POV-Ray : Newsgroups : povray.advanced-users : macros problems... Server Time
29 Jul 2024 14:15:01 EDT (-0400)
  macros problems... (Message 1 to 3 of 3)  
From:  Light Beam 
Subject: macros problems...
Date: 11 Mar 2002 15:14:40
Message: <3c8d1030@news.povray.org>
A few days ago I discover the joy to make my own programming in Pov-Ray...
The scene bellow is used to create a tiled flood, it works very well but
when I want to makes it a "#macro" the things goes bad the macro doesn't
seem to work !
Here is....

The scene that works :

//  Persistence of Vision Raytracer V3.1
//  World definition file.
//
//  Creating tiled floors with a macro...
// Z coordinate = up

background { color <0.500,0.600,0.800> }

camera {  //  Camera StdCam
  location  <      0.000,     -15.000,      8.000>
  sky       <    0.00000,     0.00000,     1.00000> // Use right
handed-system
  up        <        0.0,         0.0,         1.0> // Where Z is up
  right     <    1.35836,         0.0,         0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
  angle         40.00000    // Vertical      30.000
  look_at   <      0.000,       0.000,       5.000>
}

//
// *******  L I G H T S *******
//

light_source {   // Light1
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  translate  <0.0, -20.0, 20.0>
}


#declare caro =
union {
  box {<-1, -1, -1>, <1, 1, 1> scale <0.98, 1.0, 0.04> translate  0.04*z}
  box {<-1, -1, -1>, <1, 1, 1> scale <1.0, 0.98, 0.04> translate  0.04*z}
  box {<-1, -1, -1>, <1, 1, 1> scale <0.98, 0.98, 0.01> translate  0.09*z}
  sphere {<0,0,0>,1 scale 0.02 translate  <0.98, -0.98, 0.08>}
  sphere {<0,0,0>,1 scale 0.02 translate  <-0.98, -0.98, 0.08>}
  sphere {<0,0,0>,1 scale 0.02 translate  <0.98, 0.98, 0.08>}
  sphere {<0,0,0>,1 scale 0.02 translate  <-0.98, 0.98, 0.08>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate
 <0.98, -0.98, 0.0>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate
 <-0.98, -0.98, 0.0>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate  <-0.98,
0.98, 0.0>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate  <0.98,
0.98, 0.0>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate -90.0*x
translate  <0.98, -0.98, 0.08>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate -90.0*x
translate  <-0.98, -0.98, 0.08>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate <-90.0,
0.0, -90.0> translate  <-0.98, -0.98, 0.08>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate <-90.0,
0.0, -90.0> translate  <-0.98, 0.98, 0.08>}
  texture {/*pigment {color rgb <0.2, 0.2, .8>}*/ finish {reflection 0.2
phong_size 10 phong 0.2}}
  }

// number of tiles from left to right...
#declare X_max = 50;
// number of tiles front of the camera...
#declare Y_max = 60;
// randomize color and rotation (if rota = 1)
#declare Blue1 = seed(1);
#declare XY = seed(2);
#declare rota = 0;

// Preset colorsets...
#declare rnd_Red = pigment {color rgb <1- (rand(Blue1)/10), 0.2, 0.2>}
#declare rnd_Green = pigment {color rgb <0.2, 1- (rand(Blue1)/10), 0.2>}
#declare rnd_Blue = pigment {color rgb <0.2, 0.2, 1- (rand(Blue1)/10)>}
#declare rnd_Ivory = pigment {color rgb <0.9 - (rand(Blue1)/10), 0.9 -
(rand(Blue1)/10), 0.8 - (rand(Blue1)/10)>}

#macro TF(X_max, Y_max, )
// Create a tiled floor.
#declare carrelage = union {
#local StartY = 0;
#while (StartY <= Y_max - 1)
 #local StartX = 0;
 #while (StartX <= X_max - 1)
 object {caro
 // if rota enabled then randomly rotate the tiles
 // along X and Y
 #if (rota = 1)
 rotate <1-(rand(XY)*2), 1-(rand(XY)*2), 0>
 #end
 //
 translate <StartX*2.0, StartY*2.0, 0> pigment{rnd_Ivory}}
 #declare StartX = StartX + 1;
 #end
 #declare StartY = StartY + 1;
#end
}

