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

obj_import.py « scripts « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: d8788f6d04239c9e12df9cc0fae6de759957d2ea (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
#!BPY
 
"""
Name: 'Wavefront (.obj)...'
Blender: 237
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File, Shift: batch import all dir.'
"""

__author__ = "Campbell Barton"
__url__ = ["blender", "elysiun"]
__version__ = "1.0"

__bpydoc__ = """\
This script imports OBJ files to Blender.

Usage:

Run this script from "File->Import" menu and then load the desired OBJ file.
"""

# $Id$
#
# --------------------------------------------------------------------------
# OBJ Import v1.0 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 *****
# --------------------------------------------------------------------------


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

#==============================================#
# Strips the slashes from the back of a string #
#==============================================#
def stripPath(path):
	return path.split('/')[-1].split('\\')[-1]
	
#====================================================#
# Strips the prefix off the name before writing      #
#====================================================#
def stripExt(name): # name is a string
	index = name.rfind('.')
	if index != -1:
		return name[ : index ]
	else:
		return name


from Blender import *



# Adds a slash to the end of a path if its not there.
def addSlash(path):
	if path.endswith('\\') or path.endswith('/'):
		return path
	return path + sys.sep
	

def getExt(name):
	index = name.rfind('.')
	if index != -1:
		return name[index+1:]
	return name

try:
	import os
except:
	# So we know if os exists.
	print 'Module "os" not found, install python to enable comprehensive image finding and batch loading.'
	os = None

#===========================================================================#
# Comprehansive image loader, will search and find the image                #
# Will return a blender image or none if the image is missing               #
#===========================================================================#
def comprehansiveImageLoad(imagePath, filePath):
	
	# When we have the file load it with this. try/except niceness.
	def imageLoad(path):
		try:
			img = Image.Load(path)
			print '\t\tImage loaded "%s"' % path
			return img
		except:
			print '\t\tImage failed loading "%s", mabe its not a format blender can read.' % (path)
			return None
	
	# Image formats blender can read
	IMAGE_EXT = ['jpg', 'jpeg', 'png', 'tga', 'bmp', 'rgb', 'sgi', 'bw', 'iff', 'lbm', # Blender Internal
	'gif', 'psd', 'tif', 'tiff', 'pct', 'pict', 'pntg', 'qtif'] # Quacktime, worth a try.
	
	
	
	
	print '\tAttempting to load "%s"' % imagePath
	if sys.exists(imagePath):
		print '\t\tFile found where expected.'
		return imageLoad(imagePath)
	
	imageFileName =  stripPath(imagePath) # image path only
	imageFileName_lower =  imageFileName.lower() # image path only
	imageFileName_noext = stripExt(imageFileName) # With no extension.
	imageFileName_noext_lower = stripExt(imageFileName_lower) # With no extension.
	imageFilePath = stripFile(imagePath)
	
	# Remove relative path from image path
	if imageFilePath.startswith('./') or imageFilePath.startswith('.\\'):
		imageFilePath = imageFilePath[2:]
	
	
	# Attempt to load from obj path.
	tmpPath = stripFile(filePath) + stripFile(imageFilePath)
	if sys.exists(tmpPath):
		print '\t\tFile found in obj dir.'
		return imageLoad(imagePath)
	
	# OS NEEDED IF WE GO ANY FURTHER.
	if not os:
		return
	
	
	# We have os.
	# GATHER PATHS.
	paths = {} # Store possible paths we may use, dict for no doubles.
	tmpPath = addSlash(sys.expandpath('//')) # Blenders path
	if sys.exists(tmpPath):
		print '\t\tSearching in %s' % tmpPath
		paths[tmpPath] = [os.listdir(tmpPath)] # Orig name for loading 
		paths[tmpPath].append([f.lower() for f in paths[tmpPath][0]]) # Lower case list.
		paths[tmpPath].append([stripExt(f) for f in paths[tmpPath][1]]) # Lower case no ext
		
