Skip to content
Snippets Groups Projects
space_view3d_materials_utils.py 27 KiB
Newer Older
#  (c) 2010 Michael Williamson (michaelw)
#  ported from original by Michael Williamson

# ##### 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_info = {
Luca Bonavita's avatar
Luca Bonavita committed
    "name": "Material Utils",
    "author": "michaelw",
    "location": "View3D > Q key",
Campbell Barton's avatar
Campbell Barton committed
    "description": "Menu of material tools (assign, select..)  in the 3D View",
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
Campbell Barton's avatar
Campbell Barton committed
                "Scripts/3D interaction/Materials Utils",
    "tracker_url": "https://developer.blender.org/T22140",
This script has several functions and operators, grouped for convenience:

Campbell Barton's avatar
Campbell Barton committed
    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.

Brendon Murphy's avatar
Brendon Murphy committed
    in edit mode the selected polygons get the selected material applied.
Campbell Barton's avatar
Campbell Barton committed
    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
Campbell Barton's avatar
Campbell Barton committed
    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
Brendon Murphy's avatar
Brendon Murphy committed
    object. It will select the polygons that use the material and deselect those
Campbell Barton's avatar
Campbell Barton committed
    that do not.
* clean material slots
Campbell Barton's avatar
Campbell Barton committed
    for all selected objects any empty material slots or material slots with
Brendon Murphy's avatar
Brendon Murphy committed
    materials that are not used by the mesh polygons will be removed.
* remove material slots
    removes all material slots of the active object.

* material to texface
    transfers material assignments to the UV editor. This is useful if you
    assigned materials in the properties editor, as it will use the already
    set up materials to assign the UV images per-face. It will use the first
    enabled image texture it finds.

* texface to materials
    creates texture materials from images assigned in UV editor.

* replace materials
    lets your replace one material by another. Optionally for all objects in
    the blend, otherwise for selected editable objects only. An additional
    option allows you to update object selection, to indicate which objects
    were affected and which not.

* set fake user
    enable/disable fake user for materials. You can chose for which materials
    it shall be set, materials of active / selected / objects in current scene
    or used / unused / all materials.

from bpy.props import StringProperty, BoolProperty, EnumProperty


def fake_user_set(fake_user='ON', materials='UNUSED'):
    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?

        """ more reable than the following generator:
        for ob in objs:
            if hasattr(ob.data, "materials"):
                for mat in ob.data.materials:
                    if mat.library is None: #and not in mats:
                        mats.append(mat)
        """
        mats = (mat for ob in objs if hasattr(ob.data, "materials") for mat in ob.data.materials if mat.library is None)

    for mat in mats:
        mat.use_fake_user = fake_user == 'ON'

    for area in bpy.context.screen.areas:
        if area.type in ('PROPERTIES', 'NODE_EDITOR'):
            area.tag_redraw()
def replace_material(m1, m2, all_objects=False, update_selection=False):
Campbell Barton's avatar
Campbell Barton committed
    # 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

    matorg = bpy.data.materials.get(m1)
    matrep = bpy.data.materials.get(m2)

    if matorg != matrep and None not in (matorg, matrep):
        #store active object
        scn = bpy.context.scene
        if all_objects:
            objs = bpy.data.objects
        else:
            objs = bpy.context.selected_editable_objects
        for ob in objs:
            if ob.type == 'MESH':
                    if m.material == matorg:
                        m.material = matrep
Campbell Barton's avatar
Campbell Barton committed
                        # don't break the loop as the material can be
                        # Indicate which objects were affected
                        if update_selection:
                            ob.select = True
                            match = True

                if update_selection and not match:
                    ob.select = False

    #else:
    #    print('Replace material: nothing to replace')
Campbell Barton's avatar
Campbell Barton committed

def select_material_by_name(find_mat_name):
    #in object mode selects all objects with material find_mat_name
Brendon Murphy's avatar
Brendon Murphy committed
    #in edit mode selects all polygons with material find_mat_name
Campbell Barton's avatar
Campbell Barton committed

