Move conformance tests to per-version directories
Conformance tests now live in conformance/<version>/*.py and are checked against the corresponding stubs in dist/<version>/. Auto-detection only runs versions that have both stubs and test files. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
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import bpy
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import gpu
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from gpu_extras.batch import batch_for_shader
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def test_1():
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coords = [(1, 1, 1), (-2, 0, 0), (-2, -1, 3), (0, 1, 1)]
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shader = gpu.shader.from_builtin("POINT_UNIFORM_COLOR")
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batch = batch_for_shader(shader, "POINTS", {"pos": coords})
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def draw():
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shader.uniform_float("color", (1, 1, 0, 1))
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gpu.state.point_size_set(4.5)
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batch.draw(shader)
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bpy.types.SpaceView3D.draw_handler_add(draw, (), "WINDOW", "POST_VIEW")
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"""
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3D Lines with Single Color
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--------------------------
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"""
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def test_2():
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coords = [(1, 1, 1), (-2, 0, 0), (-2, -1, 3), (0, 1, 1)]
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shader = gpu.shader.from_builtin("POLYLINE_UNIFORM_COLOR")
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batch = batch_for_shader(shader, "LINES", {"pos": coords})
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def draw():
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shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:])
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shader.uniform_float("lineWidth", 4.5)
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shader.uniform_float("color", (1, 1, 0, 1))
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batch.draw(shader)
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bpy.types.SpaceView3D.draw_handler_add(draw, (), "WINDOW", "POST_VIEW")
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import bpy
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import gpu
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from gpu_extras.batch import batch_for_shader
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vert_out = gpu.types.GPUStageInterfaceInfo("my_interface")
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vert_out.smooth("VEC3", "pos")
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shader_info = gpu.types.GPUShaderCreateInfo()
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shader_info.push_constant("MAT4", "viewProjectionMatrix")
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shader_info.push_constant("FLOAT", "brightness")
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shader_info.vertex_in(0, "VEC3", "position")
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shader_info.vertex_out(vert_out)
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shader_info.fragment_out(0, "VEC4", "FragColor")
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shader_info.vertex_source(
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"void main()"
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"{"
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" pos = position;"
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" gl_Position = viewProjectionMatrix * vec4(position, 1.0f);"
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"}"
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)
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shader_info.fragment_source(
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"void main()" "{" " FragColor = vec4(pos * brightness, 1.0);" "}"
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)
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shader = gpu.shader.create_from_info(shader_info)
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del vert_out
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del shader_info
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coords = [(1, 1, 1), (2, 0, 0), (-2, -1, 3)]
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batch = batch_for_shader(shader, "TRIS", {"position": coords})
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def draw():
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matrix = bpy.context.region_data.perspective_matrix
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shader.uniform_float("viewProjectionMatrix", matrix)
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shader.uniform_float("brightness", 0.5)
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batch.draw(shader)
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bpy.types.SpaceView3D.draw_handler_add(draw, (), "WINDOW", "POST_VIEW")
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@@ -0,0 +1,18 @@
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import mathutils
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from math import radians
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vec = mathutils.Vector((1.0, 2.0, 3.0))
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mat_rot = mathutils.Matrix.Rotation(radians(90.0), 4, "X")
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mat_trans = mathutils.Matrix.Translation(vec)
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mat = mat_trans @ mat_rot
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mat.invert()
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mat3 = mat.to_3x3()
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quat1 = mat.to_quaternion()
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quat2 = mat3.to_quaternion()
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quat_diff = quat1.rotation_difference(quat2)
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print(quat_diff.angle)
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@@ -0,0 +1,37 @@
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import mathutils
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# Color values are represented as RGB values from 0 - 1, this is blue.
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col = mathutils.Color((0.0, 0.0, 1.0))
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# As well as r/g/b attribute access you can adjust them by h/s/v.
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col.s *= 0.5
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# You can access its components by attribute or index.
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print("Color R:", col.r)
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print("Color G:", col[1])
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print("Color B:", col[-1])
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print("Color HSV: {:.2f}, {:.2f}, {:.2f}".format(*col))
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# Components of an existing color can be set.
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col[:] = 0.0, 0.5, 1.0
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# Components of an existing color can use slice notation to get a tuple.
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print("Values: {:f}, {:f}, {:f}".format(*col))
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# Colors can be added and subtracted.
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col += mathutils.Color((0.25, 0.0, 0.0))
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# Color can be multiplied, in this example color is scaled to 0-255
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# can printed as integers.
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print("Color: {:d}, {:d}, {:d}".format(*(int(c) for c in (col * 255.0))))
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# This example prints the color as hexadecimal.
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print(
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"Hexadecimal: {:02x}{:02x}{:02x}".format(
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int(col.r * 255), int(col.g * 255), int(col.b * 255)
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)
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)
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# Direct buffer access is supported at runtime via C buffer protocol
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# but not expressible in type stubs (requires Python 3.12+ __buffer__).
