Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
218 lines
8.7 KiB
Python
218 lines
8.7 KiB
Python
# SPDX-FileCopyrightText: 2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import pathlib
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import pprint
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import sys
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import tempfile
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import unittest
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from pxr import Usd
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from pxr import UsdUtils
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from pxr import UsdGeom
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from pxr import UsdShade
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from pxr import Gf
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import bpy
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args = None
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class AbstractUSDTest(unittest.TestCase):
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@classmethod
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def setUpClass(cls):
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cls._tempdir = tempfile.TemporaryDirectory()
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cls.testdir = args.testdir
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cls.tempdir = pathlib.Path(cls._tempdir.name)
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return cls
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def setUp(self):
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self.assertTrue(
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self.testdir.exists(), "Test dir {0} should exist".format(self.testdir)
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)
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def tearDown(self):
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self._tempdir.cleanup()
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class USDExportTest(AbstractUSDTest):
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def test_export_usdchecker(self):
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"""Test exporting a scene and verifying it passes the usdchecker test suite"""
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bpy.ops.wm.open_mainfile(
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filepath=str(self.testdir / "usd_materials_export.blend")
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)
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export_path = self.tempdir / "usdchecker.usda"
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res = bpy.ops.wm.usd_export(
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filepath=str(export_path),
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export_materials=True,
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evaluation_mode="RENDER",
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)
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self.assertEqual({'FINISHED'}, res, f"Unable to export to {export_path}")
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checker = UsdUtils.ComplianceChecker(
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arkit=False,
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skipARKitRootLayerCheck=False,
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rootPackageOnly=False,
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skipVariants=False,
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verbose=False,
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)
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checker.CheckCompliance(str(export_path))
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failed_checks = {}
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# The ComplianceChecker does not know how to resolve <UDIM> tags, so
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# it will flag "textures/test_grid_<UDIM>.png" as a missing reference.
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# That reference is in fact OK, so we skip the rule for this test.
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to_skip = ("MissingReferenceChecker",)
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for rule in checker._rules:
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name = rule.__class__.__name__
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if name in to_skip:
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continue
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issues = rule.GetFailedChecks() + rule.GetWarnings() + rule.GetErrors()
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if not issues:
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continue
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failed_checks[name] = issues
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self.assertFalse(failed_checks, pprint.pformat(failed_checks))
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def compareVec3d(self, first, second):
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places = 5
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self.assertAlmostEqual(first[0], second[0], places)
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self.assertAlmostEqual(first[1], second[1], places)
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self.assertAlmostEqual(first[2], second[2], places)
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def test_export_extents(self):
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"""Test that exported scenes contain have a properly authored extent attribute on each boundable prim"""
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bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_extent_test.blend"))
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export_path = self.tempdir / "usd_extent_test.usda"
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res = bpy.ops.wm.usd_export(
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filepath=str(export_path),
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export_materials=True,
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evaluation_mode="RENDER",
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)
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self.assertEqual({'FINISHED'}, res, f"Unable to export to {export_path}")
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# if prims are missing, the exporter must have skipped some objects
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stats = UsdUtils.ComputeUsdStageStats(str(export_path))
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self.assertEqual(stats["totalPrimCount"], 15, "Unexpected number of prims")
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# validate the overall world bounds of the scene
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stage = Usd.Stage.Open(str(export_path))
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scenePrim = stage.GetPrimAtPath("/scene")
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bboxcache = UsdGeom.BBoxCache(Usd.TimeCode.Default(), [UsdGeom.Tokens.default_])
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bounds = bboxcache.ComputeWorldBound(scenePrim)
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bound_min = bounds.GetRange().GetMin()
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bound_max = bounds.GetRange().GetMax()
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self.compareVec3d(bound_min, Gf.Vec3d(-5.752975881, -1, -2.798513651))
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self.compareVec3d(bound_max, Gf.Vec3d(1, 2.9515805244, 2.7985136508))
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# validate the locally authored extents
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prim = stage.GetPrimAtPath("/scene/BigCube/BigCubeMesh")
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extent = UsdGeom.Boundable(prim).GetExtentAttr().Get()
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self.compareVec3d(Gf.Vec3d(extent[0]), Gf.Vec3d(-1, -1, -2.7985137))
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self.compareVec3d(Gf.Vec3d(extent[1]), Gf.Vec3d(1, 1, 2.7985137))
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prim = stage.GetPrimAtPath("/scene/LittleCube/LittleCubeMesh")
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extent = UsdGeom.Boundable(prim).GetExtentAttr().Get()
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self.compareVec3d(Gf.Vec3d(extent[0]), Gf.Vec3d(-1, -1, -1))
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self.compareVec3d(Gf.Vec3d(extent[1]), Gf.Vec3d(1, 1, 1))
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prim = stage.GetPrimAtPath("/scene/Volume/Volume")
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extent = UsdGeom.Boundable(prim).GetExtentAttr().Get()
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self.compareVec3d(
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Gf.Vec3d(extent[0]), Gf.Vec3d(-0.7313742, -0.68043584, -0.5801515)
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)
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self.compareVec3d(
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Gf.Vec3d(extent[1]), Gf.Vec3d(0.7515701, 0.5500924, 0.9027928)
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)
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def test_opacity_threshold(self):
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# Note that the scene file used here is shared with a different test.