    find_mat = bpy.data.materials.get(find_mat_name)

    if find_mat is None:
        return

    #check for editmode
    editmode = False

    scn = bpy.context.scene
Brendon Murphy's avatar
Brendon Murphy committed
    #set selection mode to polygons
Campbell Barton's avatar
Campbell Barton committed
    scn.tool_settings.mesh_select_mode = False, False, True

    actob = bpy.context.active_object
    if actob.mode == 'EDIT':
Campbell Barton's avatar
Campbell Barton committed
        editmode = True
Campbell Barton's avatar
Campbell Barton committed
        objs = bpy.data.objects
Campbell Barton's avatar
Campbell Barton committed
            if ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}:
Campbell Barton's avatar
Campbell Barton committed
                    if m.material == find_mat:
                        ob.select = True
Campbell Barton's avatar
Campbell Barton committed
                        # the active object may not have the mat!
                        # set it to one that does!
                        scn.objects.active = ob
                        break
                    else:
                        ob.select = False
Campbell Barton's avatar
Campbell Barton committed

            #deselect non-meshes
                ob.select = False
Brendon Murphy's avatar
Brendon Murphy committed
        #it's editmode, so select the polygons
        #same material can be on multiple slots
Campbell Barton's avatar
Campbell Barton committed
        slot_indeces = []
Campbell Barton's avatar
Campbell Barton committed
        # found = False  # UNUSED
Campbell Barton's avatar
Campbell Barton committed
            if m.material == find_mat:
Campbell Barton's avatar
Campbell Barton committed
                # found = True  # UNUSED
Brendon Murphy's avatar
Brendon Murphy committed
        for f in me.polygons:
            if f.material_index in slot_indeces:
                f.select = True
                f.select = False
Campbell Barton's avatar
Campbell Barton committed
        me.update()
Campbell Barton's avatar
Campbell Barton committed
        bpy.ops.object.mode_set(mode='EDIT')

Brendon Murphy's avatar
Brendon Murphy committed
    # assigns the first image in each material to the polygons in the active
Campbell Barton's avatar
Campbell Barton committed
    # uvlayer for all selected objects

    #check for editmode
    editmode = False
    actob = bpy.context.active_object
    if actob.mode == 'EDIT':
Campbell Barton's avatar
Campbell Barton committed
        editmode = True
    for ob in bpy.context.selected_editable_objects:
        if ob.type == 'MESH':
            #get the materials from slots
            #build a list of images, one per material
Campbell Barton's avatar
Campbell Barton committed
            images = []
            #get the textures from the mats
            for m in ms:
                gotimage = False
                textures = zip(m.material.texture_slots, m.material.use_textures)
                for t, enabled in textures:
                    if enabled and t is not 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)
Campbell Barton's avatar
Campbell Barton committed

            # 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:
Brendon Murphy's avatar
Brendon Murphy committed
                    for f in me.polygons:
                        #check that material had an image!
                        if images[f.material_index] is not None:
                            uvtex[f.index].image = images[f.material_index]
                        else:
                            uvtex[f.index].image = None
Campbell Barton's avatar
Campbell Barton committed
        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()

Campbell Barton's avatar
Campbell Barton committed
    # re-add them and assign material
    i = 0
    for m in matlist:
        mat = bpy.data.materials[m]
        ob.data.materials.append(mat)
Campbell Barton's avatar
Campbell Barton committed
    # 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':
Campbell Barton's avatar
Campbell Barton committed
        editmode = True
        bpy.ops.object.mode_set()

    objs = bpy.context.selected_editable_objects
        if ob.type == 'MESH':
            mats = ob.material_slots.keys()
Brendon Murphy's avatar
Brendon Murphy committed
            #check the polygons on the mesh to build a list of used materials
Campbell Barton's avatar
Campbell Barton committed
            usedMatIndex = []  # we'll store used materials indices here
            faceMats = []
Brendon Murphy's avatar
Brendon Murphy committed
            for f in me.polygons:
                #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)
Campbell Barton's avatar
Campbell Barton committed

