[Bf-extensions-cvs] [5c994fde] master: addons: more view_layer syntax updates
NBurn
noreply at git.blender.org
Tue Jan 29 15:09:02 CET 2019
Commit: 5c994fde52196dfe8a7e0db03b6935bac001d353
Author: NBurn
Date: Tue Jan 29 09:08:23 2019 -0500
Branches: master
https://developer.blender.org/rBA5c994fde52196dfe8a7e0db03b6935bac001d353
addons: more view_layer syntax updates
===================================================================
M add_advanced_objects_menu/cubester.py
M add_mesh_extra_objects/Wallfactory.py
M add_mesh_extra_objects/add_mesh_round_brilliant.py
M animation_add_corrective_shape_key.py
M ant_landscape/ant_functions.py
M io_export_unreal_psk_psa.py
M io_scene_ms3d/ms3d_export.py
M io_scene_ms3d/ms3d_import.py
M light_field_tools/light_field_tools.py
M object_cloud_gen.py
M object_fracture/fracture_ops.py
M object_print3d_utils/export.py
M uv_texture_atlas.py
===================================================================
diff --git a/add_advanced_objects_menu/cubester.py b/add_advanced_objects_menu/cubester.py
index 6c4f8dfd..20ebb2aa 100644
--- a/add_advanced_objects_menu/cubester.py
+++ b/add_advanced_objects_menu/cubester.py
@@ -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'},
diff --git a/add_mesh_extra_objects/Wallfactory.py b/add_mesh_extra_objects/Wallfactory.py
index f7edf659..1f36d884 100644
--- a/add_mesh_extra_objects/Wallfactory.py
+++ b/add_mesh_extra_objects/Wallfactory.py
@@ -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)
diff --git a/add_mesh_extra_objects/add_mesh_round_brilliant.py b/add_mesh_extra_objects/add_mesh_round_brilliant.py
index 90673ed4..7794269e 100644
--- a/add_mesh_extra_objects/add_mesh_round_brilliant.py
+++ b/add_mesh_extra_objects/add_mesh_round_brilliant.py
@@ -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
diff --git a/animation_add_corrective_shape_key.py b/animation_add_corrective_shape_key.py
index e7fc75ce..8a9bdb28 100644
--- a/animation_add_corrective_shape_key.py
+++ b/animation_add_corrective_shape_key.py
@@ -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'}
diff --git a/ant_landscape/ant_functions.py b/ant_landscape/ant_functions.py
index a20d2ff1..3f2c6103 100644
--- a/ant_landscape/ant_functions.py
+++ b/ant_landscape/ant_functions.py
@@ -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
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index 7b7272be..8695ee5e 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -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)
diff --git a/io_scene_ms3d/ms3d_export.py b/io_scene_ms3d/ms3d_export.py
index 478ae755..aed7f400 100644
--- a/io_scene_ms3d/ms3d_export.py
+++ b/io_scene_ms3d/ms3d_export.py
@@ -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:
diff --git a/io_scene_ms3d/ms3d_import.py b/io_scene_ms3d/ms3d_import.py
index dbf6d87e..d4fd6f2c 100644
--- a/io_scene_ms3d/ms3d_import.py
+++ b/io_scene_ms3d/ms3d_import.py
@@ -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)
diff --git a/light_field_tools/light_field_tools.py b/light_field_tools/light_field_tools.py
index f49a54f7..d46dec02 100644
--- a/light_field_tools/light_field_tools.py
+++ b/light_field_tools/light_field_tools.py
@@ -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
diff --git a/object_cloud_gen.py b/object_cloud_gen.py
index 6255e581..199bc2c2 100644
--- a/object_cloud_gen.py
+++ b/object_cloud_gen.py
@@ -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 = getMeshandPutinEdi
@@ Diff output truncated at 10240 characters. @@
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