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    # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
    #  modify it under the terms of the GNU General Public License
    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    # <pep8 compliant>
    
    import os
    import time
    import shutil
    
    import bpy
    import mathutils
    
    def fixName(name):
        if name is None:
            return 'None'
        else:
            return name.replace(' ', '_')
    
    def write_mtl(scene, filepath, copy_images, mtl_dict):
    
        world = scene.world
        if world:
            worldAmb = world.ambient_color[:]
        else:
            worldAmb = 0.0, 0.0, 0.0
    
        dest_dir = os.path.dirname(filepath)
    
        def copy_image(image):
            fn = bpy.path.abspath(image.filepath)
            fn = os.path.normpath(fn)
            fn_strip = os.path.basename(fn)
    
            if copy_images:
                rel = fn_strip
                fn_abs_dest = os.path.join(dest_dir, fn_strip)
                if not os.path.exists(fn_abs_dest):
                    shutil.copy(fn, fn_abs_dest)
            elif bpy.path.is_subdir(fn, dest_dir):
                rel = os.path.relpath(fn, dest_dir)
            else:
                rel = fn
    
            return rel
    
    
        file = open(filepath, "w", encoding='utf8')
        file.write('# Blender MTL File: %r\n' % os.path.basename(bpy.data.filepath))
        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.items():
    
            # 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.specular_hardness-1) * 1.9607843137254901)) # Hardness, convert blenders 1-511 to MTL's
                file.write('Ka %.6f %.6f %.6f\n' %  tuple(c * mat.ambient for c in worldAmb)) # Ambient, uses mirror colour,
                file.write('Kd %.6f %.6f %.6f\n' % tuple(c * mat.diffuse_intensity for c in mat.diffuse_color)) # Diffuse
                file.write('Ks %.6f %.6f %.6f\n' % tuple(c * mat.specular_intensity for c in mat.specular_color)) # Specular
                if hasattr(mat, "ior"):
                    file.write('Ni %.6f\n' % mat.ior) # Refraction index
                else:
                    file.write('Ni %.6f\n' % 1.0)
                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.use_shadeless:
                    file.write('illum 0\n') # ignore lighting
                elif mat.specular_intensity == 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!
                # write relative image path
                rel = copy_image(img)
                file.write('map_Kd %s\n' % rel) # Diffuse mapping image
    #           file.write('map_Kd %s\n' % img.filepath.split('\\')[-1].split('/')[-1]) # Diffuse mapping image
    
            elif mat: # No face image. if we havea material search for MTex image.
                for mtex in mat.texture_slots:
                    if mtex and mtex.texture.type == 'IMAGE':
                        try:
                            filepath = copy_image(mtex.texture.image)
    #                       filepath = mtex.texture.image.filepath.split('\\')[-1].split('/')[-1]
                            file.write('map_Kd %s\n' % repr(filepath)[1:-1]) # Diffuse mapping image
                            break
                        except:
                            # Texture has no image though its an image type, best ignore.
                            pass
    
            file.write('\n\n')
    
        file.close()
    
    # XXX not used
    def copy_file(source, dest):
        file = open(source, 'rb')
        data = file.read()
        file.close()
    
        file = open(dest, 'wb')
        file.write(data)
        file.close()
    
    
    # XXX not used
    def copy_images(dest_dir):
        if dest_dir[-1] != os.sep:
            dest_dir += os.sep
    
        # Get unique image names
        uniqueImages = {}
        for matname, mat, image in mtl_dict.values(): # 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.texture_slots:
                    if mtex and mtex.texture.type == 'IMAGE':
                        image_tex = mtex.texture.image
                        if image_tex:
                            try:
                                uniqueImages[image_tex] = image_tex
                            except:
                                pass
    
