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

import_obj.py « scripts « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 6c66b2097a887f434e149929891c019e209a043f (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
#!BPY
 
"""
Name: 'Wavefront (.obj)...'
Blender: 242
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File, Shift: batch import all dir.'
"""

__author__= "Campbell Barton", "Jiri Hnidek"
__url__= ["blender.org", "blenderartists.org"]
__version__= "2.0"

__bpydoc__= """\
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.
"""

# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell J Barton 2007
#
# 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 *****
# --------------------------------------------------------------------------

from Blender import *
import BPyMesh
import BPyImage
import BPyMessages

try:		import os
except:		os= False


# Generic path functions
def stripFile(path):
	'''Return directory, where the file is'''
	lastSlash= max(path.rfind('\\'), path.rfind('/'))
	if lastSlash != -1:
		path= path[:lastSlash]
	return '%s%s' % (path, sys.sep)

def stripPath(path):
	'''Strips the slashes from the back of a string'''
	return path.split('/')[-1].split('\\')[-1]

def stripExt(name): # name is a string
	'''Strips the prefix off the name before writing'''
	index= name.rfind('.')
	if index != -1:
		return name[ : index ]
	else:
		return name
# end path funcs



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 ' '.join( line_split[1:] )

def obj_image_load(imagepath, DIR, 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= IMAGE_SEARCH)
		if image: return image
		# Did the exporter rename the image?
		image= BPyImage.comprehensiveImageLoad(imagepath.replace('_', ' '), DIR, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
		if image: return image
	
	# Return an image, placeholder if it dosnt exist
	image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= True, RECURSIVE= IMAGE_SEARCH)
	return image
	

def create_materials(filepath, material_libs, unique_materials, unique_material_images, IMAGE_SEARCH):
	'''
	Create all the used materials in this obj,
	assign colors and images to the materials from all referenced material libs
	'''
	DIR= stripFile(filepath)
	
	#==================================================================================#
	# This function sets textures defined in .mtl file                                 #
	#==================================================================================#
	def load_material_image(blender_material, context_material_name, imagepath, type):
		
		texture= Texture.New(type)
		texture.setType('Image')
		
		# Absolute path - c:\.. etc would work here
		image= obj_image_load(imagepath, DIR, IMAGE_SEARCH)
		has_data = image.has_data
		texture.image = image
		
		# Adds textures for materials (rendering)
		if type == 'Kd':
			if has_data and image.depth == 32:
				# Image has alpha
				blender_material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL | Texture.MapTo.ALPHA)
				texture.setImageFlags('MipMap', 'InterPol', 'UseAlpha')
				blender_material.mode |= Material.Modes.ZTRANSP
				blender_material.alpha = 0.0
			else:
				blender_material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
				
			# 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':
			blender_material.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API
			
		elif type == 'Ks':
			blender_material.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
		
		elif type == 'Bump':
			blender_material.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR)		
		elif type == 'D':
			blender_material.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA)				
			blender_material.mode |= Material.Modes.ZTRANSP
			blender_material.alpha = 0.0
			# Todo, unset deffuse material alpha if it has an alpha channel
			
		elif type == 'refl':
			blender_material.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF)		
	
	
	# Add an MTL with the same name as the obj if no MTLs are spesified.
	temp_mtl= stripExt(stripPath(filepath))+ '.mtl'
	
	if sys.exists(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.iterkeys():
		unique_materials[name]= Material.New(name)
		
		unique_material_images[name]= None, False # assign None to all material images to start with, add to later.
		
