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test/tests/python/bl_animation_action.py

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# SPDX-FileCopyrightText: 2020-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import unittest
import sys
import bpy
"""
blender -b --factory-startup --python tests/python/bl_animation_action.py
"""
class ActionSlotAssignmentTest(unittest.TestCase):
Anim: merge Animation data-block into bAction The new/experimental, layered `Animation` data-block is merged with the existing `bAction` data-block. The `Animation` data-block is considerably newer than `bAction`, so the supporting code that was written for it is also more modern. When moving that code into `bAction`, I chose to keep the modernity where possible, and thus some of the old code has been updated as well. Things like preferring references over pointers. The `Animation` data-block is now gone from DNA, the main database, etc. As this was still an experimental feature, there is no versioning code to convert any of that to Actions. The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that can be obtained via `some_action->wrap()`. `animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and `is_action_layered()`. They **all** return `true` when the Action is empty, as in that case none of the data that makes an action either 'legacy' or 'layered' is there. The 'animation filtering' code (for showing things in the dope sheet, graph editor, etc) that I wrote for `Animation` is intentionally kept around. These types now target 'layered actions' and the already-existing ones 'legacy actions'. A future PR may merge these two together, but given how much work it was to add something new there, I'd rather wait until the dust has settled on this commit. There are plenty of variables (and some comments) named `anim` or `animation` that now are of type `animrig::Action`. I haven't renamed them all, to keep the noise level low in this commit (it's already big enough). This can be done in a followup, non-functional PR. Related task: #121355 Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:51:26 +02:00
"""Test assigning actions & check reference counts."""
Anim: merge Animation data-block into bAction The new/experimental, layered `Animation` data-block is merged with the existing `bAction` data-block. The `Animation` data-block is considerably newer than `bAction`, so the supporting code that was written for it is also more modern. When moving that code into `bAction`, I chose to keep the modernity where possible, and thus some of the old code has been updated as well. Things like preferring references over pointers. The `Animation` data-block is now gone from DNA, the main database, etc. As this was still an experimental feature, there is no versioning code to convert any of that to Actions. The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that can be obtained via `some_action->wrap()`. `animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and `is_action_layered()`. They **all** return `true` when the Action is empty, as in that case none of the data that makes an action either 'legacy' or 'layered' is there. The 'animation filtering' code (for showing things in the dope sheet, graph editor, etc) that I wrote for `Animation` is intentionally kept around. These types now target 'layered actions' and the already-existing ones 'legacy actions'. A future PR may merge these two together, but given how much work it was to add something new there, I'd rather wait until the dust has settled on this commit. There are plenty of variables (and some comments) named `anim` or `animation` that now are of type `animrig::Action`. I haven't renamed them all, to keep the noise level low in this commit (it's already big enough). This can be done in a followup, non-functional PR. Related task: #121355 Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:51:26 +02:00
def setUp(self) -> None:
bpy.ops.wm.read_homefile(use_factory_startup=True)
def test_action_assignment(self):
# Create new Action.
action = bpy.data.actions.new('TestAction')
self.assertEqual(0, action.users)
# Assign the animation to the cube,
cube = bpy.data.objects['Cube']
cube_adt = cube.animation_data_create()
cube_adt.action = action
self.assertEqual(1, action.users)
# Assign the animation to the camera as well.
camera = bpy.data.objects['Camera']
camera_adt = camera.animation_data_create()
camera_adt.action = action
self.assertEqual(2, action.users)
