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Эх сурвалжийг харах

Merge remote branch 'orgicus/master'

Mr.doob 14 жил өмнө
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cee17e1043

+ 1205 - 0
utils/exporters/blender/2.49/convert_obj_threejs_slim.py

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+"""Convert Wavefront OBJ / MTL files into Three.js (slim models version, to be used with web worker based ascii / binary loader)
+
+-------------------------
+How to use this converter
+-------------------------
+
+python convert_obj_threejs_slim.py -i infile.obj -o outfile.js [-a center|top|bottom] [-s smooth|flat] [-t ascii|binary] [-d invert|normal]
+
+Notes: 
+
+    - by default:
+        converted model will be centered (middle of bounding box goes to 0,0,0)
+        use smooth shading (if there were vertex normals in the original model)
+        will be in ASCII format
+        original model is assumed to use non-inverted transparency / dissolve (0.0 fully transparent, 1.0 fully opaque)
+ 
+    - binary conversion will create two files: 
+        outfile.js  (materials)
+        outfile.bin (binary buffers)
+    
+--------------------------------------------------
+How to use generated JS file in your HTML document
+--------------------------------------------------
+
+    <script type="text/javascript" src="Three.js"></script>
+    
+    ...
+    
+    <script type="text/javascript">
+        ...
+        
+        var loader = new THREE.Loader();
+        
+        // load ascii model
+        loader.loadAscii( "Model_slim.js", function( geometry ) { createScene( geometry) }, path_to_textures );
+
+        // load binary model
+        loader.loadBinary( "Model_bin.js", function( geometry ) { createScene( geometry) }, path_to_textures );
+
+        function createScene( geometry ) {
+            
+            var normalizeUVsFlag = 1; // set to 1 if canvas render has missing materials
+            var mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial(), normalizeUVsFlag );
+            
+        }
+        
+        ...
+    </script>
+    
+-------------------------------------
+Parsers based on formats descriptions
+-------------------------------------
+
+    http://en.wikipedia.org/wiki/Obj
+    http://en.wikipedia.org/wiki/Material_Template_Library
+    
+-------------------
+Current limitations
+-------------------
+
+    - for the moment, only diffuse color and texture are used 
+      (will need to extend shaders / renderers / materials in Three)
+     
+    - models can have more than 65,536 vertices,
+      but in most cases it will not work well with browsers,
+      which currently seem to have troubles with handling
+      large JS files
+       
+    - texture coordinates can be wrong in canvas renderer
+      (there is crude normalization, but it doesn't
+       work for all cases)
+       
+    - smoothing can be turned on/off only for the whole mesh
+
+---------------------------------------------- 
+How to get proper OBJ + MTL files with Blender
+----------------------------------------------
+
+    0. Remove default cube (press DEL and ENTER)
+    
+    1. Import / create model
+    
+    2. Select all meshes (Select -> Select All by Type -> Mesh)
+    
+    3. Export to OBJ (File -> Export -> Wavefront .obj) [*]
+        - enable following options in exporter
+            Material Groups
+            Rotate X90
+            Apply Modifiers
+            High Quality Normals
+            Copy Images
+            Selection Only
+            Objects as OBJ Objects
+            UVs
+            Normals
+            Materials
+            Edges
+            
+        - select empty folder
+        - give your exported file name with "obj" extension
+        - click on "Export OBJ" button
+        
+    4. Your model is now all files in this folder (OBJ, MTL, number of images)
+        - this converter assumes all files staying in the same folder,
+          (OBJ / MTL files use relative paths)
+          
+        - for WebGL, textures must be power of 2 sized
+
+    [*] If OBJ export fails (Blender 2.54 beta), patch your Blender installation 
+        following instructions here:
+            
+            http://www.blendernation.com/2010/09/12/blender-2-54-beta-released/
+            
+------
+Author
+------
+AlteredQualia http://alteredqualia.com
+
+"""
+
+import fileinput
+import operator
+import random
+import os.path
+import getopt
+import sys
+import struct
+import math
+
+# #####################################################
+# Configuration
+# #####################################################
+ALIGN = "center"        # center bottom top none
+SHADING = "smooth"      # smooth flat 
+TYPE = "ascii"          # ascii binary
+TRANSPARENCY = "normal" # normal invert
+
+# default colors for debugging (each material gets one distinct color): 
+# white, red, green, blue, yellow, cyan, magenta
+COLORS = [0xeeeeee, 0xee0000, 0x00ee00, 0x0000ee, 0xeeee00, 0x00eeee, 0xee00ee]
+
+# #####################################################
+# Templates
+# #####################################################
+TEMPLATE_FILE_ASCII = u"""\
+// Converted from: %(fname)s
+//  vertices: %(nvertex)d
+//  faces: %(nface)d 
+//  materials: %(nmaterial)d
+//
+//  Generated with OBJ -> Three.js converter
+//  http://github.com/alteredq/three.js/blob/master/utils/exporters/convert_obj_threejs_slim.py
+
+
+var model = {
+    'materials': [%(materials)s],
+
+    'normals': [%(normals)s],
+
+    'vertices': [%(vertices)s],
+
+    'uvs': [%(uvs)s],
+
+    'triangles': [%(triangles)s],
+    'triangles_n': [%(triangles_n)s],
+    'triangles_uv': [%(triangles_uv)s],
+    'triangles_n_uv': [%(triangles_n_uv)s],
+
+    'quads': [%(quads)s],
+    'quads_n': [%(quads_n)s],
+    'quads_uv': [%(quads_uv)s],
+    'quads_n_uv': [%(quads_n_uv)s],
+
+    'end': (new Date).getTime()
+    }
+    
+postMessage( model );
+"""
+
+TEMPLATE_FILE_BIN = u"""\
+// Converted from: %(fname)s
+//  vertices: %(nvertex)d
+//  faces: %(nface)d 
+//  materials: %(nmaterial)d
+//
+//  Generated with OBJ -> Three.js converter
+//  http://github.com/alteredq/three.js/blob/master/utils/exporters/convert_obj_threejs_slim.py
+
+
+var model = {
+    'materials': [%(materials)s],
+
+    'buffers': '%(buffers)s',
+
+    'end': (new Date).getTime()
+    }
+    
+postMessage( model );
+"""
+
+TEMPLATE_VERTEX = "%f,%f,%f"
+
+TEMPLATE_UV_TRI = "%f,%f,%f,%f,%f,%f"
+TEMPLATE_UV_QUAD = "%f,%f,%f,%f,%f,%f,%f,%f"
+
+TEMPLATE_TRI = "%d,%d,%d,%d"
+TEMPLATE_QUAD = "%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_UV = "%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_N = "%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_N = "%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_N_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_N_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_N = "%f,%f,%f"
+TEMPLATE_UV = "%f,%f"
+
+# #####################################################
+# Utils
+# #####################################################
+def file_exists(filename):
+    """Return true if file exists and is accessible for reading.
+    
+    Should be safer than just testing for existence due to links and 
+    permissions magic on Unix filesystems.
+    
+    @rtype: boolean
+    """
+    
+    try:
+        f = open(filename, 'r')
+        f.close()
+        return True
+    except IOError:
+        return False
+
+    
+def get_name(fname):
+    """Create model name based of filename ("path/fname.js" -> "fname").
+    """
+    
+    return os.path.basename(fname).split(".")[0]
+
+def bbox(vertices):
+    """Compute bounding box of vertex array.
+    """
+    
+    if len(vertices)>0:
+        minx = maxx = vertices[0][0]
+        miny = maxy = vertices[0][1]
+        minz = maxz = vertices[0][2]
+        
+        for v in vertices[1:]:
+            if v[0]<minx:
+                minx = v[0]
+            elif v[0]>maxx:
+                maxx = v[0]
+            
+            if v[1]<miny:
+                miny = v[1]
+            elif v[1]>maxy:
+                maxy = v[1]
+
+            if v[2]<minz:
+                minz = v[2]
+            elif v[2]>maxz:
+                maxz = v[2]
+
+        return { 'x':[minx,maxx], 'y':[miny,maxy], 'z':[minz,maxz] }
+    
+    else:
+        return { 'x':[0,0], 'y':[0,0], 'z':[0,0] }
+
+def translate(vertices, t):
+    """Translate array of vertices by vector t.
+    """
+    
+    for i in xrange(len(vertices)):
+        vertices[i][0] += t[0]
+        vertices[i][1] += t[1]
+        vertices[i][2] += t[2]
+        
+def center(vertices):
+    """Center model (middle of bounding box).
+    """
+    
+    bb = bbox(vertices)
+    
+    cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+    cy = bb['y'][0] + (bb['y'][1] - bb['y'][0])/2.0
+    cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+    
+    translate(vertices, [-cx,-cy,-cz])
+
+def top(vertices):
+    """Align top of the model with the floor (Y-axis) and center it around X and Z.
+    """
+    
+    bb = bbox(vertices)
+    
+    cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+    cy = bb['y'][1]
+    cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+    
+    translate(vertices, [-cx,-cy,-cz])
+    
+def bottom(vertices):
+    """Align bottom of the model with the floor (Y-axis) and center it around X and Z.
+    """
+    
+    bb = bbox(vertices)
+    
+    cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+    cy = bb['y'][0] 
+    cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+    
+    translate(vertices, [-cx,-cy,-cz])
+
+def normalize(v):
+    """Normalize 3d vector"""
+    
+    l = math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2])
+    v[0] /= l
+    v[1] /= l
+    v[2] /= l
+
+# #####################################################
+# MTL parser
+# #####################################################
+def parse_mtl(fname):
+    """Parse MTL file.
+    """
+    
+    materials = {}
+    
+    for line in fileinput.input(fname):
+        chunks = line.split()
+        if len(chunks) > 0:
+            
+            # Material start
+            # newmtl identifier
+            if chunks[0] == "newmtl" and len(chunks) == 2:
+                identifier = chunks[1]
+                if not identifier in materials:
+                    materials[identifier] = {}
+
+            # Diffuse color
+            # Kd 1.000 1.000 1.000
+            if chunks[0] == "Kd" and len(chunks) == 4:
+                materials[identifier]["col_diffuse"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+            # Ambient color
+            # Ka 1.000 1.000 1.000
+            if chunks[0] == "Ka" and len(chunks) == 4:
+                materials[identifier]["col_ambient"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+            # Specular color
+            # Ks 1.000 1.000 1.000
+            if chunks[0] == "Ks" and len(chunks) == 4:
+                materials[identifier]["col_specular"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+            # Specular coefficient
+            # Ns 154.000
+            if chunks[0] == "Ns" and len(chunks) == 2:
+                materials[identifier]["specular_coef"] = float(chunks[1])
+
+            # Transparency
+            # Tr 0.9 or d 0.9
+            if (chunks[0] == "Tr" or chunks[0] == "d") and len(chunks) == 2:
+                if TRANSPARENCY == "invert":
+                    materials[identifier]["transparency"] = 1.0 - float(chunks[1])
+                else:
+                    materials[identifier]["transparency"] = float(chunks[1])
+
+            # Optical density
+            # Ni 1.0
+            if chunks[0] == "Ni" and len(chunks) == 2:
+                materials[identifier]["optical_density"] = float(chunks[1])
+
+            # Diffuse texture
+            # map_Kd texture_diffuse.jpg
+            if chunks[0] == "map_Kd" and len(chunks) == 2:
+                materials[identifier]["map_diffuse"] = chunks[1]
+
+            # Ambient texture
+            # map_Ka texture_ambient.jpg
+            if chunks[0] == "map_Ka" and len(chunks) == 2:
+                materials[identifier]["map_ambient"] = chunks[1]
+
+            # Specular texture
+            # map_Ks texture_specular.jpg
+            if chunks[0] == "map_Ks" and len(chunks) == 2:
+                materials[identifier]["map_specular"] = chunks[1]
+
+            # Alpha texture
+            # map_d texture_alpha.png
+            if chunks[0] == "map_d" and len(chunks) == 2:
+                materials[identifier]["map_alpha"] = chunks[1]
+
+            # Bump texture
+            # map_bump texture_bump.jpg or bump texture_bump.jpg
+            if (chunks[0] == "map_bump" or chunks[0] == "bump") and len(chunks) == 2:
+                materials[identifier]["map_bump"] = chunks[1]
+
+            # Illumination
+            # illum 2
+            #
+            # 0. Color on and Ambient off
+            # 1. Color on and Ambient on
+            # 2. Highlight on
+            # 3. Reflection on and Ray trace on
+            # 4. Transparency: Glass on, Reflection: Ray trace on
+            # 5. Reflection: Fresnel on and Ray trace on
+            # 6. Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
+            # 7. Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
+            # 8. Reflection on and Ray trace off
+            # 9. Transparency: Glass on, Reflection: Ray trace off
+            # 10. Casts shadows onto invisible surfaces
+            if chunks[0] == "illum" and len(chunks) == 2:
+                materials[identifier]["illumination"] = int(chunks[1])
+
+    return materials
+    
+# #####################################################
+# OBJ parser
+# #####################################################
+def parse_vertex(text):
+    """Parse text chunk specifying single vertex.
