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From: Rafal 'Raf256' Maj
Subject: Re: macro - without ()
Date: 2 Oct 2002 05:58:00
Message: <Xns929B797F92A0Braf256com@204.213.191.226>
"Simon Adameit" <gom### [at] gmxde> wrote in news:3d9abfa1@news.povray.org

> If you have such problems you should perhaps think about changing the way
> you write your scenes and not about changing POV-Ray. One way would for
> example be to declare your big objects in include files.

This is a good idea, and I do it already.

But, You have such big objct, (already in .inc file) like :

union { // my space ship - part of BIG scene
  difference {
    merge { // 30 lines... hull // }
    union {
      union { // 10 lines - hole for missiles }
      union { 
         // 30 lines - hole for gun 
      }
      union {
        // 30 lines - random spheres - damage from bullets
      }  
    }
  }
  object { #include "my_gun.inc" }
}

and You want fastly check how ship would like without random spheres 
damage.


This future isn't something realy important, it's just to have more 
comfortable syntax :) And it's look quite easy to code. Currently i'm happy 
with this ignore macro, but maybe keyword would be better ?
I.e. it is needed with infinite objects.


-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Rafal 'Raf256' Maj
Subject: Re: macro - without ()
Date: 2 Oct 2002 06:02:25
Message: <Xns929B7A3E964B6raf256com@204.213.191.226>
"Simon Adameit" <gom### [at] gmxde> wrote in news:3d9ac09e@news.povray.org

> I dont like this suggestion because it makes the code less readable.

same as using variables named 'a' 'd' 'asd' instead of shipSize, gunRadius 
etc... :) it's up to user how he would use tool.

> You cant tell from finish{finWater1} if it is a declared finish or a
> macro. 

macro is for users that use already finWater1() to have shorten syntax then 
finish{finWater1}. It realy matter if scene have i.e. 100 objects placed 
manualy (without loops / editors / etc)

-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Rafal 'Raf256' Maj
Subject: Re: macro - without ()
Date: 2 Oct 2002 06:08:21
Message: <Xns929B7B4097CB1raf256com@204.213.191.226>
"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in
news:Xns### [at] 204213191226 

>> You cant tell from finish{finWater1} if it is a declared finish or a
>> macro. 
> macro is for users that use already finWater1() to have shorten syntax
> then finish{finWater1}. It realy matter if scene have i.e. 100 objects
> placed manualy (without loops / editors / etc)

best exaple - if each of objects have realy complex textures - with many 
layers, and some layers use material maps, or color maps 

color_map {
  [0.0 colEye]
  [0.1 colEye]
  [0.11 colSkin]
  [0.5 colSkin]
  [1.0 colBlood]
}

// -----------

color_map {
  [0.0 color rgbft colEye]
  [0.1 color rgbft colEye]
  [0.11 color rgbft colSkin]
  [0.5 color rgbft colSkin]
  [1.0 color rgbft colBlood]
}


-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Simon Adameit
Subject: Re: macro - without ()
Date: 2 Oct 2002 06:18:03
Message: <3d9ac7db@news.povray.org>
"Rafal 'Raf256' Maj" wrote:
> This future isn't something realy important, it's just to have more
> comfortable syntax :) And it's look quite easy to code. Currently i'm
happy
> with this ignore macro, but maybe keyword would be better ?
> I.e. it is needed with infinite objects.
>
For infinite objects you could make macro like this:
#macro _()
#declare _a213_9xyio0_23sd_f=
#end

It would be used this way:
_()object{....100 lines of csg}

But I prefer to write my scenes in a way so that such problems dont occur.


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From: Simon Adameit
Subject: Re: macro - without ()
Date: 2 Oct 2002 06:19:45
Message: <3d9ac841@news.povray.org>
"Rafal 'Raf256' Maj" wrote:
> best exaple - if each of objects have realy complex textures - with many
> layers, and some layers use material maps, or color maps
>
> color_map {
>   [0.0 colEye]
>   [0.1 colEye]
>   [0.11 colSkin]
>   [0.5 colSkin]
>   [1.0 colBlood]
> }

I dont see why one would want to use macros anyway in such a case.


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From: Rafal 'Raf256' Maj
Subject: Re: macro - without ()
Date: 2 Oct 2002 06:45:45
Message: <Xns929B8197F681Craf256com@204.213.191.226>
"Simon Adameit" <gom### [at] gmxde> wrote in news:3d9ac7db@news.povray.org

> For infinite objects you could make macro like this:
> #macro _()
>   #declare _a213_9xyio0_23sd_f=
> #end
> _()object{....100 lines of csg}

thanks :)

> But I prefer to write my scenes in a way so that such problems dont
> occur. 

it's not a problem - ofcourse it is only needed in writting state, final 
version doesn't need it


-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Greg M  Johnson
Subject: Re: macro - without ()
Date: 2 Oct 2002 08:28:11
Message: <3d9ae65b$1@news.povray.org>
"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in message
news:Xns### [at] 204213191226...


>
> union { // my space ship - part of BIG scene
>       union {
>         // 30 lines - random spheres - damage from bullets
>       }
> and You want fastly check how ship would like without random spheres
> damage.
>

I'd have something like:

difference{
    #declare numbull=100;
    #declare n=0;
    #while(n<numbull)

    sphere {RANDOM_LOCATION, SIZE }

    #declare n=n+1;
   #end
   }

Then test various values of numbull
You could even but your numbull declaration at the top of the code to make
it easier to find.


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From: TinCanMan
Subject: Re: macro - without ()
Date: 2 Oct 2002 09:22:15
Message: <3d9af307$1@news.povray.org>
"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in message
news:Xns### [at] 204213191226...
> Would it be a big problem to allow syntax  :
>
> #macro finWater1 reflection { .01 .2 } #end
> finish { finWater1 }
>
> instead of  finish { finWater1() }
>

I don't see the point.  Usually macros are used to pass new variables into
repeated code i.e,

 #macro finWater1 (minref,maxref)
    reflection { minref,maxref }
#end
finish { finWater1(.01,.2) }

Since you are not passing variables you should just use a #declare,

#declare finWater1= finish{reflection { .01 .2 }}
finish{finWater1}

-tgq


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From: Simon Adameit
Subject: Re: macro - without ()
Date: 2 Oct 2002 09:31:13
Message: <3d9af521@news.povray.org>
There are some cases where you cant use #declare for example in a blob but
you are right that in the examples he gave #declare would have been better.


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From: Rafal 'Raf256' Maj
Subject: Re: macro - without ()
Date: 2 Oct 2002 09:42:48
Message: <Xns929B9F9DB3728raf256com@204.213.191.226>
"Simon Adameit" <gom### [at] gmxde> wrote in news:3d9af521@news.povray.org

> There are some cases where you cant use #declare for example in a blob
> but you are right that in the examples he gave #declare would have
> been better. 

example that I give here is in fact quite poor, I thought about this 
macro's when creating i.e. textures. 

compare :
pigment { marble cmapGray } // imho bets - now impossible
pigment { marble cmapGray() } // almost best
pigment { marble color_map {cmapGray } }// typical
pigment { marble color_map{[0 color rgb 0][color rgb 1]}// worst

or even better - example with creating long color_maps example - above

another example - 1 block with 2 definitions, like
finish { finWater finGlow }

where finWater is reflection,specular,etc
and finGlow is ambient / diffuse settings


-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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