                # check if index is already listed as used or not
                found = 0
                for m in usedMatIndex:
                    if m == faceindex:
                        found = 1
                        #break
Campbell Barton's avatar
Campbell Barton committed
                #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:
Campbell Barton's avatar
Campbell Barton committed
                ml.append(mats[u])
                #we'll need a list of names to get the face indices...
                mnames.append(mats[u])
            assignmatslots(ob, ml)
Campbell Barton's avatar
Campbell Barton committed

            # restore face indices:
Brendon Murphy's avatar
Brendon Murphy committed
            for f in me.polygons:
                matindex = mnames.index(faceMats[i])
                f.material_index = matindex
                i += 1

Campbell Barton's avatar
Campbell Barton committed
        bpy.ops.object.mode_set(mode='EDIT')
Campbell Barton's avatar
Campbell Barton committed
def assign_mat(matname="Default"):
    # get active object so we can restore it later
    actob = bpy.context.active_object
Campbell Barton's avatar
Campbell Barton committed

    # check if material exists, if it doesn't then create it
Campbell Barton's avatar
Campbell Barton committed
    for m in bpy.data.materials:
        if m.name == matname:
            target = m
            found = True
            break
    if not found:
        target = bpy.data.materials.new(matname)
Brendon Murphy's avatar
Brendon Murphy committed
    # if objectmode then set all polygons
Brendon Murphy's avatar
Brendon Murphy committed
    allpolygons = True
Campbell Barton's avatar
Campbell Barton committed
        editmode = True
Brendon Murphy's avatar
Brendon Murphy committed
        allpolygons = False
    objs = bpy.context.selected_editable_objects
Campbell Barton's avatar
Campbell Barton committed

    for ob in objs:
        # set the active object to our object
        scn = bpy.context.scene
        scn.objects.active = ob
Campbell Barton's avatar
Campbell Barton committed

        if ob.type in {'CURVE', 'SURFACE', 'FONT', 'META'}:
            found = False
Campbell Barton's avatar
Campbell Barton committed
            for m in bpy.data.materials:
                if m.name == matname:
Campbell Barton's avatar
Campbell Barton committed
                    found = True
                    index = i
                    break
                i += 1
                if not found:
Campbell Barton's avatar
Campbell Barton committed
                    index = i - 1
            targetlist = [index]
            assignmatslots(ob, targetlist)
Campbell Barton's avatar
Campbell Barton committed

        elif 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:
Campbell Barton's avatar
Campbell Barton committed
                    found = True
                    index = i
                    #make slot active
                    ob.active_material_index = i
                    break
                i += 1
Campbell Barton's avatar
Campbell Barton committed
                index = i
                #the material is not attached to the object
                ob.data.materials.append(target)

Campbell Barton's avatar
Campbell Barton committed
            me = ob.data
Brendon Murphy's avatar
Brendon Murphy committed
            if allpolygons:
                for f in me.polygons:
Brendon Murphy's avatar
Brendon Murphy committed
            elif allpolygons == False:
                for f in me.polygons:

    #restore the active object
    bpy.context.scene.objects.active = actob
    if editmode:
Campbell Barton's avatar
Campbell Barton committed
        bpy.ops.object.mode_set(mode='EDIT')
Campbell Barton's avatar
Campbell Barton committed
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
Campbell Barton's avatar
Campbell Barton committed
    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:
Campbell Barton's avatar
Campbell Barton committed
                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
Campbell Barton's avatar
Campbell Barton committed
                    faceindex.append(None)
Campbell Barton's avatar
Campbell Barton committed
        # check materials for images exist; create if needed
        matlist = []
        for i in unique_images:
            if i:
                try:
                    m = bpy.data.materials[i.name]
                except:
Campbell Barton's avatar
Campbell Barton committed
                    m = bpy.data.materials.new(name=i.name)
                    continue

                finally:
                    matlist.append(m.name)
                    # add textures if needed
Campbell Barton's avatar
Campbell Barton committed
                    check_texture(i, m)
Campbell Barton's avatar
Campbell Barton committed
        # 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:
Brendon Murphy's avatar
Brendon Murphy committed
                me.polygons[i].material_index = f
            i += 1
    if editmode:
Campbell Barton's avatar
Campbell Barton committed
        bpy.ops.object.mode_set(mode='EDIT')
def remove_materials():