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# Here we assume that it has a Principled BSDF material with
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# a texture connected to its Base Color input.
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bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_materials_export.blend"))
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export_path = self.tempdir / "opaque_material.usda"
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res = bpy.ops.wm.usd_export(
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filepath=str(export_path),
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export_materials=True,
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evaluation_mode="RENDER",
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)
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self.assertEqual({'FINISHED'}, res, f"Unable to export to {export_path}")
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# Inspect and validate the exported USD for the opaque blend case.
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stage = Usd.Stage.Open(str(export_path))
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shader_prim = stage.GetPrimAtPath("/_materials/Material/Principled_BSDF")
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shader = UsdShade.Shader(shader_prim)
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opacity_input = shader.GetInput('opacity')
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self.assertEqual(opacity_input.HasConnectedSource(), False,
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"Opacity input should not be connected for opaque material")
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self.assertAlmostEqual(opacity_input.Get(), 1.0, "Opacity input should be set to 1")
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# The material already has a texture input to the Base Color.
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# Now also link this texture to the Alpha input.
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# Set an opacity threshold appropriate for alpha clipping.
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mat = bpy.data.materials['Material']
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bsdf = mat.node_tree.nodes['Principled BSDF']
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tex_output = bsdf.inputs['Base Color'].links[0].from_node.outputs['Color']
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alpha_input = bsdf.inputs['Alpha']
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mat.node_tree.links.new(tex_output, alpha_input)
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bpy.data.materials['Material'].blend_method = 'CLIP'
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bpy.data.materials['Material'].alpha_threshold = 0.01
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export_path = self.tempdir / "alphaclip_material.usda"
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res = bpy.ops.wm.usd_export(
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filepath=str(export_path),
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export_materials=True,
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evaluation_mode="RENDER",
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)
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self.assertEqual({'FINISHED'}, res, f"Unable to export to {export_path}")
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# Inspect and validate the exported USD for the alpha clip case.
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stage = Usd.Stage.Open(str(export_path))
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shader_prim = stage.GetPrimAtPath("/_materials/Material/Principled_BSDF")
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shader = UsdShade.Shader(shader_prim)
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opacity_input = shader.GetInput('opacity')
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opacity_thres_input = shader.GetInput('opacityThreshold')
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self.assertEqual(opacity_input.HasConnectedSource(), True, "Alpha input should be connected")
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self.assertGreater(opacity_thres_input.Get(), 0.0, "Opacity threshold input should be > 0")
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# Modify material again, this time with alpha blend.
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bpy.data.materials['Material'].blend_method = 'BLEND'
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export_path = self.tempdir / "alphablend_material.usda"
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res = bpy.ops.wm.usd_export(
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filepath=str(export_path),
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export_materials=True,
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evaluation_mode="RENDER",
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)
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self.assertEqual({'FINISHED'}, res, f"Unable to export to {export_path}")
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# Inspect and validate the exported USD for the alpha blend case.
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stage = Usd.Stage.Open(str(export_path))
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shader_prim = stage.GetPrimAtPath("/_materials/Material/Principled_BSDF")
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shader = UsdShade.Shader(shader_prim)
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opacity_input = shader.GetInput('opacity')
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opacity_thres_input = shader.GetInput('opacityThreshold')
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self.assertEqual(opacity_input.HasConnectedSource(), True, "Alpha input should be connected")
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self.assertEqual(opacity_thres_input.Get(), None, "Opacity threshold should not be specified for alpha blend")
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def main():
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global args
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import argparse
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if "--" in sys.argv:
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argv = [sys.argv[0]] + sys.argv[sys.argv.index("--") + 1:]
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else:
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argv = sys.argv
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parser = argparse.ArgumentParser()
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parser.add_argument("--testdir", required=True, type=pathlib.Path)
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args, remaining = parser.parse_known_args(argv)
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unittest.main(argv=remaining)
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if __name__ == "__main__":
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main()
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