blender-addons/materials_utils/functions.py
2019-10-01 20:13:26 +02:00

685 lines
23 KiB
Python

import bpy
from math import radians, degrees
# -----------------------------------------------------------------------------
# utility functions
def mu_assign_material_slots(object, material_list):
"""Given an object and a list of material names removes all material slots from the object
adds new ones for each material in the material list, adds the materials to the slots as well."""
scene = bpy.context.scene
active_object = bpy.context.active_object
bpy.context.view_layer.objects.active = object
for s in object.material_slots:
bpy.ops.object.material_slot_remove()
# re-add them and assign material
i = 0
for mat in material_list:
material = bpy.data.materials[mat]
object.data.materials.append(material)
i += 1
# restore active object:
bpy.context.view_layer.objects.active = active_object
def mu_assign_to_data(object, material, index, edit_mode, all = True):
"""Assign the material to the object data (polygons/splines)"""
if object.type == 'MESH':
# now assign the material to the mesh
mesh = object.data
if all:
for poly in mesh.polygons:
poly.material_index = index
else:
for poly in mesh.polygons:
if poly.select:
poly.material_index = index
mesh.update()
elif object.type in {'CURVE', 'SURFACE', 'TEXT'}:
bpy.ops.object.mode_set(mode = 'EDIT') # This only works in Edit mode
# If operator was run in Object mode
if not edit_mode:
# Select everything in Edit mode
bpy.ops.curve.select_all(action = 'SELECT')
bpy.ops.object.material_slot_assign() # Assign material of the current slot to selection
if not edit_mode:
bpy.ops.object.mode_set(mode = 'OBJECT')
def mu_new_material_name(material):
for mat in bpy.data.materials:
name = mat.name
if (name == material):
try:
base, suffix = name.rsplit('.', 1)
# trigger the exception
num = int(suffix, 10)
material = base + "." + '%03d' % (num + 1)
except ValueError:
material = material + ".001"
return material
def mu_clear_materials(object):
#obj.data.materials.clear()
for mat in object.material_slots:
bpy.ops.object.material_slot_remove()
def mu_assign_material(self, material_name = "Default", override_type = 'APPEND_MATERIAL', link_override = 'KEEP'):
"""Assign the defined material to selected polygons/objects"""
# get active object so we can restore it later
active_object = bpy.context.active_object
edit_mode = False
all_polygons = True
if (not active_object is None) and active_object.mode == 'EDIT':
edit_mode = True
all_polygons = False
bpy.ops.object.mode_set()
# check if material exists, if it doesn't then create it
found = False
for material in bpy.data.materials:
if material.name == material_name:
target = material
found = True
break
if not found:
target = bpy.data.materials.new(mu_new_material_name(material_name))
target.use_nodes = True # When do we not want nodes today?
index = 0
objects = bpy.context.selected_editable_objects
for obj in objects:
# Apparently selected_editable_objects includes objects as cameras etc
if not obj.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}:
continue
# set the active object to our object
scene = bpy.context.scene
bpy.context.view_layer.objects.active = obj
if link_override == 'KEEP':
if len(obj.material_slots) > 0:
link = obj.material_slots[0].link
else:
link = 'DATA'
else:
link = link_override
# If we should override all current material slots
if override_type == 'OVERRIDE_ALL' or obj.type == 'META':
# If there's more than one slot, Clear out all the material slots
if len(obj.material_slots) > 1:
mu_clear_materials(obj)
# If there's no slots left/never was one, add a slot
if len(obj.material_slots) == 0:
bpy.ops.object.material_slot_add()
# Assign the material to that slot
obj.material_slots[0].link = link
obj.material_slots[0].material = target
if obj.type == 'META':
self.report({'INFO'}, "Meta balls only support one material, all other materials overridden!")
# If we should override each material slot
elif override_type == 'OVERRIDE_SLOTS':
i = 0
# go through each slot
for material in obj.material_slots:
# assign the target material to current slot
if not link_override == 'KEEP':
obj.material_slots[i].link = link
obj.material_slots[i].material = target
i += 1
elif override_type == 'OVERRIDE_CURRENT':
active_slot = obj.active_material_index
if len(obj.material_slots) == 0:
self.report({'INFO'}, 'No material slots found! A material slot was added!')
bpy.ops.object.material_slot_add()
obj.material_slots[active_slot].material = target
# if we should keep the material slots and just append the selected material (if not already assigned)
elif override_type == 'APPEND_MATERIAL':
found = False
i = 0
material_slots = obj.material_slots
if (obj.data.users > 1) and (len(material_slots) >= 1 and material_slots[0].link == 'OBJECT'):
self.report({'WARNING'}, 'Append material is not recommended for linked duplicates! ' +
'Unwanted results might happen!')
