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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 LICENCE BLOCK *****
    
    import bpy
    from bpy.props import *
    from io_coat3D import tex
    import os
    
    
    bpy.coat3D = dict()
    bpy.coat3D['active_coat'] = ''
    bpy.coat3D['status'] = 0
    def set_exchange_folder():
        platform = os.sys.platform
        coat3D = bpy.context.scene.coat3D
        Blender_export = ""
    
        if(platform == 'win32'):
            exchange = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3D-CoatV4' + os.sep +'Exchange'
            if not(os.path.isdir(exchange)):
                exchange = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3D-CoatV3' + os.sep +'Exchange'
        else:
            exchange = os.path.expanduser("~") + os.sep + '3D-CoatV4' + os.sep + 'Exchange'
            if not(os.path.isdir(exchange)):
                exchange = os.path.expanduser("~") + os.sep + '3D-CoatV3' + os.sep + 'Exchange'
        if(not(os.path.isdir(exchange))):
            exchange = coat3D.exchangedir
    
        if(os.path.isdir(exchange)):
            bpy.coat3D['status'] = 1
            if(platform == 'win32'):
                exchange_path = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
                applink_folder = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender'
                if(not(os.path.isdir(applink_folder))):
                    os.makedirs(applink_folder)
            else:
                exchange_path = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
                applink_folder = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender'
                if(not(os.path.isdir(applink_folder))):
                    os.makedirs(applink_folder)
            file = open(exchange_path, "w")
            file.write("%s"%(coat3D.exchangedir))
            file.close()
    
        else:
            if(platform == 'win32'):
                exchange_path = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
            else:
                exchange_path = os.path.expanduser("~") + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
            if(os.path.isfile(exchange_path)):
                ex_path =''
    
                ex_pathh = open(exchange_path)
                for line in ex_pathh:
                    ex_path = line
                    break
                ex_pathh.close()
    
                if(os.path.isdir(ex_path) and ex_path.rfind('Exchange') >= 0):
                    exchange = ex_path
                    bpy.coat3D['status'] = 1
                else:
                    bpy.coat3D['status'] = 0
            else:
                bpy.coat3D['status'] = 0
        if(bpy.coat3D['status'] == 1):
            Blender_folder = ("%s%sBlender"%(exchange,os.sep))
            Blender_export = Blender_folder
            path3b_now = exchange
            path3b_now += ('last_saved_3b_file.txt')
            Blender_export += ('%sexport.txt'%(os.sep))
    
            if(not(os.path.isdir(Blender_folder))):
                os.makedirs(Blender_folder)
                Blender_folder = os.path.join(Blender_folder,"run.txt")
                file = open(Blender_folder, "w")
                file.close()
        return exchange
    
    def set_working_folders():
        platform = os.sys.platform
        coat3D = bpy.context.scene.coat3D
        if(platform == 'win32'):
            folder_objects = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Objects'
            folder_textures = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Textures' + os.sep
            if(not(os.path.isdir(folder_objects))):
                os.makedirs(folder_objects)
            if(not(os.path.isdir(folder_textures))):
                os.makedirs(folder_textures)
        else:
            folder_objects = os.path.expanduser("~") + os.sep + '3DC2Blender' + os.sep + 'Objects'
            folder_textures = os.path.expanduser("~") + os.sep + '3DC2Blender' + os.sep + 'Textures' + os.sep
            if(not(os.path.isdir(folder_objects))):
                os.makedirs(folder_objects)
            if(not(os.path.isdir(folder_textures))):
                os.makedirs(folder_textures)
    
    
        return folder_objects,folder_textures
    
    class ObjectButtonsPanel():
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "object"
    
    class SCENE_PT_Main(ObjectButtonsPanel,bpy.types.Panel):
        bl_label = "3D-Coat Applink"
        bl_space_type = "PROPERTIES"
        bl_region_type = "WINDOW"
        bl_context = "scene"
    
        def draw(self, context):
            layout = self.layout
            scene = context.scene
            me = context.scene.objects
            mat_list = []
            import_no = 0
            coat = bpy.coat3D
            coat3D = bpy.context.scene.coat3D
            if(bpy.context.scene.objects.active):
                coa = bpy.context.scene.objects.active.coat3D
    
    
            if(bpy.coat3D['status'] == 0 and not(os.path.isdir(coat3D.exchangedir))):
                bpy.coat3D['active_coat'] = set_exchange_folder()
                row = layout.row()
                row.label(text="Applink didn't find your 3d-Coat/Excahnge folder.")
                row = layout.row()
                row.label("Please select it before using Applink.")
                row = layout.row()
                row.prop(coat3D,"exchangedir",text="")
    
            else:
    
