OSDN Git Service

fix emmit typo. update maaterial import.
[meshio/meshio.git] / swig / blender / mqo_import.py
index 038ddf0..630501e 100644 (file)
@@ -21,15 +21,12 @@ This script imports a mqo into Blender for editing.
 0.5 20100311: create armature from mikoto bone.\r
 0.6 20100505: C extension.\r
 0.7 20100606: integrate 2.4 and 2.5.\r
+0.8 20100619: fix multibyte object name.\r
+0.9 20100626: refactoring.\r
 '''\r
 \r
-\r
-###############################################################################\r
-# import\r
-###############################################################################\r
 import os\r
 import sys\r
-import math\r
 \r
 # C extension\r
 from meshio import mqo\r
@@ -45,6 +42,21 @@ if isBlender24():
 \r
     # wrapper\r
     import bl24 as bl\r
+\r
+    def createMqoMaterial(m):\r
+        material = Blender.Material.New(\r
+                m.getName().encode(bl.INTERNAL_ENCODING))\r
+        #material.mode |= Blender.Material.Modes.SHADELESS\r
+        # diffuse\r
+        material.rgbCol = [m.color.r, m.color.g, m.color.b]\r
+        material.alpha = m.color.a\r
+        # other\r
+        material.amb=m.ambient\r
+        material.spec=m.specular\r
+        material.hard=int(255 * m.power)\r
+        material.emit=m.emmit\r
+        return material\r
+\r
 else:\r
     # for 2.5\r
     import bpy\r
@@ -53,596 +65,36 @@ else:
     # wrapper\r
     import bl25 as bl\r
 \r
-\r
-###############################################################################\r
-# implement\r
-###############################################################################\r
-def has_mikoto(mqo):\r
-    return False\r
-\r
-if isBlender24():\r
-    def create_objects(scene, mqo, root, materials, imageMap=None, scale=None):\r
-        """\r
-        create blender mesh objects.\r
-        """\r
-        # store hierarchy\r
-        stack=[root]    \r
-\r
-        objects=[]\r
-        for o in mqo.objects:\r
-            #print "%s:v(%d),f(%d)" % (o.name, len(o.vertices), len(o.faces))\r
-            # create mesh\r
-            mesh = Blender.Mesh.New()\r
-            mesh_object=scene.objects.new(mesh, o.name.encode('utf-8'))\r
-\r
-            # add hierarchy\r
-            stack_depth=len(stack)-1\r
-            print(o.depth, stack_depth)\r
-            if o.depth<stack_depth:\r
-                for i in range(stack_depth-o.depth):\r
-                    stack.pop()\r
-            stack[-1].makeParent([mesh_object])\r
-            stack.append(mesh_object)\r
-\r
-            if o.name.startswith('sdef'):\r
-                # add sdef object\r
-                objects.append(mesh_object)\r
-            elif o.name.startswith('anchor'):\r
-                #print("hide %s" % o.name)\r
-                #mesh_object.restrictDisplay=False\r
-                mesh_object.layers=[2]\r
-            elif o.name.startswith('bone'):\r
-                mesh_object.layers=[2]\r
-\r
-            # add vertices\r
-            mesh.verts.extend(Mathutils.Vector(0, 0, 0)) # dummy\r
-            mesh.verts.extend([(v.x, -v.z, v.y) for v in o.vertices])\r
-            # add faces\r
-            mesh_faces=[]\r
-            for face in o.faces:\r
-                face_indices=[]\r
-                for i in xrange(face.index_count):\r
-                    face_indices.append(face.getIndex(i)+1)\r
-                mesh_faces.append(face_indices)\r
-            #new_faces=mesh.faces.extend([face.indices for face in o.faces], \r
-            new_faces=mesh.faces.extend(mesh_faces,\r
-                    #ignoreDups=True, \r
-                    indexList=True)\r
-            mesh.update()\r
-            \r
-            # gather used materials\r
-            usedMaterials = {}\r
-            if new_faces:\r
-                for i in new_faces:\r
-                    if type(i) is int:\r
-                        usedMaterials[o.faces[i].material_index]=True\r
-\r
-            # blender limits 16 materials per mesh\r
-            # separate mesh ?\r
-            for i, material_index in enumerate(usedMaterials.keys()):\r
-                if i>=16:\r
-                    print("over 16 materials!")\r
-                    break\r
-                mesh.materials+=[materials[material_index]]\r
-                usedMaterials[material_index]=i\r
-            \r
-            # set face params\r
-            for i, f in enumerate(o.faces):       \r
-                if not type(new_faces[i]) is int:\r
-                    continue\r
-\r
-                face=mesh.faces[new_faces[i]]\r
-\r
-                uv_array=[]\r
-                for i in xrange(f.index_count):\r
-                    uv_array.append(Blender.Mathutils.Vector(\r
-                        f.getUV(i).x, \r
-                        1.0-f.getUV(i).y)\r
-                        )\r
-                try:\r
-                    face.uv=uv_array\r
-                except Exception as msg:\r
-                    #print msg\r
-                    #print face.index, uv_array\r
-                    pass\r
-            \r
-                if f.material_index in usedMaterials:\r
-                    face.mat = usedMaterials[f.material_index]\r
-\r
-                face.smooth = 1\r
-\r
-            # rmeove dummy 0 vertex\r
-            mesh.verts.delete(0)\r
-                \r
-            mesh.mode |= Blender.Mesh.Modes.AUTOSMOOTH\r
-            mesh.maxSmoothAngle = int(o.smoothing)\r
-            mesh.smooth()\r
-            mesh.calcNormals()\r
-            mesh.flipNormals()\r
-            mesh.update()\r
-\r
-            # mirror modifier\r