# check material slots for material_name materia
for material in material_slots:
if material.name == material_name:
found = True
index = i
# make slot active
obj.active_material_index = i
break
i += 1
if not found:
# In Edit mode, or if there's not a slot, append the assigned material
# If we're overriding, there's currently no materials at all, so after this there will be 1
# If not, this adds another slot with the assigned material
index = len(obj.material_slots)
bpy.ops.object.material_slot_add()
obj.material_slots[index].link = link
obj.material_slots[index].material = target
obj.active_material_index = index
mu_assign_to_data(obj, target, index, edit_mode, all_polygons)
# We shouldn't risk unsetting the active object
if not active_object is None:
# restore the active object
bpy.context.view_layer.objects.active = active_object
if edit_mode:
bpy.ops.object.mode_set(mode='EDIT')
return {'FINISHED'}
def mu_select_by_material_name(self, find_material_name, extend_selection = False, internal = False):
"""Searches through all objects, or the polygons/curves of the current object
to find and select objects/data with the desired material"""
# in object mode selects all objects with material find_material_name
# in edit mode selects all polygons with material find_material_name
find_material = bpy.data.materials.get(find_material_name)
if find_material is None:
self.report({'INFO'}, "The material " + find_material_name + " doesn't exists!")
return {'CANCELLED'} if not internal else -1
# check for edit_mode
edit_mode = False
found_material = False
scene = bpy.context.scene
# set selection mode to polygons
scene.tool_settings.mesh_select_mode = False, False, True
active_object = bpy.context.active_object
if (not active_object is None) and (active_object.mode == 'EDIT'):
edit_mode = True
if not edit_mode:
objects = bpy.context.visible_objects
for obj in objects:
if obj.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}:
mat_slots = obj.material_slots
for material in mat_slots:
if material.material == find_material:
obj.select_set(state = True)
found_material = True
# the active object may not have the material!
# set it to one that does!
bpy.context.view_layer.objects.active = obj
break
else:
if not extend_selection:
obj.select_set(state=False)
#deselect non-meshes
elif not extend_selection:
obj.select_set(state=False)
if not found_material:
if not internal:
self.report({'INFO'}, "No objects found with the material " +
find_material_name + "!")
return {'FINISHED'} if not internal else 0
else:
# it's edit_mode, so select the polygons
if active_object.type == 'MESH':
# if not extending the selection, deselect all first
# (Without this, edges/faces were still selected
# while the faces were deselcted)
if not extend_selection:
bpy.ops.mesh.select_all(action = 'DESELECT')
objects = bpy.context.selected_editable_objects
for obj in objects:
bpy.context.view_layer.objects.active = obj
if obj.type == 'MESH':
bpy.ops.object.mode_set()
mat_slots = obj.material_slots
# same material can be on multiple slots
slot_indeces = []
i = 0
for material in mat_slots:
if material.material == find_material:
slot_indeces.append(i)
i += 1
mesh = obj.data
for poly in mesh.polygons:
if poly.material_index in slot_indeces:
poly.select = True
found_material = True
elif not extend_selection:
poly.select = False
mesh.update()
bpy.ops.object.mode_set(mode = 'EDIT')
elif obj.type in {'CURVE', 'SURFACE'}:
# For Curve objects, there can only be one material per spline
# and thus each spline is linked to one material slot.
# So to not have to care for different data structures
# for different curve types, we use the material slots
# and the built in selection methods
# (Technically, this should work for meshes as well)
mat_slots = obj.material_slots
i = 0
for material in mat_slots:
bpy.context.active_object.active_material_index = i
if material.material == find_material:
bpy.ops.object.material_slot_select()
found_material = True
elif not extend_selection:
bpy.ops.object.material_slot_deselect()
i += 1
elif not internal:
# Some object types are not supported
# mostly because don't really support selecting by material (like Font/Text objects)
# ore that they don't support multiple materials/are just "weird" (i.e. Meta balls)
self.report({'WARNING'}, "The type '" +
obj.type +
"' isn't supported in Edit mode by Material Utilities!")
