Skip to content
Snippets Groups Projects
primitives.py 68 KiB
Newer Older
############ To get POV-Ray specific objects In and Out of Blender ###########

import bpy
from bpy_extras.io_utils import ImportHelper
from bpy_extras import object_utils
from math import atan, pi, degrees, sqrt, cos, sin


from bpy.props import (
        StringProperty,
        BoolProperty,
        IntProperty,
        FloatProperty,
        FloatVectorProperty,
        EnumProperty,
        PointerProperty,
        CollectionProperty,
        )

from mathutils import (
        Vector,
        )
        
#import collections

def pov_define_mesh(mesh, verts, edges, faces, name, hide_geometry=True):
    if mesh is None:
        mesh = bpy.data.meshes.new(name)
    mesh.from_pydata(verts, edges, faces)
    mesh.update()
    mesh.validate(False)  # Set it to True to see debug messages (helps ensure you generate valid geometry).
    if hide_geometry:
        mesh.vertices.foreach_set("hide", [True] * len(mesh.vertices))
        mesh.edges.foreach_set("hide", [True] * len(mesh.edges))
        mesh.polygons.foreach_set("hide", [True] * len(mesh.polygons))
    return mesh


class POVRAY_OT_lathe_add(bpy.types.Operator):
    bl_idname = "pov.addlathe"
    bl_label = "Lathe"
    bl_options = {'REGISTER','UNDO'}
    bl_description = "adds lathe"


    def execute(self, context):
        layers=[False]*20
        layers[0]=True
        bpy.ops.curve.primitive_bezier_curve_add(location=(0, 0, 0),
            rotation=(0, 0, 0), layers=layers)
        ob=context.scene.objects.active
        ob.name = ob.data.name = "PovLathe"
        ob.pov.object_as='LATHE' 
        bpy.ops.object.mode_set(mode='EDIT')
        self.report({'WARNING'}, "This native POV-Ray primitive "
                                 "won't have any vertex to show in edit mode")
        bpy.ops.transform.rotate(value=-pi/2, axis=(0, 0, 1))
        bpy.ops.object.mode_set(mode='OBJECT')
        ob.pov.curveshape = "lathe"
        bpy.ops.object.modifier_add(type='SCREW')
        bpy.context.object.modifiers["Screw"].axis = 'Y'
        bpy.context.object.modifiers["Screw"].show_render = False
        return {'FINISHED'}


        
def pov_superellipsoid_define(context, op, ob):

        if op:
            mesh = None

            u = op.se_u
            v = op.se_v
            n1 = op.se_n1
            n2 = op.se_n2
            edit = op.se_edit
            se_param1 = n2 # op.se_param1
            se_param2 = n1 # op.se_param2
            
        else:
            assert(ob)
            mesh = ob.data

            u = ob.pov.se_u
            v = ob.pov.se_v
            n1 = ob.pov.se_n1
            n2 = ob.pov.se_n2
            edit = ob.pov.se_edit
            se_param1 = ob.pov.se_param1
            se_param2 = ob.pov.se_param2
            
        verts = []
        r=1
        
        stepSegment=360/v*pi/180
        stepRing=pi/u
        angSegment=0
        angRing=-pi/2

        step=0
        for ring in range(0,u-1):
            angRing += stepRing
            for segment in range(0,v):
                step += 1
                angSegment += stepSegment
                x = r*(abs(cos(angRing))**n1)*(abs(cos(angSegment))**n2)
                if (cos(angRing) < 0 and cos(angSegment) > 0) or \
                        (cos(angRing) > 0 and cos(angSegment) < 0):
                    x = -x
                y = r*(abs(cos(angRing))**n1)*(abs(sin(angSegment))**n2)
                if (cos(angRing) < 0 and sin(angSegment) > 0) or \
                        (cos(angRing) > 0 and sin(angSegment) < 0):
                    y = -y
                z = r*(abs(sin(angRing))**n1)
                if sin(angRing) < 0:
                    z = -z
                x = round(x,4)
                y = round(y,4)
                z = round(z,4)
                verts.append((x,y,z))
        if edit == 'TRIANGLES':
            verts.append((0,0,1))
            verts.append((0,0,-1))
            
        faces = []
        
        for i in range(0,u-2):
            m=i*v
            for p in range(0,v):
                if p < v-1:
                    face=(m+p,1+m+p,v+1+m+p,v+m+p)
                if p == v-1:
                    face=(m+p,m,v+m,v+m+p)
                faces.append(face)
        if edit == 'TRIANGLES':
            indexUp=len(verts)-2
            indexDown=len(verts)-1
            indexStartDown=len(verts)-2-v
            for i in range(0,v):
                if i < v-1:
                    face=(indexDown,i,i+1)
                    faces.append(face)
                if i == v-1:
                    face=(indexDown,i,0)
                    faces.append(face)
            for i in range(0,v):
                if i < v-1:
                    face=(indexUp,i+indexStartDown,i+indexStartDown+1)
                    faces.append(face)
                if i == v-1:
                    face=(indexUp,i+indexStartDown,indexStartDown)
                    faces.append(face)
        if edit == 'NGONS':
            face=[]
            for i in range(0,v):
                face.append(i)
            faces.append(face)
            face=[]
            indexUp=len(verts)-1
            for i in range(0,v):
                face.append(indexUp-i)
            faces.append(face)
        mesh = pov_define_mesh(mesh, verts, [], faces, "SuperEllipsoid")

        if not ob:
            ob_base = object_utils.object_data_add(context, mesh, operator=None)
            ob = ob_base.object
            #engine = context.scene.render.engine what for?
            ob = context.object
            ob.name =  ob.data.name = "PovSuperellipsoid"
            ob.pov.object_as = 'SUPERELLIPSOID'
            ob.pov.se_param1 = n2
            ob.pov.se_param2 = n1
            
            ob.pov.se_u = u
            ob.pov.se_v = v
            ob.pov.se_n1 = n1 
            ob.pov.se_n2 = n2
            ob.pov.se_edit = edit        

            bpy.ops.object.mode_set(mode="EDIT")
            bpy.ops.mesh.hide(unselected=False)
            bpy.ops.object.mode_set(mode="OBJECT")
            
class POVRAY_OT_superellipsoid_add(bpy.types.Operator):
    bl_idname = "pov.addsuperellipsoid"
    bl_label = "Add SuperEllipsoid"
    bl_description = "Create a SuperEllipsoid"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    # XXX Keep it in sync with __init__'s RenderPovSettingsConePrimitive
    #     If someone knows how to define operators' props from a func, I'd be delighted to learn it!
    se_param1 = FloatProperty(
            name="Parameter 1",
            description="",
            min=0.00, max=10.0, default=0.04)

    se_param2 = FloatProperty(
            name="Parameter 2",
201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607
            description="",
            min=0.00, max=10.0, default=0.04)
            
    se_u = IntProperty(name = "U-segments",
                    description = "radial segmentation",
                    default = 20, min = 4, max = 265)
    se_v = IntProperty(name = "V-segments",
                    description = "lateral segmentation",
                    default = 20, min = 4, max = 265)
    se_n1 = FloatProperty(name = "Ring manipulator",
                      description = "Manipulates the shape of the Ring",
                      default = 1.0, min = 0.01, max = 100.0)
    se_n2 = FloatProperty(name = "Cross manipulator",
                      description = "Manipulates the shape of the cross-section",
                      default = 1.0, min = 0.01, max = 100.0)
    se_edit = EnumProperty(items=[("NOTHING", "Nothing", ""),
                                ("NGONS", "N-Gons", ""),
                                ("TRIANGLES", "Triangles", "")],
                        name="Fill up and down",
                        description="",
                        default='TRIANGLES')

