UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles were already calling them lights.
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@@ -915,17 +915,17 @@ class CLIP_OT_setup_tracking_scene(Operator):
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return [(layers_a[i] | layers_b[i]) for i in range(len(layers_a))]
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@staticmethod
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def _createLamp(scene):
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lamp = bpy.data.lamps.new(name="Lamp", type='POINT')
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lampob = bpy.data.objects.new(name="Lamp", object_data=lamp)
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scene.objects.link(lampob)
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def _createLight(scene):
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light = bpy.data.lights.new(name="Light", type='POINT')
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lightob = bpy.data.objects.new(name="Light", object_data=light)
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scene.objects.link(lightob)
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lampob.matrix_local = Matrix.Translation((4.076, 1.005, 5.904))
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lightob.matrix_local = Matrix.Translation((4.076, 1.005, 5.904))
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lamp.distance = 30
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lamp.shadow_method = 'RAY_SHADOW'
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light.distance = 30
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light.shadow_method = 'RAY_SHADOW'
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return lampob
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return lightob
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def _createSampleObject(self, scene):
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vertices = self._getPlaneVertices(1.0, -1.0) + \
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@@ -947,20 +947,20 @@ class CLIP_OT_setup_tracking_scene(Operator):
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all_layers = self._mergeLayers(fg.layers, bg.layers)
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# ensure all lamps are active on foreground and background
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has_lamp = False
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# ensure all lights are active on foreground and background
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has_light = False
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has_mesh = False
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for ob in scene.objects:
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if ob.type == 'LAMP':
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if ob.type == 'LIGHT':
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ob.layers = all_layers
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has_lamp = True
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has_light = True
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elif ob.type == 'MESH' and "is_ground" not in ob:
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has_mesh = True
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# create sample lamp if there's no lamps in the scene
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if not has_lamp:
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lamp = self._createLamp(scene)
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lamp.layers = all_layers
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# create sample light if there's no lights in the scene
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if not has_light:
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light = self._createLight(scene)
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light.layers = all_layers
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# create sample object if there's no meshes in the scene
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if not has_mesh:
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