# Unassigning should decrement the user count.
Anim: merge Animation data-block into bAction The new/experimental, layered `Animation` data-block is merged with the existing `bAction` data-block. The `Animation` data-block is considerably newer than `bAction`, so the supporting code that was written for it is also more modern. When moving that code into `bAction`, I chose to keep the modernity where possible, and thus some of the old code has been updated as well. Things like preferring references over pointers. The `Animation` data-block is now gone from DNA, the main database, etc. As this was still an experimental feature, there is no versioning code to convert any of that to Actions. The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that can be obtained via `some_action->wrap()`. `animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and `is_action_layered()`. They **all** return `true` when the Action is empty, as in that case none of the data that makes an action either 'legacy' or 'layered' is there. The 'animation filtering' code (for showing things in the dope sheet, graph editor, etc) that I wrote for `Animation` is intentionally kept around. These types now target 'layered actions' and the already-existing ones 'legacy actions'. A future PR may merge these two together, but given how much work it was to add something new there, I'd rather wait until the dust has settled on this commit. There are plenty of variables (and some comments) named `anim` or `animation` that now are of type `animrig::Action`. I haven't renamed them all, to keep the noise level low in this commit (it's already big enough). This can be done in a followup, non-functional PR. Related task: #121355 Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:51:26 +02:00
cube_adt.action = None
self.assertEqual(1, action.users)
# Deleting the camera should also decrement the user count.
bpy.data.objects.remove(camera)
self.assertEqual(0, action.users)
def test_slot_assignment(self):
Anim: merge Animation data-block into bAction The new/experimental, layered `Animation` data-block is merged with the existing `bAction` data-block. The `Animation` data-block is considerably newer than `bAction`, so the supporting code that was written for it is also more modern. When moving that code into `bAction`, I chose to keep the modernity where possible, and thus some of the old code has been updated as well. Things like preferring references over pointers. The `Animation` data-block is now gone from DNA, the main database, etc. As this was still an experimental feature, there is no versioning code to convert any of that to Actions. The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that can be obtained via `some_action->wrap()`. `animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and `is_action_layered()`. They **all** return `true` when the Action is empty, as in that case none of the data that makes an action either 'legacy' or 'layered' is there. The 'animation filtering' code (for showing things in the dope sheet, graph editor, etc) that I wrote for `Animation` is intentionally kept around. These types now target 'layered actions' and the already-existing ones 'legacy actions'. A future PR may merge these two together, but given how much work it was to add something new there, I'd rather wait until the dust has settled on this commit. There are plenty of variables (and some comments) named `anim` or `animation` that now are of type `animrig::Action`. I haven't renamed them all, to keep the noise level low in this commit (it's already big enough). This can be done in a followup, non-functional PR. Related task: #121355 Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:51:26 +02:00
# Create new Action.
action = bpy.data.actions.new('TestAction')
self.assertEqual(0, action.users)
# Assign the Action to the cube,
cube = bpy.data.objects['Cube']
cube_adt = cube.animation_data_create()
cube_adt.action = action
slot_cube = action.slots.new(for_id=cube)
cube_adt.action_slot_handle = slot_cube.handle
self.assertEqual(cube_adt.action_slot_handle, slot_cube.handle)
# Assign the Action to the camera as well.
camera = bpy.data.objects['Camera']
slot_camera = action.slots.new(for_id=camera)
camera_adt = camera.animation_data_create()
camera_adt.action = action
self.assertEqual(camera_adt.action_slot_handle, slot_camera.handle)
# Unassigning should keep the slot name.
Anim: merge Animation data-block into bAction The new/experimental, layered `Animation` data-block is merged with the existing `bAction` data-block. The `Animation` data-block is considerably newer than `bAction`, so the supporting code that was written for it is also more modern. When moving that code into `bAction`, I chose to keep the modernity where possible, and thus some of the old code has been updated as well. Things like preferring references over pointers. The `Animation` data-block is now gone from DNA, the main database, etc. As this was still an experimental feature, there is no versioning code to convert any of that to Actions. The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that can be obtained via `some_action->wrap()`. `animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and `is_action_layered()`. They **all** return `true` when the Action is empty, as in that case none of the data that makes an action either 'legacy' or 'layered' is there. The 'animation filtering' code (for showing things in the dope sheet, graph editor, etc) that I wrote for `Animation` is intentionally kept around. These types now target 'layered actions' and the already-existing ones 'legacy actions'. A future PR may merge these two together, but given how much work it was to add something new there, I'd rather wait until the dust has settled on this commit. There are plenty of variables (and some comments) named `anim` or `animation` that now are of type `animrig::Action`. I haven't renamed them all, to keep the noise level low in this commit (it's already big enough). This can be done in a followup, non-functional PR. Related task: #121355 Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:51:26 +02:00
cube_adt.action = None
self.assertEqual(cube_adt.action_slot_name, slot_cube.name)
# It should not be possible to set the slot handle while the Action is unassigned.
slot_extra = action.slots.new()
cube_adt.action_slot_handle = slot_extra.handle
self.assertNotEqual(cube_adt.action_slot_handle, slot_extra.handle)
class LimitationsTest(unittest.TestCase):
"""Test artificial limitations for the layered Action.
