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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_lamp_maker.py
parent117b36e1b5ade3d81dfacbb4da5377ca3aabc92d (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.py46
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)