-            if o.mirror:\r
-                mod=mesh_object.modifiers.append(Blender.Modifier.Types.MIRROR)\r
-\r
-        return objects\r
-\r
-\r
-    class MikotoBone(object):\r
-        __slots__=[\r
-                'name',\r
-                'iHead', 'iTail', 'iUp',\r
-                'vHead', 'vTail', 'vUp',\r
-                'parent', 'isFloating',\r
-                'children',\r
-                ]\r
-        def __init__(self, face=None, vertices=None, materials=None):\r
-            self.parent=None\r
-            self.isFloating=False\r
-            self.children=[]\r
-            if not face:\r
-                self.name='root'\r
-                return\r
-\r
-            self.name=materials[face.material_index].name.encode('utf-8')\r
-\r
-            i0=face.indices[0]\r
-            i1=face.indices[1]\r
-            i2=face.indices[2]\r
-            v0=vertices[i0]\r
-            v1=vertices[i1]\r
-            v2=vertices[i2]\r
-            e01=v1-v0\r
-            e12=v2-v1\r
-            e20=v0-v2\r
-            sqNorm0=e01.getSqNorm()\r
-            sqNorm1=e12.getSqNorm()\r
-            sqNorm2=e20.getSqNorm()\r
-            if sqNorm0>sqNorm1:\r
-                if sqNorm1>sqNorm2:\r
-                    # e01 > e12 > e20\r
-                    self.iHead=i2\r
-                    self.iTail=i1\r
-                    self.iUp=i0\r
-                else:\r
-                    if sqNorm0>sqNorm2:\r
-                        # e01 > e20 > e12\r
-                        self.iHead=i2\r
-                        self.iTail=i0\r
-                        self.iUp=i1\r
-                    else:\r
-                        # e20 > e01 > e12\r
-                        self.iHead=i1\r
-                        self.iTail=i0\r
-                        self.iUp=i2\r
-            else:\r
-                # 0 < 1\r
-                if sqNorm1<sqNorm2:\r
-                    # e20 > e12 > e01\r
-                    self.iHead=i1\r
-                    self.iTail=i2\r
-                    self.iUp=i0\r
-                else:\r
-                    if sqNorm0<sqNorm2:\r
-                        # e12 > e20 > e01\r
-                        self.iHead=i0\r
-                        self.iTail=i2\r
-                        self.iUp=i1\r
-                    else:\r
-                        # e12 > e01 > e20\r
-                        self.iHead=i0\r
-                        self.iTail=i1\r
-                        self.iUp=i2\r
-            self.vHead=vertices[self.iHead]\r
-            self.vTail=vertices[self.iTail]\r
-            self.vUp=vertices[self.iUp]\r
-\r
-            if self.name.endswith('[]'):\r
-                basename=self.name[0:-2]\r
-                # expand LR name\r
-                if self.vTail.x>0:\r
-                    self.name="%s_L" % basename\r
-                else:\r
-                    self.name="%s_R" % basename\r
-\r
-\r
-        def setParent(self, parent, floating=False):\r
-            if floating:\r
-                self.isFloating=True\r
-            self.parent=parent\r
-            parent.children.append(self)\r
-\r
-        def printTree(self, indent=''):\r
-            print("%s%s" % (indent, self.name))\r
-            for child in self.children:\r
-                child.printTree(indent+'  ')\r
-\r
-\r
-    def build_armature(armature, mikotoBone, parent=None):\r
-        """\r
-        create a armature bone.\r
-        """\r
-        bone = Armature.Editbone()\r
-        bone.name = mikotoBone.name.encode('utf-8')\r
-        armature.bones[bone.name] = bone\r
-\r
-        bone.head = Mathutils.Vector(*mikotoBone.vHead.to_a())\r
-        bone.tail = Mathutils.Vector(*mikotoBone.vTail.to_a())\r
-        if parent:\r
-            bone.parent=parent\r
-            if mikotoBone.isFloating:\r
-                pass\r
-            else:\r
-                bone.options=[Armature.CONNECTED]\r
-\r
-        for child in mikotoBone.children:\r
-            build_armature(armature, child, bone)\r
-\r
-\r
-    def create_armature(scene, mqo):\r
-        """\r
-        create armature\r
-        """\r
-        boneObject=None\r
-        for o in mqo.objects:\r
-            if o.name.startswith('bone'):\r
-                boneObject=o\r
-                break\r
-        if not boneObject:\r
-            return\r
-\r
-        tailMap={}\r
-        for f in boneObject.faces:\r
-            if f.index_count!=3:\r
-                print("invalid index_count: %d" % f.index_count)\r
-                continue\r
-            b=MikotoBone(f, boneObject.vertices, mqo.materials)\r
-            tailMap[b.iTail]=b\r
-\r
-        #################### \r
-        # build mikoto bone tree\r
-        #################### \r
-        mikotoRoot=MikotoBone()\r
-\r
-        for b in tailMap.values():\r
-            # each bone has unique parent or is root bone.\r
-            if b.iHead in tailMap:\r
-                b.setParent(tailMap[b.iHead])\r
-            else: \r
-                isFloating=False\r
-                for e in boneObject.edges:\r
-                    if  b.iHead==e.indices[0]:\r
-                        # floating bone\r
-                        if e.indices[1] in tailMap:\r
-                            b.setParent(tailMap[e.indices[1]], True)\r
-                            isFloating=True\r
-                            break\r
-                    elif b.iHead==e.indices[1]:\r
-                        # floating bone\r
-                        if e.indices[0] in tailMap:\r
-                            b.setParent(tailMap[e.indices[0]], True)\r
