Made the code have functions.

This commit is contained in:
CJSatnarine
2023-03-27 11:48:56 -04:00
parent cb4844a821
commit e4735d048f

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@@ -2,6 +2,13 @@
import bpy; import bpy;
import random; import random;
# Variables:
size = 1; # Size of each cube.
x = y = z = size / 2; # Setting the x, y, and z positions.
#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.
@@ -18,39 +25,34 @@ def cleanScene():
bpy.ops.object.select_all(action = "SELECT"); bpy.ops.object.select_all(action = "SELECT");
bpy.ops.object.delete(); bpy.ops.object.delete();
# Calling the clean scene method.
cleanScene();
# Size of each cube.
size = 1;
# Setting the x, y, and z positions.
x = y = z = size / 2;
# Iterate over each grid 'cell' we want a cube at. # Iterate over each grid 'cell' we want a cube at.
for x in range(20): def spawnGround():
for y in range(20): for x in range(20):
for z in range(1): for y in range(20):
# Set the location. for z in range(1):
location = (x, y, z); # Set the location.
location = (x, y, z);
# Add the cubes. # Add the cubes.
bpy.ops.mesh.primitive_cube_add(size = size, location=location, scale=(1, 1, 1)); bpy.ops.mesh.primitive_cube_add(size = size, location=location, scale=(1, 1, 1));
# 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;
# Add a new material slot. # Add a new material slot.
# bpy.ops.object.material_slot_add(); # bpy.ops.object.material_slot_add();
# 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 = (1.0, 0.47, 1.0, 1.0) materialNodes['Principled BSDF'].inputs['Base Color'].default_value = (1.0, 0.47, 1.0, 1.0);
# Calls the functions:
cleanScene();
spawnGround();
# Notes: # Notes:
# - For loop for the grid: # - For loop for the grid: