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#!BPY

"""
Name: 'Wavefront (.obj)...'
Blender: 248
Group: 'Export'
Tooltip: 'Save a Wavefront OBJ File'
"""

__author__ = "Campbell Barton, Jiri Hnidek"
__url__ = ['http://wiki.blender.org/index.php/Scripts/Manual/Export/wavefront_obj', 'www.blender.org', 'blenderartists.org']
__version__ = "1.2"

__bpydoc__ = """\
This script is an exporter to OBJ file format.

Usage:

Select the objects you wish to export and run this script from "File->Export" menu.
Selecting the default options from the popup box will be good in most cases.
All objects that can be represented as a mesh (mesh, curve, metaball, surface, text3d)
will be exported as mesh data.
"""


# --------------------------------------------------------------------------
# OBJ Export v1.1 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------


import Blender
from Blender import Mesh, Scene, Window, sys, Image, Draw
import BPyMesh
import BPyObject
import BPySys
import BPyMessages

# Returns a tuple - path,extension.
# 'hello.obj' >  ('hello', '.obj')
def splitExt(path):
	dotidx = path.rfind('.')
	if dotidx == -1:
		return path, ''
	else:
		return path[:dotidx], path[dotidx:] 

def fixName(name):
	if name == None:
		return 'None'
	else:
		return name.replace(' ', '_')

# A Dict of Materials
# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
MTL_DICT = {} 

def write_mtl(filename):
	
	world = Blender.World.GetCurrent()
	if world:
		worldAmb = world.getAmb()
	else:
		worldAmb = (0,0,0) # Default value
	
	file = open(filename, "w")
	file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1])
	file.write('# Material Count: %i\n' % len(MTL_DICT))
	# Write material/image combinations we have used.
	for key, (mtl_mat_name, mat, img) in MTL_DICT.iteritems():
		
		# Get the Blender data for the material and the image.
		# Having an image named None will make a bug, dont do it :)
		
		file.write('newmtl %s\n' % mtl_mat_name) # Define a new material: matname_imgname
		
		if mat:
			file.write('Ns %.6f\n' % ((mat.getHardness()-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's 
			file.write('Ka %.6f %.6f %.6f\n' %  tuple([c*mat.amb for c in worldAmb])  ) # Ambient, uses mirror colour,
			file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.ref for c in mat.rgbCol]) ) # Diffuse
			file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.spec for c in mat.specCol]) ) # Specular
			file.write('Ni %.6f\n' % mat.IOR) # Refraction index
			file.write('d %.6f\n' % mat.alpha) # Alpha (obj uses 'd' for dissolve)
			
			# 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting.
			if mat.getMode() & Blender.Material.Modes['SHADELESS']:
				file.write('illum 0\n') # ignore lighting
			elif mat.getSpec() == 0:
				file.write('illum 1\n') # no specular.
			else:
				file.write('illum 2\n') # light normaly	
		
		else:
			#write a dummy material here?
			file.write('Ns 0\n')
			file.write('Ka %.6f %.6f %.6f\n' %  tuple([c for c in worldAmb])  ) # Ambient, uses mirror colour,
			file.write('Kd 0.8 0.8 0.8\n')
			file.write('Ks 0.8 0.8 0.8\n')
			file.write('d 1\n') # No alpha
			file.write('illum 2\n') # light normaly
		
		# Write images!
		if img:  # We have an image on the face!
			file.write('map_Kd %s\n' % img.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image			
		
		elif not mat: # No face image. if we havea material search for MTex image.
			for mtex in mat.getTextures():
				if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
					try:
						filename = mtex.tex.image.filename.split('\\')[-1].split('/')[-1]
						file.write('map_Kd %s\n' % filename) # Diffuse mapping image
						break
					except:
						# Texture has no image though its an image type, best ignore.
						pass
		
		file.write('\n\n')
	
	file.close()

def copy_file(source, dest):
	file = open(source, 'rb')
	data = file.read()
	file.close()
	
	file = open(dest, 'wb')
	file.write(data)
	file.close()


def copy_images(dest_dir):
	if dest_dir[-1] != sys.sep:
		dest_dir += sys.sep
	
	# Get unique image names
	uniqueImages = {}
	for matname, mat, image in MTL_DICT.itervalues(): # Only use image name
		# Get Texface images
		if image:
			uniqueImages[image] = image # Should use sets here. wait until Python 2.4 is default.
		
		# Get MTex images
		if mat:
			for mtex in mat.getTextures():
				if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
					image_tex = mtex.tex.image
					if image_tex:
						try:
							uniqueImages[image_tex] = image_tex
						except:
							pass
	
	# Now copy images
	copyCount = 0
	
	for bImage in uniqueImages.itervalues():
		image_path = sys.expandpath(bImage.filename)
		if sys.exists(image_path):
			# Make a name for the target path.
			dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
			if not sys.exists(dest_image_path): # Image isnt alredy there
				print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
				copy_file(image_path, dest_image_path)
				copyCount+=1
	print '\tCopied %d images' % copyCount

def write(filename, objects,\
EXPORT_TRI=False,  EXPORT_EDGES=False,  EXPORT_NORMALS=False,  EXPORT_NORMALS_HQ=False,\
EXPORT_UV=True,  EXPORT_MTL=True,  EXPORT_COPY_IMAGES=False,\
EXPORT_APPLY_MODIFIERS=True, EXPORT_ROTX90=True, EXPORT_BLEN_OBS=True,\
EXPORT_GROUP_BY_OB=False,  EXPORT_GROUP_BY_MAT=False, EXPORT_KEEP_VERT_ORDER=False):
	'''
	Basic write function. The context and options must be alredy set
	This can be accessed externaly
	eg.
	write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
	'''
	
	def veckey3d(v):
		return round(v.x, 6), round(v.y, 6), round(v.z, 6)
		
	def veckey2d(v):
		return round(v.x, 6), round(v.y, 6)
	
	print 'OBJ Export path: "%s"' % filename
	temp_mesh_name = '~tmp-mesh'

	time1 = sys.time()
	scn = Scene.GetCurrent()

	file = open(filename, "w")
	
	# Write Header
	file.write('# Blender3D v%s OBJ File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] ))
	file.write('# www.blender3d.org\n')

	# Tell the obj file what material file to use.
	if EXPORT_MTL:
		mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1])
		file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] ))
	
	# Get the container mesh. - used for applying modifiers and non mesh objects.
	containerMesh = meshName = tempMesh = None
	for meshName in Blender.NMesh.GetNames():
		if meshName.startswith(temp_mesh_name):
			tempMesh = Mesh.Get(meshName)
			if not tempMesh.users:
				containerMesh = tempMesh
	if not containerMesh:
		containerMesh = Mesh.New(temp_mesh_name)
	
	if EXPORT_ROTX90:
		mat_xrot90= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
		
	del meshName
	del tempMesh
	
	# Initialize totals, these are updated each object
	totverts = totuvco = totno = 1
	
	face_vert_index = 1
	
	globalNormals = {}
	
	# Get all meshs
	for ob_main in objects:
		for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
			# Will work for non meshes now! :)
			# getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
			me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, False, scn)
			if not me:
				continue
			
			if EXPORT_UV:
				faceuv= me.faceUV
			else:
				faceuv = False
			
			# We have a valid mesh
			if EXPORT_TRI and me.faces:
				# Add a dummy object to it.
				has_quads = False
				for f in me.faces:
					if len(f) == 4:
						has_quads = True
						break
				
				if has_quads:
					oldmode = Mesh.Mode()
					Mesh.Mode(Mesh.SelectModes['FACE'])
					
					me.sel = True
					tempob = scn.objects.new(me)
					me.quadToTriangle(0) # more=0 shortest length
					oldmode = Mesh.Mode(oldmode)
					scn.objects.unlink(tempob)
					
					Mesh.Mode(oldmode)
			
			# Make our own list so it can be sorted to reduce context switching
			faces = [ f for f in me.faces ]
			
			if EXPORT_EDGES:
				edges = me.edges
			else:
				edges = []
			
			if not (len(faces)+len(edges)+len(me.verts)): # Make sure there is somthing to write
				continue # dont bother with this mesh.
			
			if EXPORT_ROTX90:
				me.transform(ob_mat*mat_xrot90)
			else:
				me.transform(ob_mat)
			
			# High Quality Normals
			if EXPORT_NORMALS and faces:
				if EXPORT_NORMALS_HQ:
					BPyMesh.meshCalcNormals(me)
				else:
					# transforming normals is incorrect
					# when the matrix is scaled,
					# better to recalculate them
					me.calcNormals()
			
			# # Crash Blender
			#materials = me.getMaterials(1) # 1 == will return None in the list.
			materials = me.materials
			
			materialNames = []
			materialItems = materials[:]
			if materials:
				for mat in materials:
					if mat: # !=None
						materialNames.append(mat.name)
					else:
						materialNames.append(None)
				# Cant use LC because some materials are None.
				# materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.	
			
			# Possible there null materials, will mess up indicies
			# but at least it will export, wait until Blender gets fixed.
			materialNames.extend((16-len(materialNames)) * [None])
			materialItems.extend((16-len(materialItems)) * [None])
			
			# Sort by Material, then images
			# so we dont over context switch in the obj file.
			if EXPORT_KEEP_VERT_ORDER:
				pass
			elif faceuv:
				try:	faces.sort(key = lambda a: (a.mat, a.image, a.smooth))
				except:	faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
			elif len(materials) > 1:
				try:	faces.sort(key = lambda a: (a.mat, a.smooth))
				except:	faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth)))
			else:
				# no materials
				try:	faces.sort(key = lambda a: a.smooth)
				except:	faces.sort(lambda a,b: cmp(a.smooth, b.smooth))
			
			# Set the default mat to no material and no image.
			contextMat = (0, 0) # Can never be this, so we will label a new material teh first chance we get.
			contextSmooth = None # Will either be true or false,  set bad to force initialization switch.
			
			if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB:
				name1 = ob.name
				name2 = ob.getData(1)
				if name1 == name2:
					obnamestring = fixName(name1)
				else:
					obnamestring = '%s_%s' % (fixName(name1), fixName(name2))
				
				if EXPORT_BLEN_OBS:
					file.write('o %s\n' % obnamestring) # Write Object name
				else: # if EXPORT_GROUP_BY_OB:
					file.write('g %s\n' % obnamestring)
			
			
			# Vert
			for v in me.verts:
				file.write('v %.6f %.6f %.6f\n' % tuple(v.co))
			
			# UV
			if faceuv:
				uv_face_mapping = [[0,0,0,0] for f in faces] # a bit of a waste for tri's :/
				
				uv_dict = {} # could use a set() here
				for f_index, f in enumerate(faces):
					
					for uv_index, uv in enumerate(f.uv):
						uvkey = veckey2d(uv)
						try:
							uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
						except:
							uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
							file.write('vt %.6f %.6f\n' % tuple(uv))
				
				uv_unique_count = len(uv_dict)
				del uv, uvkey, uv_dict, f_index, uv_index
				# Only need uv_unique_count and uv_face_mapping
			
			# NORMAL, Smooth/Non smoothed.
			if EXPORT_NORMALS:
				for f in faces:
					if f.smooth:
						for v in f:
							noKey = veckey3d(v.no)
							if not globalNormals.has_key( noKey ):
								globalNormals[noKey] = totno
								totno +=1
								file.write('vn %.6f %.6f %.6f\n' % noKey)
					else:
						# Hard, 1 normal from the face.
						noKey = veckey3d(f.no)
						if not globalNormals.has_key( noKey ):
							globalNormals[noKey] = totno
							totno +=1
							file.write('vn %.6f %.6f %.6f\n' % noKey)
			
			if not faceuv:
				f_image = None
			
			for f_index, f in enumerate(faces):
				f_v= f.v
				f_smooth= f.smooth
				f_mat = min(f.mat, len(materialNames)-1)
				if faceuv:
					f_image = f.image
					f_uv= f.uv
				
				# MAKE KEY
				if faceuv and f_image: # Object is always true.
					key = materialNames[f_mat],  f_image.name
				else:
					key = materialNames[f_mat],  None # No image, use None instead.
				
				# CHECK FOR CONTEXT SWITCH
				if key == contextMat:
					pass # Context alredy switched, dont do anythoing
				else:
					if key[0] == None and key[1] == None:
						# Write a null material, since we know the context has changed.
						if EXPORT_GROUP_BY_MAT:
							file.write('g %s_%s\n' % (fixName(ob.name), fixName(ob.getData(1))) ) # can be mat_image or (null)
						file.write('usemtl (null)\n') # mat, image
						
					else:
						mat_data= MTL_DICT.get(key)
						if not mat_data:
							# First add to global dict so we can export to mtl
							# Then write mtl
							
							# Make a new names from the mat and image name,
							# converting any spaces to underscores with fixName.
							
							# If none image dont bother adding it to the name
							if key[1] == None:
								mat_data = MTL_DICT[key] = ('%s'%fixName(key[0])), materialItems[f_mat], f_image
							else:
								mat_data = MTL_DICT[key] = ('%s_%s' % (fixName(key[0]), fixName(key[1]))), materialItems[f_mat], f_image
						
						if EXPORT_GROUP_BY_MAT:
							file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.getData(1)), mat_data[0]) ) # can be mat_image or (null)
						file.write('usemtl %s\n' % mat_data[0]) # can be mat_image or (null)
					
				contextMat = key
				if f_smooth != contextSmooth:
					if f_smooth: # on now off
						file.write('s 1\n')
						contextSmooth = f_smooth
					else: # was off now on
						file.write('s off\n')
						contextSmooth = f_smooth
				
				file.write('f')
				if faceuv:
					if EXPORT_NORMALS:
						if f_smooth: # Smoothed, use vertex normals
							for vi, v in enumerate(f_v):
								file.write( ' %d/%d/%d' % (\
								  v.index+totverts,\
								  totuvco + uv_face_mapping[f_index][vi],\
								  globalNormals[ veckey3d(v.no) ])) # vert, uv, normal
							
						else: # No smoothing, face normals
							no = globalNormals[ veckey3d(f.no) ]
							for vi, v in enumerate(f_v):
								file.write( ' %d/%d/%d' % (\
								  v.index+totverts,\
								  totuvco + uv_face_mapping[f_index][vi],\
								  no)) # vert, uv, normal
					
					else: # No Normals
						for vi, v in enumerate(f_v):
							file.write( ' %d/%d' % (\
							  v.index+totverts,\
							  totuvco + uv_face_mapping[f_index][vi])) # vert, uv
					
					face_vert_index += len(f_v)
				
				else: # No UV's
					if EXPORT_NORMALS:
						if f_smooth: # Smoothed, use vertex normals
							for v in f_v:
								file.write( ' %d//%d' % (\
								  v.index+totverts,\
								  globalNormals[ veckey3d(v.no) ]))
						else: # No smoothing, face normals
							no = globalNormals[ veckey3d(f.no) ]
							for v in f_v:
								file.write( ' %d//%d' % (\
								  v.index+totverts,\
								  no))
					else: # No Normals
						for v in f_v:
							file.write( ' %d' % (\
							  v.index+totverts))
						
				file.write('\n')
			
