Files
Blender-World-Generator/GenerateTerrain.py
2023-12-31 13:45:21 -05:00

92 lines
3.3 KiB
Python

#Imports.
import bpy
import random
# Size of each cube.
size = 1
# Setting the x, y, and z positions.
x = y = z = size
# Setting the number of cubes in each coordinate.
xNum = 10
yNum = 10
zNum = 1
#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()
# 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
# Selects all the objects and then deletes.
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():
# Iterate over each grid "cell" we want a cube at.
for x in range(xNum):
for y in range(yNum):
for z in range(zNum):
# Set the location.
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
# Create the material (if the material already exists, then skip)
groundMaterial = createMaterial(0.027325, 0.450766, 0.080214, 1)
assignMaterial(activeObject, groundMaterial)
# Function to create the tree.
def buildTree():
# Getting a random position on top of the row of cubes.
treeXPos = random.randint(0, xNum - 1)
treeYPos = random.randint(0, yNum - 1)
treeZPos = z
treeTrunkHeight = random.randint(3, 5)
# Add a single block as the location of the tree stump.
# Loop through the treeheight to add a new cube as a chunk of the trunk. Add colour to the trunk.
counter = 1
while counter <= treeTrunkHeight:
# Create the cube at that position.
bpy.ops.mesh.primitive_cube_add(size = size, location = (treeXPos, treeYPos, treeZPos), scale = (size, size, size))
# Save the active object
activeObject = bpy.context.active_object
# Increase the z position by 1 for the next iteration
treeZPos += 1
# Set the colour.
treeTrunkColour = createMaterial(0.195465, 0.020193, 0.004988, 1)
assignMaterial(activeObject, treeTrunkColour)
# increase the counter
counter += 1
# Function to add a material to the selected object.
def assignMaterial(object, material):
if object and object.data:
material.use_nodes = True
object.data.materials.append(material)
# Function to create a new material
def createMaterial(red, green, blue, alpha):
material = bpy.data.materials.new(name=f"Material_{len(bpy.data.materials)}")
material.use_nodes = True
material.node_tree.nodes["Principled BSDF"].inputs[0].default_value = (red, green, blue, alpha)
return material
# Calling the functions:
cleanScene()
spawnGround()
buildTree()
# Shows that the code ran.
print("The code ran to the end successfully.")