	for ob in bpy.data.objects:
		print (ob.name)
		try:
			bpy.ops.object.material_slot_remove()
			print ("removed material from " + ob.name)
		except:
			print (ob.name + " does not have materials.")
Campbell Barton's avatar
Campbell Barton committed
# -----------------------------------------------------------------------------
# operator classes:

class VIEW3D_OT_texface_to_material(bpy.types.Operator):
    """Create texture materials for images assigned in UV editor"""
    bl_idname = "view3d.texface_to_material"
    bl_label = "Texface Images to Material/Texture (Material Utils)"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        return context.active_object is not None
        if context.selected_editable_objects:
            texface_to_mat()
            return {'FINISHED'}
        else:
Campbell Barton's avatar
Campbell Barton committed
            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 = "view3d.assign_material"
    bl_label = "Assign Material (Material Utils)"
    bl_options = {'REGISTER', 'UNDO'}

Campbell Barton's avatar
Campbell Barton committed
    matname = StringProperty(
            name='Material Name',
            description='Name of Material to Assign',
            default="",
    @classmethod
    def poll(cls, context):
        return context.active_object is not None
        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 selected objects """ \
    """that are not used by the mesh"""
    bl_idname = "view3d.clean_material_slots"
    bl_label = "Clean Material Slots (Material Utils)"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        cleanmatslots()
        return {'FINISHED'}

class VIEW3D_OT_material_to_texface(bpy.types.Operator):
    """Transfer material assignments to UV editor"""
    bl_idname = "view3d.material_to_texface"
    bl_label = "Material Images to Texface (Material Utils)"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        mat_to_texface()
        return {'FINISHED'}

class VIEW3D_OT_material_remove(bpy.types.Operator):
    """Remove all material slots from active objects"""
    bl_idname = "view3d.material_remove"
    bl_label = "Remove All Material Slots (Material Utils)"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        remove_materials()
        return {'FINISHED'}

class VIEW3D_OT_select_material_by_name(bpy.types.Operator):
    """Select geometry with this material assigned to it"""
    bl_idname = "view3d.select_material_by_name"
    bl_label = "Select Material By Name (Material Utils)"
    bl_options = {'REGISTER', 'UNDO'}
Campbell Barton's avatar
Campbell Barton committed
    matname = StringProperty(
            name='Material Name',
            description='Name of Material to Select',
    @classmethod
    def poll(cls, context):
        return context.active_object is not None
        select_material_by_name(mn)
        return {'FINISHED'}


class VIEW3D_OT_replace_material(bpy.types.Operator):
    """Replace a material by name"""
    bl_idname = "view3d.replace_material"
    bl_label = "Replace Material (Material Utils)"
    bl_options = {'REGISTER', 'UNDO'}

Campbell Barton's avatar
Campbell Barton committed
    matorg = StringProperty(
            name="Original",
            description="Material to replace",
    matrep = StringProperty(name="Replacement",
            description="Replacement material",
Campbell Barton's avatar
Campbell Barton committed
            )
    all_objects = BoolProperty(
            name="All objects",
            description="Replace for all objects in this blend file",
Campbell Barton's avatar
Campbell Barton committed
            default=True,
            )
    update_selection = BoolProperty(
            name="Update Selection",
            description="Select affected objects and deselect unaffected",
            default=True,
            )
    # Allow to replace all objects even without a selection / active object
    #@classmethod
    #def poll(cls, context):
    #    return context.active_object is not None

    def draw(self, context):
        layout = self.layout
        layout.prop_search(self, "matorg", bpy.data, "materials")
        layout.prop_search(self, "matrep", bpy.data, "materials")
        layout.prop(self, "all_objects")
        layout.prop(self, "update_selection")

