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  • # ***** BEGIN GPL LICENSE BLOCK *****
    #
    # This program is free software; you can redistribute it and/or
    # modify it under the terms of the GNU General Public License
    # as published by the Free Software Foundation; either version 2
    # of the License, or (at your option) any later version.
    #
    # This program is distributed in the hope that it will be useful,
    # but WITHOUT ANY WARRANTY; without even the implied warranty of
    # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    # GNU General Public License for more details.
    #
    # You should have received a copy of the GNU General Public License
    # along with this program; if not, write to the Free Software Foundation,
    # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # #**** END GPL LICENSE BLOCK #****
    
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    # <pep8 compliant>
    
    """Write the POV file using this file's functions and some from other modules then render it."""
    
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    import bpy
    
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    from sys import platform
    
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    from math import (
        pi,
    )  # maybe move to scenography.py and topology_*****_data.py respectively with smoke and matrix
    
    
    import tempfile  # generate temporary files with random names
    from bpy.types import Operator
    
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    from bpy.utils import register_class, unregister_class
    
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    from . import (
        scripting,
    )  # for writing, importing and rendering directly POV Scene Description Language items
    from . import scenography  # for atmosphere, environment, effects, lighting, camera
    
    from . import shading  # for BI POV shaders emulation
    
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    from . import object_mesh_topology  # for mesh based geometry
    from . import object_curve_topology  # for curves based geometry
    
    # from . import object_primitives  # for import and export of POV specific primitives
    
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    from .scenography import image_format, img_map, img_map_transforms, path_image
    
    
    from .shading import write_object_material_interior
    
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    from .object_primitives import write_object_modifiers
    
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    def string_strip_hyphen(name):
    
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        """Remove hyphen characters from a string to avoid POV errors."""
    
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        return name.replace("-", "")
    
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    def safety(name, ref_level_bound):
    
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        """append suffix characters to names of various material declinations.
    
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        Material declinations are necessary to POV syntax and used in shading.py
    
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        by the pov_has_no_specular_maps function to create the finish map trick and
    
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        the suffixes avoid name collisions.
        Keyword arguments:
        name -- the initial material name as a string
    
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        ref_level_bound -- the enum number of the ref_level_bound being written:
            ref_level_bound=1 is for texture with No specular nor Mirror reflection
            ref_level_bound=2 is for texture with translation of spec and mir levels
    
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            for when no map influences them
    
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            ref_level_bound=3 is for texture with Maximum Spec and Mirror
    
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        """
    
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        # All the try except clause below seems useless as each time
        # prefix rewritten even after and outside of it what was the point?
        # It may not even be any longer possible to feed no arg from Blender UI
        # try:
        # if name: # if int(name) > 0: # could be zero if no argument provided
        # # and always triggered exception so is this similar ?
        # prefix = "shader"
        # except BaseException as e:
        # print(e.__doc__)
    
        # print('An exception occurred: {}'.format(e))
    
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        # prefix = "" # rewritten below...
    
        prefix = "shader_"
    
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        name = string_strip_hyphen(name)
    
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        if ref_level_bound == 2:
    
            return prefix + name
    
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        # implicit else-if (no return yet)
        if ref_level_bound == 1:
    
            return prefix + name + "0"  # used for 0 of specular map
    
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        # implicit else-if (no return yet)
        if ref_level_bound == 3:
    
            return prefix + name + "1"  # used for 1 of specular map
    
    # -------- end safety string name material
    
    
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    def is_renderable(ob):
        """test for objects flagged as hidden or boolean operands not to render"""
    
        return not ob.hide_render and ob not in csg_list
    
    def renderable_objects(scene):
    
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        """test for non hidden, non boolean operands objects to render"""
        return [ob for ob in bpy.data.objects if is_renderable(ob)]
    
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    def no_renderable_objects():
        """Boolean operands only. Not to render"""
        return list(csg_list)
    
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    tab_level = 0
    
    user_dir = bpy.utils.resource_path('USER')
    preview_dir = os.path.join(user_dir, "preview")
    
    
    # Make sure Preview directory exists and is empty
    
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    smoke_path = os.path.join(preview_dir, "smoke.df3")
    
    
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    # below properties not added to __init__ yet to avoid conflicts with material sss scale
    # unless it would override then should be interfaced also in scene units property tab
    
