Newer
Older
name="Move Y",
description="",
name="Move Z",
description="",
name="Scale X",
description="",
name="Scale Y",
description="",
name="Scale Z",
description="",
min=0.0, max=10000.0, default=1.0)
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###############################################################################
# Object POV properties.
###############################################################################
class RenderPovSettingsObject(PropertyGroup):
# Pov inside_vector used for CSG
inside_vector: FloatVectorProperty(
name="CSG Inside Vector", description="Direction to shoot CSG inside test rays at",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.001, 0.001, 0.5),
options={'ANIMATABLE'},
subtype='XYZ')
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# Importance sampling
importance_value: FloatProperty(
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description="Priority value relative to other objects for sampling radiosity rays. "
"Increase to get more radiosity rays at comparatively small yet "
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"bright objects",
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min=0.01, max=1.00, default=0.50)
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# Collect photons
name="Receive Photon Caustics",
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description="Enable object to collect photons from other objects caustics. Turn "
"off for objects that don't really need to receive caustics (e.g. objects"
" that generate caustics often don't need to show any on themselves)",
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# Photons spacing_multiplier
spacing_multiplier: FloatProperty(
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name="Photons Spacing Multiplier",
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description="Multiplier value relative to global spacing of photons. "
"Decrease by half to get 4x more photons at surface of "
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"this object (or 8x media photons than specified in the globals",
min=0.01, max=1.00, default=1.00)
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##################################CustomPOV Code############################
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# Only DUMMIES below for now:
replacement_text: StringProperty(
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name="Declared name:",
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description="Type the declared name in custom POV code or an external .inc "
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"it points at. Any POV shape expected e.g: isosurface {}",
default="")
#############POV-Ray specific object properties.############################
object_as: StringProperty(maxlen=1024)
imported_loc: FloatVectorProperty(
name="Imported Pov location",
default=(0.0, 0.0, 0.0))
imported_loc_cap: FloatVectorProperty(
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name="Imported Pov location",
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default=(0.0, 0.0, 2.0))
unlock_parameters: BoolProperty(name="Lock",default = False)
# not in UI yet but used for sor (lathe) / prism... pov primitives
name="Povray Shape Type",
items=(("birail", "Birail", ""),
("cairo", "Cairo", ""),
("lathe", "Lathe", ""),
("loft", "Loft", ""),
("prism", "Prism", ""),
("sphere_sweep", "Sphere Sweep", "")),
default="sphere_sweep")
name="Mesh Write As",
items=(("blobgrid", "Blob Grid", ""),
("grid", "Grid", ""),
("mesh", "Mesh", "")),
default="mesh")
name="IOR", description="IOR",
min=1.0, max=10.0,default=1.0)
# shape_as_light = StringProperty(name="Light",maxlen=1024)
# fake_caustics_power = FloatProperty(
# name="Power", description="Fake caustics power",
# min=0.0, max=10.0,default=0.0)
# target = BoolProperty(name="Target",description="",default=False)
# target_value = FloatProperty(
# name="Value", description="",
# min=0.0, max=1.0,default=1.0)
# refraction = BoolProperty(name="Refraction",description="",default=False)
# dispersion = BoolProperty(name="Dispersion",description="",default=False)
# dispersion_value = FloatProperty(
# name="Dispersion", description="Good values are 1.01 to 1.1. ",
# min=1.0, max=1.2,default=1.01)
# dispersion_samples = IntProperty(name="Samples",min=2, max=100,default=7)
# reflection = BoolProperty(name="Reflection",description="",default=False)
# pass_through = BoolProperty(name="Pass through",description="",default=False)
no_shadow: BoolProperty(name="No Shadow",default=False)