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        return (engine in cls.COMPAT_ENGINES)
        
    def execute(self,context):
        pov_superellipsoid_define(context, self, None)

        self.report({'WARNING'}, "This native POV-Ray primitive won't have any vertex to show in edit mode")   

        return {'FINISHED'}

class POVRAY_OT_superellipsoid_update(bpy.types.Operator):
    bl_idname = "pov.superellipsoid_update"
    bl_label = "Update"
    bl_description = "Update Superellipsoid"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        ob = context.object
        return (ob and ob.data and ob.type == 'MESH' and engine in cls.COMPAT_ENGINES)

    def execute(self, context):
        bpy.ops.object.mode_set(mode="EDIT")
        bpy.ops.mesh.reveal()
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.mesh.delete(type='VERT')
        bpy.ops.object.mode_set(mode="OBJECT")

        pov_superellipsoid_define(context, None, context.object)

        return {'FINISHED'}

def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
    faces = []
    if not vertIdx1 or not vertIdx2:
        return None
    if len(vertIdx1) < 2 and len(vertIdx2) < 2:
        return None
    fan = False
    if (len(vertIdx1) != len(vertIdx2)):
        if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
            fan = True
        else:
            return None
    total = len(vertIdx2)
    if closed:
        if flipped:
            face = [
                vertIdx1[0],
                vertIdx2[0],
                vertIdx2[total - 1]]
            if not fan:
                face.append(vertIdx1[total - 1])
            faces.append(face)

        else:
            face = [vertIdx2[0], vertIdx1[0]]
            if not fan:
                face.append(vertIdx1[total - 1])
            face.append(vertIdx2[total - 1])
            faces.append(face)
    for num in range(total - 1):
        if flipped:
            if fan:
                face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
            else:
                face = [vertIdx2[num], vertIdx1[num],
                    vertIdx1[num + 1], vertIdx2[num + 1]]
            faces.append(face)
        else:
            if fan:
                face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
            else:
                face = [vertIdx1[num], vertIdx2[num],
                    vertIdx2[num + 1], vertIdx1[num + 1]]
            faces.append(face)

    return faces

def power(a,b):
    if a < 0:
        return -((-a)**b)
    return a**b
    
def supertoroid(R,r,u,v,n1,n2):
    a = 2*pi/u
    b = 2*pi/v
    verts = []
    faces = []
    for i in range(u):
        s = power(sin(i*a),n1)
        c = power(cos(i*a),n1)
        for j in range(v):
            c2 = R+r*power(cos(j*b),n2)
            s2 = r*power(sin(j*b),n2)
            verts.append((c*c2,s*c2,s2))# type as a (mathutils.Vector(c*c2,s*c2,s2))?
        if i > 0:
            f = createFaces(range((i-1)*v,i*v),range(i*v,(i+1)*v),closed = True)
            faces.extend(f)
    f = createFaces(range((u-1)*v,u*v),range(v),closed=True)
    faces.extend(f)
    return verts, faces

def pov_supertorus_define(context, op, ob):    
        if op:
            mesh = None
            st_R = op.st_R
            st_r = op.st_r
            st_u = op.st_u
            st_v = op.st_v
            st_n1 = op.st_n1
            st_n2 = op.st_n2
            st_ie = op.st_ie
            st_edit = op.st_edit

        else:
            assert(ob)
            mesh = ob.data
            st_R = ob.pov.st_major_radius
            st_r = ob.pov.st_minor_radius
            st_u = ob.pov.st_u
            st_v = ob.pov.st_v
            st_n1 = ob.pov.st_ring
            st_n2 = ob.pov.st_cross
            st_ie = ob.pov.st_ie
            st_edit = ob.pov.st_edit
            
        if st_ie:
            rad1 = (st_R+st_r)/2
            rad2 = (st_R-st_r)/2
            if rad2 > rad1:
                [rad1,rad2] = [rad2,rad1]
        else:
            rad1 = st_R
            rad2 = st_r
            if rad2 > rad1:
                rad1 = rad2
        verts,faces = supertoroid(rad1,
                                  rad2,
                                  st_u,
                                  st_v,
                                  st_n1,
                                  st_n2)
        mesh = pov_define_mesh(mesh, verts, [], faces, "PovSuperTorus", True)
        if not ob:
            ob_base = object_utils.object_data_add(context, mesh, operator=None)

            ob = ob_base.object
            ob.pov.object_as = 'SUPERTORUS'
            ob.pov.st_major_radius = st_R
            ob.pov.st_minor_radius = st_r
            ob.pov.st_u = st_u
            ob.pov.st_v = st_v
            ob.pov.st_ring = st_n1
            ob.pov.st_cross = st_n2
            ob.pov.st_ie = st_ie
            ob.pov.st_edit = st_edit
            
class POVRAY_OT_supertorus_add(bpy.types.Operator):
    bl_idname = "pov.addsupertorus"
    bl_label = "Add Supertorus"
    bl_description = "Create a SuperTorus"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}    
    
    st_R = FloatProperty(name = "big radius",
                      description = "The radius inside the tube",
                      default = 1.0, min = 0.01, max = 100.0)
    st_r = FloatProperty(name = "small radius",
                      description = "The radius of the tube",
                      default = 0.3, min = 0.01, max = 100.0)
    st_u = IntProperty(name = "U-segments",
                    description = "radial segmentation",
                    default = 16, min = 3, max = 265)
    st_v = IntProperty(name = "V-segments",
                    description = "lateral segmentation",
                    default = 8, min = 3, max = 265)
    st_n1 = FloatProperty(name = "Ring manipulator",
                      description = "Manipulates the shape of the Ring",
                      default = 1.0, min = 0.01, max = 100.0)
    st_n2 = FloatProperty(name = "Cross manipulator",
                      description = "Manipulates the shape of the cross-section",
                      default = 1.0, min = 0.01, max = 100.0)
    st_ie = BoolProperty(name = "Use Int.+Ext. radii",
                      description = "Use internal and external radii",
                      default = False)
    st_edit = BoolProperty(name="",
                        description="",
                        default=False,
                        options={'HIDDEN'})    

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        return (engine in cls.COMPAT_ENGINES)

    def execute(self, context):
        pov_supertorus_define(context, self, None)

        self.report({'WARNING'}, "This native POV-Ray primitive won't have any vertex to show in edit mode")        
        return {'FINISHED'}                        

class POVRAY_OT_supertorus_update(bpy.types.Operator):
    bl_idname = "pov.supertorus_update"
    bl_label = "Update"
    bl_description = "Update SuperTorus"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        ob = context.object
        return (ob and ob.data and ob.type == 'MESH' and engine in cls.COMPAT_ENGINES)

    def execute(self, context):
        bpy.ops.object.mode_set(mode="EDIT")
        bpy.ops.mesh.reveal()
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.mesh.delete(type='VERT')
        bpy.ops.object.mode_set(mode="OBJECT")

        pov_supertorus_define(context, None, context.object)

        return {'FINISHED'}
#########################################################################################################
class POVRAY_OT_loft_add(bpy.types.Operator):
    bl_idname = "pov.addloft"
    bl_label = "Add Loft Data"
    bl_description = "Create a Curve data for Meshmaker"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    
    loft_n = IntProperty(name = "Segments",
                    description = "Vertical segments",
                    default = 16, min = 3, max = 720)
    loft_rings_bottom = IntProperty(name = "Bottom",
                    description = "Bottom rings",
                    default = 5, min = 2, max = 100)
    loft_rings_side = IntProperty(name = "Side",
                    description = "Side rings",
                    default = 10, min = 2, max = 100)
    loft_thick = FloatProperty(name = "Thickness",
                      description = "Manipulates the shape of the Ring",
                      default = 0.3, min = 0.01, max = 1.0)
    loft_r = FloatProperty(name = "Radius",
                      description = "Radius",
                      default = 1, min = 0.01, max = 10)
    loft_height = FloatProperty(name = "Height",
                      description = "Manipulates the shape of the Ring",
                      default = 2, min = 0.01, max = 10.0)