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    # if scene.pov.sslt_enable:
        # file.write("    mm_per_unit %s\n"%scene.pov.mm_per_unit)
        # file.write("    subsurface {\n")
        # file.write("        samples %s, %s\n"%(scene.pov.sslt_samples_max,scene.pov.sslt_samples_min))
        # if scene.pov.sslt_radiosity:
            # file.write("        radiosity on\n")
        # file.write("}\n")
    
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    '''
    
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    # def write_object_modifiers(scene, ob, File):
    # """Translate some object level POV statements from Blender UI
    # to POV syntax and write to exported file """
    
    # # Maybe return that string to be added instead of directly written.
    
    # '''XXX WIP
    # onceCSG = 0
    # for mod in ob.modifiers:
    # if onceCSG == 0:
    # if mod :
    # if mod.type == 'BOOLEAN':
    # if ob.pov.boolean_mod == "POV":
    # File.write("\tinside_vector <%.6g, %.6g, %.6g>\n" %
    # (ob.pov.inside_vector[0],
    # ob.pov.inside_vector[1],
    # ob.pov.inside_vector[2]))
    # onceCSG = 1
    # '''
    
    # if ob.pov.hollow:
    # File.write("\thollow\n")
    # if ob.pov.double_illuminate:
    # File.write("\tdouble_illuminate\n")
    # if ob.pov.sturm:
    # File.write("\tsturm\n")
    # if ob.pov.no_shadow:
    # File.write("\tno_shadow\n")
    # if ob.pov.no_image:
    # File.write("\tno_image\n")
    # if ob.pov.no_reflection:
    # File.write("\tno_reflection\n")
    # if ob.pov.no_radiosity:
    # File.write("\tno_radiosity\n")
    # if ob.pov.inverse:
    # File.write("\tinverse\n")
    # if ob.pov.hierarchy:
    # File.write("\thierarchy\n")
    
    # # XXX, Commented definitions
    # '''
    # if scene.pov.photon_enable:
    # File.write("photons {\n")
    # if ob.pov.target:
    # File.write("target %.4g\n"%ob.pov.target_value)
    # if ob.pov.refraction:
    # File.write("refraction on\n")
    # if ob.pov.reflection:
    # File.write("reflection on\n")
    # if ob.pov.pass_through:
    # File.write("pass_through\n")
    # File.write("}\n")
    # if ob.pov.object_ior > 1:
    # File.write("interior {\n")
    # File.write("ior %.4g\n"%ob.pov.object_ior)
    # if scene.pov.photon_enable and ob.pov.target and ob.pov.refraction and ob.pov.dispersion:
    # File.write("ior %.4g\n"%ob.pov.dispersion_value)
    # File.write("ior %s\n"%ob.pov.dispersion_samples)
    # if scene.pov.photon_enable == False:
    # File.write("caustics %.4g\n"%ob.pov.fake_caustics_power)
    # '''
    
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    def write_pov(filename, scene=None, info_callback=None):
    
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        """Main export process from Blender UI to POV syntax and write to exported file """
    
        file = open(filename, "w")
    
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        # Only for testing
        if not scene:
            scene = bpy.data.scenes[0]
    
        render = scene.render
        world = scene.world
    
        global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X')
    
        comments = scene.pov.comments_enable and not scene.pov.tempfiles_enable
    
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        linebreaksinlists = scene.pov.list_lf_enable and not scene.pov.tempfiles_enable
        feature_set = bpy.context.preferences.addons[__package__].preferences.branch_feature_set_povray
    
        using_uberpov = feature_set == 'uberpov'
    
        pov_binary = PovrayRender._locate_binary()
    
        if using_uberpov:
            print("Unofficial UberPOV feature set chosen in preferences")
        else:
            print("Official POV-Ray 3.7 feature set chosen in preferences")
    
        if 'uber' in pov_binary:
    
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            print("The name of the binary suggests you are probably rendering with Uber POV engine")
    
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            print("The name of the binary suggests you are probably rendering with standard POV engine")
    
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        def set_tab(tabtype, spaces):
            tab_str = ""
    
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                tab_str = ""
    
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                tab_str = "\t"
    
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                tab_str = spaces * " "
            return tab_str
    
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        tab = set_tab(scene.pov.indentation_character, scene.pov.indentation_spaces)
    
        if not scene.pov.tempfiles_enable:
    
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            def tab_write(str_o):
    
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                """Indent POV syntax from brackets levels and write to exported file """
    
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                global tab_level
                brackets = str_o.count("{") - str_o.count("}") + str_o.count("[") - str_o.count("]")
    
                if brackets < 0:
    