	tmpPath = imageFilePath
	if sys.exists(tmpPath):
		print '\t\tSearching in %s' % tmpPath
		paths[tmpPath] = [os.listdir(tmpPath)] # Orig name for loading 
		paths[tmpPath].append([f.lower() for f in paths[tmpPath][0]]) # Lower case list.
		paths[tmpPath].append([stripExt(f) for f in paths[tmpPath][1]]) # Lower case no ext

	tmpPath = stripFile(filePath)
	if sys.exists(tmpPath):
		print '\t\tSearching in %s' % tmpPath
		paths[tmpPath] = [os.listdir(tmpPath)] # Orig name for loading 
		paths[tmpPath].append([f.lower() for f in paths[tmpPath][0]]) # Lower case list.
		paths[tmpPath].append([stripExt(f) for f in paths[tmpPath][1]]) # Lower case no ext
	
	tmpPath = addSlash(Get('texturesdir'))
	if tmpPath and sys.exists(tmpPath):
		print '\t\tSearching in %s' % tmpPath
		paths[tmpPath] = [os.listdir(tmpPath)] # Orig name for loading 
		paths[tmpPath].append([f.lower() for f in paths[tmpPath][0]]) # Lower case list.
		paths[tmpPath].append([stripExt(f) for f in paths[tmpPath][1]]) # Lower case no ext
	
	# Add path if relative image patrh was given.
	for k in paths.iterkeys():
		tmpPath = k + imageFilePath
		if sys.exists(tmpPath):
			paths[tmpPath] = [os.listdir(tmpPath)] # Orig name for loading 
			paths[tmpPath].append([f.lower() for f in paths[tmpPath][0]]) # Lower case list.
			paths[tmpPath].append([stripExt(f) for f in paths[tmpPath][1]]) # Lower case no ext
	# DONE
	
	
	# 
	for path, files in paths.iteritems():
		
		if sys.exists(path + imageFileName):
			return imageLoad(path + imageFileName)
		
		# If the files not there then well do a case insensitive seek.
		filesOrigCase = files[0]
		filesLower = files[1]
		filesLowerNoExt = files[2]
		
		# We are going to try in index the file directly, if its not there just keep on
		index = None
		try:
			# Is it just a case mismatch?
			index = filesLower.index(imageFileName_lower)
		except:
			try:
				# Have the extensions changed?
				index = filesLowerNoExt.index(imageFileName_noext_lower)
				
				ext = getExt( filesLower[index] ) # Get the extension of the file that matches all but ext.
				
				# Check that the ext is useable eg- not a 3ds file :)
				if ext.lower() not in IMAGE_EXT:
					index = None
			
			except:
				index = None
		
		if index != None:
			tmpPath = path + filesOrigCase[index]
			img = imageLoad( tmpPath )
			if img != None:
				print '\t\tImage Found "%s"' % tmpPath
				return img
	
	
	# IMAGE NOT FOUND IN ANY OF THE DIRS!, DO A RECURSIVE SEARCH.
	print '\t\tImage Not Found in any of the dirs, doing a recusrive search'
	for path in paths.iterkeys():
		# Were not going to use files
		
		
		#------------------
		# finds the file starting at the root.
		#	def findImage(findRoot, imagePath):
		#W---------------
		
		# ROOT, DIRS, FILES
		pathWalk = os.walk(path)
		pathList = [True]
		
		matchList = [] # Store a list of (match, size), choose the biggest.
		while True:
			try:
				pathList  = pathWalk.next()
			except:
				break
			
			for file in pathList[2]:
				file_lower = file.lower()
				# FOUND A MATCH
				if (file_lower == imageFileName_lower) or\
				(stripExt(file_lower) == imageFileName_noext_lower and getExt(file_lower) in IMAGE_EXT):
					name = pathList[0] + sys.sep + file
					size = os.path.getsize(name)
					print '\t\t\tfound:', name 
					matchList.append( (name, size) )
		
		if matchList:
			# Sort by file size
			matchList.sort(lambda A, B: cmp(B[1], A[1]) )
			
			print '\t\tFound "%s"' % matchList[0][0]
			