+    
+    Possible formats:
+        vertex index
+        vertex index / texture index
+        vertex index / texture index / normal index
+        vertex index / / normal index
+    """
+    
+    v = 0
+    t = 0
+    n = 0
+    
+    chunks = text.split("/")
+    
+    v = int(chunks[0])
+    if len(chunks) > 1:
+        if chunks[1]:
+            t = int(chunks[1])
+    if len(chunks) > 2:
+        if chunks[2]:
+            n = int(chunks[2])
+            
+    return { 'v':v, 't':t, 'n':n }
+    
+def parse_obj(fname):
+    """Parse OBJ file.
+    """
+    
+    vertices = []
+    normals = []
+    uvs = []
+    
+    faces = []
+    
+    materials = {}
+    mcounter = 0
+    mcurrent = 0
+    
+    mtllib = ""
+    
+    # current face state
+    group = 0
+    object = 0
+    smooth = 0
+    
+    for line in fileinput.input(fname):
+        chunks = line.split()
+        if len(chunks) > 0:
+            
+            # Vertices as (x,y,z) coordinates
+            # v 0.123 0.234 0.345
+            if chunks[0] == "v" and len(chunks) == 4:
+                x = float(chunks[1])
+                y = float(chunks[2])
+                z = float(chunks[3])
+                vertices.append([x,y,z])
+
+            # Normals in (x,y,z) form; normals might not be unit
+            # vn 0.707 0.000 0.707
+            if chunks[0] == "vn" and len(chunks) == 4:
+                x = float(chunks[1])
+                y = float(chunks[2])
+                z = float(chunks[3])
+                normals.append([x,y,z])
+
+            # Texture coordinates in (u,v[,w]) coordinates, w is optional
+            # vt 0.500 -1.352 [0.234]
+            if chunks[0] == "vt" and len(chunks) >= 3:
+                u = float(chunks[1])
+                v = float(chunks[2])
+                w = 0
+                if len(chunks)>3:
+                    w = float(chunks[3])
+                uvs.append([u,v,w])
+
+            # Face
+            if chunks[0] == "f" and len(chunks) >= 4:
+                vertex_index = []
+                uv_index = []
+                normal_index = []
+                
+                for v in chunks[1:]:
+                    vertex = parse_vertex(v)
+                    if vertex['v']:
+                        vertex_index.append(vertex['v'])
+                    if vertex['t']:
+                        uv_index.append(vertex['t'])
+                    if vertex['n']:
+                        normal_index.append(vertex['n'])
+                
+                faces.append({
+                    'vertex':vertex_index, 
+                    'uv':uv_index,
+                    'normal':normal_index,
+                    
+                    'material':mcurrent,
+                    'group':group, 
+                    'object':object, 
+                    'smooth':smooth,
+                    })
+    
+            # Group
+            if chunks[0] == "g" and len(chunks) == 2:
+                group = chunks[1]
+
+            # Object
+            if chunks[0] == "o" and len(chunks) == 2:
+                object = chunks[1]
+
+            # Materials definition
+            if chunks[0] == "mtllib" and len(chunks) == 2:
+                mtllib = chunks[1]
+                
+            # Material
+            if chunks[0] == "usemtl" and len(chunks) == 2:
+                material = chunks[1]
+                if not material in materials:
+                    mcurrent = mcounter
+                    materials[material] = mcounter
+                    mcounter += 1
+                else:
+                    mcurrent = materials[material]
+
+            # Smooth shading
+            if chunks[0] == "s" and len(chunks) == 2:
+                smooth = chunks[1]
+
+    return faces, vertices, uvs, normals, materials, mtllib
+    
+# #####################################################
+# Generator
+# #####################################################
+def generate_vertex(v):
+    return TEMPLATE_VERTEX % (v[0], v[1], v[2])
+    
+def generate_triangle(f):
+    v = f['vertex']
+    return TEMPLATE_TRI % (v[0]-1, v[1]-1, v[2]-1, 
+                           f['material'])
+
+def generate_triangle_uv(f):
+    v = f['vertex']
+    uv = f['uv']
+    return TEMPLATE_TRI_UV % (v[0]-1, v[1]-1, v[2]-1, 
+                              f['material'], 
+                              uv[0]-1, uv[1]-1, uv[2]-1)
+
+def generate_triangle_n(f):
+    v = f['vertex']
+    n = f['normal']
+    return TEMPLATE_TRI_N % (v[0]-1, v[1]-1, v[2]-1, 
+                             f['material'], 
+                             n[0]-1, n[1]-1, n[2]-1)
+
+def generate_triangle_n_uv(f):
+    v = f['vertex']
+    n = f['normal']
+    uv = f['uv']
+    return TEMPLATE_TRI_N_UV % (v[0]-1, v[1]-1, v[2]-1, 
+                                f['material'], 
+                                n[0]-1, n[1]-1, n[2]-1, 
+                                uv[0]-1, uv[1]-1, uv[2]-1)
+
+def generate_quad(f):
+    vi = f['vertex']
+    return TEMPLATE_QUAD % (vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
+                            f['material'])
+
+def generate_quad_uv(f):
+    v = f['vertex']
+    uv = f['uv']
+    return TEMPLATE_QUAD_UV % (v[0]-1, v[1]-1, v[2]-1, v[3]-1, 
+                               f['material'], 
+                               uv[0]-1, uv[1]-1, uv[2]-1, uv[3]-1)
+
+def generate_quad_n(f):
+    v = f['vertex']
+    n = f['normal']
+    return TEMPLATE_QUAD_N % (v[0]-1, v[1]-1, v[2]-1, v[3]-1, 
+                              f['material'],
+                              n[0]-1, n[1]-1, n[2]-1, n[3]-1)
+
+def generate_quad_n_uv(f):
+    v = f['vertex']
+    n = f['normal']
+    uv = f['uv']
+    return TEMPLATE_QUAD_N_UV % (v[0]-1, v[1]-1, v[2]-1, v[3]-1, 
+                                 f['material'],
+                                 n[0]-1, n[1]-1, n[2]-1, n[3]-1,
+                                 uv[0]-1, uv[1]-1, uv[2]-1, uv[3]-1)
+
+def generate_normal(n):
+    return TEMPLATE_N % (n[0], n[1], n[2])
+
+def generate_uv(uv):
+    return TEMPLATE_UV % (uv[0], 1.0 - uv[1])
+
+# #####################################################
+# Materials
+# #####################################################
+def generate_color(i):
+    """Generate hex color corresponding to integer.
+    
+    Colors should have well defined ordering.
+    First N colors are hardcoded, then colors are random 
+    (must seed random number  generator with deterministic value 
+    before getting colors).
+    """
+    
+    if i < len(COLORS):
+        return "0x%06x" % COLORS[i]
+    else:
+        return "0x%06x" % int(0xffffff * random.random())
+        
+def value2string(v):
+    if type(v)==str and v[0:2] != "0x":
+        return '"%s"' % v
+    return str(v)
+    
+def generate_materials(mtl, materials):
+    """Generate JS array of materials objects
+    
+    JS material objects are basically prettified one-to-one 
+    mappings of MTL properties in JSON format.
+    """
+    
+    mtl_array = []
+    for m in mtl:
+        index = materials[m]
+        
+        # add debug information
+        #  materials should be sorted according to how
+        #  they appeared in OBJ file (for the first time)
+        #  this index is identifier used in face definitions
+        mtl[m]['a_dbg_name'] = m
+        mtl[m]['a_dbg_index'] = index
+        mtl[m]['a_dbg_color'] = generate_color(index)
+        
+        mtl_raw = ",\n".join(['\t"%s" : %s' % (n, value2string(v)) for n,v in sorted(mtl[m].items())])
+        mtl_string = "\t{\n%s\n\t}" % mtl_raw
+        mtl_array.append([index, mtl_string])
+        
+    return ",\n\n".join([m for i,m in sorted(mtl_array)])
+
+def generate_mtl(materials):
+    """Generate dummy materials (if there is no MTL file).
+    """
+    
+    mtl = {}
+    for m in materials:
+        index = materials[m]
+        mtl[m] = {
+            'a_dbg_name': m,
+            'a_dbg_index': index,
+            'a_dbg_color': generate_color(index)
+        }
+    return mtl
+    
+def generate_materials_string(materials, mtllib):
+    """Generate final materials string.
+    """
+
+    random.seed(42) # to get well defined color order for materials
+    
+    # default materials with debug colors for when
+    # there is no specified MTL / MTL loading failed,
+    # or if there were no materials / null materials
+    if not materials:
+        materials = { 'default':0 }
+    mtl = generate_mtl(materials)
+    
+    if mtllib:
+        # create full pathname for MTL (included from OBJ)
+        path = os.path.dirname(infile)
+        fname = os.path.join(path, mtllib)
+        
+        if file_exists(fname):
+            # override default materials with real ones from MTL
+            # (where they exist, otherwise keep defaults)
+            mtl.update(parse_mtl(fname))
+        
+        else:
+            print "Couldn't find [%s]" % fname
+    
+    return generate_materials(mtl, materials)
+    
+# #####################################################
+# Faces
+# #####################################################
+def is_triangle_flat(f):
+    return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and not f['uv']
+    
+def is_triangle_flat_uv(f):
+    return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==3
+
+def is_triangle_smooth(f):
+    return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and not f['uv']
+    
+def is_triangle_smooth_uv(f):
+    return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and len(f['uv'])==3
+
+def is_quad_flat(f):
+    return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and not f['uv']
+    
+def is_quad_flat_uv(f):
+    return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==4
+
+def is_quad_smooth(f):
+    return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and not f['uv']
+
+def is_quad_smooth_uv(f):
+    return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and len(f['uv'])==4
+
+def sort_faces(faces):
+    data = {
+    'triangles_flat': [],
+    'triangles_flat_uv': [],
+    'triangles_smooth': [],
+    'triangles_smooth_uv': [],
+    
+    'quads_flat': [],
+    'quads_flat_uv': [],
+    'quads_smooth': [],
+    'quads_smooth_uv': []
+    }
+    
+    for f in faces:
+        if is_triangle_flat(f):
+            data['triangles_flat'].append(f)
+        elif is_triangle_flat_uv(f):
+            data['triangles_flat_uv'].append(f)
+        elif is_triangle_smooth(f):
+            data['triangles_smooth'].append(f)
+        elif is_triangle_smooth_uv(f):
+            data['triangles_smooth_uv'].append(f)
+        
+        elif is_quad_flat(f):
+            data['quads_flat'].append(f)
+        elif is_quad_flat_uv(f):
+            data['quads_flat_uv'].append(f)
+        elif is_quad_smooth(f):
+            data['quads_smooth'].append(f)
+        elif is_quad_smooth_uv(f):
+            data['quads_smooth_uv'].append(f)
+
+    return data
+
+# #####################################################
+# API - ASCII converter
+# #####################################################
+def convert_ascii(infile, outfile):
+    """Convert infile.obj to outfile.js
+    
+    Here is where everything happens. If you need to automate conversions,
+    just import this file as Python module and call this method.
