addons: more view_layer syntax updates

This commit is contained in:
nBurn 2019-01-29 09:08:23 -05:00
parent 8b93448f56
commit 5c994fde52
13 changed files with 84 additions and 76 deletions

View File

@ -172,7 +172,9 @@ def create_material(scene, ob, name):
# generate mesh from audio
def create_mesh_from_audio(self, scene, verts, faces):
def create_mesh_from_audio(self, context, verts, faces):
scene = context.scene
view_layer = context.view_layer
adv_obj = scene.advanced_objects
audio_filepath = adv_obj.cubester_audio_path
width = adv_obj.cubester_audio_width_blocks
@ -337,7 +339,7 @@ def create_mesh_from_audio(self, scene, verts, faces):
ob.select_set(True)
curve.select_set(False)
scene.objects.active = ob
view_layer.objects.active = ob
# data was collected and then multi-variable regression was done in Excel
# influence of width and length
@ -912,7 +914,7 @@ class CubeSter(Operator):
path.isfile(adv_obj.cubester_audio_path) and
adv_obj.cubester_check_audio is True):
create_mesh_from_audio(self, scene, verts, faces)
create_mesh_from_audio(self, context, verts, faces)
created = adv_obj.cubester_audio_file_length
else:
self.report({'WARNING'},

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@ -865,8 +865,6 @@ class add_mesh_wallb(Operator):
# Make a mesh from a list of verts/edges/faces.
mesh.from_pydata(verts_array, [], faces_array)
scene = context.scene
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
@ -876,7 +874,7 @@ class add_mesh_wallb(Operator):
scene.objects.link(ob_new)
# leave this out to prevent 'Tab key" going into edit mode :)
# Use rmb click to select and still modify.
scene.objects.active = ob_new
context.view_layer.objects.active = ob_new
ob_new.select_set(True)
ob_new.location = tuple(context.scene.cursor_location)

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@ -220,9 +220,6 @@ def addBrilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f,
cf.append(i)
fa(*cf)
# bpy variables / shortcuts
scene = bpy.context.scene
# deactivate possible active Objects
bpy.context.view_layer.objects.active = None
@ -236,7 +233,7 @@ def addBrilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f,
dobj = object_utils.object_data_add(context, dmesh, operator=None, name="dobj").object
# activate and select object
scene.objects.active = dobj
bpy.context.view_layer.objects.active = dobj
dobj.select_set(True)
obj = bpy.context.active_object

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@ -228,7 +228,7 @@ class object_duplicate_flatten_modifiers(bpy.types.Operator):
# setup the context
bpy.ops.object.select_all(action='DESELECT')
scene.objects.active = new_object
context.view_layer.objects.active = new_object
new_object.select_set(True)
return {'FINISHED'}

View File

@ -205,7 +205,7 @@ class AntLandscapeRegenerate(bpy.types.Operator):
undo = bpy.context.preferences.edit.use_global_undo
bpy.context.preferences.edit.use_global_undo = False
scene = bpy.context.scene
view_layer = bpy.context.view_layer
# ant object items
obj = bpy.context.active_object
@ -321,12 +321,12 @@ class AntLandscapeRegenerate(bpy.types.Operator):
new_ob.select_set(False)
obj.select_set(True)
scene.objects.active = obj
view_layer.objects.active = obj
bpy.ops.object.delete(use_global=False)
# Select landscape and make active
new_ob.select_set(True)
scene.objects.active = new_ob
view_layer.objects.active = new_ob
# restore pre operator undo state
context.preferences.edit.use_global_undo = undo

View File

@ -978,6 +978,7 @@ def triangulate_mesh(object):
verbose(header("triangulateNMesh"))
# print(type(object))
scene = bpy.context.scene
view_layer = bpy.context.view_layer
me_ob = object.copy()
me_ob.data = object.to_mesh(bpy.context.scene, True, 'PREVIEW') # write data object
@ -989,7 +990,7 @@ def triangulate_mesh(object):
i.select_set(False) # deselect all objects
me_ob.select_set(True)
scene.objects.active = me_ob
view_layer.objects.active = me_ob
print("Copy and Convert mesh just incase any way...")
@ -1083,11 +1084,12 @@ def parse_mesh(mesh, psk):
print(header("MESH", 'RIGHT'))
print("Mesh object:", mesh.name)
scene = bpy.context.scene
view_layer = bpy.context.view_layer
for i in scene.objects:
i.select_set(False) # deselect all objects
scene.objects.active = mesh
view_layer.objects.active = mesh
setmesh = mesh
mesh = triangulate_mesh(mesh)

