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test2/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
"""
def enable_experimental_animation_baklava():
bpy.context.preferences.view.show_developer_ui = True
bpy.context.preferences.experimental.use_animation_baklava = True
def disable_experimental_animation_baklava():
bpy.context.preferences.view.show_developer_ui = False
bpy.context.preferences.experimental.use_animation_baklava = False
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)
enable_experimental_animation_baklava()
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 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)
# Slots from another Action should be gracefully rejected.
other_action = bpy.data.actions.new("That Other Action")
slot = other_action.slots.new()
cube_adt.action = action
cube_adt.action_slot = slot_cube
with self.assertRaises(RuntimeError):
cube_adt.action_slot = slot
self.assertEqual(cube_adt.action_slot, slot_cube, "The slot should not have changed")
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 LegacyAPIOnLayeredActionTest(unittest.TestCase):
"""Test that the legacy Action API works on layered Actions.
It should give access to the keyframes for the first slot.
- curve_frame_range
- fcurves
- groups
- id_root (should always be 0 for layered Actions)
- flip_with_pose(object)
"""
def setUp(self) -> None:
bpy.ops.wm.read_homefile(use_factory_startup=True)
enable_experimental_animation_baklava()
self.action = bpy.data.actions.new('LayeredAction')
def test_fcurves_on_layered_action(self) -> None:
slot = self.action.slots.new(for_id=bpy.data.objects['Cube'])
layer = self.action.layers.new(name="Layer")
strip = layer.strips.new(type='KEYFRAME')
channelbag = strip.channelbags.new(slot=slot)
# Create new F-Curves via legacy API, they should be stored on the ChannelBag.
fcurve1 = self.action.fcurves.new("scale", index=1)
fcurve2 = self.action.fcurves.new("scale", index=2)
self.assertEqual([fcurve1, fcurve2], channelbag.fcurves[:], "Expected two F-Curves after creating them")
self.assertEqual([fcurve1, fcurve2], self.action.fcurves[:],
"Expected the same F-Curves on the legacy API")
# Find an F-Curve.
self.assertEqual(fcurve2, self.action.fcurves.find("scale", index=2))
# Create an already-existing F-Curve.
try:
self.action.fcurves.new("scale", index=2)
except RuntimeError as ex:
self.assertIn("F-Curve 'scale[2]' already exists in action 'LayeredAction'", str(ex))
else:
self.fail("expected RuntimeError not thrown")
self.assertEqual([fcurve1, fcurve2], channelbag.fcurves[:],
"Expected two F-Curves after failing to create a third")
self.assertEqual([fcurve1, fcurve2], self.action.fcurves[:])
# Remove a single F-Curve.
self.action.fcurves.remove(fcurve1)
self.assertEqual([fcurve2], channelbag.fcurves[:], "Expected single F-Curve after removing one")
self.assertEqual([fcurve2], self.action.fcurves[:])
# Clear all F-Curves (with multiple F-Curves to avoid the trivial case).
self.action.fcurves.new("scale", index=3)
self.action.fcurves.clear()
self.assertEqual([], channelbag.fcurves[:], "Expected empty fcurves list after clearing")
self.assertEqual([], self.action.fcurves[:])
def test_fcurves_clear_should_not_create_layers(self):
self.action.fcurves.clear()
self.assertEqual([], self.action.slots[:])
self.assertEqual([], self.action.layers[:])
def test_fcurves_new_on_empty_action(self) -> None:
# Create new F-Curves via legacy API, this should create a layer+strip+ChannelBag.
fcurve1 = self.action.fcurves.new("scale", index=1)
fcurve2 = self.action.fcurves.new("scale", index=2)
self.assertEqual(1, len(self.action.slots))
self.assertEqual(1, len(self.action.layers))
slot = self.action.slots[0]
layer = self.action.layers[0]
self.assertEqual(1, len(layer.strips))
strip = layer.strips[0]
self.assertEqual('KEYFRAME', strip.type)
self.assertEqual(1, len(strip.channelbags))
channelbag = strip.channelbags[0]
self.assertEqual(channelbag.slot_handle, slot.handle)
self.assertEqual([fcurve1, fcurve2], channelbag.fcurves[:])
# After this, there is no need to test the rest of the functions, as the
# Action will be in the same state as in test_fcurves_on_layered_action().
class TestLegacyLayered(unittest.TestCase):
"""Test boundaries between legacy & layered Actions.
Layered functionality should not be available on legacy actions.
"""
def test_legacy_action(self) -> None:
"""Test layered operations on a legacy Action"""
# Disable Baklava's backward-compatibility with the legacy API to create an actual legacy Action.
disable_experimental_animation_baklava()
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 ActionGroup should be prevented, at least until grouping is supported.
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()