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#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
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#  along with this program; if not, write to the Free Software Foundation,
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# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

bl_info = {
    "name": "POV-Ray 3.7",
    "author": "Campbell Barton, Silvio Falcinelli, Maurice Raybaud, Constantin Rahn, Bastien Montagne",
    "version": (0, 0, 9),
    "blender": (2, 57, 0),
    "location": "Render > Engine > POV-Ray 3.7",
    "description": "Basic POV-Ray 3.7 integration for blender",
    "warning": "this script is RC",
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
                "Scripts/Render/POV-Ray",
    "category": "Render",
}

if "bpy" in locals():
    import imp
    imp.reload(ui)
    imp.reload(render)
    imp.reload(update_files)

else:
    import bpy
    from bpy.types import (AddonPreferences,
                           PropertyGroup,
                           Operator,
                           )
    from bpy.props import (StringProperty,
                           BoolProperty,
                           IntProperty,
                           FloatProperty,
                           FloatVectorProperty,
                           EnumProperty,
                           PointerProperty,
                           )
    from . import ui
    from . import render
    from . import update_files

def string_strip_hyphen(name):
    return name.replace("-", "")

###############################################################################
# Scene POV properties.
###############################################################################
class RenderPovSettingsScene(PropertyGroup):
    # File Options
    tempfiles_enable = BoolProperty(
            name="Enable Tempfiles",
            description="Enable the OS-Tempfiles. Otherwise set the path where to save the files",
            default=True)
    pov_editor = BoolProperty(
            name="POV-Ray editor",
            description="Don't Close POV-Ray editor after rendering (Overriden by /EXIT command)",
            default=False)
    deletefiles_enable = BoolProperty(
            name="Delete files",
            description="Delete files after rendering. Doesn't work with the image",
            default=True)
    scene_name = StringProperty(
            name="Scene Name",
            description="Name of POV-Ray scene to create. Empty name will use the name of "
                        "the blend file",
            maxlen=1024)
    scene_path = StringProperty(
            name="Export scene path",
            # description="Path to directory where the exported scene (POV and INI) is created",  # Bug in POV-Ray RC3
            description="Path to directory where the files are created",
            maxlen=1024, subtype="DIR_PATH")
    renderimage_path = StringProperty(
            name="Rendered image path",
            description="Full path to directory where the rendered image is saved",
            maxlen=1024, subtype="DIR_PATH")
    list_lf_enable = BoolProperty(
            name="LF in lists",
            description="Enable line breaks in lists (vectors and indices). Disabled: "
                        "lists are exported in one line",
            default=True)

    # Not a real pov option, just to know if we should write
    radio_enable = BoolProperty(
            name="Enable Radiosity",
            description="Enable POV-Rays radiosity calculation",
            default=False)
    radio_display_advanced = BoolProperty(
            name="Advanced Options",
            description="Show advanced options",
            default=False)
    media_enable = BoolProperty(
            name="Enable Media",
            description="Enable POV-Rays atmospheric media",
            default=False)
    media_samples = IntProperty(
            name="Samples",
            description="Number of samples taken from camera to first object "
                        "encountered along ray path for media calculation",
            min=1, max=100, default=35)

    media_color = FloatVectorProperty(
            name="Media Color", description="The atmospheric media color",
            precision=4, step=0.01, min=0, soft_max=1,
            default=(0.001, 0.001, 0.001), options={'ANIMATABLE'}, subtype='COLOR')

    baking_enable = BoolProperty(
            name="Enable Baking",
            description="Enable POV-Rays texture baking",
            default=False)
    indentation_character = EnumProperty(
            name="Indentation",
            description="Select the indentation type",
            items=(('NONE', "None", "No indentation"),
                   ('TAB', "Tabs", "Indentation with tabs"),
                   ('SPACE', "Spaces", "Indentation with spaces")),
            default='SPACE')
    indentation_spaces = IntProperty(
            name="Quantity of spaces",
            description="The number of spaces for indentation",
            min=1, max=10, default=4)

    comments_enable = BoolProperty(
            name="Enable Comments",
            description="Add comments to pov file",
            default=True)