// Place the 'carrelage' at the origin axis '(0, 0, 0)'
object {carrelage translate (x*(-1.0*(X_max-1)))}

// End of the carrelage utilisation...
// Place the rest of the scene here...

sphere {<-3.5,13,1.02>1 pigment{rgb .2} finish{reflection 0.4}}
sphere {<0,14,2.02>2 pigment{rgb .2} finish{reflection 0.5}}
sphere {<3.5,13,1.02>1 pigment{rgb .2} finish{reflection 0.4}}

fog {
  fog_type 1
  distance 350
  color rgb 1
}

And finaly the same scene with my 'trying-to-make-a-macro' macro that dont
work !!!

//  Persistence of Vision Raytracer V3.1
//  World definition file.
//
//  Creating tiled floors with a macro...
// Z coordinate = up

background { color <0.500,0.600,0.800> }

camera {  //  Camera StdCam
  location  <      0.000,     -15.000,      8.000>
  sky       <    0.00000,     0.00000,     1.00000> // Use right
handed-system
  up        <        0.0,         0.0,         1.0> // Where Z is up
  right     <    1.35836,         0.0,         0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
  angle         40.00000    // Vertical      30.000
  look_at   <      0.000,       0.000,       5.000>
}

//
// *******  L I G H T S *******
//

light_source {   // Light1
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  translate  <0.0, -20.0, 20.0>
}


#declare caro =
union {
  box {<-1, -1, -1>, <1, 1, 1> scale <0.98, 1.0, 0.04> translate  0.04*z}
  box {<-1, -1, -1>, <1, 1, 1> scale <1.0, 0.98, 0.04> translate  0.04*z}
  box {<-1, -1, -1>, <1, 1, 1> scale <0.98, 0.98, 0.01> translate  0.09*z}
  sphere {<0,0,0>,1 scale 0.02 translate  <0.98, -0.98, 0.08>}
  sphere {<0,0,0>,1 scale 0.02 translate  <-0.98, -0.98, 0.08>}
  sphere {<0,0,0>,1 scale 0.02 translate  <0.98, 0.98, 0.08>}
  sphere {<0,0,0>,1 scale 0.02 translate  <-0.98, 0.98, 0.08>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate
 <0.98, -0.98, 0.0>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate
 <-0.98, -0.98, 0.0>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate  <-0.98,
0.98, 0.0>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate  <0.98,
0.98, 0.0>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate -90.0*x
translate  <0.98, -0.98, 0.08>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate -90.0*x
translate  <-0.98, -0.98, 0.08>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate <-90.0,
0.0, -90.0> translate  <-0.98, -0.98, 0.08>}
  cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate <-90.0,
0.0, -90.0> translate  <-0.98, 0.98, 0.08>}
  texture {/*pigment {color rgb <0.2, 0.2, .8>}*/ finish {reflection 0.2
phong_size 10 phong 0.2}}
  }

// number of tiles from left to right...
//#declare X_max = 50;
// number of tiles front of the camera...
//#declare Y_max = 60;
// randomize color and rotation (if rota = 1)
#declare Blue1 = seed(1);
#declare XY = seed(2);
//#declare rota = 0;

// Preset colorsets...
#declare rnd_Red = pigment {color rgb <1- (rand(Blue1)/10), 0.2, 0.2>}
#declare rnd_Green = pigment {color rgb <0.2, 1- (rand(Blue1)/10), 0.2>}
#declare rnd_Blue = pigment {color rgb <0.2, 0.2, 1- (rand(Blue1)/10)>}
#declare rnd_Ivory = pigment {color rgb <0.9 - (rand(Blue1)/10), 0.9 -
(rand(Blue1)/10), 0.8 - (rand(Blue1)/10)>}