	unique_materials[None]= None
	
	for libname in material_libs:
		mtlpath= DIR + libname
		if not sys.exists(mtlpath):
			#print '\tError Missing MTL: "%s"' % mtlpath
			pass
		else:
			#print '\t\tloading mtl: "%s"' % mtlpath
			context_material= None
			mtl= open(mtlpath)
			for line in mtl.xreadlines():
				if line.startswith('newmtl'):
					context_material_name= line_value(line.split())
					if unique_materials.has_key(context_material_name):
						context_material = unique_materials[ context_material_name ]
					else:
						context_material = None
				
				elif context_material:
					# we need to make a material to assign properties to it.
					line_split= line.split()
					line_lower= line.lower()
					if line_lower.startswith('ka'):
						context_material.setMirCol((float(line_split[1]), float(line_split[2]), float(line_split[3])))
					elif line_lower.startswith('kd'):
						context_material.setRGBCol((float(line_split[1]), float(line_split[2]), float(line_split[3])))
					elif line_lower.startswith('ks'):
						context_material.setSpecCol((float(line_split[1]), float(line_split[2]), float(line_split[3])))
					elif line_lower.startswith('ns'):
						context_material.setHardness( int((float(line_split[1])*0.51)) )
					elif line_lower.startswith('ni'): # Refraction index
						context_material.setIOR( max(1, min(float(line_split[1]), 3))) # Between 1 and 3
					elif line_lower.startswith('d') or line_lower.startswith('tr'):
						context_material.setAlpha(float(line_split[1]))
					elif line_lower.startswith('map_ka'):
						img_filepath= line_value(line.split())
						load_material_image(context_material, context_material_name, img_filepath, 'Ka')
					elif line_lower.startswith('map_ks'):
						img_filepath= line_value(line.split())
						load_material_image(context_material, context_material_name, img_filepath, 'Ks')
					elif line_lower.startswith('map_kd'):
						img_filepath= line_value(line.split())
						load_material_image(context_material, context_material_name, img_filepath, 'Kd')
					elif line_lower.startswith('map_bump'):
						img_filepath= line_value(line.split())
						load_material_image(context_material, context_material_name, img_filepath, 'Bump')
					elif line_lower.startswith('map_d') or line_lower.startswith('map_tr'): # Alpha map - Dissolve
						img_filepath= line_value(line.split())
						load_material_image(context_material, context_material_name, img_filepath, 'D')
					
					elif line_lower.startswith('refl'): # Reflectionmap
						img_filepath= line_value(line.split())
						load_material_image(context_material, context_material_name, img_filepath, 'refl')
			mtl.close()



	
def split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OBJECTS, SPLIT_MATERIALS):
	'''
	Takes vert_loc and faces, and seperates into multiple sets of 
	(verts_loc, faces, unique_materials, dataname)
	This is done so objects do not overload the 16 material limit.
	'''
	
	filename = stripExt(stripPath(filepath))
	
	if not SPLIT_OBJECTS and not SPLIT_MATERIALS:
		# 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 type(key) == tuple:
			return '%s_%s' % key
		elif 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.
	if SPLIT_OBJECTS and not SPLIT_MATERIALS:
		def face_key(face):
			return face[4] # object
	
	if not SPLIT_OBJECTS and SPLIT_MATERIALS:
		def face_key(face):
			return face[2] # material
	
	else: # Both
		def face_key(face):
			return face[4], face[2] # object,material		
	
	
	face_split_dict= {}
	
	oldkey= -1 # initialize to a value that will never match the key
	
	for face in faces:
		
		key= face_key(face)
		
		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_indicies= face[0]
		
		# Remap verts to new vert list and add where needed
		for enum, i in enumerate(face_vert_loc_indicies):
			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_indicies[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_indicies[enum] = vert_remap[i] # remap to the local index
			
			matname= face[2]
			if matname and not unique_materials_split.has_key(matname):
				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 face_split_dict.iteritems()]


def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, verts_tex, faces, unique_materials, unique_material_images, unique_smooth_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
	'''
	if not has_ngons:
		CREATE_FGONS= False
	
	if unique_smooth_groups:
		sharp_edges= {}
		smooth_group_users= dict([ (context_smooth_group, {}) for context_smooth_group in unique_smooth_groups.iterkeys() ])
		context_smooth_group_old= -1
	