View File

@ -219,6 +219,7 @@ class Ms3dExporter():
###########################################################################
def create_geometry(self, blender_context, ms3d_model, blender_mesh_objects, blender_to_ms3d_bones):
blender_view_layer = blender_context.view_layer
blender_scene = blender_context.scene
blender_to_ms3d_vertices = {}
@ -271,7 +272,7 @@ class Ms3dExporter():
blender_mesh_object_temp = blender_mesh_object.copy()
blender_mesh_object_temp.data = blender_mesh_temp
blender_scene.objects.link(blender_mesh_object_temp)
blender_scene.objects.active = blender_mesh_object_temp
blender_view_layer.objects.active = blender_mesh_object_temp
# apply transform
if self.options_apply_transform:

View File

@ -285,12 +285,13 @@ class Ms3dImporter():
# blender stuff:
# link to blender scene
blender_scene = blender_context.scene
blender_view_layer = blender_context.view_layer
blender_scene.objects.link(blender_mesh_object)
#blender_mesh_object.location = blender_scene.cursor_location
enable_edit_mode(False, blender_context)
select_all(False)
blender_mesh_object.select_set(True)
blender_scene.objects.active = blender_mesh_object
blender_view_layer.objects.active = blender_mesh_object
##########################
# take this as active object after import
@ -827,7 +828,7 @@ class Ms3dImporter():
if joint_length < 0.01:
joint_length = 0.01
blender_scene.objects.active = blender_armature_object
blender_view_layer.objects.active = blender_armature_object
enable_edit_mode(True, blender_context)
for ms3d_joint in ms3d_joints_ordered:
blender_edit_bone = blender_armature.edit_bones.new(ms3d_joint.name)

View File

@ -320,6 +320,7 @@ class OBJECT_OT_create_lightfield_basemesh(Operator):
def addMeshObj(self, mesh):
scene = bpy.context.scene
view_layer = bpy.context.view_layer
for o in scene.objects:
o.select_set(False)
@ -329,8 +330,8 @@ class OBJECT_OT_create_lightfield_basemesh(Operator):
scene.objects.link(nobj)
nobj.select_set(True)
if scene.objects.active is None or scene.objects.active.mode == 'OBJECT':
scene.objects.active = nobj
if view_layer.objects.active is None or view_layer.objects.active.mode == 'OBJECT':
view_layer.objects.active = nobj
def execute(self, context):
scene = context.scene