// Create a tiled floor.
#macro TF(X_maxx, Y_maxx, rota, pig)
#declare X_max = X_maxx;
#declare Y_max = Y_maxx;
#declare carrelage = union {
#local StartY = 0;
#while (StartY <= Y_max - 1)
 #local StartX = 0;
 #while (StartX <= X_max - 1)
 object {caro
 // if rota enabled then randomly rotate the tiles
 // along X and Y
 #declare rotaa = rota;
 #if (rota = 1)
 rotate <1-(rand(XY)*2), 1-(rand(XY)*2), 0>
 #end
 //
 translate <StartX*2.0, StartY*2.0, 0> pigment{pig}}
 #declare StartX = StartX + 1;
 #end
 #declare StartY = StartY + 1;
#end
}
#end

// Place the 'carrelage' at the origin axis '(0, 0, 0)'
//object {carrelage translate (x*(-1.0*(X_max-1)))}

TF (50,60, 1, rnd_Ivory)

// End of the carrelage utilisation...
// Place the rest of the scene here...

sphere {<-3.5,13,1.02>1 pigment{rgb .2} finish{reflection 0.4}}
sphere {<0,14,2.02>2 pigment{rgb .2} finish{reflection 0.5}}
sphere {<3.5,13,1.02>1 pigment{rgb .2} finish{reflection 0.4}}

fog {
  fog_type 1
  distance 350
  color rgb 1
}

I dont really understand whats going on !


Post a reply to this message

From: Hugo
Subject: Re: macros problems...
Date: 11 Mar 2002 17:20:50
Message: <3c8d2dc2@news.povray.org>
Alright let me tell you what's going on.  :o)  First of all, none of the two
scene files work as you intended. The first one doesn't parse because you
didn't end the macro with #end and you didn't initialize the macro. The
second scene file works but doesn't make the floor because you forgot to
activate the object "carrelage" after having the macro create it. So add
this after having called the macro:

object { carrelage }

Regards,
Hugo


Post a reply to this message

From:  Light Beam 
Subject: Re: macros problems...
Date: 11 Mar 2002 17:26:41
Message: <3c8d2f21@news.povray.org>
You saving me Hugo !!!


