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Diffstat (limited to 'space_view3d_materials_utils.py')
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diff --git a/space_view3d_materials_utils.py b/space_view3d_materials_utils.py
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-#(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": "Material Utils",
- "author": "michaelw",
- "version": (1,3),
- "blender": (2, 5, 3),
- "api": 31854,
- "location": "View3D > Q key",
- "description": "Menu of material tools (assign, select by etc) in the 3D View",
- "warning": "",
- "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
- "Scripts/3D interaction/Materials Utils",
- "tracker_url": "https://projects.blender.org/tracker/index.php?"\
- "func=detail&aid=22140&group_id=153&atid=469",
- "category": "3D View"}
-
-"""
-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.select = True
- #the active object may not have the mat!
- #set it to one that does!
- scn.objects.active = ob
- break
- else:
- ob.select = False
-
- #deselect non-meshes
- else:
- ob.select = 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
- i += 1
- me = ob.data
- for f in me.faces:
- if f.material_index in slot_indeces:
- f.select = True
- else:
- f.select = 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].use_image = True
- else:
- uvtex[f.index].use_image = 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.select:
- 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 check_texture(img,mat):
- #finds a texture from an image
- #makes a texture if needed
- #adds it to the material if it isn't there already
-
- tex = bpy.data.textures.get(img.name)
-
- if tex is None:
- tex = bpy.data.textures.new(name=img.name, type='IMAGE')
-
- tex.image = img
-
- #see if the material already uses this tex
- #add it if needed
- found = False
- for m in mat.texture_slots:
- if m and m.texture == tex:
- found = True
- break
- if not found and mat:
- mtex = mat.texture_slots.add()
- mtex.texture = tex
- mtex.texture_coords = 'UV'
- mtex.use_map_color_diffuse = True
-
-def texface_to_mat():
- # editmode check here!
- editmode = False
- ob = bpy.context.object
- if ob.mode =='EDIT':
- editmode = True
- bpy.ops.object.mode_set()
-
- for ob in bpy.context.selected_editable_objects:
-
- faceindex = []
- unique_images = []
-
- # get the texface images and store indices
- if (ob.data.uv_textures):
- for f in ob.data.uv_textures.active.data:
- if f.image:
- img = f.image
- #build list of unique images
- if img not in unique_images:
- unique_images.append(img)
- faceindex.append(unique_images.index(img))
-
- else:
- img = None
- faceindex.append(None)
-
-
-
- #check materials for images exist; create if needed
- matlist = []
- for i in unique_images:
- if i:
- print(i.name)
- try:
- m = bpy.data.materials[i.name]
-
- except:
- m = bpy.data.materials.new(name = i.name)
- continue
-
- finally:
- matlist.append(m.name)
- # add textures if needed
- check_texture(i,m)
-
- #set up the object material slots
- assignmatslots(ob, matlist)
-
- #set texface indices to material slot indices..
- me = ob.data
-
- i = 0
- for f in faceindex:
- if f != None:
- me.faces[i].material_index = f
- i += 1
- if editmode:
- bpy.ops.object.mode_set(mode = 'EDIT')
-
-
-#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'}
-
- @classmethod
- def poll(cls, context):
- return context.active_object != None
-
- def execute(self, context):
- if context.selected_editable_objects:
- texface_to_mat()
- return {'FINISHED'}
- else:
- self.report({'WARNING'}, "No editable selected objects, could not finish")
- return {'CANCELLED'}
-
-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)
-
- @classmethod
- def poll(cls, 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'}
-
- @classmethod
- def poll(cls, 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'}
-
- @classmethod
- def poll(cls, 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)
-
- @classmethod
- def poll(cls, 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)
-
- @classmethod
- def poll(cls, 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
-
-
-def register():
- km = bpy.context.window_manager.keyconfigs.active.keymaps['3D View']
- kmi = km.items.new('wm.call_menu', 'Q', 'PRESS')
- kmi.properties.name = "VIEW3D_MT_master_material"
-
-def unregister():
- km = bpy.context.window_manager.keyconfigs.active.keymaps['3D View']
- for kmi in km.items:
- if kmi.idname == 'wm.call_menu':
- if kmi.properties.name == "VIEW3D_MT_master_material":
- km.items.remove(kmi)
- break
-
-if __name__ == "__main__":
- register()