View File

@ -183,7 +183,7 @@ def CreateNodeGroup(Type):
# and adds a bounding box to it.
# It will add or subtract the bound box size by the variable sizeDifference.
def getMeshandPutinEditMode(scene, object):
def getMeshandPutinEditMode(view_layer, object):
# Go into Object Mode
bpy.ops.object.mode_set(mode='OBJECT')
@ -193,7 +193,7 @@ def getMeshandPutinEditMode(scene, object):
# Select the object
object.select_set(True)
scene.objects.active = object
view_layer.objects.active = object
# Go into Edit Mode
bpy.ops.object.mode_set(mode='EDIT')
@ -201,9 +201,9 @@ def getMeshandPutinEditMode(scene, object):
return object.data
def maxAndMinVerts(scene, object):
def maxAndMinVerts(view_layer, object):
mesh = getMeshandPutinEditMode(scene, object)
mesh = getMeshandPutinEditMode(view_layer, object)
verts = mesh.vertices
# Set the max and min verts to the first vertex on the list
@ -231,13 +231,13 @@ def maxAndMinVerts(scene, object):
return [maxVert, minVert]
def makeObjectIntoBoundBox(scene, objects, sizeDifference, takeFromObject):
def makeObjectIntoBoundBox(view_layer, objects, sizeDifference, takeFromObject):
# Let's find the max and min of the reference object,
# it can be the same as the destination object
[maxVert, minVert] = maxAndMinVerts(scene, takeFromObject)
[maxVert, minVert] = maxAndMinVerts(view_layer, takeFromObject)
# get objects mesh
mesh = getMeshandPutinEditMode(scene, objects)
mesh = getMeshandPutinEditMode(view_layer, objects)
# Add the size difference to the max size of the box
maxVert[0] = maxVert[0] + sizeDifference
@ -292,24 +292,24 @@ def makeObjectIntoBoundBox(scene, objects, sizeDifference, takeFromObject):
mesh.update()
def applyScaleRotLoc(scene, obj):
def applyScaleRotLoc(view_layer, obj):
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object
obj.select_set(True)
scene.objects.active = obj
view_layer.objects.active = obj
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
def totallyDeleteObject(scene, obj):
def totallyDeleteObject(obj):
bpy.data.objects.remove(obj, do_unlink=True)
def makeParent(parentobj, childobj, scene):
applyScaleRotLoc(scene, parentobj)
applyScaleRotLoc(scene, childobj)
def makeParent(parentobj, childobj, view_layer):
applyScaleRotLoc(view_layer, parentobj)
applyScaleRotLoc(view_layer, childobj)
childobj.parent = parentobj
@ -343,13 +343,13 @@ def getpdensitytexture(object):
return tex
def removeParticleSystemFromObj(scene, obj):
def removeParticleSystemFromObj(view_layer, obj):
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object
obj.select_set(True)
scene.objects.active = obj
view_layer.objects.active = obj
bpy.ops.object.particle_system_remove()
@ -357,10 +357,10 @@ def removeParticleSystemFromObj(scene, obj):
bpy.ops.object.select_all(action='DESELECT')
def convertParticlesToMesh(scene, particlesobj, destobj, replacemesh):
def convertParticlesToMesh(view_layer, particlesobj, destobj, replacemesh):
# Select the Destination object
destobj.select_set(True)
scene.objects.active = destobj
view_layer.objects.active = destobj
# Go to Edit Mode
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
@ -389,7 +389,7 @@ def convertParticlesToMesh(scene, particlesobj, destobj, replacemesh):
meshPnts.update()
def combineObjects(scene, combined, listobjs):
def combineObjects(view_layer, combined, listobjs):
# scene is the current scene
# combined is the object we want to combine everything into
# listobjs is the list of objects to stick into combined
@ -399,7 +399,7 @@ def combineObjects(scene, combined, listobjs):
# Select the new object.
combined.select_set(True)
scene.objects.active = combined
view_layer.objects.active = combined
# Add data
if len(listobjs) > 0:
@ -509,6 +509,7 @@ class GenerateCloud(Operator):
# Make variable scene that is current scene
scene = context.scene
view_layer = context.view_layer
# Parameters the user may want to change:
# Number of points this number is multiplied by the volume to get
@ -543,7 +544,7 @@ class GenerateCloud(Operator):
definitionObjects = []
for member in cloudMembers:
applyScaleRotLoc(scene, member)
applyScaleRotLoc(view_layer, member)
if member["CloudMember"] == "CreatedObj":
createdObjects.append(member)
else:
@ -555,10 +556,10 @@ class GenerateCloud(Operator):
