Welcome to mirror list, hosted at ThFree Co, Russian Federation.

import_obj.py « io_scene_obj - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 697c650865a874120126e9f1e7d1610fc4007e5e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
# ##### 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 #####

# <pep8 compliant>

# Script copyright (C) Campbell Barton
# Contributors: Campbell Barton, Jiri Hnidek, Paolo Ciccone

"""
This script imports a Wavefront OBJ files to Blender.

Usage:
Run this script from "File->Import" menu and then load the desired OBJ file.
Note, This loads mesh objects and materials only, nurbs and curves are not supported.

http://wiki.blender.org/index.php/Scripts/Manual/Import/wavefront_obj
"""

import os
import time
import bpy
import mathutils
from bpy_extras.io_utils import unpack_list, unpack_face_list
from bpy_extras.image_utils import load_image


def line_value(line_split):
    '''
    Returns 1 string represneting the value for this line
    None will be returned if theres only 1 word
    '''
    length = len(line_split)
    if length == 1:
        return None

    elif length == 2:
        return line_split[1]

    elif length > 2:
        return b' '.join(line_split[1:])


def obj_image_load(imagepath, DIR, use_image_search):
    if b'_' in imagepath:
        image = load_image(imagepath.replace(b'_', b' '), DIR)
        if image:
            return image

    image = load_image(imagepath, DIR)
    if image:
        return image

    print("failed to load %r doesn't exist" % imagepath)
    return None

# def obj_image_load(imagepath, DIR, use_image_search):
#     '''
#     Mainly uses comprehensiveImageLoad
#     but tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores.
#     '''

#     if '_' in imagepath:
#         image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= False, RECURSIVE= use_image_search)
#         if image: return image
#         # Did the exporter rename the image?
#         image= BPyImage.comprehensiveImageLoad(imagepath.replace('_', ' '), DIR, PLACE_HOLDER= False, RECURSIVE= use_image_search)
#         if image: return image

#     # Return an image, placeholder if it dosnt exist
#     image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= True, RECURSIVE= use_image_search)
#     return image


def create_materials(filepath, material_libs, unique_materials, unique_material_images, use_image_search):
    '''
    Create all the used materials in this obj,
    assign colors and images to the materials from all referenced material libs
    '''
    DIR = os.path.dirname(filepath)

    #==================================================================================#
    # This function sets textures defined in .mtl file                                 #
    #==================================================================================#
    def load_material_image(blender_material, context_material_name, imagepath, type):

        texture = bpy.data.textures.new(name=type, type='IMAGE')

        # Absolute path - c:\.. etc would work here
        image = obj_image_load(imagepath, DIR, use_image_search)
        has_data = False

        if image:
            texture.image = image
            has_data = image.has_data

        # Adds textures for materials (rendering)
        if type == 'Kd':
            if has_data and image.depth == 32:
                # Image has alpha

                mtex = blender_material.texture_slots.add()
                mtex.texture = texture
                mtex.texture_coords = 'UV'
                mtex.use_map_color_diffuse = True
                mtex.use_map_alpha = True

                texture.use_mipmap = True
                texture.use_interpolation = True
                texture.use_alpha = True
                blender_material.use_transparency = True
                blender_material.alpha = 0.0
            else:
                mtex = blender_material.texture_slots.add()
                mtex.texture = texture
                mtex.texture_coords = 'UV'
                mtex.use_map_color_diffuse = True

            # adds textures to faces (Textured/Alt-Z mode)
            # Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
            unique_material_images[context_material_name] = image, has_data  # set the texface image

        elif type == 'Ka':
            mtex = blender_material.texture_slots.add()
            mtex.use_map_color_diffuse = False

            mtex.texture = texture
            mtex.texture_coords = 'UV'
            mtex.use_map_ambient = True

        elif type == 'Ks':
            mtex = blender_material.texture_slots.add()
            mtex.use_map_color_diffuse = False

            mtex.texture = texture
            mtex.texture_coords = 'UV'
            mtex.use_map_specular = True

        elif type == 'Bump':
            mtex = blender_material.texture_slots.add()
            mtex.use_map_color_diffuse = False

            mtex.texture = texture
            mtex.texture_coords = 'UV'
            mtex.use_map_normal = True

        elif type == 'D':
            mtex = blender_material.texture_slots.add()
            mtex.use_map_color_diffuse = False

            mtex.texture = texture
            mtex.texture_coords = 'UV'
            mtex.use_map_alpha = True
            blender_material.use_transparency = True
            blender_material.transparency_method = 'Z_TRANSPARENCY'
            blender_material.alpha = 0.0
            # Todo, unset deffuse material alpha if it has an alpha channel

        elif type == 'refl':
            mtex = blender_material.texture_slots.add()
            mtex.use_map_color_diffuse = False

            mtex.texture = texture
            mtex.texture_coords = 'UV'
            mtex.use_map_reflect = True

        else:
            raise Exception("invalid type %r" % type)

