forked from bartvdbraak/blender
c7fe2199a7
KX_PythonInit.cpp - own error in recent commit.
223 lines
5.9 KiB
Python
223 lines
5.9 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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return []
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me = ob.getData(mesh=1)
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if not me.faceUV:
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return []
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unique_images = {}
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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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# Now get material images
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for mat in me.materials:
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if mat:
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for mtex in mat.getTextures():
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if mtex:
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tex = mtex.tex
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i = tex.getImage()
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if i: unique_images[i.name] = i
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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 & (1<<20)-1
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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 mtex in mat.getTextures():
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if mtex:
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tex = mtex.tex
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if tex:
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if name_cmp(NAME_TEXTURE, 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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