # 10% chance of resetting on each new operator
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RANDOM_MULTIPLY = 10
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STATE = {
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"counter": 0,
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}
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op_blacklist = (
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"script.reload",
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"export*.*",
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"import*.*",
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"*.save_*",
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"*.read_*",
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"*.open_*",
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"*.link_append",
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"render.render",
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"render.play_rendered_anim",
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"sound.bake_animation", # OK but slow
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"sound.mixdown", # OK but slow
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"object.bake_image", # OK but slow
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"object.paths_calculate", # OK but slow
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"object.paths_update", # OK but slow
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"ptcache.bake_all", # OK but slow
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"nla.bake", # OK but slow
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"*.*_export",
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"*.*_import",
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"ed.undo",
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"ed.undo_push",
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"preferences.studiolight_new",
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"script.autoexec_warn_clear",
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"screen.delete", # already used for random screens
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"wm.blenderplayer_start",
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"wm.recover_auto_save",
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"wm.quit_blender",
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"wm.window_close",
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"wm.url_open",
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"wm.doc_view",
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"wm.doc_edit",
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"wm.doc_view_manual",
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"wm.path_open",
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"wm.copy_prev_settings",
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"wm.theme_install",
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"wm.context_*",
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"wm.properties_add",
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"wm.properties_remove",
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"wm.properties_edit",
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"wm.properties_context_change",
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"wm.operator_cheat_sheet",
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"wm.interface_theme_*",
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"wm.previews_ensure", # slow - but harmless
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"wm.keyitem_add", # just annoying - but harmless
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"wm.keyconfig_activate", # just annoying - but harmless
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"wm.keyconfig_preset_add", # just annoying - but harmless
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"wm.keyconfig_test", # just annoying - but harmless
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"wm.memory_statistics", # another annoying one
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"wm.dependency_relations", # another annoying one
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"wm.keymap_restore", # another annoying one
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"wm.addon_*", # harmless, but don't change state
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"console.*", # just annoying - but harmless
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"wm.url_open_preset", # Annoying but harmless (opens web pages).
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# FIXME:
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# Crashes with non-trivial fixes.
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#
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# Expects undo stack.
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"object.voxel_remesh",
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"mesh.paint_mask_slice",
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"paint.mask_flood_fill",
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"sculpt.mask_from_cavity",
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# TODO: use empty temp dir to avoid behavior depending on local setup.
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"view3d.pastebuffer",
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# Needs active window.
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"scene.new",
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)
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def blend_list(mainpath):
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import os
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from os.path import join, splitext
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def file_list(path, filename_check=None):
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for dirpath, dirnames, filenames in os.walk(path):
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# skip '.git'
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dirnames[:] = [d for d in dirnames if not d.startswith(".")]
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for filename in filenames:
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filepath = join(dirpath, filename)
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if filename_check is None or filename_check(filepath):
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yield filepath
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def is_blend(filename):
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ext = splitext(filename)[1]
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return (ext in {".blend", })
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return list(sorted(file_list(mainpath, is_blend)))
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if USE_FILES:
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USE_FILES_LS = blend_list(USE_FILES)
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# print(USE_FILES_LS)
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def filter_op_list(operators):
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from fnmatch import fnmatchcase
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def is_op_ok(op):
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for op_match in op_blacklist:
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if fnmatchcase(op, op_match):
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print(" skipping: %s (%s)" % (op, op_match))
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return False
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return True
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operators[:] = [op for op in operators if is_op_ok(op[0])]
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def reset_blend():
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bpy.ops.wm.read_factory_settings()
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for scene in bpy.data.scenes:
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# reduce range so any bake action doesn't take too long
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scene.frame_start = 1
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scene.frame_end = 5
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if USE_RANDOM_SCREEN:
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import random
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for _ in range(random.randint(0, len(bpy.data.screens))):
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bpy.ops.screen.delete()
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print("Scree IS", bpy.context.screen)
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def reset_file():
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import random
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f = USE_FILES_LS[random.randint(0, len(USE_FILES_LS) - 1)]
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bpy.ops.wm.open_mainfile(filepath=f)
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if USE_ATTRSET:
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def build_property_typemap(skip_classes):
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property_typemap = {}
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for attr in dir(bpy.types):
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cls = getattr(bpy.types, attr)
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if issubclass(cls, skip_classes):
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continue
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# # to support skip-save we can't get all props
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# properties = cls.bl_rna.properties.keys()
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properties = []
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for prop_id, prop in cls.bl_rna.properties.items():
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if not prop.is_skip_save:
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properties.append(prop_id)
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properties.remove("rna_type")
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property_typemap[attr] = properties
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return property_typemap
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CLS_BLACKLIST = (
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bpy.types.BrushTextureSlot,
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bpy.types.Brush,
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)
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property_typemap = build_property_typemap(CLS_BLACKLIST)
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bpy_struct_type = bpy.types.Struct.__base__
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def id_walk(value, parent):
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value_type = type(value)
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value_type_name = value_type.__name__
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value_id = getattr(value, "id_data", Ellipsis)
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value_props = property_typemap.get(value_type_name, ())
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for prop in value_props:
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subvalue = getattr(value, prop)
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if subvalue == parent:
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continue
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# grr, recursive!