    # Add an MTL with the same name as the obj if no MTLs are spesified.
    temp_mtl = os.path.splitext((os.path.basename(filepath)))[0] + b'.mtl'

    if os.path.exists(os.path.join(DIR, temp_mtl)) and temp_mtl not in material_libs:
        material_libs.append(temp_mtl)
    del temp_mtl

    #Create new materials
    for name in unique_materials:  # .keys()
        if name is not None:
            unique_materials[name] = bpy.data.materials.new(name.decode('utf-8', "replace"))
            unique_material_images[name] = None, False  # assign None to all material images to start with, add to later.

    unique_materials[None] = None
    unique_material_images[None] = None, False

    for libname in material_libs:
        # print(libname)
        mtlpath = os.path.join(DIR, libname)
        if not os.path.exists(mtlpath):
            print ("\tMaterial not found MTL: %r" % mtlpath)
        else:
            #print('\t\tloading mtl: %e' % mtlpath)
            context_material = None
            mtl = open(mtlpath, 'rb')
            for line in mtl:  # .readlines():
                line = line.strip()
                if not line or line.startswith(b'#'):
                    pass
                elif line.startswith(b'newmtl'):
                    context_material_name = line_value(line.split())
                    context_material = unique_materials.get(context_material_name)

                elif context_material:
                    # we need to make a material to assign properties to it.
                    line_split = line.split()
                    line_lower = line.lower().lstrip()
                    if line_lower.startswith(b'ka'):
                        context_material.mirror_color = float(line_split[1]), float(line_split[2]), float(line_split[3])
                    elif line_lower.startswith(b'kd'):
                        context_material.diffuse_color = float(line_split[1]), float(line_split[2]), float(line_split[3])
                    elif line_lower.startswith(b'ks'):
                        context_material.specular_color = float(line_split[1]), float(line_split[2]), float(line_split[3])
                    elif line_lower.startswith(b'ns'):
                        context_material.specular_hardness = int((float(line_split[1]) * 0.51))
                    elif line_lower.startswith(b'ni'):  # Refraction index
                        context_material.raytrace_transparency.ior = max(1, min(float(line_split[1]), 3))  # between 1 and 3
                    elif line_lower.startswith(b'd') or line_lower.startswith(b'tr'):
                        context_material.alpha = float(line_split[1])
                        context_material.use_transparency = True
                        context_material.transparency_method = 'Z_TRANSPARENCY'
                    elif line_lower.startswith(b'tf'):
                        # rgb, filter color, blender has no support for this.
                        pass
                    elif line_lower.startswith(b'illum'):
                        illum = int(line_split[1])

                        do_ambient = True
                        do_highlight = False
                        do_reflection = False
                        do_transparency = False
                        do_glass = False
                        do_fresnel = False
                        do_raytrace = False

                        # inline comments are from the spec, v4.2
                        if illum == 0:
                            # Color on and Ambient off
                            do_ambient = False
                        elif illum == 1:
                            # Color on and Ambient on
                            pass
                        elif illum == 2:
                            # Highlight on
                            do_highlight = True
                        elif illum == 3:
                            # Reflection on and Ray trace on
                            do_reflection = True
                            do_raytrace = True
                        elif illum == 4:
                            # Transparency: Glass on
                            # Reflection: Ray trace on
                            do_transparency = True
                            do_reflection = True
                            do_glass = True
                            do_raytrace = True
                        elif illum == 5:
                            # Reflection: Fresnel on and Ray trace on
                            do_reflection = True
                            do_fresnel = True
                            do_raytrace = True
                        elif illum == 6:
                            # Transparency: Refraction on
                            # Reflection: Fresnel off and Ray trace on
                            do_transparency = True
                            do_reflection = True
                            do_raytrace = True
                        elif illum == 7:
                            # Transparency: Refraction on
                            # Reflection: Fresnel on and Ray trace on
                            do_transparency = True
                            do_reflection = True
                            do_fresnel = True
                            do_raytrace = True
                        elif illum == 8:
                            # Reflection on and Ray trace off
                            do_reflection = True
                        elif illum == 9:
                            # Transparency: Glass on
                            # Reflection: Ray trace off
                            do_transparency = True
                            do_reflection = True
                            do_glass = True
                        elif illum == 10:
                            # Casts shadows onto invisible surfaces

                            # blender cant do this
                            pass

                        if do_ambient:
                            context_material.ambient = 1.0
                        else:
                            context_material.ambient = 0.0

                        if do_highlight:
                            # FIXME, how else to use this?
                            context_material.specular_intensity = 1.0