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                    tab_level = tab_level + brackets
                if tab_level < 0:
                    print("Indentation Warning: tab_level = %s" % tab_level)
                    tab_level = 0
                if tab_level >= 1:
                    file.write("%s" % tab * tab_level)
    
                file.write(str_o)
                if brackets > 0:
    
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                    tab_level = tab_level + brackets
    
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            def tab_write(str_o):
    
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                """write directly to exported file if user checked autonamed temp files (faster)."""
    
                file.write(str_o)
    
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        def unique_name(name, name_seq):
    
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            """Increment any generated POV name that could get identical to avoid collisions"""
    
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            if name not in name_seq:
    
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                name = string_strip_hyphen(name)
    
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                return name
    
            name_orig = name
            i = 1
    
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            while name in name_seq:
    
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                i += 1
    
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            name = string_strip_hyphen(name)
    
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            return name
    
    
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        def write_matrix(matrix):
    
            """Translate some transform matrix from Blender UI
    
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            to POV syntax and write to exported file """
    
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            tab_write(
    
                "matrix <%.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f>\n"
                % (
                    matrix[0][0],
                    matrix[1][0],
                    matrix[2][0],
                    matrix[0][1],
                    matrix[1][1],
                    matrix[2][1],
                    matrix[0][2],
                    matrix[1][2],
                    matrix[2][2],
                    matrix[0][3],
                    matrix[1][3],
                    matrix[2][3],
                )
            )
    
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        material_names_dictionary = {}
    
        DEF_MAT_NAME = ""  # or "Default"?
    
        # -----------------------------------------------------------------------------
    
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        def export_meta(metas):
    
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            """write all POV blob primitives and Blender Metas to exported file """
    
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            # TODO - blenders 'motherball' naming is not supported.
    
            if comments and len(metas) >= 1:
    
                file.write("//--Blob objects--\n\n")
    
            # Get groups of metaballs by blender name prefix.
            meta_group = {}
            meta_elems = {}
    
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            for ob in metas:
    
                if prefix not in meta_group:
    
                    meta_group[prefix] = ob  # .data.threshold
    
                elems = [
                    (elem, ob)
                    for elem in ob.data.elements
    
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                    if elem.type in {'BALL', 'ELLIPSOID', 'CAPSULE', 'CUBE', 'PLANE'}
    
                if prefix in meta_elems:
                    meta_elems[prefix].extend(elems)
    
                    meta_elems[prefix] = elems
    
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                    tab_write("\n//dummy sphere to represent empty meta location\n")
                    tab_write(
    
                        "sphere {<%.6g, %.6g, %.6g>,0 pigment{rgbt 1} "
                        "no_image no_reflection no_radiosity "
                        "photons{pass_through collect off} hollow}\n\n"
    
                        % (ob.location.x, ob.location.y, ob.location.z)
                    )  # ob.name > povdataname)
    
                # other metaballs
                else:
    
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                    for mg, mob in meta_group.items():
    
                        if len(meta_elems[mg]) != 0:
    
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                            tab_write("blob{threshold %.4g // %s \n" % (mob.data.threshold, mg))
    
                            for elems in meta_elems[mg]:
                                elem = elems[0]
                                loc = elem.co
                                stiffness = elem.stiffness
                                if elem.use_negative:
    
                                    stiffness = -stiffness
    
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                                    tab_write(
    
                                        "sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g "
    
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                                        % (loc.x, loc.y, loc.z, elem.radius, stiffness)
    
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                                    write_matrix(global_matrix @ elems[1].matrix_world)
                                    tab_write("}\n")
    
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                                    tab_write(
    
                                        "sphere{ <%.6g, %.6g, %.6g>,%.4g,%.4g "
                                        % (
                                            loc.x / elem.size_x,
                                            loc.y / elem.size_y,
                                            loc.z / elem.size_z,
                                            elem.radius,
                                            stiffness,
                                        )
                                    )
    
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                                    tab_write(
    
                                        "scale <%.6g, %.6g, %.6g>"
                                        % (elem.size_x, elem.size_y, elem.size_z)
                                    )
    
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                                    write_matrix(global_matrix @ elems[1].matrix_world)
                                    tab_write("}\n")
    
                                elif elem.type == 'CAPSULE':
    
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                                    tab_write(
    