    def execute(self,context):
        
        props = self.properties
        loftData = bpy.data.curves.new('Loft', type='CURVE')
        loftData.dimensions = '3D'
        loftData.resolution_u = 2
        loftData.show_normal_face = False
        n=props.loft_n
        thick = props.loft_thick
        side = props.loft_rings_side
        bottom = props.loft_rings_bottom
        h = props.loft_height
        r = props.loft_r
        distB = r/bottom
        r0 = 0.00001
        z = -h/2
        print("New")
        for i in range(bottom+1):
            coords = []
            angle = 0
            for p in range(n):
                x = r0*cos(angle)
                y = r0*sin(angle)
                coords.append((x,y,z))
                angle+=pi*2/n
            r0+=distB
            nurbs = loftData.splines.new('NURBS')
            nurbs.points.add(len(coords)-1)
            for i, coord in enumerate(coords):
                x,y,z = coord
                nurbs.points[i].co = (x, y, z, 1)
            nurbs.use_cyclic_u = True
        for i in range(side):
            z+=h/side
            coords = []
            angle = 0
            for p in range(n):
                x = r*cos(angle)
                y = r*sin(angle)
                coords.append((x,y,z))
                angle+=pi*2/n
            nurbs = loftData.splines.new('NURBS')
            nurbs.points.add(len(coords)-1)
            for i, coord in enumerate(coords):
                x,y,z = coord
                nurbs.points[i].co = (x, y, z, 1)
            nurbs.use_cyclic_u = True
        r-=thick
        for i in range(side):
            coords = []
            angle = 0
            for p in range(n):
                x = r*cos(angle)
                y = r*sin(angle)
                coords.append((x,y,z))
                angle+=pi*2/n
            nurbs = loftData.splines.new('NURBS')
            nurbs.points.add(len(coords)-1)
            for i, coord in enumerate(coords):
                x,y,z = coord
                nurbs.points[i].co = (x, y, z, 1)
            nurbs.use_cyclic_u = True
            z-=h/side
        z = (-h/2) + thick
        distB = (r-0.00001)/bottom
        for i in range(bottom+1):
            coords = []
            angle = 0
            for p in range(n):
                x = r*cos(angle)
                y = r*sin(angle)
                coords.append((x,y,z))
                angle+=pi*2/n
            r-=distB
            nurbs = loftData.splines.new('NURBS')
            nurbs.points.add(len(coords)-1)
            for i, coord in enumerate(coords):
                x,y,z = coord
                nurbs.points[i].co = (x, y, z, 1)
            nurbs.use_cyclic_u = True
        ob = bpy.data.objects.new('Loft_shape', loftData)
        scn = bpy.context.scene
        scn.objects.link(ob)
        scn.objects.active = ob
        ob.select = True
        ob.pov.curveshape = "loft"
        return {'FINISHED'}

class POVRAY_OT_plane_add(bpy.types.Operator):
    bl_idname = "pov.addplane"
    bl_label = "Plane"
    bl_description = "Add Plane"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self,context):
        layers = 20*[False]
        layers[0] = True
        bpy.ops.mesh.primitive_plane_add(radius = 100000,layers=layers)
        ob = context.object
        ob.name = ob.data.name = 'PovInfinitePlane'
        bpy.ops.object.mode_set(mode="EDIT")
        self.report({'WARNING'}, "This native POV-Ray primitive "
                                 "won't have any vertex to show in edit mode")
        bpy.ops.mesh.hide(unselected=False)
        bpy.ops.object.mode_set(mode="OBJECT")
        bpy.ops.object.shade_smooth()
        ob.pov.object_as = "PLANE"
        return {'FINISHED'}
        
class POVRAY_OT_box_add(bpy.types.Operator):
    bl_idname = "pov.addbox"
    bl_label = "Box"
    bl_description = "Add Box"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self,context):
        layers = 20*[False]
        layers[0] = True
        bpy.ops.mesh.primitive_cube_add(layers=layers)
        ob = context.object
        ob.name = ob.data.name = 'PovBox'
        bpy.ops.object.mode_set(mode="EDIT")
        self.report({'WARNING'}, "This native POV-Ray primitive "
                                 "won't have any vertex to show in edit mode")
        bpy.ops.mesh.hide(unselected=False)
        bpy.ops.object.mode_set(mode="OBJECT")
        ob.pov.object_as = "BOX"
        return {'FINISHED'}


def pov_cylinder_define(context, op, ob, radius, loc, loc_cap):
    if op:
        R = op.R
        loc = bpy.context.scene.cursor_location
        loc_cap[0] = loc[0]
        loc_cap[1] = loc[1]
        loc_cap[2] = (loc[2]+2)
    vec = Vector(loc_cap) - Vector(loc)
    depth = vec.length
    rot = Vector((0, 0, 1)).rotation_difference(vec)  # Rotation from Z axis.
    trans = rot * Vector((0, 0, depth / 2)) # Such that origin is at center of the base of the cylinder.
    roteuler = rot.to_euler()
    if not ob:
        bpy.ops.object.add(type='MESH', location=loc)
        ob = context.object
        ob.name = ob.data.name = "PovCylinder"
        ob.pov.cylinder_radius = radius
        ob.pov.cylinder_location_cap = vec
        ob.pov.object_as = "CYLINDER"
    else:
        ob.location = loc

    bpy.ops.object.mode_set(mode="EDIT")
    bpy.ops.mesh.reveal()
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.mesh.delete(type='VERT')
    bpy.ops.mesh.primitive_cylinder_add(radius=radius, depth=depth, location=loc, rotation=roteuler, end_fill_type='NGON') #'NOTHING'
    bpy.ops.transform.translate(value=trans)

    bpy.ops.mesh.hide(unselected=False)
    bpy.ops.object.mode_set(mode="OBJECT")
    bpy.ops.object.shade_smooth()


class POVRAY_OT_cylinder_add(bpy.types.Operator):
    bl_idname = "pov.addcylinder"
    bl_label = "Cylinder"
    bl_description = "Add Cylinder"
    bl_options = {'REGISTER', 'UNDO'}

    # XXX Keep it in sync with __init__'s cylinder Primitive
    R = FloatProperty(name="Cylinder radius", min=0.00, max=10.0, default=1.0) 

    imported_cyl_loc = FloatVectorProperty(
        name="Imported Pov base location",
        precision=6, 
        default=(0.0, 0.0, 0.0))    

    imported_cyl_loc_cap = FloatVectorProperty(
        name="Imported Pov cap location",
        precision=6, 
        default=(0.0, 0.0, 2.0))

        props = self.properties
        R = props.R
        ob = context.object    
        if ob:
            if ob.pov.imported_cyl_loc:
                LOC = ob.pov.imported_cyl_loc
            if ob.pov.imported_cyl_loc_cap:
                LOC_CAP = ob.pov.imported_cyl_loc_cap
        else:
            if not props.imported_cyl_loc:
                LOC_CAP = LOC = bpy.context.scene.cursor_location
                LOC_CAP[2] += 2.0
            else:
                LOC = props.imported_cyl_loc
                LOC_CAP = props.imported_cyl_loc_cap
            self.report({'WARNING'}, "This native POV-Ray primitive "
                                     "won't have any vertex to show in edit mode")            

        pov_cylinder_define(context, self, None, self.R, LOC, LOC_CAP)

        return {'FINISHED'}


class POVRAY_OT_cylinder_update(bpy.types.Operator):
    bl_idname = "pov.cylinder_update"
    bl_label = "Update"
    bl_description = "Update Cylinder"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        return (ob and ob.data and ob.type == 'MESH' and ob.pov.object_as == "CYLINDER" and engine in cls.COMPAT_ENGINES)

    def execute(self, context):
        ob = context.object
        radius = ob.pov.cylinder_radius
        loc = ob.location
        loc_cap = loc + ob.pov.cylinder_location_cap

        pov_cylinder_define(context, None, ob, radius, loc, loc_cap)
################################SPHERE##########################################
def pov_sphere_define(context, op, ob, loc):
        if op:
            R = op.R
            loc = bpy.context.scene.cursor_location
        else:
            assert(ob)
            R = ob.pov.sphere_radius