			# Write edges.
			if EXPORT_EDGES:
				LOOSE= Mesh.EdgeFlags.LOOSE
				for ed in edges:
					if ed.flag & LOOSE:
						file.write('f %d %d\n' % (ed.v1.index+totverts, ed.v2.index+totverts))
				
			# Make the indicies global rather then per mesh
			totverts += len(me.verts)
			if faceuv:
				totuvco += uv_unique_count
			me.verts= None
	file.close()
	
	
	# Now we have all our materials, save them
	if EXPORT_MTL:
		write_mtl(mtlfilename)
	if EXPORT_COPY_IMAGES:
		dest_dir = filename
		# Remove chars until we are just the path.
		while dest_dir and dest_dir[-1] not in '\\/':
			dest_dir = dest_dir[:-1]
		if dest_dir:
			copy_images(dest_dir)
		else:
			print '\tError: "%s" could not be used as a base for an image path.' % filename
	
	print "OBJ Export time: %.2f" % (sys.time() - time1)
	
	

def write_ui(filename):
	
	if not filename.lower().endswith('.obj'):
		filename += '.obj'
	
	if not BPyMessages.Warning_SaveOver(filename):
		return
	
	global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
		EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
		EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
		EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
		EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER
	
	EXPORT_APPLY_MODIFIERS = Draw.Create(0)
	EXPORT_ROTX90 = Draw.Create(1)
	EXPORT_TRI = Draw.Create(0)
	EXPORT_EDGES = Draw.Create(1)
	EXPORT_NORMALS = Draw.Create(0)
	EXPORT_NORMALS_HQ = Draw.Create(0)
	EXPORT_UV = Draw.Create(1)
	EXPORT_MTL = Draw.Create(1)
	EXPORT_SEL_ONLY = Draw.Create(1)
	EXPORT_ALL_SCENES = Draw.Create(0)
	EXPORT_ANIMATION = Draw.Create(0)
	EXPORT_COPY_IMAGES = Draw.Create(0)
	EXPORT_BLEN_OBS = Draw.Create(0)
	EXPORT_GROUP_BY_OB = Draw.Create(0)
	EXPORT_GROUP_BY_MAT = Draw.Create(0)
	EXPORT_KEEP_VERT_ORDER = Draw.Create(1)
	
	# Old UI
	'''
	# removed too many options are bad!
	
	# Get USER Options
	pup_block = [\
	('Context...'),\
	('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\
	('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a separate OBJ file.'),\
	('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
	('Object Prefs...'),\
	('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
	('Rotate X90', EXPORT_ROTX90 , 'Rotate on export so Blenders UP is translated into OBJs UP'),\
	('Keep Vert Order', EXPORT_KEEP_VERT_ORDER, 'Keep vert and face order, disables some other options.'),\
	('Extra Data...'),\
	('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
	('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
	('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\
	('UVs', EXPORT_UV, 'Export texface UV coords.'),\
	('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\
	('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
	('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
	('Grouping...'),\
	('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\
	('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\
	('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\
	]
	
	if not Draw.PupBlock('Export...', pup_block):
		return
	'''
	
	# BEGIN ALTERNATIVE UI *******************
	if True: 
		
		EVENT_NONE = 0
		EVENT_EXIT = 1
		EVENT_REDRAW = 2
		EVENT_EXPORT = 3
		
		GLOBALS = {}
		GLOBALS['EVENT'] = EVENT_REDRAW
		#GLOBALS['MOUSE'] = Window.GetMouseCoords()
		GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
		
		def obj_ui_set_event(e,v):
			GLOBALS['EVENT'] = e
		
		def do_split(e,v):
			global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER
			if EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val:
				EXPORT_KEEP_VERT_ORDER.val = 0
			else:
				EXPORT_KEEP_VERT_ORDER.val = 1
			