-                            isFloating=True\r
-                            break\r
-                if isFloating:\r
-                    continue\r
-\r
-                # no parent bone\r
-                b.setParent(mikotoRoot, True)\r
-\r
-        if len(mikotoRoot.children)==0:\r
-            print("no root bone")\r
-            return\r
-\r
-        if len(mikotoRoot.children)==1:\r
-            # single root\r
-            mikotoRoot=mikotoRoot.children[0]\r
-            mikotoRoot.parent=None\r
+    def createMqoMaterial(m):\r
+        material = bpy.data.materials.new(m.getName())\r
+        # shader\r
+        if m.shader==1:\r
+            material.diffuse_shader='FRESNEL'\r
         else:\r
-            mikotoRoot.vHead=Vector3(0, 10, 0)\r
-            mikotoRoot.vTail=Vector3(0, 0, 0)\r
-\r
-        #################### \r
-        # create armature\r
-        #################### \r
-        armature = Armature.New()\r
-        # link to object\r
-        armature_object = scene.objects.new(armature)\r
-        # create action\r
-        act = Armature.NLA.NewAction()\r
-        act.setActive(armature_object)\r
-        # set XRAY\r
-        armature_object.drawMode |= Object.DrawModes.XRAY\r
-        # armature settings\r
-        armature.drawType = Armature.OCTAHEDRON\r
-        armature.envelopes = False\r
-        armature.vertexGroups = True\r
-        armature.mirrorEdit = True\r
-        armature.drawNames=True\r
-\r
-        # edit bones\r
-        armature.makeEditable()\r
-        build_armature(armature, mikotoRoot)\r
-        armature.update()\r
-\r
-        return armature_object\r
-            \r
-\r
-    class TrianglePlane(object):\r
-        """\r
-        mikoto方式ボーンのアンカーウェイト計算用。\r
-        (不完全)\r
-        """\r
-        __slots__=['normal', \r
-                'v0', 'v1', 'v2',\r
-                ]\r
-        def __init__(self, v0, v1, v2):\r
-            self.v0=v0\r
-            self.v1=v1\r
-            self.v2=v2\r
-\r
-        def isInsideXY(self, p):\r
-            v0=Vector2(self.v0.x, self.v0.y)\r
-            v1=Vector2(self.v1.x, self.v1.y)\r
-            v2=Vector2(self.v2.x, self.v2.y)\r
-            e01=v1-v0\r
-            e12=v2-v1\r
-            e20=v0-v2\r
-            c0=Vector2.cross(e01, p-v0)\r
-            c1=Vector2.cross(e12, p-v1)\r
-            c2=Vector2.cross(e20, p-v2)\r
-            if c0>=0 and c1>=0 and c2>=0:\r
-                return True\r
-            if c0<=0 and c1<=0 and c2<=0:\r
-                return True\r
-\r
-        def isInsideYZ(self, p):\r
-            v0=Vector2(self.v0.y, self.v0.z)\r
-            v1=Vector2(self.v1.y, self.v1.z)\r
-            v2=Vector2(self.v2.y, self.v2.z)\r
-            e01=v1-v0\r
-            e12=v2-v1\r
-            e20=v0-v2\r
-            c0=Vector2.cross(e01, p-v0)\r
-            c1=Vector2.cross(e12, p-v1)\r
-            c2=Vector2.cross(e20, p-v2)\r
-            if c0>=0 and c1>=0 and c2>=0:\r
-                return True\r
-            if c0<=0 and c1<=0 and c2<=0:\r
-                return True\r
-\r
-        def isInsideZX(self, p):\r
-            v0=Vector2(self.v0.z, self.v0.x)\r
-            v1=Vector2(self.v1.z, self.v1.x)\r
-            v2=Vector2(self.v2.z, self.v2.x)\r
-            e01=v1-v0\r
-            e12=v2-v1\r
-            e20=v0-v2\r
-            c0=Vector2.cross(e01, p-v0)\r
-            c1=Vector2.cross(e12, p-v1)\r
-            c2=Vector2.cross(e20, p-v2)\r
-            if c0>=0 and c1>=0 and c2>=0:\r
-                return True\r
-            if c0<=0 and c1<=0 and c2<=0:\r
-                return True\r
-\r
-\r
-    class MikotoAnchor(object):\r
-        """\r
-        mikoto方式スケルトンのアンカー。\r
-        """\r
-        __slots__=[\r
-                "triangles", "bbox",\r
-                ]\r
-        def __init__(self):\r
-            self.triangles=[]\r
-            self.bbox=None\r
-\r
-        def push(self, face, vertices):\r
-            if face.index_count==3:\r
-                self.triangles.append(TrianglePlane(\r
-                    vertices[face.indices[0]],\r
-                    vertices[face.indices[1]],\r
-                    vertices[face.indices[2]]\r
-                    ))\r
-            elif face.index_count==4:\r
-                self.triangles.append(TrianglePlane(\r
-                    vertices[face.indices[0]],\r
-                    vertices[face.indices[1]],\r
-                    vertices[face.indices[2]]\r
-                    ))\r
-                self.triangles.append(TrianglePlane(\r
-                    vertices[face.indices[2]],\r
-                    vertices[face.indices[3]],\r
-                    vertices[face.indices[0]]\r
-                    ))\r
-            # bounding box\r
-            if not self.bbox:\r
-                self.bbox=BoundingBox(vertices[face.indices[0]])\r
-            for i in face.indices:\r
-                self.bbox.expand(vertices[i])\r
-\r
-\r
-        def calcWeight(self, v):\r
-            if not self.bbox.isInside(v):\r
-                return 0\r
-\r
-            if self.anyXY(v.x, v.y) and self.anyYZ(v.y, v.z) and self.anyZX(v.z, v.x):\r
-                return 1.0\r
-            else:\r
-                return 0\r
-            \r
-        def anyXY(self, x, y):\r
-            for t in self.triangles:\r
-                if t.isInsideXY(Vector2(x, y)):\r
-                    return True\r
-            return False\r
-\r
-        def anyYZ(self, y, z):\r
-            for t in self.triangles:\r
-                if t.isInsideYZ(Vector2(y, z)):\r
-                    return True\r
-            return False\r
