forked from bartvdbraak/blender
3e1a5ce7a2
moved bpy into bpy.data and bpy will be eventually replace the root level 'Blender' module. currently we have bpy.library bpy.config and bpy.data
202 lines
5.6 KiB
Python
202 lines
5.6 KiB
Python
#!BPY
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"""
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Name: 'Find by Data Use'
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Blender: 242
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Group: 'Object'
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Tooltip: 'Find an object by the data it uses'
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"""
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__author__= "Campbell Barton"
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__url__= ["blender.org", "blenderartists.org"]
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__version__= "1.0"
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__bpydoc__= """
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"""
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# --------------------------------------------------------------------------
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# Find by Data Use v0.1 by Campbell Barton (AKA Ideasman42)
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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from Blender import Image, sys, Draw, Window, Scene, Group
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import bpy
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import BPyMessages
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def get_object_images(ob):
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# Could optimize this
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if ob.type == 'Mesh':
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unique_images = {}
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me = ob.getData(mesh=1)
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orig_uvlayer = me.activeUVLayer
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for uvlayer in me.getUVLayerNames():
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me.activeUVLayer = uvlayer
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for f in me.faces:
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i = f.image
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if i: unique_images[i.name] = i
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me.activeUVLayer = orig_uvlayer
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return unique_images.values()
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# Todo, support other object types, materials
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return []
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def main():
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NAME_DATA= Draw.Create('')
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NAME_INGROUP= Draw.Create('')
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NAME_DUPGROUP= Draw.Create('')
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NAME_IMAGE= Draw.Create('')
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NAME_MATERIAL= Draw.Create('')
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NAME_TEXTURE= Draw.Create('')
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PREF_CASESENS= Draw.Create(False)
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PREF_PART_MATCH= Draw.Create(True)
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# Get USER Options
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pup_block= [\
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('ObData:', NAME_DATA, 0, 32, 'Match with the objects data name'),\
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('InGroup:', NAME_INGROUP, 0, 32, 'Match with the group name to find one of its objects'),\
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('DupGroup:', NAME_DUPGROUP, 0, 32, 'Match with the group name to find an object that instances this group'),\
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('Image:', NAME_IMAGE, 0, 32, 'Match with the image name to find an object that uses this image'),\
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('Material:', NAME_MATERIAL, 0, 32, 'Match with the material name to find an object that uses this material'),\
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('Texture:', NAME_TEXTURE, 0, 32, 'Match with the texture name to find an object that uses this texture'),\
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('Case Sensitive', PREF_CASESENS, 'Do a case sensitive comparison?'),\
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('Partial Match', PREF_PART_MATCH, 'Match when only a part of the text is in the data name'),\
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]
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if not Draw.PupBlock('Find object using dataname...', pup_block):
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return
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NAME_DATA = NAME_DATA.val
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NAME_INGROUP = NAME_INGROUP.val
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NAME_DUPGROUP = NAME_DUPGROUP.val
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NAME_IMAGE = NAME_IMAGE.val
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NAME_MATERIAL = NAME_MATERIAL.val
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NAME_TEXTURE = NAME_TEXTURE.val
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PREF_CASESENS = PREF_CASESENS.val
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PREF_PART_MATCH = PREF_PART_MATCH.val
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if not PREF_CASESENS:
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NAME_DATA = NAME_DATA.lower()
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NAME_INGROUP = NAME_INGROUP.lower()
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NAME_DUPGROUP = NAME_DUPGROUP.lower()
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NAME_IMAGE = NAME_IMAGE.lower()
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NAME_MATERIAL = NAME_MATERIAL.lower()
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NAME_TEXTURE = NAME_TEXTURE.lower()
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def activate(ob, scn):
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bpy.data.scenes.active = scn
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scn.objects.selected = []
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scn.Layers = ob.Layers
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ob.sel = 1
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def name_cmp(name_search, name_found):
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if name_found == None: return False
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if not PREF_CASESENS: name_found = name_found.lower()
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if PREF_PART_MATCH:
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if name_search in name_found:
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# print name_found, name_search
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return True
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else:
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if name_found == name_search:
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# print name_found, name_search
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return True
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return False
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if NAME_INGROUP:
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# Best we speed this up.
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bpy.data.objects.tag = False
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ok = False
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for group in bpy.data.groups:
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if name_cmp(NAME_INGROUP, group.name):
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for ob in group.objects:
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ob.tag = True
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ok = True
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if not ok:
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Draw.PupMenu('No Objects Found')
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return
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for scn in bpy.data.scenes:
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for ob in scn.objects:
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if NAME_DATA:
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if name_cmp(NAME_DATA, ob.getData(1)):
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activate(ob, scn)
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return
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if NAME_INGROUP:
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# Crap and slow but not much we can do about that
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'''
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for group in bpy.data.groups:
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if name_cmp(NAME_INGROUP, group.name):
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for ob_group in group.objects:
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if ob == ob_group:
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activate(ob, scn)
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return
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'''
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# Use speedup, this is in a group whos name matches.
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if ob.tag:
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activate(ob, scn)
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return
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if NAME_DUPGROUP:
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if ob.DupGroup and name_cmp(NAME_DUPGROUP, ob.DupGroup.name):
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activate(ob, scn)
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return
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if NAME_IMAGE:
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for img in get_object_images(ob):
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if name_cmp(NAME_IMAGE, img.name) or name_cmp(NAME_IMAGE, img.filename.split('\\')[-1].split('/')[-1]):
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activate(ob, scn)
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return
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if NAME_MATERIAL or NAME_TEXTURE:
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try: materials = ob.getData(mesh=1).materials
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except: materials = []
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# Add object materials
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materials.extend(ob.getMaterials())
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for mat in materials:
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if mat:
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if NAME_MATERIAL:
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if name_cmp(NAME_MATERIAL, mat.name):
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activate(ob, scn)
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return
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if NAME_TEXTURE:
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for tex in mat.getTextures():
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if tex:
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if name_cmp(NAME_MATERIAL, tex.name):
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activate(ob, scn)
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return
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Draw.PupMenu('No Objects Found')
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if __name__ == '__main__':
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main()
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