diff options
author | Antonioya <blendergit@gmail.com> | 2019-01-27 19:34:37 +0300 |
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committer | Antonioya <blendergit@gmail.com> | 2019-01-27 21:17:52 +0300 |
commit | 00fe1f9d27ef81d535c4ebfea11e7793a41fe373 (patch) | |
tree | caf550d252e478ac29140b781f4d5133bb7c57a3 /archimesh/achm_lamp_maker.py | |
parent | 117b36e1b5ade3d81dfacbb4da5377ca3aabc92d (diff) |
Archimesh: Conversion to 2.80
Adapt the script to new Blender version
Task T60910
Diffstat (limited to 'archimesh/achm_lamp_maker.py')
-rw-r--r-- | archimesh/achm_lamp_maker.py | 46 |
1 files changed, 28 insertions, 18 deletions
diff --git a/archimesh/achm_lamp_maker.py b/archimesh/achm_lamp_maker.py index fd4617ab..ea661d5f 100644 --- a/archimesh/achm_lamp_maker.py +++ b/archimesh/achm_lamp_maker.py @@ -129,11 +129,11 @@ def set_preset(self): # Define UI class # Lamps # ------------------------------------------------------------------ -class AchmLamp(Operator): +class ARCHIMESH_PT_Lamp(Operator): bl_idname = "mesh.archimesh_light" bl_label = "Lamp" bl_description = "Lamp Generator" - bl_category = 'Archimesh' + bl_category = 'View' bl_options = {'REGISTER', 'UNDO'} # preset preset: EnumProperty( @@ -147,7 +147,17 @@ class AchmLamp(Operator): name="Predefined", description="Apply predefined design", ) - oldpreset = preset + oldpreset: EnumProperty( + items=( + ('0', "None", ""), + ('1', "Sphere", ""), + ('2', "Pear", ""), + ('3', "Vase", ""), + ('4', "Rectangular", ""), + ), + name="Predefined", + description="Apply predefined design", + ) base_height: FloatProperty( name='Height', @@ -354,7 +364,7 @@ class AchmLamp(Operator): row.prop(self, 'tr03') 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') if self.crt_mat: @@ -389,7 +399,7 @@ class AchmLamp(Operator): def create_light_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) generate_light(self) @@ -481,22 +491,22 @@ def generate_light(self): # Light bulb # --------------------- radbulb = 0.02 - bpy.ops.mesh.primitive_uv_sphere_add(segments=16, size=radbulb) + bpy.ops.mesh.primitive_uv_sphere_add(segments=16, radius=radbulb) mybulb = bpy.data.objects[bpy.context.active_object.name] mybulb.name = "Lamp_Bulb" mybulb.parent = myholder mybulb.location = (0, 0, radbulb + self.holder + 0.04) - 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_emission_material(mybulb.name, True, 0.8, 0.8, 0.8, self.energy) set_material(mybulb, mat) # deactivate others for o in bpy.data.objects: - if o.select is True: + if o.select_get() is True: o.select_set(False) mybase.select_set(True) - bpy.context.scene.objects.active = mybase + bpy.context.view_layer.objects.active = mybase return @@ -534,7 +544,7 @@ def create_light_base(objname, height, px, py, pz, segments, rings, radios, rati mymesh = bpy.data.meshes.new(objname) mycylinder = bpy.data.objects.new(objname, mymesh) - bpy.context.scene.objects.link(mycylinder) + bpy.context.collection.objects.link(mycylinder) mymesh.from_pydata(myvertex, [], myfaces) mymesh.update(calc_edges=True) @@ -543,7 +553,7 @@ def create_light_base(objname, height, px, py, pz, segments, rings, radios, rati mycylinder.location.y = py mycylinder.location.z = pz # Materials - if mat and bpy.context.scene.render.engine == 'CYCLES': + if mat and bpy.context.scene.render.engine in {'CYCLES', 'BLENDER_EEVEE'}: rgb = objcol mymat = create_diffuse_material(mycylinder.name + "_material", True, rgb[0], rgb[1], rgb[2], rgb[0], rgb[1], rgb[2], 0.1) @@ -571,7 +581,7 @@ def create_lightholder(objname, height, px, py, pz, mat): mymesh = bpy.data.meshes.new(objname) mycylinder = bpy.data.objects.new(objname, mymesh) - bpy.context.scene.objects.link(mycylinder) + bpy.context.collection.objects.link(mycylinder) mymesh.from_pydata(myvertex, [], myfaces) mymesh.update(calc_edges=True) @@ -581,7 +591,7 @@ def create_lightholder(objname, height, px, py, pz, mat): mycylinder.location.z = pz # Materials - 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(mycylinder.name + "_material", True, 0.8, 0.8, 0.8, 0.8, 0.8, 0.8, 0.1) set_material(mycylinder, mat) @@ -609,7 +619,7 @@ def create_lightholder_strings(objname, height, px, py, pz, radio, shadeh, mat): mymesh = bpy.data.meshes.new(objname) mycylinder = bpy.data.objects.new(objname, mymesh) - bpy.context.scene.objects.link(mycylinder) + bpy.context.collection.objects.link(mycylinder) mymesh.from_pydata(myvertex, [], myfaces) mymesh.update(calc_edges=True) @@ -627,7 +637,7 @@ def create_lightholder_strings(objname, height, px, py, pz, radio, shadeh, mat): box2.location = (-0.021, 0, height + 0.004) # Materials - 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(mycylinder.name + "_material", True, 0.8, 0.8, 0.8, 0.8, 0.8, 0.8, 0.1) set_material(mycylinder, mat) set_material(box1, mat) @@ -664,7 +674,7 @@ def create_lightshade(objname, height, px, py, pz, segments, radio1, radio2, ple mymesh = bpy.data.meshes.new(objname) mycylinder = bpy.data.objects.new(objname, mymesh) - bpy.context.scene.objects.link(mycylinder) + bpy.context.collection.objects.link(mycylinder) mymesh.from_pydata(myvertex, [], myfaces) mymesh.update(calc_edges=True) @@ -673,7 +683,7 @@ def create_lightshade(objname, height, px, py, pz, segments, radio1, radio2, ple mycylinder.location.y = py mycylinder.location.z = pz # materials - if mat and bpy.context.scene.render.engine == 'CYCLES': + if mat and bpy.context.scene.render.engine in {'CYCLES', 'BLENDER_EEVEE'}: mymat = create_translucent_material(mycylinder.name + "_material", True, 0.8, 0.65, 0.45, 0.8, 0.65, 0.45, opacity) set_material(mycylinder, mymat) @@ -699,7 +709,7 @@ def create_box_segments(objname, height, shift): mymesh = bpy.data.meshes.new(objname) mysegment = bpy.data.objects.new(objname, mymesh) - bpy.context.scene.objects.link(mysegment) + bpy.context.collection.objects.link(mysegment) mymesh.from_pydata(myvertex, [], myfaces) mymesh.update(calc_edges=True) |