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if prop == "point_caches":
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continue
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subvalue_type = type(subvalue)
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yield value, prop, subvalue_type
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subvalue_id = getattr(subvalue, "id_data", Ellipsis)
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if value_id == subvalue_id:
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if subvalue_type == float:
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pass
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elif subvalue_type == int:
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pass
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elif subvalue_type == bool:
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pass
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elif subvalue_type == str:
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pass
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elif hasattr(subvalue, "__len__"):
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for sub_item in subvalue[:]:
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if isinstance(sub_item, bpy_struct_type):
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subitem_id = getattr(sub_item, "id_data", Ellipsis)
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if subitem_id == subvalue_id:
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yield from id_walk(sub_item, value)
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if subvalue_type.__name__ in property_typemap:
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yield from id_walk(subvalue, value)
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# main function
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_random_values = (
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None, object, type,
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1, 0.1, -1, # float("nan"),
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"", "test", b"", b"test",
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(), [], {},
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(10,), (10, 20), (0, 0, 0),
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{0: "", 1: "hello", 2: "test"}, {"": 0, "hello": 1, "test": 2},
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set(), {"", "test", "."}, {None, ..., type},
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range(10), (" " * i for i in range(10)),
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)
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def attrset_data():
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for attr in dir(bpy.data):
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if attr == "window_managers":
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continue
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seq = getattr(bpy.data, attr)
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if seq.__class__.__name__ == 'bpy_prop_collection':
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for id_data in seq:
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for val, prop, _tp in id_walk(id_data, bpy.data):
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# print(id_data)
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for val_rnd in _random_values:
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try:
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setattr(val, prop, val_rnd)
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except:
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pass
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def run_ops(operators, setup_func=None, reset=True):
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print("\ncontext:", setup_func.__name__)
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# first invoke
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for op_id, op in operators:
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if op.poll():
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print(" operator: %4d, %s" % (STATE["counter"], op_id))
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STATE["counter"] += 1
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sys.stdout.flush() # in case of crash
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# disable will get blender in a bad state and crash easy!
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if reset:
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reset_test = True
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if USE_RANDOM:
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import random
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if random.random() < (1.0 - RANDOM_RESET):
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reset_test = False
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if reset_test:
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if USE_FILES:
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reset_file()
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else:
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reset_blend()
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del reset_test
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if USE_RANDOM:
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# we can't be sure it will work
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try:
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setup_func()
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except:
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pass
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else:
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setup_func()
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for mode in {'EXEC_DEFAULT', 'INVOKE_DEFAULT'}:
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try:
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op(mode)
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except:
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# import traceback
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# traceback.print_exc()
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pass
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if USE_ATTRSET:
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attrset_data()
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if not operators:
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# run test
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if reset:
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reset_blend()
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if USE_RANDOM:
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# we can't be sure it will work
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try:
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setup_func()
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except:
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pass
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else:
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setup_func()
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# contexts
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def ctx_clear_scene(): # copied from batch_import.py
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bpy.ops.wm.read_factory_settings(use_empty=True)
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def ctx_editmode_mesh():
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bpy.ops.object.mode_set(mode='EDIT')
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def ctx_editmode_mesh_extra():
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bpy.ops.object.vertex_group_add()
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bpy.ops.object.shape_key_add(from_mix=False)
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bpy.ops.object.shape_key_add(from_mix=True)
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bpy.ops.mesh.uv_texture_add()
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bpy.ops.object.material_slot_add()
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# editmode last!