                        if do_reflection:
                            context_material.raytrace_mirror.use = True
                            context_material.raytrace_mirror.reflect_factor = 1.0

                        if do_transparency:
                            context_material.use_transparency = True
                            context_material.transparency_method = 'RAYTRACE' if do_raytrace else 'Z_TRANSPARENCY'
                            context_material.alpha = 0.0

                        if do_glass:
                            context_material.raytrace_transparency.ior = 1.5

                        if do_fresnel:
                            context_material.raytrace_mirror.fresnel = 1.0  # could be any value for 'ON'

                        """
                        if do_raytrace:
                            context_material.use_raytrace = True
                        else:
                            context_material.use_raytrace = False
                        """
                        # XXX, this is not following the OBJ spec, but this was
                        # written when raytracing wasnt default, annoying to disable for blender users.
                        context_material.use_raytrace = True

                    elif line_lower.startswith(b'map_ka'):
                        img_filepath = line_value(line.split())
                        if img_filepath:
                            load_material_image(context_material, context_material_name, img_filepath, 'Ka')
                    elif line_lower.startswith(b'map_ks'):
                        img_filepath = line_value(line.split())
                        if img_filepath:
                            load_material_image(context_material, context_material_name, img_filepath, 'Ks')
                    elif line_lower.startswith(b'map_kd'):
                        img_filepath = line_value(line.split())
                        if img_filepath:
                            load_material_image(context_material, context_material_name, img_filepath, 'Kd')
                    elif line_lower.startswith(b'map_bump') or line_lower.startswith(b'bump'):  # 'bump' is incorrect but some files use it.
                        img_filepath = line_value(line.split())
                        if img_filepath:
                            load_material_image(context_material, context_material_name, img_filepath, 'Bump')
                    elif line_lower.startswith(b'map_d') or line_lower.startswith(b'map_tr'):  # Alpha map - Dissolve
                        img_filepath = line_value(line.split())
                        if img_filepath:
                            load_material_image(context_material, context_material_name, img_filepath, 'D')

                    elif line_lower.startswith(b'refl'):  # reflectionmap
                        img_filepath = line_value(line.split())
                        if img_filepath:
                            load_material_image(context_material, context_material_name, img_filepath, 'refl')
                    else:
                        print("\t%r:%r (ignored)" % (filepath, line))
            mtl.close()


def split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP):
    '''
    Takes vert_loc and faces, and separates into multiple sets of
    (verts_loc, faces, unique_materials, dataname)
    '''

    filename = os.path.splitext((os.path.basename(filepath)))[0]

    if not SPLIT_OB_OR_GROUP:
        # use the filename for the object name since we arnt chopping up the mesh.
        return [(verts_loc, faces, unique_materials, filename)]

    def key_to_name(key):
        # if the key is a tuple, join it to make a string
        if not key:
            return filename  # assume its a string. make sure this is true if the splitting code is changed
        else:
            return key

    # Return a key that makes the faces unique.
    face_split_dict = {}

    oldkey = -1  # initialize to a value that will never match the key

    for face in faces:
        key = face[4]

        if oldkey != key:
            # Check the key has changed.
            try:
                verts_split, faces_split, unique_materials_split, vert_remap = face_split_dict[key]
            except KeyError:
                faces_split = []
                verts_split = []
                unique_materials_split = {}
                vert_remap = [-1] * len(verts_loc)

                face_split_dict[key] = (verts_split, faces_split, unique_materials_split, vert_remap)

            oldkey = key

        face_vert_loc_indices = face[0]

        # Remap verts to new vert list and add where needed
        for enum, i in enumerate(face_vert_loc_indices):
            if vert_remap[i] == -1:
                new_index = len(verts_split)
                vert_remap[i] = new_index  # set the new remapped index so we only add once and can reference next time.
                face_vert_loc_indices[enum] = new_index  # remap to the local index
                verts_split.append(verts_loc[i])  # add the vert to the local verts
            else:
                face_vert_loc_indices[enum] = vert_remap[i]  # remap to the local index

            matname = face[2]
            if matname and matname not in unique_materials_split:
                unique_materials_split[matname] = unique_materials[matname]

        faces_split.append(face)

    # remove one of the itemas and reorder
    return [(value[0], value[1], value[2], key_to_name(key)) for key, value in list(face_split_dict.items())]


def create_mesh(new_objects, has_ngons, use_ngons, use_edges, verts_loc, verts_tex, faces, unique_materials, unique_material_images, unique_smooth_groups, vertex_groups, dataname):
    '''
    Takes all the data gathered and generates a mesh, adding the new object to new_objects
    deals with fgons, sharp edges and assigning materials
    '''
    from bpy_extras.mesh_utils import ngon_tesselate

    if not has_ngons:
        use_ngons = False

    if unique_smooth_groups:
        sharp_edges = {}
        smooth_group_users = {context_smooth_group: {} for context_smooth_group in list(unique_smooth_groups.keys())}
        context_smooth_group_old = -1