-\r
-        def anyZX(self, z, x):\r
-            for t in self.triangles:\r
-                if t.isInsideZX(Vector2(z, x)):\r
-                    return True\r
-            return False\r
-\r
-\r
-    def create_bone_weight(scene, mqo, armature_object, objects):\r
-        """\r
-        create mikoto bone weight.\r
-        """\r
-        anchorMap={}\r
-        # setup mikoto anchors\r
-        for o in mqo.objects:\r
-            if o.name.startswith("anchor"):\r
-                for f in o.faces:\r
-                    name=mqo.materials[f.material_index].name\r
-                    if name.endswith('[]'):\r
-                        basename=name[0:-2]\r
-                        v=o.vertices[f.indices[0]]\r
-                        if(v.x>0):\r
-                            # L\r
-                            name_L=basename+'_L'\r
-                            if not name_L in anchorMap:\r
-                                anchorMap[name_L]=MikotoAnchor()\r
-                            anchorMap[name_L].push(f, o.vertices)\r
-                        elif(v.x<0):\r
-                            # R\r
-                            name_R=basename+'_R'\r
-                            if not name_R in anchorMap:\r
-                                anchorMap[name_R]=MikotoAnchor()\r
-                            anchorMap[name_R].push(f, o.vertices)\r
-                        else:\r
-                            print("no side", v)\r
-                    else:\r
-                        if not name in anchorMap:\r
-                            anchorMap[name]=MikotoAnchor()\r
-                        anchorMap[name].push(f, o.vertices)\r
-\r
-        for o in objects:\r
-            # add armature modifier\r
-            mod=o.modifiers.append(Modifier.Types.ARMATURE)\r
-            mod[Modifier.Settings.OBJECT] = armature_object\r
-            mod[Modifier.Settings.ENVELOPES] = False\r
-            o.makeDisplayList()\r
-            # create vertex group\r
-            mesh=o.getData(mesh=True)\r
-            for name in anchorMap.keys():\r
-                mesh.addVertGroup(name)\r
-            mesh.update()\r
-                     \r
-        # assing vertices to vertex group\r
-        for o in objects:\r
-            mesh=o.getData(mesh=True)\r
-            for i, mvert in enumerate(mesh.verts):\r
-                hasWeight=False\r
-                for name, anchor in anchorMap.items():\r
-                    weight=anchor.calcWeight(mvert.co)\r
-                    if weight>0:\r
-                        mesh.assignVertsToGroup(\r
-                                name, [i], weight, Mesh.AssignModes.ADD)\r
-                        hasWeight=True\r
-                if not hasWeight:\r
-                    # debug orphan vertex\r
-                    print('orphan', mvert)\r
-            mesh.update()\r
-        \r
+            material.diffuse_shader='LAMBERT'\r
+        # diffuse\r
+        material.diffuse_color=[m.color.r, m.color.g, m.color.b]\r
+        material.diffuse_intensity=m.diffuse\r
+        material.alpha=m.color.a\r
+        # other\r
+        material.ambient = m.ambient\r
+        #material.specular = m.specular\r
+        material.emit=m.emit\r
+        return material\r
 \r
 \r
-else:\r
-    def create_objects(scene, mqo, parent, materials, imageMap, scale):\r
-        for o in mqo.objects:\r
+def has_mikoto(mqo):\r
+    #for o in mqo.objects:\r
+    #    if o.getName().startswith('bone'):\r
+    #        return True\r
+    #    if o.getName().startswith('sdef'):\r
+    #        return True\r
+    #    if o.getName().startswith('anchor'):\r
+    #        return True\r
+    return False\r
 \r
-            # create mesh\r
-            mesh=bpy.data.meshes.new("Mesh")\r
-            meshObject= bpy.data.objects.new(o.getName(), mesh)\r
-            scene.objects.link(meshObject)\r
-            meshObject.parent=parent\r
 \r
-            # count triangle and quadrangle\r
-            faceCount=0\r
-            for f in o.faces:\r
-                if f.index_count==3 or f.index_count==4:\r
-                    faceCount+=1\r
-            mesh.add_geometry(len(o.vertices), 0, faceCount)\r
-\r
-            # add vertex\r
-            unpackedVertices=[]\r
-            for v in o.vertices:\r
-                # convert right-handed y-up to right-handed z-up\r
-                unpackedVertices.extend(\r
-                        (scale*v.x, scale*-v.z, scale*v.y))\r
-            mesh.verts.foreach_set("co", unpackedVertices)\r
-\r
-            # add face\r
-            unpackedFaces = []\r
-            usedMaterial=set()\r
-\r
-            def getFace(f):\r
-                face = []\r
-                for i in range(f.index_count):\r
-                    face.append(f.getIndex(i))\r
-                return face\r
-\r
-            for f in o.faces:\r
-                face=getFace(f)\r
-                if len(face) != 3 and len(face) != 4:\r
-                    print("{0} vertices in face.".format(len(face)))\r
-                    continue\r
-\r
-                if len(face) == 4:\r
-                    if face[3] == 0:\r
-                        # rotate indices if the 4th is 0\r
-                        face = [face[3], face[0], face[1], face[2]]\r
-                elif len(face) == 3:\r
-                    if face[2] == 0:\r
-                        # rotate indices if the 3rd is 0\r
-                        face = [face[2], face[0], face[1], 0]\r
-                    else:\r
-                        face.append(0)\r
-\r
-                unpackedFaces.extend(face)\r