                                        "cylinder{ <%.6g, %.6g, %.6g>,<%.6g, %.6g, %.6g>,%.4g,%.4g "
                                        % (
                                            (loc.x - elem.size_x),
                                            (loc.y),
                                            (loc.z),
                                            (loc.x + elem.size_x),
                                            (loc.y),
                                            (loc.z),
                                            elem.radius,
                                            stiffness,
                                        )
                                    )
    
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                                    # tab_write("scale <%.6g, %.6g, %.6g>" % (elem.size_x, elem.size_y, elem.size_z))
                                    write_matrix(global_matrix @ elems[1].matrix_world)
                                    tab_write("}\n")
    
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                                    tab_write(
    
                                        "cylinder { -x*8, +x*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale  <1/4,1,1> scale <%.6g, %.6g, %.6g>\n"
                                        % (
                                            elem.radius * 2.0,
                                            stiffness / 4.0,
                                            loc.x,
                                            loc.y,
                                            loc.z,
                                            elem.size_x,
                                            elem.size_y,
                                            elem.size_z,
                                        )
                                    )
    
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                                    write_matrix(global_matrix @ elems[1].matrix_world)
                                    tab_write("}\n")
                                    tab_write(
    
                                        "cylinder { -y*8, +y*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1/4,1> scale <%.6g, %.6g, %.6g>\n"
                                        % (
                                            elem.radius * 2.0,
                                            stiffness / 4.0,
                                            loc.x,
                                            loc.y,
                                            loc.z,
                                            elem.size_x,
                                            elem.size_y,
                                            elem.size_z,
                                        )
                                    )
    
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                                    write_matrix(global_matrix @ elems[1].matrix_world)
                                    tab_write("}\n")
                                    tab_write(
    
                                        "cylinder { -z*8, +z*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1,1/4> scale <%.6g, %.6g, %.6g>\n"
                                        % (
                                            elem.radius * 2.0,
                                            stiffness / 4.0,
                                            loc.x,
                                            loc.y,
                                            loc.z,
                                            elem.size_x,
                                            elem.size_y,
                                            elem.size_z,
                                        )
                                    )
    
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                                    write_matrix(global_matrix @ elems[1].matrix_world)
                                    tab_write("}\n")
    
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                                    tab_write(
    
                                        "cylinder { -x*8, +x*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale  <1/4,1,1> scale <%.6g, %.6g, %.6g>\n"
                                        % (
                                            elem.radius * 2.0,
                                            stiffness / 4.0,
                                            loc.x,
                                            loc.y,
                                            loc.z,
                                            elem.size_x,
                                            elem.size_y,
                                            elem.size_z,
                                        )
                                    )
    
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                                    write_matrix(global_matrix @ elems[1].matrix_world)
                                    tab_write("}\n")
                                    tab_write(
    
                                        "cylinder { -y*8, +y*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1/4,1> scale <%.6g, %.6g, %.6g>\n"
                                        % (
                                            elem.radius * 2.0,
                                            stiffness / 4.0,
                                            loc.x,
                                            loc.y,
                                            loc.z,
                                            elem.size_x,
                                            elem.size_y,
                                            elem.size_z,
                                        )
                                    )
    
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                                    write_matrix(global_matrix @ elems[1].matrix_world)
                                    tab_write("}\n")
    
                                material = elems[1].data.materials[
                                    0
                                ]  # lame! - blender cant do enything else.
    
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                            except BaseException as e:
                                print(e.__doc__)
                                print('An exception occurred: {}'.format(e))
    
                                material = None
                            if material:
                                diffuse_color = material.diffuse_color
    
                                if (
                                    material.use_transparency
                                    and material.transparency_method == 'RAYTRACE'
                                ):
    
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                                    pov_filter = material.pov_raytrace_transparency.filter * (
                                        1.0 - material.alpha
    
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                                    trans = (1.0 - material.pov.alpha) - pov_filter
    
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                                    pov_filter = 0.0
                                material_finish = material_names_dictionary[material.name]
                                tab_write(
    
                                    "pigment {srgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n"
                                    % (
                                        diffuse_color[0],
                                        diffuse_color[1],
                                        diffuse_color[2],
    
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                                        pov_filter,
    
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                                tab_write("finish{%s} " % safety(material_finish, ref_level_bound=2))
    
                                material_finish = DEF_MAT_NAME
                                trans = 0.0
    
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                                tab_write(
    
                                    "pigment{srgbt<1,1,1,%.3g} finish{%s} "
                                    % (trans, safety(material_finish, ref_level_bound=2))
    
                                write_object_material_interior(material, mob, tab_write)
                                # write_object_material_interior(material, elems[1])
    
