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authorAntonioya <blendergit@gmail.com>2019-01-27 19:34:37 +0300
committerAntonioya <blendergit@gmail.com>2019-01-27 21:17:52 +0300
commit00fe1f9d27ef81d535c4ebfea11e7793a41fe373 (patch)
treecaf550d252e478ac29140b781f4d5133bb7c57a3 /archimesh/achm_door_maker.py
parent117b36e1b5ade3d81dfacbb4da5377ca3aabc92d (diff)
Archimesh: Conversion to 2.80
Adapt the script to new Blender version Task T60910
Diffstat (limited to 'archimesh/achm_door_maker.py')
-rw-r--r--archimesh/achm_door_maker.py42
1 files changed, 21 insertions, 21 deletions
diff --git a/archimesh/achm_door_maker.py b/archimesh/achm_door_maker.py
index f6238200..80a7a241 100644
--- a/archimesh/achm_door_maker.py
+++ b/archimesh/achm_door_maker.py
@@ -34,11 +34,11 @@ from .achm_tools import *
# ------------------------------------------------------------------
# Define operator class to create object
# ------------------------------------------------------------------
-class AchmDoor(Operator):
+class ARCHIMESH_OT_Door(Operator):
bl_idname = "mesh.archimesh_door"
bl_label = "Door"
bl_description = "Door"
- bl_category = 'Archimesh'
+ bl_category = 'View'
bl_options = {'REGISTER', 'UNDO'}
# -----------------------------------------------------
@@ -48,7 +48,7 @@ class AchmDoor(Operator):
def draw(self, context):
layout = self.layout
row = layout.row()
- row.label("Use Properties panel (N) to define parms", icon='INFO')
+ row.label(text="Use Properties panel (N) to define parms", icon='INFO')
# -----------------------------------------------------
# Execute
@@ -77,7 +77,7 @@ def create_object(self, context):
mainmesh = bpy.data.meshes.new("DoorFrane")
mainobject = bpy.data.objects.new("DoorFrame", mainmesh)
mainobject.location = bpy.context.scene.cursor_location
- bpy.context.scene.objects.link(mainobject)
+ bpy.context.collection.objects.link(mainobject)
mainobject.DoorObjectGenerator.add()
# we shape the main object and create other objects as children
@@ -86,7 +86,7 @@ def create_object(self, context):
# we select, and activate, main object
mainobject.select_set(True)
- bpy.context.scene.objects.active = mainobject
+ bpy.context.view_layer.objects.active = mainobject
# ------------------------------------------------------------------------------
@@ -121,7 +121,7 @@ def update_object(self, context):
# noinspection PyBroadException
try:
# clear child data
- child.hide = False # must be visible to avoid bug
+ child.hide_viewport = False # must be visible to avoid bug
child.hide_render = False # must be visible to avoid bug
old = child.data
child.select_set(True)
@@ -151,7 +151,7 @@ def update_object(self, context):
tmp_mesh.name = oldname
# and select, and activate, the main object
o.select_set(True)
- bpy.context.scene.objects.active = o
+ bpy.context.view_layer.objects.active = o
# ------------------------------------------------------------------------------
@@ -205,7 +205,7 @@ def shape_children(mainobject, update=False):
mydoor = make_one_door(mp, mainobject, widthr + mp.frame_size, "1")
mydoor.location.x = mp.frame_width / 2 - mp.frame_size
- if mp.crt_mat and bpy.context.scene.render.engine == 'CYCLES':
+ if mp.crt_mat and bpy.context.scene.render.engine in {'CYCLES', 'BLENDER_EEVEE'}:
mat = create_diffuse_material("Door_material", False, 0.8, 0.8, 0.8)
set_material(mainobject, mat)
@@ -234,9 +234,9 @@ def shape_children(mainobject, update=False):
myctrl.location.y = -((mp.frame_thick * 3) / 2)
myctrl.location.z = -gap
myctrl.display_type = 'BOUNDS'
- myctrl.hide = False
