diff options
author | Brendon Murphy <meta.androcto1@gmail.com> | 2010-05-12 13:07:46 +0400 |
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committer | Brendon Murphy <meta.androcto1@gmail.com> | 2010-05-12 13:07:46 +0400 |
commit | 374cb91947cb5180a9b136b9b40a1641a8f91935 (patch) | |
tree | 5ad437abce029906fdac389cad67a35fe3002cc0 | |
parent | fcc446140087d0558485cbbd8228f0e5902e4d5a (diff) |
add trunk/py/scripts/addons/space_view3d_materials_utils.py
handy script for full screen quick access to materials
-rw-r--r-- | space_view3d_materials_utils.py | 665 |
1 files changed, 665 insertions, 0 deletions
diff --git a/space_view3d_materials_utils.py b/space_view3d_materials_utils.py new file mode 100644 index 00000000..39a7e75e --- /dev/null +++ b/space_view3d_materials_utils.py @@ -0,0 +1,665 @@ +#(c) 2010 Michael Williamson (michaelw) +#ported from original by Michael Williamsn +# +#tested r28370 +# +# +# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +bl_addon_info = { + 'name': '3D View: Material Utils', + 'author': 'michaelw', + 'version': '0.9', + 'blender': (2, 5, 3), + 'location': 'View3D > Q key', + 'description': 'Menu of material tools (assign, select by etc) in the 3D View', + 'url': + 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ + 'Scripts', # @todo Create wiki page and fix this link. + 'category': '3D View'} +"a menu of material tools" + +""" +Name: 'Master Material Menu' +Blender: 253 +""" + +__author__ = ["michaelW"] +__version__ = '1.3' +__url__ = [""] +__bpydoc__ = """ +this script has several functions and operators... grouped for convenience +* assign material: + offers the user a list of ALL the materials in the blend file and an additional "new" entry + the chosen material will be assigned to all the selected objects in object mode. + + in edit mode the selected faces get the selected material applied. + + if the user chose "new" the new material can be renamed using the "last operator" section of the toolbox + After assigning the material "clean material slots" and "material to texface" are auto run to keep things tidy (see description bellow) + + +*select by material + in object mode this offers the user a menu of all materials in the blend file + any objects using the selected material will become selected, any objects without the material will be removed from selection. + + in edit mode: the menu offers only the materials attached to the current object. It will select the faces that use the material and deselect those that do not. + +*clean material slots + for all selected objects any empty material slots or material slots with materials that are not used by the mesh faces will be removed. + +* + + + Any un-used materials and slots will be removed +""" + + + +import bpy +from bpy.props import* + + +def replace_material(m1 , m2, all_objects = False): + #replace material named m1 with material named m2 + #m1 is the name of original material + #m2 is the name of the material to replace it with + #'all' will replace throughout the blend file + try: + matorg = bpy.data.materials[m1] + matrep = bpy.data.materials[m2] + + + #store active object + scn = bpy.context.scene + ob_active = bpy.context.active_object + + if all_objects: + objs = bpy.data.objects + + else: + objs = bpy.context.selected_editable_objects + + for ob in objs: + if ob.type == 'MESH': + scn.objects.active = ob + print(ob.name) + ms = ob.material_slots.values() + + for m in ms: + if m.material == matorg: + m.material = matrep + #don't break the loop as the material can be + # ref'd more than once + + #restore active object + scn.objects.active = ob_active + except: + print('no match to replace') + +def select_material_by_name(find_mat): + #in object mode selects all objects with material find_mat + #in edit mode selects all faces with material find_mat + + #check for editmode + editmode = False + + scn = bpy.context.scene + actob = bpy.context.active_object + if actob.mode == 'EDIT': + editmode =True + bpy.ops.object.mode_set() + + + if not editmode: + objs = bpy.data.objects + for ob in objs: + if ob.type == 'MESH': + ms = ob.material_slots.values() + for m in ms: + if m.material.name == find_mat: + ob.selected = True + #the active object may not have the mat! + #set it to one