-                usedMaterial.add(f.material_index)\r
-            try:\r
-                mesh.faces.foreach_set("verts_raw", unpackedFaces)\r
-            except:\r
-                #print([getFace(f) for f in o.faces])\r
-                print("fail to mesh.faces.foreach_set")\r
-                return\r
-\r
-            # add material\r
-            meshMaterialMap={}\r
-            materialIndex=0\r
-            for i in usedMaterial:\r
-                mesh.add_material(materials[i])\r
-                meshMaterialMap[i]=materialIndex\r
-                materialIndex+=1\r
-\r
-            # each face\r
-            mesh.add_uv_texture()\r
-            for mqo_face, blender_face, uv_face in zip(\r
-                    o.faces, mesh.faces, mesh.uv_textures[0].data):\r
-                if mqo_face.index_count<3:\r
-                    continue\r
-                blender_face.material_index=meshMaterialMap[mqo_face.material_index]\r
-                if mqo_face.index_count>=3:\r
-                    uv_face.uv1=[mqo_face.getUV(0).x, 1.0-mqo_face.getUV(0).y]\r
-                    uv_face.uv2=[mqo_face.getUV(1).x, 1.0-mqo_face.getUV(1).y]\r
-                    uv_face.uv3=[mqo_face.getUV(2).x, 1.0-mqo_face.getUV(2).y]\r
-                    if mqo_face.index_count==4:\r
-                        uv_face.uv4=[\r
-                                mqo_face.getUV(3).x, 1.0-mqo_face.getUV(3).y]\r
-                if materials[mqo_face.material_index] in imageMap:\r
-                    uv_face.image=imageMap[mqo_face.material_index]\r
-                    uv_face.tex=True\r
-\r
-            mesh.update()\r
-\r
-\r
-def __createMaterials(scene, mqo, directory):\r
+def __createMaterials(mqo, directory):\r
     """\r
     create blender materials and renturn material list.\r
     """\r
@@ -652,7 +104,7 @@ def __createMaterials(scene, mqo, directory):
     if len(mqo.materials)>0:\r
         for material_index, m in enumerate(mqo.materials):\r
             # material\r
-            material=bl.createMaterial(m)\r
+            material=createMqoMaterial(m)\r
             materials.append(material)\r
             # texture\r
             texture_name=m.getTexture()\r
@@ -670,81 +122,531 @@ def __createMaterials(scene, mqo, directory):
                     # texture\r
                     if os.path.exists(path):\r
                         print("create texture:", path)\r
-                        texture, image=bl.createTexture(path)\r
+                        texture, image=bl.texture.create(path)\r
                         textureMap[texture_name]=texture\r
                         imageMap[material_index]=image\r
                     else:\r
                         print("%s not exits" % path)\r
                         continue\r
-                bl.materialAddTexture(material, texture)\r
+                bl.material.addTexture(material, texture)\r
     else:\r
         # default material\r
         pass\r
     return materials, imageMap\r
 \r
 \r
-def __execute(filename, scene, scale=1.0):\r
+def __createObjects(mqo, root, materials, imageMap, scale):\r
+    """\r
+    create blender mesh objects.\r
+    """\r
+    # tree stack\r
+    stack=[root]    \r
+    objects=[]\r
+    for o in mqo.objects:\r
+        mesh, mesh_object=bl.mesh.create(o.getName())\r
+\r
+        # add hierarchy\r
+        stack_depth=len(stack)-1\r
+        #print(o.depth, stack_depth)\r
+        if o.depth<stack_depth:\r
+            for i in range(stack_depth-o.depth):\r
+                stack.pop()\r
+        bl.object.makeParent(stack[-1], mesh_object)\r
+        stack.append(mesh_object)\r
+\r
+        if o.getName().startswith('sdef'):\r
+            objects.append(mesh_object)\r
+        elif o.getName().startswith('anchor'):\r
+            bl.object.setLayerMask(mesh_object, [0, 1])\r
+        elif o.getName().startswith('bone'):\r
+            bl.object.setLayerMask(mesh_object, [0, 1])\r
+\r
+        # geometry\r
+        vertices=[(v.x * scale, -v.z * scale, v.y * scale) for v in o.vertices]\r
+        faces=[]\r
+        materialMap={}\r
+        for f in o.faces:\r
+            face_indices=[]\r
+            # flip face\r
+            for i in reversed(range(f.index_count)):\r
+                face_indices.append(f.getIndex(i))\r
+            faces.append(face_indices)\r
+            materialMap[f.material_index]=True\r
+        bl.mesh.addGeometry(mesh, vertices, faces)\r
+\r
+        # blender limits 16 materials per mesh\r
+        for i, material_index in enumerate(materialMap.keys()):\r
+            if i>=16:\r
+                # split a mesh ?\r
+                print("over 16 materials!")\r
+                break\r
+            bl.mesh.addMaterial(mesh, materials[material_index])\r
+            materialMap[material_index]=i\r
\r
+        # set face params\r
+        assert(len(o.faces)==len(mesh.faces))\r
+        bl.mesh.addUV(mesh)\r
+        for i, (f, face) in enumerate(zip(o.faces, mesh.faces)):\r
+            uv_array=[]\r
+            # ToDo FIX\r
+            # flip face\r
+            for j in reversed(range(f.index_count)):\r
+                uv_array.append((f.getUV(j).x, 1.0-f.getUV(j).y))\r
+            bl.mesh.setFaceUV(mesh, i, face, uv_array, \r
+                    imageMap.get(f.material_index, None))\r
+            if f.material_index in materialMap:\r
+                bl.face.setMaterial(face, materialMap[f.material_index])\r
+            bl.face.setSmooth(face, True)\r
+\r
+        # mirror modifier\r
+        if o.mirror:\r
+            bl.modifier.addMirror(mesh_object)\r