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                                tab_write("radiosity{importance %3g}\n" % mob.pov.importance_value)
                                tab_write("}\n\n")  # End of Metaball block
    
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                meta = ob.data
    
    
                # important because no elements will break parsing.
    
                elements = [elem for elem in meta.elements if elem.type in {'BALL', 'ELLIPSOID'}]
    
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                    tab_write("blob {\n")
                    tab_write("threshold %.4g\n" % meta.threshold)
    
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                        material = meta.materials[0]  # lame! - blender cant do enything else.
    
                    except:
                        material = None
    
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                    for elem in elements:
                        loc = elem.co
    
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                        stiffness = elem.stiffness
                        if elem.use_negative:
                            stiffness = - stiffness
    
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                        if elem.type == 'BALL':
    
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                            tab_write("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" %
    
                                     (loc.x, loc.y, loc.z, elem.radius, stiffness))
    
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                            # After this wecould do something simple like...
    
                            # except we'll write the color
    
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                        elif elem.type == 'ELLIPSOID':
                            # location is modified by scale
    
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                            tab_write("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" %
    
                                     (loc.x / elem.size_x,
                                      loc.y / elem.size_y,
                                      loc.z / elem.size_z,
    
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                            tab_write("scale <%.6g, %.6g, %.6g> \n" %
    
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                    if material:
                        diffuse_color = material.diffuse_color
    
                        if material.use_transparency and material.transparency_method == 'RAYTRACE':
    
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                            pov_filter = material.pov_raytrace_transparency.filter * (1.0 - material.alpha)
                            trans = (1.0 - material.pov.alpha) - pov_filter
    
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                            pov_filter = 0.0
    
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                        material_finish = material_names_dictionary[material.name]
    
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                        tab_write("pigment {srgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" %
    
                                 (diffuse_color[0], diffuse_color[1], diffuse_color[2],
    
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                                  pov_filter, trans))
                        tab_write("finish {%s}\n" % safety(material_finish, ref_level_bound=2))
    
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                        tab_write("pigment {srgb 1} \n")
    
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                        tab_write("finish {%s}\n" % (safety(DEF_MAT_NAME, ref_level_bound=2)))
    
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                    write_object_material_interior(material, elems[1])
    
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                    write_matrix(global_matrix @ ob.matrix_world)
    
                    # Importance for radiosity sampling added here
    
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                    tab_write("radiosity { \n")
    
                    # importance > ob.pov.importance_value
    
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                    tab_write("importance %3g \n" % importance)
                    tab_write("}\n")
    
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                    tab_write("}\n")  # End of Metaball block
    
                    if comments and len(metas) >= 1:
    
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        def export_global_settings(scene):
    
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            """write all POV global settings to exported file """
    
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            tab_write("global_settings {\n")
            tab_write("assumed_gamma 1.0\n")
            tab_write("max_trace_level %d\n" % scene.pov.max_trace_level)
    
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                if not scene.pov.radio_enable:
    
                    file.write("    adc_bailout %.6f\n" % scene.pov.adc_bailout)
    
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                file.write("    ambient_light <%.6f,%.6f,%.6f>\n" % scene.pov.ambient_light[:])
                file.write("    irid_wavelength <%.6f,%.6f,%.6f>\n" % scene.pov.irid_wavelength[:])
    
                file.write("    number_of_waves %s\n" % scene.pov.number_of_waves)
                file.write("    noise_generator %s\n" % scene.pov.noise_generator)
    
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                tab_write("radiosity {\n")
                tab_write("adc_bailout %.4g\n" % scene.pov.radio_adc_bailout)
                tab_write("brightness %.4g\n" % scene.pov.radio_brightness)
                tab_write("count %d\n" % scene.pov.radio_count)
                tab_write("error_bound %.4g\n" % scene.pov.radio_error_bound)
                tab_write("gray_threshold %.4g\n" % scene.pov.radio_gray_threshold)
                tab_write("low_error_factor %.4g\n" % scene.pov.radio_low_error_factor)
                tab_write("maximum_reuse %.4g\n" % scene.pov.radio_maximum_reuse)
                tab_write("minimum_reuse %.4g\n" % scene.pov.radio_minimum_reuse)
                tab_write("nearest_count %d\n" % scene.pov.radio_nearest_count)
                tab_write("pretrace_start %.3g\n" % scene.pov.radio_pretrace_start)
                tab_write("pretrace_end %.3g\n" % scene.pov.radio_pretrace_end)
                tab_write("recursion_limit %d\n" % scene.pov.radio_recursion_limit)
                tab_write("always_sample %d\n" % scene.pov.radio_always_sample)
                tab_write("normal %d\n" % scene.pov.radio_normal)
                tab_write("media %d\n" % scene.pov.radio_media)
                tab_write("subsurface %d\n" % scene.pov.radio_subsurface)
                tab_write("}\n")
            once_sss = 1
            once_ambient = 1
            once_photons = 1
    