	# Split fgons into tri's
	fgon_edges= {} # Used for storing fgon keys
	if CREATE_EDGES:
		edges= []
	
	context_object= None
	
	# reverse loop through face indicies
	for f_idx in xrange(len(faces)-1, -1, -1):
		
		face_vert_loc_indicies,\
		face_vert_tex_indicies,\
		context_material,\
		context_smooth_group,\
		context_object= faces[f_idx]
		
		len_face_vert_loc_indicies = len(face_vert_loc_indicies)
		
		if len_face_vert_loc_indicies==1:
			faces.pop(f_idx)# cant add single vert faces
		
		elif not face_vert_tex_indicies or len_face_vert_loc_indicies == 2: # faces that have no texture coords are lines
			if CREATE_EDGES:
				# generators are better in python 2.4+ but can't be used in 2.3
				# edges.extend( (face_vert_loc_indicies[i], face_vert_loc_indicies[i+1]) for i in xrange(len_face_vert_loc_indicies-1) )
				edges.extend( [(face_vert_loc_indicies[i], face_vert_loc_indicies[i+1]) for i in xrange(len_face_vert_loc_indicies-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 xrange(len_face_vert_loc_indicies):
					i1= face_vert_loc_indicies[i]
					i2= face_vert_loc_indicies[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_indicies > 4:
				
				ngon_face_indices= BPyMesh.ngon(verts_loc, face_vert_loc_indicies)
				
				faces.extend(\
				[(\
				[face_vert_loc_indicies[ngon[0]], face_vert_loc_indicies[ngon[1]], face_vert_loc_indicies[ngon[2]] ],\
				[face_vert_tex_indicies[ngon[0]], face_vert_tex_indicies[ngon[1]], face_vert_tex_indicies[ngon[2]] ],\
				context_material,\
				context_smooth_group,\
				context_object)\
				for ngon in ngon_face_indices]\
				)
				
				# edges to make fgons
				if CREATE_FGONS:
					edge_users= {}
					for ngon in ngon_face_indices:
						for i in (0,1,2):
							i1= face_vert_loc_indicies[ngon[i  ]]
							i2= face_vert_loc_indicies[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.iteritems():
						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 smooth_group_users.itervalues():
			for key, users in edge_dict.iteritems():
				if users==1: # This edge is on the boundry of a group
					sharp_edges[key]= None
	
	
	# mat the material names to an index
	material_mapping= dict([(name, i) for i, name in enumerate(unique_materials.keys())])
	
	materials= [None] * len(unique_materials)
	
	for name, index in material_mapping.iteritems():
		materials[index]= unique_materials[name]
	
	me= Mesh.New(dataname)
	
	me.materials= materials[0:16] # make sure the list isnt too big.
	#me.verts.extend([(0,0,0)]) # dummy vert
	me.verts.extend(verts_loc)
	
	face_mapping= me.faces.extend([f[0] for f in faces], indexList=True)
	
	if verts_tex and me.faces:
		me.faceUV= 1
		# TEXMODE= Mesh.FaceModes['TEX']
	
	context_material_old= -1 # avoid a dict lookup
	mat= 0 # rare case it may be un-initialized.
	me_faces= me.faces
	ALPHA= Mesh.FaceTranspModes.ALPHA
	
	for i, face in enumerate(faces):
		if len(face[0]) < 2:
			raise "Fooo"
		if len(face[0])==2:
			if CREATE_EDGES:
				edges.append(face[0])
		else:
			face_index_map= face_mapping[i]
			if face_index_map!=None: # None means the face wasnt added
				blender_face= me_faces[face_index_map]
				
				face_vert_loc_indicies,\
				face_vert_tex_indicies,\
				context_material,\
				context_smooth_group,\
				context_object= face
				