			# Loop through all we have found
			img = None
			for match in matchList:
				img = imageLoad(match[0]) # 0 - first, 0 - pathname
				if img != None:
					break
			return img
	
	
	
	# No go.
	print '\t\tImage Not Found "%s"' % imagePath
	return None





















#==================================================================================#
# This function sets textures defined in .mtl file                                 #
#==================================================================================#
# ___ Replaced by comprehensive imahge get

#==================================================================================#
# This function sets textures defined in .mtl file                                 #
#==================================================================================#
def loadMaterialImage(mat, img_fileName, type, meshDict, dir):
	TEX_ON_FLAG = NMesh.FaceModes['TEX']
	
	texture = Texture.New(type)
	texture.setType('Image')
	
	# Absolute path - c:\.. etc would work here
	image = comprehansiveImageLoad(img_fileName, dir)
	
	if image:
		texture.image = image
		
	# 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.
	if image and type == 'Kd':
		for meshPair in meshDict.itervalues():
			for f in meshPair[0].faces:
				#print meshPair[0].materials[f.mat].name, mat.name
				if meshPair[0].materials[f.mat].name == mat.name:
					# the inline usemat command overides the material Image
					if not f.image:
						f.mode |= TEX_ON_FLAG
						f.image = image
	
	# adds textures for materials (rendering)
	elif type == 'Ka':
		mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API
	elif type == 'Kd':
		mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
	elif type == 'Ks':
		mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
	
	elif type == 'Bump': # New Additions
		mat.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR)		
	elif type == 'D':
		mat.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA)				
	elif type == 'refl':
		mat.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF)				
	

#==================================================================================#
# This function loads materials from .mtl file (have to be defined in obj file)    #
#==================================================================================#
def load_mtl(dir, mtl_file, meshDict, materialDict):
	
	#===============================================================================#
	# This gets a mat or creates one of the requested name if none exist.           #
	#===============================================================================#
	def getMat(matName, materialDict):
		# Make a new mat
		try:
			return materialDict[matName]
		#except NameError or KeyError:
		except: # Better do any exception
			# Do we realy need to keep the dict up to date?, not realy but keeps consuistant.
			materialDict[matName] = Material.New(matName)
			return materialDict[matName]
		
			
	mtl_file = stripPath(mtl_file)
	mtl_fileName = dir + mtl_file
	
	try:
		fileLines= open(mtl_fileName, 'r').readlines()
	except IOError:
		print '\tunable to open referenced material file: "%s"' % mtl_fileName
		return
	
	try:
		lIdx=0
		while lIdx < len(fileLines):
			l = fileLines[lIdx].split()
			
			# Detect a line that will be ignored
			if len(l) == 0:
				pass
			elif l[0] == '#' or len(l) == 0:
				pass
			elif l[0] == 'newmtl':
				currentMat = getMat('_'.join(l[1:]), materialDict) # Material should alredy exist.
			elif l[0] == 'Ka':
				currentMat.setMirCol((float(l[1]), float(l[2]), float(l[3])))
			elif l[0] == 'Kd':
				currentMat.setRGBCol((float(l[1]), float(l[2]), float(l[3])))
			elif l[0] == 'Ks':
				currentMat.setSpecCol((float(l[1]), float(l[2]), float(l[3])))
			elif l[0] == 'Ns':
				currentMat.setHardness( int((float(l[1])*0.51)) )
			elif l[0] == 'Ni': # Refraction index
				currentMat.setIOR( max(1, min(float(l[1]), 3))) # Between 1 and 3
			elif l[0] == 'd':
				currentMat.setAlpha(float(l[1]))
			elif l[0] == 'Tr':
				currentMat.setAlpha(float(l[1]))
			elif l[0] == 'map_Ka':
				img_fileName = ' '.join(l[1:])
				loadMaterialImage(currentMat, img_fileName, 'Ka', meshDict, dir)
			elif l[0] == 'map_Ks':
				img_fileName = ' '.join(l[1:])
				loadMaterialImage(currentMat, img_fileName, 'Ks', meshDict, dir)
			elif l[0] == 'map_Kd':
				img_fileName = ' '.join(l[1:])
				loadMaterialImage(currentMat, img_fileName, 'Kd', meshDict, dir)
			