        # Now copy images
        copyCount = 0
    
    #   for bImage in uniqueImages.values():
    #       image_path = bpy.path.abspath(bImage.filepath)
    #       if bpy.sys.exists(image_path):
    #           # Make a name for the target path.
    #           dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
    #           if not bpy.utils.exists(dest_image_path): # Image isnt already there
    #               print('\tCopying "%s" > "%s"' % (image_path, dest_image_path))
    #               copy_file(image_path, dest_image_path)
    #               copyCount+=1
    
    #   paths= bpy.util.copy_images(uniqueImages.values(), dest_dir)
    
        print('\tCopied %d images' % copyCount)
    
    
    def test_nurbs_compat(ob):
        if ob.type != 'CURVE':
            return False
    
        for nu in ob.data.splines:
            if nu.point_count_v == 1 and nu.type != 'BEZIER': # not a surface and not bezier
                return True
    
        return False
    
    
    def write_nurb(file, ob, ob_mat):
        tot_verts = 0
        cu = ob.data
    
        # use negative indices
        for nu in cu.splines:
            if nu.type == 'POLY':
                DEG_ORDER_U = 1
            else:
                DEG_ORDER_U = nu.order_u - 1  # odd but tested to be correct
    
            if nu.type == 'BEZIER':
                print("\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported")
                continue
    
            if nu.point_count_v > 1:
                print("\tWarning, surface:", ob.name, "only poly and nurbs curves supported")
                continue
    
            if len(nu.points) <= DEG_ORDER_U:
                print("\tWarning, order_u is lower then vert count, skipping:", ob.name)
                continue
    
            pt_num = 0
            do_closed = nu.use_cyclic_u
            do_endpoints = (do_closed == 0) and nu.use_endpoint_u
    
            for pt in nu.points:
                pt = ob_mat * pt.co.copy().resize3D()
                file.write('v %.6f %.6f %.6f\n' % (pt[0], pt[1], pt[2]))
                pt_num += 1
            tot_verts += pt_num
    
            file.write('g %s\n' % (fixName(ob.name))) # fixName(ob.getData(1)) could use the data name too
            file.write('cstype bspline\n') # not ideal, hard coded
            file.write('deg %d\n' % DEG_ORDER_U) # not used for curves but most files have it still
    
            curve_ls = [-(i+1) for i in range(pt_num)]
    
            # 'curv' keyword
            if do_closed:
                if DEG_ORDER_U == 1:
                    pt_num += 1
                    curve_ls.append(-1)
                else:
                    pt_num += DEG_ORDER_U
                    curve_ls = curve_ls + curve_ls[0:DEG_ORDER_U]
    
            file.write('curv 0.0 1.0 %s\n' % (' '.join([str(i) for i in curve_ls]))) # Blender has no U and V values for the curve
    
            # 'parm' keyword
            tot_parm = (DEG_ORDER_U + 1) + pt_num
            tot_parm_div = float(tot_parm-1)
            parm_ls = [(i/tot_parm_div) for i in range(tot_parm)]
    
            if do_endpoints: # end points, force param
                for i in range(DEG_ORDER_U+1):
                    parm_ls[i] = 0.0
                    parm_ls[-(1+i)] = 1.0
    
            file.write('parm u %s\n' % ' '.join( [str(i) for i in parm_ls] ))
    
            file.write('end\n')
    
        return tot_verts
    
    def write_file(filepath, objects, scene,
              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,
              EXPORT_POLYGROUPS=False,
              EXPORT_CURVE_AS_NURBS=True):
        '''
        Basic write function. The context and options must be already set
        This can be accessed externaly
        eg.
        write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
        '''
    
