Files
blender-addons/render_povray/model_primitives.py
2023-10-24 09:35:39 +02:00

800 lines
25 KiB
Python

# SPDX-FileCopyrightText: 2022 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
""" Get POV-Ray specific objects In and Out of Blender """
from math import pi, cos, sin
import os.path
import bpy
from bpy_extras.object_utils import object_data_add
from bpy_extras.io_utils import ImportHelper
from bpy.utils import register_class, unregister_class
from bpy.types import Operator
from bpy.props import (
StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
EnumProperty,
)
from mathutils import Vector, Matrix
# import collections
def write_object_modifiers(ob, File):
"""Translate some object level POV statements from Blender UI
to POV syntax and write to exported file"""
# Maybe return that string to be added instead of directly written.
"""XXX WIP
# import .model_all.write_object_csg_inside_vector
write_object_csg_inside_vector(ob, file)
"""
if ob.pov.hollow:
File.write("\thollow\n")
if ob.pov.double_illuminate:
File.write("\tdouble_illuminate\n")
if ob.pov.sturm:
File.write("\tsturm\n")
if ob.pov.no_shadow:
File.write("\tno_shadow\n")
if ob.pov.no_image:
File.write("\tno_image\n")
if ob.pov.no_reflection:
File.write("\tno_reflection\n")
if ob.pov.no_radiosity:
File.write("\tno_radiosity\n")
if ob.pov.inverse:
File.write("\tinverse\n")
if ob.pov.hierarchy:
File.write("\thierarchy\n")
# XXX, Commented definitions
"""
if scene.pov.photon_enable:
File.write("photons {\n")
if ob.pov.target:
File.write("target %.4g\n"%ob.pov.target_value)
if ob.pov.refraction:
File.write("refraction on\n")
if ob.pov.reflection:
File.write("reflection on\n")
if ob.pov.pass_through:
File.write("pass_through\n")
File.write("}\n")
if ob.pov.object_ior > 1:
File.write("interior {\n")
File.write("ior %.4g\n"%ob.pov.object_ior)
if scene.pov.photon_enable and ob.pov.target and ob.pov.refraction and ob.pov.dispersion:
File.write("ior %.4g\n"%ob.pov.dispersion_value)
File.write("ior %s\n"%ob.pov.dispersion_samples)
if scene.pov.photon_enable == False:
File.write("caustics %.4g\n"%ob.pov.fake_caustics_power)
"""
def pov_define_mesh(mesh, verts, edges, faces, name, hide_geometry=True):
"""Generate proxy mesh."""
if mesh is None:
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(verts, edges, faces)
# Function Arguments change : now bpy.types.Mesh.update (calc_edges, calc_edges_loose,
# calc_loop_triangles), was (calc_edges, calc_tessface)
mesh.update()
mesh.validate(
verbose=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 POV_OT_plane_add(Operator):
"""Add the representation of POV infinite plane using just a very big Blender Plane.
Flag its primitive type with a specific pov.object_as attribute and lock edit mode
to keep proxy consistency by hiding edit geometry."""
bl_idname = "pov.addplane"
bl_label = "Plane"
bl_description = "Add Plane"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {"POVRAY_RENDER"}
def execute(self, context):
# layers = 20*[False]
# layers[0] = True
bpy.ops.mesh.primitive_plane_add(size=10000)
ob = context.object
ob.name = ob.data.name = "PovInfinitePlane"
bpy.ops.object.mode_set(mode="EDIT")
self.report(
{"INFO"}, "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"
ob.update_tag() # as prop set via python not updated in depsgraph
return {"FINISHED"}
class POV_OT_box_add(Operator):
"""Add the representation of POV box using a simple Blender mesh cube.
Flag its primitive type with a specific pov.object_as attribute and lock edit mode
to keep proxy consistency by hiding edit geometry."""
bl_idname = "pov.addbox"
bl_label = "Box"
bl_description = "Add Box"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {"POVRAY_RENDER"}
def execute(self, context):
# layers = 20*[False]
# layers[0] = True
bpy.ops.mesh.primitive_cube_add()
ob = context.object
ob.name = ob.data.name = "PovBox"
bpy.ops.object.mode_set(mode="EDIT")
self.report(
{"INFO"}, "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"
ob.update_tag() # as prop set via python not updated in depsgraph
return {"FINISHED"}
def pov_cylinder_define(context, op, ob, radius, loc, loc_cap):
"""Pick POV cylinder properties either from creation operator, import, or data update"""
if op:
cy_rad = op.cy_rad
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"
ob.update_tag() # as prop set via python not updated in depsgraph
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 POV_OT_cylinder_add(Operator):
"""Add the representation of POV cylinder using pov_cylinder_define() function.