			# new additions
			elif l[0] == 'map_Bump': # Bumpmap
				img_fileName = ' '.join(l[1:])			
				loadMaterialImage(currentMat, img_fileName, 'Bump', meshDict, dir)
			elif l[0] == 'map_D': # Alpha map - Dissolve
				img_fileName = ' '.join(l[1:])			
				loadMaterialImage(currentMat, img_fileName, 'D', meshDict, dir)

			elif l[0] == 'refl': # Reflectionmap
				img_fileName = ' '.join(l[1:])			
				loadMaterialImage(currentMat, img_fileName, 'refl', meshDict, dir)
			
			lIdx+=1
	except:
		print '\tERROR: Unable to parse MTL file: "%s"' % mtl_file
		return
	print '\tUsing MTL: "%s"' % mtl_file
#===========================================================================#
# Returns unique name of object/mesh (preserve overwriting existing meshes) #
#===========================================================================#
def getUniqueName(name):
	newName = name
	uniqueInt = 0
	while 1:
		try:
			ob = Object.Get(newName)
			# Okay, this is working, so lets make a new name
			newName = '%s.%d' % (name, uniqueInt)
			uniqueInt +=1
		except AttributeError:
			if newName not in NMesh.GetNames():
				return newName
			else:
				newName = '%s.%d' % (name, uniqueInt)
				uniqueInt +=1

#==================================================================================#
# This loads data from .obj file                                                   #
#==================================================================================#
def load_obj(file):
	
	print '\nImporting OBJ file: "%s"' % file
	
	time1 = sys.time()
	
	# Deselect all objects in the scene.
	# do this first so we dont have to bother, with objects we import
	for ob in Scene.GetCurrent().getChildren():
		ob.sel = 0
	
	TEX_OFF_FLAG = ~NMesh.FaceModes['TEX']
	
	# Get the file name with no path or .obj
	fileName = stripExt( stripPath(file) )

	mtl_fileName = [] # Support multiple mtl files if needed.

	DIR = stripFile(file)
	
	tempFile = open(file, 'r')
	fileLines = tempFile.readlines()
	tempFile.close()
	
	uvMapList = [] # store tuple uv pairs here
	
	# This dummy vert makes life a whole lot easier-
	# pythons index system then aligns with objs, remove later
	vertList = [] # Could havea vert but since this is a placeholder theres no Point
	
	
	# Store all imported images in a dict, names are key
	imageDict = {}
	
	# This stores the index that the current mesh has for the current material.
	# if the mesh does not have the material then set -1
	contextMeshMatIdx = -1
	
	# Keep this out of the dict for easy accsess.
	nullMat = Material.New('(null)')
	
	currentMat = nullMat # Use this mat.
	currentImg = None # Null image is a string, otherwise this should be set to an image object.\
	currentSmooth = False
	
	# Store a list of unnamed names
	currentUnnamedGroupIdx = 1
	currentUnnamedObjectIdx = 1
	
	quadList = (0, 1, 2, 3)
	
	faceQuadVList = [None, None, None, None]
	faceTriVList = [None, None, None]
	
	#==================================================================================#
	# Load all verts first (texture verts too)                                         #
	#==================================================================================#
	nonVertFileLines = []
	smoothingGroups = {}
	materialDict = {} # Store all imported materials as unique dict, names are key
	lIdx = 0
	print '\tfile length: %d' % len(fileLines)
	
	while lIdx < len(fileLines):
		# Ignore vert normals
		if fileLines[lIdx].startswith('vn'):
			lIdx+=1
			continue
		