no_image: BoolProperty(name="No Image",default=False)
no_reflection: BoolProperty(name="No Reflection",default=False)
no_radiosity: BoolProperty(name="No Radiosity",default=False)
inverse: BoolProperty(name="Inverse",default=False)
sturm: BoolProperty(name="Sturm",default=False)
double_illuminate: BoolProperty(name="Double Illuminate",default=False)
hierarchy: BoolProperty(name="Hierarchy",default=False)
hollow: BoolProperty(name="Hollow",default=False)
name="Boundorclip",
items=(("none", "None", ""),
("bounded_by", "Bounded_by", ""),
("clipped_by", "Clipped_by", "")),
default="none")
boundorclipob: StringProperty(maxlen=1024)
addboundorclip: BoolProperty(description="",default=False)
blob_threshold: FloatProperty(name="Threshold",min=0.00, max=10.0, default=0.6)
blob_strength: FloatProperty(name="Strength",min=-10.00, max=10.0, default=1.00)
res_u: IntProperty(name="U",min=100, max=1000, default=500)
res_v: IntProperty(name="V",min=100, max=1000, default=500)
name="Contained by",
items=(("box", "Box", ""),
("sphere", "Sphere", "")),
default="box")
container_scale: FloatProperty(name="Container Scale",min=0.0, max=10.0, default=1.00)
threshold: FloatProperty(name="Threshold",min=0.0, max=10.0, default=0.00)
accuracy: FloatProperty(name="Accuracy",min=0.0001, max=0.1, default=0.001)
max_gradient: FloatProperty(name="Max Gradient",min=0.0, max=100.0, default=5.0)
all_intersections: BoolProperty(name="All Intersections",default=False)
max_trace: IntProperty(name="Max Trace",min=1, max=100,default=1)
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def prop_update_cylinder(self, context):
if bpy.ops.pov.cylinder_update.poll():
bpy.ops.pov.cylinder_update()
cylinder_radius: FloatProperty(name="Cylinder R",min=0.00, max=10.0, default=0.04, update=prop_update_cylinder)
cylinder_location_cap: FloatVectorProperty(
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name="Cylinder Cap Location", subtype='TRANSLATION',
description="The position of the 'other' end of the cylinder (relative to object location)",
default=(0.0, 0.0, 2.0), update=prop_update_cylinder,
)
imported_cyl_loc: FloatVectorProperty(
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name="Imported Pov location",
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default=(0.0, 0.0, 0.0))
imported_cyl_loc_cap: FloatVectorProperty(
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name="Imported Pov location",
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default=(0.0, 0.0, 2.0))
def prop_update_sphere(self, context):
bpy.ops.pov.sphere_update()
sphere_radius: FloatProperty(name="Sphere radius",min=0.00, max=10.0, default=0.5, update=prop_update_sphere)
def prop_update_cone(self, context):
bpy.ops.pov.cone_update()
cone_base_radius: FloatProperty(
name = "Base radius", description = "The first radius of the cone",
default = 1.0, min = 0.01, max = 100.0, update=prop_update_cone)
name = "Cap radius", description = "The second radius of the cone",
default = 0.3, min = 0.0, max = 100.0, update=prop_update_cone)
name = "Segments", description = "Radial segmentation of proxy mesh",
default = 16, min = 3, max = 265, update=prop_update_cone)
name = "Height", description = "Height of the cone",
default = 2.0, min = 0.01, max = 100.0, update=prop_update_cone)
cone_base_z: FloatProperty()
cone_cap_z: FloatProperty()
###########Parametric
def prop_update_parametric(self, context):
bpy.ops.pov.parametric_update()
u_min: FloatProperty(name = "U Min",
description = "",
default = 0.0, update=prop_update_parametric)
v_min: FloatProperty(name = "V Min",
description = "",
default = 0.0, update=prop_update_parametric)
u_max: FloatProperty(name = "U Max",
description = "",
default = 6.28, update=prop_update_parametric)
v_max: FloatProperty(name = "V Max",
description = "",
default = 12.57, update=prop_update_parametric)
maxlen=1024, default = "cos(v)*(1+cos(u))*sin(v/8)", update=prop_update_parametric)
maxlen=1024, default = "sin(u)*sin(v/8)+cos(v/8)*1.5", update=prop_update_parametric)
maxlen=1024, default = "sin(v)*(1+cos(u))*sin(v/8)", update=prop_update_parametric)
###########Torus
def prop_update_torus(self, context):
bpy.ops.pov.torus_update()
torus_major_segments: IntProperty(
name = "Segments", description = "Radial segmentation of proxy mesh",
default = 48, min = 3, max = 720, update=prop_update_torus)
torus_minor_segments: IntProperty(
name = "Segments", description = "Cross-section segmentation of proxy mesh",
default = 12, min = 3, max = 720, update=prop_update_torus)
torus_major_radius: FloatProperty(
name="Major radius",
description="Major radius",
