# ##### 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.
#
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#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

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

__author__ = "Campbell Barton, Jiri Hnidek, Paolo Ciccone"
__url__ = ['http://wiki.blender.org/index.php/Scripts/Manual/Export/wavefront_obj', 'www.blender.org', 'blenderartists.org']
__version__ = "1.21"

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

Usage:

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

# import math and other in functions that use them for the sake of fast Blender startup
# import math
import os
import time
import shutil

import bpy
import Mathutils


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

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

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

def write_mtl(scene, filename, copy_images):

    world = scene.world
    worldAmb = world.ambient_color

    dest_dir = os.path.dirname(filename)

    def copy_image(image):
        fn = bpy.utils.expandpath(image.filename)
        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)
        else:
            rel = fn

        return rel


    file = open(filename, "w")
    # XXX
#	file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1])
    file.write('# Material Count: %i\n' % len(MTL_DICT))
    # Write material/image combinations we have used.
    for key, (mtl_mat_name, mat, img) in MTL_DICT.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.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.filename.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:
                        filename = copy_image(mtex.texture.image)
# 						filename = mtex.texture.image.filename.split('\\')[-1].split('/')[-1]
                        file.write('map_Kd %s\n' % filename) # Diffuse mapping image
                        break
                    except:
                        # Texture has no image though its an image type, best ignore.
                        pass

        file.write('\n\n')

    file.close()

# 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
#	if dest_dir[-1] != sys.sep:
#		dest_dir += sys.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.utils.expandpath(bImage.filename)
# 		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 alredy 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)
# 	print('\tCopied %d images' % copyCount)

# XXX not converted
def test_nurbs_compat(ob):
    if ob.type != 'Curve':
        return False

    for nu in ob.data:
        if (not nu.knotsV) and nu.type != 1: # not a surface and not bezier
            return True

    return False


# XXX not converted
def write_nurb(file, ob, ob_mat):
    tot_verts = 0
    cu = ob.data

    # use negative indices
    Vector = Blender.Mathutils.Vector
    for nu in cu:

        if nu.type==0:		DEG_ORDER_U = 1
        else:				DEG_ORDER_U = nu.orderU-1  # Tested to be correct

        if nu.type==1:
            print("\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported")
            continue

        if nu.knotsV:
            print("\tWarning, surface:", ob.name, "only poly and nurbs curves supported")
            continue

        if len(nu) <= DEG_ORDER_U:
            print("\tWarning, orderU is lower then vert count, skipping:", ob.name)
            continue

        pt_num = 0
        do_closed = (nu.flagU & 1)
        do_endpoints = (do_closed==0) and (nu.flagU & 2)

        for pt in nu:
            pt = Vector(pt[0], pt[1], pt[2]) * ob_mat
            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(filename, 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 alredy 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)
        # return round(v.x, 6), round(v.y, 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.verts:
#		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)'

    # TODO: implement this in C? dunno how it should be called...
    def getVertsFromGroup(me, group_index):
        ret = []

        for i, v in enumerate(me.verts):
            for g in v.groups:
                if g.group == group_index:
                    ret.append((i, g.weight))

        return ret


    print('OBJ Export path: "%s"' % filename)
    temp_mesh_name = '~tmp-mesh'

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

    file = open(filename, "w")

    # Write Header
    file.write('# Blender3D v%s OBJ File: %s\n' % (bpy.app.version_string, bpy.data.filename.split('/')[-1].split('\\')[-1] ))
    file.write('# www.blender3d.org\n')

    # Tell the obj file what material file to use.
    if EXPORT_MTL:
        mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1])
        file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] ))

    if EXPORT_ROTX90:
        mat_xrot90= Mathutils.RotationMatrix(-math.pi/2, 4, 'X')

    # Initialize totals, these are updated each object
    totverts = totuvco = totno = 1

    face_vert_index = 1

    globalNormals = {}

    # 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()

            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)]

        for ob, ob_mat in obs:

            # XXX postponed
#			# 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(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
            else:
                faceuv = False

            # XXX - todo, find a better way to do triangulation
            # ...removed convert_to_triface because it relies on editmesh
            '''
            # We have a valid mesh
            if EXPORT_TRI and me.faces:
                # Add a dummy object to it.
                has_quads = False
                for f in me.faces:
                    if f.verts[3] != 0:
                        has_quads = True
                        break

                if has_quads:
                    newob = bpy.data.objects.new('temp_object', me)
                    # if we forget to set Object.data - crash
                    scene.objects.link(newob)
                    newob.convert_to_triface(scene)
                    # mesh will still be there
                    scene.objects.unlink(newob)
            '''

            # 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.verts)): # 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: # !=None
                        materialNames.append(mat.name)
                    else:
                        materialNames.append(None)
                # Cant use LC because some materials are None.
                # materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.