        # XXX
        import math
    
        def veckey3d(v):
            return round(v.x, 6), round(v.y, 6), round(v.z, 6)
    
        def veckey2d(v):
            return round(v[0], 6), round(v[1], 6)
    
        def findVertexGroupName(face, vWeightMap):
            """
            Searches the vertexDict to see what groups is assigned to a given face.
            We use a frequency system in order to sort out the name because a given vetex can
            belong to two or more groups at the same time. To find the right name for the face
            we list all the possible vertex group names with their frequency and then sort by
            frequency in descend order. The top element is the one shared by the highest number
            of vertices is the face's group
            """
            weightDict = {}
            for vert_index in face.vertices:
    #       for vert in face:
                vWeights = vWeightMap[vert_index]
    #           vWeights = vWeightMap[vert]
                for vGroupName, weight in vWeights:
                    weightDict[vGroupName] = weightDict.get(vGroupName, 0) + weight
    
            if weightDict:
                alist = [(weight,vGroupName) for vGroupName, weight in weightDict.items()] # sort least to greatest amount of weight
                alist.sort()
                return(alist[-1][1]) # highest value last
            else:
                return '(null)'
    
        print('OBJ Export path: %r' % filepath)
        temp_mesh_name = '~tmp-mesh'
    
        time1 = time.clock()
    #   time1 = sys.time()
    #   scn = Scene.GetCurrent()
    
        file = open(filepath, "w")
    
        # Write Header
        file.write('# Blender v%s OBJ File: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath)))
        file.write('# www.blender.org\n')
    
        # Tell the obj file what material file to use.
        if EXPORT_MTL:
            mtlfilepath = os.path.splitext(filepath)[0] + ".mtl"
            file.write('mtllib %s\n' % repr(os.path.basename(mtlfilepath))[1:-1]) # filepath can contain non utf8 chars, use repr
    
        if EXPORT_ROTX90:
            mat_xrot90= mathutils.Matrix.Rotation(-math.pi/2, 4, 'X')
    
        # Initialize totals, these are updated each object
        totverts = totuvco = totno = 1
    
        face_vert_index = 1
    
        globalNormals = {}
    
        # A Dict of Materials
        # (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
        mtl_dict = {}
    
        # Get all meshes
        for ob_main in objects:
    
            # ignore dupli children
            if ob_main.parent and ob_main.parent.dupli_type != 'NONE':
                # XXX
                print(ob_main.name, 'is a dupli child - ignoring')
                continue
    
            obs = []
            if ob_main.dupli_type != 'NONE':
                # XXX
                print('creating dupli_list on', ob_main.name)
                ob_main.create_dupli_list(scene)
    
                obs = [(dob.object, dob.matrix) for dob in ob_main.dupli_list]
    
                # XXX debug print
                print(ob_main.name, 'has', len(obs), 'dupli children')
            else:
                obs = [(ob_main, ob_main.matrix_world)]
    
            for ob, ob_mat in obs:
    
                # Nurbs curve support
                if EXPORT_CURVE_AS_NURBS and test_nurbs_compat(ob):
                    if EXPORT_ROTX90:
                       ob_mat = ob_mat * mat_xrot90
                    totverts += write_nurb(file, ob, ob_mat)
                    continue
                # END NURBS
    
                if ob.type != 'MESH':
                    continue
    
                me = ob.create_mesh(scene, EXPORT_APPLY_MODIFIERS, 'PREVIEW')
    
                if EXPORT_ROTX90:
                    me.transform(mat_xrot90 * ob_mat)
                else:
                    me.transform(ob_mat)
    
    #           # Will work for non meshes now! :)
    #           me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn)
    #           if not me:
    #               continue
    
                if EXPORT_UV:
                    faceuv = len(me.uv_textures) > 0
                    if faceuv:
                        uv_layer = me.uv_textures.active.data[:]
                else:
                    faceuv = False
    
                me_verts = me.vertices[:]
    
                # Make our own list so it can be sorted to reduce context switching
                face_index_pairs = [ (face, index) for index, face in enumerate(me.faces)]
                # faces = [ f for f in me.faces ]
    
                if EXPORT_EDGES:
                    edges = me.edges
                else:
                    edges = []
    
                if not (len(face_index_pairs)+len(edges)+len(me.vertices)): # Make sure there is somthing to write
    
                    # clean up
                    bpy.data.meshes.remove(me)
    
                    continue # dont bother with this mesh.
    