            #keep object rotation and location for the add object operator
            obrot = ob.rotation_euler
            #obloc = ob.location
            obscale = ob.scale
            
            bpy.ops.object.mode_set(mode="EDIT")
            bpy.ops.mesh.reveal()
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.delete(type='VERT')
            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=4, size=ob.pov.sphere_radius, location=loc, rotation=obrot)
            #bpy.ops.transform.rotate(axis=obrot,constraint_orientation='GLOBAL')
            bpy.ops.transform.resize(value=obscale)
            #bpy.ops.transform.rotate(axis=obrot, proportional_size=1)
            
            
            bpy.ops.mesh.hide(unselected=False)
            bpy.ops.object.mode_set(mode="OBJECT")
            #bpy.ops.transform.rotate(axis=obrot,constraint_orientation='GLOBAL')

        if not ob:
            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=4, size=R, location=loc)
            ob = context.object
            ob.name =  ob.data.name = "PovSphere"
            ob.pov.object_as = "SPHERE"
            ob.pov.sphere_radius = R
            bpy.ops.object.mode_set(mode="EDIT")
            bpy.ops.mesh.hide(unselected=False)
            bpy.ops.object.mode_set(mode="OBJECT")
class POVRAY_OT_sphere_add(bpy.types.Operator):
    bl_idname = "pov.addsphere"
    bl_label = "Sphere"
    bl_description = "Add Sphere Shape"
    bl_options = {'REGISTER', 'UNDO'}

    # XXX Keep it in sync with __init__'s torus Primitive
    R = FloatProperty(name="Sphere radius",min=0.00, max=10.0, default=0.5) 
    
    imported_loc = FloatVectorProperty(
        name="Imported Pov location",
        precision=6, 
        default=(0.0, 0.0, 0.0))
    
    def execute(self,context):
        props = self.properties
        R = props.R
        ob = context.object
            if not props.imported_loc:
                LOC = bpy.context.scene.cursor_location
                
            else:
                LOC = props.imported_loc                
                self.report({'WARNING'}, "This native POV-Ray primitive "
                                         "won't have any vertex to show in edit mode")            
785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454
        return {'FINISHED'}
        
    # def execute(self,context):
        # layers = 20*[False]
        # layers[0] = True

        # bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=4, radius=ob.pov.sphere_radius, layers=layers)
        # ob = context.object
        # bpy.ops.object.mode_set(mode="EDIT")
        # self.report({'WARNING'}, "This native POV-Ray primitive "
                                 # "won't have any vertex to show in edit mode")
        # bpy.ops.mesh.hide(unselected=False)
        # bpy.ops.object.mode_set(mode="OBJECT")
        # bpy.ops.object.shade_smooth()
        # ob.pov.object_as = "SPHERE"
        # ob.name = ob.data.name = 'PovSphere'
        # return {'FINISHED'}
class POVRAY_OT_sphere_update(bpy.types.Operator):
    bl_idname = "pov.sphere_update"
    bl_label = "Update"
    bl_description = "Update Sphere"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        ob = context.object
        return (ob and ob.data and ob.type == 'MESH' and engine in cls.COMPAT_ENGINES)

    def execute(self, context):

        pov_sphere_define(context, None, context.object,context.object.location)

        return {'FINISHED'}        

        
####################################CONE#######################################
def pov_cone_define(context, op, ob):
    verts = []
    faces = []
    if op:
        mesh = None
        base = op.base
        cap = op.cap
        seg = op.seg
        height = op.height
    else:
        assert(ob)
        mesh = ob.data
        base = ob.pov.cone_base_radius
        cap = ob.pov.cone_cap_radius
        seg = ob.pov.cone_segments
        height = ob.pov.cone_height 

    zc = height / 2
    zb = -zc
    angle = 2 * pi / seg
    t = 0
    for i in range(seg):
        xb = base * cos(t)
        yb = base * sin(t)
        xc = cap * cos(t)
        yc = cap * sin(t)
        verts.append((xb, yb, zb))
        verts.append((xc, yc, zc))
        t += angle
    for i in range(seg):
        f = i * 2
        if i == seg - 1:
            faces.append([0, 1, f + 1, f])
        else:
            faces.append([f + 2, f + 3, f + 1, f])
    if base != 0:
        base_face = []
        for i in range(seg - 1, -1, -1):
            p = i * 2
            base_face.append(p)
        faces.append(base_face)
    if cap != 0:
        cap_face = []
        for i in range(seg):
            p = i * 2 + 1
            cap_face.append(p)
        faces.append(cap_face)

    mesh = pov_define_mesh(mesh, verts, [], faces, "PovCone", True)
    if not ob:
        ob_base = object_utils.object_data_add(context, mesh, operator=None)
        ob = ob_base.object
        ob.pov.object_as = "CONE"
        ob.pov.cone_base_radius = base
        ob.pov.cone_cap_radius = cap
        ob.pov.cone_height = height
        ob.pov.cone_base_z = zb
        ob.pov.cone_cap_z = zc


class POVRAY_OT_cone_add(bpy.types.Operator):
    bl_idname = "pov.cone_add"
    bl_label = "Cone"
    bl_description = "Add Cone"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    # XXX Keep it in sync with __init__'s RenderPovSettingsConePrimitive
    #     If someone knows how to define operators' props from a func, I'd be delighted to learn it!
    base = FloatProperty(
        name = "Base radius", description = "The first radius of the cone",
        default = 1.0, min = 0.01, max = 100.0)
    cap = FloatProperty(
        name = "Cap radius", description = "The second radius of the cone",
        default = 0.3, min = 0.0, max = 100.0)
    seg = IntProperty(
        name = "Segments", description = "Radial segmentation of the proxy mesh",
        default = 16, min = 3, max = 265)
    height = FloatProperty(
        name = "Height", description = "Height of the cone",
        default = 2.0, min = 0.01, max = 100.0)

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        return (engine in cls.COMPAT_ENGINES)

    def execute(self, context):
        pov_cone_define(context, self, None)

        self.report({'WARNING'}, "This native POV-Ray primitive won't have any vertex to show in edit mode")        
        return {'FINISHED'}


class POVRAY_OT_cone_update(bpy.types.Operator):
    bl_idname = "pov.cone_update"
    bl_label = "Update"
    bl_description = "Update Cone"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        ob = context.object
        return (ob and ob.data and ob.type == 'MESH' and engine in cls.COMPAT_ENGINES)

    def execute(self, context):
        bpy.ops.object.mode_set(mode="EDIT")
        bpy.ops.mesh.reveal()
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.mesh.delete(type='VERT')
        bpy.ops.object.mode_set(mode="OBJECT")

        pov_cone_define(context, None, context.object)

        return {'FINISHED'}
#########################################################################################################

class POVRAY_OT_isosurface_box_add(bpy.types.Operator):
    bl_idname = "pov.addisosurfacebox"
    bl_label = "Isosurface Box"
    bl_description = "Add Isosurface contained by Box"
    bl_options = {'REGISTER', 'UNDO'}


