107 lines
4.9 KiB
Python
107 lines
4.9 KiB
Python
#Imports.
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import bpy;
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import bmesh;
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# Variables:
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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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# Setting the number of cubes in each coordinate.
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xNum = 1;
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yNum = 1;
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zNum = 1;
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# Setting the initial value for the number of cubes in each recursive call.
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cubeCount = 0;
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# Setting the maximum amount of cubes that is needed to be created.
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numOfCubes = xNum * yNum * zNum;
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# print(numOfCubes);
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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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# Changes the mode to object mode if it is in Edit mode.
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if (bpy.context.active_object and bpy.context.active_object.mode == "EDIT"):
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bpy.ops.object.editmode_toggle();
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# Checks for hidden stuff and unhides them.
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for obj in bpy.data.objects:
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obj.hide_set(False);
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obj.hide_select = False;
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obj.hide_viewport = False;
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# Selects all the objects and then deletes.
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bpy.ops.object.select_all(action = "SELECT");
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bpy.ops.object.delete();
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# Function to spawn the "ground" by creating several cubes using a nested for loop.
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def spawnGround():
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# Iterate over each grid "cell" we want a cube at.
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for x in range(xNum):
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for y in range(yNum):
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for z in range(zNum):
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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 = (size, size, size));
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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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# Object View Layer variable.
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activeObjectViewLayer = bpy.context.view_layer.objects.active;
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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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BSDF = material.node_tree.nodes["Principled BSDF"];
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materialNodes = material.node_tree.nodes;
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materialLinks = material.node_tree.links;
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# Add the material.
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activeObject.data.materials.append(material);
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# Selecting each face and then assigning the material to that face.
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for i in range(6):
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# Checks if the object is currently in edit mode, and if not, sets it into edit mode.
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if (bpy.context.active_object.mode != "EDIT"):
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bpy.ops.object.editmode_toggle();
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bm = bmesh.from_edit_mesh(activeObject.data);
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# Make sure the bmesh is up-to-date with the mesh data.
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bm.faces.ensure_lookup_table();
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# Set selecting the faces to be true.
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bm.faces[i].select = True;
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# Show the updates in the viewport.
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bmesh.update_edit_mesh(activeObject.data);
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print('Face ', i, ' grabbed');
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# Appened the material to the face.
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# bpy.ops.object.material_slot_assign({'object': activeObject});
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# bpy.ops.transform.translate(value=(0.169302, 0, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False);
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# Deselect the faces.
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bm.faces[i].select = False;
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print('Face ', i, ' released');
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# Change the texture of the cube.
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textureImage = material.node_tree.nodes.new('ShaderNodeTexImage');
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textureImage.image = bpy.data.images.load("C://Users//satna//OneDrive//Desktop/Programming//Python//Blender//Blender-World-Generator//DirtBlock.png");
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material.node_tree.links.new(BSDF.inputs['Base Color'], textureImage.outputs['Color']);
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# Assign the texture to the object.
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if activeObjectViewLayer.data.materials:
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activeObjectViewLayer.data.materials[0] = material;
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else:
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activeObjectViewLayer.data.materials.append(material);
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# Calling the functions:
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cleanScene();
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spawnGround();
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print('Code has run.'); |