    
                #Here you add your GUI
                row = layout.row()
                row.prop(coat3D,"type",text = "")
                row = layout.row()
                colL = row.column()
                colR = row.column()
    
                colR.operator("export_applink.pilgway_3d_coat", text="Transfer")
    
                colL.operator("import_applink.pilgway_3d_coat", text="Update")
    
    
    
    
    
    
    
    
    
    
    class SCENE_OT_export(bpy.types.Operator):
        bl_idname = "export_applink.pilgway_3d_coat"
        bl_label = "Export your custom property"
        bl_description = "Export your custom property"
        bl_options = {'UNDO'}
    
        def invoke(self, context, event):
            checkname = ''
            coat3D = bpy.context.scene.coat3D
            scene = context.scene
            activeobj = bpy.context.active_object.name
            obj = scene.objects[activeobj]
            coa = bpy.context.scene.objects.active.coat3D
            coat3D.exchangedir = set_exchange_folder()
            export_ok = False
    
            folder_objects,folder_textures = set_working_folders()
    
            if(coat3D.exchange_found == False):
                return {'FINISHED'}
    
            if(bpy.context.selected_objects == []):
                return {'FINISHED'}
            else:
                for objec in bpy.context.selected_objects:
                    if objec.type == 'MESH':
                        export_ok = True
                if(export_ok == False):
                    return {'FINISHED'}
    
            importfile = coat3D.exchangedir
            texturefile = coat3D.exchangedir
            importfile += ('%simport.txt'%(os.sep))
            texturefile += ('%stextures.txt'%(os.sep))
    
            looking = True
            object_index = 0
            if(coa.applink_name and os.path.isfile(coa.applink_name)):
                checkname = coa.applink_name
    
            else:
                while(looking == True):
                    checkname = folder_objects + os.sep + activeobj
                    checkname = ("%s%.2d.obj"%(checkname,object_index))
                    if(os.path.isfile(checkname)):
                        object_index += 1
                    else:
                        looking = False
                        coa.applink_name = checkname
    
    
            coat3D.cursor_loc = obj.location
            coat3D.cursor_orginal = bpy.context.scene.cursor_location
    
    
    
            coa.loc = obj.location
            coa.rot = obj.rotation_euler
            coa.sca = obj.scale
            coa.dime = obj.dimensions
    
            obj.location = (0,0,0)
            obj.rotation_euler = (0,0,0)
            bpy.ops.object.transform_apply(scale=True)
    
            bpy.ops.export_scene.obj(filepath=coa.applink_name,use_selection=True,
            use_mesh_modifiers=False,use_blen_objects=True, use_materials = True,
            keep_vertex_order = True,axis_forward='-Z',axis_up='Y')
    
            obj.location = coa.loc
            obj.rotation_euler = coa.rot
    
    
            bpy.context.scene.cursor_location = coat3D.cursor_loc
            bpy.context.scene.cursor_location = coat3D.cursor_orginal
    
            file = open(importfile, "w")
            file.write("%s"%(checkname))
            file.write("\n%s"%(checkname))
            file.write("\n[%s]"%(coat3D.type))
            file.write("\n[TexOutput:%s]"%(folder_textures))
            file.close()
    
            coa.objecttime = str(os.path.getmtime(coa.applink_name))
    
    
    
            return {'FINISHED'}
    
    class SCENE_OT_import(bpy.types.Operator):
        bl_idname = "import_applink.pilgway_3d_coat"
        bl_label = "import your custom property"
        bl_description = "import your custom property"
        bl_options = {'UNDO'}
    
        def invoke(self, context, event):
            scene = context.scene
            coat3D = bpy.context.scene.coat3D
            coat = bpy.coat3D
            test = bpy.context.selected_objects
            act_first = bpy.context.scene.objects.active
            bpy.context.scene.game_settings.material_mode = 'GLSL'
            coat3D.exchangedir = set_exchange_folder()
    
            folder_objects,folder_textures = set_working_folders()
    