+\r
+        # set smoothing\r
+        bl.mesh.setSmooth(mesh, o.smoothing)\r
+\r
+        # calc normal\r
+        bl.mesh.recalcNormals(mesh_object)\r
+\r
+    return objects\r
+\r
+\r
+###############################################################################\r
+# for mqo mikoto bone.\r
+###############################################################################\r
+class MikotoBone(object):\r
+    __slots__=[\r
+            'name',\r
+            'iHead', 'iTail', 'iUp',\r
+            'vHead', 'vTail', 'vUp',\r
+            'parent', 'isFloating',\r
+            'children',\r
+            ]\r
+    def __init__(self, face=None, vertices=None, materials=None):\r
+        self.parent=None\r
+        self.isFloating=False\r
+        self.children=[]\r
+        if not face:\r
+            self.name='root'\r
+            return\r
+\r
+        self.name=materials[face.material_index].name.encode('utf-8')\r
+\r
+        i0=face.getIndex(0)\r
+        i1=face.getIndex(1)\r
+        i2=face.getIndex(2)\r
+        v0=vertices[i0]\r
+        v1=vertices[i1]\r
+        v2=vertices[i2]\r
+        e01=v1-v0\r
+        e12=v2-v1\r
+        e20=v0-v2\r
+        sqNorm0=e01.getSqNorm()\r
+        sqNorm1=e12.getSqNorm()\r
+        sqNorm2=e20.getSqNorm()\r
+        if sqNorm0>sqNorm1:\r
+            if sqNorm1>sqNorm2:\r
+                # e01 > e12 > e20\r
+                self.iHead=i2\r
+                self.iTail=i1\r
+                self.iUp=i0\r
+            else:\r
+                if sqNorm0>sqNorm2:\r
+                    # e01 > e20 > e12\r
+                    self.iHead=i2\r
+                    self.iTail=i0\r
+                    self.iUp=i1\r
+                else:\r
+                    # e20 > e01 > e12\r
+                    self.iHead=i1\r
+                    self.iTail=i0\r
+                    self.iUp=i2\r
+        else:\r
+            # 0 < 1\r
+            if sqNorm1<sqNorm2:\r
+                # e20 > e12 > e01\r
+                self.iHead=i1\r
+                self.iTail=i2\r
+                self.iUp=i0\r
+            else:\r
+                if sqNorm0<sqNorm2:\r
+                    # e12 > e20 > e01\r
+                    self.iHead=i0\r
+                    self.iTail=i2\r
+                    self.iUp=i1\r
+                else:\r
+                    # e12 > e01 > e20\r
+                    self.iHead=i0\r
+                    self.iTail=i1\r
+                    self.iUp=i2\r
+        self.vHead=vertices[self.iHead]\r
+        self.vTail=vertices[self.iTail]\r
+        self.vUp=vertices[self.iUp]\r
+\r
+        if self.name.endswith('[]'):\r
+            basename=self.name[0:-2]\r
+            # expand LR name\r
+            if self.vTail.x>0:\r
+                self.name="%s_L" % basename\r
+            else:\r
+                self.name="%s_R" % basename\r
+\r
+\r
+    def setParent(self, parent, floating=False):\r
+        if floating:\r
+            self.isFloating=True\r
+        self.parent=parent\r
+        parent.children.append(self)\r
+\r
+    def printTree(self, indent=''):\r
+        print("%s%s" % (indent, self.name))\r
+        for child in self.children:\r
+            child.printTree(indent+'  ')\r
+\r
+\r
+def build_armature(armature, mikotoBone, parent=None):\r
+    """\r
+    create a armature bone.\r
+    """\r
+    bone = Armature.Editbone()\r
+    bone.name = mikotoBone.name.encode('utf-8')\r
+    armature.bones[bone.name] = bone\r
+\r
+    bone.head = Mathutils.Vector(*mikotoBone.vHead.to_a())\r
+    bone.tail = Mathutils.Vector(*mikotoBone.vTail.to_a())\r
+    if parent:\r
+        bone.parent=parent\r
+        if mikotoBone.isFloating:\r
+            pass\r
+        else:\r
+            bone.options=[Armature.CONNECTED]\r
+\r
+    for child in mikotoBone.children:\r
+        build_armature(armature, child, bone)\r
+\r
+\r
+def create_armature(mqo):\r
+    """\r
+    create armature\r
+    """\r
+    boneObject=None\r
+    for o in mqo.objects:\r
+        if o.name.startswith('bone'):\r
+            boneObject=o\r
+            break\r
+    if not boneObject:\r
+        return\r
+\r
+    tailMap={}\r
+    for f in boneObject.faces:\r
+        if f.index_count!=3:\r
+            print("invalid index_count: %d" % f.index_count)\r
+            continue\r
+        b=MikotoBone(f, boneObject.vertices, mqo.materials)\r
+        tailMap[b.iTail]=b\r
+\r
+    #################### \r
+    # build mikoto bone tree\r
+    #################### \r
+    mikotoRoot=MikotoBone()\r
+\r
+    for b in tailMap.values():\r
+        # each bone has unique parent or is root bone.\r
+        if b.iHead in tailMap:\r
+            b.setParent(tailMap[b.iHead])\r
+        else: \r
+            isFloating=False\r
+            for e in boneObject.edges:\r
+                if  b.iHead==e.indices[0]:\r
+                    # floating bone\r
+                    if e.indices[1] in tailMap:\r
+                        b.setParent(tailMap[e.indices[1]], True)\r
+                        isFloating=True\r
+                        break\r
+                elif b.iHead==e.indices[1]:\r
+                    # floating bone\r
+                    if e.indices[0] in tailMap:\r
+                        b.setParent(tailMap[e.indices[0]], True)\r
+                        isFloating=True\r
+                        break\r
+            if isFloating:\r
+                continue\r
+\r
+            # no parent bone\r
+            b.setParent(mikotoRoot, True)\r
+\r
+    if len(mikotoRoot.children)==0:\r
+        print("no root bone")\r
+        return\r
+\r
