72 lines
2.5 KiB
Python
72 lines
2.5 KiB
Python
#Imports.
|
|
import bpy
|
|
import random
|
|
|
|
# Size of each cube.
|
|
size = 1
|
|
# Setting the x, y, and z positions.
|
|
x = y = z = size / 2
|
|
# 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, 0.080214, 0.450766, 1) #Colour input is: red, blue, green, alpha
|
|
assignMaterial(activeObject, groundMaterial)
|
|
|
|
# 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, blue, green, 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
|
|
|
|
# Function to create the tree.
|
|
def buildTree():
|
|
print("tree")
|
|
|
|
# Calling the functions:
|
|
cleanScene()
|
|
# spawnGround()
|
|
buildTree()
|
|
|
|
# Shows that the code ran.
|
|
print("The code ran to the end successfully.") |