		def do_vertorder(e,v):
			global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER
			if EXPORT_KEEP_VERT_ORDER.val:
				EXPORT_BLEN_OBS.val = EXPORT_GROUP_BY_OB.val = EXPORT_GROUP_BY_MAT.val = EXPORT_APPLY_MODIFIERS.val = 0
			else:
				if not (EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val):
					EXPORT_KEEP_VERT_ORDER.val = 1
			
		def do_help(e,v):
			url = __url__[0]
			print 'Trying to open web browser with documentation at this address...'
			print '\t' + url
			
			try:
				import webbrowser
				webbrowser.open(url)
			except:
				print '...could not open a browser window.'
		
		def obj_ui():
			ui_x, ui_y = GLOBALS['MOUSE']
			
			# Center based on overall pup size
			ui_x -= 165
			ui_y -= 110
			
			global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
				EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
				EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
				EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
				EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER

			Draw.Label('Context...', ui_x+9, ui_y+209, 220, 20)
			Draw.BeginAlign()
			EXPORT_SEL_ONLY = Draw.Toggle('Selection Only', EVENT_NONE, ui_x+9, ui_y+189, 110, 20, EXPORT_SEL_ONLY.val, 'Only export objects in visible selection. Else export whole scene.')
			EXPORT_ALL_SCENES = Draw.Toggle('All Scenes', EVENT_NONE, ui_x+119, ui_y+189, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as a separate OBJ file.')
			EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE, ui_x+229, ui_y+189, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered OBJ file.')
			Draw.EndAlign()
			
			
			Draw.Label('Output Options...', ui_x+9, ui_y+159, 220, 20)
			Draw.BeginAlign()
			EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers', EVENT_REDRAW, ui_x+9, ui_y+140, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use transformed mesh data from each object. May break vert order for morph targets.', do_split)
			EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE, ui_x+119, ui_y+140, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders UP is translated into OBJs UP')
			EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images', EVENT_NONE, ui_x+229, ui_y+140, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image files to the export directory, never overwrite.')
			Draw.EndAlign()
			
			
			Draw.Label('Export...', ui_x+9, ui_y+109, 220, 20)
			Draw.BeginAlign()
			EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9, ui_y+90, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.')
			EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE, ui_x+59, ui_y+90, 70, 20, EXPORT_TRI.val, 'Triangulate quads.')
			Draw.EndAlign()
			Draw.BeginAlign()
			EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE, ui_x+139, ui_y+90, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the OBJ.')
			EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209, ui_y+90, 31, 20, EXPORT_UV.val, 'Export texface UV coords.')
			Draw.EndAlign()
			Draw.BeginAlign()
			EXPORT_NORMALS = Draw.Toggle('Normals', EVENT_NONE, ui_x+250, ui_y+90, 59, 20, EXPORT_NORMALS.val, 'Export vertex normal data (Ignored on import).')
			EXPORT_NORMALS_HQ = Draw.Toggle('HQ', EVENT_NONE, ui_x+309, ui_y+90, 31, 20, EXPORT_NORMALS_HQ.val, 'Calculate high quality normals for rendering.')
			Draw.EndAlign()
			
			
			Draw.Label('Blender Objects as OBJ:', ui_x+9, ui_y+59, 220, 20)
			Draw.BeginAlign()
			EXPORT_BLEN_OBS = Draw.Toggle('Objects', EVENT_REDRAW, ui_x+9, ui_y+39, 60, 20, EXPORT_BLEN_OBS.val, 'Export blender objects as "OBJ objects".', do_split)
			EXPORT_GROUP_BY_OB = Draw.Toggle('Groups', EVENT_REDRAW, ui_x+69, ui_y+39, 60, 20, EXPORT_GROUP_BY_OB.val, 'Export blender objects as "OBJ Groups".', do_split)
			EXPORT_GROUP_BY_MAT = Draw.Toggle('Material Groups', EVENT_REDRAW, ui_x+129, ui_y+39, 100, 20, EXPORT_GROUP_BY_MAT.val, 'Group by materials.', do_split)
			Draw.EndAlign()
			