		# Dont Bother splitting empty or comment lines.
		if len(fileLines[lIdx]) == 0 or\
		fileLines[lIdx][0] == '\n' or\
		fileLines[lIdx][0] == '#':
			pass
		
		else:
			fileLines[lIdx] = fileLines[lIdx].split()		
			l = fileLines[lIdx]
			
			# Splitting may 
			if len(l) == 0:
				pass
			# Verts
			elif l[0] == 'v':
				vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) )
			
			# UV COORDINATE
			elif l[0] == 'vt':
				uvMapList.append( (float(l[1]), float(l[2])) )
			
			# Smoothing groups, make a list of unique.
			elif l[0] == 's':
				if len(l) > 1:
					smoothingGroups['_'.join(l[1:])] = None # Can we assign something more usefull? cant use sets yet
						
				# Keep Smoothing group line
				nonVertFileLines.append(l)
			
			# Smoothing groups, make a list of unique.
			elif l[0] == 'usemtl':
				if len(l) > 1:
					materialDict['_'.join(l[1:])] = None # Can we assign something more usefull? cant use sets yet
						
				# Keep Smoothing group line
				nonVertFileLines.append(l)
			
			else:
				nonVertFileLines.append(l)
		lIdx+=1
	
	
	del fileLines
	fileLines = nonVertFileLines
	del nonVertFileLines	
	
	#  Only want unique keys anyway
	smoothingGroups['(null)'] = None # Make sure we have at least 1.
	smoothingGroups = smoothingGroups.keys()
	print '\tfound %d smoothing groups.' % (len(smoothingGroups) -1)
	
	# Add materials to Blender for later is in teh OBJ
	for k in materialDict.iterkeys():
		materialDict[k] = Material.New(k)
	
	
	# Make a list of all unused vert indicies that we can copy from
	VERT_USED_LIST = [0]*len(vertList)
	
	# Here we store a boolean list of which verts are used or not
	# no we know weather to add them to the current mesh
	# This is an issue with global vertex indicies being translated to per mesh indicies
	# like blenders, we start with a dummy just like the vert.
	# -1 means unused, any other value refers to the local mesh index of the vert.

	# currentObjectName has a char in front of it that determins weather its a group or object.
	# We ignore it when naming the object.
	currentObjectName = 'unnamed_obj_0' # If we cant get one, use this
	
	meshDict = {} # The 3 variables below are stored in a tuple within this dict for each mesh
	currentMesh = NMesh.GetRaw() # The NMesh representation of the OBJ group/Object
	currentUsedVertList = {} # A Dict of smooth groups, each smooth group has a list of used verts and they are generated on demand so as to save memory.
	currentMaterialMeshMapping = {} # Used to store material indicies so we dont have to search the mesh for materials every time.
	
	# Every mesh has a null smooth group, this is used if there are no smooth groups in the OBJ file.
	# and when for faces where no smooth group is used.
	currentSmoothGroup = '(null)' # The Name of the current smooth group
	
	# For direct accsess to the Current Meshes, Current Smooth Groups- Used verts.
	# This is of course context based and changes on the fly.
	currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
	
	# Set the initial '(null)' Smooth group, every mesh has one.
	currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup
	
	
	# 0:NMesh, 1:SmoothGroups[UsedVerts[0,0,0,0]], 2:materialMapping['matname':matIndexForThisNMesh]
	meshDict[currentObjectName] = (currentMesh, currentUsedVertList, currentMaterialMeshMapping) 
	
	# Only show the bad uv error once 
	badObjUvs = 0
	badObjFaceVerts = 0
	badObjFaceTexCo = 0
	
	
	#currentMesh.verts.append(vertList[0]) # So we can sync with OBJ indicies where 1 is the first item.
	if len(uvMapList) > 1:
		currentMesh.hasFaceUV(1) # Turn UV's on if we have ANY texture coords in this obj file.
	