                # XXX
                # High Quality Normals
                if EXPORT_NORMALS and face_index_pairs:
                    me.calc_normals()
    #               if EXPORT_NORMALS_HQ:
    #                   BPyMesh.meshCalcNormals(me)
    #               else:
    #                   # transforming normals is incorrect
    #                   # when the matrix is scaled,
    #                   # better to recalculate them
    #                   me.calcNormals()
    
                materials = me.materials
    
                materialNames = []
                materialItems = [m for m in materials]
                if materials:
                    for mat in materials:
                        if mat:
                            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 indices
    
                # 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:
                    face_index_pairs.sort(key=lambda a: (a[0].material_index, hash(uv_layer[a[1]].image), a[0].use_smooth))
                elif len(materials) > 1:
                    face_index_pairs.sort(key = lambda a: (a[0].material_index, a[0].use_smooth))
                else:
                    # no materials
                    face_index_pairs.sort(key = lambda a: a[0].use_smooth)
    #           if EXPORT_KEEP_VERT_ORDER:
    #               pass
    #           elif faceuv:
    #               try:    faces.sort(key = lambda a: (a.mat, a.image, a.use_smooth))
    #               except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.use_smooth), (b.mat, b.image, b.use_smooth)))
    #           elif len(materials) > 1:
    #               try:    faces.sort(key = lambda a: (a.mat, a.use_smooth))
    #               except: faces.sort(lambda a,b: cmp((a.mat, a.use_smooth), (b.mat, b.use_smooth)))
    #           else:
    #               # no materials
    #               try:    faces.sort(key = lambda a: a.use_smooth)
    #               except: faces.sort(lambda a,b: cmp(a.use_smooth, b.use_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.data.name
                    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' % v.co[:])
    
                # UV
                if faceuv:
                    uv_face_mapping = [[0,0,0,0] for i in range(len(face_index_pairs))] # a bit of a waste for tri's :/
    
                    uv_dict = {} # could use a set() here
                    uv_layer = me.uv_textures.active.data
                    for f, f_index in face_index_pairs:
                        for uv_index, uv in enumerate(uv_layer[f_index].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' % 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, f_index in face_index_pairs:
                        if f.use_smooth:
                            for v_idx in f.vertices:
                                v = me_verts[v_idx]
                                noKey = veckey3d(v.normal)
                                if noKey not in globalNormals:
                                    globalNormals[noKey] = totno
                                    totno +=1
                                    file.write('vn %.6f %.6f %.6f\n' % noKey)
                        else:
                            # Hard, 1 normal from the face.
                            noKey = veckey3d(f.normal)
                            if noKey not in globalNormals:
                                globalNormals[noKey] = totno
                                totno +=1
                                file.write('vn %.6f %.6f %.6f\n' % noKey)
    
                if not faceuv:
                    f_image = None
    
                # XXX
                if EXPORT_POLYGROUPS:
                    # Retrieve the list of vertex groups
                    vertGroupNames = [g.name for g in ob.vertex_groups]
    
                    currentVGroup = ''
                    # Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to
                    vgroupsMap = [[] for _i in range(len(me_verts))]
                    for v_idx, v in enumerate(me.vertices):
                        for g in v.groups:
                            vgroupsMap[v_idx].append((vertGroupNames[g.group], g.weight))
    
                for f, f_index in face_index_pairs:
                    f_smooth= f.use_smooth
                    f_mat = min(f.material_index, len(materialNames)-1)
    
                    if faceuv:
                        tface = uv_layer[f_index]
                        f_image = tface.image
    
