- Introduced color_image.py for preparing standalone color images for tests. - Added hdr_image.py to create HDR textures for testing. - Implemented test_image_depth_panorama.py to evaluate panorama topology, UVs, and depth discontinuities. - Created test_shadeless.py to validate the opacity and HDR color endpoints of the Shadeless group. - Developed moge3_export.py for exporting dynamic MoGe-3 backbone and ONNX graphs. - Added material.py to inherit material slots onto generated geometry. - Built image_depth_panorama.py to construct a quad panorama with depth separation and sampling.
73 lines
3.3 KiB
Python
73 lines
3.3 KiB
Python
"""Reload saved assets and evaluate geometry in the target Blender process."""
|
|
from math import isfinite
|
|
from pathlib import Path
|
|
|
|
import bpy
|
|
|
|
|
|
ASSET_PATH = Path(__file__).resolve().parents[2] / "src/anyimage/assets/O_AnyImage.blend"
|
|
GEOMETRY_NAMES = {
|
|
"O Image Depth Panorama",
|
|
"O Image Plane", "O Image Depth Plane", "O Image Relief Plane",
|
|
"O Image Cutout", "O Image Depth Cutout", "O Image Depth Balloon",
|
|
}
|
|
SHADER_NAMES = {"O Image Layer", "O Image Depth Layer", "O Shadeless"}
|
|
|
|
|
|
def check_asset_library(asset_path):
|
|
"""Check library completeness and finite, nonempty evaluated geometry."""
|
|
with bpy.data.libraries.load(str(asset_path), link=True) as (source, target):
|
|
assert set(source.node_groups) == GEOMETRY_NAMES | SHADER_NAMES
|
|
target.node_groups = sorted(GEOMETRY_NAMES | SHADER_NAMES)
|
|
depth_image = bpy.data.images.new("Asset Check Depth", width=8, height=8, float_buffer=True)
|
|
depth_image.colorspace_settings.name = "Non-Color"
|
|
depth_image.pixels.foreach_set([
|
|
value for y in range(8) for x in range(8)
|
|
for value in ((x + 0.5) / 8 - 0.5, (y + 0.5) / 8 - 0.5, 2.0, 1.0)
|
|
])
|
|
for node_group in target.node_groups:
|
|
expected_type = "GeometryNodeTree" if node_group.name in GEOMETRY_NAMES else "ShaderNodeTree"
|
|
assert node_group.bl_idname == expected_type and node_group.library is not None, node_group.name
|
|
if expected_type == "ShaderNodeTree":
|
|
continue
|
|
mesh = bpy.data.meshes.new("Asset Check Plane")
|
|
mesh.from_pydata([(-0.5, -0.5, 0), (0.5, -0.5, 0), (0.5, 0.5, 0), (-0.5, 0.5, 0)], [], [(0, 1, 2, 3)])
|
|
uv = mesh.uv_layers.new(name="UVMap")
|
|
for loop in mesh.loops:
|
|
position = mesh.vertices[loop.vertex_index].co
|
|
uv.data[loop.index].uv = (position.x + 0.5, position.y + 0.5)
|
|
profile = mesh.attributes.new("o_balloon", "FLOAT", "POINT")
|
|
for value in profile.data:
|
|
value.value = 0.2
|
|
obj = bpy.data.objects.new("Asset Check", mesh)
|
|
bpy.context.collection.objects.link(obj)
|
|
modifier = obj.modifiers.new("Asset Check", "NODES")
|
|
modifier.node_group = node_group
|
|
values = {"Subdivide": 0, "Thickness": 0.2, "Reference Depth": 2.0,
|
|
"Depth Image": depth_image, "Uniform Scale": 1.0, "Normal Smooth": 0}
|
|
for item in node_group.interface.items_tree:
|
|
if item.item_type == "SOCKET" and item.in_out == "INPUT" and item.name in values:
|
|
modifier[item.identifier] = values[item.name]
|
|
obj.update_tag(refresh={"DATA"})
|
|
bpy.context.view_layer.update()
|
|
evaluated = obj.evaluated_get(bpy.context.evaluated_depsgraph_get())
|
|
result = evaluated.to_mesh()
|
|
try:
|
|
assert len(result.vertices) and len(result.polygons), node_group.name
|
|
assert all(isfinite(value) for vertex in result.vertices for value in vertex.co), node_group.name
|
|
finally:
|
|
evaluated.to_mesh_clear()
|
|
bpy.data.objects.remove(obj, do_unlink=True)
|
|
bpy.data.meshes.remove(mesh)
|
|
bpy.data.images.remove(depth_image)
|
|
print(f"Checked {len(target.node_groups)} saved node groups in Blender {bpy.app.version_string}")
|
|
|
|
|
|
def main():
|
|
bpy.ops.wm.read_factory_settings(use_empty=True)
|
|
check_asset_library(ASSET_PATH)
|
|
|
|
|
|
if __name__ == "__main__":
|
|
main()
|