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bpy.ops.object.mode_set(mode='EDIT')
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def ctx_editmode_mesh_empty():
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.delete()
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def ctx_editmode_curves():
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bpy.ops.curve.primitive_nurbs_circle_add()
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bpy.ops.object.mode_set(mode='EDIT')
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def ctx_editmode_curves_empty():
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bpy.ops.curve.primitive_nurbs_circle_add()
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.curve.select_all(action='SELECT')
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bpy.ops.curve.delete(type='VERT')
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def ctx_editmode_surface():
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bpy.ops.surface.primitive_nurbs_surface_torus_add()
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bpy.ops.object.mode_set(mode='EDIT')
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def ctx_editmode_mball():
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bpy.ops.object.metaball_add()
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bpy.ops.object.mode_set(mode='EDIT')
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def ctx_editmode_text():
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bpy.ops.object.text_add()
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bpy.ops.object.mode_set(mode='EDIT')
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def ctx_editmode_armature():
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bpy.ops.object.armature_add()
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bpy.ops.object.mode_set(mode='EDIT')
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def ctx_editmode_armature_empty():
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bpy.ops.object.armature_add()
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.armature.select_all(action='SELECT')
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bpy.ops.armature.delete()
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def ctx_editmode_lattice():
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bpy.ops.object.add(type='LATTICE')
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bpy.ops.object.mode_set(mode='EDIT')
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# bpy.ops.object.vertex_group_add()
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def ctx_object_empty():
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bpy.ops.object.add(type='EMPTY')
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def ctx_object_pose():
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bpy.ops.object.armature_add()
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bpy.ops.object.mode_set(mode='POSE')
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bpy.ops.pose.select_all(action='SELECT')
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def ctx_object_volume():
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bpy.ops.object.add(type='VOLUME')
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def ctx_object_paint_weight():
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bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
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def ctx_object_paint_vertex():
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bpy.ops.object.mode_set(mode='VERTEX_PAINT')
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def ctx_object_paint_sculpt():
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bpy.ops.object.mode_set(mode='SCULPT')
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def ctx_object_paint_texture():
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bpy.ops.object.mode_set(mode='TEXTURE_PAINT')
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def bpy_check_type_duplicates():
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# non essential sanity check
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bl_types = dir(bpy.types)
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bl_types_unique = set(bl_types)
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if len(bl_types) != len(bl_types_unique):
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print("Error, found duplicates in 'bpy.types'")
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for t in sorted(bl_types_unique):
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tot = bl_types.count(t)
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if tot > 1:
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print(" '%s', %d" % (t, tot))
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import sys
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sys.exit(1)
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def main():
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bpy_check_type_duplicates()
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# reset_blend()
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import bpy
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operators = []
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for mod_name in dir(bpy.ops):
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mod = getattr(bpy.ops, mod_name)
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for submod_name in dir(mod):
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op = getattr(mod, submod_name)
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operators.append(("%s.%s" % (mod_name, submod_name), op))
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operators.sort(key=lambda op: op[0])
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filter_op_list(operators)
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# for testing, mix the list up.
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# operators.reverse()
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if USE_RANDOM:
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import random
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random.seed(RANDOM_SEED[0])
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operators = operators * RANDOM_MULTIPLY
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random.shuffle(operators)
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# 2 passes, first just run setup_func to make sure they are ok
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for operators_test in ((), operators):
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# Run the operator tests in different contexts
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run_ops(operators_test, setup_func=lambda: None)
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if USE_FILES:
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continue
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run_ops(operators_test, setup_func=ctx_clear_scene)
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# object modes
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run_ops(operators_test, setup_func=ctx_object_empty)
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run_ops(operators_test, setup_func=ctx_object_pose)
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run_ops(operators_test, setup_func=ctx_object_paint_weight)
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run_ops(operators_test, setup_func=ctx_object_paint_vertex)
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run_ops(operators_test, setup_func=ctx_object_paint_sculpt)
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run_ops(operators_test, setup_func=ctx_object_paint_texture)
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# mesh
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run_ops(operators_test, setup_func=ctx_editmode_mesh)
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run_ops(operators_test, setup_func=ctx_editmode_mesh_extra)
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run_ops(operators_test, setup_func=ctx_editmode_mesh_empty)
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# armature
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run_ops(operators_test, setup_func=ctx_editmode_armature)
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run_ops(operators_test, setup_func=ctx_editmode_armature_empty)
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# curves
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run_ops(operators_test, setup_func=ctx_editmode_curves)
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run_ops(operators_test, setup_func=ctx_editmode_curves_empty)
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run_ops(operators_test, setup_func=ctx_editmode_surface)
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# other
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run_ops(operators_test, setup_func=ctx_editmode_mball)
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run_ops(operators_test, setup_func=ctx_editmode_text)
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run_ops(operators_test, setup_func=ctx_editmode_lattice)
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run_ops(operators_test, setup_func=ctx_object_volume)
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if not operators_test:
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print("All setup functions run fine!")
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print("Finished %r" % __file__)
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if __name__ == "__main__":
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# for i in range(200):
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# RANDOM_SEED[0] += 1
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# main()
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main()
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