                    # 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.
    
                    # Write the vertex group
                    if EXPORT_POLYGROUPS:
                        if ob.vertex_groups:
                            # find what vertext group the face belongs to
                            theVGroup = findVertexGroupName(f,vgroupsMap)
                            if  theVGroup != currentVGroup:
                                currentVGroup = theVGroup
                                file.write('g %s\n' % theVGroup)
    
                    # CHECK FOR CONTEXT SWITCH
                    if key == contextMat:
                        pass # Context already switched, dont do anything
                    else:
                        if key[0] is None and key[1] is None:
                            # Write a null material, since we know the context has changed.
                            if EXPORT_GROUP_BY_MAT:
                                # can be mat_image or (null)
                                file.write('g %s_%s\n' % (fixName(ob.name), fixName(ob.data.name)) ) # 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] is 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.data.name), 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
    
                    f_v_orig = [(vi, me_verts[v_idx]) for vi, v_idx in enumerate(f.vertices)]
                    
                    if not EXPORT_TRI or len(f_v_orig) == 3:
                        f_v_iter = (f_v_orig, )
                    else:
                        f_v_iter = (f_v_orig[0], f_v_orig[1], f_v_orig[2]), (f_v_orig[0], f_v_orig[2], f_v_orig[3])
    
                    # support for triangulation
                    for f_v in f_v_iter:
                        file.write('f')
    
                        if faceuv:
                            if EXPORT_NORMALS:
                                if f_smooth: # Smoothed, use vertex normals
                                    for vi, v in f_v:
                                        file.write( ' %d/%d/%d' % \
                                                        (v.index + totverts,
                                                         totuvco + uv_face_mapping[f_index][vi],
                                                         globalNormals[ veckey3d(v.normal) ]) ) # vert, uv, normal
    
                                else: # No smoothing, face normals
                                    no = globalNormals[ veckey3d(f.normal) ]
                                    for vi, v in 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 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 vi, v in f_v:
                                        file.write( ' %d//%d' %
                                                    (v.index + totverts, globalNormals[ veckey3d(v.normal) ]) )
                                else: # No smoothing, face normals
                                    no = globalNormals[ veckey3d(f.normal) ]
                                    for vi, v in f_v:
                                        file.write( ' %d//%d' % (v.index + totverts, no) )
                            else: # No Normals
                                for vi, v in f_v:
                                    file.write( ' %d' % (v.index + totverts) )
    
                        file.write('\n')
    
                # Write edges.
                if EXPORT_EDGES:
                    for ed in edges:
                        if ed.is_loose:
                            file.write('f %d %d\n' % (ed.vertices[0] + totverts, ed.vertices[1] + totverts))
    
    
                # Make the indices global rather then per mesh
    
                totverts += len(me_verts)
                if faceuv:
                    totuvco += uv_unique_count
    
                # clean up
                bpy.data.meshes.remove(me)
    
            if ob_main.dupli_type != 'NONE':
                ob_main.free_dupli_list()
    
        file.close()
    
    
        # Now we have all our materials, save them
        if EXPORT_MTL:
            write_mtl(scene, mtlfilepath, EXPORT_COPY_IMAGES, mtl_dict)
    #   if EXPORT_COPY_IMAGES:
    #       dest_dir = os.path.basename(filepath)
    # #         dest_dir = filepath
    # #         # 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, mtl_dict)
    #       else:
    #           print('\tError: "%s" could not be used as a base for an image path.' % filepath)
    
        print("OBJ Export time: %.2f" % (time.clock() - time1))
    
