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fix.
[meshio/meshio.git] / swig / blender / mqo_import.py
index 34334bd..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
@@ -53,12 +65,36 @@ else:
     # wrapper\r
     import bl25 as bl\r
 \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
+            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
 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
 \r
-def __createMaterials(scene, mqo, directory):\r
+def __createMaterials(mqo, directory):\r
     """\r
     create blender materials and renturn material list.\r
     """\r
@@ -68,7 +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.createMqoMaterial(m)\r
+            material=createMqoMaterial(m)\r
             materials.append(material)\r
             # texture\r
             texture_name=m.getTexture()\r
@@ -86,115 +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 __createObjects(scene, mqo, root, materials, imageMap, scale=1.0):\r
+def __createObjects(mqo, root, materials, imageMap, scale):\r
     """\r
     create blender mesh objects.\r
     """\r
-    # store hierarchy\r
+    # tree stack\r
     stack=[root]    \r
     objects=[]\r
     for o in mqo.objects:\r
-        mesh, mesh_object=bl.createMesh(scene, o.getName())\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
+        #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.objectMakeParent(stack[-1], mesh_object)\r
+        bl.object.makeParent(stack[-1], mesh_object)\r
         stack.append(mesh_object)\r
 \r
-        if o.name.startswith('sdef'):\r
-            # add sdef object\r
+        if o.getName().startswith('sdef'):\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
-        bl.meshAddMqoGeometry(mesh, o, materials, imageMap, scale)\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
-def __execute(filename, scene, scale=1.0):\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=__createObjects(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
@@ -218,10 +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
@@ -232,7 +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