            # Possible there null materials, will mess up indicies
            # but at least it will export, wait until Blender gets fixed.
            materialNames.extend((16-len(materialNames)) * [None])
            materialItems.extend((16-len(materialItems)) * [None])

            # Sort by Material, then images
            # so we dont over context switch in the obj file.
            if EXPORT_KEEP_VERT_ORDER:
                pass
            elif faceuv:
                # XXX update
                tface = me.active_uv_texture.data

                face_index_pairs.sort(key=lambda a: (a[0].material_index, hash(tface[a[1]].image), a[0].smooth))
            elif len(materials) > 1:
                face_index_pairs.sort(key = lambda a: (a[0].material_index, a[0].smooth))
            else:
                # no materials
                face_index_pairs.sort(key = lambda a: a[0].smooth)
#			if EXPORT_KEEP_VERT_ORDER:
#				pass
#			elif faceuv:
#				try:	faces.sort(key = lambda a: (a.mat, a.image, a.smooth))
#				except:	faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
#			elif len(materials) > 1:
#				try:	faces.sort(key = lambda a: (a.mat, a.smooth))
#				except:	faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth)))
#			else:
#				# no materials
#				try:	faces.sort(key = lambda a: a.smooth)
#				except:	faces.sort(lambda a,b: cmp(a.smooth, b.smooth))

            faces = [pair[0] for pair in face_index_pairs]

            # 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' % tuple(v.co))

            # UV
            if faceuv:
                uv_face_mapping = [[0,0,0,0] for f in faces] # a bit of a waste for tri's :/

                uv_dict = {} # could use a set() here
                uv_layer = me.active_uv_texture
                for f, f_index in face_index_pairs:

                    tface = uv_layer.data[f_index]

                    # workaround, since tface.uv iteration is wrong atm
                    uvs = tface.uv
                    # uvs = [tface.uv1, tface.uv2, tface.uv3]

                    # # add another UV if it's a quad
                    # if len(f.verts) == 4:
                    # 	uvs.append(tface.uv4)

                    for uv_index, uv in enumerate(uvs):
                        uvkey = veckey2d(uv)
                        try:
                            uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
                        except:
                            uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
                            file.write('vt %.6f %.6f\n' % tuple(uv))

#				uv_dict = {} # could use a set() here
#				for f_index, f in enumerate(faces):

#					for uv_index, uv in enumerate(f.uv):
#						uvkey = veckey2d(uv)
#						try:
#							uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
#						except:
#							uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
#							file.write('vt %.6f %.6f\n' % tuple(uv))

                uv_unique_count = len(uv_dict)
# 				del uv, uvkey, uv_dict, f_index, uv_index
                # Only need uv_unique_count and uv_face_mapping

            # NORMAL, Smooth/Non smoothed.
            if EXPORT_NORMALS:
                for f in faces:
                    if f.smooth:
                        for vIdx in f.verts:
                            v = me.verts[vIdx]
                            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 = me.getVertGroupNames()

                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))]
#				vgroupsMap = [[] for _i in xrange(len(me.verts))]
                for g in ob.vertex_groups:
#				for vertexGroupName in vertGroupNames:
                    for vIdx, vWeight in getVertsFromGroup(me, g.index):
#					for vIdx, vWeight in me.getVertsFromGroup(vertexGroupName, 1):
                        vgroupsMap[vIdx].append((g.name, vWeight))

            for f_index, f in enumerate(faces):
                f_v = [{"index": index, "vertex": me.verts[index]} for index in f.verts]

                # if f.verts[3] == 0:
                # 	f_v.pop()

#				f_v= f.v
                f_smooth= f.smooth
                f_mat = min(f.material_index, len(materialNames)-1)
#				f_mat = min(f.mat, len(materialNames)-1)
                if faceuv:

                    tface = me.active_uv_texture.data[face_index_pairs[f_index][1]]

                    f_image = tface.image
                    f_uv = tface.uv
                    # f_uv= [tface.uv1, tface.uv2, tface.uv3]
                    # if len(f.verts) == 4:
                    # 	f_uv.append(tface.uv4)
#					f_image = f.image
#					f_uv= f.uv

                # MAKE KEY
                if faceuv and f_image: # Object is always true.
                    key = materialNames[f_mat],	 f_image.name
                else:
                    key = materialNames[f_mat],	 None # No image, use None instead.

