Made the code have functions.
This commit is contained in:
66
Trial.py
66
Trial.py
@@ -2,6 +2,13 @@
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import bpy;
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import bpy;
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import random;
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import random;
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# Variables:
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size = 1; # Size of each cube.
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x = y = z = size / 2; # Setting the x, y, and z positions.
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#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.
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#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.
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def cleanScene():
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def cleanScene():
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# Changes the mode to object mode if it is in Edit mode.
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# Changes the mode to object mode if it is in Edit mode.
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@@ -18,39 +25,34 @@ def cleanScene():
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bpy.ops.object.select_all(action = "SELECT");
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bpy.ops.object.select_all(action = "SELECT");
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bpy.ops.object.delete();
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bpy.ops.object.delete();
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# Calling the clean scene method.
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# Iterate over each grid 'cell' we want a cube at.
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def spawnGround():
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for x in range(20):
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for y in range(20):
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for z in range(1):
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# Set the location.
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location = (x, y, z);
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# Add the cubes.
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bpy.ops.mesh.primitive_cube_add(size = size, location=location, scale=(1, 1, 1));
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# Set the newly created cube as the active object.
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activeObject = bpy.context.active_object;
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# Add a new material slot.
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# bpy.ops.object.material_slot_add();
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# Creating a new material and assigning it to the active cube.
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material = bpy.data.materials.new("Material");
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material.use_nodes = True;
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materialNodes = material.node_tree.nodes;
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materialLinks = material.node_tree.links;
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activeObject.data.materials.append(material);
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# Change the base colour.
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materialNodes['Principled BSDF'].inputs['Base Color'].default_value = (1.0, 0.47, 1.0, 1.0);
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# Calls the functions:
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cleanScene();
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cleanScene();
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spawnGround();
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# Size of each cube.
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size = 1;
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# Setting the x, y, and z positions.
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x = y = z = size / 2;
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# Iterate over each grid 'cell' we want a cube at.
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for x in range(20):
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for y in range(20):
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for z in range(1):
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# Set the location.
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location = (x, y, z);
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# Add the cubes.
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bpy.ops.mesh.primitive_cube_add(size = size, location=location, scale=(1, 1, 1));
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# Set the newly created cube as the active object.
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activeObject = bpy.context.active_object;
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# Add a new material slot.
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# bpy.ops.object.material_slot_add();
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# Creating a new material and assigning it to the active cube.
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material = bpy.data.materials.new("Material");
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material.use_nodes = True;
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materialNodes = material.node_tree.nodes;
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materialLinks = material.node_tree.links;
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activeObject.data.materials.append(material);
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# Change the base colour.
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materialNodes['Principled BSDF'].inputs['Base Color'].default_value = (1.0, 0.47, 1.0, 1.0)
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# Notes:
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# Notes:
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# - For loop for the grid:
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# - For loop for the grid:
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