            Blender_folder = ("%s%sBlender"%(coat3D.exchangedir,os.sep))
            Blender_export = Blender_folder
            path3b_now = coat3D.exchangedir
            path3b_now += ('last_saved_3b_file.txt')
            Blender_export += ('%sexport.txt'%(os.sep))
            new_applink_name = 'False'
            new_object = False
            if(os.path.isfile(Blender_export)):
                obj_pathh = open(Blender_export)
                new_object = True
                for line in obj_pathh:
                    new_applink_name = line
                    break
                obj_pathh.close()
    
                for scene_objects in bpy.context.scene.objects:
                    if(scene_objects.type == 'MESH'):
                        if(scene_objects.coat3D.applink_name == new_applink_name):
                            new_object = False
    
            for act_name in test:
                coa = act_name.coat3D
                path_object = coa.applink_name
                if act_name.type == 'MESH' and os.path.isfile(path_object):
                    multires_on = False
                    activeobj = act_name.name
                    mat_list = []
                    scene.objects[activeobj].select = True
                    objekti = scene.objects[activeobj]
                    coat3D.loca = objekti.location
                    coat3D.rota = objekti.rotation_euler
                    coat3D.dime = objekti.scale
    
    
    
                    #See if there is multres modifier.
                    for modifiers in objekti.modifiers:
                        if modifiers.type == 'MULTIRES' and (modifiers.total_levels > 0):
                            if(not(coat3D.importlevel)):
                                bpy.ops.object.multires_external_pack()
                                multires = coat3D.exchangedir
                                multires += ('%stemp.btx'%(os.sep))
                                bpy.ops.object.multires_external_save(filepath=multires)
                                #bpy.ops.object.multires_external_pack()
                            multires_on = True
                            multires_name = modifiers.name
                            break
    
                    exportfile = coat3D.exchangedir
                    path3b_n = coat3D.exchangedir
                    path3b_n += ('last_saved_3b_file.txt')
                    exportfile += ('%sexport.txt'%(os.sep))
                    if(os.path.isfile(exportfile)):
                        export_file = open(exportfile)
                        for line in export_file:
                            if line.rfind('.3b'):
                                objekti.coat3D.coatpath = line
                                coat['active_coat'] = line
                        export_file.close()
                        os.remove(exportfile)
    
                    if(len(objekti.material_slots) == 0):
                        delete_material = False
                    else:
                        delete_material = True
    
    
                    if(not(objekti.active_material) and objekti.material_slots):
                        act_mat_index = objekti.active_material_index
                        materials_old = bpy.data.materials.keys()
                        bpy.ops.material.new()
                        materials_new = bpy.data.materials.keys()
                        new_ma = list(set(materials_new).difference(set(materials_old)))
                        new_mat = new_ma[0]
                        ki = bpy.data.materials[new_mat]
                        objekti.material_slots[act_mat_index].material = ki
    
    
    
                    if(os.path.isfile(path_object) and (coa.objecttime != str(os.path.getmtime(path_object)))):
    
                        if(objekti.material_slots):
                            act_mat_index = objekti.active_material_index
                            for obj_mat in objekti.material_slots:
                                mat_list.append(obj_mat.material)
    
                        coa.dime = objekti.dimensions
                        coa.objecttime = str(os.path.getmtime(path_object))
                        mtl = coa.applink_name
                        mtl = mtl.replace('.obj','.mtl')
                        if(os.path.isfile(mtl)):
                            os.remove(mtl)
    
                        bpy.ops.import_scene.obj(filepath=path_object,axis_forward='-Z',axis_up='Y',use_image_search=False)
                        obj_proxy = scene.objects[0]
                        bpy.ops.object.select_all(action='TOGGLE')
                        obj_proxy.select = True
    
    
                        bpy.ops.object.transform_apply(rotation=True)
                        proxy_mat = obj_proxy.material_slots[0].material
                        if(delete_material):
                            while(list(obj_proxy.data.materials) != []):
                                proxy_mat = obj_proxy.material_slots[0].material
                                obj_proxy.data.materials.pop(0,1)
                                proxy_mat.user_clear()
                                bpy.data.materials.remove(proxy_mat)
                        bpy.ops.object.select_all(action='TOGGLE')
    
