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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>
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"""Wirte 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
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 exXXXception occurred: {}'.format(e))
    # 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
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##############end safety string name material
##############################EndSF###########################
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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:
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