    # Split fgons into tri's
    fgon_edges = {}  # Used for storing fgon keys
    if use_edges:
        edges = []

    context_object = None

    # reverse loop through face indices
    for f_idx in range(len(faces) - 1, -1, -1):

        face_vert_loc_indices,\
        face_vert_tex_indices,\
        context_material,\
        context_smooth_group,\
        context_object = faces[f_idx]

        len_face_vert_loc_indices = len(face_vert_loc_indices)

        if len_face_vert_loc_indices == 1:
            faces.pop(f_idx)  # cant add single vert faces

        elif not face_vert_tex_indices or len_face_vert_loc_indices == 2:  # faces that have no texture coords are lines
            if use_edges:
                # generators are better in python 2.4+ but can't be used in 2.3
                # edges.extend( (face_vert_loc_indices[i], face_vert_loc_indices[i+1]) for i in xrange(len_face_vert_loc_indices-1) )
                edges.extend([(face_vert_loc_indices[i], face_vert_loc_indices[i + 1]) for i in range(len_face_vert_loc_indices - 1)])

            faces.pop(f_idx)
        else:

            # Smooth Group
            if unique_smooth_groups and context_smooth_group:
                # Is a part of of a smooth group and is a face
                if context_smooth_group_old is not context_smooth_group:
                    edge_dict = smooth_group_users[context_smooth_group]
                    context_smooth_group_old = context_smooth_group

                for i in range(len_face_vert_loc_indices):
                    i1 = face_vert_loc_indices[i]
                    i2 = face_vert_loc_indices[i - 1]
                    if i1 > i2:
                        i1, i2 = i2, i1

                    try:
                        edge_dict[i1, i2] += 1
                    except KeyError:
                        edge_dict[i1, i2] = 1

            # FGons into triangles
            if has_ngons and len_face_vert_loc_indices > 4:

                ngon_face_indices = ngon_tesselate(verts_loc, face_vert_loc_indices)
                faces.extend(
                    [(
                    [face_vert_loc_indices[ngon[0]], face_vert_loc_indices[ngon[1]], face_vert_loc_indices[ngon[2]]],
                    [face_vert_tex_indices[ngon[0]], face_vert_tex_indices[ngon[1]], face_vert_tex_indices[ngon[2]]],
                    context_material,
                    context_smooth_group,
                    context_object)
                    for ngon in ngon_face_indices]
                )

                # edges to make fgons
                if use_ngons:
                    edge_users = {}
                    for ngon in ngon_face_indices:
                        for i in (0, 1, 2):
                            i1 = face_vert_loc_indices[ngon[i]]
                            i2 = face_vert_loc_indices[ngon[i - 1]]
                            if i1 > i2:
                                i1, i2 = i2, i1

                            try:
                                edge_users[i1, i2] += 1
                            except KeyError:
                                edge_users[i1, i2] = 1

                    for key, users in edge_users.items():
                        if users > 1:
                            fgon_edges[key] = None

                # remove all after 3, means we dont have to pop this one.
                faces.pop(f_idx)

    # Build sharp edges
    if unique_smooth_groups:
        for edge_dict in list(smooth_group_users.values()):
            for key, users in list(edge_dict.items()):
                if users == 1:  # This edge is on the boundry of a group
                    sharp_edges[key] = None

    # map the material names to an index
    material_mapping = {name: i for i, name in enumerate(unique_materials)}  # enumerate over unique_materials keys()

    materials = [None] * len(unique_materials)

    for name, index in list(material_mapping.items()):
        materials[index] = unique_materials[name]

    me = bpy.data.meshes.new(dataname.decode('utf-8', "replace"))

    # make sure the list isnt too big
    for material in materials:
        me.materials.append(material)

    me.vertices.add(len(verts_loc))
    me.faces.add(len(faces))