                        if(coat3D.importlevel):
                            obj_proxy.select = True
                            obj_proxy.modifiers.new(name='temp',type='MULTIRES')
                            objekti.select = True
                            bpy.ops.object.multires_reshape(modifier=multires_name)
                            bpy.ops.object.select_all(action='TOGGLE')
                            multires_on = False
                        else:
    
                            scene.objects.active = obj_proxy
    
                            obj_data = objekti.data.id_data
                            objekti.data = obj_proxy.data.id_data
                            if(bpy.data.meshes[obj_data.name].users == 0):
                                objekti.data.id_data.name = obj_data.name
                                bpy.data.meshes.remove(obj_data)
    
    
                        obj_proxy.select = True
                        bpy.ops.object.delete()
                        objekti.select = True
                        objekti.scale = coat3D.dime
    
                        bpy.context.scene.objects.active = objekti
    
                    if(os.path.isfile(path3b_n)):
                        path3b_fil = open(path3b_n)
                        for lin in path3b_fil:
                            objekti.coat3D.path3b = lin
                        path3b_fil.close()
                        os.remove(path3b_n)
    
                    if(coat3D.importmesh and not(os.path.isfile(path_object))):
                        coat3D.importmesh = False
    
                    if(mat_list and coat3D.importmesh):
                        for mat_one in mat_list:
                            objekti.data.materials.append(mat_one)
                        objekti.active_material_index = act_mat_index
    
                    if(mat_list):
                        for obj_mate in objekti.material_slots:
                            if(hasattr(obj_mate.material,'texture_slots')):
                                for tex_slot in obj_mate.material.texture_slots:
                                    if(hasattr(tex_slot,'texture')):
                                        if(tex_slot.texture.type == 'IMAGE'):
                                            if tex_slot.texture.image is not None:
                                                tex_slot.texture.image.reload()
    
    
                    if(coat3D.importtextures):
                        export = ''
                        tex.gettex(mat_list,objekti,scene,export)
    
                    if(multires_on):
                        temp_file = coat3D.exchangedir
                        temp_file += ('%stemp2.btx'%(os.sep))
                        if(objekti.modifiers[multires_name].levels == 0):
                            objekti.modifiers[multires_name].levels = 1
                            bpy.ops.object.multires_external_save(filepath=temp_file)
                            objekti.modifiers[multires_name].filepath = multires
                            objekti.modifiers[multires_name].levels = 0
    
                        else:
                            bpy.ops.object.multires_external_save(filepath=temp_file)
                            objekti.modifiers[multires_name].filepath = multires
                        #bpy.ops.object.multires_external_pack()
                    bpy.ops.object.shade_smooth()
    
    
            for act_name in test:
                act_name.select = True
            bpy.context.scene.objects.active = act_first
    
            if(new_object == True):
                coat3D = bpy.context.scene.coat3D
                scene = context.scene
    
                Blender_folder = ("%s%sBlender"%(coat3D.exchangedir,os.sep))
                Blender_export = Blender_folder
                path3b_now = coat3D.exchangedir
                path3b_now += ('last_saved_3b_file.txt')
                Blender_export += ('%sexport.txt'%(os.sep))
    
    
                mat_list = []
                obj_path =''
    
    
                export = new_applink_name
                mod_time = os.path.getmtime(new_applink_name)
                mtl_list = new_applink_name.replace('.obj','.mtl')
                if(os.path.isfile(mtl_list)):
                    os.remove(mtl_list)
    
                bpy.ops.import_scene.obj(filepath=new_applink_name,axis_forward='-Z',axis_up='Y')
                bpy.ops.object.transform_apply(rotation=True)
                new_obj = scene.objects[0]
                new_obj.coat3D.applink_name = obj_path
                scene.objects[0].coat3D.applink_name = export #objectdir muutettava
    
                os.remove(Blender_export)
    
                bpy.context.scene.objects.active = new_obj
    
                bpy.ops.object.shade_smooth()
    