				
				
				if context_smooth_group:
					blender_face.smooth= True
				
				if context_material:
					if context_material_old is not context_material:
						mat= material_mapping[context_material]
						if mat>15:
							mat= 15
						context_material_old= context_material
					
					blender_face.mat= mat
				
				
				if verts_tex:	
					if context_material:
						image, has_data= unique_material_images[context_material]
						if image: # Can be none if the material dosnt have an image.
							blender_face.image= image
							if has_data and image.depth == 32:
								blender_face.transp |= ALPHA
					
					# BUG - Evil eekadoodle problem where faces that have vert index 0 location at 3 or 4 are shuffled.
					if len(face_vert_loc_indicies)==4:
						if face_vert_loc_indicies[2]==0 or face_vert_loc_indicies[3]==0:
							face_vert_tex_indicies= face_vert_tex_indicies[2], face_vert_tex_indicies[3], face_vert_tex_indicies[0], face_vert_tex_indicies[1]
					else: # length of 3
						if face_vert_loc_indicies[2]==0:
							face_vert_tex_indicies= face_vert_tex_indicies[1], face_vert_tex_indicies[2], face_vert_tex_indicies[0]
					# END EEEKADOODLE FIX
					
					# assign material, uv's and image
					for ii, uv in enumerate(blender_face.uv):
						uv.x, uv.y=  verts_tex[face_vert_tex_indicies[ii]]
	del me_faces
	del ALPHA
	
	# Add edge faces.
	me_edges= me.edges
	if CREATE_FGONS and fgon_edges:
		FGON= Mesh.EdgeFlags.FGON
		for ed in me.findEdges( fgon_edges.keys() ):
			if ed!=None:
				me_edges[ed].flag |= FGON
		del FGON
	
	if unique_smooth_groups and sharp_edges:
		SHARP= Mesh.EdgeFlags.SHARP
		for ed in me.findEdges( sharp_edges.keys() ):
			if ed!=None:
				me_edges[ed].flag |= SHARP
		del SHARP
	
	if CREATE_EDGES:
		me_edges.extend( edges )
	
	del me_edges
	
	me.calcNormals()
	
	scn= Scene.GetCurrent()
	ob= scn.objects.new(me)
	new_objects.append(ob)

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

def load_obj(filepath, CLAMP_SIZE= 0.0, CREATE_FGONS= True, CREATE_SMOOTH_GROUPS= True, CREATE_EDGES= True, SPLIT_OBJECTS= True, SPLIT_GROUPS= True, SPLIT_MATERIALS= True, IMAGE_SEARCH=True):
	'''
	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 "%s"' % filepath
	
	time_main= sys.time()
	
	verts_loc= []
	verts_tex= []
	faces= [] # tuples of the faces
	material_libs= [] # filanems to material libs this uses
	
	
	# 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
	
	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 weather 
	multi_line_face= False
	
	print '\tpassing obj file "%s"...' % filepath,
	time_sub= sys.time()
	file= open(filepath, 'r')
	for line in file.xreadlines():
		
		if line.startswith('v '):
			line_split= line.split()
			# rotate X90: (x,-z,y)
			verts_loc.append( (float_func(line_split[1]), -float_func(line_split[3]), float_func(line_split[2])) )
				
		elif line.startswith('vn '):
			pass
		
		elif line.startswith('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('f') or (line.startswith('l ') and CREATE_EDGES) or multi_line_face:
			
			if multi_line_face:
				# use face_vert_loc_indicies and face_vert_tex_indicies previously defined and used the obj_face
				line_split= line.split()
				multi_line_face= False
				
			else:
				line_split= line[2:].split()
				face_vert_loc_indicies= []
				face_vert_tex_indicies= []
				