    # Real pov options
    command_line_switches = StringProperty(
            name="Command Line Switches",
            description="Command line switches consist of a + (plus) or - (minus) sign, followed "
                        "by one or more alphabetic characters and possibly a numeric value",
            maxlen=500)

    antialias_enable = BoolProperty(
            name="Anti-Alias", description="Enable Anti-Aliasing",
            default=True)

    antialias_method = EnumProperty(
            name="Method",
            description="AA-sampling method. Type 1 is an adaptive, non-recursive, super-sampling "
                        "method. Type 2 is an adaptive and recursive super-sampling method",
            items=(("0", "non-recursive AA", "Type 1 Sampling in POV-Ray"),
                   ("1", "recursive AA", "Type 2 Sampling in POV-Ray")),
            default="1")

    antialias_depth = IntProperty(
            name="Antialias Depth", description="Depth of pixel for sampling",
            min=1, max=9, default=3)

    antialias_threshold = FloatProperty(
            name="Antialias Threshold", description="Tolerance for sub-pixels",
            min=0.0, max=1.0, soft_min=0.05, soft_max=0.5, default=0.1)

    jitter_enable = BoolProperty(
            name="Jitter",
            description="Enable Jittering. Adds noise into the sampling process (it should be "
                        "avoided to use jitter in animation)",
            default=True)

    jitter_amount = FloatProperty(
            name="Jitter Amount", description="Amount of jittering",
            min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=1.0)

    antialias_gamma = FloatProperty(
            name="Antialias Gamma",
            description="POV-Ray compares gamma-adjusted values for super sampling. Antialias "
                        "Gamma sets the Gamma before comparison",
            min=0.0, max=5.0, soft_min=0.01, soft_max=2.5, default=2.5)

    max_trace_level = IntProperty(
            name="Max Trace Level",
            description="Number of reflections/refractions allowed on ray path",
            min=1, max=256, default=5)

    photon_spacing = FloatProperty(
            name="Spacing",
            description="Average distance between photons on surfaces. half this get four times "
                        "as many surface photons",
            min=0.001, max=1.000, soft_min=0.001, soft_max=1.000, default=0.005, precision=3)

    photon_max_trace_level = IntProperty(
            name="Max Trace Level",
            description="Number of reflections/refractions allowed on ray path",
            min=1, max=256, default=5)

    photon_adc_bailout = FloatProperty(
            name="ADC Bailout",
            description="The adc_bailout for photons. Use adc_bailout = "
                        "0.01 / brightest_ambient_object for good results",
            min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.1, precision=3)

    photon_gather_min = IntProperty(
            name="Gather Min", description="Minimum number of photons gathered for each point",
            min=1, max=256, default=20)

    photon_gather_max = IntProperty(
            name="Gather Max", description="Maximum number of photons gathered for each point",
            min=1, max=256, default=100)

    radio_adc_bailout = FloatProperty(
            name="ADC Bailout",
            description="The adc_bailout for radiosity rays. Use "
                        "adc_bailout = 0.01 / brightest_ambient_object for good results",
            min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.01, precision=3)

    radio_always_sample = BoolProperty(
            name="Always Sample",
            description="Only use the data from the pretrace step and not gather "
                        "any new samples during the final radiosity pass",
            default=True)

    radio_brightness = FloatProperty(
            name="Brightness",
            description="Amount objects are brightened before being returned "
                        "upwards to the rest of the system",
            min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0)

    radio_count = IntProperty(
            name="Ray Count",
            description="Number of rays for each new radiosity value to be calculated "
                        "(halton sequence over 1600)",
            min=1, max=10000, soft_max=1600, default=35)

    radio_error_bound = FloatProperty(
            name="Error Bound",
            description="One of the two main speed/quality tuning values, "
                        "lower values are more accurate",
            min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8)

    radio_gray_threshold = FloatProperty(
            name="Gray Threshold",
            description="One of the two main speed/quality tuning values, "
                        "lower values are more accurate",
            min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0)

    radio_low_error_factor = FloatProperty(
            name="Low Error Factor",
            description="Just enough samples is slightly blotchy. Low error changes error "
                        "tolerance for less critical last refining pass",
            min=0.000001, max=1.0, soft_min=0.000001, soft_max=1.0, default=0.5)

    # max_sample - not available yet
    radio_media = BoolProperty(
            name="Media", description="Radiosity estimation can be affected by media",
            default=False)

    radio_minimum_reuse = FloatProperty(
            name="Minimum Reuse",
            description="Fraction of the screen width which sets the minimum radius of reuse "
                        "for each sample point (At values higher than 2% expect errors)",
            min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015, precision=3)

    radio_nearest_count = IntProperty(
            name="Nearest Count",
            description="Number of old ambient values blended together to "
                        "create a new interpolated value",
            min=1, max=20, default=5)

    radio_normal = BoolProperty(
            name="Normals", description="Radiosity estimation can be affected by normals",
            default=False)

