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"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:4025787d@news.povray.org...
> I've decided to have a go at creating a fairly complex scene file based on
lots
> of autonomous entities with simple ai and physics. So, I've been figuring
out
> tricks for writing pov scene code in an object-oriented manner.
>
> i.e. there basically needs to be some way of defining classes (I won't do
> inheritance), with member variables and functions. And some system of
creating
> and destroying these on the fly. Oh, and persistent variables.
>
> Now, I think I've actually figured out a pretty decent way to do all this,
just
> using the SDL. I'm happy to give details but I don't want to clog up this
> message with all that info.
>
> But anyway, the reason I'm posting: I was just wondering has anyone done
this
> before? Either within the SDL, or as a modification to pov to support
simple
> data structures and function callbacks?
>
> Oh, and do you think it should be oriented or orientated? ;)
>
> --
> Tek
> www.evilsuperbrain.com
>
>
My principal "object" is the #include file. Each object definition,
including macros, variables, etc. can be placed in this file.
If you want a macro to use the object, just use the filename as a string
parameter:
#macro ObUser(iFile, oFile)
#include iFile
#open oFile
...
#write oFile, Data
...
#close oFile
#end
I use this tactic frequently. Macros that would otherwise use a large
number of parameters are greatly simplified by this method. Macros,
functions, and primitives that might not otherwise be available as macro
parameters can be provided for this way.
#include files also carry one extra benefit: you can add descriptive
comments and variable names that make code reading easier
Try it some time.
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