Files
test/release/scripts/object_find.py
Andre Susano Pinto 656ee61718 Merge from trunk
(The last time there was some files missing due to failed connection to svn server while merging.. thats why this stuff of reverting last merge and redoing it)

svn merge -r 16231:16608 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-19 14:15:36 +00:00

223 lines
5.9 KiB
Python

#!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()