+    """
+    
+    if not file_exists(infile):
+        print "Couldn't find [%s]" % infile
+        return
+        
+    faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
+    
+    if ALIGN == "center":
+        center(vertices)
+    elif ALIGN == "bottom":
+        bottom(vertices)
+    elif ALIGN == "top":
+        top(vertices)
+    
+    normals_string = ""
+    if SHADING == "smooth":
+        normals_string = ",".join(generate_normal(n) for n in normals)
+        
+    sfaces = sort_faces(faces)
+    
+    text = TEMPLATE_FILE_ASCII % {
+    "name"          : get_name(outfile),
+    "vertices"      : ",".join(generate_vertex(v) for v in vertices),
+    "triangles"     : ",".join(generate_triangle(f) for f in sfaces['triangles_flat']),
+    "triangles_n"   : ",".join(generate_triangle_n(f) for f in sfaces['triangles_smooth']),
+    "triangles_uv"  : ",".join(generate_triangle_uv(f) for f in sfaces['triangles_flat_uv']),
+    "triangles_n_uv": ",".join(generate_triangle_n_uv(f) for f in sfaces['triangles_smooth_uv']),
+    "quads"         : ",".join(generate_quad(f) for f in sfaces['quads_flat']),
+    "quads_n"       : ",".join(generate_quad_n(f) for f in sfaces['quads_smooth']),
+    "quads_uv"      : ",".join(generate_quad_uv(f) for f in sfaces['quads_flat_uv']),
+    "quads_n_uv"    : ",".join(generate_quad_n_uv(f) for f in sfaces['quads_smooth_uv']),
+    "uvs"           : ",".join(generate_uv(uv) for uv in uvs),
+    "normals"       : normals_string,
+    
+    "materials" : generate_materials_string(materials, mtllib),
+    
+    "fname"     : infile,
+    "nvertex"   : len(vertices),
+    "nface"     : len(faces),
+    "nmaterial" : len(materials)
+    }
+    
+    out = open(outfile, "w")
+    out.write(text)
+    out.close()
+    
+    print "%d vertices, %d faces, %d materials" % (len(vertices), len(faces), len(materials))
+        
+    
+# #############################################################################
+# API - Binary converter
+# #############################################################################
+def convert_binary(infile, outfile):
+    """Convert infile.obj to outfile.js + outfile.bin    
+    """
+    
+    if not file_exists(infile):
+        print "Couldn't find [%s]" % infile
+        return
+    
+    binfile = get_name(outfile) + ".bin"
+    
+    faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
+    
+    if ALIGN == "center":
+        center(vertices)
+    elif ALIGN == "bottom":
+        bottom(vertices)
+    elif ALIGN == "top":
+        top(vertices)    
+    
+    sfaces = sort_faces(faces)
+    
+    # ###################
+    # generate JS file
+    # ###################
+    
+    text = TEMPLATE_FILE_BIN % {
+    "name"       : get_name(outfile),
+    
+    "materials" : generate_materials_string(materials, mtllib),
+    "buffers"   : binfile,
+    
+    "fname"     : infile,
+    "nvertex"   : len(vertices),
+    "nface"     : len(faces),
+    "nmaterial" : len(materials)
+    }
+    
+    out = open(outfile, "w")
+    out.write(text)
+    out.close()
+    
+    # ###################
+    # generate BIN file
+    # ###################
+    
+    if SHADING == "smooth":
+        nnormals = len(normals)
+    else:
+        nnormals = 0
+        
+    buffer = []
+
+    # header
+    # ------
+    header_bytes  = struct.calcsize('<8s')
+    header_bytes += struct.calcsize('<BBBBBBBB')
+    header_bytes += struct.calcsize('<IIIIIIIIIII')
+    
+    # signature
+    signature = struct.pack('<8s', 'Three.js')
+    
+    # metadata (all data is little-endian)
+    vertex_coordinate_bytes = 4
+    normal_coordinate_bytes = 1
+    uv_coordinate_bytes = 4
+    
+    vertex_index_bytes = 4
+    normal_index_bytes = 4
+    uv_index_bytes = 4
+    material_index_bytes = 2
+    
+    # header_bytes            unsigned char   1
+    
+    # vertex_coordinate_bytes unsigned char   1
+    # normal_coordinate_bytes unsigned char   1
+    # uv_coordinate_bytes     unsigned char   1
+    
+    # vertex_index_bytes      unsigned char   1
+    # normal_index_bytes      unsigned char   1
+    # uv_index_bytes          unsigned char   1
+    # material_index_bytes    unsigned char   1
+    bdata = struct.pack('<BBBBBBBB', header_bytes,
+                               vertex_coordinate_bytes, 
+                               normal_coordinate_bytes,
+                               uv_coordinate_bytes,
+                               vertex_index_bytes, 
+                               normal_index_bytes,
+                               uv_index_bytes,
+                               material_index_bytes)
+
+    # nvertices       unsigned int    4
+    # nnormals        unsigned int    4
+    # nuvs            unsigned int    4
+    
+    # ntri_flat       unsigned int    4
+    # ntri_smooth     unsigned int    4
+    # ntri_flat_uv    unsigned int    4
+    # ntri_smooth_uv  unsigned int    4
+    
+    # nquad_flat      unsigned int    4
+    # nquad_smooth    unsigned int    4
+    # nquad_flat_uv   unsigned int    4
+    # nquad_smooth_uv unsigned int    4    
+    ndata = struct.pack('<IIIIIIIIIII', len(vertices), 
+                               nnormals,
+                               len(uvs),
+                               len(sfaces['triangles_flat']), 
+                               len(sfaces['triangles_smooth']),
+                               len(sfaces['triangles_flat_uv']), 
+                               len(sfaces['triangles_smooth_uv']),
+                               len(sfaces['quads_flat']),
+                               len(sfaces['quads_smooth']),
+                               len(sfaces['quads_flat_uv']),
+                               len(sfaces['quads_smooth_uv']))
+    buffer.append(signature)
+    buffer.append(bdata)
+    buffer.append(ndata)
+        
+    # 1. vertices
+    # ------------
+    # x float   4
+    # y float   4
+    # z float   4
+    for v in vertices:
+        data = struct.pack('<fff', v[0], v[1], v[2]) 
+        buffer.append(data)
+
+    # 2. normals
+    # ---------------
+    # x signed char 1
+    # y signed char 1
+    # z signed char 1
+    if SHADING == "smooth":
+        for n in normals:
+            normalize(n)
+            data = struct.pack('<bbb', math.floor(n[0]*127+0.5),
+                                       math.floor(n[1]*127+0.5),
+                                       math.floor(n[2]*127+0.5))
+            buffer.append(data)
+    
+    # 3. uvs
+    # -----------
+    # u float   4
+    # v float   4
+    for uv in uvs:
+        data = struct.pack('<ff', uv[0], 1.0-uv[1])
+        buffer.append(data)
+    
+    # 4. flat triangles
+    # ------------------
+    # a unsigned int   4
+    # b unsigned int   4
+    # c unsigned int   4
+    # m unsigned short 2
+    for f in sfaces['triangles_flat']:
+        vi = f['vertex']
+        data = struct.pack('<IIIH', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, 
+                            f['material'])
+        buffer.append(data)
+
+    # 5. smooth triangles
+    # -------------------
+    # a  unsigned int   4
+    # b  unsigned int   4
+    # c  unsigned int   4
+    # m  unsigned short 2
+    # na unsigned int   4
+    # nb unsigned int   4
+    # nc unsigned int   4
+    for f in sfaces['triangles_smooth']:
+        vi = f['vertex']
+        ni = f['normal']
+        data = struct.pack('<IIIHIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, 
+                            f['material'], 
+                            ni[0]-1, ni[1]-1, ni[2]-1)
+        buffer.append(data)
+
+    # 6. flat triangles uv
+    # --------------------
+    # a  unsigned int    4
+    # b  unsigned int    4
+    # c  unsigned int    4
+    # m  unsigned short  2
+    # ua unsigned int    4
+    # ub unsigned int    4
+    # uc unsigned int    4
+    for f in sfaces['triangles_flat_uv']:
+        vi = f['vertex']
+        ui = f['uv']
+        data = struct.pack('<IIIHIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, 
+                            f['material'], 
+                            ui[0]-1, ui[1]-1, ui[2]-1)
+        buffer.append(data)
+
+    # 7. smooth triangles uv
+    # ----------------------
+    # a  unsigned int    4
+    # b  unsigned int    4
+    # c  unsigned int    4
+    # m  unsigned short  2
+    # na unsigned int    4
+    # nb unsigned int    4
+    # nc unsigned int    4
+    # ua unsigned int    4
+    # ub unsigned int    4
+    # uc unsigned int    4
+    for f in sfaces['triangles_smooth_uv']:
+        vi = f['vertex']
+        ni = f['normal']
+        ui = f['uv']
+        data = struct.pack('<IIIHIIIIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, 
+                            f['material'], 
+                            ni[0]-1, ni[1]-1, ni[2]-1,
+                            ui[0]-1, ui[1]-1, ui[2]-1)
+        buffer.append(data)
+
+    # 8. flat quads
+    # ------------------
+    # a unsigned int   4
+    # b unsigned int   4
+    # c unsigned int   4
+    # d unsigned int   4
+    # m unsigned short 2
+    for f in sfaces['quads_flat']:
+        vi = f['vertex']
+        data = struct.pack('<IIIIH', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
+                            f['material'])
+        buffer.append(data)
+            
+    # 9. smooth quads
+    # -------------------
+    # a  unsigned int   4
+    # b  unsigned int   4
+    # c  unsigned int   4
+    # d  unsigned int   4
+    # m  unsigned short 2
+    # na unsigned int   4
+    # nb unsigned int   4
+    # nc unsigned int   4
+    # nd unsigned int   4
+    for f in sfaces['quads_smooth']:
+        vi = f['vertex']
+        ni = f['normal']
+        data = struct.pack('<IIIIHIIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
+                            f['material'], 
+                            ni[0]-1, ni[1]-1, ni[2]-1, ni[3]-1)
+        buffer.append(data)
+    
+    # 10. flat quads uv
+    # ------------------
+    # a unsigned int   4
+    # b unsigned int   4
+    # c unsigned int   4
+    # d unsigned int   4
+    # m unsigned short 2
+    # ua unsigned int  4
+    # ub unsigned int  4
+    # uc unsigned int  4
+    # ud unsigned int  4
+    for f in sfaces['quads_flat_uv']:
+        vi = f['vertex']
+        ui = f['uv']
+        data = struct.pack('<IIIIHIIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
+                            f['material'],
+                            ui[0]-1, ui[1]-1, ui[2]-1, ui[3]-1)
+        buffer.append(data)
+
+    # 11. smooth quads uv
+    # -------------------
+    # a  unsigned int   4
+    # b  unsigned int   4
+    # c  unsigned int   4
+    # d  unsigned int   4
+    # m  unsigned short 2
+    # na unsigned int   4
+    # nb unsigned int   4
+    # nc unsigned int   4
+    # nd unsigned int   4
+    # ua unsigned int   4
+    # ub unsigned int   4
+    # uc unsigned int   4
+    # ud unsigned int   4
+    for f in sfaces['quads_smooth_uv']:
+        vi = f['vertex']
+        ni = f['normal']
+        ui = f['uv']
+        data = struct.pack('<IIIIHIIIIIIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
+                            f['material'], 
+                            ni[0]-1, ni[1]-1, ni[2]-1, ni[3]-1,
+                            ui[0]-1, ui[1]-1, ui[2]-1, ui[3]-1)
+        buffer.append(data)
+
+    path = os.path.dirname(outfile)
+    fname = os.path.join(path, binfile)
+
+    out = open(fname, "wb")
+    out.write("".join(buffer))
+    out.close()
+
+# #############################################################################
+# Helpers
+# #############################################################################
+def usage():
+    print "Usage: %s -i filename.obj -o filename.js [-a center|top|bottom] [-s flat|smooth] [-t binary|ascii] [-d invert|normal]" % os.path.basename(sys.argv[0])
+        
+# #####################################################
+# Main
+# #####################################################
+if __name__ == "__main__":
+    
+    # get parameters from the command line
+    try:
+        opts, args = getopt.getopt(sys.argv[1:], "hi:o:a:s:t:d:", ["help", "input=", "output=", "align=", "shading=", "type=", "dissolve="])
+    
+    except getopt.GetoptError:
+        usage()
+        sys.exit(2)
+        
+    infile = outfile = ""
+    
+    for o, a in opts:
+        if o in ("-h", "--help"):
+            usage()
+            sys.exit()
+        
+        elif o in ("-i", "--input"):
+            infile = a
+
+        elif o in ("-o", "--output"):
+            outfile = a
+
+        elif o in ("-a", "--align"):
+            if a in ("top", "bottom", "center"):
+                ALIGN = a
+
+        elif o in ("-s", "--shading"):
+            if a in ("flat", "smooth"):
+                SHADING = a
+                
+        elif o in ("-t", "--type"):
+            if a in ("binary", "ascii"):
+                TYPE = a
+
+        elif o in ("-d", "--dissolve"):
+            if a in ("normal", "invert"):
+                TRANSPARENCY = a
+
+    if infile == "" or outfile == "":
+        usage()
+        sys.exit(2)
+    
+    print "Converting [%s] into [%s] ..." % (infile, outfile)
+    
+    if TYPE == "ascii":
+        convert_ascii(infile, outfile)
+    elif TYPE == "binary":
+        convert_binary(infile, outfile)
+    

+ 946 - 0
utils/exporters/blender/2.49/slim_threejs_export.py

@@ -0,0 +1,946 @@
+#!BPY
+'''
+Nothing fancy
+Just wrapping the Existing OBJ exporter in Blender 2.49 to do the obj export and conversion to three.js in one go
+'''
+"""
+Name: 'three.js(slim) (.js)...'