min=0.00, max=100.00, default=1.0, update=prop_update_torus)
torus_minor_radius: FloatProperty(
name="Minor radius",
description="Minor radius",
min=0.00, max=100.00, default=0.25, update=prop_update_torus)
###########Rainbow
arc_angle: FloatProperty(name = "Arc angle",
description = "The angle of the raynbow arc in degrees",
default = 360, min = 0.01, max = 360.0)
falloff_angle: FloatProperty(name = "Falloff angle",
description = "The angle after which rainbow dissolves into background",
default = 360, min = 0.0, max = 360)
quality: IntProperty(name = "Quality",
description = "",
default = 100, min = 1, max = 100)
hf_filename: StringProperty(maxlen = 1024)
name="Gamma",
description="Gamma",
min=0.0001, max=20.0, default=1.0)
name="Premultiplied",
description="Premultiplied",
default=True)
name="Smooth",
description="Smooth",
default=False)
name="Water Level",
description="Wather Level",
min=0.00, max=1.00, default=0.0)
name="Hierarchy",
description="Height field hierarchy",
default=True)
##############Superellipsoid
def prop_update_superellipsoid(self, context):
bpy.ops.pov.superellipsoid_update()
name="Parameter 1",
description="",
min=0.00, max=10.0, default=0.04)
name="Parameter 2",
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,
update=prop_update_superellipsoid)
se_v: IntProperty(name = "V-segments",
description = "lateral segmentation",
default = 20, min = 4, max = 265,
update=prop_update_superellipsoid)
se_n1: FloatProperty(name = "Ring manipulator",
description = "Manipulates the shape of the Ring",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_superellipsoid)
se_n2: FloatProperty(name = "Cross manipulator",
description = "Manipulates the shape of the cross-section",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_superellipsoid)
se_edit: EnumProperty(items=[("NOTHING", "Nothing", ""),
("NGONS", "N-Gons", ""),
("TRIANGLES", "Triangles", "")],
name="Fill up and down",
description="",
default='TRIANGLES',
update=prop_update_superellipsoid)
#############Used for loft and Superellipsoid, etc.
name="Povray Shape Type",
items=(("birail", "Birail", ""),
("cairo", "Cairo", ""),
("lathe", "Lathe", ""),
("loft", "Loft", ""),
("prism", "Prism", ""),
("sphere_sweep", "Sphere Sweep", ""),
("sor", "Surface of Revolution", "")),
default="sphere_sweep")
#############Supertorus
def prop_update_supertorus(self, context):
bpy.ops.pov.supertorus_update()
name="Major radius",
description="Major radius",
min=0.00, max=100.00, default=1.0,
update=prop_update_supertorus)
name="Minor radius",
description="Minor radius",
min=0.00, max=100.00, default=0.25,
update=prop_update_supertorus)
name="Ring",
description="Ring manipulator",
min=0.0001, max=100.00, default=1.00,
update=prop_update_supertorus)
name="Cross",
description="Cross manipulator",
min=0.0001, max=100.00, default=1.00,
update=prop_update_supertorus)
name="Accuracy",
description="Supertorus accuracy",
min=0.00001, max=1.00, default=0.001)
name="Gradient",
description="Max gradient",
min=0.0001, max=100.00, default=10.00,
update=prop_update_supertorus)
st_R: FloatProperty(name = "big radius",
description = "The radius inside the tube",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_supertorus)
st_r: FloatProperty(name = "small radius",
description = "The radius of the tube",
default = 0.3, min = 0.01, max = 100.0,
update=prop_update_supertorus)
st_u: IntProperty(name = "U-segments",
description = "radial segmentation",
default = 16, min = 3, max = 265,
update=prop_update_supertorus)
st_v: IntProperty(name = "V-segments",
description = "lateral segmentation",
default = 8, min = 3, max = 265,
update=prop_update_supertorus)
st_n1: FloatProperty(name = "Ring manipulator",
description = "Manipulates the shape of the Ring",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_supertorus)
st_n2: FloatProperty(name = "Cross manipulator",
description = "Manipulates the shape of the cross-section",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_supertorus)
st_ie: BoolProperty(name = "Use Int.+Ext. radii",
description = "Use internal and external radii",
default = False,
update=prop_update_supertorus)
description="",
default=False,
options={'HIDDEN'},
update=prop_update_supertorus)
########################Loft
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",
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)
##################Isosurface
iso_function_text: StringProperty(name="Function Text",maxlen=1024)#,update=iso_props_update_callback)
##################PolygonToCircle
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)