#return {'CANCELLED'}
bpy.context.view_layer.objects.active = active_object
if (not found_material) and (not internal):
self.report({'INFO'}, "Material " + find_material_name + " isn't assigned to anything!")
return {'FINISHED'} if not internal else 1
def mu_copy_material_to_others(self):
"""Copy the material to of the current object to the other seleceted all_objects"""
# Currently uses the built-in method
# This could be extended to work in edit mode as well
#active_object = context.active_object
bpy.ops.object.material_slot_copy()
return {'FINISHED'}
def mu_cleanmatslots(self, affect):
"""Clean the material slots of the seleceted objects"""
# check for edit mode
edit_mode = False
active_object = bpy.context.active_object
if active_object.mode == 'EDIT':
edit_mode = True
bpy.ops.object.mode_set()
objects = []
if affect == 'ACTIVE':
objects = [active_object]
elif affect == 'SELECTED':
objects = bpy.context.selected_editable_objects
elif affect == 'SCENE':
objects = bpy.context.scene.objects
else: # affect == 'ALL'
objects = bpy.data.objects
for obj in objects:
used_mat_index = [] # we'll store used materials indices here
assigned_materials = []
material_list = []
material_names = []
materials = obj.material_slots.keys()
if obj.type == 'MESH':
# check the polygons on the mesh to build a list of used materials
mesh = obj.data
for poly in mesh.polygons:
# get the material index for this face...
material_index = poly.material_index
if material_index >= len(materials):
poly.select = True
self.report({'ERROR'},
"A poly with an invalid material was found, this should not happen! Canceling!")
return {'CANCELLED'}
# indices will be lost: Store face mat use by name
current_mat = materials[material_index]
assigned_materials.append(current_mat)
# check if index is already listed as used or not
found = False
for mat in used_mat_index:
if mat == material_index:
found = True
if not found:
# add this index to the list
used_mat_index.append(material_index)
# re-assign the used materials to the mesh and leave out the unused
for u in used_mat_index:
material_list.append(materials[u])
# we'll need a list of names to get the face indices...
material_names.append(materials[u])
mu_assign_material_slots(obj, material_list)
# restore face indices:
i = 0
for poly in mesh.polygons:
material_index = material_names.index(assigned_materials[i])
poly.material_index = material_index
i += 1
elif obj.type in {'CURVE', 'SURFACE'}:
splines = obj.data.splines
for spline in splines:
# Get the material index of this spline
material_index = spline.material_index
# indices will be last: Store material use by name
current_mat = materials[material_index]
assigned_materials.append(current_mat)
# check if indek is already listed as used or not
found = False
for mat in used_mat_index:
if mat == material_index:
found = True
if not found:
# add this index to the list
used_mat_index.append(material_index)
# re-assigned the used materials to the curve and leave out the unused
for u in used_mat_index:
material_list.append(materials[u])
# we'll need a list of names to get the face indices
material_names.append(materials[u])
mu_assign_material_slots(obj, material_list)
# restore spline indices
i = 0
for spline in splines:
material_index = material_names.index(assigned_materials[i])
spline.material_index = material_index
i += 1
else:
# Some object types are not supported
self.report({'WARNING'},
"The type '" + obj.type + "' isn't currently supported " +
"for Material slots cleaning by Material Utilities!")