Certain limitations are in place to keep development & testing focused.
"""
def setUp(self):
Anim: merge Animation data-block into bAction The new/experimental, layered `Animation` data-block is merged with the existing `bAction` data-block. The `Animation` data-block is considerably newer than `bAction`, so the supporting code that was written for it is also more modern. When moving that code into `bAction`, I chose to keep the modernity where possible, and thus some of the old code has been updated as well. Things like preferring references over pointers. The `Animation` data-block is now gone from DNA, the main database, etc. As this was still an experimental feature, there is no versioning code to convert any of that to Actions. The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that can be obtained via `some_action->wrap()`. `animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and `is_action_layered()`. They **all** return `true` when the Action is empty, as in that case none of the data that makes an action either 'legacy' or 'layered' is there. The 'animation filtering' code (for showing things in the dope sheet, graph editor, etc) that I wrote for `Animation` is intentionally kept around. These types now target 'layered actions' and the already-existing ones 'legacy actions'. A future PR may merge these two together, but given how much work it was to add something new there, I'd rather wait until the dust has settled on this commit. There are plenty of variables (and some comments) named `anim` or `animation` that now are of type `animrig::Action`. I haven't renamed them all, to keep the noise level low in this commit (it's already big enough). This can be done in a followup, non-functional PR. Related task: #121355 Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:51:26 +02:00
anims = bpy.data.actions
while anims:
anims.remove(anims[0])
def test_initial_layers(self):
"""Test that upon creation an Action has no layers/strips."""
action = bpy.data.actions.new('TestAction')
self.assertEqual([], action.layers[:])
def test_limited_layers_strips(self):
"""Test that there can only be one layer with one strip."""
action = bpy.data.actions.new('TestAction')
layer = action.layers.new(name="Layer")
self.assertEqual([], layer.strips[:])
strip = layer.strips.new(type='KEYFRAME')
# Adding a 2nd layer should be forbidden.
with self.assertRaises(RuntimeError):
action.layers.new(name="Forbidden Layer")
self.assertEqual([layer], action.layers[:])
# Adding a 2nd strip should be forbidden.
with self.assertRaises(RuntimeError):
layer.strips.new(type='KEYFRAME')
self.assertEqual([strip], layer.strips[:])
def test_limited_strip_api(self):
"""Test that strips have no frame start/end/offset properties."""
action = bpy.data.actions.new('TestAction')
layer = action.layers.new(name="Layer")
strip = layer.strips.new(type='KEYFRAME')
self.assertFalse(hasattr(strip, 'frame_start'))
self.assertFalse(hasattr(strip, 'frame_end'))
self.assertFalse(hasattr(strip, 'frame_offset'))
class TestLegacyLayered(unittest.TestCase):
"""Test boundaries between legacy & layered Actions.
Layered functionality should not be available on legacy actions, and vice versa.
"""
def test_legacy_action(self) -> None:
"""Test layered operations on a legacy Action"""
act = bpy.data.actions.new('LegacyAction')
act.fcurves.new("location", index=0) # Add an FCurve to make this a non-empty legacy Action.
self.assertTrue(act.is_action_legacy)
self.assertFalse(act.is_action_layered)
self.assertFalse(act.is_empty)
# Adding a layer should be prevented.
with self.assertRaises(RuntimeError):
act.layers.new("laagje")
self.assertSequenceEqual([], act.layers)
# Adding a slot should be prevented.
with self.assertRaises(RuntimeError):
act.slots.new()
self.assertSequenceEqual([], act.slots)
def test_layered_action(self) -> None:
"""Test legacy operations on a layered Action"""
act = bpy.data.actions.new('LayeredAction')
act.layers.new("laagje") # Add a layer to make this a non-empty legacy Action.