                # Write the vertex group
                if EXPORT_POLYGROUPS:
                    if len(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)
#				# Write the vertex group
#				if EXPORT_POLYGROUPS:
#					if vertGroupNames:
#						# 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 alredy switched, dont do anything
                else:
                    if key[0] == None and key[1] == None:
                        # Write a null material, since we know the context has changed.
                        if EXPORT_GROUP_BY_MAT:
                            # 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] == 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

                file.write('f')
                if faceuv:
                    if EXPORT_NORMALS:
                        if f_smooth: # Smoothed, use vertex normals
                            for vi, v in enumerate(f_v):
                                file.write( ' %d/%d/%d' % \
                                                (v["index"] + totverts,
                                                 totuvco + uv_face_mapping[f_index][vi],
                                                 globalNormals[ veckey3d(v["vertex"].normal) ]) ) # vert, uv, normal

                        else: # No smoothing, face normals
                            no = globalNormals[ veckey3d(f.normal) ]
                            for vi, v in enumerate(f_v):
                                file.write( ' %d/%d/%d' % \
                                                (v["index"] + totverts,
                                                 totuvco + uv_face_mapping[f_index][vi],
                                                 no) ) # vert, uv, normal
                    else: # No Normals
                        for vi, v in enumerate(f_v):
                            file.write( ' %d/%d' % (\
                              v["index"] + totverts,\
                              totuvco + uv_face_mapping[f_index][vi])) # vert, uv

                    face_vert_index += len(f_v)

                else: # No UV's
                    if EXPORT_NORMALS:
                        if f_smooth: # Smoothed, use vertex normals
                            for v in f_v:
                                file.write( ' %d//%d' %
                                            (v["index"] + totverts, globalNormals[ veckey3d(v["vertex"].normal) ]) )
                        else: # No smoothing, face normals
                            no = globalNormals[ veckey3d(f.normal) ]
                            for v in f_v:
                                file.write( ' %d//%d' % (v["index"] + totverts, no) )
                    else: # No Normals
                        for v in f_v:
                            file.write( ' %d' % (v["index"] + totverts) )

                file.write('\n')

            # Write edges.
            if EXPORT_EDGES:
                for ed in edges:
                    if ed.loose:
                        file.write('f %d %d\n' % (ed.verts[0] + totverts, ed.verts[1] + totverts))

            # Make the indicies 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, mtlfilename, EXPORT_COPY_IMAGES)
# 	if EXPORT_COPY_IMAGES:
# 		dest_dir = os.path.basename(filename)
# # 		dest_dir = filename
# # 		# Remove chars until we are just the path.
# # 		while dest_dir and dest_dir[-1] not in '\\/':
# # 			dest_dir = dest_dir[:-1]
# 		if dest_dir:
# 			copy_images(dest_dir)
# 		else:
# 			print('\tError: "%s" could not be used as a base for an image path.' % filename)

    print("OBJ Export time: %.2f" % (time.clock() - time1))
#	print "OBJ Export time: %.2f" % (sys.time() - time1)

def do_export(filename, context,
              EXPORT_APPLY_MODIFIERS = True, # not used
              EXPORT_ROTX90 = True, # wrong
              EXPORT_TRI = False, # ok
              EXPORT_EDGES = False,
              EXPORT_NORMALS = False, # not yet
              EXPORT_NORMALS_HQ = False, # not yet
              EXPORT_UV = True, # ok
              EXPORT_MTL = True,
              EXPORT_SEL_ONLY = True, # ok
              EXPORT_ALL_SCENES = False, # XXX not working atm
              EXPORT_ANIMATION = False,
              EXPORT_COPY_IMAGES = False,
              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):
    #	Window.EditMode(0)
    #	Window.WaitCursor(1)

    base_name, ext = splitExt(filename)
    context_name = [base_name, '', '', ext] # Base name, scene name, frame number, extension

    orig_scene = context.scene

#	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 scn in export_scenes:
        #		scn.makeCurrent() # If already current, this is not slow.
        #		context = scn.getRenderingContext()
        orig_frame = scn.current_frame

        if EXPORT_ALL_SCENES: # Add scene name into the context_name
            context_name[1] = '_%s' % bpy.utils.clean_name(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.

        # Export an animation?
        if EXPORT_ANIMATION:
            scene_frames = range(scn.start_frame, context.end_frame+1) # Up to and including the end frame.
        else:
            scene_frames = [orig_frame] # Dont export an animation.