    # verts_loc is a list of (x, y, z) tuples
    me.vertices.foreach_set("co", unpack_list(verts_loc))

    # faces is a list of (vert_indices, texco_indices, ...) tuples
    # XXX faces should contain either 3 or 4 verts
    # XXX no check for valid face indices
    me.faces.foreach_set("vertices_raw", unpack_face_list([f[0] for f in faces]))

    if verts_tex and me.faces:
        me.uv_textures.new()

    context_material_old = -1  # avoid a dict lookup
    mat = 0  # rare case it may be un-initialized.
    me_faces = me.faces

    for i, face in enumerate(faces):
        if len(face[0]) < 2:
            pass  # raise "bad face"
        elif len(face[0]) == 2:
            if use_edges:
                edges.append(face[0])
        else:

                blender_face = me.faces[i]

                face_vert_loc_indices,\
                face_vert_tex_indices,\
                context_material,\
                context_smooth_group,\
                context_object = face

                if context_smooth_group:
                    blender_face.use_smooth = True

                if context_material:
                    if context_material_old is not context_material:
                        mat = material_mapping[context_material]
                        context_material_old = context_material

                    blender_face.material_index = mat
#                     blender_face.mat= mat

                if verts_tex:

                    blender_tface = me.uv_textures[0].data[i]

                    if context_material:
                        image, has_data = unique_material_images[context_material]
                        if image:  # Can be none if the material dosnt have an image.
                            blender_tface.image = image
                            blender_tface.use_image = True
                            if has_data and image.depth == 32:
                                blender_tface.blend_type = 'ALPHA'

                    # BUG - Evil eekadoodle problem where faces that have vert index 0 location at 3 or 4 are shuffled.
                    if len(face_vert_loc_indices) == 4:
                        if face_vert_loc_indices[2] == 0 or face_vert_loc_indices[3] == 0:
                            face_vert_tex_indices = face_vert_tex_indices[2], face_vert_tex_indices[3], face_vert_tex_indices[0], face_vert_tex_indices[1]
                    else:  # length of 3
                        if face_vert_loc_indices[2] == 0:
                            face_vert_tex_indices = face_vert_tex_indices[1], face_vert_tex_indices[2], face_vert_tex_indices[0]
                    # END EEEKADOODLE FIX

                    # assign material, uv's and image
                    blender_tface.uv1 = verts_tex[face_vert_tex_indices[0]]
                    blender_tface.uv2 = verts_tex[face_vert_tex_indices[1]]
                    blender_tface.uv3 = verts_tex[face_vert_tex_indices[2]]

                    if len(face_vert_loc_indices) == 4:
                        blender_tface.uv4 = verts_tex[face_vert_tex_indices[3]]

#                     for ii, uv in enumerate(blender_face.uv):
#                         uv.x, uv.y=  verts_tex[face_vert_tex_indices[ii]]
    del me_faces
#     del ALPHA

    if use_edges and not edges:
        use_edges = False

    if use_edges:
        me.edges.add(len(edges))

        # edges should be a list of (a, b) tuples
        me.edges.foreach_set("vertices", unpack_list(edges))
#         me_edges.extend( edges )

#     del me_edges

    # Add edge faces.
#     me_edges= me.edges

    def edges_match(e1, e2):
        return (e1[0] == e2[0] and e1[1] == e2[1]) or (e1[0] == e2[1] and e1[1] == e2[0])

    # XXX slow
#     if use_ngons and fgon_edges:
#         for fgon_edge in fgon_edges.keys():
#             for ed in me.edges:
#                 if edges_match(fgon_edge, ed.vertices):
#                     ed.is_fgon = True

#     if use_ngons and fgon_edges:
#         FGON= Mesh.EdgeFlags.FGON
#         for ed in me.findEdges( fgon_edges.keys() ):
#             if ed is not None:
#                 me_edges[ed].flag |= FGON
#         del FGON

    # XXX slow
#     if unique_smooth_groups and sharp_edges:
#         for sharp_edge in sharp_edges.keys():
#             for ed in me.edges:
#                 if edges_match(sharp_edge, ed.vertices):
#                     ed.use_edge_sharp = True

#     if unique_smooth_groups and sharp_edges:
#         SHARP= Mesh.EdgeFlags.SHARP
#         for ed in me.findEdges( sharp_edges.keys() ):
#             if ed is not None:
#                 me_edges[ed].flag |= SHARP
#         del SHARP

    me.validate()
    me.update(calc_edges=use_edges)

    ob = bpy.data.objects.new("Mesh", me)
    new_objects.append(ob)

    # Create the vertex groups. No need to have the flag passed here since we test for the
    # content of the vertex_groups. If the user selects to NOT have vertex groups saved then
    # the following test will never run
    for group_name, group_indices in vertex_groups.items():
        group = ob.vertex_groups.new(group_name.decode('utf-8', "replace"))
        group.add(group_indices, 1.0, 'REPLACE')


def create_nurbs(context_nurbs, vert_loc, new_objects):
    '''
    Add nurbs object to blender, only support one type at the moment
    '''
    deg = context_nurbs.get(b'deg', (3,))
    curv_range = context_nurbs.get(b'curv_range')
    curv_idx = context_nurbs.get(b'curv_idx', [])
    parm_u = context_nurbs.get(b'parm_u', [])
    parm_v = context_nurbs.get(b'parm_v', [])
    name = context_nurbs.get(b'name', b'ObjNurb')
    cstype = context_nurbs.get(b'cstype')