self.assertFalse(act.is_action_legacy)
self.assertTrue(act.is_action_layered)
self.assertFalse(act.is_empty)
# Adding an FCurve should be prevented.
with self.assertRaises(RuntimeError):
act.fcurves.new("location", index=0)
self.assertSequenceEqual([], act.fcurves)
# Adding an ActionGroup should be prevented.
with self.assertRaises(RuntimeError):
act.groups.new("groepie")
self.assertSequenceEqual([], act.groups)
class ChannelBagsTest(unittest.TestCase):
def setUp(self):
anims = bpy.data.actions
while anims:
anims.remove(anims[0])
self.action = bpy.data.actions.new('TestAction')
self.slot = self.action.slots.new()
self.slot.name = 'OBTest'
self.layer = self.action.layers.new(name="Layer")
self.strip = self.layer.strips.new(type='KEYFRAME')
def test_create_remove_channelbag(self):
channelbag = self.strip.channelbags.new(self.slot)
self.strip.key_insert(self.slot, "location", 1, 47.0, 327.0)
self.assertEqual("location", channelbag.fcurves[0].data_path,
"Keys for the channelbag's slot should go into the channelbag")
self.strip.channelbags.remove(channelbag)
self.assertEqual([], list(self.strip.channelbags))
def test_create_remove_fcurves(self):
channelbag = self.strip.channelbags.new(self.slot)
# Creating an F-Curve should work.
fcurve = channelbag.fcurves.new('location', index=1)
self.assertIsNotNone(fcurve)
self.assertEquals(fcurve.data_path, 'location')
self.assertEquals(fcurve.array_index, 1)
self.assertEquals([fcurve], channelbag.fcurves[:])
# Empty data paths should not be accepted.
with self.assertRaises(RuntimeError):
channelbag.fcurves.new('', index=1)
self.assertEquals([fcurve], channelbag.fcurves[:])
# Creating an F-Curve twice should fail:
with self.assertRaises(RuntimeError):
channelbag.fcurves.new('location', index=1)
self.assertEquals([fcurve], channelbag.fcurves[:])
# Removing an unrelated F-Curve should fail, even when an F-Curve with
# the same RNA path and array index exists.
other_slot = self.action.slots.new()
other_cbag = self.strip.channelbags.new(other_slot)
other_fcurve = other_cbag.fcurves.new('location', index=1)
with self.assertRaises(RuntimeError):
channelbag.fcurves.remove(other_fcurve)
self.assertEquals([fcurve], channelbag.fcurves[:])
# Removing an existing F-Curve should work:
channelbag.fcurves.remove(fcurve)
self.assertEquals([], channelbag.fcurves[:])
def test_fcurves_clear(self):
channelbag = self.strip.channelbags.new(self.slot)
for index in range(4):
channelbag.fcurves.new('rotation_quaternion', index=index)
self.assertEquals(4, len(channelbag.fcurves))
channelbag.fcurves.clear()
self.assertEquals([], channelbag.fcurves[:])
class DataPathTest(unittest.TestCase):
def setUp(self):
Anim: merge Animation data-block into bAction The new/experimental, layered `Animation` data-block is merged with the existing `bAction` data-block. The `Animation` data-block is considerably newer than `bAction`, so the supporting code that was written for it is also more modern. When moving that code into `bAction`, I chose to keep the modernity where possible, and thus some of the old code has been updated as well. Things like preferring references over pointers. The `Animation` data-block is now gone from DNA, the main database, etc. As this was still an experimental feature, there is no versioning code to convert any of that to Actions. The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that can be obtained via `some_action->wrap()`. `animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and `is_action_layered()`. They **all** return `true` when the Action is empty, as in that case none of the data that makes an action either 'legacy' or 'layered' is there. The 'animation filtering' code (for showing things in the dope sheet, graph editor, etc) that I wrote for `Animation` is intentionally kept around. These types now target 'layered actions' and the already-existing ones 'legacy actions'. A future PR may merge these two together, but given how much work it was to add something new there, I'd rather wait until the dust has settled on this commit. There are plenty of variables (and some comments) named `anim` or `animation` that now are of type `animrig::Action`. I haven't renamed them all, to keep the noise level low in this commit (it's already big enough). This can be done in a followup, non-functional PR. Related task: #121355 Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:51:26 +02:00
