Remove semicolons from script

This commit is contained in:
CJSatnarine
2023-12-29 12:49:43 -05:00
parent 973475fad2
commit 2002c0d4b2

View File

@@ -1,34 +1,34 @@
#Imports. #Imports.
import bpy; import bpy
# Size of each cube. # Size of each cube.
size = 1; size = 1
# Setting the x, y, and z positions. # Setting the x, y, and z positions.
x = y = z = size / 2; x = y = z = size / 2
# Setting the number of cubes in each coordinate. # Setting the number of cubes in each coordinate.
xNum = 5; xNum = 5
yNum = 5; yNum = 5
zNum = 1; zNum = 1
# Setting the initial value for the number of cubes in each recursive call. # Setting the initial value for the number of cubes in each recursive call.
cubeCount = 0; cubeCount = 0
# Setting the maximum amount of cubes that is needed to be created. # Setting the maximum amount of cubes that is needed to be created.
numOfCubes = xNum * yNum * zNum; numOfCubes = xNum * yNum * zNum
#Function to clean the scene. This removes all of the objects, collections, materials, particles, textures, images, curves, meshes, actions, nodes, and worlds from the scene. #Function to clean the scene. This removes all of the objects, collections, materials, particles, textures, images, curves, meshes, actions, nodes, and worlds from the scene.
def cleanScene(): def cleanScene():
# Changes the mode to object mode if it is in Edit mode. # Changes the mode to object mode if it is in Edit mode.
if (bpy.context.active_object and bpy.context.active_object.mode == "EDIT"): if (bpy.context.active_object and bpy.context.active_object.mode == "EDIT"):
bpy.ops.object.editmode_toggle(); bpy.ops.object.editmode_toggle()
# Checks for hidden stuff and unhides them. # Checks for hidden stuff and unhides them.
for obj in bpy.data.objects: for obj in bpy.data.objects:
obj.hide_set(False); obj.hide_set(False)
obj.hide_select = False; obj.hide_select = False
obj.hide_viewport = False; obj.hide_viewport = False
# Selects all the objects and then deletes. # Selects all the objects and then deletes.
bpy.ops.object.select_all(action = "SELECT"); bpy.ops.object.select_all(action = "SELECT")
bpy.ops.object.delete(); bpy.ops.object.delete()
# Function to spawn the "ground" by creating several cubes using a nested for loop. # Function to spawn the "ground" by creating several cubes using a nested for loop.
def spawnGround(): def spawnGround():
@@ -37,35 +37,35 @@ def spawnGround():
for y in range(yNum): for y in range(yNum):
for z in range(zNum): for z in range(zNum):
# Set the location. # Set the location.
location = (x, y, z); location = (x, y, z)
# Add the cubes. # Add the cubes.
bpy.ops.mesh.primitive_cube_add(size = size, location = location, scale = (size, size, size)); bpy.ops.mesh.primitive_cube_add(size = size, location = location, scale = (size, size, size));
# Set the newly created cube as the active object. # Set the newly created cube as the active object.
activeObject = bpy.context.active_object; activeObject = bpy.context.active_object
# Creating a new material and assigning it to the active cube. # Creating a new material and assigning it to the active cube.
material = bpy.data.materials.new("Material"); material = bpy.data.materials.new("Material")
material.use_nodes = True; material.use_nodes = True
materialNodes = material.node_tree.nodes; materialNodes = material.node_tree.nodes
materialLinks = material.node_tree.links; materialLinks = material.node_tree.links
activeObject.data.materials.append(material); activeObject.data.materials.append(material)
# Change the base colour. # Change the base colour.
materialNodes['Principled BSDF'].inputs['Base Color'].default_value = (0.056, 0.439, 0.059, 1.0); materialNodes['Principled BSDF'].inputs['Base Color'].default_value = (0.056, 0.439, 0.059, 1.0)
# Function to spawn trees on the grass. # Function to spawn trees on the grass.
def spawnTree(): def spawnTree():
print("Tree has spawned."); print("Tree has spawned.")
# Calling the functions: # Calling the functions:
cleanScene(); cleanScene()
spawnGround(); spawnGround()
spawnTree(); spawnTree()
# Shows that the code ran. # Shows that the code ran.
print("The code ran."); print("The code ran.")
# Notes: # Notes:
# - I need to add the materials to the cubes and somehow save it in the Blender program. # - I need to add the materials to the cubes and somehow save it in the Blender program.