    def execute(self,context):
        layers = 20*[False]
        layers[0] = True
        bpy.ops.mesh.primitive_cube_add(layers = layers)
        ob = context.object
        bpy.ops.object.mode_set(mode="EDIT")
        self.report({'WARNING'}, "This native POV-Ray primitive "
                                 "won't have any vertex to show in edit mode")
        bpy.ops.mesh.hide(unselected=False)
        bpy.ops.object.mode_set(mode="OBJECT")
        ob.pov.object_as = "ISOSURFACE"
        ob.pov.contained_by = 'box'
        ob.name = 'Isosurface'
        return {'FINISHED'}

class POVRAY_OT_isosurface_sphere_add(bpy.types.Operator):
    bl_idname = "pov.addisosurfacesphere"
    bl_label = "Isosurface Sphere"
    bl_description = "Add Isosurface contained by Sphere"
    bl_options = {'REGISTER', 'UNDO'}


    def execute(self,context):
        layers = 20*[False]
        layers[0] = True
        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=4,layers=layers)
        ob = context.object
        bpy.ops.object.mode_set(mode="EDIT")
        self.report({'WARNING'}, "This native POV-Ray primitive "
                                 "won't have any vertex to show in edit mode")
        bpy.ops.mesh.hide(unselected=False)
        bpy.ops.object.mode_set(mode="OBJECT")
        bpy.ops.object.shade_smooth()
        ob.pov.object_as = "ISOSURFACE"
        ob.pov.contained_by = 'sphere'
        ob.name = 'Isosurface'
        return {'FINISHED'}

class POVRAY_OT_sphere_sweep_add(bpy.types.Operator):
    bl_idname = "pov.addspheresweep"
    bl_label = "Sphere Sweep"
    bl_description = "Create Sphere Sweep along curve"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self,context):
        layers = 20*[False]
        layers[0] = True
        bpy.ops.curve.primitive_nurbs_curve_add(layers = layers)
        ob = context.object
        ob.name = ob.data.name = "PovSphereSweep"
        ob.pov.curveshape = "sphere_sweep"
        ob.data.bevel_depth = 0.02
        ob.data.bevel_resolution = 4
        ob.data.fill_mode = 'FULL'
        #ob.data.splines[0].order_u = 4

        return {'FINISHED'}

class POVRAY_OT_blob_add(bpy.types.Operator):
    bl_idname = "pov.addblobsphere"
    bl_label = "Blob Sphere"
    bl_description = "Add Blob Sphere"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self,context):
        layers = 20*[False]
        layers[0] = True
        bpy.ops.object.metaball_add(type = 'BALL',layers = layers)
        ob = context.object
        ob.name = "Blob"
        return {'FINISHED'}
        

class POVRAY_OT_rainbow_add(bpy.types.Operator):        
    bl_idname = "pov.addrainbow"
    bl_label = "Rainbow"
    bl_description = "Add Rainbow"
    bl_options = {'REGISTER', 'UNDO'}
                      
    def execute(self,context):
        cam = context.scene.camera
        bpy.ops.object.lamp_add(type='SPOT', radius=1) 
        ob = context.object
        ob.data.show_cone = False
        ob.data.spot_blend = 0.5
        ob.data.shadow_buffer_clip_end = 0 
        ob.data.shadow_buffer_clip_start = 4*cam.location.length
        ob.data.distance = cam.location.length
        ob.data.energy = 0        
        ob.name = ob.data.name = "PovRainbow"
        ob.pov.object_as = "RAINBOW"
    
        #obj = context.object
        bpy.ops.object.constraint_add(type='DAMPED_TRACK')



        ob.constraints["Damped Track"].target = cam
        ob.constraints["Damped Track"].track_axis = 'TRACK_NEGATIVE_Z'
        ob.location = -cam.location

        #refocus on the actual rainbow
        bpy.context.scene.objects.active = ob
        ob.select=True
        
        return {'FINISHED'}

class POVRAY_OT_height_field_add(bpy.types.Operator, ImportHelper):
    bl_idname = "pov.addheightfield"
    bl_label = "Height Field"
    bl_description = "Add Height Field "
    bl_options = {'REGISTER', 'UNDO'}
    
    # XXX Keep it in sync with __init__'s hf Primitive
    # filename_ext = ".png"
    
    # filter_glob = StringProperty(
            # default="*.exr;*.gif;*.hdr;*.iff;*.jpeg;*.jpg;*.pgm;*.png;*.pot;*.ppm;*.sys;*.tga;*.tiff;*.EXR;*.GIF;*.HDR;*.IFF;*.JPEG;*.JPG;*.PGM;*.PNG;*.POT;*.PPM;*.SYS;*.TGA;*.TIFF",
            # options={'HIDDEN'},
            # )
    quality = IntProperty(name = "Quality",
                      description = "",
                      default = 100, min = 1, max = 100)
    hf_filename = StringProperty(maxlen = 1024)
    
    hf_gamma = FloatProperty(
            name="Gamma",
            description="Gamma",
            min=0.0001, max=20.0, default=1.0)

    hf_premultiplied = BoolProperty(
            name="Premultiplied",
            description="Premultiplied",
            default=True)

    hf_smooth = BoolProperty(
            name="Smooth",
            description="Smooth",
            default=False)

    hf_water = FloatProperty(
            name="Water Level",
            description="Wather Level",
            min=0.00, max=1.00, default=0.0)

    hf_hierarchy = BoolProperty(
            name="Hierarchy",
            description="Height field hierarchy",
            default=True)
    def execute(self,context):
        props = self.properties
        impath = bpy.path.abspath(self.filepath)
        img = bpy.data.images.load(impath)
        im_name = img.name
        im_name, file_extension = os.path.splitext(im_name)
        hf_tex = bpy.data.textures.new('%s_hf_image'%im_name, type = 'IMAGE')
        hf_tex.image = img
        mat = bpy.data.materials.new('Tex_%s_hf'%im_name)
        hf_slot = mat.texture_slots.create(-1)
        hf_slot.texture = hf_tex
        layers = 20*[False]
        layers[0] = True
        quality = props.quality
        res = 100/quality
        w,h = hf_tex.image.size[:]
        w = int(w/res)
        h = int(h/res)
        bpy.ops.mesh.primitive_grid_add(x_subdivisions=w, y_subdivisions=h,radius = 0.5,layers=layers)
        ob = context.object
        ob.name = ob.data.name = '%s'%im_name
        ob.data.materials.append(mat)
        bpy.ops.object.mode_set(mode="EDIT")
        bpy.ops.mesh.noise(factor=1)
        bpy.ops.object.mode_set(mode="OBJECT")
        
        #needs a loop to select by index? 
        #bpy.ops.object.material_slot_remove()
        #material just left there for now
       
      
        mat.texture_slots.clear(-1)
        bpy.ops.object.mode_set(mode="EDIT")
        bpy.ops.mesh.hide(unselected=False)
        bpy.ops.object.mode_set(mode="OBJECT")
        ob.pov.object_as = 'HEIGHT_FIELD'
        ob.pov.hf_filename = impath
        return {'FINISHED'}
        
        
############################TORUS############################################
def pov_torus_define(context, op, ob):
        if op:
            mas = op.mas
            mis = op.mis
            mar = op.mar
            mir = op.mir
        else:
            assert(ob)
            mas = ob.pov.torus_major_segments
            mis = ob.pov.torus_minor_segments
            mar = ob.pov.torus_major_radius
            mir = ob.pov.torus_minor_radius
            