+Blender: 249
+Group: 'Export'
+Tooltip: 'Save a three.js File'
+"""
+
+__author__ = "Campbell Barton, Jiri Hnidek, Paolo Ciccone,George Profenza,AlteredQualia"
+__url__ = ['http://wiki.blender.org/index.php/Scripts/Manual/Export/wavefront_obj', 'www.blender.org', 'blenderartists.org','AlteredQualia http://alteredqualia.com','tomaterial.blogspot.com']
+__version__ = "1.22"
+
+__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.
+"""
+
+
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Script copyright (C) Campbell J Barton 2007-2009
+# - V1.22- bspline import/export added (funded by PolyDimensions GmbH)
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
+
+
+import Blender
+from Blender import Mesh, Scene, Window, sys, Image, Draw
+import BPyMesh
+import BPyObject
+import BPySys
+import BPyMessages
+import re,os,subprocess
+
+# 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(filename):
+	
+	world = Blender.World.GetCurrent()
+	if world:
+		worldAmb = world.getAmb()
+	else:
+		worldAmb = (0,0,0) # Default value
+	
+	file = open(filename, "w")
+	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.iteritems():
+		
+		# 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.getHardness()-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's 
+			file.write('Ka %.6f %.6f %.6f\n' %  tuple([c*mat.amb for c in worldAmb])  ) # Ambient, uses mirror colour,
+			file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.ref for c in mat.rgbCol]) ) # Diffuse
+			file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.spec for c in mat.specCol]) ) # Specular
+			file.write('Ni %.6f\n' % mat.IOR) # Refraction index
+			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.getMode() & Blender.Material.Modes['SHADELESS']:
+				file.write('illum 0\n') # ignore lighting
+			elif mat.getSpec() == 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!
+			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.getTextures():
+				if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
+					try:
+						filename = mtex.tex.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()
+
+def copy_file(source, dest):
+	file = open(source, 'rb')
+	data = file.read()
+	file.close()
+	
+	file = open(dest, 'wb')
+	file.write(data)
+	file.close()
+
+
+def copy_images(dest_dir):
+	if dest_dir[-1] != sys.sep:
+		dest_dir += sys.sep
+	
+	# Get unique image names
+	uniqueImages = {}
+	for matname, mat, image in MTL_DICT.itervalues(): # 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.getTextures():
+				if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
+					image_tex = mtex.tex.image
+					if image_tex:
+						try:
+							uniqueImages[image_tex] = image_tex
+						except:
+							pass
+	
+	# Now copy images
+	copyCount = 0
+	
+	for bImage in uniqueImages.itervalues():
+		image_path = sys.expandpath(bImage.filename)
+		if sys.exists(image_path):
+			# Make a name for the target path.
+			dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
+			if not sys.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
+	print '\tCopied %d images' % copyCount
+
+
+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
+
+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 xrange(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 xrange(tot_parm)]
+		
+		if do_endpoints: # end points, force param
+			for i in xrange(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,\
+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.
+	'''
+	
+	def veckey3d(v):
+		return round(v.x, 6), round(v.y, 6), round(v.z, 6)
+		
+	def veckey2d(v):
+		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 in face:
+			vWeights = vWeightMap[vert.index]
+			for vGroupName, weight in vWeights:
+				weightDict[vGroupName] = weightDict.get(vGroupName, 0) + weight
+		
+		if weightDict:
+			alist = [(weight,vGroupName) for vGroupName, weight in weightDict.iteritems()] # sort least to greatest amount of weight
+			alist.sort()
+			return(alist[-1][1]) # highest value last
+		else:
+			return '(null)'
+
+
+	print 'OBJ Export path: "%s"' % filename
+	temp_mesh_name = '~tmp-mesh'
+
+	time1 = sys.time()
+	scn = Scene.GetCurrent()
+
+	file = open(filename, "w")
+	
+	# Write Header
+	file.write('# Blender3D v%s OBJ File: %s\n' % (Blender.Get('version'), Blender.Get('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] ))
+	
+	# Get the container mesh. - used for applying modifiers and non mesh objects.
+	containerMesh = meshName = tempMesh = None
+	for meshName in Blender.NMesh.GetNames():
+		if meshName.startswith(temp_mesh_name):
+			tempMesh = Mesh.Get(meshName)
+			if not tempMesh.users:
+				containerMesh = tempMesh
+	if not containerMesh:
+		containerMesh = Mesh.New(temp_mesh_name)
+	
+	if EXPORT_ROTX90:
+		mat_xrot90= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
+		
+	del meshName
+	del tempMesh
+	
+	# Initialize totals, these are updated each object
+	totverts = totuvco = totno = 1
+	
+	face_vert_index = 1
+	
+	globalNormals = {}
+	
+	# Get all meshes
+	for ob_main in objects:
+		for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
+			
+			# 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
+			
+			# Will work for non meshes now! :)
+			# getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
+			me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn)
+			if not me:
+				continue
+			
+			if EXPORT_UV:
+				faceuv= me.faceUV
+			else:
+				faceuv = False
+			
+			# 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 len(f) == 4:
+						has_quads = True
+						break
+				
+				if has_quads:
+					oldmode = Mesh.Mode()
+					Mesh.Mode(Mesh.SelectModes['FACE'])
+					
+					me.sel = True
+					tempob = scn.objects.new(me)
+					me.quadToTriangle(0) # more=0 shortest length
+					oldmode = Mesh.Mode(oldmode)
+					scn.objects.unlink(tempob)
+					
+					Mesh.Mode(oldmode)
+			
+			# Make our own list so it can be sorted to reduce context switching
+			faces = [ f for f in me.faces ]
+			
+			if EXPORT_EDGES:
+				edges = me.edges
+			else:
+				edges = []
+			
+			if not (len(faces)+len(edges)+len(me.verts)): # Make sure there is somthing to write
+				continue # dont bother with this mesh.
+			
+			if EXPORT_ROTX90:
+				me.transform(ob_mat*mat_xrot90)
+			else:
+				me.transform(ob_mat)
+			
+			# High Quality Normals
+			if EXPORT_NORMALS and faces:
+				if EXPORT_NORMALS_HQ:
+					BPyMesh.meshCalcNormals(me)
+				else:
+					# transforming normals is incorrect
+					# when the matrix is scaled,
+					# better to recalculate them
+					me.calcNormals()
+			
+			# # Crash Blender
+			#materials = me.getMaterials(1) # 1 == will return None in the list.
+			materials = me.materials
+			
+			materialNames = []
+			materialItems = 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:
+				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))
+			
+			# 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.getData(1)
+				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
+				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 v in f:
+							noKey = veckey3d(v.no)
+							if not globalNormals.has_key( noKey ):
+								globalNormals[noKey] = totno
+								totno +=1
+								file.write('vn %.6f %.6f %.6f\n' % noKey)
+					else:
+						# Hard, 1 normal from the face.
+						noKey = veckey3d(f.no)
+						if not globalNormals.has_key( noKey ):
+							globalNormals[noKey] = totno
+							totno +=1
+							file.write('vn %.6f %.6f %.6f\n' % noKey)
+			
+			if not faceuv:
+				f_image = None
+			
+			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 xrange(len(me.verts))]
+				for vertexGroupName in vertGroupNames:
+					for vIdx, vWeight in me.getVertsFromGroup(vertexGroupName, 1):
+						vgroupsMap[vIdx].append((vertexGroupName, vWeight))
+
+			for f_index, f in enumerate(faces):
+				f_v= f.v
+				f_smooth= f.smooth
+				f_mat = min(f.mat, len(materialNames)-1)
+				if faceuv:
+					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 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:
+							file.write('g %s_%s\n' % (fixName(ob.name), fixName(ob.getData(1))) ) # 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.getData(1)), 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.no) ])) # vert, uv, normal
+							
+						else: # No smoothing, face normals
+							no = globalNormals[ veckey3d(f.no) ]
+							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.no) ]))
+						else: # No smoothing, face normals
+							no = globalNormals[ veckey3d(f.no) ]
+							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:
+				LOOSE= Mesh.EdgeFlags.LOOSE
+				for ed in edges:
+					if ed.flag & LOOSE:
+						file.write('f %d %d\n' % (ed.v1.index+totverts, ed.v2.index+totverts))
+				
+			# Make the indicies global rather then per mesh
+			totverts += len(me.verts)
+			if faceuv:
+				totuvco += uv_unique_count
+			me.verts= None
+	file.close()
+	
+	
+	# Now we have all our materials, save them
+	if EXPORT_MTL:
+		write_mtl(mtlfilename)
+	if EXPORT_COPY_IMAGES:
+		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 "Export time: %.2f" % (sys.time() - time1)
+	convert = ['python', Blender.Get('scriptsdir')+'/convert_obj_threejs_slim.py', '-i', filename, '-o', filename.replace('.obj','.js')]
+	try:
+	    p = subprocess.Popen(convert, stdout=subprocess.PIPE, stderr=subprocess.PIPE)
+	    while p.poll() == None:
+	        pass
+	except subprocess.CalledProcessError:
+	    print 'Error doing conversion!'
+	print 'done'
+	os.remove(filename)
+	os.remove(filename.replace('.obj','.mtl'))
+    
+
+def write_ui(filename):
+	
+	if not filename.lower().endswith('.obj'):
+		filename += '.obj'
+	
+	if not BPyMessages.Warning_SaveOver(filename):
+		return
+	
+	global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
+		EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
+		EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
+		EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
+		EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
+		EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS
+	
+	EXPORT_APPLY_MODIFIERS = Draw.Create(0)
+	EXPORT_ROTX90 = Draw.Create(1)
+	EXPORT_TRI = Draw.Create(0)
+	EXPORT_EDGES = Draw.Create(1)
+	EXPORT_NORMALS = Draw.Create(0)
+	EXPORT_NORMALS_HQ = Draw.Create(0)
+	EXPORT_UV = Draw.Create(1)
+	EXPORT_MTL = Draw.Create(1)
+	EXPORT_SEL_ONLY = Draw.Create(1)
+	EXPORT_ALL_SCENES = Draw.Create(0)
+	EXPORT_ANIMATION = Draw.Create(0)
+	EXPORT_COPY_IMAGES = Draw.Create(0)
+	EXPORT_BLEN_OBS = Draw.Create(0)
+	EXPORT_GROUP_BY_OB = Draw.Create(0)
+	EXPORT_GROUP_BY_MAT = Draw.Create(0)
+	EXPORT_KEEP_VERT_ORDER = Draw.Create(1)
+	EXPORT_POLYGROUPS = Draw.Create(0)
+	EXPORT_CURVE_AS_NURBS = Draw.Create(1)
+	
+	
+	# Old UI
+	'''
+	# removed too many options are bad!
+	
+	# Get USER Options
+	pup_block = [\
+	('Context...'),\
+	('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\
+	('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a separate OBJ file.'),\
+	('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
+	('Object Prefs...'),\
+	('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
+	('Rotate X90', EXPORT_ROTX90 , 'Rotate on export so Blenders UP is translated into OBJs UP'),\
+	('Keep Vert Order', EXPORT_KEEP_VERT_ORDER, 'Keep vert and face order, disables some other options.'),\
+	('Extra Data...'),\
+	('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
+	('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
+	('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\
+	('UVs', EXPORT_UV, 'Export texface UV coords.'),\
+	('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\
+	('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
+	('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
+	('Grouping...'),\
+	('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\
+	('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\
+	('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\
+	]
+	
+	if not Draw.PupBlock('Export...', pup_block):
+		return
+	'''
+	
+	# BEGIN ALTERNATIVE UI *******************
+	if True: 
+		
+		EVENT_NONE = 0
+		EVENT_EXIT = 1
+		EVENT_REDRAW = 2
+		EVENT_EXPORT = 3
+		
+		GLOBALS = {}
+		GLOBALS['EVENT'] = EVENT_REDRAW
+		#GLOBALS['MOUSE'] = Window.GetMouseCoords()
+		GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
+		
+		def obj_ui_set_event(e,v):
+			GLOBALS['EVENT'] = e
+		
+		def do_split(e,v):
+			global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER, EXPORT_POLYGROUPS
+			if EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val:
+				EXPORT_KEEP_VERT_ORDER.val = 0
+			else:
+				EXPORT_KEEP_VERT_ORDER.val = 1
+			
+		def do_vertorder(e,v):
+			global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER
+			if EXPORT_KEEP_VERT_ORDER.val:
+				EXPORT_BLEN_OBS.val = EXPORT_GROUP_BY_OB.val = EXPORT_GROUP_BY_MAT.val = EXPORT_APPLY_MODIFIERS.val = 0
+			else:
+				if not (EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val):
+					EXPORT_KEEP_VERT_ORDER.val = 1
+			
+			
+		def do_help(e,v):
+			url = __url__[0]
+			print 'Trying to open web browser with documentation at this address...'