that does! + scn.objects.active = ob + break + else: + ob.selected = False + + #deselect non-meshes + else: + ob.selected = False + + else: + #it's editmode, so select the faces + ob = actob + ms = ob.material_slots.values() + + #same material can be on multiple slots + slot_indeces =[] + i = 0 + found = False + for m in ms: + if m.material.name == find_mat: + slot_indeces.append(i) + found = True + me = ob.data + for f in me.faces: + if f.material_index in slot_indeces: + f.selected = True + else: + f.selected = False + me.update + if editmode: + bpy.ops.object.mode_set(mode = 'EDIT') + +def mat_to_texface(): + #assigns the first image in each material to the faces in the active uvlayer + #for all selected objects + + #check for editmode + editmode = False + + actob = bpy.context.active_object + if actob.mode == 'EDIT': + editmode =True + bpy.ops.object.mode_set() + + for ob in bpy.context.selected_editable_objects: + #get the materials from slots + ms = ob.material_slots.values() + + #build a list of images, one per material + images=[] + #get the textures from the mats + for m in ms: + gotimage = False + textures = m.material.texture_slots.values() + if len(textures) >= 1: + for t in textures: + if t != None: + tex = t.texture + if tex.type == 'IMAGE': + img = tex.image + images.append(img) + gotimage =True + break + + if not gotimage: + print('noimage on', m.name) + images.append(None) + + #now we have the images + #applythem to the uvlayer + + + me = ob.data + #got uvs? + if not me.uv_textures: + scn = bpy.context.scene + scn.objects.active = ob + bpy.ops.mesh.uv_texture_add() + scn.objects.active = actob + + #get active uvlayer + for t in me.uv_textures: + if t.active: + uvtex = t.data.values() + for f in me.faces: + #check that material had an image! + if images[f.material_index] != None: + uvtex[f.index].image = images[f.material_index] + uvtex[f.index].tex =True + else: + uvtex[f.index].tex =False + + me.update + + + if editmode: + bpy.ops.object.mode_set(mode = 'EDIT') + + + +def assignmatslots(ob, matlist): + #given an object and a list of material names + #removes all material slots form the object + #adds new ones for each material in matlist + #adds the materials to the slots as well. + + scn = bpy.context.scene + ob_active = bpy.context.active_object + scn.objects.active = ob + + for s in ob.material_slots: + bpy.ops.object.material_slot_remove() + + + #re-add them and assign material + i = 0 + for m in matlist: + mat = bpy.data.materials[m] + bpy.ops.object.material_slot_add() + ob.material_slots.values()[i].material = mat + i += 1 + + #restore active object: + scn.objects.active = ob_active + + +def cleanmatslots(): + #check for edit mode + editmode = False + actob = bpy.context.active_object + if actob.mode == 'EDIT': + editmode =True + bpy.ops.object.mode_set() + + + objs = bpy.context.selected_editable_objects + + for ob in objs: + print(ob.name) + mats = ob.material_slots.keys() + + #check the faces on the mesh to build a list of used materials + usedMatIndex =[] #we'll store used materials indices here + faceMats =[] + me = ob.data + for f in me.faces: + #get the material index for this face... + faceindex = f.material_index + + #indices will be lost: Store face mat use by name + currentfacemat = mats[faceindex] + faceMats.append(currentfacemat) + + + #check if index is already listed as used or not + found = 0 + for m in usedMatIndex: + if m == faceindex: + found = 1 + #break + + if found == 0: + #add this index to the list + usedMatIndex.append(faceindex) + + #re-assign the used mats to the mesh and leave out the unused + ml = [] + mnames = [] + for u in usedMatIndex: + ml.append( mats[u] ) + #we'll need a list of names to get the face indices... + mnames.append(mats[u]) + + assignmatslots(ob, ml) + + + #restore face indices: + i = 0 + for f in me.faces: + matindex = mnames.index(faceMats[i]) + f.material_index = matindex + i += 1 + print('Done') + if editmode: + bpy.ops.object.mode_set(mode = 'EDIT') + + + + + +def assign_mat(matname="Default"): + #get active object so we can restore it later + actob = bpy.context.active_object + + #check if material exists, if it doesn't then create it + mats =bpy.data.materials + found = False + for m in mats: + if m.name == matname: + target = m + found = True + break + if not found: + target = bpy.data.materials.new(matname) + + + #if objectmodeset all faces + editmode = False + allfaces = True + if actob.mode == 'EDIT': + editmode =True + allfaces = False + bpy.ops.object.mode_set() + + objs = bpy.context.selected_editable_objects + + for ob in objs: + #set the active object to our object + scn = bpy.context.scene + scn.objects.active = ob + + + #check if the material is on the object already + if ob.type =='MESH': + #check material slots for matname material + found=False + i = 0 + mats = ob.material_slots + for m in mats: + if m.name == matname: + found =True + index = i + #make slot active + ob.active_material_index = i + break + i += 1 + + if not found: + index=i + #the material is not attached to the object + #so attach it! + + #add a material slot + bpy.ops.object.material_slot_add() + + #make slot active + ob.active_material_index = i + + #and assign material to slot + ob.material_slots.values()[i].material = target + #now assign the material: + me =ob.data + if allfaces: + for f in me.faces: + f.material_index = index + elif allfaces == False: + for f in me.faces: + if f.selected: + f.material_index = index + me.update + + #restore the active object + bpy.context.scene.objects.active = actob + if editmode: + bpy.ops.object.mode_set(mode = 'EDIT') + +def texface_to_mat(): + + for ob in bpy.context.selected_editable_objects: + img = 0 + m = 0 + #get Image from active_uv_texture + if (ob.data.uv_textures + and ob.data.active_uv_texture.data[0].image): + img = ob.data.active_uv_texture.data[0].image + #if not look in other uv_textures, take first one + else: + for uv_tex in ob.data.uv_textures: + if uv_tex.data[0].image: + img = uv_tex.data[0].image + break + + #get material to assign image to if object has an image in uv_textures + if img: + #get active material + if ob.active_material: + m = ob.active_material + #if not look if there are others, take first one + if not m and ob.material_slots: + ms = ob.material_slots.values() + for matslot in ms: + if matslot.material: + m = matslot.material + break + + #if ob has no material but we have an image create a material + if not m and img: + m = bpy.data.materials.new(name=img.name) + ob.data.add_material(m) + + #if image is there create texture and apply to material + if img: + tex = bpy.data.textures.new(name=img.name) + tex.type = 'IMAGE' + tex = tex.recast_type() + tex.image = img + m.add_texture(tex, texture_coordinates='UV', map_to='COLOR') + +#operator classes: +#--------------------------------------------------------------------- + +class VIEW3D_OT_texface_to_material(bpy.types.Operator): + '''''' + bl_idname = "texface_to_material" + bl_label = "MW Texface Images to Material/Texture" + bl_options = {'REGISTER', 'UNDO'} + + def poll(self, context): + return context.active_object != None + + def execute(self, context): + texface_to_mat() + return {'FINISHED'} + +class VIEW3D_OT_assign_material(bpy.types.Operator): + '''assign a material to the selection''' + bl_idname = "assign_material" + bl_label = "MW Assign Material" + bl_options = {'REGISTER', 'UNDO'} + + matname = StringProperty(name = 'Material Name', + description = 'Name of Material to Assign', + default = "", maxlen = 21) + + def poll(self, context): + return context.active_object != None + + def execute(self, context): + mn = self.properties.matname + print(mn) + assign_mat(mn) + cleanmatslots() + mat_to_texface() + return {'FINISHED'} + +class VIEW3D_OT_clean_material_slots(bpy.types.Operator): + '''removes any material slots from the + selected objects that are not used by the mesh''' + bl_idname = "clean_material_slots" + bl_label = "MW Clean Material Slots" + bl_options = {'REGISTER', 'UNDO'} + + def poll(self, context): + return context.active_object != None + + def execute(self, context): + cleanmatslots() + return {'FINISHED'} + +class VIEW3D_OT_material_to_texface(bpy.types.Operator): + '''''' + bl_idname = "material_to_texface" + bl_label = "MW Material Images to Texface" + bl_options = {'REGISTER', 'UNDO'} + + def poll(self, context): + return context.active_object != None + + def execute(self, context): + mat_to_texface() + return {'FINISHED'} + +class