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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