+    if len(mikotoRoot.children)==1:\r
+        # single root\r
+        mikotoRoot=mikotoRoot.children[0]\r
+        mikotoRoot.parent=None\r
+    else:\r
+        mikotoRoot.vHead=Vector3(0, 10, 0)\r
+        mikotoRoot.vTail=Vector3(0, 0, 0)\r
+\r
+    #################### \r
+    # create armature\r
+    #################### \r
+    armature = Armature.New()\r
+    # link to object\r
+    armature_object = scene.objects.new(armature)\r
+    # create action\r
+    act = Armature.NLA.NewAction()\r
+    act.setActive(armature_object)\r
+    # set XRAY\r
+    armature_object.drawMode |= Object.DrawModes.XRAY\r
+    # armature settings\r
+    armature.drawType = Armature.OCTAHEDRON\r
+    armature.envelopes = False\r
+    armature.vertexGroups = True\r
+    armature.mirrorEdit = True\r
+    armature.drawNames=True\r
+\r
+    # edit bones\r
+    armature.makeEditable()\r
+    build_armature(armature, mikotoRoot)\r
+    armature.update()\r
+\r
+    return armature_object\r
+        \r
+\r
+class TrianglePlane(object):\r
+    """\r
+    mikoto\e$BJ}<0%\!<%s$N%"%s%+!<%&%'%$%H7W;;MQ!#\e(B\r
+    (\e$BIT40A4\e(B)\r
+    """\r
+    __slots__=['normal', \r
+            'v0', 'v1', 'v2',\r
+            ]\r
+    def __init__(self, v0, v1, v2):\r
+        self.v0=v0\r
+        self.v1=v1\r
+        self.v2=v2\r
+\r
+    def isInsideXY(self, p):\r
+        v0=Vector2(self.v0.x, self.v0.y)\r
+        v1=Vector2(self.v1.x, self.v1.y)\r
+        v2=Vector2(self.v2.x, self.v2.y)\r
+        e01=v1-v0\r
+        e12=v2-v1\r
+        e20=v0-v2\r
+        c0=Vector2.cross(e01, p-v0)\r
+        c1=Vector2.cross(e12, p-v1)\r
+        c2=Vector2.cross(e20, p-v2)\r
+        if c0>=0 and c1>=0 and c2>=0:\r
+            return True\r
+        if c0<=0 and c1<=0 and c2<=0:\r
+            return True\r
+\r
+    def isInsideYZ(self, p):\r
+        v0=Vector2(self.v0.y, self.v0.z)\r
+        v1=Vector2(self.v1.y, self.v1.z)\r
+        v2=Vector2(self.v2.y, self.v2.z)\r
+        e01=v1-v0\r
+        e12=v2-v1\r
+        e20=v0-v2\r
+        c0=Vector2.cross(e01, p-v0)\r
+        c1=Vector2.cross(e12, p-v1)\r
+        c2=Vector2.cross(e20, p-v2)\r
+        if c0>=0 and c1>=0 and c2>=0:\r
+            return True\r
+        if c0<=0 and c1<=0 and c2<=0:\r
+            return True\r
+\r
+    def isInsideZX(self, p):\r
+        v0=Vector2(self.v0.z, self.v0.x)\r
+        v1=Vector2(self.v1.z, self.v1.x)\r
+        v2=Vector2(self.v2.z, self.v2.x)\r
+        e01=v1-v0\r
+        e12=v2-v1\r
+        e20=v0-v2\r
+        c0=Vector2.cross(e01, p-v0)\r
+        c1=Vector2.cross(e12, p-v1)\r
+        c2=Vector2.cross(e20, p-v2)\r
+        if c0>=0 and c1>=0 and c2>=0:\r
+            return True\r
+        if c0<=0 and c1<=0 and c2<=0:\r
+            return True\r
+\r
+\r
+class MikotoAnchor(object):\r
+    """\r
+    mikoto\e$BJ}<0%9%1%k%H%s$N%"%s%+!<!#\e(B\r
+    """\r
+    __slots__=[\r
+            "triangles", "bbox",\r
+            ]\r
+    def __init__(self):\r
+        self.triangles=[]\r
+        self.bbox=None\r
+\r
+    def push(self, face, vertices):\r
+        if face.index_count==3:\r
+            self.triangles.append(TrianglePlane(\r
+                vertices[face.indices[0]],\r
+                vertices[face.indices[1]],\r
+                vertices[face.indices[2]]\r
+                ))\r
+        elif face.index_count==4:\r
+            self.triangles.append(TrianglePlane(\r
+                vertices[face.indices[0]],\r
+                vertices[face.indices[1]],\r
+                vertices[face.indices[2]]\r
+                ))\r
+            self.triangles.append(TrianglePlane(\r
+                vertices[face.indices[2]],\r
+                vertices[face.indices[3]],\r
+                vertices[face.indices[0]]\r
+                ))\r
+        # bounding box\r
+        if not self.bbox:\r
+            self.bbox=BoundingBox(vertices[face.indices[0]])\r
+        for i in face.indices:\r
+            self.bbox.expand(vertices[i])\r
+\r
+\r
+    def calcWeight(self, v):\r
+        if not self.bbox.isInside(v):\r
+            return 0\r
+\r
+        if self.anyXY(v.x, v.y) and self.anyYZ(v.y, v.z) and self.anyZX(v.z, v.x):\r
+            return 1.0\r
+        else:\r
+            return 0\r
+        \r
+    def anyXY(self, x, y):\r
+        for t in self.triangles:\r
+            if t.isInsideXY(Vector2(x, y)):\r
+                return True\r
+        return False\r
+\r
+    def anyYZ(self, y, z):\r
+        for t in self.triangles:\r
+            if t.isInsideYZ(Vector2(y, z)):\r
+                return True\r
+        return False\r
+\r
+    def anyZX(self, z, x):\r
+        for t in self.triangles:\r
+            if t.isInsideZX(Vector2(z, x)):\r
+                return True\r
+        return False\r
+\r
+\r
+def create_bone_weight(scene, mqo, armature_object, objects):\r
+    """\r
+    create mikoto bone weight.\r
+    """\r
+    anchorMap={}\r
+    # setup mikoto anchors\r
+    for o in mqo.objects:\r
+        if o.name.startswith("anchor"):\r
+            for f in o.faces:\r
+                name=mqo.materials[f.material_index].name\r
+                if name.endswith('[]'):\r
+                    basename=name[0:-2]\r
+                    v=o.vertices[f.indices[0]]\r
+                    if(v.x>0):\r
+                        # L\r
+                        name_L=basename+'_L'\r
+                        if not name_L in anchorMap:\r
+                            anchorMap[name_L]=MikotoAnchor()\r
+                        anchorMap[name_L].push(f, o.vertices)\r
+                    elif(v.x<0):\r
+                        # R\r