+			print '\t' + url
+			
+			try:
+				import webbrowser
+				webbrowser.open(url)
+			except:
+				print '...could not open a browser window.'
+		
+		def obj_ui():
+			ui_x, ui_y = GLOBALS['MOUSE']
+			
+			# Center based on overall pup size
+			ui_x -= 165
+			ui_y -= 140
+			
+			global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
+				EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
+				EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
+				EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
+				EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
+				EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS
+
+			Draw.Label('Context...', ui_x+9, ui_y+239, 220, 20)
+			Draw.BeginAlign()
+			EXPORT_SEL_ONLY = Draw.Toggle('Selection Only', EVENT_NONE, ui_x+9, ui_y+219, 110, 20, EXPORT_SEL_ONLY.val, 'Only export objects in visible selection. Else export whole scene.')
+			EXPORT_ALL_SCENES = Draw.Toggle('All Scenes', EVENT_NONE, ui_x+119, ui_y+219, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as a separate OBJ file.')
+			EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE, ui_x+229, ui_y+219, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered OBJ file.')
+			Draw.EndAlign()
+			
+			
+			Draw.Label('Output Options...', ui_x+9, ui_y+189, 220, 20)
+			Draw.BeginAlign()
+			EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers', EVENT_REDRAW, ui_x+9, ui_y+170, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use transformed mesh data from each object. May break vert order for morph targets.', do_split)
+			EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE, ui_x+119, ui_y+170, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders UP is translated into OBJs UP')
+			EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images', EVENT_NONE, ui_x+229, ui_y+170, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image files to the export directory, never overwrite.')
+			Draw.EndAlign()
+			
+			
+			Draw.Label('Export...', ui_x+9, ui_y+139, 220, 20)
+			Draw.BeginAlign()
+			EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9, ui_y+120, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.')
+			EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE, ui_x+59, ui_y+120, 70, 20, EXPORT_TRI.val, 'Triangulate quads.')
+			Draw.EndAlign()
+			Draw.BeginAlign()
+			EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE, ui_x+139, ui_y+120, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the OBJ.')
+			EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209, ui_y+120, 31, 20, EXPORT_UV.val, 'Export texface UV coords.')
+			Draw.EndAlign()
+			Draw.BeginAlign()
+			EXPORT_NORMALS = Draw.Toggle('Normals', EVENT_NONE, ui_x+250, ui_y+120, 59, 20, EXPORT_NORMALS.val, 'Export vertex normal data (Ignored on import).')
+			EXPORT_NORMALS_HQ = Draw.Toggle('HQ', EVENT_NONE, ui_x+309, ui_y+120, 31, 20, EXPORT_NORMALS_HQ.val, 'Calculate high quality normals for rendering.')
+			Draw.EndAlign()
+			EXPORT_POLYGROUPS = Draw.Toggle('Polygroups', EVENT_REDRAW, ui_x+9, ui_y+95, 120, 20, EXPORT_POLYGROUPS.val, 'Export vertex groups as OBJ groups (one group per face approximation).')
+			
+			EXPORT_CURVE_AS_NURBS = Draw.Toggle('Nurbs', EVENT_NONE, ui_x+139, ui_y+95, 100, 20, EXPORT_CURVE_AS_NURBS.val, 'Export 3D nurbs curves and polylines as OBJ curves, (bezier not supported).')
+			
+			
+			Draw.Label('Blender Objects as OBJ:', ui_x+9, ui_y+59, 220, 20)
+			Draw.BeginAlign()
+			EXPORT_BLEN_OBS = Draw.Toggle('Objects', EVENT_REDRAW, ui_x+9, ui_y+39, 60, 20, EXPORT_BLEN_OBS.val, 'Export blender objects as "OBJ objects".', do_split)
+			EXPORT_GROUP_BY_OB = Draw.Toggle('Groups', EVENT_REDRAW, ui_x+69, ui_y+39, 60, 20, EXPORT_GROUP_BY_OB.val, 'Export blender objects as "OBJ Groups".', do_split)
+			EXPORT_GROUP_BY_MAT = Draw.Toggle('Material Groups', EVENT_REDRAW, ui_x+129, ui_y+39, 100, 20, EXPORT_GROUP_BY_MAT.val, 'Group by materials.', do_split)
+			Draw.EndAlign()
+			
+			EXPORT_KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+239, ui_y+39, 100, 20, EXPORT_KEEP_VERT_ORDER.val, 'Keep vert and face order, disables some other options. Use for morph targets.', do_vertorder)
+			
+			Draw.BeginAlign()
+			Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 20, 'Load the wiki page for this script', do_help)
+			Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 20, '', obj_ui_set_event)
+			Draw.PushButton('Export', EVENT_EXPORT, ui_x+229, ui_y+9, 110, 20, 'Export with these settings', obj_ui_set_event)
+			Draw.EndAlign()
+
+		
+		# hack so the toggle buttons redraw. this is not nice at all
+		while GLOBALS['EVENT'] not in (EVENT_EXIT, EVENT_EXPORT):
+			Draw.UIBlock(obj_ui, 0)
+		
+		if GLOBALS['EVENT'] != EVENT_EXPORT:
+			return
+		
+	# END ALTERNATIVE UI *********************
+	
+	
+	if EXPORT_KEEP_VERT_ORDER.val:
+		EXPORT_BLEN_OBS.val = False
+		EXPORT_GROUP_BY_OB.val = False
+		EXPORT_GROUP_BY_MAT.val = False
+		EXPORT_APPLY_MODIFIERS.val = False
+	
+	Window.EditMode(0)
+	Window.WaitCursor(1)
+	
+	EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
+	EXPORT_ROTX90 = EXPORT_ROTX90.val
+	EXPORT_TRI = EXPORT_TRI.val
+	EXPORT_EDGES = EXPORT_EDGES.val
+	EXPORT_NORMALS = EXPORT_NORMALS.val
+	EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val
+	EXPORT_UV = EXPORT_UV.val
+	EXPORT_MTL = EXPORT_MTL.val
+	EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val
+	EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val
+	EXPORT_ANIMATION = EXPORT_ANIMATION.val
+	EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val
+	EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val
+	EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val
+	EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val
+	EXPORT_KEEP_VERT_ORDER = EXPORT_KEEP_VERT_ORDER.val
+	EXPORT_POLYGROUPS = EXPORT_POLYGROUPS.val
+	EXPORT_CURVE_AS_NURBS = EXPORT_CURVE_AS_NURBS.val
+	
+	
+	base_name, ext = splitExt(filename)
+	context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension
+	
+	# Use the options to export the data using write()
+	# def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
+	orig_scene = Scene.GetCurrent()
+	if EXPORT_ALL_SCENES:
+		export_scenes = Scene.Get()
+	else:
+		export_scenes = [orig_scene]
+	
+	# Export all scenes.
+	for scn in export_scenes:
+		scn.makeCurrent() # If alredy current, this is not slow.
+		context = scn.getRenderingContext()
+		orig_frame = Blender.Get('curframe')
+		
+		if EXPORT_ALL_SCENES: # Add scene name into the context_name
+			context_name[1] = '_%s' % BPySys.cleanName(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 = xrange(context.startFrame(), context.endFrame()+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
+			
+			Blender.Set('curframe', frame)
+			if EXPORT_SEL_ONLY:
+				export_objects = scn.objects.context
+			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,\
+			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)
+		
+		Blender.Set('curframe', orig_frame)
+	
+	# Restore old active scene.
+	orig_scene.makeCurrent()
+	Window.WaitCursor(0)
+
+
+if __name__ == '__main__':
+	Window.FileSelector(write_ui, 'Export thee.js (slim)', sys.makename(ext='.obj'))

+ 1205 - 0
utils/exporters/cinema4d/convert_obj_threejs_slim.py

@@ -0,0 +1,1205 @@
+"""Convert Wavefront OBJ / MTL files into Three.js (slim models version, to be used with web worker based ascii / binary loader)
+
+-------------------------
+How to use this converter
+-------------------------
+
+python convert_obj_threejs_slim.py -i infile.obj -o outfile.js [-a center|top|bottom] [-s smooth|flat] [-t ascii|binary] [-d invert|normal]
+
+Notes: 
+
+    - by default:
+        converted model will be centered (middle of bounding box goes to 0,0,0)
+        use smooth shading (if there were vertex normals in the original model)
+        will be in ASCII format
+        original model is assumed to use non-inverted transparency / dissolve (0.0 fully transparent, 1.0 fully opaque)
+ 
+    - binary conversion will create two files: 
+        outfile.js  (materials)
+        outfile.bin (binary buffers)
+    
+--------------------------------------------------
+How to use generated JS file in your HTML document
+--------------------------------------------------
+
+    <script type="text/javascript" src="Three.js"></script>
+    
+    ...
+    
+    <script type="text/javascript">
+        ...
+        
+        var loader = new THREE.Loader();
+        
+        // load ascii model
+        loader.loadAscii( "Model_slim.js", function( geometry ) { createScene( geometry) }, path_to_textures );
+
+        // load binary model
+        loader.loadBinary( "Model_bin.js", function( geometry ) { createScene( geometry) }, path_to_textures );
+
+        function createScene( geometry ) {
+            
+            var normalizeUVsFlag = 1; // set to 1 if canvas render has missing materials
+            var mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial(), normalizeUVsFlag );
+            
+        }
+        
+        ...