del(defObj["CloudMember"])
for createdObj in createdObjects:
totallyDeleteObject(scene, createdObj)
totallyDeleteObject(createdObj)
# Delete the blend_data object
totallyDeleteObject(scene, mainObj)
totallyDeleteObject(mainObj)
# Select all of the left over boxes so people can immediately
# press generate again if they want
@ -579,9 +580,9 @@ class GenerateCloud(Operator):
cloudPnts.display_type = 'WIRE'
cloudPnts.hide_render = True
makeParent(bounds, cloudPnts, scene)
convertParticlesToMesh(scene, cloudParticles, cloudPnts, True)
removeParticleSystemFromObj(scene, active_object)
makeParent(bounds, cloudPnts, view_layer)
convertParticlesToMesh(view_layer, cloudParticles, cloudPnts, True)
removeParticleSystemFromObj(view_layer, active_object)
pDensity = getpdensitytexture(bounds)
pDensity.point_density.point_source = 'OBJECT'
@ -589,7 +590,7 @@ class GenerateCloud(Operator):
# Let's resize the bound box to be more accurate
how_much_bigger = pDensity.point_density.radius
makeObjectIntoBoundBox(scene, bounds, how_much_bigger, cloudPnts)
makeObjectIntoBoundBox(view_layer, bounds, how_much_bigger, cloudPnts)
else:
# Generate Cloud
@ -619,12 +620,12 @@ class GenerateCloud(Operator):
del selectedObjects[0]
# Apply location Rotation and Scale to all objects involved
applyScaleRotLoc(scene, bounds)
applyScaleRotLoc(view_layer, bounds)
for each in selectedObjects:
applyScaleRotLoc(scene, each)
applyScaleRotLoc(view_layer, each)
# Let's combine all of them together.
combineObjects(scene, bounds, selectedObjects)
combineObjects(view_layer, bounds, selectedObjects)
# Let's add some property info to the objects
for selObj in selectedObjects:
@ -633,14 +634,14 @@ class GenerateCloud(Operator):
selObj.display_type = 'WIRE'
selObj.hide_render = True
selObj.hide = True
makeParent(bounds, selObj, scene)
makeParent(bounds, selObj, view_layer)
# Do the same to the 1. object since it is no longer in list.
firstObject["CloudMember"] = "DefinitionObj"
firstObject.name = "DefinitionObj"
firstObject.display_type = 'WIRE'
firstObject.hide_render = True
makeParent(bounds, firstObject, scene)
makeParent(bounds, firstObject, view_layer)
# Create Cloud for putting Cloud Mesh #
# Create a new object cloud.
@ -649,7 +650,7 @@ class GenerateCloud(Operator):
cloud.display_type = 'WIRE'
cloud.hide_render = True
makeParent(bounds, cloud, scene)
makeParent(bounds, cloud, view_layer)
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
@ -693,10 +694,10 @@ class GenerateCloud(Operator):
# Select the object.
bounds.select_set(True)
scene.objects.active = bounds
view_layer.objects.active = bounds
# Turn bounds object into a box. Use itself as a reference
makeObjectIntoBoundBox(scene, bounds, 1.0, bounds)
makeObjectIntoBoundBox(view_layer, bounds, 1.0, bounds)
# Delete all material slots in bounds object
for i in range(len(bounds.material_slots)):
@ -839,8 +840,8 @@ class GenerateCloud(Operator):
cloudPnts.display_type = 'WIRE'
cloudPnts.hide_render = True
makeParent(bounds, cloudPnts, scene)
convertParticlesToMesh(scene, cloudParticles, cloudPnts, True)
makeParent(bounds, cloudPnts, view_layer)
convertParticlesToMesh(view_layer, cloudParticles, cloudPnts, True)
# Add a modifier.
bpy.ops.object.modifier_add(type='DISPLACE')
@ -863,7 +864,7 @@ class GenerateCloud(Operator):
PointDensityNode.point_source = 'OBJECT'
PointDensityNode.object = cloudPnts
removeParticleSystemFromObj(scene, cloud)
removeParticleSystemFromObj(view_layer, cloud)
else:
if bpy.context.scene.render.engine == 'BLENDER_RENDER':
@ -923,16 +924,16 @@ class GenerateCloud(Operator):
# Select the object.
bounds.select_set(True)
scene.objects.active = bounds
view_layer.objects.active = bounds
# Let's resize the bound box to be more accurate.
how_much_bigger = PDensityRadius + 0.1
# If it's a particle cloud use cloud mesh if otherwise use point mesh
if not scene.cloudparticles:
makeObjectIntoBoundBox(scene, bounds, how_much_bigger, cloudPnts)
makeObjectIntoBoundBox(view_layer, bounds, how_much_bigger, cloudPnts)
else:
makeObjectIntoBoundBox(scene, bounds, how_much_bigger, cloud)
makeObjectIntoBoundBox(view_layer, bounds, how_much_bigger, cloud)
cloud_string = "Cumulous" if scene.cloud_type == '1' else "Cirrus" if \
scene.cloud_type == '2' else "Stratus" if \