        # Loop through all frames in the scene and export.
        for frame in scene_frames:
            if EXPORT_ANIMATION: # Add frame to the filename.
                context_name[2] = '_%.6d' % frame

            scn.current_frame = frame
            if EXPORT_SEL_ONLY:
                export_objects = context.selected_objects
            else:
                export_objects = scn.objects

            full_path= ''.join(context_name)

            # erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
            # EXPORT THE FILE.
            write(full_path, export_objects, scn,
                  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)


        scn.current_frame = orig_frame

    # Restore old active scene.
#	orig_scene.makeCurrent()
#	Window.WaitCursor(0)


'''
Currently the exporter lacks these features:
* nurbs
* multiple scene export (only active scene is written)
* particles
'''

from bpy.props import *

class ExportOBJ(bpy.types.Operator):
    '''Save a Wavefront OBJ File'''

    bl_idname = "export.obj"
    bl_label = 'Export OBJ'

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator settings before calling.

    path = StringProperty(name="File Path", description="File path used for exporting the OBJ file", maxlen= 1024, default= "")
    check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})

    # context group
    use_selection = BoolProperty(name="Selection Only", description="", default= False)
    use_all_scenes = BoolProperty(name="All Scenes", description="", default= False)
    use_animation = BoolProperty(name="All Animation", description="", default= False)

    # object group
    use_modifiers = BoolProperty(name="Apply Modifiers", description="", default= True)
    use_rotate90 = BoolProperty(name="Rotate X90", description="", default= True)

    # extra data group
    use_edges = BoolProperty(name="Edges", description="", default= True)
    use_normals = BoolProperty(name="Normals", description="", default= False)
    use_hq_normals = BoolProperty(name="High Quality Normals", description="", default= True)
    use_uvs = BoolProperty(name="UVs", description="", default= True)
    use_materials = BoolProperty(name="Materials", description="", default= True)
    copy_images = BoolProperty(name="Copy Images", description="", default= False)
    use_triangles = BoolProperty(name="Triangulate", description="", default= False)
    use_vertex_groups = BoolProperty(name="Polygroups", description="", default= False)
    use_nurbs = BoolProperty(name="Nurbs", description="", default= False)

    # grouping group
    use_blen_objects = BoolProperty(name="Objects as OBJ Objects", description="", default= True)
    group_by_object = BoolProperty(name="Objects as OBJ Groups ", description="", default= False)
    group_by_material = BoolProperty(name="Material Groups", description="", default= False)
    keep_vertex_order = BoolProperty(name="Keep Vertex Order", description="", default= False)


    def execute(self, context):

        path = self.properties.path
        if not path.lower().endswith(".obj"):
            path += ".obj"

        do_export(path, context,
                  EXPORT_TRI=self.properties.use_triangles,
                  EXPORT_EDGES=self.properties.use_edges,
                  EXPORT_NORMALS=self.properties.use_normals,
                  EXPORT_NORMALS_HQ=self.properties.use_hq_normals,
                  EXPORT_UV=self.properties.use_uvs,
                  EXPORT_MTL=self.properties.use_materials,
                  EXPORT_COPY_IMAGES=self.properties.copy_images,
                  EXPORT_APPLY_MODIFIERS=self.properties.use_modifiers,
                  EXPORT_ROTX90=self.properties.use_rotate90,
                  EXPORT_BLEN_OBS=self.properties.use_blen_objects,
                  EXPORT_GROUP_BY_OB=self.properties.group_by_object,
                  EXPORT_GROUP_BY_MAT=self.properties.group_by_material,
                  EXPORT_KEEP_VERT_ORDER=self.properties.keep_vertex_order,
                  EXPORT_POLYGROUPS=self.properties.use_vertex_groups,
                  EXPORT_CURVE_AS_NURBS=self.properties.use_nurbs,
                  EXPORT_SEL_ONLY=self.properties.use_selection,
                  EXPORT_ALL_SCENES=self.properties.use_all_scenes)

        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.manager
        wm.add_fileselect(self)
        return {'RUNNING_MODAL'}


def menu_func(self, context):
    default_path = bpy.data.filename.replace(".blend", ".obj")
    self.layout.operator(ExportOBJ.bl_idname, text="Wavefront (.obj)").path = default_path


def register():
    bpy.types.register(ExportOBJ)
    bpy.types.INFO_MT_file_export.append(menu_func)

def unregister():
    bpy.types.unregister(ExportOBJ)
    bpy.types.INFO_MT_file_export.remove(menu_func)


# CONVERSION ISSUES
# - matrix problem
# - duplis - only tested dupliverts
# - NURBS - needs API additions
# - all scenes export
# + normals calculation

if __name__ == "__main__":
    register()