    radio_recursion_limit = IntProperty(
            name="Recursion Limit",
            description="how many recursion levels are used to calculate "
                        "the diffuse inter-reflection",
            min=1, max=20, default=3)

    radio_pretrace_start = FloatProperty(
            name="Pretrace Start",
            description="Fraction of the screen width which sets the size of the "
                        "blocks in the mosaic preview first pass",
            min=0.01, max=1.00, soft_min=0.02, soft_max=1.0, default=0.08)

    radio_pretrace_end = FloatProperty(
            name="Pretrace End",
            description="Fraction of the screen width which sets the size of the blocks "
                        "in the mosaic preview last pass",
            min=0.001, max=1.00, soft_min=0.01, soft_max=1.00, default=0.04, precision=3)


###############################################################################
# Material POV properties.
###############################################################################
class RenderPovSettingsMaterial(PropertyGroup):
    irid_enable = BoolProperty(
            name="Enable Iridescence",
            description="Newton's thin film interference (like an oil slick on a puddle of "
                        "water or the rainbow hues of a soap bubble.)",
            default=False)

    mirror_use_IOR = BoolProperty(
            name="Correct Reflection",
            description="Use same IOR as raytrace transparency to calculate mirror reflections. "
                        "More physically correct",
            default=False)

    mirror_metallic = BoolProperty(
            name="Metallic Reflection",
            description="mirror reflections get colored as diffuse (for metallic materials)",
            default=False)

    conserve_energy = BoolProperty(
            name="Conserve Energy",
            description="Light transmitted is more correctly reduced by mirror reflections, "
                        "also the sum of diffuse and translucency gets reduced below one ",
            default=True)

    irid_amount = FloatProperty(
            name="amount",
            description="Contribution of the iridescence effect to the overall surface color. "
                        "As a rule of thumb keep to around 0.25 (25% contribution) or less, "
                        "but experiment. If the surface is coming out too white, try lowering "
                        "the diffuse and possibly the ambient values of the surface",
            min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=0.25)

    irid_thickness = FloatProperty(
            name="thickness",
            description="A very thin film will have a high frequency of color changes while a "
                        "thick film will have large areas of color",
            min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1)

    irid_turbulence = FloatProperty(
            name="turbulence", description="This parameter varies the thickness",
            min=0.0, max=10.0, soft_min=0.000, soft_max=1.0, default=0)

    interior_fade_color = FloatVectorProperty(
            name="Fade Color", description="Color of filtered attenuation for transparent materials",
            precision=4, step=0.01, min=0.0, soft_max=1.0,
            default=(0, 0, 0), options={'ANIMATABLE'}, subtype='COLOR')

    caustics_enable = BoolProperty(
            name="Caustics",
            description="use only fake refractive caustics (default) or photon based "
                        "reflective/refractive caustics",
            default=True)

    fake_caustics = BoolProperty(
            name="Fake Caustics", description="use only (Fast) fake refractive caustics",
            default=True)

    fake_caustics_power = FloatProperty(
            name="Fake caustics power",
            description="Values typically range from 0.0 to 1.0 or higher. Zero is no caustics. "
                        "Low, non-zero values give broad hot-spots while higher values give "
                        "tighter, smaller simulated focal points",
            min=0.00, max=10.0, soft_min=0.00, soft_max=1.10, default=0.5)

    photons_refraction = BoolProperty(
            name="Refractive Photon Caustics", description="more physically correct",
            default=False)

    photons_dispersion = FloatProperty(
            name="Chromatic Dispersion",
            description="Light passing through will be separated according to wavelength. "
                        "This ratio of refractive indices for violet to red controls how much "
                        "the colors are spread out 1 = no dispersion, good values are 1.01 to 1.1",
            min=1.0000, max=10.000, soft_min=1.0000, soft_max=1.1000, precision=4, default=1.0000)

    photons_dispersion_samples = IntProperty(
            name="Dispersion Samples", description="Number of color-steps for dispersion",
            min=2, max=128, default=7)

    photons_reflection = BoolProperty(
            name="Reflective Photon Caustics",
            description="Use this to make your Sauron's ring ;-P",
            default=False)

    refraction_type = EnumProperty(
            items=[("0", "None", "use only reflective caustics"),
                   ("1", "Fake Caustics", "use fake caustics"),
                   ("2", "Photons Caustics", "use photons for refractive caustics")],
            name="Refractive",
            description="use fake caustics (fast) or true photons for refractive Caustics",
            default="1")