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            for material in bpy.data.materials:
    
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                if material.pov_subsurface_scattering.use and once_sss:
    
                    # In pov, the scale has reversed influence compared to blender. these number
                    # should correct that
    
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                    tab_write(
                        "mm_per_unit %.6f\n" % (material.pov_subsurface_scattering.scale * 1000.0)
    
                    )
                    # 1000 rather than scale * (-100.0) + 15.0))
    
                    # In POV-Ray, the scale factor for all subsurface shaders needs to be the same
    
                    # formerly sslt_samples were multiplied by 100 instead of 10
    
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                    sslt_samples = (11 - material.pov_subsurface_scattering.error_threshold) * 10
    
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                    tab_write("subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples / 10))
                    once_sss = 0
    
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                if world and once_ambient:
                    tab_write("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.pov.ambient_color[:])
                    once_ambient = 0
    
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                    if once_photons and (
                        material.pov.refraction_type == "2" or material.pov.photons_reflection
    
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                        tab_write("photons {\n")
                        tab_write("spacing %.6f\n" % scene.pov.photon_spacing)
                        tab_write("max_trace_level %d\n" % scene.pov.photon_max_trace_level)
                        tab_write("adc_bailout %.3g\n" % scene.pov.photon_adc_bailout)
                        tab_write(
    
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                            % (scene.pov.photon_gather_min, scene.pov.photon_gather_max)
    
                        if scene.pov.photon_map_file_save_load in {'save'}:
    
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                            ph_file_name = 'Photon_map_file.ph'
    
                            if scene.pov.photon_map_file != '':
    
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                                ph_file_name = scene.pov.photon_map_file + '.ph'
                            ph_file_dir = tempfile.gettempdir()
    
                            path = bpy.path.abspath(scene.pov.photon_map_dir)
                            if os.path.exists(path):
    
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                                ph_file_dir = path
                            full_file_name = os.path.join(ph_file_dir, ph_file_name)
                            tab_write('save_file "%s"\n' % full_file_name)
                            scene.pov.photon_map_file = full_file_name
    
                        if scene.pov.photon_map_file_save_load in {'load'}:
    
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                            full_file_name = bpy.path.abspath(scene.pov.photon_map_file)
                            if os.path.exists(full_file_name):
                                tab_write('load_file "%s"\n' % full_file_name)
                        tab_write("}\n")
                        once_photons = 0
    
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            tab_write("}\n")
    
        # sel = renderable_objects(scene) #removed for booleans
    
            file.write(
                "//----------------------------------------------\n"
                "//--Exported with POV-Ray exporter for Blender--\n"
                "//----------------------------------------------\n\n"
            )
    
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        file.write("#version 3.7;\n")  # Switch below as soon as 3.8 beta gets easy linked
        # file.write("#version 3.8;\n")
    
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            "#declare Default_texture = texture{pigment {rgb 0.8} " "finish {brilliance 3.8} }\n\n"
    
            file.write("\n//--Global settings--\n\n")
    
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        export_global_settings(scene)
    
            file.write("\n//--Custom Code--\n\n")
    
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        scripting.export_custom_code(file)
    
    
        if comments:
            file.write("\n//--Patterns Definitions--\n\n")
    
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        local_pattern_names = []
    
        for texture in bpy.data.textures:  # ok?
    
            if texture.users > 0:
    
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                current_pat_name = string_strip_hyphen(bpy.path.clean_name(texture.name))
    
                # string_strip_hyphen(patternNames[texture.name]) #maybe instead of the above
    
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                local_pattern_names.append(current_pat_name)
    
                # use above list to prevent writing texture instances several times and assign in mats?
                if (
    
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                    texture.type not in {'NONE', 'IMAGE'} and texture.pov.tex_pattern_type == 'emulator'
                ) or (texture.type in {'NONE', 'IMAGE'} and texture.pov.tex_pattern_type != 'emulator'):
                    file.write("\n#declare PAT_%s = \n" % current_pat_name)
                    file.write(shading.export_pattern(texture))
    
                file.write("\n")
    
            file.write("\n//--Background--\n\n")
    