+ myctrl.hide_viewport = False
myctrl.hide_render = True
- if bpy.context.scene.render.engine == 'CYCLES':
+ if bpy.context.scene.render.engine in {'CYCLES', 'BLENDER_EEVEE'}:
myctrl.cycles_visibility.camera = False
myctrl.cycles_visibility.diffuse = False
myctrl.cycles_visibility.glossy = False
@@ -257,9 +257,9 @@ def shape_children(mainobject, update=False):
myctrlbase.location.y = -0.15 - (mp.frame_thick / 3)
myctrlbase.location.z = -0.10
myctrlbase.display_type = 'BOUNDS'
- myctrlbase.hide = False
+ myctrlbase.hide_viewport = False
myctrlbase.hide_render = True
- if bpy.context.scene.render.engine == 'CYCLES':
+ if bpy.context.scene.render.engine in {'CYCLES', 'BLENDER_EEVEE'}:
myctrlbase.cycles_visibility.camera = False
myctrlbase.cycles_visibility.diffuse = False
myctrlbase.cycles_visibility.glossy = False
@@ -273,7 +273,7 @@ def shape_children(mainobject, update=False):
# deactivate others
for o in bpy.data.objects:
- if o.select is True and o.name != mainobject.name:
+ if o.select_get() is True and o.name != mainobject.name:
o.select_set(False)
@@ -390,18 +390,18 @@ class ObjectProperties(PropertyGroup):
# Register
bpy.utils.register_class(ObjectProperties)
-Object.DoorObjectGenerator = CollectionProperty(type=ObjectProperties)
+Object.DoorObjectGenerator= CollectionProperty(type=ObjectProperties)
# ------------------------------------------------------------------
# Define panel class to modify object
# ------------------------------------------------------------------
-class AchmDoorObjectgeneratorpanel(Panel):
+class ARCHIMESH_PT_DoorObjectgenerator(Panel):
bl_idname = "OBJECT_PT_door_generator"
bl_label = "Door"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
- bl_category = 'Archimesh'
+ bl_category = 'View'
# -----------------------------------------------------
# Verify if visible
@@ -459,7 +459,7 @@ class AchmDoorObjectgeneratorpanel(Panel):
layout.prop(myobjdat, 'handle')
box = layout.box()
- if not context.scene.render.engine == 'CYCLES':
+ if not context.scene.render.engine in {'CYCLES', 'BLENDER_EEVEE'}:
box.enabled = False
box.prop(myobjdat, 'crt_mat')
else:
@@ -536,14 +536,14 @@ def make_one_door(self, myframe, width, openside):
if self.handle != "0":
handle1 = create_handle(self, mydoor, "Front", width, openside)
handle1.select_set(True)
- bpy.context.scene.objects.active = handle1
+ bpy.context.view_layer.objects.active = handle1
set_smooth(handle1)
set_modifier_subsurf(handle1)
handle2 = create_handle(self, mydoor, "Back", width, openside)
set_smooth(handle2)
set_modifier_subsurf(handle2)
# Create materials
- if self.crt_mat and bpy.context.scene.render.engine == 'CYCLES':
+ if self.crt_mat and bpy.context.scene.render.engine in {'CYCLES', 'BLENDER_EEVEE'}:
# Door material
mat = create_diffuse_material("Door_material", False, 0.8, 0.8, 0.8)
set_material(mydoor, mat)
@@ -602,7 +602,7 @@ def create_door_data(self, myframe, width, openside):
myobject = bpy.data.objects.new("Door", mymesh)
myobject.location = bpy.context.scene.cursor_location
- bpy.context.scene.objects.link(myobject)
+ bpy.context.collection.objects.link(myobject)
mymesh.from_pydata(verts, [], faces)
mymesh.update(calc_edges=True)
@@ -654,7 +654,7 @@ def create_handle(self, mydoor, pos, frame_width, openside):
myobject = bpy.data.objects.new("Handle_" + pos, mymesh)
myobject.location = bpy.context.scene.cursor_location
- bpy.context.scene.objects.link(myobject)
+ bpy.context.collection.objects.link(myobject)
mymesh.from_pydata(verts, [], faces)
mymesh.update(calc_edges=True)