Use imported_cyl_loc when this operator is run by POV importer."""
bl_options = {'REGISTER', 'UNDO'}
bl_idname = "pov.addcylinder"
bl_label = "Cylinder"
bl_description = "Add Cylinder"
COMPAT_ENGINES = {"POVRAY_RENDER"}
# Keep in sync within model_properties.py section Cylinder
# as this allows interactive update
cy_rad: 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)
)
def execute(self, context):
props = self.properties
cy_rad = props.cy_rad
if ob := context.object:
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
elif 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(
{"INFO"},
"This native POV-Ray primitive " "won't have any vertex to show in edit mode",
)
pov_cylinder_define(context, self, None, self.cy_rad, LOC, LOC_CAP)
return {"FINISHED"}
class POV_OT_cylinder_update(Operator):
"""Update the POV cylinder.
Delete its previous proxy geometry and rerun pov_cylinder_define() function
with the new parameters"""
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
ob = context.object
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)
return {"FINISHED"}
# ----------------------------------- SPHERE---------------------------------- #
def pov_sphere_define(context, op, ob, loc):
"""create the representation of POV sphere using a Blender icosphere.
Its nice platonic solid curvature better represents pov rendertime
tessellation than a UV sphere"""
if op:
sphe_rad = op.sphe_rad
loc = bpy.context.scene.cursor.location
else:
assert ob
sphe_rad = 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, radius=ob.pov.sphere_radius, location=loc, rotation=obrot
)
# bpy.ops.transform.rotate(axis=obrot,orient_type='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,orient_type='GLOBAL')
if not ob:
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=4, radius=sphe_rad, location=loc)
ob = context.object
ob.name = ob.data.name = "PovSphere"
ob.pov.sphere_radius = sphe_rad
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.hide(unselected=False)
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.shade_smooth()
ob.pov.object_as = "SPHERE"
ob.update_tag() # as prop set via python not updated in depsgraph
class POV_OT_sphere_add(Operator):
"""Add the representation of POV sphere using pov_sphere_define() function.
Use imported_loc when this operator is run by POV importer."""
bl_idname = "pov.addsphere"
bl_label = "Sphere"
bl_description = "Add Sphere Shape"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {"POVRAY_RENDER"}
# Keep in sync within model_properties.py section Sphere
# as this allows interactive update
sphe_rad: 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
sphe_rad = props.sphe_rad
if ob := context.object:
if ob.pov.imported_loc:
LOC = ob.pov.imported_loc
elif not props.imported_loc:
LOC = bpy.context.scene.cursor.location
else:
LOC = props.imported_loc
self.report(
{"INFO"},
"This native POV-Ray primitive " "won't have any vertex to show in edit mode",
)
pov_sphere_define(context, self, None, LOC)
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)
# ob = context.object
# bpy.ops.object.mode_set(mode="EDIT")
# self.report({'INFO'}, "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.update_tag() # as prop set via python not updated in depsgraph
# ob.name = ob.data.name = 'PovSphere'
# return {'FINISHED'}
class POV_OT_sphere_update(Operator):
"""Update the POV sphere.
Delete its previous proxy geometry and rerun pov_sphere_define() function
with the new parameters"""
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 ob.pov.object_as == "SPHERE"
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):
"""Add the representation of POV cone using pov_define_mesh() function.
Blender cone does not offer the same features such as a second radius."""