    # 
    def _write(context, filepath,
                  EXPORT_TRI, # ok
                  EXPORT_EDGES,
                  EXPORT_NORMALS, # not yet
                  EXPORT_NORMALS_HQ, # not yet
                  EXPORT_UV, # ok
                  EXPORT_MTL,
                  EXPORT_COPY_IMAGES,
                  EXPORT_APPLY_MODIFIERS, # ok
                  EXPORT_ROTX90, # wrong
                  EXPORT_BLEN_OBS,
                  EXPORT_GROUP_BY_OB,
                  EXPORT_GROUP_BY_MAT,
                  EXPORT_KEEP_VERT_ORDER,
                  EXPORT_POLYGROUPS,
                  EXPORT_CURVE_AS_NURBS,
                  EXPORT_SEL_ONLY, # ok
                  EXPORT_ALL_SCENES, # XXX not working atm
                  EXPORT_ANIMATION): # Not used
        
        base_name, ext = os.path.splitext(filepath)
        context_name = [base_name, '', '', ext] # Base name, scene name, frame number, extension
    
        orig_scene = context.scene
    
        # Exit edit mode before exporting, so current object states are exported properly.
        if bpy.ops.object.mode_set.poll():
            bpy.ops.object.mode_set(mode='OBJECT')
    
    #   if EXPORT_ALL_SCENES:
    #       export_scenes = bpy.data.scenes
    #   else:
    #       export_scenes = [orig_scene]
    
        # XXX only exporting one scene atm since changing
        # current scene is not possible.
        # Brecht says that ideally in 2.5 we won't need such a function,
        # allowing multiple scenes open at once.
        export_scenes = [orig_scene]
    
        # Export all scenes.
        for scene in export_scenes:
            #       scene.makeCurrent() # If already current, this is not slow.
            #       context = scene.getRenderingContext()
            orig_frame = scene.frame_current
    
            if EXPORT_ALL_SCENES: # Add scene name into the context_name
                context_name[1] = '_%s' % bpy.path.clean_name(scene.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 = range(scene.frame_start, scene.frame_end + 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 filepath.
                    context_name[2] = '_%.6d' % frame
    
                scene.frame_set(frame, 0.0)
                if EXPORT_SEL_ONLY:
                    objects = context.selected_objects
                else:
                    objects = scene.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_file(full_path, objects, scene,
                      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,
                      EXPORT_POLYGROUPS,
                      EXPORT_CURVE_AS_NURBS)
    
            scene.frame_set(orig_frame, 0.0)
    
        # Restore old active scene.
    #   orig_scene.makeCurrent()
    #   Window.WaitCursor(0)
    
    
    '''
    Currently the exporter lacks these features:
    * multiple scene export (only active scene is written)
    * particles
    '''
    
    
    def save(operator, context, filepath="",
             use_triangles=False,
             use_edges=True,
             use_normals=False,
             use_hq_normals=False,
             use_uvs=True,
             use_materials=True,
             copy_images=False,
             use_modifiers=True,
             use_rotate_x90=True,
             use_blen_objects=True,
             group_by_object=False,
             group_by_material=False,
             keep_vertex_order=False,
             use_vertex_groups=False,
             use_nurbs=True,
             use_selection=True,
             use_all_scenes=False,
             use_animation=False,
             ):
    
        _write(context, filepath,
               EXPORT_TRI=use_triangles,
               EXPORT_EDGES=use_edges,
               EXPORT_NORMALS=use_normals,
               EXPORT_NORMALS_HQ=use_hq_normals,
               EXPORT_UV=use_uvs,
               EXPORT_MTL=use_materials,
               EXPORT_COPY_IMAGES=copy_images,
               EXPORT_APPLY_MODIFIERS=use_modifiers,
               EXPORT_ROTX90=use_rotate_x90,
               EXPORT_BLEN_OBS=use_blen_objects,
               EXPORT_GROUP_BY_OB=group_by_object,
               EXPORT_GROUP_BY_MAT=group_by_material,
               EXPORT_KEEP_VERT_ORDER=keep_vertex_order,
               EXPORT_POLYGROUPS=use_vertex_groups,
               EXPORT_CURVE_AS_NURBS=use_nurbs,
               EXPORT_SEL_ONLY=use_selection,
               EXPORT_ALL_SCENES=use_all_scenes,
               EXPORT_ANIMATION=use_animation,
               )
    
        return {'FINISHED'}