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        scenography.export_world(scene.world, scene, global_matrix, tab_write)
    
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        scenography.export_camera(scene, global_matrix, render, tab_write)
    
        for ob in bpy.data.objects:
            if ob.type == 'MESH':
                for mod in ob.modifiers:
    
                    if mod.type == 'BOOLEAN' and mod.object not in csg_list:
    
                            csg_list.append(mod.object)
        if csg_list != []:
            csg = False
    
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            sel = no_renderable_objects()
    
            #export non rendered boolean objects operands
    
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            object_mesh_topology.export_meshes(
                preview_dir,
                file,
                scene,
                sel,
                csg,
                string_strip_hyphen,
                safety,
                write_object_modifiers,
                material_names_dictionary,
    
                write_object_material_interior,
    
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                scenography.exported_lights_count,
                unpacked_images,
                image_format,
                img_map,
                img_map_transforms,
                path_image,
                smoke_path,
                global_matrix,
                write_matrix,
                using_uberpov,
                comments,
                linebreaksinlists,
                tab,
                tab_level,
                tab_write,
                info_callback,
            )
    
    
        csg = True
        sel = renderable_objects(scene)
    
    
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        scenography.export_lights(
            [L for L in sel if (L.type == 'LIGHT' and L.pov.object_as != 'RAINBOW')],
            file,
            scene,
            global_matrix,
            write_matrix,
            tab_write,
    
        if comments:
            file.write("\n//--Rainbows--\n\n")
    
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        scenography.export_rainbows(
            [L for L in sel if (L.type == 'LIGHT' and L.pov.object_as == 'RAINBOW')],
            file,
            scene,
            global_matrix,
            write_matrix,
            tab_write,
    
        if comments:
            file.write("\n//--Special Curves--\n\n")
        for c in sel:
    
            if c.is_modified(scene, 'RENDER'):
    
                continue  # don't export as pov curves objects with modifiers, but as mesh
    
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            # Implicit else-if (as not skipped by previous "continue")
            if c.type == 'CURVE' and (c.pov.curveshape in {'lathe', 'sphere_sweep', 'loft', 'birail'}):
    
                object_curve_topology.export_curves(file, c, string_strip_hyphen, global_matrix, tab_write)
    
            file.write("\n//--Material Definitions--\n\n")
    
        # write a default pigment for objects with no material (comment out to show black)
    
        file.write("#default{ pigment{ color srgb 0.8 }}\n")
    
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        # Convert all materials to strings we can access directly per vertex.
    
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        shading.write_material(
    
            using_uberpov,
            DEF_MAT_NAME,
    
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            tab_write,
    
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            unique_name,
            material_names_dictionary,
    
            None,
        )  # default material
    
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        for material in bpy.data.materials:
    
            if material.users > 0:
    
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                r, g, b, a = material.diffuse_color[:]
                pigment_color = "pigment {rgbt <%.4g,%.4g,%.4g,%.4g>}" % (r, g, b, 1 - a)
    
                if material.pov.material_use_nodes:
    
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                    # Also make here other pigment_color fallback using BSDF node main color ?
    
                    ntree = material.node_tree
    
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                    pov_mat_name = string_strip_hyphen(bpy.path.clean_name(material.name))
    
                    if len(ntree.nodes) == 0:
    
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                        file.write('#declare %s = texture {%s}\n' % (pov_mat_name, pigment_color))
    
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                        shading.write_nodes(scene, pov_mat_name, ntree, file)
    
    
                    for node in ntree.nodes:
                        if node:
                            if node.bl_idname == "PovrayOutputNode":
                                if node.inputs["Texture"].is_linked:
                                    for link in ntree.links:
    
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                                        if link.to_node.bl_idname == "PovrayOutputNode":
                                            pov_mat_name = (
    
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                                                    bpy.path.clean_name(link.from_node.name)
    
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                                                + "_%s" % pov_mat_name
    
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                                        '#declare %s = texture {%s}\n' % (pov_mat_name, pigment_color)
    
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                    shading.write_material(
    
                        using_uberpov,
                        DEF_MAT_NAME,
    
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                        tab_write,
    
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                        unique_name,
                        material_names_dictionary,
    
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                # attributes are all the variables needed by the other python file...
    
