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a) Drive people absolutely nuts and job security...
b) TOO complex
c) TOO Much CODE.
Here's my solution...
#declare RS=seed(9938);
//------------------------------------------------Wall
#declare R1=1;
#while(R1<3000)
#declare RX=rand(RS)*50;
#declare RY=rand(RS)*10;
#declare ROD=rand(RS)*1+.5;
#declare RSY=rand(RS)*.5+.5;
#declare RSX=rand(RS)*.5+.5;
sphere{<0,0,0>,ROD scale<RSX,RSY,1> translate<RX,RY,0>
texture{pigment{color Red}}}
#declare R1=R1+1;
#end
I made it only 10 units tall instead of your 25. Looks better.
Regards,
Robert J Becraft
aka cas### [at] aolcom
"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3c9b304f@news.povray.org...
> I'm working on a macro that will hopefully eventually generate a dry-stone
wall,
> but I'm running into problems. In the image below, the wall should approx.
fill
> the area marked out by the yellow cylinders, but it ain't.
>
> If anyone can be bothered to:
>
> a) work out what I'm trying to do
> b) work out how I'm trying to do it
> and
> c) what's going wrong
>
> then here is the code:
>
> //start code
>
> #version 3.5;
>
> #include "colors.inc"
>
> global_settings {
> assumed_gamma 1.0
> }
>
> // ----------------------------------------
>
> camera {
> location <0.0, 1.5, -100.0>
> look_at <0.0, 1.5, 0.0>
> }
>
>
> light_source {
> <0, 0, 0> // light's position (translated below)
> color rgb <1, 1, 1> // light's color
> translate <-30, 30, -30>
> }
>
> // ----------------------------------------
>
>
>
> #macro BuildWall()
> #declare Rand1 = seed(142);
> #declare Brick = sphere{0,1 pigment{Red}}
> #declare Ground = plane{y,0 pigment{Green}}
> #declare WallLen = 50;
> #declare WallHi = 15;
> #declare ThisLen = 0;
> #declare ThisHi = 0;
> #declare Wall = object{Ground}
> #while(ThisLen <= WallLen & ThisHi <= WallHi)
> #declare XScale = rand(Rand1)*2 + 0.5;
> #declare YScale = rand(Rand1)*2 + 0.5;
> #declare ZScale = rand(Rand1)*2 + 0.5;
> #declare ThisBrick = object{Brick scale<XScale, YScale, ZScale>}
> #if(ThisLen = 0)
> #declare Norm = <0, 0, 0>;
> #declare Start = <0,WallHi*2,0>;
> #declare InterA = trace ( Wall, Start, <0, -1, 0>, Norm );
> #declare Wall = union{
> object{Wall}
> object{ThisBrick translate y*(InterA.y + YScale)}
> }
> #declare ThisLen = XScale;
> #declare ThisHi = InterA.y + YScale;
> #else
> #declare Norm = <0, 0, 0>;
> #declare Start = <ThisLen+XScale,WallHi*2,0>;
> #declare InterA = trace ( Wall, Start, <0, -1, 0>, Norm );
> #if(InterA.y < ThisHi)
> #declare Norm = <0, 0, 0>;
> #declare Start = <WallLen*2,InterA.y + YScale,0>;
> #declare InterB = trace ( Wall, Start, <-1, 0, 0>, Norm );
> #declare Wall = union{
> object{Wall}
> object{ThisBrick translate<InterB.x + XScale, InterA.y + YScale,
0>}
> }
> #end
> #declare ThisLen = InterB.x + (XScale*2);
> #declare ThisHi = InterA.y + YScale;
> #if(ThisLen > WallLen & ThisHi <= WallHi)
> #declare ThisLen = 0;
> #end
> #end
> #end
> #end
>
> BuildWall()
> object{Wall}
>
> cylinder{0,y*25, 0.2 pigment{Yellow}}
> cylinder{0,y*25, 0.2 pigment{Yellow} translate x*50}
> cylinder{x*-10,x*60, 0.2 pigment{Yellow} translate y*15}
>
> //end code
>
> ... and here is the image
>
>
> --
> #macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
> B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
> 2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
> }light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
> 146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM
>
>
>
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