Blender-ZeroEngine-MSH2-Plugin/src_research_readme/blender_2.43_scripts/object_find.py

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#!BPY
"""
Name: 'Find by Data Use'
Blender: 242
Group: 'Object'
Tooltip: 'Find an object by the data it uses'
"""
__author__= "Campbell Barton"
__url__= ["blender.org", "blenderartists.org"]
__version__= "1.0"
__bpydoc__= """
"""
# --------------------------------------------------------------------------
# Find by Data Use v0.1 by Campbell Barton (AKA Ideasman42)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
from Blender import Image, sys, Draw, Window, Scene, Group
import bpy
import BPyMessages
def get_object_images(ob):
# Could optimize this
if ob.type != 'Mesh':
return []
me = ob.getData(mesh=1)
if not me.faceUV:
return []
unique_images = {}
orig_uvlayer = me.activeUVLayer
for uvlayer in me.getUVLayerNames():
me.activeUVLayer = uvlayer
for f in me.faces:
i = f.image
if i: unique_images[i.name] = i
me.activeUVLayer = orig_uvlayer
# Now get material images
for mat in me.materials:
if mat:
for mtex in mat.getTextures():
if mtex:
tex = mtex.tex
i = tex.getImage()
if i: unique_images[i.name] = i
return unique_images.values()
# Todo, support other object types, materials
return []
def main():
NAME_DATA= Draw.Create('')
NAME_INGROUP= Draw.Create('')
NAME_DUPGROUP= Draw.Create('')
NAME_IMAGE= Draw.Create('')
NAME_MATERIAL= Draw.Create('')
NAME_TEXTURE= Draw.Create('')
PREF_CASESENS= Draw.Create(False)
PREF_PART_MATCH= Draw.Create(True)
# Get USER Options
pup_block= [\
('ObData:', NAME_DATA, 0, 32, 'Match with the objects data name'),\
('InGroup:', NAME_INGROUP, 0, 32, 'Match with the group name to find one of its objects'),\
('DupGroup:', NAME_DUPGROUP, 0, 32, 'Match with the group name to find an object that instances this group'),\
('Image:', NAME_IMAGE, 0, 32, 'Match with the image name to find an object that uses this image'),\
('Material:', NAME_MATERIAL, 0, 32, 'Match with the material name to find an object that uses this material'),\
('Texture:', NAME_TEXTURE, 0, 32, 'Match with the texture name to find an object that uses this texture'),\
('Case Sensitive', PREF_CASESENS, 'Do a case sensitive comparison?'),\
('Partial Match', PREF_PART_MATCH, 'Match when only a part of the text is in the data name'),\
]
if not Draw.PupBlock('Find object using dataname...', pup_block):
return
NAME_DATA = NAME_DATA.val
NAME_INGROUP = NAME_INGROUP.val
NAME_DUPGROUP = NAME_DUPGROUP.val
NAME_IMAGE = NAME_IMAGE.val
NAME_MATERIAL = NAME_MATERIAL.val
NAME_TEXTURE = NAME_TEXTURE.val
PREF_CASESENS = PREF_CASESENS.val
PREF_PART_MATCH = PREF_PART_MATCH.val
if not PREF_CASESENS:
NAME_DATA = NAME_DATA.lower()
NAME_INGROUP = NAME_INGROUP.lower()
NAME_DUPGROUP = NAME_DUPGROUP.lower()
NAME_IMAGE = NAME_IMAGE.lower()
NAME_MATERIAL = NAME_MATERIAL.lower()
NAME_TEXTURE = NAME_TEXTURE.lower()
def activate(ob, scn):
bpy.data.scenes.active = scn
scn.objects.selected = []
scn.Layers = ob.Layers & (1<<20)-1
ob.sel = 1
def name_cmp(name_search, name_found):
if name_found == None: return False
if not PREF_CASESENS: name_found = name_found.lower()
if PREF_PART_MATCH:
if name_search in name_found:
# print name_found, name_search
return True
else:
if name_found == name_search:
# print name_found, name_search
return True
return False
if NAME_INGROUP:
# Best we speed this up.
bpy.data.objects.tag = False
ok = False
for group in bpy.data.groups:
if name_cmp(NAME_INGROUP, group.name):
for ob in group.objects:
ob.tag = True
ok = True
if not ok:
Draw.PupMenu('No Objects Found')
return
for scn in bpy.data.scenes:
for ob in scn.objects:
if NAME_DATA:
if name_cmp(NAME_DATA, ob.getData(1)):
activate(ob, scn)
return
if NAME_INGROUP:
# Crap and slow but not much we can do about that
'''
for group in bpy.data.groups:
if name_cmp(NAME_INGROUP, group.name):
for ob_group in group.objects:
if ob == ob_group:
activate(ob, scn)
return
'''
# Use speedup, this is in a group whos name matches.
if ob.tag:
activate(ob, scn)
return
if NAME_DUPGROUP:
if ob.DupGroup and name_cmp(NAME_DUPGROUP, ob.DupGroup.name):
activate(ob, scn)
return
if NAME_IMAGE:
for img in get_object_images(ob):
if name_cmp(NAME_IMAGE, img.name) or name_cmp(NAME_IMAGE, img.filename.split('\\')[-1].split('/')[-1]):
activate(ob, scn)
return
if NAME_MATERIAL or NAME_TEXTURE:
try: materials = ob.getData(mesh=1).materials
except: materials = []
# Add object materials
materials.extend(ob.getMaterials())
for mat in materials:
if mat:
if NAME_MATERIAL:
if name_cmp(NAME_MATERIAL, mat.name):
activate(ob, scn)
return
if NAME_TEXTURE:
for mtex in mat.getTextures():
if mtex:
tex = mtex.tex
if tex:
if name_cmp(NAME_TEXTURE, tex.name):
activate(ob, scn)
return
Draw.PupMenu('No Objects Found')
if __name__ == '__main__':
main()