    ##################################CustomPOV Code############################
    replacement_text = StringProperty(
            name="Declared name:",
            description="Type the declared name in custom POV code or an external "
                        ".inc it points at. texture {} expected",
            default="")


###############################################################################
# Texture POV properties.
###############################################################################
class RenderPovSettingsTexture(PropertyGroup):
    #Custom texture gamma
    tex_gamma_enable = BoolProperty(
            name="Enable custom texture gamma",
            description="Notify some custom gamma for which texture has been precorrected "
                        "without the file format carrying it and only if it differs from your "
                        "OS expected standard (see pov doc)",
            default=False)

    tex_gamma_value = FloatProperty(
            name="Custom texture gamma",
            description="value for which the file was issued e.g. a Raw photo is gamma 1.0",
            min=0.45, max=5.00, soft_min=1.00, soft_max=2.50, default=1.00)

    ##################################CustomPOV Code############################
    #commented out below if we wanted custom pov code in texture only, inside exported material:
    #replacement_text = StringProperty(
    #        name="Declared name:",
    #        description="Type the declared name in custom POV code or an external .inc "
    #                    "it points at. pigment {} expected",
    #        default="")

    

    tex_pattern_type = EnumProperty(
            name="Texture_Type",
            description="Choose between Blender or POV-Ray parameters to specify texture",
            items= (('agate', 'Agate', '','PLUGIN', 0), ('aoi', 'Aoi', '', 'PLUGIN', 1),
                   ('average', 'Average', '', 'PLUGIN', 2), ('boxed', 'Boxed', '', 'PLUGIN', 3),
                   ('bozo', 'Bozo', '', 'PLUGIN', 4), ('bumps', 'Bumps', '', 'PLUGIN', 5),
                   ('cells', 'Cells', '', 'PLUGIN', 6), ('crackle', 'Crackle', '', 'PLUGIN', 7),
                   ('cubic', 'Cubic', '', 'PLUGIN', 8), ('cylindrical', 'Cylindrical', '', 'PLUGIN', 9),
                   ('density_file', 'Density', '(.df3)', 'PLUGIN', 10),
                   ('dents', 'Dents', '', 'PLUGIN', 11),
                   ('fractal', 'Fractal', '', 'PLUGIN', 12),
                   ('function', 'Function', '', 'PLUGIN', 13),
                   ('gradient', 'Gradient', '', 'PLUGIN', 14), ('granite', 'Granite', '', 'PLUGIN', 15),
                   ('image_pattern', 'Image pattern', '', 'PLUGIN', 16),
                   ('leopard', 'Leopard', '', 'PLUGIN', 17),
                   ('marble', 'Marble', '', 'PLUGIN', 18), ('onion', 'Onion', '', 'PLUGIN', 19),
                   ('pigment_pattern', 'pigment pattern', '', 'PLUGIN', 20),
                   ('planar', 'Planar', '', 'PLUGIN', 21), ('quilted', 'Quilted', '', 'PLUGIN', 22),
                   ('radial', 'Radial', '', 'PLUGIN', 23), ('ripples', 'Ripples', '', 'PLUGIN', 24),
                   ('slope', 'Slope', '', 'PLUGIN', 25),
                   ('spherical', 'Spherical', '', 'PLUGIN', 26), ('spiral1', 'Spiral1', '', 'PLUGIN', 27),
                   ('spiral2', 'Spiral2', '', 'PLUGIN', 28), ('spotted', 'Spotted', '', 'PLUGIN', 29),
                   ('waves', 'Waves', '', 'PLUGIN', 30), ('wood', 'Wood', '', 'PLUGIN', 31),
                   ('wrinkles', 'Wrinkles', '', 'PLUGIN', 32), ('brick', "Brick", "", 'PLUGIN', 33),
                   ('checker', "Checker", "", 'PLUGIN', 34), ('hexagon', "Hexagon", "", 'PLUGIN', 35),
                   ('object', "Mesh", "", 'PLUGIN', 36), ('emulator', "Internal Emulator", "", 'PLUG', 37)),
            default='emulator',
            )

    magnet_style = EnumProperty(
            name="Magnet style",
            description="magnet or julia",
            items=(('mandel', "Mandelbrot", ""),('julia', "Julia", "")),                   
            default='julia')

    magnet_type = IntProperty(
            name="Magnet_type",
            description="1 or 2",
            min=1, max=2, default=2)