+                        name_R=basename+'_R'\r
+                        if not name_R in anchorMap:\r
+                            anchorMap[name_R]=MikotoAnchor()\r
+                        anchorMap[name_R].push(f, o.vertices)\r
+                    else:\r
+                        print("no side", v)\r
+                else:\r
+                    if not name in anchorMap:\r
+                        anchorMap[name]=MikotoAnchor()\r
+                    anchorMap[name].push(f, o.vertices)\r
+\r
+    for o in objects:\r
+        # add armature modifier\r
+        mod=o.modifiers.append(Modifier.Types.ARMATURE)\r
+        mod[Modifier.Settings.OBJECT] = armature_object\r
+        mod[Modifier.Settings.ENVELOPES] = False\r
+        o.makeDisplayList()\r
+        # create vertex group\r
+        mesh=o.getData(mesh=True)\r
+        for name in anchorMap.keys():\r
+            mesh.addVertGroup(name)\r
+        mesh.update()\r
+                 \r
+    # assing vertices to vertex group\r
+    for o in objects:\r
+        mesh=o.getData(mesh=True)\r
+        for i, mvert in enumerate(mesh.verts):\r
+            hasWeight=False\r
+            for name, anchor in anchorMap.items():\r
+                weight=anchor.calcWeight(mvert.co)\r
+                if weight>0:\r
+                    mesh.assignVertsToGroup(\r
+                            name, [i], weight, Mesh.AssignModes.ADD)\r
+                    hasWeight=True\r
+            if not hasWeight:\r
+                # debug orphan vertex\r
+                print('orphan', mvert)\r
+        mesh.update()\r
+\r
+\r
+def __execute(filename, scene, scale=0.1):\r
     # parse file\r
     io=mqo.IO()\r
     if not io.read(filename):\r
-        print("fail to load",filename)\r
+        bl.message("fail to load %s" % filename)\r
         return\r
 \r
     # create materials\r
-    materials, imageMap=__createMaterials(scene, io, os.path.dirname(filename))\r
+    materials, imageMap=__createMaterials(io, os.path.dirname(filename))\r
+    if len(materials)==0:\r
+        materials.append(bl.material.create('default'))\r
 \r
     # create objects\r
-    root=bl.createEmptyObject(scene, os.path.basename(filename))\r
-    objects=create_objects(scene, io, root, materials, imageMap, scale)\r
+    root=bl.object.createEmpty(os.path.basename(filename))\r
+    objects=__createObjects(io, root, materials, imageMap, scale)\r
 \r
     if has_mikoto(io):\r
         # create mikoto bone\r
-        armature_object=create_armature(scene, io)\r
+        armature_object=create_armature(io)\r
         if armature_object:\r
             root.makeParent([armature_object])\r
 \r
             # create bone weight\r
-            create_bone_weight(scene, io, armature_object, objects)\r
+            create_bone_weight(io, armature_object, objects)\r
 \r
  \r
 ###############################################################################\r
 # register\r
 ###############################################################################\r
 if isBlender24():\r
+    # for 2.4\r
     def execute_24(filename):\r
-        """\r
-        import a mqo file.\r
-        """\r
-        filename=filename.decode(bl.INTERNAL_ENCODING)\r
-        print("##start mqo_import.py##")\r
-        print(bl.INTERNAL_ENCODING, bl.FS_ENCODING)\r
-        print("parse mqo file: %s" % (filename))\r
-\r
-        Blender.Window.WaitCursor(1) \r
-        t = Blender.sys.time() \r
-\r
-        # execute\r
-        scene = Blender.Scene.GetCurrent()\r
-        __execute(filename, scene)\r
-        scene.update(0)\r
-\r
-        print('finished in %.2f seconds' % (Blender.sys.time()-t))\r
-        print('')\r
-        Blender.Redraw()\r
-        Blender.Window.WaitCursor(0) \r
+        scene=Blender.Scene.GetCurrent()\r
+        bl.initialize('mqo_import', scene)\r
+        __execute(\r
+                filename.decode(bl.INTERNAL_ENCODING), \r
+                scene)\r
+        bl.finalize()\r
 \r
-    # for 2.4\r
     # execute\r
     Blender.Window.FileSelector(execute_24, 'Import MQO', '*.mqo')\r
-else:\r
-    def execute_25(filename, context, scale):\r
-        """\r
-        import a mqo file.\r
-        """\r
-        __execute(filename, context.scene, scale)\r
 \r
+else:\r
     # for 2.5\r
-    # import operator\r
+    def execute_25(filename, scene, scale):\r
+        bl.initialize('mqo_import', scene)\r
+        __execute(filename, scene, scale)\r
+        bl.finalize()\r
+\r
+    # operator\r
     class IMPORT_OT_mqo(bpy.types.Operator):\r
         '''Import from Metasequoia file format (.mqo)'''\r
         bl_idname = "import_scene.mqo"\r
@@ -768,10 +670,13 @@ else:
                 name="Scale", \r
                 description="Scale the MQO by this value", \r
                 min=0.0001, max=1000000.0, \r
-                soft_min=0.001, soft_max=100.0, default=1.0)\r
+                soft_min=0.001, soft_max=100.0, default=0.1)\r
 \r
         def execute(self, context):\r
-            execute_25(self.properties.path, context, self.properties.scale)\r
+            execute_25(\r
+                    self.properties.path, \r
+                    context.scene, \r
+                    self.properties.scale)\r
             return 'FINISHED'\r
 \r
         def invoke(self, context, event):\r
@@ -782,7 +687,8 @@ else:
 \r
     # register menu\r
     def menu_func(self, context): \r
-        self.layout.operator(IMPORT_OT_mqo.bl_idname, \r
+        self.layout.operator(\r
+                IMPORT_OT_mqo.bl_idname, \r
                 text="Metasequoia (.mqo)")\r
 \r
     def register():\r