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On 25/11/2012 9:33 PM, StephenS wrote:
That is clever, it is past my bedtime as I have to get up at 5:30. So I
will study it later.
Thanks.
Stephen
> .....
> Camera
> Box
> force declare, force export; with raw script
> inspect generated script
>
>
> //------- C Raw Script Begin -------
> #declare AA="
> //------- C Raw Script End ---------
>
> #declare C =
> camera {
> perspective
> location <-4.000,6.000,-12.000>
> up y
> right 1.333*x
> angle 33.000
> sky <0.136,0.904,0.407>
> look_at < 0.000, -0.000, 0.000 >
> }
>
>
> //------- B Raw Script Begin -------
> ";
> //------- B Raw Script End ---------
>
> #declare B =
> box {
> < -0.5000000, -0.5000000, -0.5000000 >, < 0.5000000, 0.5000000, 0.5000000 >
> }
>
> Bishop3d will update the camera statement for each file in the animation.
>
> #local Mycount = 0;
> //Find the first use of 'scale'
> #while (strcmp(substr(Mystring,Mycount,5) , "scale")!=0 & Mycount !=
> strlen(Mystring)-5)
> #local Mycount = Mycount+1;
> #end
>
> ** example of parseing, this is for scale**
>
> Recreate the camera statement
>
> #declare C = camera{
> perspective
> location Mystring
> .....
> }
> // C is the name of the camera in
> // this example that Bishop3d exports at the end of the scene file
>
> #if (Mycount != strlen(Mystring)-5) // if scale is found in the string, then
> scale the function
> #local Scale_x = val (substr(Mystring,Mycount+11,Mycomma-Mycount+11));
>
> You now also have a variable to give to other macros.
>
> This is not working code, and is taken from different scene files. It is only to
> show, that if you can wrap the exported camera statement in quotation marks, you
> can re-parse the code back into Bishop3d.
>
> A better example can be made with time ;-)
>
> Stephen S
>
>
--
Regards
Stephen
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