+    </script>
+    
+-------------------------------------
+Parsers based on formats descriptions
+-------------------------------------
+
+    http://en.wikipedia.org/wiki/Obj
+    http://en.wikipedia.org/wiki/Material_Template_Library
+    
+-------------------
+Current limitations
+-------------------
+
+    - for the moment, only diffuse color and texture are used 
+      (will need to extend shaders / renderers / materials in Three)
+     
+    - models can have more than 65,536 vertices,
+      but in most cases it will not work well with browsers,
+      which currently seem to have troubles with handling
+      large JS files
+       
+    - texture coordinates can be wrong in canvas renderer
+      (there is crude normalization, but it doesn't
+       work for all cases)
+       
+    - smoothing can be turned on/off only for the whole mesh
+
+---------------------------------------------- 
+How to get proper OBJ + MTL files with Blender
+----------------------------------------------
+
+    0. Remove default cube (press DEL and ENTER)
+    
+    1. Import / create model
+    
+    2. Select all meshes (Select -> Select All by Type -> Mesh)
+    
+    3. Export to OBJ (File -> Export -> Wavefront .obj) [*]
+        - enable following options in exporter
+            Material Groups
+            Rotate X90
+            Apply Modifiers
+            High Quality Normals
+            Copy Images
+            Selection Only
+            Objects as OBJ Objects
+            UVs
+            Normals
+            Materials
+            Edges
+            
+        - select empty folder
+        - give your exported file name with "obj" extension
+        - click on "Export OBJ" button
+        
+    4. Your model is now all files in this folder (OBJ, MTL, number of images)
+        - this converter assumes all files staying in the same folder,
+          (OBJ / MTL files use relative paths)
+          
+        - for WebGL, textures must be power of 2 sized
+
+    [*] If OBJ export fails (Blender 2.54 beta), patch your Blender installation 
+        following instructions here:
+            
+            http://www.blendernation.com/2010/09/12/blender-2-54-beta-released/
+            
+------
+Author
+------
+AlteredQualia http://alteredqualia.com
+
+"""
+
+import fileinput
+import operator
+import random
+import os.path
+import getopt
+import sys
+import struct
+import math
+
+# #####################################################
+# Configuration
+# #####################################################
+ALIGN = "center"        # center bottom top none
+SHADING = "smooth"      # smooth flat 
+TYPE = "ascii"          # ascii binary
+TRANSPARENCY = "normal" # normal invert
+
+# default colors for debugging (each material gets one distinct color): 
+# white, red, green, blue, yellow, cyan, magenta
+COLORS = [0xeeeeee, 0xee0000, 0x00ee00, 0x0000ee, 0xeeee00, 0x00eeee, 0xee00ee]
+
+# #####################################################
+# Templates
+# #####################################################
+TEMPLATE_FILE_ASCII = u"""\
+// Converted from: %(fname)s
+//  vertices: %(nvertex)d
+//  faces: %(nface)d 
+//  materials: %(nmaterial)d
+//
+//  Generated with OBJ -> Three.js converter
+//  http://github.com/alteredq/three.js/blob/master/utils/exporters/convert_obj_threejs_slim.py
+
+
+var model = {
+    'materials': [%(materials)s],
+
+    'normals': [%(normals)s],
+
+    'vertices': [%(vertices)s],
+
+    'uvs': [%(uvs)s],
+
+    'triangles': [%(triangles)s],
+    'triangles_n': [%(triangles_n)s],
+    'triangles_uv': [%(triangles_uv)s],
+    'triangles_n_uv': [%(triangles_n_uv)s],
+
+    'quads': [%(quads)s],
+    'quads_n': [%(quads_n)s],
+    'quads_uv': [%(quads_uv)s],
+    'quads_n_uv': [%(quads_n_uv)s],
+
+    'end': (new Date).getTime()
+    }
+    
+postMessage( model );
+"""
+
+TEMPLATE_FILE_BIN = u"""\
+// Converted from: %(fname)s
+//  vertices: %(nvertex)d
+//  faces: %(nface)d 
+//  materials: %(nmaterial)d
+//
+//  Generated with OBJ -> Three.js converter
+//  http://github.com/alteredq/three.js/blob/master/utils/exporters/convert_obj_threejs_slim.py
+
+
+var model = {
+    'materials': [%(materials)s],
+
+    'buffers': '%(buffers)s',
+
+    'end': (new Date).getTime()
+    }
+    
+postMessage( model );
+"""
+
+TEMPLATE_VERTEX = "%f,%f,%f"
+
+TEMPLATE_UV_TRI = "%f,%f,%f,%f,%f,%f"
+TEMPLATE_UV_QUAD = "%f,%f,%f,%f,%f,%f,%f,%f"
+
+TEMPLATE_TRI = "%d,%d,%d,%d"
+TEMPLATE_QUAD = "%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_UV = "%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_N = "%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_N = "%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_TRI_N_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d,%d"
+TEMPLATE_QUAD_N_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d"
+
+TEMPLATE_N = "%f,%f,%f"
+TEMPLATE_UV = "%f,%f"
+
+# #####################################################
+# Utils
+# #####################################################
+def file_exists(filename):
+    """Return true if file exists and is accessible for reading.
+    
+    Should be safer than just testing for existence due to links and 
+    permissions magic on Unix filesystems.
+    
+    @rtype: boolean
+    """
+    
+    try:
+        f = open(filename, 'r')
+        f.close()
+        return True
+    except IOError:
+        return False
+
+    
+def get_name(fname):
+    """Create model name based of filename ("path/fname.js" -> "fname").
+    """
+    
+    return os.path.basename(fname).split(".")[0]
+
+def bbox(vertices):
+    """Compute bounding box of vertex array.
+    """
+    
+    if len(vertices)>0:
+        minx = maxx = vertices[0][0]
+        miny = maxy = vertices[0][1]
+        minz = maxz = vertices[0][2]
+        
+        for v in vertices[1:]:
+            if v[0]<minx:
+                minx = v[0]
+            elif v[0]>maxx:
+                maxx = v[0]
+            
+            if v[1]<miny:
+                miny = v[1]
+            elif v[1]>maxy:
+                maxy = v[1]
+
+            if v[2]<minz:
+                minz = v[2]
+            elif v[2]>maxz:
+                maxz = v[2]
+
+        return { 'x':[minx,maxx], 'y':[miny,maxy], 'z':[minz,maxz] }
+    
+    else:
+        return { 'x':[0,0], 'y':[0,0], 'z':[0,0] }
+
+def translate(vertices, t):
+    """Translate array of vertices by vector t.
+    """
+    
+    for i in xrange(len(vertices)):
+        vertices[i][0] += t[0]
+        vertices[i][1] += t[1]
+        vertices[i][2] += t[2]
+        
+def center(vertices):
+    """Center model (middle of bounding box).
+    """
+    
+    bb = bbox(vertices)
+    
+    cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+    cy = bb['y'][0] + (bb['y'][1] - bb['y'][0])/2.0
+    cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+    
+    translate(vertices, [-cx,-cy,-cz])
+
+def top(vertices):
+    """Align top of the model with the floor (Y-axis) and center it around X and Z.
+    """
+    
+    bb = bbox(vertices)
+    
+    cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+    cy = bb['y'][1]
+    cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+    
+    translate(vertices, [-cx,-cy,-cz])
+    
+def bottom(vertices):
+    """Align bottom of the model with the floor (Y-axis) and center it around X and Z.
+    """
+    
+    bb = bbox(vertices)
+    
+    cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
+    cy = bb['y'][0] 
+    cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
+    
+    translate(vertices, [-cx,-cy,-cz])
+
+def normalize(v):
+    """Normalize 3d vector"""
+    
+    l = math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2])
+    v[0] /= l
+    v[1] /= l
+    v[2] /= l
+
+# #####################################################
+# MTL parser
+# #####################################################
+def parse_mtl(fname):
+    """Parse MTL file.
+    """
+    
+    materials = {}
+    
+    for line in fileinput.input(fname):
+        chunks = line.split()
+        if len(chunks) > 0:
+            
+            # Material start
+            # newmtl identifier
+            if chunks[0] == "newmtl" and len(chunks) == 2:
+                identifier = chunks[1]
+                if not identifier in materials:
+                    materials[identifier] = {}
+
+            # Diffuse color
+            # Kd 1.000 1.000 1.000
+            if chunks[0] == "Kd" and len(chunks) == 4:
+                materials[identifier]["col_diffuse"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+            # Ambient color
+            # Ka 1.000 1.000 1.000
+            if chunks[0] == "Ka" and len(chunks) == 4:
+                materials[identifier]["col_ambient"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+            # Specular color
+            # Ks 1.000 1.000 1.000
+            if chunks[0] == "Ks" and len(chunks) == 4:
+                materials[identifier]["col_specular"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
+
+            # Specular coefficient
+            # Ns 154.000
+            if chunks[0] == "Ns" and len(chunks) == 2:
+                materials[identifier]["specular_coef"] = float(chunks[1])
+
+            # Transparency
+            # Tr 0.9 or d 0.9
+            if (chunks[0] == "Tr" or chunks[0] == "d") and len(chunks) == 2:
+                if TRANSPARENCY == "invert":
+                    materials[identifier]["transparency"] = 1.0 - float(chunks[1])
+                else:
+                    materials[identifier]["transparency"] = float(chunks[1])
+
+            # Optical density
+            # Ni 1.0
+            if chunks[0] == "Ni" and len(chunks) == 2:
+                materials[identifier]["optical_density"] = float(chunks[1])
+
+            # Diffuse texture
+            # map_Kd texture_diffuse.jpg
+            if chunks[0] == "map_Kd" and len(chunks) == 2:
+                materials[identifier]["map_diffuse"] = chunks[1]
+
+            # Ambient texture
+            # map_Ka texture_ambient.jpg
+            if chunks[0] == "map_Ka" and len(chunks) == 2:
+                materials[identifier]["map_ambient"] = chunks[1]
+
+            # Specular texture
+            # map_Ks texture_specular.jpg
+            if chunks[0] == "map_Ks" and len(chunks) == 2:
+                materials[identifier]["map_specular"] = chunks[1]
+
+            # Alpha texture
+            # map_d texture_alpha.png
+            if chunks[0] == "map_d" and len(chunks) == 2:
+                materials[identifier]["map_alpha"] = chunks[1]
+
+            # Bump texture
+            # map_bump texture_bump.jpg or bump texture_bump.jpg
+            if (chunks[0] == "map_bump" or chunks[0] == "bump") and len(chunks) == 2:
+                materials[identifier]["map_bump"] = chunks[1]
+
+            # Illumination
+            # illum 2
+            #
+            # 0. Color on and Ambient off
+            # 1. Color on and Ambient on
+            # 2. Highlight on
+            # 3. Reflection on and Ray trace on
+            # 4. Transparency: Glass on, Reflection: Ray trace on
+            # 5. Reflection: Fresnel on and Ray trace on
+            # 6. Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
+            # 7. Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
+            # 8. Reflection on and Ray trace off
+            # 9. Transparency: Glass on, Reflection: Ray trace off
+            # 10. Casts shadows onto invisible surfaces
+            if chunks[0] == "illum" and len(chunks) == 2:
+                materials[identifier]["illumination"] = int(chunks[1])
+
+    return materials
+    
+# #####################################################
+# OBJ parser
+# #####################################################
+def parse_vertex(text):
+    """Parse text chunk specifying single vertex.
+    
+    Possible formats:
+        vertex index
+        vertex index / texture index
+        vertex index / texture index / normal index
+        vertex index / / normal index
+    """
+    
+    v = 0
+    t = 0
+    n = 0
+    
+    chunks = text.split("/")
+    
+    v = int(chunks[0])
+    if len(chunks) > 1:
+        if chunks[1]:
+            t = int(chunks[1])
+    if len(chunks) > 2:
+        if chunks[2]:
+            n = int(chunks[2])
+            
+    return { 'v':v, 't':t, 'n':n }
+    
+def parse_obj(fname):
+    """Parse OBJ file.
