[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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