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        export_meta([m for m in sel if m.type == 'META'])
    
            file.write("//--Mesh objects--\n")
    
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        # tbefore = time.time()
        object_mesh_topology.export_meshes(
            preview_dir,
            file,
            scene,
            sel,
            csg,
            string_strip_hyphen,
            safety,
            write_object_modifiers,
            material_names_dictionary,
    
            write_object_material_interior,
    
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            scenography.exported_lights_count,
            unpacked_images,
            image_format,
            img_map,
            img_map_transforms,
            path_image,
            smoke_path,
            global_matrix,
            write_matrix,
            using_uberpov,
            comments,
            linebreaksinlists,
            tab,
            tab_level,
            tab_write,
            info_callback,
        )
        # totime = time.time() - tbefore
        # print("export_meshes took" + str(totime))
    
        # What follow used to happen here:
    
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        # export_camera()
        # scenography.export_world(scene.world, scene, global_matrix, tab_write)
        # export_global_settings(scene)
    
        # MR:..and the order was important for implementing pov 3.7 baking
    
        # CR: Baking should be a special case than. If "baking", than we could change the order.
    
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        # print("pov file closed %s" % file.closed)
    
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        file.close()
    
        # print("pov file closed %s" % file.closed)
    
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    def write_pov_ini(scene, filename_ini, filename_log, filename_pov, filename_image):
    
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        """Write ini file."""
    
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        feature_set = bpy.context.preferences.addons[__package__].preferences.branch_feature_set_povray
    
        using_uberpov = feature_set == 'uberpov'
        # scene = bpy.data.scenes[0]
    
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        render = scene.render
    
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        x = int(render.resolution_x * render.resolution_percentage * 0.01)
        y = int(render.resolution_y * render.resolution_percentage * 0.01)
    
    
        file = open(filename_ini, "w")
    
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        file.write("Version=3.7\n")
    
        # write povray text stream to temporary file of same name with _log suffix
        # file.write("All_File='%s'\n" % filename_log)
    
        # DEBUG.OUT log if none specified:
        file.write("All_File=1\n")
    
        file.write("Input_File_Name='%s'\n" % filename_pov)
        file.write("Output_File_Name='%s'\n" % filename_image)
    
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        file.write("Width=%d\n" % x)
        file.write("Height=%d\n" % y)
    
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        # Border render.
        if render.use_border:
            file.write("Start_Column=%4g\n" % render.border_min_x)
            file.write("End_Column=%4g\n" % (render.border_max_x))
    
    
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            file.write("Start_Row=%4g\n" % (1.0 - render.border_max_y))
            file.write("End_Row=%4g\n" % (1.0 - render.border_min_y))
    
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        file.write("Bounding_Method=2\n")  # The new automatic BSP is faster in most scenes
    
        # Activated (turn this back off when better live exchange is done between the two programs
        # (see next comment)
        file.write("Display=1\n")
    
        # PNG, with POV-Ray 3.7, can show background color with alpha. In the long run using the
        # POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
        file.write("Output_File_Type=N\n")
    
        # file.write("Output_File_Type=T\n") # TGA, best progressive loading
    
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        if scene.pov.antialias_enable:
            # method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray
            # needs higher sampling.
            # aa_mapping = {"5": 2, "8": 3, "11": 4, "16": 5}
    
            if using_uberpov:
                method = {"0": 1, "1": 2, "2": 3}
            else:
                method = {"0": 1, "1": 2, "2": 2}
    
            file.write("Antialias_Depth=%d\n" % scene.pov.antialias_depth)
            file.write("Antialias_Threshold=%.3g\n" % scene.pov.antialias_threshold)
    
            if using_uberpov and scene.pov.antialias_method == '2':
    
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                file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
                file.write("Antialias_Confidence=%.3g\n" % scene.pov.antialias_confidence)
    
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                file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
    
            file.write("Antialias_Gamma=%.3g\n" % scene.pov.antialias_gamma)
            if scene.pov.jitter_enable:
    
                file.write("Jitter_Amount=%3g\n" % scene.pov.jitter_amount)
    
                file.write("Jitter=off\n")  # prevent animation flicker
    
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        else:
    
        # print("ini file closed %s" % file.closed)
    
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        file.close()
    
        # print("ini file closed %s" % file.closed)
    
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    class PovrayRender(bpy.types.RenderEngine):
    
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        """Define the external renderer"""
    
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        bl_idname = 'POVRAY_RENDER'
    
        bl_label = "Persitence Of Vision"
    
        bl_use_shading_nodes_custom = False