	
	#==================================================================================#
	# Load all faces into objects, main loop                                           #
	#==================================================================================#
	lIdx = 0
	# Face and Object loading LOOP
	while lIdx < len(fileLines):
		l = fileLines[lIdx]
		
		# FACE
		if l[0] == 'f': 
			# Make a face with the correct material.
			
			# Add material to mesh
			if contextMeshMatIdx == -1:
				tmpMatLs = currentMesh.materials
				
				if len(tmpMatLs) == 16:
					contextMeshMatIdx = 0 # Use first material
					print 'material overflow, attempting to use > 16 materials. defaulting to first.'
				else:
					contextMeshMatIdx = len(tmpMatLs)
					currentMaterialMeshMapping[currentMat.name] = contextMeshMatIdx
					currentMesh.addMaterial(currentMat)
			
			# Set up vIdxLs : Verts
			# Set up vtIdxLs : UV
			# Start with a dummy objects so python accepts OBJs 1 is the first index.
			vIdxLs = []
			vtIdxLs = []
			
			
			fHasUV = len(uvMapList) # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0.
			for v in l[1:]:
				# OBJ files can have // or / to seperate vert/texVert/normal
				# this is a bit of a pain but we must deal with it.
				objVert = v.split('/')
				
				# Vert Index - OBJ supports negative index assignment (like python)
				
				vIdxLs.append(int(objVert[0])-1)
				if fHasUV:
					# UV
					index = 0 # Dummy var
					if len(objVert) == 1:
						index = vIdxLs[-1]
					elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2
						index = int(objVert[1])-1
					
					if len(uvMapList) > index:
						vtIdxLs.append(index) # Seperate UV coords
					else:
						# BAD FILE, I have found this so I account for it.
						# INVALID UV COORD
						# Could ignore this- only happens with 1 in 1000 files.
						badObjFaceTexCo +=1
						vtIdxLs.append(0)
						
						fHasUV = 0
	
					# Dont add a UV to the face if its larger then the UV coord list
					# The OBJ file would have to be corrupt or badly written for thi to happen
					# but account for it anyway.
					if len(vtIdxLs) > 0:
						if vtIdxLs[-1] > len(uvMapList):
							fHasUV = 0
							
							badObjUvs +=1 # ERROR, Cont
			# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
			if len(vIdxLs) == 4:
				
				# Have found some files where wach face references the same vert
				# - This causes a bug and stopts the import so lets check here
				if vIdxLs[0] == vIdxLs[1] or\
				vIdxLs[0] == vIdxLs[2] or\
				vIdxLs[0] == vIdxLs[3] or\
				vIdxLs[1] == vIdxLs[2] or\
				vIdxLs[1] == vIdxLs[3] or\
				vIdxLs[2] == vIdxLs[3]:
					badObjFaceVerts+=1
				else:
					for i in quadList: #  quadList == [0,1,2,3] 
						if currentUsedVertListSmoothGroup[vIdxLs[i]] == 0:
							faceQuadVList[i] = vertList[vIdxLs[i]]
							currentMesh.verts.append(faceQuadVList[i])
							currentUsedVertListSmoothGroup[vIdxLs[i]] = len(currentMesh.verts)-1
						else:
							faceQuadVList[i] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i]]]
					
					f = NMesh.Face(faceQuadVList)
					# UV MAPPING
					if fHasUV:
						f.uv = [uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]]
						if currentImg:
							f.image = currentImg
						else:
							f.mode &= TEX_OFF_FLAG
					
					f.mat = contextMeshMatIdx
					f.smooth = currentSmooth
					currentMesh.faces.append(f) # move the face onto the mesh
			
			elif len(vIdxLs) >= 3: # This handles tri's and fans
				for i in range(len(vIdxLs)-2):
					if vIdxLs[0] == vIdxLs[i+1] or\
					vIdxLs[0] == vIdxLs[i+2] or\
					vIdxLs[i+1] == vIdxLs[i+2]:
						badObjFaceVerts+=1
					else:
						for k, j in [(0,0), (1,i+1), (2,i+2)]:
							if currentUsedVertListSmoothGroup[vIdxLs[j]] == 0:
								faceTriVList[k] = vertList[vIdxLs[j]]
								currentMesh.verts.append(faceTriVList[k])
								currentUsedVertListSmoothGroup[vIdxLs[j]] = len(currentMesh.verts)-1
							else:
								faceTriVList[k] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[j]]]	
						
						f = NMesh.Face(faceTriVList)	
						