    warp_types = EnumProperty(
            name="Warp Types",
            description="Select the type of warp",
            items=(('PLANAR', "Planar", ""), ('CUBIC', "Cubic", ""), ('SPHERICAL', "Spherical", ""),
                   ('TOROIDAL', "Toroidal", ""), ('CYLINDRICAL', "Cylindrical", ""),('NONE', "None", "No indentation")),
            default='NONE')

    warp_orientation = EnumProperty(
            name="Warp Orientation",
            description="Select the orientation of warp",
            items=(('x', "X", ""), ('y', "Y", ""), ('z', "Z", "")),
            default='y')
            
    wave_type = EnumProperty(
            name="Waves type",
            description="Select the type of waves",
            items=(('ramp', "Ramp", ""), ('sine', "Sine", ""), ('scallop', "Scallop", ""), ('cubic', "Cubic", ""),
                   ('poly', "Poly", ""), ('triangle', 'Triangle', "")),
            default='ramp')            

    gen_noise = IntProperty(
            name="Noise Generators",
            description="Noise Generators",
            min=1, max=3, default=1) 

    warp_dist_exp = FloatProperty(
            name="Distance exponent",
            description="Distance exponent",
            min=0.0, max=100.0, default=1.0)
            
    warp_tor_major_radius = FloatProperty(
            name="Major radius",
            description="Torus is distance from major radius",
            min=0.0, max=5.0, default=1.0)            


    warp_turbulence_x = FloatProperty(
            name="Turbulence X",
            description="Turbulence X",
            min=0.0, max=5.0, default=0.0)
            
    warp_turbulence_y = FloatProperty(
            name="Turbulence Y",
            description="Turbulence Y",
            min=0.0, max=5.0, default=0.0) 

    warp_turbulence_z = FloatProperty(
            name="Turbulence Z",
            description="Turbulence Z",
            min=0.0, max=5.0, default=0.0)
            
    modifier_octaves = IntProperty(
            name="Turbulence octaves",
            description="Turbulence octaves",
            min=1, max=10, default=1)            

    modifier_lambda = FloatProperty(
            name="Turbulence lambda",
            description="Turbulence lambda",
            min=0.0, max=5.0, default=1.00)
            
    modifier_omega = FloatProperty(
            name="Turbulence omega",
            description="Turbulence omega",
            min=0.0, max=10.0, default=1.00) 

    modifier_phase = FloatProperty(
            name="Phase",
            description="The phase value causes the map entries to be shifted so that the map starts and ends at a different place",
            min=0.0, max=2.0, default=0.0)
            
    modifier_frequency = FloatProperty(
            name="Frequency",
            description="The frequency keyword adjusts the number of times that a color map repeats over one cycle of a pattern",
            min=0.0, max=25.0, default=2.0) 

    modifier_turbulence = FloatProperty(
            name="Turbulence",
            description="Turbulence",
            min=0.0, max=5.0, default=2.0) 
            
    modifier_numbers = IntProperty(
            name="Numbers",
            description="Numbers",
            min=1, max=27, default=2)             

    modifier_control0 = IntProperty(
            name="Control0",
            description="Control0",
            min=0, max=100, default=1)
            
    modifier_control1 = IntProperty(
            name="Control1",
            description="Control1",
            min=0, max=100, default=1)

    brick_size_x = FloatProperty(
            name="Brick size x",
            description="",
            min=0.0000, max=1.0000, default=0.2500) 

    brick_size_y = FloatProperty(
            name="Brick size y",
            description="",
            min=0.0000, max=1.0000, default=0.0525)
            
    brick_size_z = FloatProperty(
            name="Brick size z",
            description="",
            min=0.0000, max=1.0000, default=0.1250) 

    brick_mortar = FloatProperty(
            name="Mortar",
            description="Mortar",
            min=0.000, max=1.500, default=0.01)

    julia_complex_1 = FloatProperty(
            name="Julia Complex 1",
            description="",
            min=0.000, max=1.500, default=0.360)

    julia_complex_2 = FloatProperty(
            name="Julia Complex 2",
            description="",
            min=0.000, max=1.500, default=0.250)

    f_iter = IntProperty(
            name="Fractal Iteration",
            description="",
            min=0, max=100, default=20)

    f_exponent = IntProperty(
            name="Fractal Exponent",
            description="",
            min=2, max=33, default=2)

    f_ior = IntProperty(
            name="Fractal Interior",
            description="",
            min=1, max=6, default=1)

    f_ior_fac = FloatProperty(
            name="Fractal Interior Factor",
            description="",
            min=0.0, max=10.0, default=1.0)

    f_eor = IntProperty(
            name="Fractal Exterior",
            description="",
            min=1, max=8, default=1)