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@ -234,6 +234,7 @@ def boolop(ob, cutter, op):
def splitobject(context, ob, crack_type, roughness):
scene = context.scene
view_layer = context.view_layer
size = getsizefrommesh(ob)
shards = []
@ -251,7 +252,7 @@ def splitobject(context, ob, crack_type, roughness):
random.random() * 5000.0,
random.random() * 5000.0]
scene.objects.active = ob
view_layer.objects.active = ob
operations = ['INTERSECT', 'DIFFERENCE']
for op in operations:

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@ -194,7 +194,7 @@ def write_mesh(context, info, report_cb):
for base in context_backup["selected_bases"]:
base.select_set(True)
del base
scene.objects.active = context_backup["active_object"]
layer.objects.active = context_backup["active_object"]
if 'FINISHED' in ret:
info.append(("%r ok" % os.path.basename(filepath), None))

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@ -404,6 +404,7 @@ class TexAtl_RemoveFromGroup(Operator):
def execute(self, context):
scene = context.scene
view_layer = context.view_layer
# Check if group exists
if check_group_exist(self, context) is False:
@ -417,7 +418,7 @@ class TexAtl_RemoveFromGroup(Operator):
obj_group = bpy.data.collections[group_name]
for object in context.selected_objects:
scene.objects.active = object
view_layer.objects.active = object
if object.type == 'MESH' and object.name in obj_group.objects:
@ -440,6 +441,7 @@ class TexAtl_RemoveOtherUVs(Operator):
def execute(self, context):
scene = context.scene
view_layer = context.view_layer
group_name = scene.ms_lightmap_groups[
scene.ms_lightmap_groups_index].name
@ -455,7 +457,7 @@ class TexAtl_RemoveOtherUVs(Operator):
# Remove other UVs of selected objects
for object in context.selected_objects:
scene.objects.active = object
view_layer.objects.active = object
if object.type == 'MESH' and object.name in obj_group.objects:
# remove UVs
@ -603,13 +605,14 @@ class TexAtl_MergeObjects(Operator):
def execute(self, context):
scene = context.scene
view_layer = context.view_layer
# objToDelete = None
bpy.ops.object.select_all(action='DESELECT')
ob_merged_old = bpy.data.objects.get(self.group_name + "_mergedObject")
if ob_merged_old is not None:
ob_merged_old.select_set(True)
scene.objects.active = ob_merged_old
view_layer.objects.active = ob_merged_old
bpy.ops.object.delete(use_global=True)
me = bpy.data.meshes.new(self.group_name + '_mergedObject')
@ -639,14 +642,14 @@ class TexAtl_MergeObjects(Operator):
for uv in object.data.uv_textures:
if uv.name == self.group_name:
uv.active = True
scene.objects.active = object
view_layer.objects.active = object
# Duplicate Temp Object
bpy.ops.object.select_all(action='DESELECT')
object.select_set(True)
scene.objects.active = object
view_layer.objects.active = object
bpy.ops.object.duplicate(linked=False, mode='TRANSLATION')
activeNowObject = scene.objects.active
activeNowObject = view_layer.objects.active
activeNowObject.select_set(True)
# hide render of original mesh
@ -669,7 +672,7 @@ class TexAtl_MergeObjects(Operator):
UVLIST.clear() # clear array
# create vertex groups for each selected object
scene.objects.active = activeNowObject
view_layer.objects.active = activeNowObject
vgroup = activeNowObject.vertex_groups.new(name=object.name)
vgroup.add(
list(range(len(activeNowObject.data.vertices))), weight=1.0, type='ADD')
@ -692,7 +695,7 @@ class TexAtl_MergeObjects(Operator):
bpy.ops.object.select_all(action='DESELECT')
activeNowObject.select_set(True)
ob_merge.select_set(True)
scene.objects.active = ob_merge
view_layer.objects.active = ob_merge
bpy.ops.object.join()
mergeList.clear() # Clear Merge List
@ -700,7 +703,7 @@ class TexAtl_MergeObjects(Operator):
# make Unwrap
bpy.ops.object.select_all(action='DESELECT')
ob_merge.select_set(True)
scene.objects.active = ob_merge
view_layer.objects.active = ob_merge
# Unfide all faces
bpy.ops.object.mode_set(mode='EDIT')
@ -737,11 +740,12 @@ class TexAtl_SeparateObjects(Operator):
def execute(self, context):
scene = context.scene
view_layer = context.view_layer
ob_merged = bpy.data.objects.get(self.group_name + "_mergedObject")
if ob_merged is not None:
# if scene.objects.active is not None:
# if view_layer.objects.active is not None:
# bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.select_all(action='DESELECT')
ob_merged.hide = False
@ -756,7 +760,7 @@ class TexAtl_SeparateObjects(Operator):
# object
bpy.ops.object.select_all(action='DESELECT')
ob_merged.select_set(True)
scene.objects.active = ob_merged
view_layer.objects.active = ob_merged
bpy.ops.object.mode_set(mode='EDIT')
if doUnhidePolygons is False:
@ -770,7 +774,7 @@ class TexAtl_SeparateObjects(Operator):
bpy.ops.object.vertex_group_select()
bpy.ops.mesh.separate(type='SELECTED')
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
# scene.objects.active.select = False
# view_layer.objects.active.select_set(False)
# find separated object
ob_separeted = None
@ -787,7 +791,7 @@ class TexAtl_SeparateObjects(Operator):
ob_original.hide_select = False
ob_original.hide = False
ob_original.select_set(True)
scene.objects.active = ob_separeted
view_layer.objects.active = ob_separeted
bpy.ops.object.join_uvs()
ob_original.hide_render = False
ob_original.select_set(False)