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@@ -0,0 +1,35 @@
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import mathutils
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import math
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# Create a location matrix.
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mat_loc = mathutils.Matrix.Translation((2.0, 3.0, 4.0))
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# Create an identity matrix.
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mat_sca = mathutils.Matrix.Scale(0.5, 4, (0.0, 0.0, 1.0))
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# Create a rotation matrix.
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mat_rot = mathutils.Matrix.Rotation(math.radians(45.0), 4, "X")
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# Combine transformations.
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mat_out = mat_loc @ mat_rot @ mat_sca
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print(mat_out)
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# Extract components back out of the matrix as two vectors and a quaternion.
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loc, rot, sca = mat_out.decompose()
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print(loc, rot, sca)
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# Recombine extracted components.
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mat_out2 = mathutils.Matrix.LocRotScale(loc, rot, sca)
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print(mat_out2)
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# It can also be useful to access components of a matrix directly.
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mat = mathutils.Matrix()
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mat[0][0], mat[1][0], mat[2][0] = 0.0, 1.0, 2.0
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mat[0][0:3] = 0.0, 1.0, 2.0
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# Each item in a matrix is a vector so vector utility functions can be used.
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mat[0].xyz = 0.0, 1.0, 2.0
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# Direct buffer access is supported at runtime via C buffer protocol
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# but not expressible in type stubs (requires Python 3.12+ __buffer__).
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@@ -0,0 +1,40 @@
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import mathutils
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import math
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# A new rotation 90 degrees about the Y axis.
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quat_a = mathutils.Quaternion((0.7071068, 0.0, 0.7071068, 0.0))
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# Passing values to Quaternion's directly can be confusing so axis, angle
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# is supported for initializing too.
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quat_b = mathutils.Quaternion((0.0, 1.0, 0.0), math.radians(90.0))
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print("Check quaternions match", quat_a == quat_b)
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# Like matrices, quaternions can be multiplied to accumulate rotational values.
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quat_a = mathutils.Quaternion((0.0, 1.0, 0.0), math.radians(90.0))
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quat_b = mathutils.Quaternion((0.0, 0.0, 1.0), math.radians(45.0))
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quat_out = quat_a @ quat_b
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# Print the quaternion, euler degrees for mere mortals and (axis, angle).
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print("Final Rotation:")
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print(quat_out)
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print("{:.2f}, {:.2f}, {:.2f}".format(*(math.degrees(a) for a in quat_out.to_euler())))
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print(
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"({:.2f}, {:.2f}, {:.2f}), {:.2f}".format(
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*quat_out.axis, math.degrees(quat_out.angle)
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)
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)
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# Multiple rotations can be interpolated using the exponential map.
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quat_c = mathutils.Quaternion((1.0, 0.0, 0.0), math.radians(15.0))
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exp_avg = (
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quat_a.to_exponential_map()
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+ quat_b.to_exponential_map()
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+ quat_c.to_exponential_map()
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) / 3.0
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quat_avg = mathutils.Quaternion(exp_avg)
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print("Average rotation:")
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print(quat_avg)
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# Direct buffer access is supported at runtime via C buffer protocol
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# but not expressible in type stubs (requires Python 3.12+ __buffer__).
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@@ -0,0 +1,58 @@
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import mathutils
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# Zero length vector.
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vec = mathutils.Vector((0.0, 0.0, 1.0))
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# Unit length vector.
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vec_a = vec.normalized()
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vec_b = mathutils.Vector((0.0, 1.0, 2.0))
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vec2d = mathutils.Vector((1.0, 2.0))
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vec3d = mathutils.Vector((1.0, 0.0, 0.0))
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vec4d = vec_a.to_4d()
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# Other `mathutils` types.
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quat = mathutils.Quaternion()
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matrix = mathutils.Matrix()
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# Comparison operators can be done on Vector classes:
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# (In)equality operators == and != test component values, e.g. 1,2,3 != 3,2,1
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vec_a == vec_b
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vec_a != vec_b
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# Ordering operators >, >=, > and <= test vector length.
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vec_a > vec_b
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vec_a >= vec_b
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vec_a < vec_b
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vec_a <= vec_b
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# Math can be performed on Vector classes.
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vec_a + vec_b
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vec_a - vec_b
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vec_a @ vec_b
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vec_a * 10.0
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matrix @ vec_a
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quat @ vec_a
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-vec_a
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# You can access a vector object like a sequence.
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x = vec_a[0]
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len(vec)
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vec_a[:] = vec_b
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vec_a[:] = 1.0, 2.0, 3.0
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vec2d[:] = vec3d[:2]
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# Vectors support 'swizzle' operations.
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# See https://en.wikipedia.org/wiki/Swizzling_(computer_graphics)
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vec.xyz = vec.zyx
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vec.xy = vec4d.zw
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vec.xyz = vec4d.wzz
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vec4d.wxyz = vec.yxyx
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# Direct buffer access is supported at runtime via C buffer protocol
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# but not expressible in type stubs (requires Python 3.12+ __buffer__).
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