VIEW3D_OT_select_material_by_name(bpy.types.Operator): + '''''' + bl_idname = "select_material_by_name" + bl_label = "MW Select Material By Name" + bl_options = {'REGISTER', 'UNDO'} + matname = StringProperty(name = 'Material Name', + description = 'Name of Material to Select', + default = "", maxlen = 21) + + def poll(self, context): + return context.active_object != None + + def execute(self, context): + mn = self.properties.matname + select_material_by_name(mn) + return {'FINISHED'} + + +class VIEW3D_OT_replace_material(bpy.types.Operator): + '''assign a material to the selection''' + bl_idname = "replace_material" + bl_label = "MW Replace Material" + bl_options = {'REGISTER', 'UNDO'} + + matorg = StringProperty(name = 'Material to Replace', + description = 'Name of Material to Assign', + default = "", maxlen = 21) + + matrep = StringProperty(name = 'Replacement material', + description = 'Name of Material to Assign', + default = "", maxlen = 21) + + all_objects = BoolProperty(name ='all_objects', + description="replace for all objects in this blend file", + default = True) + + def poll(self, context): + return context.active_object != None + + def execute(self, context): + m1 = self.properties.matorg + m2 = self.properties.matrep + all = self.properties.all_objects + replace_material(m1,m2,all) + return {'FINISHED'} + +#menu classes +#------------------------------------------------------------------------------- +class VIEW3D_MT_master_material(bpy.types.Menu): + bl_label = "Master Material Menu" + + def draw(self, context): + layout = self.layout + layout.operator_context = 'INVOKE_REGION_WIN' + + layout.menu("VIEW3D_MT_assign_material", icon='ZOOMIN') + layout.menu("VIEW3D_MT_select_material", icon='HAND') + layout.separator() + layout.operator("clean_material_slots", + text = 'Clean Material Slots', icon='CANCEL') + layout.operator("material_to_texface", + text = 'Material to Texface',icon='FACESEL_HLT') + layout.operator("texface_to_material", + text = 'Texface to Material',icon='FACESEL_HLT') + + layout.separator() + layout.operator("replace_material", + text = 'Replace Material', icon='ARROW_LEFTRIGHT') + + + +class VIEW3D_MT_assign_material(bpy.types.Menu): + bl_label = "Assign Material" + + def draw(self, context): + layout = self.layout + layout.operator_context = 'INVOKE_REGION_WIN' + + ob = context + layout.label + for i in range (len(bpy.data.materials)): + + layout.operator("assign_material", + text=bpy.data.materials[i].name, + icon='MATERIAL_DATA').matname = bpy.data.materials[i].name + + layout.operator("assign_material",text="Add New", + icon='ZOOMIN') + +class VIEW3D_MT_select_material(bpy.types.Menu): + bl_label = "Select by Material" + + def draw(self, context): + layout = self.layout + layout.operator_context = 'INVOKE_REGION_WIN' + + ob = context.object + layout.label + if ob.mode == 'OBJECT': + #show all materials in entire blend file + for i in range (len(bpy.data.materials)): + + layout.operator("select_material_by_name", + text=bpy.data.materials[i].name, + icon='MATERIAL_DATA').matname = bpy.data.materials[i].name + + + elif ob.mode == 'EDIT': + #show only the materials on this object + mats = ob.material_slots.keys() + for m in mats: + layout.operator("select_material_by_name", + text=m, + icon='MATERIAL_DATA').matname = m + + + + + + +classes = [ +VIEW3D_OT_assign_material, +VIEW3D_OT_clean_material_slots, +VIEW3D_OT_material_to_texface, +VIEW3D_OT_select_material_by_name, +VIEW3D_OT_replace_material, +VIEW3D_OT_texface_to_material, +VIEW3D_MT_master_material, +VIEW3D_MT_assign_material, +VIEW3D_MT_select_material] + +def register(): + register = bpy.types.register + for cls in classes: + register(cls) + + km = bpy.context.manager.active_keyconfig.keymaps['3D View'] + kmi = km.items.add('wm.call_menu', 'Q', 'PRESS') + kmi.properties.name = "VIEW3D_MT_master_material" + +def unregister(): + unregister = bpy.types.unregister + for cls in classes: + unregister(cls) + + km = bpy.context.manager.active_keyconfig.keymaps['3D View'] + for kmi in km.items: + if kmi.idname == 'wm.call_menu': + if kmi.properties.name == "VIEW3D_MT_master_material": + km.remove_item(kmi) + break + +if __name__ == "__main__": + register()
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