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Move copyright text to SPDX-FileCopyrightText or set to the Blender Foundation so "make check_licenses" now runs without warnings.
253 lines
8.0 KiB
Python
Executable File
253 lines
8.0 KiB
Python
Executable File
# SPDX-FileCopyrightText: 2021-2022 Blender Foundation
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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"""User interface to POV Scene Description Language snippets or full includes:
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import, load, create or edit """
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import bpy
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from bpy.utils import register_class, unregister_class
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from bpy.types import Operator, Menu, Panel
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from sys import platform # really import here, as in ui.py and in render.py?
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import os # really import here and in render.py?
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from os.path import isfile
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def locate_docpath():
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"""POV can be installed with some include files.
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Get their path as defined in user preferences or registry keys for
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the user to be able to invoke them."""
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addon_prefs = bpy.context.preferences.addons[__package__].preferences
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# Use the system preference if its set.
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if pov_documents := addon_prefs.docpath_povray:
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if os.path.exists(pov_documents):
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return pov_documents
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# Implicit else, as here return was still not triggered:
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print(
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"User Preferences path to povray documents %r NOT FOUND, checking $PATH" % pov_documents
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)
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# Windows Only
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if platform.startswith("win"):
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import winreg
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try:
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win_reg_key = winreg.OpenKey(
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winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows"
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)
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win_docpath = winreg.QueryValueEx(win_reg_key, "DocPath")[0]
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pov_documents = os.path.join(win_docpath, "Insert Menu")
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if os.path.exists(pov_documents):
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return pov_documents
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except FileNotFoundError:
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return ""
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# search the path all os's
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pov_documents_default = "include"
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os_path_ls = os.getenv("PATH").split(":") + [""]
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for dir_name in os_path_ls:
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pov_documents = os.path.join(dir_name, pov_documents_default)
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if os.path.exists(pov_documents):
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return pov_documents
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return ""
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# ---------------------------------------------------------------- #
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class TextButtonsPanel:
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"""Use this class to define buttons from the side tab of
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text window."""
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bl_space_type = "TEXT_EDITOR"
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bl_region_type = "UI"
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bl_label = "POV-Ray"
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COMPAT_ENGINES = {"POVRAY_RENDER"}
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@classmethod
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def poll(cls, context):
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text = context.space_data
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rd = context.scene.render
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return text and (rd.engine in cls.COMPAT_ENGINES)
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# ---------------------------------------------------------------- #
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# Text Povray Settings
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# ---------------------------------------------------------------- #
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class TEXT_OT_POV_insert(Operator):
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"""Create blender text editor operator to insert pov snippets like other pov IDEs"""
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bl_idname = "text.povray_insert"
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bl_label = "Insert"
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filepath: bpy.props.StringProperty(name="Filepath", subtype="FILE_PATH")
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@classmethod
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def poll(cls, context):
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text = context.space_data.text
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return context.area.type == "TEXT_EDITOR" and text is not None
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# return bpy.ops.text.insert.poll() this Bpy op has no poll()
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def execute(self, context):
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if self.filepath and isfile(self.filepath):
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with open(self.filepath, "r") as file:
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bpy.ops.text.insert(text=file.read())
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# places the cursor at the end without scrolling -.-
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# context.space_data.text.write(file.read())
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if not file.closed:
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file.close()
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return {"FINISHED"}
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def validinsert(ext):
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"""Since preview images could be in same folder, filter only insertable text"""
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return ext in {".txt", ".inc", ".pov"}
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class TEXT_MT_POV_insert(Menu):
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"""Create a menu launcher in text editor for the TEXT_OT_POV_insert operator ."""
