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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_kitchen_maker.py
parent117b36e1b5ade3d81dfacbb4da5377ca3aabc92d (diff)
Archimesh: Conversion to 2.80
Adapt the script to new Blender version Task T60910
Diffstat (limited to 'archimesh/achm_kitchen_maker.py')
-rw-r--r--archimesh/achm_kitchen_maker.py43
1 files changed, 24 insertions, 19 deletions
diff --git a/archimesh/achm_kitchen_maker.py b/archimesh/achm_kitchen_maker.py
index 3ba7c5f6..14860f73 100644
--- a/archimesh/achm_kitchen_maker.py
+++ b/archimesh/achm_kitchen_maker.py
@@ -46,10 +46,10 @@ RotationType_R180 = 3
# ----------------------------------------------------------
# Export menu UI
# ----------------------------------------------------------
-class AchmExportInventory(Operator, ExportHelper):
+class ARCHIMESH_OT_ExportInventory(Operator, ExportHelper):
bl_idname = "io_export.kitchen_inventory"
bl_description = 'Export kitchen inventory (.txt)'
- bl_category = 'Archimesh'
+ bl_category = 'View'
bl_label = "Export"
# From ExportHelper. Filter filenames.
@@ -357,11 +357,11 @@ bpy.utils.register_class(CabinetProperties)
# Define UI class
# Kitchens
# ------------------------------------------------------------------
-class AchmKitchen(Operator):
+class ARCHIMESH_OT_Kitchen(Operator):
bl_idname = "mesh.archimesh_kitchen"
bl_label = "Cabinets"
bl_description = "Cabinet Generator"
- bl_category = 'Archimesh'
+ bl_category = 'View'
bl_options = {'REGISTER', 'UNDO'}
# Define properties
@@ -371,7 +371,12 @@ class AchmKitchen(Operator):
name="Type",
description="Type of cabinets",
)
- oldtype = type_cabinet
+ oldtype: EnumProperty(
+ items=(('1', "Floor", ""),
+ ('2', "Wall", "")),
+ name="Type",
+ description="Type of cabinets",
+ )
thickness: FloatProperty(
name='Thickness', min=0.001, max=5, default=0.018, precision=3,
@@ -522,7 +527,7 @@ class AchmKitchen(Operator):
add_cabinet(self, box, idx + 1, self.cabinets[idx])
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(self, 'crt_mat')
else:
@@ -607,7 +612,7 @@ def add_cabinet(self, box, num, cabinet):
def create_kitchen_mesh(self):
# deactivate others
for o in bpy.data.objects:
- if o.select is True:
+ if o.select_get() is True:
o.select_set(False)
bpy.ops.object.select_all(False)
# Create cabinets
@@ -833,7 +838,7 @@ def generate_cabinets(self):
set_normals(base)
# 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'}:
mat = create_diffuse_material("Cabinet_material", False, 0.8, 0.8, 0.8)
for box in boxes:
set_material(box, mat)
@@ -908,7 +913,7 @@ def create_box(type_cabinet, objname, thickness, sx, sy, sz, px, py, pz, doortyp
myobject.location[0] = px
myobject.location[1] = py
myobject.location[2] = pz
- bpy.context.scene.objects.link(myobject)
+ bpy.context.collection.objects.link(myobject)
mymesh.from_pydata(myvertex, [], myfaces)
mymesh.update(calc_edges=True)
@@ -1050,13 +1055,13 @@ def create_baseboard(objname, sx, sy, sz, mat, bl, br, depth, doortype, gap):
mybaseboard.location[0] = 0
mybaseboard.location[1] = 0
mybaseboard.location[2] = 0
- bpy.context.scene.objects.link(mybaseboard)
+ bpy.context.collection.objects.link(mybaseboard)
