Remove semicolons from script

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

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@@ -1,34 +1,34 @@
#Imports.
import bpy;
import bpy
# Size of each cube.
size = 1;
size = 1
# 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.
xNum = 5;
yNum = 5;
zNum = 1;
xNum = 5
yNum = 5
zNum = 1
# 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.
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.
def cleanScene():
# Changes the mode to object mode if it is in Edit mode.
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.
for obj in bpy.data.objects:
obj.hide_set(False);
obj.hide_select = False;
obj.hide_viewport = False;
obj.hide_set(False)
obj.hide_select = False
obj.hide_viewport = False
# Selects all the objects and then deletes.
bpy.ops.object.select_all(action = "SELECT");
bpy.ops.object.delete();
bpy.ops.object.select_all(action = "SELECT")
bpy.ops.object.delete()
# Function to spawn the "ground" by creating several cubes using a nested for loop.
def spawnGround():
@@ -37,35 +37,35 @@ def spawnGround():
for y in range(yNum):
for z in range(zNum):
# Set the location.
location = (x, y, z);
location = (x, y, z)
# Add the cubes.
bpy.ops.mesh.primitive_cube_add(size = size, location = location, scale = (size, size, size));
# 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.
material = bpy.data.materials.new("Material");
material.use_nodes = True;
materialNodes = material.node_tree.nodes;
materialLinks = material.node_tree.links;
material = bpy.data.materials.new("Material")
material.use_nodes = True
materialNodes = material.node_tree.nodes
materialLinks = material.node_tree.links
activeObject.data.materials.append(material);
activeObject.data.materials.append(material)
# 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.
def spawnTree():
print("Tree has spawned.");
print("Tree has spawned.")
# Calling the functions:
cleanScene();
spawnGround();
spawnTree();
cleanScene()
spawnGround()
spawnTree()
# Shows that the code ran.
print("The code ran.");
print("The code ran.")
# Notes:
# - I need to add the materials to the cubes and somehow save it in the Blender program.