###############################################################################
# Modifiers POV properties.
###############################################################################
#class RenderPovSettingsModifier(PropertyGroup):
name="Operation",
description="Choose the type of calculation for Boolean modifier",
items=(("BMESH", "Use the BMesh Boolean Solver", ""),
("CARVE", "Use the Carve Boolean Solver", ""),
("POV", "Use Pov-Ray Constructive Solid Geometry", "")),
default="BMESH")
#################Avogadro
# 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'},
# )
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###############################################################################
# Camera POV properties.
###############################################################################
class RenderPovSettingsCamera(PropertyGroup):
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name="Depth Of Field", description="EnablePOV-Ray Depth Of Field ",
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# Aperture (Intensity of the Blur)
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description="Similar to a real camera's aperture effect over focal blur (though not "
"in physical units and independent of focal length). "
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"Increase to get more blur",
min=0.01, max=1.00, default=0.50)
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# Aperture adaptive sampling
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name="Samples Min", description="Minimum number of rays to use for each pixel",
min=1, max=128, default=3)
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name="Samples Max", description="Maximum number of rays to use for each pixel",
min=1, max=128, default=9)
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description="Minimum threshold (fractional value) for adaptive DOF sampling (up "
"increases quality and render time). The value for the variance should "
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"be in the range of the smallest displayable color difference",
min=1, max=100000, soft_max=10000, default=8192)
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description="Probability to reach the real color value. Larger confidence values "
"will lead to more samples, slower traces and better images",
min=0.01, max=0.99, default=0.20)
normal_enable: BoolProperty(name="Perturbated Camera", default=False)
cam_normal: FloatProperty(name="Normal Strength", min=0.0, max=1.0, default=0.0)
normal_patterns: EnumProperty(
name="Pattern",
description="",
items=(('agate', "Agate", ""), ('boxed', "Boxed", ""), ('bumps', "Bumps", ""), ('cells', "Cells", ""),
('crackle', "Crackle", ""),('dents', "Dents", ""),
('granite', "Granite", ""),
('leopard', "Leopard", ""),
('marble', "Marble", ""), ('onion', "Onion", ""), ('pavement', "Pavement", ""), ('planar', "Planar", ""),
('quilted', "Quilted", ""), ('ripples', "Ripples", ""), ('radial', "Radial", ""),
('spherical', "Spherical", ""),('spiral1', "Spiral1", ""), ('spiral2', "Spiral2", ""), ('spotted', "Spotted", ""),
('square', "Square", ""),('tiling', "Tiling", ""),
('waves', "Waves", ""), ('wood', "Wood", ""),('wrinkles', "Wrinkles", "")),
default='agate')
turbulence: FloatProperty(name="Turbulence", min=0.0, max=100.0, default=0.1)
scale: FloatProperty(name="Scale", min=0.0,default=1.0)
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##################################CustomPOV Code############################
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# Only DUMMIES below for now:
replacement_text: StringProperty(
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name="Texts in blend file",
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description="Type the declared name in custom POV code or an external .inc "
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"it points at. camera {} expected",
default="")