3c8d1030@news.povray.org...
> A few days ago I discover the joy to make my own programming in Pov-Ray...
> The scene bellow is used to create a tiled flood, it works very well but
> when I want to makes it a "#macro" the things goes bad the macro doesn't
> seem to work !
> Here is....
>
> The scene that works :
>
> //  Persistence of Vision Raytracer V3.1
> //  World definition file.
> //
> //  Creating tiled floors with a macro...
> // Z coordinate = up
>
> background { color <0.500,0.600,0.800> }
>
> camera {  //  Camera StdCam
>   location  <      0.000,     -15.000,      8.000>
>   sky       <    0.00000,     0.00000,     1.00000> // Use right
> handed-system
>   up        <        0.0,         0.0,         1.0> // Where Z is up
>   right     <    1.35836,         0.0,         0.0> // Right Vector is
> adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
> ratio
>   angle         40.00000    // Vertical      30.000
>   look_at   <      0.000,       0.000,       5.000>
> }
>
> //
> // *******  L I G H T S *******
> //
>
> light_source {   // Light1
>   <0.0, 0.0, 0.0>
>   color rgb <1.000, 1.000, 1.000>
>   translate  <0.0, -20.0, 20.0>
> }
>
>
> #declare caro =
> union {
>   box {<-1, -1, -1>, <1, 1, 1> scale <0.98, 1.0, 0.04> translate  0.04*z}
>   box {<-1, -1, -1>, <1, 1, 1> scale <1.0, 0.98, 0.04> translate  0.04*z}
>   box {<-1, -1, -1>, <1, 1, 1> scale <0.98, 0.98, 0.01> translate  0.09*z}
>   sphere {<0,0,0>,1 scale 0.02 translate  <0.98, -0.98, 0.08>}
>   sphere {<0,0,0>,1 scale 0.02 translate  <-0.98, -0.98, 0.08>}
>   sphere {<0,0,0>,1 scale 0.02 translate  <0.98, 0.98, 0.08>}
>   sphere {<0,0,0>,1 scale 0.02 translate  <-0.98, 0.98, 0.08>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate
>  <0.98, -0.98, 0.0>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate
>  <-0.98, -0.98, 0.0>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate
<-0.98,
> 0.98, 0.0>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate  <0.98,
> 0.98, 0.0>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate -90.0*x
> translate  <0.98, -0.98, 0.08>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate -90.0*x
> translate  <-0.98, -0.98, 0.08>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate <-90.0,
> 0.0, -90.0> translate  <-0.98, -0.98, 0.08>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate <-90.0,
> 0.0, -90.0> translate  <-0.98, 0.98, 0.08>}
>   texture {/*pigment {color rgb <0.2, 0.2, .8>}*/ finish {reflection 0.2
> phong_size 10 phong 0.2}}
>   }
>
> // number of tiles from left to right...
> #declare X_max = 50;
> // number of tiles front of the camera...
> #declare Y_max = 60;
> // randomize color and rotation (if rota = 1)
> #declare Blue1 = seed(1);
> #declare XY = seed(2);
> #declare rota = 0;
>
> // Preset colorsets...
> #declare rnd_Red = pigment {color rgb <1- (rand(Blue1)/10), 0.2, 0.2>}
> #declare rnd_Green = pigment {color rgb <0.2, 1- (rand(Blue1)/10), 0.2>}
> #declare rnd_Blue = pigment {color rgb <0.2, 0.2, 1- (rand(Blue1)/10)>}
> #declare rnd_Ivory = pigment {color rgb <0.9 - (rand(Blue1)/10), 0.9 -
> (rand(Blue1)/10), 0.8 - (rand(Blue1)/10)>}
>
> #macro TF(X_max, Y_max, )
> // Create a tiled floor.
> #declare carrelage = union {
> #local StartY = 0;
> #while (StartY <= Y_max - 1)
>  #local StartX = 0;
>  #while (StartX <= X_max - 1)
>  object {caro
>  // if rota enabled then randomly rotate the tiles
>  // along X and Y
>  #if (rota = 1)
>  rotate <1-(rand(XY)*2), 1-(rand(XY)*2), 0>
>  #end
>  //
>  translate <StartX*2.0, StartY*2.0, 0> pigment{rnd_Ivory}}
>  #declare StartX = StartX + 1;
>  #end
>  #declare StartY = StartY + 1;
> #end
> }
>
> // Place the 'carrelage' at the origin axis '(0, 0, 0)'
> object {carrelage translate (x*(-1.0*(X_max-1)))}
>
> // End of the carrelage utilisation...
> // Place the rest of the scene here...
>
> sphere {<-3.5,13,1.02>1 pigment{rgb .2} finish{reflection 0.4}}
> sphere {<0,14,2.02>2 pigment{rgb .2} finish{reflection 0.5}}
> sphere {<3.5,13,1.02>1 pigment{rgb .2} finish{reflection 0.4}}
>
> fog {
>   fog_type 1
>   distance 350
>   color rgb 1
> }
>