						# UV MAPPING
						if fHasUV:
							f.uv = [uvMapList[vtIdxLs[0]], uvMapList[vtIdxLs[i+1]], uvMapList[vtIdxLs[i+2]]]
							if currentImg:
								f.image = currentImg
							else:
								f.mode &= TEX_OFF_FLAG
						
						f.mat = contextMeshMatIdx
						f.smooth = currentSmooth
						currentMesh.faces.append(f) # move the face onto the mesh
		
		# FACE SMOOTHING
		elif l[0] == 's':
			# No value? then turn on.
			if len(l) == 1:
				currentSmooth = True
				currentSmoothGroup = '(null)'
				try:
					currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup]
				except KeyError:
					currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
					currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup
					
			else:
				if l[1] == 'off':
					currentSmooth = False
					currentSmoothGroup = '(null)'
					# We all have a null group so dont need to try
					currentUsedVertListSmoothGroup = currentUsedVertList['(null)']
				else: 
					currentSmooth = True
					currentSmoothGroup = '_'.join(l[1:])
	
		# OBJECT / GROUP
		elif l[0] == 'o' or l[0] == 'g':
			
			# Forget about the current image
			currentImg = None
			
			# This makes sure that if an object and a group have the same name then
			# they are not put into the same object.
			
			# Only make a new group.object name if the verts in the existing object have been used, this is obscure
			# but some files face groups seperating verts and faces which results in silly things. (no groups have names.)
			if len(l) > 1:
				currentObjectName = '_'.join(l[1:])
			else: # No name given
				# Make a new empty name
				if l[0] == 'g': # Make a blank group name
					currentObjectName = 'unnamed_grp_%d' % currentUnnamedGroupIdx
					currentUnnamedGroupIdx +=1
				else: # is an object.
					currentObjectName = 'unnamed_ob_%d' % currentUnnamedObjectIdx
					currentUnnamedObjectIdx +=1
			
			
			# If we havnt written to this mesh before then do so.
			# if we have then we'll just keep appending to it, this is required for soem files.
			
			# If we are new, or we are not yet in the list of added meshes
			# then make us new mesh.
			if len(l) == 1 or (not meshDict.has_key(currentObjectName)):
				currentMesh = NMesh.GetRaw()
				
				currentUsedVertList = {}
				
				# Sg is a string
				currentSmoothGroup = '(null)'
				currentUsedVertListSmoothGroup = VERT_USED_LIST[:]						
				currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup
				currentMaterialMeshMapping = {}
				
				meshDict[currentObjectName] = (currentMesh, currentUsedVertList, currentMaterialMeshMapping)
				currentMesh.hasFaceUV(1)
				contextMeshMatIdx = -1
				
			else: 
				# Since we have this in Blender then we will check if the current Mesh has the material.
				# set the contextMeshMatIdx to the meshs index but only if we have it.
				currentMesh, currentUsedVertList, currentMaterialMeshMapping = meshDict[currentObjectName]
				#getMeshMaterialIndex(currentMesh, currentMat)
				
				try:
					contextMeshMatIdx = currentMaterialMeshMapping[currentMat.name] #getMeshMaterialIndex(currentMesh, currentMat)
				except KeyError:
					contextMeshMatIdx -1
				
				# For new meshes switch smoothing groups to null
				currentSmoothGroup = '(null)'
				currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup]
		