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.extend([(xb, yb, zb), (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 = [i * 2 for i in range(seg - 1, -1, -1)]
faces.append(base_face)
if cap != 0:
cap_face = [i * 2 + 1 for i in range(seg)]
faces.append(cap_face)
mesh = pov_define_mesh(mesh, verts, [], faces, "PovCone", True)
if not ob:
ob = object_data_add(context, mesh, operator=None)
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
bpy.ops.object.shade_smooth()
ob.pov.object_as = "CONE"
ob.update_tag() # as prop set via python not updated in depsgraph
class POV_OT_cone_add(Operator):
"""Add the representation of POV cone using pov_cone_define() function."""
bl_idname = "pov.addcone"
bl_label = "Cone"
bl_description = "Add Cone"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {"POVRAY_RENDER"}
# Keep in sync within model_properties.py section Cone
# 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(
{"INFO"}, "This native POV-Ray primitive" "won't have any vertex to show in edit mode"
)
return {"FINISHED"}
class POV_OT_cone_update(Operator):
"""Update the POV cone.
Delete its previous proxy geometry and rerun pov_cone_define() function
with the new parameters"""
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 ob.pov.object_as == "CONE"
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 POV_OT_rainbow_add(Operator):
"""Add the representation of POV rainbow using a Blender spot light.
Rainbows indeed propagate along a visibility cone.
Flag its primitive type with a specific ob.pov.object_as attribute
and leave access to edit mode to keep user editable handles.
Add a constraint to orient it towards camera because POV Rainbows
are view dependant and having it always initially visible is less
confusing"""
bl_idname = "pov.addrainbow"
bl_label = "Rainbow"
bl_description = "Add Rainbow"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {"POVRAY_RENDER"}
def execute(self, context):
cam = context.scene.camera
bpy.ops.object.light_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 # deprecated in 2.8
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"
ob.update_tag() # as prop set via python not updated in depsgraph
# 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.view_layer.objects.active = ob
ob.select_set(True)
return {"FINISHED"}
# ----------------------------------- TORUS ----------------------------------- #
def pov_torus_define(context, op, ob):
"""Add the representation of POV torus using just a Blender torus.
Picking properties either from creation operator, import, or data update.
But flag its primitive type with a specific pov.object_as attribute and lock edit mode
to keep proxy consistency by hiding edit geometry."""
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.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")
ob.data.set_sharp_from_angle(angle=0.6)
ob.pov.object_as = "TORUS"
ob.update_tag() # as prop set via python not updated in depsgraph
class POV_OT_torus_add(Operator):
"""Add the representation of POV torus using using pov_torus_define() function."""
bl_idname = "pov.addtorus"
bl_label = "Torus"
bl_description = "Add Torus"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {"POVRAY_RENDER"}
# Keep in sync within model_properties.py section Torus
# as this allows interactive update
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(
{"INFO"}, "This native POV-Ray primitive " "won't have any vertex to show in edit mode"
)
return {"FINISHED"}
class POV_OT_torus_update(Operator):
"""Update the POV torus.
Delete its previous proxy geometry and rerun pov_torus_define() function
with the new parameters"""
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 ob.pov.object_as == "TORUS"
and engine in cls.COMPAT_ENGINES
)
def execute(self, context):
pov_torus_define(context, None, context.object)
return {"FINISHED"}
# -----------------------------------------------------------------------------
class POV_OT_prism_add(Operator):
"""Add the representation of POV prism using using an extruded curve."""
bl_idname = "pov.addprism"
bl_label = "Prism"
bl_description = "Create Prism"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {"POVRAY_RENDER"}
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
loft_data = bpy.data.curves.new("Prism", type="CURVE")
loft_data.dimensions = "2D"
loft_data.resolution_u = 2
# loft_data.show_normal_face = False
loft_data.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 = loft_data.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", loft_data)
scn = bpy.context.scene
scn.collection.objects.link(ob)
context.view_layer.objects.active = ob
ob.select_set(True)
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.shade_flat()
ob.data.fill_mode = 'BOTH'
ob.pov.curveshape = "prism"
ob.name = ob.data.name = "Prism"
return {"FINISHED"}
classes = (
POV_OT_plane_add,
POV_OT_box_add,
POV_OT_cylinder_add,
POV_OT_cylinder_update,
POV_OT_sphere_add,
POV_OT_sphere_update,
POV_OT_cone_add,
POV_OT_cone_update,
POV_OT_rainbow_add,
POV_OT_torus_add,
POV_OT_torus_update,
POV_OT_prism_add,
)
def register():
for cls in classes:
register_class(cls)
def unregister():
for cls in reversed(classes):
unregister_class(cls)