+    """
+    
+    vertices = []
+    normals = []
+    uvs = []
+    
+    faces = []
+    
+    materials = {}
+    mcounter = 0
+    mcurrent = 0
+    
+    mtllib = ""
+    
+    # current face state
+    group = 0
+    object = 0
+    smooth = 0
+    
+    for line in fileinput.input(fname):
+        chunks = line.split()
+        if len(chunks) > 0:
+            
+            # Vertices as (x,y,z) coordinates
+            # v 0.123 0.234 0.345
+            if chunks[0] == "v" and len(chunks) == 4:
+                x = float(chunks[1])
+                y = float(chunks[2])
+                z = float(chunks[3])
+                vertices.append([x,y,z])
+
+            # Normals in (x,y,z) form; normals might not be unit
+            # vn 0.707 0.000 0.707
+            if chunks[0] == "vn" and len(chunks) == 4:
+                x = float(chunks[1])
+                y = float(chunks[2])
+                z = float(chunks[3])
+                normals.append([x,y,z])
+
+            # Texture coordinates in (u,v[,w]) coordinates, w is optional
+            # vt 0.500 -1.352 [0.234]
+            if chunks[0] == "vt" and len(chunks) >= 3:
+                u = float(chunks[1])
+                v = float(chunks[2])
+                w = 0
+                if len(chunks)>3:
+                    w = float(chunks[3])
+                uvs.append([u,v,w])
+
+            # Face
+            if chunks[0] == "f" and len(chunks) >= 4:
+                vertex_index = []
+                uv_index = []
+                normal_index = []
+                
+                for v in chunks[1:]:
+                    vertex = parse_vertex(v)
+                    if vertex['v']:
+                        vertex_index.append(vertex['v'])
+                    if vertex['t']:
+                        uv_index.append(vertex['t'])
+                    if vertex['n']:
+                        normal_index.append(vertex['n'])
+                
+                faces.append({
+                    'vertex':vertex_index, 
+                    'uv':uv_index,
+                    'normal':normal_index,
+                    
+                    'material':mcurrent,
+                    'group':group, 
+                    'object':object, 
+                    'smooth':smooth,
+                    })
+    
+            # Group
+            if chunks[0] == "g" and len(chunks) == 2:
+                group = chunks[1]
+
+            # Object
+            if chunks[0] == "o" and len(chunks) == 2:
+                object = chunks[1]
+
+            # Materials definition
+            if chunks[0] == "mtllib" and len(chunks) == 2:
+                mtllib = chunks[1]
+                
+            # Material
+            if chunks[0] == "usemtl" and len(chunks) == 2:
+                material = chunks[1]
+                if not material in materials:
+                    mcurrent = mcounter
+                    materials[material] = mcounter
+                    mcounter += 1
+                else:
+                    mcurrent = materials[material]
+
+            # Smooth shading
+            if chunks[0] == "s" and len(chunks) == 2:
+                smooth = chunks[1]
+
+    return faces, vertices, uvs, normals, materials, mtllib
+    
+# #####################################################
+# Generator
+# #####################################################
+def generate_vertex(v):
+    return TEMPLATE_VERTEX % (v[0], v[1], v[2])
+    
+def generate_triangle(f):
+    v = f['vertex']
+    return TEMPLATE_TRI % (v[0]-1, v[1]-1, v[2]-1, 
+                           f['material'])
+
+def generate_triangle_uv(f):
+    v = f['vertex']
+    uv = f['uv']
+    return TEMPLATE_TRI_UV % (v[0]-1, v[1]-1, v[2]-1, 
+                              f['material'], 
+                              uv[0]-1, uv[1]-1, uv[2]-1)
+
+def generate_triangle_n(f):
+    v = f['vertex']
+    n = f['normal']
+    return TEMPLATE_TRI_N % (v[0]-1, v[1]-1, v[2]-1, 
+                             f['material'], 
+                             n[0]-1, n[1]-1, n[2]-1)
+
+def generate_triangle_n_uv(f):
+    v = f['vertex']
+    n = f['normal']
+    uv = f['uv']
+    return TEMPLATE_TRI_N_UV % (v[0]-1, v[1]-1, v[2]-1, 
+                                f['material'], 
+                                n[0]-1, n[1]-1, n[2]-1, 
+                                uv[0]-1, uv[1]-1, uv[2]-1)
+
+def generate_quad(f):
+    vi = f['vertex']
+    return TEMPLATE_QUAD % (vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
+                            f['material'])
+
+def generate_quad_uv(f):
+    v = f['vertex']
+    uv = f['uv']
+    return TEMPLATE_QUAD_UV % (v[0]-1, v[1]-1, v[2]-1, v[3]-1, 
+                               f['material'], 
+                               uv[0]-1, uv[1]-1, uv[2]-1, uv[3]-1)
+
+def generate_quad_n(f):
+    v = f['vertex']
+    n = f['normal']
+    return TEMPLATE_QUAD_N % (v[0]-1, v[1]-1, v[2]-1, v[3]-1, 
+                              f['material'],
+                              n[0]-1, n[1]-1, n[2]-1, n[3]-1)
+
+def generate_quad_n_uv(f):
+    v = f['vertex']
+    n = f['normal']
+    uv = f['uv']
+    return TEMPLATE_QUAD_N_UV % (v[0]-1, v[1]-1, v[2]-1, v[3]-1, 
+                                 f['material'],
+                                 n[0]-1, n[1]-1, n[2]-1, n[3]-1,
+                                 uv[0]-1, uv[1]-1, uv[2]-1, uv[3]-1)
+
+def generate_normal(n):
+    return TEMPLATE_N % (n[0], n[1], n[2])
+
+def generate_uv(uv):
+    return TEMPLATE_UV % (uv[0], 1.0 - uv[1])
+
+# #####################################################
+# Materials
+# #####################################################
+def generate_color(i):
+    """Generate hex color corresponding to integer.
+    
+    Colors should have well defined ordering.
+    First N colors are hardcoded, then colors are random 
+    (must seed random number  generator with deterministic value 
+    before getting colors).
+    """
+    
+    if i < len(COLORS):
+        return "0x%06x" % COLORS[i]
+    else:
+        return "0x%06x" % int(0xffffff * random.random())
+        
+def value2string(v):
+    if type(v)==str and v[0:2] != "0x":
+        return '"%s"' % v
+    return str(v)
+    
+def generate_materials(mtl, materials):
+    """Generate JS array of materials objects
+    
+    JS material objects are basically prettified one-to-one 
+    mappings of MTL properties in JSON format.
+    """
+    
+    mtl_array = []
+    for m in mtl:
+        index = materials[m]
+        
+        # add debug information
+        #  materials should be sorted according to how
+        #  they appeared in OBJ file (for the first time)
+        #  this index is identifier used in face definitions
+        mtl[m]['a_dbg_name'] = m
+        mtl[m]['a_dbg_index'] = index
+        mtl[m]['a_dbg_color'] = generate_color(index)
+        
+        mtl_raw = ",\n".join(['\t"%s" : %s' % (n, value2string(v)) for n,v in sorted(mtl[m].items())])
+        mtl_string = "\t{\n%s\n\t}" % mtl_raw
+        mtl_array.append([index, mtl_string])
+        
+    return ",\n\n".join([m for i,m in sorted(mtl_array)])
+
+def generate_mtl(materials):
+    """Generate dummy materials (if there is no MTL file).
+    """
+    
+    mtl = {}
+    for m in materials:
+        index = materials[m]
+        mtl[m] = {
+            'a_dbg_name': m,
+            'a_dbg_index': index,
+            'a_dbg_color': generate_color(index)
+        }
+    return mtl
+    
+def generate_materials_string(materials, mtllib):
+    """Generate final materials string.
+    """
+
+    random.seed(42) # to get well defined color order for materials
+    
+    # default materials with debug colors for when
+    # there is no specified MTL / MTL loading failed,
+    # or if there were no materials / null materials
+    if not materials:
+        materials = { 'default':0 }
+    mtl = generate_mtl(materials)
+    
+    if mtllib:
+        # create full pathname for MTL (included from OBJ)
+        path = os.path.dirname(infile)
+        fname = os.path.join(path, mtllib)
+        
+        if file_exists(fname):
+            # override default materials with real ones from MTL
+            # (where they exist, otherwise keep defaults)
+            mtl.update(parse_mtl(fname))
+        
+        else:
+            print "Couldn't find [%s]" % fname
+    
+    return generate_materials(mtl, materials)
+    
+# #####################################################
+# Faces
+# #####################################################
+def is_triangle_flat(f):
+    return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and not f['uv']
+    
+def is_triangle_flat_uv(f):
+    return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==3
+
+def is_triangle_smooth(f):
+    return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and not f['uv']
+    
+def is_triangle_smooth_uv(f):
+    return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and len(f['uv'])==3
+
+def is_quad_flat(f):
+    return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and not f['uv']
+    
+def is_quad_flat_uv(f):
+    return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==4
+
+def is_quad_smooth(f):
+    return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and not f['uv']
+
+def is_quad_smooth_uv(f):
+    return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and len(f['uv'])==4
+
+def sort_faces(faces):
+    data = {
+    'triangles_flat': [],
+    'triangles_flat_uv': [],
+    'triangles_smooth': [],
+    'triangles_smooth_uv': [],
+    
+    'quads_flat': [],
+    'quads_flat_uv': [],
+    'quads_smooth': [],
+    'quads_smooth_uv': []
+    }
+    
+    for f in faces:
+        if is_triangle_flat(f):
+            data['triangles_flat'].append(f)
+        elif is_triangle_flat_uv(f):
+            data['triangles_flat_uv'].append(f)
+        elif is_triangle_smooth(f):
+            data['triangles_smooth'].append(f)
+        elif is_triangle_smooth_uv(f):
+            data['triangles_smooth_uv'].append(f)
+        
+        elif is_quad_flat(f):
+            data['quads_flat'].append(f)
+        elif is_quad_flat_uv(f):
+            data['quads_flat_uv'].append(f)
+        elif is_quad_smooth(f):
+            data['quads_smooth'].append(f)
+        elif is_quad_smooth_uv(f):
+            data['quads_smooth_uv'].append(f)
+
+    return data
+
+# #####################################################
+# API - ASCII converter
+# #####################################################
+def convert_ascii(infile, outfile):
+    """Convert infile.obj to outfile.js
+    
+    Here is where everything happens. If you need to automate conversions,
+    just import this file as Python module and call this method.
+    """
+    
+    if not file_exists(infile):
+        print "Couldn't find [%s]" % infile
+        return
+        
+    faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
+    
+    if ALIGN == "center":
+        center(vertices)
+    elif ALIGN == "bottom":
+        bottom(vertices)
+    elif ALIGN == "top":
+        top(vertices)
+    
+    normals_string = ""
+    if SHADING == "smooth":
+        normals_string = ",".join(generate_normal(n) for n in normals)
+        
+    sfaces = sort_faces(faces)
+    
+    text = TEMPLATE_FILE_ASCII % {
+    "name"          : get_name(outfile),
+    "vertices"      : ",".join(generate_vertex(v) for v in vertices),
+    "triangles"     : ",".join(generate_triangle(f) for f in sfaces['triangles_flat']),
+    "triangles_n"   : ",".join(generate_triangle_n(f) for f in sfaces['triangles_smooth']),
+    "triangles_uv"  : ",".join(generate_triangle_uv(f) for f in sfaces['triangles_flat_uv']),
+    "triangles_n_uv": ",".join(generate_triangle_n_uv(f) for f in sfaces['triangles_smooth_uv']),
+    "quads"         : ",".join(generate_quad(f) for f in sfaces['quads_flat']),
+    "quads_n"       : ",".join(generate_quad_n(f) for f in sfaces['quads_smooth']),
+    "quads_uv"      : ",".join(generate_quad_uv(f) for f in sfaces['quads_flat_uv']),
+    "quads_n_uv"    : ",".join(generate_quad_n_uv(f) for f in sfaces['quads_smooth_uv']),
+    "uvs"           : ",".join(generate_uv(uv) for uv in uvs),
+    "normals"       : normals_string,
+    
+    "materials" : generate_materials_string(materials, mtllib),
+    
+    "fname"     : infile,
+    "nvertex"   : len(vertices),
+    "nface"     : len(faces),
+    "nmaterial" : len(materials)
+    }
+    
+    out = open(outfile, "w")
+    out.write(text)
+    out.close()
+    
+    print "%d vertices, %d faces, %d materials" % (len(vertices), len(faces), len(materials))
+        
+    
+# #############################################################################
+# API - Binary converter
+# #############################################################################
+def convert_binary(infile, outfile):
+    """Convert infile.obj to outfile.js + outfile.bin    
+    """
+    
+    if not file_exists(infile):
+        print "Couldn't find [%s]" % infile
+        return
+    
+    binfile = get_name(outfile) + ".bin"
+    
+    faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
+    
+    if ALIGN == "center":
+        center(vertices)
+    elif ALIGN == "bottom":
+        bottom(vertices)
+    elif ALIGN == "top":
+        top(vertices)    
+    
+    sfaces = sort_faces(faces)
+    
+    # ###################