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bl_label = "Insert"
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bl_idname = "TEXT_MT_POV_insert"
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def draw(self, context):
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pov_documents = locate_docpath()
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prop = self.layout.operator("wm.path_open", text="Open folder", icon="FILE_FOLDER")
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prop.filepath = pov_documents
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self.layout.separator()
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# todo: structure submenus by dir
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pov_insert_items_list = [root for root, dirs, files in os.walk(pov_documents)]
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print(pov_insert_items_list)
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self.path_menu(
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pov_insert_items_list,
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"text.povray_insert",
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# {"internal": True},
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filter_ext=validinsert,
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)
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class TEXT_PT_POV_custom_code(TextButtonsPanel, Panel):
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"""Use this class to create a panel in text editor for the user to decide if he renders text
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only or adds to 3d scene."""
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bl_label = "POV"
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COMPAT_ENGINES = {"POVRAY_RENDER"}
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def draw(self, context):
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layout = self.layout
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text = context.space_data.text
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if pov_documents := locate_docpath():
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# print(pov_documents)
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layout.menu(TEXT_MT_POV_insert.bl_idname)
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else:
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layout.label(text="Please configure ", icon="INFO")
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layout.label(text="default pov include path ")
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layout.label(text="in addon preferences")
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# layout.separator()
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layout.operator(
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"preferences.addon_show",
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text="Go to Render: Persistence of Vision addon",
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icon="PREFERENCES",
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).module = "render_povray"
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if text:
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box = layout.box()
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box.label(text="Source to render:", icon="RENDER_STILL")
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row = box.row()
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row.prop(text.pov, "custom_code", expand=True)
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if text.pov.custom_code in {"3dview"}:
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box.operator("render.render", icon="OUTLINER_DATA_ARMATURE")
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if text.pov.custom_code in {"text"}:
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rtext = bpy.context.space_data.text # is r a typo ? or why written, not used
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box.operator("text.run", icon="ARMATURE_DATA")
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# layout.prop(text.pov, "custom_code")
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elif text.pov.custom_code in {"both"}:
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box.operator("render.render", icon="POSE_HLT")
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layout.label(text="Please specify declared", icon="INFO")
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layout.label(text="items in properties ")
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# layout.label(text="")
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layout.label(text="replacement fields")
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# ---------------------------------------------------------------- #
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# Text editor templates from header menu
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class TEXT_MT_POV_templates(Menu):
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"""Use this class to create a menu for the same pov templates scenes as other pov IDEs."""
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bl_label = "POV"
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# We list templates on file evaluation, we can assume they are static data,
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# and better avoid running this on every draw call.
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template_paths = [os.path.join(os.path.dirname(__file__), "templates_pov")]
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def draw(self, context):
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self.path_menu(self.template_paths, "text.open", props_default={"internal": True})
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def menu_func_templates(self, context):
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"""Add POV files to the text editor templates menu"""
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# Do not depend on POV being active renderer here...
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self.layout.menu("TEXT_MT_POV_templates")
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# ---------------------------------------------------------------- #
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# POV Import menu
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class VIEW_MT_POV_import(Menu):
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"""Use this class for the import menu."""
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bl_idname = "POVRAY_MT_import_tools"
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bl_label = "Import"
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def draw(self, context):
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layout = self.layout
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layout.operator_context = "INVOKE_REGION_WIN"
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layout.operator("import_scene.pov", icon="FORCE_LENNARDJONES")
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def menu_func_import(self, context):
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"""Add the import operator to menu"""
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engine = context.scene.render.engine
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if engine == "POVRAY_RENDER":
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self.layout.operator("import_scene.pov", icon="FORCE_LENNARDJONES")
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classes = (
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VIEW_MT_POV_import,
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TEXT_OT_POV_insert,
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TEXT_MT_POV_insert,
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TEXT_PT_POV_custom_code,
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TEXT_MT_POV_templates,
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)
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def register():
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for cls in classes:
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register_class(cls)
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bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
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bpy.types.TEXT_MT_templates.append(menu_func_templates)
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def unregister():
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bpy.types.TEXT_MT_templates.remove(menu_func_templates)
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bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
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for cls in reversed(classes):
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unregister_class(cls)
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