		# MATERIAL
		elif l[0] == 'usemtl':
			if len(l) == 1 or l[1] == '(null)':
				currentMat = nullMat # We know we have a null mat.
			else:
				currentMat = materialDict['_'.join(l[1:])]
				try:
					contextMeshMatIdx = currentMaterialMeshMapping[currentMat.name]
				except KeyError:
					contextMeshMatIdx = -1 #getMeshMaterialIndex(currentMesh, currentMat)
			
		# IMAGE
		elif l[0] == 'usemat' or l[0] == 'usemap':
			if len(l) == 1 or l[1] == '(null)' or l[1] == 'off':
				currentImg = None
			else:
				# Load an image.
				newImgName = stripPath(' '.join(l[1:])) # Use space since its a file name.
				
				try:
					# Assume its alredy set in the dict (may or maynot be loaded)
					currentImg = imageDict[newImgName]
				
				except KeyError: # Not in dict, add for first time.
					# Image has not been added, Try and load the image
					currentImg = comprehansiveImageLoad(newImgName, DIR) # Use join in case of spaces 
					imageDict[newImgName] = currentImg
					# These may be None, thats okay.
					
					
		
		# MATERIAL FILE
		elif l[0] == 'mtllib':
			mtl_fileName.append(' '.join(l[1:]) ) # SHOULD SUPPORT MULTIPLE MTL?
		lIdx+=1
	
	# Applies material properties to materials alredy on the mesh as well as Textures.
	for mtl in mtl_fileName:
		load_mtl(DIR, mtl, meshDict, materialDict)	
	
	
	importedObjects = []
	for mk, me in meshDict.iteritems():
		nme = me[0]
		
		# Ignore no vert meshes.
		if not nme.verts: # == []
			continue
		
		name = getUniqueName(mk)
		ob = NMesh.PutRaw(nme, name)
		ob.name = name
		
		importedObjects.append(ob)
	
	# Select all imported objects.
	for ob in importedObjects:
		ob.sel = 1
	if badObjUvs > 0:
		print '\tERROR: found %d faces with badly formatted UV coords. everything else went okay.' % badObjUvs
	
	if badObjFaceVerts > 0:
		print '\tERROR: found %d faces reusing the same vertex. everything else went okay.' % badObjFaceVerts
	
	if badObjFaceTexCo > 0:
		print '\tERROR: found %d faces with invalit texture coords. everything else went okay.' % badObjFaceTexCo		
	
	
	print "obj import time: ", sys.time() - time1
	
# Batch directory loading.
def load_obj_dir(obj_dir):
	
	# Strip file
	obj_dir = stripFile(obj_dir)	
	time = sys.time()
	
	objFiles = [f for f in os.listdir(obj_dir) if f.lower().endswith('obj')]
	
	Window.DrawProgressBar(0, '')
	count = 0
	obj_len = len(objFiles)
	for obj in objFiles:
		count+=1
		
		newScn = Scene.New(obj)
		newScn.makeCurrent()
		
		Window.DrawProgressBar((float(count)/obj_len) - 0.01, '%s: %i of %i' % (obj, count, obj_len))
		
		load_obj(obj_dir  + obj)
		
	Window.DrawProgressBar(1, '')
	print 'Total obj import "%s" dir: %.2f' % (obj_dir, sys.time() - time)


def main():
	TEXT_IMPORT = 'Import a Wavefront OBJ'
	TEXT_BATCH_IMPORT = 'Import *.obj to Scenes'
	
	if Window.GetKeyQualifiers() & Window.Qual.SHIFT:
		if not os:
			Draw.PupMenu('Module "os" not found, needed for batch load, using normal selector.')
			Window.FileSelector(load_obj, TEXT_IMPORT)
		else:
			Window.FileSelector(load_obj_dir, TEXT_BATCH_IMPORT)
	else:
		Window.FileSelector(load_obj, TEXT_IMPORT)

if __name__ == '__main__':
	main()