+    # generate JS file
+    # ###################
+    
+    text = TEMPLATE_FILE_BIN % {
+    "name"       : get_name(outfile),
+    
+    "materials" : generate_materials_string(materials, mtllib),
+    "buffers"   : binfile,
+    
+    "fname"     : infile,
+    "nvertex"   : len(vertices),
+    "nface"     : len(faces),
+    "nmaterial" : len(materials)
+    }
+    
+    out = open(outfile, "w")
+    out.write(text)
+    out.close()
+    
+    # ###################
+    # generate BIN file
+    # ###################
+    
+    if SHADING == "smooth":
+        nnormals = len(normals)
+    else:
+        nnormals = 0
+        
+    buffer = []
+
+    # header
+    # ------
+    header_bytes  = struct.calcsize('<8s')
+    header_bytes += struct.calcsize('<BBBBBBBB')
+    header_bytes += struct.calcsize('<IIIIIIIIIII')
+    
+    # signature
+    signature = struct.pack('<8s', 'Three.js')
+    
+    # metadata (all data is little-endian)
+    vertex_coordinate_bytes = 4
+    normal_coordinate_bytes = 1
+    uv_coordinate_bytes = 4
+    
+    vertex_index_bytes = 4
+    normal_index_bytes = 4
+    uv_index_bytes = 4
+    material_index_bytes = 2
+    
+    # header_bytes            unsigned char   1
+    
+    # vertex_coordinate_bytes unsigned char   1
+    # normal_coordinate_bytes unsigned char   1
+    # uv_coordinate_bytes     unsigned char   1
+    
+    # vertex_index_bytes      unsigned char   1
+    # normal_index_bytes      unsigned char   1
+    # uv_index_bytes          unsigned char   1
+    # material_index_bytes    unsigned char   1
+    bdata = struct.pack('<BBBBBBBB', header_bytes,
+                               vertex_coordinate_bytes, 
+                               normal_coordinate_bytes,
+                               uv_coordinate_bytes,
+                               vertex_index_bytes, 
+                               normal_index_bytes,
+                               uv_index_bytes,
+                               material_index_bytes)
+
+    # nvertices       unsigned int    4
+    # nnormals        unsigned int    4
+    # nuvs            unsigned int    4
+    
+    # ntri_flat       unsigned int    4
+    # ntri_smooth     unsigned int    4
+    # ntri_flat_uv    unsigned int    4
+    # ntri_smooth_uv  unsigned int    4
+    
+    # nquad_flat      unsigned int    4
+    # nquad_smooth    unsigned int    4
+    # nquad_flat_uv   unsigned int    4
+    # nquad_smooth_uv unsigned int    4    
+    ndata = struct.pack('<IIIIIIIIIII', len(vertices), 
+                               nnormals,
+                               len(uvs),
+                               len(sfaces['triangles_flat']), 
+                               len(sfaces['triangles_smooth']),
+                               len(sfaces['triangles_flat_uv']), 
+                               len(sfaces['triangles_smooth_uv']),
+                               len(sfaces['quads_flat']),
+                               len(sfaces['quads_smooth']),
+                               len(sfaces['quads_flat_uv']),
+                               len(sfaces['quads_smooth_uv']))
+    buffer.append(signature)
+    buffer.append(bdata)
+    buffer.append(ndata)
+        
+    # 1. vertices
+    # ------------
+    # x float   4
+    # y float   4
+    # z float   4
+    for v in vertices:
+        data = struct.pack('<fff', v[0], v[1], v[2]) 
+        buffer.append(data)
+
+    # 2. normals
+    # ---------------
+    # x signed char 1
+    # y signed char 1
+    # z signed char 1
+    if SHADING == "smooth":
+        for n in normals:
+            normalize(n)
+            data = struct.pack('<bbb', math.floor(n[0]*127+0.5),
+                                       math.floor(n[1]*127+0.5),
+                                       math.floor(n[2]*127+0.5))
+            buffer.append(data)
+    
+    # 3. uvs
+    # -----------
+    # u float   4
+    # v float   4
+    for uv in uvs:
+        data = struct.pack('<ff', uv[0], 1.0-uv[1])
+        buffer.append(data)
+    
+    # 4. flat triangles
+    # ------------------
+    # a unsigned int   4
+    # b unsigned int   4
+    # c unsigned int   4
+    # m unsigned short 2
+    for f in sfaces['triangles_flat']:
+        vi = f['vertex']
+        data = struct.pack('<IIIH', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, 
+                            f['material'])
+        buffer.append(data)
+
+    # 5. smooth triangles
+    # -------------------
+    # a  unsigned int   4
+    # b  unsigned int   4
+    # c  unsigned int   4
+    # m  unsigned short 2
+    # na unsigned int   4
+    # nb unsigned int   4
+    # nc unsigned int   4
+    for f in sfaces['triangles_smooth']:
+        vi = f['vertex']
+        ni = f['normal']
+        data = struct.pack('<IIIHIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, 
+                            f['material'], 
+                            ni[0]-1, ni[1]-1, ni[2]-1)
+        buffer.append(data)
+
+    # 6. flat triangles uv
+    # --------------------
+    # a  unsigned int    4
+    # b  unsigned int    4
+    # c  unsigned int    4
+    # m  unsigned short  2
+    # ua unsigned int    4
+    # ub unsigned int    4
+    # uc unsigned int    4
+    for f in sfaces['triangles_flat_uv']:
+        vi = f['vertex']
+        ui = f['uv']
+        data = struct.pack('<IIIHIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, 
+                            f['material'], 
+                            ui[0]-1, ui[1]-1, ui[2]-1)
+        buffer.append(data)
+
+    # 7. smooth triangles uv
+    # ----------------------
+    # a  unsigned int    4
+    # b  unsigned int    4
+    # c  unsigned int    4
+    # m  unsigned short  2
+    # na unsigned int    4
+    # nb unsigned int    4
+    # nc unsigned int    4
+    # ua unsigned int    4
+    # ub unsigned int    4
+    # uc unsigned int    4
+    for f in sfaces['triangles_smooth_uv']:
+        vi = f['vertex']
+        ni = f['normal']
+        ui = f['uv']
+        data = struct.pack('<IIIHIIIIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, 
+                            f['material'], 
+                            ni[0]-1, ni[1]-1, ni[2]-1,
+                            ui[0]-1, ui[1]-1, ui[2]-1)
+        buffer.append(data)
+
+    # 8. flat quads
+    # ------------------
+    # a unsigned int   4
+    # b unsigned int   4
+    # c unsigned int   4
+    # d unsigned int   4
+    # m unsigned short 2
+    for f in sfaces['quads_flat']:
+        vi = f['vertex']
+        data = struct.pack('<IIIIH', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
+                            f['material'])
+        buffer.append(data)
+            
+    # 9. smooth quads
+    # -------------------
+    # a  unsigned int   4
+    # b  unsigned int   4
+    # c  unsigned int   4
+    # d  unsigned int   4
+    # m  unsigned short 2
+    # na unsigned int   4
+    # nb unsigned int   4
+    # nc unsigned int   4
+    # nd unsigned int   4
+    for f in sfaces['quads_smooth']:
+        vi = f['vertex']
+        ni = f['normal']
+        data = struct.pack('<IIIIHIIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
+                            f['material'], 
+                            ni[0]-1, ni[1]-1, ni[2]-1, ni[3]-1)
+        buffer.append(data)
+    
+    # 10. flat quads uv
+    # ------------------
+    # a unsigned int   4
+    # b unsigned int   4
+    # c unsigned int   4
+    # d unsigned int   4
+    # m unsigned short 2
+    # ua unsigned int  4
+    # ub unsigned int  4
+    # uc unsigned int  4
+    # ud unsigned int  4
+    for f in sfaces['quads_flat_uv']:
+        vi = f['vertex']
+        ui = f['uv']
+        data = struct.pack('<IIIIHIIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
+                            f['material'],
+                            ui[0]-1, ui[1]-1, ui[2]-1, ui[3]-1)
+        buffer.append(data)
+
+    # 11. smooth quads uv
+    # -------------------
+    # a  unsigned int   4
+    # b  unsigned int   4
+    # c  unsigned int   4
+    # d  unsigned int   4
+    # m  unsigned short 2
+    # na unsigned int   4
+    # nb unsigned int   4
+    # nc unsigned int   4
+    # nd unsigned int   4
+    # ua unsigned int   4
+    # ub unsigned int   4
+    # uc unsigned int   4
+    # ud unsigned int   4
+    for f in sfaces['quads_smooth_uv']:
+        vi = f['vertex']
+        ni = f['normal']
+        ui = f['uv']
+        data = struct.pack('<IIIIHIIIIIIII', 
+                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
+                            f['material'], 
+                            ni[0]-1, ni[1]-1, ni[2]-1, ni[3]-1,
+                            ui[0]-1, ui[1]-1, ui[2]-1, ui[3]-1)
+        buffer.append(data)
+
+    path = os.path.dirname(outfile)
+    fname = os.path.join(path, binfile)
+
+    out = open(fname, "wb")
+    out.write("".join(buffer))
+    out.close()
+
+# #############################################################################
+# Helpers
+# #############################################################################
+def usage():
+    print "Usage: %s -i filename.obj -o filename.js [-a center|top|bottom] [-s flat|smooth] [-t binary|ascii] [-d invert|normal]" % os.path.basename(sys.argv[0])
+        
+# #####################################################
+# Main
+# #####################################################
+if __name__ == "__main__":
+    
+    # get parameters from the command line
+    try:
+        opts, args = getopt.getopt(sys.argv[1:], "hi:o:a:s:t:d:", ["help", "input=", "output=", "align=", "shading=", "type=", "dissolve="])
+    
+    except getopt.GetoptError:
+        usage()
+        sys.exit(2)
+        
+    infile = outfile = ""
+    
+    for o, a in opts:
+        if o in ("-h", "--help"):
+            usage()
+            sys.exit()
+        
+        elif o in ("-i", "--input"):
+            infile = a
+
+        elif o in ("-o", "--output"):
+            outfile = a
+
+        elif o in ("-a", "--align"):
+            if a in ("top", "bottom", "center"):
+                ALIGN = a
+
+        elif o in ("-s", "--shading"):
+            if a in ("flat", "smooth"):
+                SHADING = a
+                
+        elif o in ("-t", "--type"):
+            if a in ("binary", "ascii"):
+                TYPE = a
+
+        elif o in ("-d", "--dissolve"):
+            if a in ("normal", "invert"):
+                TRANSPARENCY = a
+
+    if infile == "" or outfile == "":
+        usage()
+        sys.exit(2)
+    
+    print "Converting [%s] into [%s] ..." % (infile, outfile)
+    
+    if TYPE == "ascii":
+        convert_ascii(infile, outfile)
+    elif TYPE == "binary":
+        convert_binary(infile, outfile)
+    

+ 59 - 0
utils/exporters/cinema4d/slim_export_to_three.js.py

@@ -0,0 +1,59 @@
+import c4d 
+from c4d import *
+from c4d.documents import *
+from c4d import symbols as sy, plugins, utils, bitmaps, gui
+import re,os,subprocess
+
+clean = lambda varStr: re.sub('\W|^(?=\d)','_', varStr)
+#save obj
+name = op.GetName()
+c4dPath = c4d.storage.GeGetC4DPath(sy.C4D_PATH_LIBRARY)
+docPath = doc.GetDocumentPath()
+objPath = docPath+'/'+name+'.obj'
+mtlPath = docPath+'/'+name+'.mtl'
+jsPath  = docPath+'/'+name+'.js'
+SaveDocument(doc,objPath,sy.SAVEFLAG_AUTOSAVE,sy.FORMAT_OBJEXPORT)
+
+#save mtl
+mcount = 0;
+mtl = ''
+for tag in op.GetTags():  
+    if(tag.GetType() == 5616): #texture tag
+       mcount += 1
+       m = tag.GetMaterial()
+       mtl += 'newmtl '+clean(m.GetName())+'\n'
+       if(m[sy.MATERIAL_COLOR_COLOR]):   mtl += 'Kd ' + str(m[sy.MATERIAL_COLOR_COLOR].x) + ' ' + str(m[sy.MATERIAL_COLOR_COLOR].y) + ' ' + str(m[sy.MATERIAL_COLOR_COLOR].z) + '\n'
+       if(m[sy.MATERIAL_SPECULAR_COLOR]):    mtl += 'Ks ' + str(m[sy.MATERIAL_SPECULAR_COLOR].x) + ' ' + str(m[sy.MATERIAL_SPECULAR_COLOR].y) + ' ' + str(m[sy.MATERIAL_SPECULAR_COLOR].z) + '\n'
+       if(m[sy.MATERIAL_SPECULAR_BRIGHTNESS]):   mtl += 'Ns ' + str(m[sy.MATERIAL_SPECULAR_BRIGHTNESS]) + '\n'
+       if(m[sy.MATERIAL_TRANSPARENCY_BRIGHTNESS]):   mtl += 'd ' + str(m[sy.MATERIAL_TRANSPARENCY_BRIGHTNESS]) + '\n'
+       if(m[sy.MATERIAL_COLOR_SHADER]):  mtl += 'map_Kd ' + str(m[sy.MATERIAL_COLOR_SHADER][sy.BITMAPSHADER_FILENAME]) + '\n'
+       if(m[sy.MATERIAL_TRANSPARENCY_SHADER]):   mtl += 'map_d ' + str(m[sy.MATERIAL_COLOR_SHADER][sy.BITMAPSHADER_FILENAME]) + '\n'
+       if(m[sy.MATERIAL_BUMP_SHADER]):   mtl += 'map_bump ' + str(m[sy.MATERIAL_BUMP_SHADER][sy.BITMAPSHADER_FILENAME]) + '\n'
+       mtl += 'illum 0\n\n\n'#TODO: setup the illumination, ambient and optical density
+mtl = '# Material Count: '+str(mcount)+'\n'+mtl
+file = open(mtlPath,'w')
+file.write(mtl)
+file.close()
+#convert
+convert = ['python', c4dPath+'/scripts/convert_obj_threejs_slim.py', '-i', objPath, '-o', jsPath]
+
+try:
+	# Start the process
+	p = subprocess.Popen(convert, stdout=subprocess.PIPE, stderr=subprocess.PIPE)
+
+	# Block while process is running
+	while p.poll() == None:
+	    # Write stdout to file
+	    '''
+	    f = open(docPath+'/'+name+'_log.txt', 'a')
+        for l in p.stdout.readlines():
+            f.write(l)
+        f.close()
+        '''
+        pass
+	print 'done'
+	os.remove(objPath)
+	os.remove(mtlPath)
+# Error runinng shell script
+except subprocess.CalledProcessError:
+    print 'error!'