            #keep object rotation and location for the add object operator
            obrot = ob.rotation_euler
            obloc = ob.location
            
            bpy.ops.object.mode_set(mode="EDIT")
            bpy.ops.mesh.reveal()
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.delete(type='VERT')
            bpy.ops.mesh.primitive_torus_add(rotation = obrot, location = obloc, major_segments=mas, minor_segments=mis,major_radius=mar, minor_radius=mir)
            

            bpy.ops.mesh.hide(unselected=False)
            bpy.ops.object.mode_set(mode="OBJECT")
                   

        if not ob:
            bpy.ops.mesh.primitive_torus_add(major_segments=mas, minor_segments=mis,major_radius=mar, minor_radius=mir)
            ob = context.object
            ob.name =  ob.data.name = "PovTorus"
            ob.pov.object_as = "TORUS"
            ob.pov.torus_major_segments = mas
            ob.pov.torus_minor_segments = mis
            ob.pov.torus_major_radius = mar
            ob.pov.torus_minor_radius = mir
            bpy.ops.object.mode_set(mode="EDIT")
            bpy.ops.mesh.hide(unselected=False)
            bpy.ops.object.mode_set(mode="OBJECT")
            
class POVRAY_OT_torus_add(bpy.types.Operator):
    bl_idname = "pov.addtorus"
    bl_label = "Torus"
    bl_description = "Add Torus"
    bl_options = {'REGISTER', 'UNDO'}
    
    # XXX Keep it in sync with __init__'s torus Primitive
    mas = IntProperty(name = "Major Segments",
                    description = "",
                    default = 48, min = 3, max = 720)
    mis = IntProperty(name = "Minor Segments",
                    description = "",
                    default = 12, min = 3, max = 720)
    mar = FloatProperty(name = "Major Radius",
                    description = "",
                    default = 1.0)
    mir = FloatProperty(name = "Minor Radius",
                    description = "",
                    default = 0.25)
    def execute(self,context):
        props = self.properties
        mar = props.mar
        mir = props.mir
        mas = props.mas
        mis = props.mis
        pov_torus_define(context, self, None)
        self.report({'WARNING'}, "This native POV-Ray primitive "
                                 "won't have any vertex to show in edit mode")
        return {'FINISHED'}


class POVRAY_OT_torus_update(bpy.types.Operator):
    bl_idname = "pov.torus_update"
    bl_label = "Update"
    bl_description = "Update Torus"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        ob = context.object
        return (ob and ob.data and ob.type == 'MESH' and engine in cls.COMPAT_ENGINES)

    def execute(self, context):

        pov_torus_define(context, None, context.object)

        return {'FINISHED'}        
        
###################################################################################


class POVRAY_OT_prism_add(bpy.types.Operator):
    bl_idname = "pov.addprism"
    bl_label = "Prism"
    bl_description = "Create Prism"
    bl_options = {'REGISTER', 'UNDO'}
    
    prism_n = IntProperty(name = "Sides",
                description = "Number of sides",
                default = 5, min = 3, max = 720)
    prism_r = FloatProperty(name = "Radius",
                    description = "Radius",
                    default = 1.0)
    def execute(self,context):
        
        props = self.properties
        loftData = bpy.data.curves.new('Prism', type='CURVE')
        loftData.dimensions = '2D'
        loftData.resolution_u = 2
        loftData.show_normal_face = False
        loftData.extrude = 2
        n=props.prism_n
        r=props.prism_r
        coords = []
        z = 0
        angle = 0
        for p in range(n):
            x = r*cos(angle)
            y = r*sin(angle)
            coords.append((x,y,z))
            angle+=pi*2/n
        poly = loftData.splines.new('POLY')
        poly.points.add(len(coords)-1)
        for i, coord in enumerate(coords):
            x,y,z = coord
            poly.points[i].co = (x, y, z, 1)
        poly.use_cyclic_u = True

        ob = bpy.data.objects.new('Prism_shape', loftData)
        scn = bpy.context.scene
        scn.objects.link(ob)
        scn.objects.active = ob
        ob.select = True
        ob.pov.curveshape = "prism"
        ob.name = ob.data.name = "Prism"
        return {'FINISHED'}
        
##############################PARAMETRIC######################################
def pov_parametric_define(context, op, ob):      
        if op:
            u_min = op.u_min
            u_max = op.u_max
            v_min = op.v_min
            v_max = op.v_max
            x_eq = op.x_eq
            y_eq = op.y_eq
            z_eq = op.z_eq

        else:
            assert(ob)
            u_min = ob.pov.u_min
            u_max = ob.pov.u_max
            v_min = ob.pov.v_min
            v_max = ob.pov.v_max
            x_eq = ob.pov.x_eq
            y_eq = ob.pov.y_eq
            z_eq = ob.pov.z_eq
            
            #keep object rotation and location for the updated object
            obloc = ob.location
            obrot = ob.rotation_euler # In radians
            #Parametric addon has no loc rot, some extra work is needed
            #in case cursor has moved
            curloc = bpy.context.scene.cursor_location

    
            bpy.ops.object.mode_set(mode="EDIT")
            bpy.ops.mesh.reveal()
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.delete(type='VERT')
            bpy.ops.mesh.primitive_xyz_function_surface(x_eq=x_eq, y_eq=y_eq, z_eq=z_eq, range_u_min=u_min, range_u_max=u_max, range_v_min=v_min, range_v_max=v_max)
            bpy.ops.mesh.select_all(action='SELECT')
            #extra work:
            bpy.ops.transform.translate(value=(obloc-curloc), proportional_size=1)
            bpy.ops.transform.rotate(axis=obrot, proportional_size=1)
            
            bpy.ops.mesh.hide(unselected=False)
            bpy.ops.object.mode_set(mode="OBJECT")


        if not ob:
            bpy.ops.mesh.primitive_xyz_function_surface(x_eq=x_eq, y_eq=y_eq, z_eq=z_eq, range_u_min=u_min, range_u_max=u_max, range_v_min=v_min, range_v_max=v_max)
            ob = context.object
            ob.name =  ob.data.name = "PovParametric"
            ob.pov.object_as = "PARAMETRIC"
            
            ob.pov.u_min = u_min
            ob.pov.u_max = u_max
            ob.pov.v_min = v_min
            ob.pov.v_max = v_max
            ob.pov.x_eq = x_eq
            ob.pov.y_eq = y_eq
            ob.pov.z_eq = z_eq

            bpy.ops.object.mode_set(mode="EDIT")
            bpy.ops.mesh.hide(unselected=False)
            bpy.ops.object.mode_set(mode="OBJECT")
class POVRAY_OT_parametric_add(bpy.types.Operator):
    bl_idname = "pov.addparametric"
    bl_label = "Parametric"
    bl_description = "Add Paramertic"
    bl_options = {'REGISTER', 'UNDO'}

    # XXX Keep it in sync with __init__'s Parametric primitive
    u_min = FloatProperty(name = "U Min",
                    description = "",
                    default = 0.0)
    v_min = FloatProperty(name = "V Min",
                    description = "",
                    default = 0.0)
    u_max = FloatProperty(name = "U Max",
                    description = "",
                    default = 6.28)
    v_max = FloatProperty(name = "V Max",
                    description = "",
                    default = 12.57)
    x_eq = StringProperty(
                    maxlen=1024, default = "cos(v)*(1+cos(u))*sin(v/8)")
    y_eq = StringProperty(
                    maxlen=1024, default = "sin(u)*sin(v/8)+cos(v/8)*1.5")
    z_eq = StringProperty(
                    maxlen=1024, default = "sin(v)*(1+cos(u))*sin(v/8)")
    
    def execute(self,context):
        props = self.properties
        u_min = props.u_min
        v_min = props.v_min
        u_max = props.u_max
        v_max = props.v_max
        x_eq = props.x_eq
        y_eq = props.y_eq
        z_eq = props.z_eq
        
        pov_parametric_define(context, self, None)
        self.report({'WARNING'}, "This native POV-Ray primitive "
                                 "won't have any vertex to show in edit mode")
        return {'FINISHED'}

class POVRAY_OT_parametric_update(bpy.types.Operator):
    bl_idname = "pov.parametric_update"
    bl_label = "Update"
    bl_description = "Update parametric object"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        ob = context.object
        return (ob and ob.data and ob.type == 'MESH' and engine in cls.COMPAT_ENGINES)

