// -------------------------------
    COLLADASW::Image* EffectTextureExporter::exportImage ( 
        const String& mayaImageId, 
        const String& colladaImageId, 
        const COLLADASW::URI& sourceUri )
    {
        // Get the file name and the URI
        COLLADASW::URI fullFileNameURI;
        bool sourceFileExist = getTextureFileInfos ( sourceUri, fullFileNameURI );
        String fullFileName = fullFileNameURI.toNativePath ();

        // Have we seen this texture node before?
        ImageMap::iterator exportedImagesIter = mExportedImageMap.find ( fullFileName );
        if ( exportedImagesIter != mExportedImageMap.end() )
        {
            COLLADASW::Image* colladaImage = ( *exportedImagesIter ).second;
            return colladaImage;
        }

        // Check, if we should copy the texture to the destination folder.
        if ( ExportOptions::copyTextures() )
        {
            // Get the target file from source file.
            COLLADASW::URI targetUri = createTargetURI ( sourceUri );

            if ( !exists ( sourceUri.toNativePath() ) )
            {
                String message = "The source texture file doesn't exist! Filename = " + sourceUri.toNativePath();
                std::cerr << message << std::endl;
            }
            else
            {
                // Copy the texture, if it isn't already there...
                if ( !exists( targetUri.toNativePath () ) )
                {
                    try 
                    {
                        // Create the target directory, if necessary. 
                        // Note: some systems (window$) requires the string to be 
                        // enclosed in quotes when a space is present.
                        COLLADASW::URI targetPathUri ( targetUri.getPathDir() );
                        create_directory ( targetPathUri.toNativePath() );

                        // Throws: basic_filesystem_error<Path> if
                        // from_fp.empty() || to_fp.empty() ||!exists(from_fp) || !is_regular(from_fp) || exists(to_fp)
                        copy_file ( path ( sourceUri.toNativePath() ), path ( targetUri.toNativePath() ) );
                    }
                    catch ( std::exception ex )
                    {
                        String message = "Could not successful create directory and copy file: " + sourceUri.toNativePath();
                        MGlobal::displayError( message.c_str() );
                        std::cerr << "[ERROR] Could not copy file " << sourceUri.toNativePath() << std::endl;
                    }
                }
            }
        }

        // Create a new image structure
        COLLADASW::Image* colladaImage = new COLLADASW::Image ( fullFileNameURI, colladaImageId, mayaImageId );

        // Export the original maya name.
        colladaImage->addExtraTechniqueParameter ( PROFILE_MAYA, PARAMETER_MAYA_ID, mayaImageId );

        // Add this texture to our list of exported images
        mExportedImageMap[ fullFileName ] = colladaImage;

        return colladaImage;
    }
    // -------------------------------
    COLLADASW::Image* EffectTextureExporter::exportImage ( 
        const String& mayaImageId, 
        const String& colladaImageId, 
        const COLLADASW::URI& sourceUri )
    {
        // Get the file name and the URI
        COLLADASW::URI fullFileNameURI;
        bool sourceFileExist = getTextureFileInfos ( sourceUri, fullFileNameURI );
        String fullFileName = fullFileNameURI.toNativePath ();

        // Have we seen this texture node before?
        ImageMap::iterator exportedImagesIter = mExportedImageMap.find ( fullFileName );
        if ( exportedImagesIter != mExportedImageMap.end() )
        {
            COLLADASW::Image* colladaImage = ( *exportedImagesIter ).second;
            return colladaImage;
        }

        // Check, if we should copy the texture to the destination folder.
        
        if ( mDocumentExporter->getOptions().getCopyImages() )
        {
            // Get the target file from source file.
            COLLADASW::URI targetUri = createTargetURI ( sourceUri );

			bool exists = COLLADABU::Utils::fileExistsAndIsReadable( sourceUri.toNativePath() );
            if ( !exists )
            {
                String message = "The source texture file doesn't exist! Filename = " + sourceUri.toNativePath();
                GetCOREInterface()->Log()->LogEntry( SYSLOG_ERROR, DISPLAY_DIALOG, _M( "Image export problem" ),_M( "%s\n" ), message.c_str() );
            }
            else
            {
                // Copy the texture, if it isn't already there...
				exists = COLLADABU::Utils::fileExistsAndIsReadable( targetUri.toNativePath() );
                if ( !exists )
                {
                    try 
                    {
                        // Create the target directory, if necessary. 
                        // Note: some systems (window$) requires the string to be 
                        // enclosed in quotes when a space is present.
                        COLLADASW::URI targetPathUri ( targetUri.getPathDir() );
						exists = COLLADABU::Utils::createDirectoryIfNeeded( targetPathUri.toNativePath() );

						if( exists )
						{
							// Throws: basic_filesystem_error<Path> if
							// from_fp.empty() || to_fp.empty() ||!exists(from_fp) || !is_regular(from_fp) || exists(to_fp)
							exists = COLLADABU::Utils::copyFile ( sourceUri.toNativePath(), targetUri.toNativePath() );
						}
                    }
                    catch ( std::exception ex )
                    {
						exists = false;
                    }

					if( !exists )
					{
						String message = "Could not successful create directory and copy file: " + sourceUri.toNativePath();
						GetCOREInterface()->Log()->LogEntry( SYSLOG_ERROR, DISPLAY_DIALOG, _M( "Image export problem" ),_M( "%s\nCould not copy file %s\n" ), message.c_str(), sourceUri.toNativePath().c_str() );
					}
                }
            }
        }
        
        // Create a new image structure
        COLLADASW::Image* colladaImage = new COLLADASW::Image ( fullFileNameURI, colladaImageId, mayaImageId );

        // Export the original maya name.
//        colladaImage->addExtraTechniqueParameter ( PROFILE_MAYA, PARAMETER_MAYA_ID, mayaImageId );

        // Add this texture to our list of exported images
        mExportedImageMap[ fullFileName ] = colladaImage;

        return colladaImage;
    }