				# Instance a face
				faces.append((\
				face_vert_loc_indicies,\
				face_vert_tex_indicies,\
				context_material,\
				context_smooth_group,\
				context_object\
				))
			
			if line_split[-1][-1]== '\\':
				multi_line_face= True
				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
			
			isline= line.startswith('l')
			
			for v in line_split:
				obj_vert= v.split('/')
				
				vert_loc_index= int(obj_vert[0])-1
				
				# Make relative negative vert indicies absolute
				if vert_loc_index < 0:
					vert_loc_index= len(verts_loc) + vert_loc_index + 1
				
				face_vert_loc_indicies.append(vert_loc_index)
				
				if not isline:
					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 indicies absolute
						if vert_tex_index < 0:
							vert_tex_index= len(verts_tex) + vert_tex_index + 1
						
						face_vert_tex_indicies.append(vert_tex_index)
					else:
						# dummy
						face_vert_tex_indicies.append(0)
			
			if len(face_vert_loc_indicies) > 4:
				has_ngons= True
			
		elif line.startswith('s'):
			if CREATE_SMOOTH_GROUPS:
				context_smooth_group= line_value(line.split())
				if context_smooth_group=='off':
					context_smooth_group= None
				elif context_smooth_group: # is not None
					unique_smooth_groups[context_smooth_group]= None
		
		elif line.startswith('o'):
			if SPLIT_OBJECTS:
				context_object= line_value(line.split())
				# unique_obects[context_object]= None
			
		elif line.startswith('g'):
			if SPLIT_GROUPS:
				context_object= line_value(line.split())
				# print 'context_object', context_object
				# unique_obects[context_object]= None
		
		elif line.startswith('usemtl'):
			context_material= line_value(line.split())
			unique_materials[context_material]= None
		elif line.startswith('mtllib'): # usemap or usemat
			material_libs.extend( line.split()[1:] ) # can have multiple mtllib filenames per line
		
		''' # How to use usemap? depricated?
		elif line.startswith('usema'): # usemap or usemat
			context_image= line_value(line.split())
		'''
	
	file.close()
	time_new= sys.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, IMAGE_SEARCH)
	
	time_new= sys.time()
	print '%.4f sec' % (time_new-time_sub)
	time_sub= time_new
	
	
	# deselect all
	Scene.GetCurrent().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 
	for verts_loc_split, faces_split, unique_materials_split, dataname in split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OBJECTS, SPLIT_MATERIALS):
		# Create meshes from the data
		create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc_split, verts_tex, faces_split, unique_materials_split, unique_material_images, unique_smooth_groups, dataname)
	
	axis_min= [ 1000000000]*3
	axis_max= [-1000000000]*3
	
	if CLAMP_SIZE:
		# Get all object bounds
		for ob in new_objects:
			for v in ob.getBoundBox():
				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 CLAMP_SIZE < max_axis * scale:
			scale= scale/10.0
		
		for ob in new_objects:
			ob.setSize(scale, scale, scale)
	
	time_new= sys.time()
	
	print '%.4f sec' % (time_new-time_sub)
	print 'finished importing: "%s" in %.4f sec.' % (filepath, (time_new-time_main))


DEBUG= True


def load_obj_ui(filepath, BATCH_LOAD= False):
	if BPyMessages.Error_NoFile(filepath):
		return
	
	
	CREATE_SMOOTH_GROUPS= Draw.Create(0)
	CREATE_FGONS= Draw.Create(1)
	CREATE_EDGES= Draw.Create(1)
	SPLIT_OBJECTS= Draw.Create(1)
	SPLIT_GROUPS= Draw.Create(1)
	SPLIT_MATERIALS= Draw.Create(1)
	MORPH_TARGET= Draw.Create(0)
	CLAMP_SIZE= Draw.Create(10.0)
	IMAGE_SEARCH= Draw.Create(1)
	