    f_eor_fac = FloatProperty(
            name="Fractal Exterior Factor",
            description="",
            min=0.0, max=10.0, default=1.0)

    grad_orient_x= IntProperty(
            name="Gradient orientation X",
            description="",
            min=0, max=1, default=0)

    grad_orient_y= IntProperty(
            name="Gradient orientation Y",
            description="",
            min=0, max=1, default=1)

    grad_orient_z= IntProperty(
            name="Gradient orientation Z",
            description="",
            min=0, max=1, default=0)

    pave_sides = EnumProperty(
            name="Pavement sides",
            description="",
            items=(('3', "3", ""), ('4', "4", ""), ('6', "6", "")),
            default='3')

    pave_pat_2= IntProperty(
            name="Pavement pattern 2",
            description="maximum: 2",
            min=1, max=2, default=2)

    pave_pat_3= IntProperty(
            name="Pavement pattern 3",
            description="maximum: 3",
            min=1, max=3, default=3)

    pave_pat_4= IntProperty(
            name="Pavement pattern 4",
            description="maximum: 4",
            min=1, max=4, default=4)

    pave_pat_5= IntProperty(
            name="Pavement pattern 5",
            description="maximum: 5",
            min=1, max=5, default=5)

    pave_pat_7= IntProperty(
            name="Pavement pattern 7",
            description="maximum: 7",
            min=1, max=7, default=7)

    pave_pat_12= IntProperty(
            name="Pavement pattern 12",
            description="maximum: 12",
            min=1, max=12, default=12)

    pave_pat_22= IntProperty(
            name="Pavement pattern 22",
            description="maximum: 22",
            min=1, max=22, default=22)

    pave_pat_35= IntProperty(
            name="Pavement pattern 35",
            description="maximum: 35",
            min=1, max=35, default=35)
            
    pave_tiles= IntProperty(
            name="Pavement tiles",
            description="If sides = 6, maximum tiles 5!!!",
            min=1, max=6, default=1)

    pave_form= IntProperty(
            name="Pavement form",
            description="",
            min=0, max=4, default=0)            
             
    #########FUNCTIONS#########################################################################################################################
    #########FUNCTIONS#########################################################################################################################
    
    func_list = EnumProperty(
            name="Functions",
            description="Select the function for create pattern",
            items=(('NONE', "None", "No indentation"),
                   ("f_algbr_cyl1","Algbr cyl1",""), ("f_algbr_cyl2","Algbr cyl2",""),
                   ("f_algbr_cyl3","Algbr cyl3",""), ("f_algbr_cyl4","Algbr cyl4",""),
                   ("f_bicorn","Bicorn",""), ("f_bifolia","Bifolia",""),
                   ("f_blob","Blob",""), ("f_blob2","Blob2",""),
                   ("f_boy_surface","Boy surface",""), ("f_comma","Comma",""),
                   ("f_cross_ellipsoids","Cross ellipsoids",""), ("f_crossed_trough","Crossed trough",""),
                   ("f_cubic_saddle","Cubic saddle",""), ("f_cushion","Cushion",""),
                   ("f_devils_curve","Devils curve",""), ("f_devils_curve_2d","Devils curve 2d",""),
                   ("f_dupin_cyclid","Dupin cyclid",""), ("f_ellipsoid","Ellipsoid",""),
                   ("f_enneper","Enneper",""), ("f_flange_cover","Flange cover",""),
                   ("f_folium_surface","Folium surface",""), ("f_folium_surface_2d","Folium surface 2d",""),
                   ("f_glob","Glob",""), ("f_heart","Heart",""),
                   ("f_helical_torus","Helical torus",""), ("f_helix1","Helix1",""),
                   ("f_helix2","Helix2",""), ("f_hex_x","Hex x",""),
                   ("f_hex_y","Hex y",""), ("f_hetero_mf","Hetero mf",""),
                   ("f_hunt_surface","Hunt surface",""), ("f_hyperbolic_torus","Hyperbolic torus",""),
                   ("f_isect_ellipsoids","Isect ellipsoids",""), ("f_kampyle_of_eudoxus","Kampyle of eudoxus",""),
                   ("f_kampyle_of_eudoxus_2d","Kampyle of eudoxus 2d",""), ("f_klein_bottle","Klein bottle",""),
                   ("f_kummer_surface_v1","Kummer surface v1",""), ("f_kummer_surface_v2","Kummer surface v2",""),
                   ("f_lemniscate_of_gerono","Lemniscate of gerono",""), ("f_lemniscate_of_gerono_2d","Lemniscate of gerono 2d",""),
                   ("f_mesh1","Mesh1",""), ("f_mitre","Mitre",""),
                   ("f_nodal_cubic","Nodal cubic",""), ("f_noise3d","Noise3d",""),
                   ("f_noise_generator","Noise generator",""), ("f_odd","Odd",""),
                   ("f_ovals_of_cassini","Ovals of cassini",""), ("f_paraboloid","Paraboloid",""),
                   ("f_parabolic_torus","Parabolic torus",""), ("f_ph","Ph",""),
                   ("f_pillow","Pillow",""), ("f_piriform","Piriform",""),
                   ("f_piriform_2d","Piriform 2d",""), ("f_poly4","Poly4",""),
                   ("f_polytubes","Polytubes",""), ("f_quantum","Quantum",""),
                   ("f_quartic_paraboloid","Quartic paraboloid",""), ("f_quartic_saddle","Quartic saddle",""),
                   ("f_quartic_cylinder","Quartic cylinder",""), ("f_r","R",""),
                   ("f_ridge","Ridge",""), ("f_ridged_mf","Ridged mf",""),
                   ("f_rounded_box","Rounded box",""), ("f_sphere","Sphere",""),
                   ("f_spikes","Spikes",""), ("f_spikes_2d","Spikes 2d",""),
                   ("f_spiral","Spiral",""), ("f_steiners_roman","Steiners roman",""),
                   ("f_strophoid","Strophoid",""), ("f_strophoid_2d","Strophoid 2d",""),
                   ("f_superellipsoid","Superellipsoid",""), ("f_th","Th",""),
                   ("f_torus","Torus",""), ("f_torus2","Torus2",""),
                   ("f_torus_gumdrop","Torus gumdrop",""), ("f_umbrella","Umbrella",""),
                   ("f_witch_of_agnesi","Witch of agnesi",""), ("f_witch_of_agnesi_2d","Witch of agnesi 2d","")),
                  