if edit_mode:
bpy.ops.object.mode_set(mode='EDIT')
return {'FINISHED'}
def mu_remove_material(self, for_active_object = False):
"""Remove the active material slot from selected object(s)"""
if for_active_object:
bpy.ops.object.material_slot_remove()
else:
last_active = bpy.context.active_object
objects = bpy.context.selected_editable_objects
for obj in objects:
bpy.context.view_layer.objects.active = obj
bpy.ops.object.material_slot_remove()
bpy.context.view_layer.objects.active = last_active
return {'FINISHED'}
def mu_remove_all_materials(self, for_active_object = False):
"""Remove all material slots from selected object(s)"""
if for_active_object:
obj = bpy.context.active_object
# Clear out the material slots
obj.data.materials.clear()
else:
last_active = bpy.context.active_object
objects = bpy.context.selected_editable_objects
for obj in objects:
obj.data.materials.clear()
bpy.context.view_layer.objects.active = last_active
return {'FINISHED'}
def mu_replace_material(material_a, material_b, all_objects=False, update_selection=False):
"""Replace one material with another material"""
# material_a is the name of original material
# material_b is the name of the material to replace it with
# 'all' will replace throughout the blend file
mat_org = bpy.data.materials.get(material_a)
mat_rep = bpy.data.materials.get(material_b)
if mat_org != mat_rep and None not in (mat_org, mat_rep):
# Store active object
scn = bpy.context.scene
if all_objects:
objs = bpy.data.objects
else:
objs = bpy.context.selected_editable_objects
for obj in objs:
if obj.type == 'MESH':
match = False
for mat in obj.material_slots:
if mat.material == mat_org:
mat.material = mat_rep
# Indicate which objects were affected
if update_selection:
obj.select_set(state = True)
match = True
if update_selection and not match:
obj.select_set(state = False)
return {'FINISHED'}
def mu_set_fake_user(self, fake_user, materials):
"""Set the fake user flag for the objects material"""
if materials == 'ALL':
mats = (mat for mat in bpy.data.materials if mat.library is None)
elif materials == 'UNUSED':
mats = (mat for mat in bpy.data.materials if mat.library is None and mat.users == 0)
else:
mats = []
if materials == 'ACTIVE':
objs = [bpy.context.active_object]
elif materials == 'SELECTED':
objs = bpy.context.selected_objects
elif materials == 'SCENE':
objs = bpy.context.scene.objects
else: # materials == 'USED'
objs = bpy.data.objects
# Maybe check for users > 0 instead?
mats = (mat for ob in objs
if hasattr(ob.data, "materials")
for mat in ob.data.materials
if mat.library is None)
if fake_user == 'TOGGLE':
done_mats = []
for mat in mats:
if not mat.name in done_mats:
mat.use_fake_user = not mat.use_fake_user
done_mats.append(mat.name)
else:
fake_user_val = fake_user == 'ON'
for mat in mats:
mat.use_fake_user = fake_user_val
for area in bpy.context.screen.areas:
if area.type in ('PROPERTIES', 'NODE_EDITOR'):
area.tag_redraw()
return {'FINISHED'}
def mu_change_material_link(self, link, affect, override_data_material = False):
"""Change what the materials are linked to (Object or Data), while keeping materials assigned"""
objects = []
if affect == "ACTIVE":
objects = [bpy.context.active_object]
elif affect == "SELECTED":
objects = bpy.context.selected_objects
elif affect == "SCENE":
objects = bpy.context.scene.objects
elif affect == "ALL":
objects = bpy.data.objects
for object in objects:
index = 0
for slot in object.material_slots:
present_material = slot.material
if link == 'TOGGLE':
slot.link = ('DATA' if slot.link == 'OBJECT' else 'OBJECT')
else:
slot.link = link
if slot.link == 'OBJECT':
override_data_material = True
elif slot.material is None:
override_data_material = True
elif not override_data_material:
self.report({'INFO'},
'The object Data for object ' + object.name_full + ' already had a material assigned ' +
'to slot #' + str(index) + ' (' + slot.material.name + '), it was not overridden!')
if override_data_material:
slot.material = present_material
index = index + 1
return {'FINISHED'}
def mu_join_objects(self, materials):
"""Join objects together based on their material"""
for material in materials:
mu_select_by_material_name(self, material, False, True)
bpy.ops.object.join()
return {'FINISHED'}
def mu_set_auto_smooth(self, angle, affect, set_smooth_shading):
"""Set Auto smooth values for selected objects"""
# Inspired by colkai
objects = []
objects_affected = 0
if affect == "ACTIVE":
objects = [bpy.context.active_object]
elif affect == "SELECTED":
objects = bpy.context.selected_editable_objects
elif affect == "SCENE":
objects = bpy.context.scene.objects
elif affect == "ALL":
objects = bpy.data.objects
if len(objects) == 0:
self.report({'WARNING'}, 'No objects available to set Auto Smooth on')
return {'CANCELLED'}
for object in objects:
if object.type == "MESH":
if set_smooth_shading:
for poly in object.data.polygons:
poly.use_smooth = True
#bpy.ops.object.shade_smooth()
object.data.use_auto_smooth = 1
object.data.auto_smooth_angle = angle # 35 degrees as radians
objects_affected += 1
self.report({'INFO'}, 'Auto smooth angle set to %.0f° on %d of %d objects' %
(degrees(angle), objects_affected, len(objects)))
return {'FINISHED'}