	
	# Get USER Options
	pup_block= [\
	'Import...',\
	('Smooth Groups', CREATE_SMOOTH_GROUPS, 'Surround smooth groups by sharp edges'),\
	('Create FGons', CREATE_FGONS, 'Import faces with more then 4 verts as fgons.'),\
	('Lines', CREATE_EDGES, 'Import lines and faces with 2 verts as edges'),\
	'Seperate objects from obj...',\
	('Object', SPLIT_OBJECTS, 'Import OBJ Objects into Blender Objects'),\
	('Group', SPLIT_GROUPS, 'Import OBJ Groups into Blender Objects'),\
	('Material', SPLIT_MATERIALS, 'Import each material into a seperate mesh (Avoids > 16 per mesh error)'),\
	'Options...',\
	('Morph Target', MORPH_TARGET, 'Keep vert and face order, disables some other options.'),\
	('Clamp Scale:', CLAMP_SIZE, 0.0, 1000.0, 'Clamp the size to this maximum (Zero to Disable)'),\
	('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\
	]
	
	if not Draw.PupBlock('Import OBJ...', pup_block):
		return
	
	if MORPH_TARGET.val:
		SPLIT_OBJECTS.val = False
		SPLIT_GROUPS.val = False
		SPLIT_MATERIALS.val = False
	
	Window.WaitCursor(1)
	
	if BATCH_LOAD: # load the dir
		try:
			files= [ f for f in os.listdir(filepath) if f.lower().endswith('.obj') ]
		except:
			Window.WaitCursor(0)
			Draw.PupMenu('Error%t|Could not open path ' + filepath)
			return
		
		if not files:
			Window.WaitCursor(0)
			Draw.PupMenu('Error%t|No files at path ' + filepath)
			return
		
		for f in files:
			scn= Scene.New( stripExt(f) )
			scn.makeCurrent()
			
			load_obj(sys.join(filepath, f),\
			  CLAMP_SIZE.val,\
			  CREATE_FGONS.val,\
			  CREATE_SMOOTH_GROUPS.val,\
			  CREATE_EDGES.val,\
			  SPLIT_OBJECTS.val,\
			  SPLIT_GROUPS.val,\
			  SPLIT_MATERIALS.val,\
			  IMAGE_SEARCH.val,\
			)
	
	else: # Normal load
		load_obj(filepath,\
		  CLAMP_SIZE.val,\
		  CREATE_FGONS.val,\
		  CREATE_SMOOTH_GROUPS.val,\
		  CREATE_EDGES.val,\
		  SPLIT_OBJECTS.val,\
		  SPLIT_GROUPS.val,\
		  SPLIT_MATERIALS.val,\
		  IMAGE_SEARCH.val,\
		)
	
	Window.WaitCursor(0)


def load_obj_ui_batch(file):
	load_obj_ui(file, True)

DEBUG= False

if __name__=='__main__' and not DEBUG:
	if os and Window.GetKeyQualifiers() & Window.Qual.SHIFT:
		Window.FileSelector(load_obj_ui_batch, 'Import OBJ Dir', '')
	else:
		Window.FileSelector(load_obj_ui, 'Import a Wavefront OBJ', '*.obj')


'''
# For testing compatibility
else:
	# DEBUG ONLY
	TIME= sys.time()
	import os
	print 'Searching for files'
	os.system('find /fe/obj -iname "*.obj" > /tmp/temp3ds_list')
	
	print '...Done'
	file= open('/tmp/temp3ds_list', 'r')
	lines= file.readlines()
	file.close()

	def between(v,a,b):
		if v <= max(a,b) and v >= min(a,b):
			return True		
		return False
		
	for i, _obj in enumerate(lines):
		if between(i, 0,20):
			_obj= _obj[:-1]
			print 'Importing', _obj, '\nNUMBER', i, 'of', len(lines)
			_obj_file= _obj.split('/')[-1].split('\\')[-1]
			newScn= Scene.New(_obj_file)
			newScn.makeCurrent()
			load_obj(_obj, False)

	print 'TOTAL TIME: %.6f' % (sys.time() - TIME)
'''
#load_obj('/test.obj')
#load_obj('/fe/obj/mba1.obj')