forked from bartvdbraak/blender
246 lines
8.3 KiB
Python
246 lines
8.3 KiB
Python
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#!BPY
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"""
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Name: 'OBJ Wavefront'
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Blender: 232
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Group: 'Import'
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Tooltip: 'Load a Wavefront OBJ File'
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"""
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# --------------------------------------------------------------------------
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# OBJ Import v0.9 by Campbell Barton (AKA Ideasman)
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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WHITESPACE = [' ', '\n', '\r', '\t', '\f', '\v'] # used for the split function.
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NULL_MAT = '(null)' # Name for mesh's that have no mat set.
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MATLIMIT = 16
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#==============================================#
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# Strips the slashes from the back of a string #
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#==============================================#
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def stripPath(path):
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for CH in range(len(path), 0, -1):
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if path[CH-1] == "/" or path[CH-1] == "\\":
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path = path[CH:]
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break
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return path
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#====================================================#
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# Strips the prefix off the name before writing #
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#====================================================#
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def stripName(name): # name is a string
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prefixDelimiter = '.'
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return name[ : name.find(prefixDelimiter) ]
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#================================================================#
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# Replace module deps 'string' for join and split # #
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# - Split splits a string into a list, and join does the reverse #
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#================================================================#
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def split(splitString, WHITESPACE):
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splitList = []
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charIndex = 0
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while charIndex < len(splitString):
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# Skip white space
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while charIndex < len(splitString):
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if splitString[charIndex] in WHITESPACE:
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charIndex += 1
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else:
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break
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# Gather text that is not white space and append to splitList
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startWordCharIndex = charIndex
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while charIndex < len(splitString):
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if splitString[charIndex] in WHITESPACE: break
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charIndex += 1
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# Now we have the first and last chars we can append the word to the list
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if charIndex != startWordCharIndex:
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splitList.append(splitString[startWordCharIndex:charIndex])
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return splitList
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#===============================#
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# Join list items into a string #
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#===============================#
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def join(joinList):
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joinedString = ""
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for listItem in joinList:
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joinedString = joinedString + ' ' + str(listItem)
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# Remove the first space
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joinedString = joinedString[1:]
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return joinedString
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from Blender import *
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def load_obj(file):
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# This gets a mat or creates one of the requested name if none exist.
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def getMat(matName):
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# Make a new mat
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try:
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return Material.Get(matName)
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except:
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return Material.New(matName)
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def applyMat(mesh, f, mat):
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# Check weather the 16 mat limit has been met.
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if len( mesh.materials ) >= MATLIMIT:
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print 'Warning, max material limit reached, using an existing material'
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return mesh, f
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mIdx = 0
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for m in mesh.materials:
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if m.getName() == mat.getName():
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break
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mIdx+=1
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if mIdx == len(mesh.materials):
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mesh.addMaterial(mat)
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f.mat = mIdx
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return mesh, f
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# Get the file name with no path or .obj
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fileName = stripName( stripPath(file) )
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fileLines = open(file, 'r').readlines()
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mesh = NMesh.GetRaw() # new empty mesh
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objectName = 'mesh' # If we cant get one, use this
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uvMapList = [] # store tuple uv pairs here
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nullMat = getMat(NULL_MAT)
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currentMat = nullMat # Use this mat.
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# Main loop
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lIdx = 0
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while lIdx < len(fileLines):
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l = split(fileLines[lIdx], WHITESPACE)
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# Detect a line that will be idnored
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if len(l) == 0:
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pass
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elif l[0] == '#' or len(l) == 0:
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pass
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# VERTEX
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elif l[0] == 'v':
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# This is a new vert, make a new mesh
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mesh.verts.append( NMesh.Vert(eval(l[1]), eval(l[2]), eval(l[3]) ) )
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elif l[0] == 'vn':
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pass
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elif l[0] == 'vt':
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# This is a new vert, make a new mesh
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uvMapList.append( (eval(l[1]), eval(l[2])) )
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elif l[0] == 'f':
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# Make a face with the correct material.
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f = NMesh.Face()
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mesh, f = applyMat(mesh, f, currentMat)
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# Set up vIdxLs : Verts
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# Set up vtIdxLs : UV
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vIdxLs = []
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vtIdxLs = []
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for v in l[1:]:
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objVert = split( v, ['/'] )
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# VERT INDEX
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vIdxLs.append(eval(objVert[0]) -1)
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# UV
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if len(objVert) == 1:
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vtIdxLs.append(eval(objVert[0]) -1) # Sticky UV coords
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else:
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vtIdxLs.append(eval(objVert[1]) -1) # Seperate UV coords
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# Quads only, we could import quads using the method below but it polite to import a quad as a quad.f
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if len(vIdxLs) == 4:
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f.v.append(mesh.verts[vIdxLs[0]])
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f.v.append(mesh.verts[vIdxLs[1]])
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f.v.append(mesh.verts[vIdxLs[2]])
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f.v.append(mesh.verts[vIdxLs[3]])
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# UV MAPPING
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if uvMapList:
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if vtIdxLs[0] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[0] ] )
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if vtIdxLs[1] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[1] ] )
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if vtIdxLs[2] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[2] ] )
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if vtIdxLs[3] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[3] ] )
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mesh.faces.append(f) # move the face onto the mesh
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elif len(vIdxLs) >= 3: # This handles tri's and fans
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for i in range(len(vIdxLs)-2):
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f = NMesh.Face()
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mesh, f = applyMat(mesh, f, currentMat)
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f.v.append(mesh.verts[vIdxLs[0]])
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f.v.append(mesh.verts[vIdxLs[i+1]])
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f.v.append(mesh.verts[vIdxLs[i+2]])
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# UV MAPPING
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if uvMapList:
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if vtIdxLs[0] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[0] ] )
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if vtIdxLs[1] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[i+1] ] )
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if vtIdxLs[2] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[i+2] ] )
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mesh.faces.append(f) # move the face onto the mesh
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# is o the only vert/face delimeter?
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# if not we could be screwed.
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elif l[0] == 'o':
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# Make sure the objects is worth puttong
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if len(mesh.verts) > 0:
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NMesh.PutRaw(mesh, fileName + '_' + objectName)
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# Make new mesh
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mesh = NMesh.GetRaw()
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# New mesh name
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objectName = join(l[1:]) # Use join in case of spaces
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# New texture list
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uvMapList = []
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elif l[0] == 'usemtl':
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if l[1] == '(null)':
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currentMat = NULL_MAT
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else:
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currentMat = getMat(join(l[1:])) # Use join in case of spaces
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lIdx+=1
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# We need to do this to put the last object.
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# All other objects will be put alredy
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if len(mesh.verts) > 0:
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NMesh.PutRaw(mesh, fileName + '_' + objectName)
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Window.FileSelector(load_obj, 'SELECT OBJ FILE')
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