###############################################################################
# World POV properties.
###############################################################################
class RenderPovSettingsWorld(PropertyGroup):
use_sky_blend: BoolProperty(
name="Blend Sky", description="Render background with natural progression from horizon to zenith",
default=False)
use_sky_paper: BoolProperty(
name="Paper Sky", description="Flatten blend or texture coordinates",
default=False)
use_sky_real: BoolProperty(
name="Real Sky", description="Render background with a real horizon, relative to the camera angle",
default=False)
horizon_color: FloatVectorProperty(
name="Horizon Color",
description="Color at the horizon",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0), options={'ANIMATABLE'}, subtype='COLOR',
)
zenith_color: FloatVectorProperty(
name="Zenith Color",
description="Color at the zenith",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0), options={'ANIMATABLE'}, subtype='COLOR',
)
ambient_color: FloatVectorProperty(
name="Ambient Color",
description="Ambient color of the world",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0), options={'ANIMATABLE'}, subtype='COLOR',
)
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world_texture_list_index: IntProperty(
name = "Index for texture_slots",
default = 0)
class WorldTextureSlot(PropertyGroup):
blend_factor: FloatProperty(
name="Blend",
description="Amount texture affects color progression of the "
"background",
soft_min=0.0, soft_max=1.0, default=1.0)
horizon_factor: FloatProperty(
name="Horizon",
description="Amount texture affects color of the horizon"
"",
soft_min=0.0, soft_max=1.0, default=1.0)
object: StringProperty(
name="Object",
description="Object to use for mapping with Object texture coordinates",
default="")
texture_coords: EnumProperty(
name="Coordinates",
description="Texture coordinates used to map the texture onto the background",
items=(("VIEW", "View", "Use view vector for the texture coordinates"),
("GLOBAL", "Global", "Use global coordinates for the texture coordinates (interior mist)"),
("ANGMAP", "AngMap", "Use 360 degree angular coordinates, e.g. for spherical light probes"),
("SPHERE", "Sphere", "For 360 degree panorama sky, spherical mapped, only top half"),
("EQUIRECT", "Equirectangular", "For 360 degree panorama sky, equirectangular mapping"),
("TUBE", "Tube", "For 360 degree panorama sky, cylindrical mapped, only top half"),
("OBJECT", "Object", "Use linked object’s coordinates for texture coordinates")),
default="VIEW")
use_map_blend: BoolProperty(
name="Blend Map", description="Affect the color progression of the background",
default=True)
use_map_horizon: BoolProperty(
name="Horizon Map", description="Affect the color of the horizon",
default=False)
use_map_zenith_down: BoolProperty(
name="", description="Affect the color of the zenith below",
default=False)
use_map_zenith_up: BoolProperty(
name="Zenith Up Map", description="Affect the color of the zenith above",
default=False)
zenith_down_factor: FloatProperty(
name="Zenith Down",
description="Amount texture affects color of the zenith below",
soft_min=0.0, soft_max=1.0, default=1.0)
zenith_up_factor: FloatProperty(
name="Zenith Up",
description="Amount texture affects color of the zenith above",
soft_min=0.0, soft_max=1.0, default=1.0)
'''
#class WORLD_TEXTURE_SLOTS_UL_layerlist(bpy.types.UIList):
# texture_slots:
class WorldTextureSlots(bpy.props.PropertyGroup):
index = bpy.prop.PropertyInt(name='index')
#foo = random prop
bpy.types.World.texture_slots = bpy.props.CollectionProperty(type=PropertyGroup)
for i in range(18): # length of world texture slots
world.texture_slots.add()
'''
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###############################################################################
# Text POV properties.
###############################################################################
class RenderPovSettingsText(PropertyGroup):
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name="Custom Code",
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description="rendered source: Both adds text at the "
"top of the exported POV-Ray file",
items=(("3dview", "View", ""),
("text", "Text", ""),
("both", "Both", "")),
default="text")