                Blender_tex = ("%s%stextures.txt"%(coat3D.exchangedir,os.sep))
                mat_list.append(new_obj.material_slots[0].material)
                tex.gettex(mat_list, new_obj, scene,export)
    
            return {'FINISHED'}
    
    
    
    from bpy import *
    from mathutils import Vector, Matrix
    
    # 3D-Coat Dynamic Menu
    class VIEW3D_MT_Coat_Dynamic_Menu(bpy.types.Menu):
        bl_label = "3D-Coat Applink Menu"
    
        def draw(self, context):
            layout = self.layout
            settings = context.tool_settings
            layout.operator_context = 'INVOKE_REGION_WIN'
            coat3D = bpy.context.scene.coat3D
            Blender_folder = ("%s%sBlender"%(coat3D.exchangedir,os.sep))
            Blender_export = Blender_folder
            Blender_export += ('%sexport.txt'%(os.sep))
    
            ob = context
            if ob.mode == 'OBJECT':
                if(bpy.context.selected_objects):
                    for ind_obj in bpy.context.selected_objects:
                        if(ind_obj.type == 'MESH'):
                            layout.active = True
                            break
                        layout.active = False
    
                    if(layout.active == True):
    
                        layout.operator("import_applink.pilgway_3d_coat", text="Import")
                        layout.separator()
    
                        layout.operator("export_applink.pilgway_3d_coat", text="Export")
                        layout.separator()
    
                        layout.menu("VIEW3D_MT_ImportMenu")
                        layout.separator()
    
                        layout.menu("VIEW3D_MT_ExportMenu")
                        layout.separator()
    
                        layout.menu("VIEW3D_MT_ExtraMenu")
                        layout.separator()
    
                        if(len(bpy.context.selected_objects) == 1):
                            if(os.path.isfile(bpy.context.selected_objects[0].coat3D.path3b)):
                                layout.operator("import_applink.pilgway_3d_coat_3b", text="Load 3b")
                                layout.separator()
    
                        if(os.path.isfile(Blender_export)):
    
                            layout.operator("import3b_applink.pilgway_3d_coat", text="Bring from 3D-Coat")
                            layout.separator()
                    else:
                        if(os.path.isfile(Blender_export)):
                            layout.active = True
    
                            layout.operator("import3b_applink.pilgway_3d_coat", text="Bring from 3D-Coat")
                            layout.separator()
                else:
                     if(os.path.isfile(Blender_export)):
    
    
                        layout.operator("import3b_applink.pilgway_3d_coat", text="Bring from 3D-Coat")
                        layout.separator()
    
    class VIEW3D_MT_ImportMenu(bpy.types.Menu):
        bl_label = "Import Settings"
    
        def draw(self, context):
            layout = self.layout
            coat3D = bpy.context.scene.coat3D
            settings = context.tool_settings
            layout.operator_context = 'INVOKE_REGION_WIN'
            layout.prop(coat3D,"importmesh")
            layout.prop(coat3D,"importmod")
            layout.prop(coat3D,"smooth_on")
            layout.prop(coat3D,"importtextures")
    
    class VIEW3D_MT_ExportMenu(bpy.types.Menu):
        bl_label = "Export Settings"
    
        def draw(self, context):
            layout = self.layout
            coat3D = bpy.context.scene.coat3D
            settings = context.tool_settings
            layout.operator_context = 'INVOKE_REGION_WIN'
            layout.prop(coat3D,"exportover")
            if(coat3D.exportover):
               layout.prop(coat3D,"exportmod")
    
    class VIEW3D_MT_ExtraMenu(bpy.types.Menu):
        bl_label = "Extra"
    
        def draw(self, context):
            layout = self.layout
            coat3D = bpy.context.scene.coat3D
            settings = context.tool_settings
            layout.operator_context = 'INVOKE_REGION_WIN'
    
            layout.operator("import_applink.pilgway_3d_deltex",text="Delete all Textures")
            layout.separator()
    
    def register():
        bpy.utils.register_module(__name__)
    
        kc = bpy.context.window_manager.keyconfigs.addon
        if kc:
            km = kc.keymaps.new(name='3D View', space_type='VIEW_3D')
            kmi = km.keymap_items.new('wm.call_menu2', 'Q', 'PRESS')
            kmi.properties.name = "VIEW3D_MT_Coat_Dynamic_Menu"
    
    def unregister():
        bpy.utils.unregister_module(__name__)
    
        kc = bpy.context.window_manager.keyconfigs.addon
        if kc:
            km = kc.keymapskeymaps['3D View']
            for kmi in km.keymap_items:
                if kmi.idname == '':
                    if kmi.properties.name == "VIEW3D_MT_Coat_Dynamic_Menu":
                        km.keymap_items.remove(kmi)
                        break
    
    
    if __name__ == "__main__":
        register()