            default='NONE')

    func_x = FloatProperty(
            name="FX",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_plus_x = EnumProperty(
            name="Func plus x",
            description="",
            items=(('NONE', "None", ""), ('increase', "*", ""), ('plus', "+", "")),
            default='NONE')

    func_y = FloatProperty(
            name="FY",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_plus_y = EnumProperty(
            name="Func plus y",
            description="",
            items=(('NONE', "None", ""), ('increase', "*", ""), ('plus', "+", "")),
            default='NONE')

    func_z = FloatProperty(
            name="FZ",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_plus_z = EnumProperty(
            name="Func plus z",
            description="",
            items=(('NONE', "None", ""), ('increase', "*", ""), ('plus', "+", "")),
            default='NONE')

    func_P0 = FloatProperty(
            name="P0",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_P1 = FloatProperty(
            name="P1",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_P2 = FloatProperty(
            name="P2",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_P3 = FloatProperty(
            name="P3",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_P4 = FloatProperty(
            name="P4",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_P5 = FloatProperty(
            name="P5",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_P6 = FloatProperty(
            name="P6",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_P7 = FloatProperty(
            name="P7",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_P8 = FloatProperty(
            name="P8",
            description="",
            min=0.0, max=25.0, default=1.0)

    func_P9 = FloatProperty(
            name="P9",
            description="",
            min=0.0, max=25.0, default=1.0)            

    #########################################
    tex_rot_x = FloatProperty(
            name="Rotate X",
            description="",
            min=-180.0, max=180.0, default=0.0) 

    tex_rot_y = FloatProperty(
            name="Rotate Y",
            description="",
            min=-180.0, max=180.0, default=0.0) 

    tex_rot_z = FloatProperty(
            name="Rotate Z",
            description="",
            min=-180.0, max=180.0, default=0.0) 
            
    tex_mov_x = FloatProperty(
            name="Move X",
            description="",
            min=-100000.0, max=100000.0, default=0.0) 

    tex_mov_y = FloatProperty(
            name="Move Y",
            description="",
            min=-100000.0, max=100000.0, default=0.0) 

    tex_mov_z = FloatProperty(
            name="Move Z",
            description="",
            min=-100000.0, max=100000.0, default=0.0)             

    tex_scale_x = FloatProperty(
            name="Scale X",
            description="",
            min=0.0, max=10000.0, default=1.0) 

    tex_scale_y = FloatProperty(
            name="Scale Y",
            description="",
            min=0.0, max=10000.0, default=1.0) 

    tex_scale_z = FloatProperty(
            name="Scale Z",
            description="",
            min=0.0, max=10000.0, default=1.0)   
###############################################################################
# Object POV properties.
###############################################################################
class RenderPovSettingsObject(PropertyGroup):
    # Importance sampling
    importance_value = FloatProperty(
            name="Radiosity Importance",
            description="Priority value relative to other objects for sampling radiosity rays. "
                        "Increase to get more radiosity rays at comparatively small yet "
                        "bright objects",
            min=0.01, max=1.00, default=0.50)