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)
        replace_material(self.matorg, self.matrep, self.all_objects, self.update_selection)
class VIEW3D_OT_fake_user_set(bpy.types.Operator):
    """Enable/disable fake user for materials"""
    bl_idname = "view3d.fake_user_set"
    bl_label = "Set Fake User (Material Utils)"
    bl_options = {'REGISTER', 'UNDO'}

    fake_user = EnumProperty(
            name="Fake User",
            description="Turn fake user on or off",
            items=(('ON', "On", "Enable fake user"),('OFF', "Off", "Disable fake user")),
            default='ON'
            )

    materials = EnumProperty(
            name="Materials",
            description="Which materials of objects to affect",
            items=(('ACTIVE', "Active object", "Materials of active object only"),
                   ('SELECTED', "Selected objects", "Materials of selected objects"),
                   ('SCENE', "Scene objects", "Materials of objects in current scene"),
                   ('USED', "Used", "All materials used by objects"),
                   ('UNUSED', "Unused", "Currently unused materials"),
                   ('ALL', "All", "All materials in this blend file")),
            default='UNUSED'
            )

    def draw(self, context):
        layout = self.layout
        layout.prop(self, "fake_user", expand=True)
        layout.prop(self, "materials")

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

    def execute(self, context):
        fake_user_set(self.fake_user, self.materials)
        return {'FINISHED'}


Campbell Barton's avatar
Campbell Barton committed
# -----------------------------------------------------------------------------
# menu classes

class VIEW3D_MT_master_material(bpy.types.Menu):
    bl_label = "Material Utils 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()
Campbell Barton's avatar
Campbell Barton committed
        layout.operator("view3d.clean_material_slots",
                        text="Clean Material Slots",
Campbell Barton's avatar
Campbell Barton committed
                        icon='CANCEL')
        layout.operator("view3d.material_remove",
                        text="Remove Material Slots",
                        icon='CANCEL')
        layout.operator("view3d.material_to_texface",
                        text="Material to Texface",
                        icon='MATERIAL_DATA')
        layout.operator("view3d.texface_to_material",
Campbell Barton's avatar
Campbell Barton committed
                        text="Texface to Material",
                        icon='MATERIAL_DATA')
Campbell Barton's avatar
Campbell Barton committed
        layout.operator("view3d.replace_material",
                        text='Replace Material',
                        icon='ARROW_LEFTRIGHT')
        layout.operator("view3d.fake_user_set",
                        text='Set Fake User',
                        icon='UNPINNED')


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'
Campbell Barton's avatar
Campbell Barton committed
        for material_name in bpy.data.materials.keys():
            layout.operator("view3d.assign_material",
Campbell Barton's avatar
Campbell Barton committed
                text=material_name,
                icon='MATERIAL_DATA').matname = material_name

        layout.operator("view3d.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 used materials in entire blend file
Campbell Barton's avatar
Campbell Barton committed
            for material_name, material in bpy.data.materials.items():
                if material.users > 0:
                    layout.operator("view3d.select_material_by_name",
Campbell Barton's avatar
Campbell Barton committed
                                    text=material_name,
                                    icon='MATERIAL_DATA',
                                    ).matname = material_name

        elif ob.mode == 'EDIT':
            #show only the materials on this object
            mats = ob.material_slots.keys()
            for m in mats:
                layout.operator("view3d.select_material_by_name",
Campbell Barton's avatar
Campbell Barton committed
                    text=m,
                    icon='MATERIAL_DATA').matname = m


def register():
    kc = bpy.context.window_manager.keyconfigs.addon
    if kc:
        km = kc.keymaps.new(name="3D View", space_type="VIEW_3D")
        kmi = km.keymap_items.new('wm.call_menu', 'Q', 'PRESS')
        kmi.properties.name = "VIEW3D_MT_master_material"
    kc = bpy.context.window_manager.keyconfigs.addon
    if kc:
        km = kc.keymaps["3D View"]
        for kmi in km.keymap_items:
            if kmi.idname == 'wm.call_menu':
                if kmi.properties.name == "VIEW3D_MT_master_material":
                    km.keymap_items.remove(kmi)
                    break