			EXPORT_KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+239, ui_y+39, 100, 20, EXPORT_KEEP_VERT_ORDER.val, 'Keep vert and face order, disables some other options. Use for morph targets.', do_vertorder)
			
			Draw.BeginAlign()
			Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 20, 'Load the wiki page for this script', do_help)
			Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 20, '', obj_ui_set_event)
			Draw.PushButton('Export', EVENT_EXPORT, ui_x+229, ui_y+9, 110, 20, 'Export with these settings', obj_ui_set_event)
			Draw.EndAlign()

		
		# hack so the toggle buttons redraw. this is not nice at all
		while GLOBALS['EVENT'] not in (EVENT_EXIT, EVENT_EXPORT):
			Draw.UIBlock(obj_ui)
		
		if GLOBALS['EVENT'] != EVENT_EXPORT:
			return
		
	# END ALTERNATIVE UI *********************
	
	
	if EXPORT_KEEP_VERT_ORDER.val:
		EXPORT_BLEN_OBS.val = False
		EXPORT_GROUP_BY_OB.val = False
		EXPORT_GROUP_BY_MAT.val = False
		EXPORT_APPLY_MODIFIERS.val = False
	
	Window.EditMode(0)
	Window.WaitCursor(1)
	
	EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
	EXPORT_ROTX90 = EXPORT_ROTX90.val
	EXPORT_TRI = EXPORT_TRI.val
	EXPORT_EDGES = EXPORT_EDGES.val
	EXPORT_NORMALS = EXPORT_NORMALS.val
	EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val
	EXPORT_UV = EXPORT_UV.val
	EXPORT_MTL = EXPORT_MTL.val
	EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val
	EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val
	EXPORT_ANIMATION = EXPORT_ANIMATION.val
	EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val
	EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val
	EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val
	EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val
	EXPORT_KEEP_VERT_ORDER = EXPORT_KEEP_VERT_ORDER.val
	
	
	
	base_name, ext = splitExt(filename)
	context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension
	
	# Use the options to export the data using write()
	# def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
	orig_scene = Scene.GetCurrent()
	if EXPORT_ALL_SCENES:
		export_scenes = Scene.Get()
	else:
		export_scenes = [orig_scene]
	
	# Export all scenes.
	for scn in export_scenes:
		scn.makeCurrent() # If alredy current, this is not slow.
		context = scn.getRenderingContext()
		orig_frame = Blender.Get('curframe')
		
		if EXPORT_ALL_SCENES: # Add scene name into the context_name
			context_name[1] = '_%s' % BPySys.cleanName(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
		
		# Export an animation?
		if EXPORT_ANIMATION:
			scene_frames = xrange(context.startFrame(), context.endFrame()+1) # up to and including the end frame.
		else:
			scene_frames = [orig_frame] # Dont export an animation.
		
		# Loop through all frames in the scene and export.
		for frame in scene_frames:
			if EXPORT_ANIMATION: # Add frame to the filename.
				context_name[2] = '_%.6d' % frame
			
			Blender.Set('curframe', frame)
			if EXPORT_SEL_ONLY:
				export_objects = scn.objects.context
			else:	
				export_objects = scn.objects
			
			full_path= ''.join(context_name)
			
			# erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
			# EXPORT THE FILE.
			write(full_path, export_objects,\
			EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS,\
			EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL,\
			EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\
			EXPORT_ROTX90, EXPORT_BLEN_OBS,\
			EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER)
		
		Blender.Set('curframe', orig_frame)
	
	# Restore old active scene.
	orig_scene.makeCurrent()
	Window.WaitCursor(0)


if __name__ == '__main__':
	Window.FileSelector(write_ui, 'Export Wavefront OBJ', sys.makename(ext='.obj'))