    if cstype is None:
        print('\tWarning, cstype not found')
        return
    if cstype != b'bspline':
        print('\tWarning, cstype is not supported (only bspline)')
        return
    if not curv_idx:
        print('\tWarning, curv argument empty or not set')
        return
    if len(deg) > 1 or parm_v:
        print('\tWarning, surfaces not supported')
        return

    cu = bpy.data.curves.new(name.decode('utf-8', "replace"), 'CURVE')
    cu.dimensions = '3D'

    nu = cu.splines.new('NURBS')
    nu.points.add(len(curv_idx) - 1)  # a point is added to start with
    nu.points.foreach_set("co", [co_axis for vt_idx in curv_idx for co_axis in (vert_loc[vt_idx] + (1.0,))])

    nu.order_u = deg[0] + 1

    # get for endpoint flag from the weighting
    if curv_range and len(parm_u) > deg[0] + 1:
        do_endpoints = True
        for i in range(deg[0] + 1):

            if abs(parm_u[i] - curv_range[0]) > 0.0001:
                do_endpoints = False
                break

            if abs(parm_u[-(i + 1)] - curv_range[1]) > 0.0001:
                do_endpoints = False
                break

    else:
        do_endpoints = False

    if do_endpoints:
        nu.use_endpoint_u = True

    # close
    '''
    do_closed = False
    if len(parm_u) > deg[0]+1:
        for i in xrange(deg[0]+1):
            #print curv_idx[i], curv_idx[-(i+1)]

            if curv_idx[i]==curv_idx[-(i+1)]:
                do_closed = True
                break

    if do_closed:
        nu.use_cyclic_u = True
    '''

    ob = bpy.data.objects.new(name.decode('utf-8', "replace"), cu)

    new_objects.append(ob)


def strip_slash(line_split):
    if line_split[-1][-1] == 92:  # '\' char
        if len(line_split[-1]) == 1:
            line_split.pop()  # remove the \ item
        else:
            line_split[-1] = line_split[-1][:-1]  # remove the \ from the end last number
        return True
    return False


def get_float_func(filepath):
    '''
    find the float function for this obj file
    - whether to replace commas or not
    '''
    file = open(filepath, 'rb')
    for line in file:  # .readlines():
        line = line.lstrip()
        if line.startswith(b'v'):  # vn vt v
            if b',' in line:
                file.close()
                return lambda f: float(f.replace(b',', b'.'))
            elif b'.' in line:
                file.close()
                return float

    file.close()
    # incase all vert values were ints
    return float


def load(operator, context, filepath,
         global_clamp_size=0.0,
         use_ngons=True,
         use_smooth_groups=True,
         use_edges=True,
         use_split_objects=True,
         use_split_groups=True,
         use_image_search=True,
         use_groups_as_vgroups=False,
         global_matrix=None,
         ):
    '''
    Called by the user interface or another script.
    load_obj(path) - should give acceptable results.
    This function passes the file and sends the data off
        to be split into objects and then converted into mesh objects
    '''
    print('\nimporting obj %r' % filepath)

    filepath = os.fsencode(filepath)

    if global_matrix is None:
        global_matrix = mathutils.Matrix()

    if use_split_objects or use_split_groups:
        use_groups_as_vgroups = False

    time_main = time.time()

    verts_loc = []
    verts_tex = []
    faces = []  # tuples of the faces
    material_libs = []  # filanems to material libs this uses
    vertex_groups = {}  # when use_groups_as_vgroups is true

    # Get the string to float conversion func for this file- is 'float' for almost all files.
    float_func = get_float_func(filepath)

    # Context variables
    context_material = None
    context_smooth_group = None
    context_object = None
    context_vgroup = None

    # Nurbs
    context_nurbs = {}
    nurbs = []
    context_parm = b''  # used by nurbs too but could be used elsewhere

    has_ngons = False
    # has_smoothgroups= False - is explicit with len(unique_smooth_groups) being > 0

    # Until we can use sets
    unique_materials = {}
    unique_material_images = {}
    unique_smooth_groups = {}
    # unique_obects= {} - no use for this variable since the objects are stored in the face.