###############################################################################
# Povray Preferences.
###############################################################################
class PovrayPreferences(AddonPreferences):
bl_idname = __name__
branch_feature_set_povray: EnumProperty(
name="Feature Set",
description="Choose between official (POV-Ray) or (UberPOV) "
"development branch features to write in the pov file",
items= (('povray', 'Official POV-Ray', '','PLUGIN', 0),
('uberpov', 'Unofficial UberPOV', '', 'PLUGIN', 1)),
default='povray'
)
filepath_povray: StringProperty(
name="Binary Location",
description="Path to renderer executable",
subtype='FILE_PATH',
)
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name="Includes Location",
description="Path to Insert Menu files",
subtype='FILE_PATH',
def draw(self, context):
layout = self.layout
layout.prop(self, "branch_feature_set_povray")
layout.prop(self, "filepath_povray")
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layout.prop(self, "docpath_povray")
classes = (
PovrayPreferences,
RenderPovSettingsCamera,
RenderPovSettingsWorld,
RenderPovSettingsMaterial,
MaterialRaytraceMirror,
MaterialSubsurfaceScattering,
RenderPovSettingsObject,
RenderPovSettingsScene,
RenderPovSettingsText,
RenderPovSettingsTexture,
)
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def register():
#bpy.utils.register_module(__name__) #DEPRECATED Now imported from bpy.utils import register_class
for cls in classes:
register_class(cls)
render.register()
ui.register()
primitives.register()
nodes.register()
'''
bpy.types.VIEW3D_MT_add.prepend(ui.menu_func_add)
bpy.types.TOPBAR_MT_file_import.append(ui.menu_func_import)
bpy.types.TEXT_MT_templates.append(ui.menu_func_templates)
bpy.types.RENDER_PT_povray_radiosity.prepend(ui.rad_panel_func)
bpy.types.LIGHT_PT_POV_light.prepend(ui.light_panel_func)
bpy.types.WORLD_PT_world.prepend(ui.world_panel_func)
# was used for parametric objects but made the other addon unreachable on
# unregister for other tools to use created a user action call instead
#addon_utils.enable("add_mesh_extra_objects", default_set=False, persistent=True)
#bpy.types.TEXTURE_PT_context_texture.prepend(TEXTURE_PT_povray_type)
'''
bpy.types.NODE_HT_header.append(ui.menu_func_nodes)
nodeitems_utils.register_node_categories("POVRAYNODES", node_categories)
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bpy.types.Scene.pov = PointerProperty(type=RenderPovSettingsScene)
#bpy.types.Modifier.pov = PointerProperty(type=RenderPovSettingsModifier)
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bpy.types.Material.pov = PointerProperty(type=RenderPovSettingsMaterial)
bpy.types.Material.pov_subsurface_scattering = PointerProperty(type=MaterialSubsurfaceScattering)
bpy.types.Material.pov_raytrace_mirror = PointerProperty(type=MaterialRaytraceMirror)
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bpy.types.Texture.pov = PointerProperty(type=RenderPovSettingsTexture)
bpy.types.Object.pov = PointerProperty(type=RenderPovSettingsObject)
bpy.types.Camera.pov = PointerProperty(type=RenderPovSettingsCamera)
bpy.types.World.pov = PointerProperty(type=RenderPovSettingsWorld)
bpy.types.World.texture_slots = CollectionProperty(type = WorldTextureSlot)
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bpy.types.Text.pov = PointerProperty(type=RenderPovSettingsText)
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def unregister():
del bpy.types.Scene.pov
del bpy.types.Material.pov
del bpy.types.Material.pov_subsurface_scattering
del bpy.types.Material.pov_raytrace_mirror
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del bpy.types.Texture.pov
del bpy.types.Object.pov
del bpy.types.Camera.pov
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del bpy.types.Text.pov
nodeitems_utils.unregister_node_categories("POVRAYNODES")
bpy.types.NODE_HT_header.remove(ui.menu_func_nodes)
#bpy.types.TEXTURE_PT_context_texture.remove(TEXTURE_PT_povray_type)
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#addon_utils.disable("add_mesh_extra_objects", default_set=False)
bpy.types.WORLD_PT_POV_world.remove(ui.world_panel_func)
bpy.types.LIGHT_PT_POV_light.remove(ui.light_panel_func)
bpy.types.RENDER_PT_povray_radiosity.remove(ui.rad_panel_func)
bpy.types.TEXT_MT_templates.remove(ui.menu_func_templates)
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bpy.types.TOPBAR_MT_file_import.remove(ui.menu_func_import)
bpy.types.VIEW3D_MT_add.remove(ui.menu_func_add)
'''
#bpy.utils.unregister_module(__name__)
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nodes.unregister()
primitives.unregister()
ui.unregister()
render.unregister()
for cls in reversed(classes):
unregister_class(cls)
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