    def execute(self, context):

        pov_parametric_define(context, None, context.object)

        return {'FINISHED'}
#######################################################################
class POVRAY_OT_shape_polygon_to_circle_add(bpy.types.Operator):
    bl_idname = "pov.addpolygontocircle"
    bl_label = "Polygon To Circle Blending"
    bl_description = "Add Polygon To Circle Blending Surface"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    
    # XXX Keep it in sync with __init__'s polytocircle properties
    polytocircle_resolution = IntProperty(name = "Resolution",
                    description = "",
                    default = 3, min = 0, max = 256)
    polytocircle_ngon = IntProperty(name = "NGon",
                    description = "",
                    min = 3, max = 64,default = 5)
    polytocircle_ngonR = FloatProperty(name = "NGon Radius",
                    description = "",
                    default = 0.3)
    polytocircle_circleR = FloatProperty(name = "Circle Radius",
                    description = "",
                    default = 1.0)
    def execute(self,context):
        props = self.properties
        ngon = props.polytocircle_ngon
        ngonR = props.polytocircle_ngonR
        circleR = props.polytocircle_circleR
        resolution = props.polytocircle_resolution
        layers = 20*[False]
        layers[0] = True
        bpy.ops.mesh.primitive_circle_add(vertices=ngon, radius=ngonR, fill_type='NGON',enter_editmode=True, layers=layers)
        bpy.ops.transform.translate(value=(0, 0, 1))
        bpy.ops.mesh.subdivide(number_cuts=resolution)
        numCircleVerts = ngon + (ngon*resolution)
        bpy.ops.mesh.select_all(action='DESELECT')
        bpy.ops.mesh.primitive_circle_add(vertices=numCircleVerts, radius=circleR, fill_type='NGON',enter_editmode=True, layers=layers)
        bpy.ops.transform.translate(value=(0, 0, -1))
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.mesh.bridge_edge_loops()
        if ngon < 5:
            bpy.ops.mesh.select_all(action='DESELECT')
            bpy.ops.mesh.primitive_circle_add(vertices=ngon, radius=ngonR, fill_type='TRIFAN',enter_editmode=True, layers=layers)
            bpy.ops.transform.translate(value=(0, 0, 1))
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.remove_doubles()
        bpy.ops.object.mode_set(mode='OBJECT')
        ob = context.object
        ob.name = "Polygon_To_Circle"
        ob.pov.object_as = 'POLYCIRCLE'
        ob.pov.ngon = ngon
        ob.pov.ngonR = ngonR
        ob.pov.circleR = circleR
        bpy.ops.object.mode_set(mode="EDIT")
        bpy.ops.mesh.hide(unselected=False)
        bpy.ops.object.mode_set(mode="OBJECT")
        return {'FINISHED'}
        
#############################IMPORT
        
class ImportPOV(bpy.types.Operator, ImportHelper):
    """Load Povray files"""
    bl_idname = "import_scene.pov"
    bl_label = "POV-Ray files (.pov/.inc)"
    bl_options = {'PRESET', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    # -----------
    # File props.
    files = CollectionProperty(type=bpy.types.OperatorFileListElement, options={'HIDDEN', 'SKIP_SAVE'})
    directory = StringProperty(maxlen=1024, subtype='FILE_PATH', options={'HIDDEN', 'SKIP_SAVE'})
    
    filename_ext = {".pov",".inc"}
        
    import_at_cur = BoolProperty(name="Import at Cursor Location",
                                    description = "Ignore Object Matrix",
                                    default=False)
    
        from mathutils import Matrix
        verts = []
        faces = []
        materials = []
1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795
        lenverts = None
        lenfaces = None
        suffix = -1
        name = 'Mesh2_%s'%suffix
        name_search = False
        verts_search = False
        faces_search = False
        plane_search = False
        box_search = False
        cylinder_search = False
        sphere_search = False
        cone_search = False
        cache = []
        matrixes = {}
        writematrix = False
        index = None
        value = None
        #filepov = bpy.path.abspath(self.filepath) #was used for single files

        def mat_search(cache):
            r,g,b,t = float(cache[-5]),float(cache[-4]),float(cache[-3]),float(cache[-2])
            color = (r,g,b,t)
            if colors == [] or (colors != [] and color not in colors):
                colors.append(color)
                name = ob.name+"_mat"
                matNames.append(name)
                mat = bpy.data.materials.new(name)
                mat.diffuse_color = (r,g,b)
                mat.alpha = 1-t
                if mat.alpha != 1:
                    mat.use_transparency=True
                ob.data.materials.append(mat)
                print (colors)
            else:
                for i in range(len(colors)):
                    if color == colors[i]:
                        ob.data.materials.append(bpy.data.materials[matNames[i]])
        for file in self.files:
            print ("Importing file: "+ file.name)
            filepov = self.directory + file.name
            for line in open(filepov):
                string = line.replace("{"," ")
                string = string.replace("}"," ")
                string = string.replace("<"," ")
                string = string.replace(">"," ")
                string = string.replace(","," ")
                lw = string.split()
                lenwords = len(lw)
                if lw:
                    if lw[0] == "object":
                        writematrix = True
                    if writematrix:
                        if lw[0] not in {"object","matrix"}:
                            index = lw[0]
                        if lw[0] in {"matrix"}:
                            value = [float(lw[1]),float(lw[2]),float(lw[3]),\
                                        float(lw[4]),float(lw[5]),float(lw[6]),\
                                        float(lw[7]),float(lw[8]),float(lw[9]),\
                                        float(lw[10]),float(lw[11]),float(lw[12])]
                            matrixes[index]=value
                            writematrix = False
            for line in open(filepov):
                S = line.replace("{"," { ")
                S = S.replace("}"," } ")
                S = S.replace(","," ")
                S = S.replace("<","")
                S = S.replace(">"," ")
                S = S.replace("="," = ")
                S = S.replace(";"," ; ")
                S = S.split()
                lenS= len(S)
                for i,word in enumerate(S):
    ##################Primitives Import##################
                    if word == 'cone':
                        cone_search = True
                        name_search = False
                    if cone_search:
                        cache.append(word)
                        if cache[-1] == '}':
                            try:
                                x0 = float(cache[2])
                                y0 = float(cache[3])
                                z0 = float(cache[4])
                                r0 = float(cache[5])
                                x1 = float(cache[6])
                                y1 = float(cache[7])
                                z1 = float(cache[8])
                                r1 = float(cache[9])
                                # Y is height in most pov files, not z
                                bpy.ops.pov.cone_add(base=r0, cap=r1, height=(y1-y0))
                                ob = context.object
                                ob.location = (x0,y0,z0)
                                #ob.scale = (r,r,r)
                                mat_search(cache) 
                            except (ValueError):
                                pass
                            cache = []
                            cone_search = False        
                    if word == 'plane':
                        plane_search = True
                        name_search = False
                    if plane_search:
                        cache.append(word)
                        if cache[-1] == '}':
                            try:
                                bpy.ops.pov.addplane()
                                ob = context.object
                                mat_search(cache) 
                            except (ValueError):
                                pass
                            cache = []
                            plane_search = False    
                    if word == 'box':
                        box_search = True
                        name_search = False
                    if box_search:
                        cache.append(word)
                        if cache[-1] == '}':
                            try:
                                x0 = float(cache[2])
                                y0 = float(cache[3])
                                z0 = float(cache[4])
                                x1 = float(cache[5])
                                y1 = float(cache[6])
                                z1 = float(cache[7])
                                #imported_corner_1=(x0, y0, z0)
                                #imported_corner_2 =(x1, y1, z1)
                                center = ((x0 + x1)/2,(y0 + y1)/2,(z0 + z1)/2)
                                bpy.ops.pov.addbox()
                                ob = context.object
                                ob.location = center
                                mat_search(cache) 