    # when there are faces that end with \
    # it means they are multiline-
    # since we use xreadline we cant skip to the next line
    # so we need to know whether
    context_multi_line = b''

    print("\tparsing obj file...")
    time_sub = time.time()
#     time_sub= sys.time()

    file = open(filepath, 'rb')
    for line in file:  # .readlines():
        line = line.lstrip()  # rare cases there is white space at the start of the line

        if line.startswith(b"v "):
            line_split = line.split()
            verts_loc.append((float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3])))

        elif line.startswith(b"vn "):
            pass

        elif line.startswith(b"vt "):
            line_split = line.split()
            verts_tex.append((float_func(line_split[1]), float_func(line_split[2])))

        # Handel faces lines (as faces) and the second+ lines of fa multiline face here
        # use 'f' not 'f ' because some objs (very rare have 'fo ' for faces)
        elif line.startswith(b'f') or context_multi_line == b'f':

            if context_multi_line:
                # use face_vert_loc_indices and face_vert_tex_indices previously defined and used the obj_face
                line_split = line.split()

            else:
                line_split = line[2:].split()
                face_vert_loc_indices = []
                face_vert_tex_indices = []

                # Instance a face
                faces.append((\
                face_vert_loc_indices,\
                face_vert_tex_indices,\
                context_material,\
                context_smooth_group,\
                context_object\
                ))

            if strip_slash(line_split):
                context_multi_line = b'f'
            else:
                context_multi_line = b''

            for v in line_split:
                obj_vert = v.split(b'/')
                vert_loc_index = int(obj_vert[0]) - 1
                # Add the vertex to the current group
                # *warning*, this wont work for files that have groups defined around verts
                if use_groups_as_vgroups and context_vgroup:
                    vertex_groups[context_vgroup].append(vert_loc_index)

                # Make relative negative vert indices absolute
                if vert_loc_index < 0:
                    vert_loc_index = len(verts_loc) + vert_loc_index + 1

                face_vert_loc_indices.append(vert_loc_index)

                if len(obj_vert) > 1 and obj_vert[1]:
                    # formatting for faces with normals and textures us
                    # loc_index/tex_index/nor_index

                    vert_tex_index = int(obj_vert[1]) - 1
                    # Make relative negative vert indices absolute
                    if vert_tex_index < 0:
                        vert_tex_index = len(verts_tex) + vert_tex_index + 1

                    face_vert_tex_indices.append(vert_tex_index)
                else:
                    # dummy
                    face_vert_tex_indices.append(0)

            if len(face_vert_loc_indices) > 4:
                has_ngons = True

        elif use_edges and (line.startswith(b'l ') or context_multi_line == b'l'):
            # very similar to the face load function above with some parts removed

            if context_multi_line:
                # use face_vert_loc_indices and face_vert_tex_indices previously defined and used the obj_face
                line_split = line.split()

            else:
                line_split = line[2:].split()
                face_vert_loc_indices = []
                face_vert_tex_indices = []

                # Instance a face
                faces.append((\
                face_vert_loc_indices,\
                face_vert_tex_indices,\
                context_material,\
                context_smooth_group,\
                context_object\
                ))

            if strip_slash(line_split):
                context_multi_line = b'l'
            else:
                context_multi_line = b''

            isline = line.startswith(b'l')

            for v in line_split:
                vert_loc_index = int(v) - 1

                # Make relative negative vert indices absolute
                if vert_loc_index < 0:
                    vert_loc_index = len(verts_loc) + vert_loc_index + 1

                face_vert_loc_indices.append(vert_loc_index)

        elif line.startswith(b's'):
            if use_smooth_groups:
                context_smooth_group = line_value(line.split())
                if context_smooth_group == b'off':
                    context_smooth_group = None
                elif context_smooth_group:  # is not None
                    unique_smooth_groups[context_smooth_group] = None

        elif line.startswith(b'o'):
            if use_split_objects:
                context_object = line_value(line.split())
                # unique_obects[context_object]= None

        elif line.startswith(b'g'):
            if use_split_groups:
                context_object = line_value(line.split())
                # print 'context_object', context_object
                # unique_obects[context_object]= None
            elif use_groups_as_vgroups:
                context_vgroup = line_value(line.split())
                if context_vgroup and context_vgroup != b'(null)':
                    vertex_groups.setdefault(context_vgroup, [])
                else:
                    context_vgroup = None  # dont assign a vgroup

        elif line.startswith(b'usemtl'):
            context_material = line_value(line.split())
            unique_materials[context_material] = None
        elif line.startswith(b'mtllib'):  # usemap or usemat
            material_libs = list(set(material_libs) | set(line.split()[1:]))  # can have multiple mtllib filenames per line, mtllib can appear more than once, so make sure only occurance of material exists

