Remove semicolons from script
This commit is contained in:
@@ -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.
|
||||
|
Reference in New Issue
Block a user