anims = bpy.data.actions
while anims:
anims.remove(anims[0])
def test_repr(self):
action = bpy.data.actions.new('TestAction')
slot = action.slots.new()
slot.name = 'OBTest'
self.assertEqual("bpy.data.actions['TestAction'].slots[\"OBTest\"]", repr(slot))
layer = action.layers.new(name="Layer")
Anim: merge Animation data-block into bAction The new/experimental, layered `Animation` data-block is merged with the existing `bAction` data-block. The `Animation` data-block is considerably newer than `bAction`, so the supporting code that was written for it is also more modern. When moving that code into `bAction`, I chose to keep the modernity where possible, and thus some of the old code has been updated as well. Things like preferring references over pointers. The `Animation` data-block is now gone from DNA, the main database, etc. As this was still an experimental feature, there is no versioning code to convert any of that to Actions. The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that can be obtained via `some_action->wrap()`. `animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and `is_action_layered()`. They **all** return `true` when the Action is empty, as in that case none of the data that makes an action either 'legacy' or 'layered' is there. The 'animation filtering' code (for showing things in the dope sheet, graph editor, etc) that I wrote for `Animation` is intentionally kept around. These types now target 'layered actions' and the already-existing ones 'legacy actions'. A future PR may merge these two together, but given how much work it was to add something new there, I'd rather wait until the dust has settled on this commit. There are plenty of variables (and some comments) named `anim` or `animation` that now are of type `animrig::Action`. I haven't renamed them all, to keep the noise level low in this commit (it's already big enough). This can be done in a followup, non-functional PR. Related task: #121355 Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:51:26 +02:00
self.assertEqual("bpy.data.actions['TestAction'].layers[\"Layer\"]", repr(layer))
strip = layer.strips.new(type='KEYFRAME')
Anim: merge Animation data-block into bAction The new/experimental, layered `Animation` data-block is merged with the existing `bAction` data-block. The `Animation` data-block is considerably newer than `bAction`, so the supporting code that was written for it is also more modern. When moving that code into `bAction`, I chose to keep the modernity where possible, and thus some of the old code has been updated as well. Things like preferring references over pointers. The `Animation` data-block is now gone from DNA, the main database, etc. As this was still an experimental feature, there is no versioning code to convert any of that to Actions. The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that can be obtained via `some_action->wrap()`. `animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and `is_action_layered()`. They **all** return `true` when the Action is empty, as in that case none of the data that makes an action either 'legacy' or 'layered' is there. The 'animation filtering' code (for showing things in the dope sheet, graph editor, etc) that I wrote for `Animation` is intentionally kept around. These types now target 'layered actions' and the already-existing ones 'legacy actions'. A future PR may merge these two together, but given how much work it was to add something new there, I'd rather wait until the dust has settled on this commit. There are plenty of variables (and some comments) named `anim` or `animation` that now are of type `animrig::Action`. I haven't renamed them all, to keep the noise level low in this commit (it's already big enough). This can be done in a followup, non-functional PR. Related task: #121355 Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:51:26 +02:00
self.assertEqual("bpy.data.actions['TestAction'].layers[\"Layer\"].strips[0]", repr(strip))
channelbag = strip.channelbags.new(slot)
self.assertEqual("bpy.data.actions['TestAction'].layers[\"Layer\"].strips[0].channelbags[0]", repr(channelbag))
def main():
global args
import argparse
argv = [sys.argv[0]]
if '--' in sys.argv:
argv += sys.argv[sys.argv.index('--') + 1:]
parser = argparse.ArgumentParser()
args, remaining = parser.parse_known_args(argv)
unittest.main(argv=remaining)
if __name__ == "__main__":
main()