            # Nurbs support
        elif line.startswith(b'cstype '):
            context_nurbs[b'cstype'] = line_value(line.split())  # 'rat bspline' / 'bspline'
        elif line.startswith(b'curv ') or context_multi_line == b'curv':
            line_split = line.split()

            curv_idx = context_nurbs[b'curv_idx'] = context_nurbs.get(b'curv_idx', [])  # incase were multiline

            if not context_multi_line:
                context_nurbs[b'curv_range'] = float_func(line_split[1]), float_func(line_split[2])
                line_split[0:3] = []  # remove first 3 items

            if strip_slash(line_split):
                context_multi_line = b'curv'
            else:
                context_multi_line = b''

            for i in line_split:
                vert_loc_index = int(i) - 1

                if vert_loc_index < 0:
                    vert_loc_index = len(verts_loc) + vert_loc_index + 1

                curv_idx.append(vert_loc_index)

        elif line.startswith(b'parm') or context_multi_line == b'parm':
            line_split = line.split()

            if context_multi_line:
                context_multi_line = b''
            else:
                context_parm = line_split[1]
                line_split[0:2] = []  # remove first 2

            if strip_slash(line_split):
                context_multi_line = b'parm'
            else:
                context_multi_line = b''

            if context_parm.lower() == b'u':
                context_nurbs.setdefault(b'parm_u', []).extend([float_func(f) for f in line_split])
            elif context_parm.lower() == b'v':  # surfaces not supported yet
                context_nurbs.setdefault(b'parm_v', []).extend([float_func(f) for f in line_split])
            # else: # may want to support other parm's ?

        elif line.startswith(b'deg '):
            context_nurbs[b'deg'] = [int(i) for i in line.split()[1:]]
        elif line.startswith(b'end'):
            # Add the nurbs curve
            if context_object:
                context_nurbs[b'name'] = context_object
            nurbs.append(context_nurbs)
            context_nurbs = {}
            context_parm = b''

        ''' # How to use usemap? depricated?
        elif line.startswith(b'usema'): # usemap or usemat
            context_image= line_value(line.split())
        '''

    file.close()
    time_new = time.time()
    print("%.4f sec" % (time_new - time_sub))
    time_sub = time_new

    print('\tloading materials and images...')
    create_materials(filepath, material_libs, unique_materials, unique_material_images, use_image_search)

    time_new = time.time()
    print("%.4f sec" % (time_new - time_sub))
    time_sub = time_new

    # deselect all
    if bpy.ops.object.select_all.poll():
        bpy.ops.object.select_all(action='DESELECT')

    scene = context.scene
#     scn.objects.selected = []
    new_objects = []  # put new objects here

    print('\tbuilding geometry...\n\tverts:%i faces:%i materials: %i smoothgroups:%i ...' % (len(verts_loc), len(faces), len(unique_materials), len(unique_smooth_groups)))
    # Split the mesh by objects/materials, may
    if use_split_objects or use_split_groups:
        SPLIT_OB_OR_GROUP = True
    else:
        SPLIT_OB_OR_GROUP = False

    for verts_loc_split, faces_split, unique_materials_split, dataname in split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP):
        # Create meshes from the data, warning 'vertex_groups' wont support splitting
        create_mesh(new_objects, has_ngons, use_ngons, use_edges, verts_loc_split, verts_tex, faces_split, unique_materials_split, unique_material_images, unique_smooth_groups, vertex_groups, dataname)

    # nurbs support
    for context_nurbs in nurbs:
        create_nurbs(context_nurbs, verts_loc, new_objects)

    # Create new obj
    for obj in new_objects:
        base = scene.objects.link(obj)
        base.select = True

        # we could apply this anywhere before scaling.
        obj.matrix_world = global_matrix

    scene.update()

    axis_min = [1000000000] * 3
    axis_max = [-1000000000] * 3

    if global_clamp_size:
        # Get all object bounds
        for ob in new_objects:
            for v in ob.bound_box:
                for axis, value in enumerate(v):
                    if axis_min[axis] > value:
                        axis_min[axis] = value
                    if axis_max[axis] < value:
                        axis_max[axis] = value

        # Scale objects
        max_axis = max(axis_max[0] - axis_min[0], axis_max[1] - axis_min[1], axis_max[2] - axis_min[2])
        scale = 1.0

        while global_clamp_size < max_axis * scale:
            scale = scale / 10.0

        for obj in new_objects:
            obj.scale = scale, scale, scale

    time_new = time.time()

    print("finished importing: %r in %.4f sec." % (filepath, (time_new - time_main)))
    return {'FINISHED'}


# NOTES (all line numbers refer to 2.4x import_obj.py, not this file)
# check later: line 489
# can convert now: edge flags, edges: lines 508-528
# ngon (uses python module BPyMesh): 384-414
# NEXT clamp size: get bound box with RNA
# get back to l 140 (here)
# search image in bpy.config.textureDir - load_image
# replaced BPyImage.comprehensiveImageLoad with a simplified version that only checks additional directory specified, but doesn't search dirs recursively (obj_image_load)
# bitmask won't work? - 132
# uses bpy.sys.time()

if __name__ == "__main__":
    register()