    # Collect photons
    collect_photons = BoolProperty(
            name="Receive Photon Caustics",
            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)",
            default=True)

    # Photons spacing_multiplier
    spacing_multiplier = FloatProperty(
            name="Photons Spacing Multiplier",
            description="Multiplier value relative to global spacing of photons. "
                        "Decrease by half to get 4x more photons at surface of "
                        "this object (or 8x media photons than specified in the globals",
            min=0.01, max=1.00, default=1.00)

    ##################################CustomPOV Code############################
    # Only DUMMIES below for now:
    replacement_text = StringProperty(
            name="Declared name:",
            description="Type the declared name in custom POV code or an external .inc "
                        "it points at. Any POV shape expected e.g: isosurface {}",
            default="")


###############################################################################
# Camera POV properties.
###############################################################################
class RenderPovSettingsCamera(PropertyGroup):
    #DOF Toggle
    dof_enable = BoolProperty(
            name="Depth Of Field", description="EnablePOV-Ray Depth Of Field ",
            default=False)

    # Aperture (Intensity of the Blur)
    dof_aperture = FloatProperty(
            name="Aperture",
            description="Similar to a real camera's aperture effect over focal blur (though not "
                        "in physical units and independant of focal length). "
                        "Increase to get more blur",
            min=0.01, max=1.00, default=0.25)

    # Aperture adaptive sampling
    dof_samples_min = IntProperty(
            name="Samples Min", description="Minimum number of rays to use for each pixel",
            min=1, max=128, default=96)

    dof_samples_max = IntProperty(
            name="Samples Max", description="Maximum number of rays to use for each pixel",
            min=1, max=128, default=128)

    dof_variance = IntProperty(
            name="Variance",
            description="Minimum threshold (fractional value) for adaptive DOF sampling (up "
                        "increases quality and render time). The value for the variance should "
                        "be in the range of the smallest displayable color difference",
            min=1, max=100000, soft_max=10000, default=256)

    dof_confidence = FloatProperty(
            name="Confidence",
            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=0.90)

    ##################################CustomPOV Code############################
    # Only DUMMIES below for now:
    replacement_text = StringProperty(
            name="Texts in blend file",
            description="Type the declared name in custom POV code or an external .inc "
                        "it points at. camera {} expected",
            default="")


###############################################################################
# Text POV properties.
###############################################################################
class RenderPovSettingsText(PropertyGroup):
    custom_code = BoolProperty(
            name="Custom Code",
            description="Add this text at the top of the exported POV-Ray file",
            default=False)


###############################################################################
# Povray Preferences.
###############################################################################
class PovrayPreferences(AddonPreferences):
    bl_idname = __name__

    filepath_povray = StringProperty(
                name="Povray Location",
                description="Path to renderer executable",
                subtype='FILE_PATH',
                )
    def draw(self, context):
        layout = self.layout
        layout.prop(self, "filepath_povray")

    
        

def register():
    bpy.utils.register_module(__name__)
    #bpy.types.TEXTURE_PT_context_texture.prepend(TEXTURE_PT_povray_type)
    bpy.types.Scene.pov = PointerProperty(type=RenderPovSettingsScene)
    bpy.types.Material.pov = PointerProperty(type=RenderPovSettingsMaterial)
    bpy.types.Texture.pov = PointerProperty(type=RenderPovSettingsTexture)
    bpy.types.Object.pov = PointerProperty(type=RenderPovSettingsObject)
    bpy.types.Camera.pov = PointerProperty(type=RenderPovSettingsCamera)
    bpy.types.Text.pov = PointerProperty(type=RenderPovSettingsText)


def unregister():
    bpy.utils.unregister_module(__name__)
    #bpy.types.TEXTURE_PT_context_texture.remove(TEXTURE_PT_povray_type)
    del bpy.types.Scene.pov
    del bpy.types.Material.pov
    del bpy.types.Texture.pov
    del bpy.types.Object.pov
    del bpy.types.Camera.pov
    del bpy.types.Text.pov


if __name__ == "__main__":
    register()