                            except (ValueError):
                                pass
                            cache = []
                            box_search = False    
                    if word == 'cylinder':
                        cylinder_search = True
                        name_search = False
                    if cylinder_search:
                        cache.append(word)
                        if cache[-1] == '}':
                            try:
                                x0 = float(cache[2])
                                y0 = float(cache[3])
                                z0 = float(cache[4])
                                x1 = float(cache[5])
                                y1 = float(cache[6])
                                z1 = float(cache[7])
                                imported_cyl_loc=(x0, y0, z0)
                                imported_cyl_loc_cap =(x1, y1, z1)

                                r = float(cache[8])

                                
                                vec = Vector(imported_cyl_loc_cap ) - Vector(imported_cyl_loc)
                                depth = vec.length
                                rot = Vector((0, 0, 1)).rotation_difference(vec)  # Rotation from Z axis.
                                trans = rot * Vector((0, 0, depth / 2)) # Such that origin is at center of the base of the cylinder.                        
                                #center = ((x0 + x1)/2,(y0 + y1)/2,(z0 + z1)/2)
                                scaleZ = sqrt((x1-x0)**2+(y1-y0)**2+(z1-z0)**2)/2
                                bpy.ops.pov.addcylinder(R=r, imported_cyl_loc=imported_cyl_loc, imported_cyl_loc_cap=imported_cyl_loc_cap)
                                ob = context.object
                                ob.location = (x0, y0, z0)
                                ob.rotation_euler = rot.to_euler()
                                ob.scale = (1,1,scaleZ) 
                                
                                #scale data rather than obj?
                                # bpy.ops.object.mode_set(mode='EDIT')
                                # bpy.ops.mesh.reveal()
                                # bpy.ops.mesh.select_all(action='SELECT')
                                # bpy.ops.transform.resize(value=(1,1,scaleZ), constraint_orientation='LOCAL')
                                # bpy.ops.mesh.hide(unselected=False)
                                # bpy.ops.object.mode_set(mode='OBJECT')                                
                                
                                mat_search(cache) 

                            except (ValueError):
                                pass
                            cache = []
                            cylinder_search = False
                    if word == 'sphere':
                        sphere_search = True
                        name_search = False
                    if sphere_search:
                        cache.append(word)
                        if cache[-1] == '}':
                            try:
                                x = float(cache[2])
                                y = float(cache[3])
                                z = float(cache[4])
                                r = float(cache[5])
                                bpy.ops.pov.addsphere(R=r, imported_loc=(x, y, z))
                                ob = context.object
                                ob.location = (x,y,z)
                                #ob.scale = (r,r,r)
                                mat_search(cache) 
                            except (ValueError):
                                pass
                            cache = []
                            sphere_search = False
    ##################End Primitives Import##################        
                    if word == '#declare':
                        name_search = True
                    if name_search:
                        cache.append(word)
                        if word == 'mesh2':
                            name_search = False
                            if cache[-2] == '=':
                                name = cache[-3]
                            else:
                                suffix+=1
                            cache = []
                        if word in {'texture',';'}:
                            name_search = False
                            cache = []
                    if word == 'vertex_vectors':
                         verts_search = True               
                    if verts_search:
                        cache.append(word)            
                        if word == '}':
                            verts_search = False
                            lenverts=cache[2]
                            cache.pop()
                            cache.pop(0)
                            cache.pop(0)
                            cache.pop(0)
                            for i in range(int(lenverts)):
                                x=i*3
                                y=(i*3)+1
                                z=(i*3)+2
                                verts.append((float(cache[x]),float(cache[y]),float(cache[z])))
                            cache = []        
                    if word == 'face_indices':
                         faces_search = True
                    if faces_search:
                        cache.append(word)            
                        if word == '}':
                            faces_search = False
                            lenfaces = cache[2]
                            cache.pop()
                            cache.pop(0)
                            cache.pop(0)
                            cache.pop(0)
                            lf = int(lenfaces)
                            var=int(len(cache)/lf)
                            for i in range(lf):
                                if var == 3:
                                    v0=i*3
                                    v1=i*3+1
                                    v2=i*3+2
                                    faces.append((int(cache[v0]),int(cache[v1]),int(cache[v2])))
                                if var == 4:
                                    v0=i*4
                                    v1=i*4+1
                                    v2=i*4+2
                                    m=i*4+3
                                    materials.append((int(cache[m])))
                                    faces.append((int(cache[v0]),int(cache[v1]),int(cache[v2])))
                                if var == 6:
                                    v0=i*6
                                    v1=i*6+1
                                    v2=i*6+2
                                    m0=i*6+3
                                    m1=i*6+4
                                    m2=i*6+5
                                    materials.append((int(cache[m0]),int(cache[m1]),int(cache[m2])))
                                    faces.append((int(cache[v0]),int(cache[v1]),int(cache[v2])))
                            mesh = pov_define_mesh(None, verts, [], faces, name, hide_geometry=False) 
                            ob_base = object_utils.object_data_add(context, mesh, operator=None)
                            ob = ob_base.object
                            cache = []
                            name_search = True
                            if name in matrixes and self.import_at_cur==False:
                                global_matrix = Matrix.Rotation(pi / 2.0, 4, 'X')
                                ob = bpy.context.object
                                matrix=ob.matrix_world
                                v=matrixes[name]
                                matrix[0][0] = v[0] 
                                matrix[1][0] = v[1]  
                                matrix[2][0] = v[2] 
                                matrix[0][1] = v[3]  
                                matrix[1][1] = v[4]  
                                matrix[2][1] = v[5] 
                                matrix[0][2] = v[6] 
                                matrix[1][2] = v[7]  
                                matrix[2][2] = v[8] 
                                matrix[0][3] = v[9]  
                                matrix[1][3] = v[10]  
                                matrix[2][3] = v[11] 
                                matrix = global_matrix*ob.matrix_world
                                ob.matrix_world = matrix
                            verts = []
                            faces = []

                
                    # if word == 'pigment':
                        # try:
                            # #all indices have been incremented once to fit a bad test file
                            # r,g,b,t = float(S[2]),float(S[3]),float(S[4]),float(S[5])
                            # color = (r,g,b,t)  

                        # except (IndexError):
                            # #all indices have been incremented once to fit alternate test file
                            # r,g,b,t = float(S[3]),float(S[4]),float(S[5]),float(S[6])
                            # color = (r,g,b,t)                          
                        # except UnboundLocalError:
                            # # In case no transmit is specified ? put it to 0
                            # r,g,b,t = float(S[2]),float(S[3]),float(S[4],0)
                            # color = (r,g,b,t)
                        # except (ValueError):
                            # color = (0.8,0.8,0.8,0)
                            # pass
          
                        # if colors == [] or (colors != [] and color not in colors):
                            # colors.append(color)
                            # name = ob.name+"_mat"
                            # matNames.append(name)
                            # mat = bpy.data.materials.new(name)
                            # mat.diffuse_color = (r,g,b)
                            # mat.alpha = 1-t
                            # if mat.alpha != 1:
                                # mat.use_transparency=True
                            # ob.data.materials.append(mat)
                            # print (colors)
                        # else:
                            # for i in range(len(colors)):
                                # if color == colors[i]:
                                    # ob.data.materials.append(bpy.data.materials[matNames[i]]) 
                                    
        ##To keep Avogadro Camera angle:                            
        # for obj in bpy.context.scene.objects:
            # if obj.type == "CAMERA":
                # track = obj.constraints.new(type = "TRACK_TO")
                # track.target = ob
                # track.track_axis ="TRACK_NEGATIVE_Z"
                # track.up_axis = "UP_Y"
                # obj.location = (0,0,0)                                    
        return {'FINISHED'}