lib/glitch3d/bpy/canvas/dreamatorium.py in glitch3d-0.2.3.2 vs lib/glitch3d/bpy/canvas/dreamatorium.py in glitch3d-0.2.3.3
- old
+ new
@@ -5,12 +5,17 @@
m4a1.scale = (0.5, 0.5, 0.5)
props.append(m4a1)
# Add props
rand_primitive = random.choice(PRIMITIVES)
-build_composite_object(rand_primitive, 4, 1)
+elements = build_composite_object(rand_primitive, 4, 1)
+for l1 in elements:
+ for l2 in l1:
+ for obj in l2:
+ WIREFRAMES.append(obj)
+
# Set up virtual displays
bpy.ops.mesh.primitive_grid_add(x_subdivisions=100, y_subdivisions=100, location=(0, 6, 2))
display1 = bpy.data.objects['Grid']
bpy.ops.mesh.primitive_grid_add(x_subdivisions=100, y_subdivisions=100, location=(6, 0, 2))
display2 = bpy.data.objects['Grid.001']
@@ -36,13 +41,13 @@
make_object_gradient_fabulous(m4a1, rand_color(), rand_color())
# Make floor
bpy.ops.mesh.primitive_plane_add(location=(0, 0, -2))
floor = last_added_object('PLANE')
-bpy.data.groups['Plane'].objects.link(floor)
+bpy.data.groups['Planes'].objects.link(floor)
floor.scale = (20,20,20)
-subdivide(floor, int(random.uniform(0, 7)))
+subdivide(floor, int(random.uniform(3, 7)))
displace(floor)
texture_object(floor)
OCEAN = add_ocean(10, 20)
@@ -60,14 +65,11 @@
props.append(new_object)
text_scale = random.uniform(0.75, 3)
make_object_glossy(new_object, rand_color(), 0.0)
new_object.scale = (text_scale, text_scale, text_scale)
new_object.location = rand_location()
- # pivot text to make it readable by camera
- new_object.rotation_euler.x += math.radians(90)
- new_object.rotation_euler.z += math.radians(90)
-for plane in bpy.data.groups['Plane'].objects:
+for plane in bpy.data.groups['Planes'].objects:
unwrap_model(plane)
for obj in WIREFRAMES:
wireframize(obj)
\ No newline at end of file