> And finaly the same scene with my 'trying-to-make-a-macro' macro that dont
> work !!!
>
> //  Persistence of Vision Raytracer V3.1
> //  World definition file.
> //
> //  Creating tiled floors with a macro...
> // Z coordinate = up
>
> background { color <0.500,0.600,0.800> }
>
> camera {  //  Camera StdCam
>   location  <      0.000,     -15.000,      8.000>
>   sky       <    0.00000,     0.00000,     1.00000> // Use right
> handed-system
>   up        <        0.0,         0.0,         1.0> // Where Z is up
>   right     <    1.35836,         0.0,         0.0> // Right Vector is
> adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
> ratio
>   angle         40.00000    // Vertical      30.000
>   look_at   <      0.000,       0.000,       5.000>
> }
>
> //
> // *******  L I G H T S *******
> //
>
> light_source {   // Light1
>   <0.0, 0.0, 0.0>
>   color rgb <1.000, 1.000, 1.000>
>   translate  <0.0, -20.0, 20.0>
> }
>
>
> #declare caro =
> union {
>   box {<-1, -1, -1>, <1, 1, 1> scale <0.98, 1.0, 0.04> translate  0.04*z}
>   box {<-1, -1, -1>, <1, 1, 1> scale <1.0, 0.98, 0.04> translate  0.04*z}
>   box {<-1, -1, -1>, <1, 1, 1> scale <0.98, 0.98, 0.01> translate  0.09*z}
>   sphere {<0,0,0>,1 scale 0.02 translate  <0.98, -0.98, 0.08>}
>   sphere {<0,0,0>,1 scale 0.02 translate  <-0.98, -0.98, 0.08>}
>   sphere {<0,0,0>,1 scale 0.02 translate  <0.98, 0.98, 0.08>}
>   sphere {<0,0,0>,1 scale 0.02 translate  <-0.98, 0.98, 0.08>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate
>  <0.98, -0.98, 0.0>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate
>  <-0.98, -0.98, 0.0>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate
<-0.98,
> 0.98, 0.0>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 0.08> translate  <0.98,
> 0.98, 0.0>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate -90.0*x
> translate  <0.98, -0.98, 0.08>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate -90.0*x
> translate  <-0.98, -0.98, 0.08>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate <-90.0,
> 0.0, -90.0> translate  <-0.98, -0.98, 0.08>}
>   cylinder {<0,0,1>, <0,0,0>, 1 scale <0.02, 0.02, 1.96> rotate <-90.0,
> 0.0, -90.0> translate  <-0.98, 0.98, 0.08>}
>   texture {/*pigment {color rgb <0.2, 0.2, .8>}*/ finish {reflection 0.2
> phong_size 10 phong 0.2}}
>   }
>
> // number of tiles from left to right...
> //#declare X_max = 50;
> // number of tiles front of the camera...
> //#declare Y_max = 60;
> // randomize color and rotation (if rota = 1)
> #declare Blue1 = seed(1);
> #declare XY = seed(2);
> //#declare rota = 0;
>
> // Preset colorsets...
> #declare rnd_Red = pigment {color rgb <1- (rand(Blue1)/10), 0.2, 0.2>}
> #declare rnd_Green = pigment {color rgb <0.2, 1- (rand(Blue1)/10), 0.2>}
> #declare rnd_Blue = pigment {color rgb <0.2, 0.2, 1- (rand(Blue1)/10)>}
> #declare rnd_Ivory = pigment {color rgb <0.9 - (rand(Blue1)/10), 0.9 -
> (rand(Blue1)/10), 0.8 - (rand(Blue1)/10)>}
>
> // Create a tiled floor.
> #macro TF(X_maxx, Y_maxx, rota, pig)
> #declare X_max = X_maxx;
> #declare Y_max = Y_maxx;
> #declare carrelage = union {
> #local StartY = 0;
> #while (StartY <= Y_max - 1)
>  #local StartX = 0;
>  #while (StartX <= X_max - 1)
>  object {caro
>  // if rota enabled then randomly rotate the tiles
>  // along X and Y
>  #declare rotaa = rota;
>  #if (rota = 1)
>  rotate <1-(rand(XY)*2), 1-(rand(XY)*2), 0>
>  #end
>  //
>  translate <StartX*2.0, StartY*2.0, 0> pigment{pig}}
>  #declare StartX = StartX + 1;
>  #end
>  #declare StartY = StartY + 1;
> #end
> }
> #end
>
> // Place the 'carrelage' at the origin axis '(0, 0, 0)'
> //object {carrelage translate (x*(-1.0*(X_max-1)))}
>
> TF (50,60, 1, rnd_Ivory)
>
> // End of the carrelage utilisation...
> // Place the rest of the scene here...
>
> sphere {<-3.5,13,1.02>1 pigment{rgb .2} finish{reflection 0.4}}
> sphere {<0,14,2.02>2 pigment{rgb .2} finish{reflection 0.5}}
> sphere {<3.5,13,1.02>1 pigment{rgb .2} finish{reflection 0.4}}
>
> fog {
>   fog_type 1
>   distance 350
>   color rgb 1
> }
>
> I dont really understand whats going on !
>
>


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