blender_test/tests/python/bl_run_operators.py
Joseph Eagar 0156a677c7 Sculpt: New Cavity Automasking Mode
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
2022-09-28 16:22:34 -07:00

491 lines
14 KiB
Python

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