mymesh.from_pydata(myvertex, [], myfaces)
mymesh.update(calc_edges=True)
# Material
- if mat and bpy.context.scene.render.engine == 'CYCLES':
+ if mat and bpy.context.scene.render.engine in {'CYCLES', 'BLENDER_EEVEE'}:
mat = create_diffuse_material("Baseboard_material", False, 0.8, 0.8, 0.8)
set_material(mybaseboard, mat)
@@ -1118,13 +1123,13 @@ def create_countertop(objname, sx, sy, sz, over, mat, doortype, depth, edge):
mycountertop.location[0] = 0
mycountertop.location[1] = 0
mycountertop.location[2] = 0
- bpy.context.scene.objects.link(mycountertop)
+ bpy.context.collection.objects.link(mycountertop)
mymesh.from_pydata(myvertex, [], myfaces)
mymesh.update(calc_edges=True)
# Material
- if mat and bpy.context.scene.render.engine == 'CYCLES':
+ if mat and bpy.context.scene.render.engine in {'CYCLES', 'BLENDER_EEVEE'}:
mat = create_diffuse_material("countertop_material", False, 0, 0, 0, 0.2, 0.2, 0.2, 0.15)
set_material(mycountertop, mat)
@@ -1196,7 +1201,7 @@ def create_door(type_cabinet, objname, thickness, sx, sz, doortype, gf, mat, han
mydoor.location[1] = 0
mydoor.location[2] = 0
- bpy.context.scene.objects.link(mydoor)
+ bpy.context.collection.objects.link(mydoor)
mymesh.from_pydata(myvertex, [], myfaces)
mymesh.update(calc_edges=True)
@@ -1238,7 +1243,7 @@ def create_door(type_cabinet, objname, thickness, sx, sz, doortype, gf, mat, han
create_handle(handle_model, mydoor, thickness, hpos, mat, handle_x, handle_z)
- if mat and bpy.context.scene.render.engine == 'CYCLES':
+ if 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, 0.279, 0.337, 0.6, 0.2)
set_material(mydoor, mat)
@@ -1306,7 +1311,7 @@ def create_drawer(objname, thickness, sx, sy, sz, mat, handle, handle_model, han
mydrawer.location[0] = 0
mydrawer.location[1] = 0
mydrawer.location[2] = 0
- bpy.context.scene.objects.link(mydrawer)
+ bpy.context.collection.objects.link(mydrawer)
mymesh.from_pydata(myvertex, [], myfaces)
mymesh.update(calc_edges=True)
@@ -1324,7 +1329,7 @@ def create_drawer(objname, thickness, sx, sy, sz, mat, handle, handle_model, han
create_handle(model, mydrawer, thickness, "TM", mat, 0, handle_z) # always in the top area/middle
# Material
- if mat and bpy.context.scene.render.engine == 'CYCLES':
+ if mat and bpy.context.scene.render.engine in {'CYCLES', 'BLENDER_EEVEE'}:
mat = create_diffuse_material("Drawer_material", False, 0.8, 0.8, 0.8, 0.6, 0.6, 0.6, 0.2)
set_material(mydrawer, mat)
@@ -1379,7 +1384,7 @@ def create_handle(model, mydoor, thickness, handle_position, mat, handle_x, hand
mymesh = bpy.data.meshes.new("Handle")
myhandle = bpy.data.objects.new("Handle", mymesh)
- bpy.context.scene.objects.link(myhandle)
+ bpy.context.collection.objects.link(myhandle)
mymesh.from_pydata(myvertex, [], myfaces)
mymesh.update(calc_edges=True)
@@ -1447,7 +1452,7 @@ def create_handle(model, mydoor, thickness, handle_position, mat, handle_x, hand
# parent
myhandle.parent = mydoor
# Materials
- if mat and bpy.context.scene.render.engine == 'CYCLES':
+ if mat and bpy.context.scene.render.engine in {'CYCLES', 'BLENDER_EEVEE'}:
mat = create_glossy_material("Handle_material", False, 0.733, 0.779, 0.8, 0.733, 0.779, 0.8, 0.02)
set_material(myhandle, mat)