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My program is below, but something wrong happens when I replace the A(...)
with object{A(...)} as I want to translate the object {A(...)}and it shows
"Prase Error: No matching } in 'object', box found instead." Could someone
here hele me solve the problem?(Without object{} but just with A(...) it
runs smoothly and I guess I could invoke the macro with ".inc" but don't
know how to invoke it.)
#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
camera{
location <0,10,-20>
direction <0,0,1>
up <0,1,0>
right <4/3,0,0>
look_at <0,0,0>
}
background {color rgb <0.5,0.5,0.5>}
object {light_source {<20,100,-200> colour White}}
#macro A(Angle,Radius,y_rotate,A_rotate)
#local Index=0;
#while (Index<=y_rotate/Angle)
#local x_delta_move=-Radius*(1-cos(Angle*Index));
#local z_delta_move=-Radius*sin(Angle*Index);
#local y_delta_rotate=Index*Angle;
box{<-0.4,-0.4,-0.4>,<0.4,0.4,0.4>
translate <x_delta_move,0,z_delta_move>
rotate y_delta_rotate*y
pigment{colour White}
rotate A_rotate*y
scale 0.2}
#local Index=Index+1;
#end
#end
object{A (0.01*3.14/180,100,26*3.14/180,180)}
object{A (0.01*3.14/180,100,26*3.14/180,0)}
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Ziyan wrote:
> My program is below, but something wrong happens when I replace the A(...)
> with object{A(...)} as I want to translate the object {A(...)}and it shows
> "Prase Error: No matching } in 'object', box found instead." Could someone
> here hele me solve the problem?(Without object{} but just with A(...) it
> runs smoothly and I guess I could invoke the macro with ".inc" but don't
> know how to invoke it.)
>
> #include "colors.inc"
> #include "textures.inc"
> #include "metals.inc"
>
> camera{
> location <0,10,-20>
> direction <0,0,1>
> up <0,1,0>
> right <4/3,0,0>
> look_at <0,0,0>
> }
>
> background {color rgb <0.5,0.5,0.5>}
>
> object {light_source {<20,100,-200> colour White}}
>
> #macro A(Angle,Radius,y_rotate,A_rotate)
>
> #local Index=0;
> #while (Index<=y_rotate/Angle)
> #local x_delta_move=-Radius*(1-cos(Angle*Index));
> #local z_delta_move=-Radius*sin(Angle*Index);
> #local y_delta_rotate=Index*Angle;
> box{<-0.4,-0.4,-0.4>,<0.4,0.4,0.4>
> translate <x_delta_move,0,z_delta_move>
> rotate y_delta_rotate*y
> pigment{colour White}
> rotate A_rotate*y
> scale 0.2}
> #local Index=Index+1;
> #end
> #end
>
> object{A (0.01*3.14/180,100,26*3.14/180,180)}
> object{A (0.01*3.14/180,100,26*3.14/180,0)}
>
>
>
I think you need a union { } block
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"Jim Charter" <jrc### [at] msncom> wrote in message
news:426db971$1@news.povray.org...
> Ziyan wrote:
> > My program is below, but something wrong happens when I replace the
A(...)
> > with object{A(...)} as I want to translate the object {A(...)}and it
shows
> > "Prase Error: No matching } in 'object', box found instead." Could
someone
> > here hele me solve the problem?(Without object{} but just with A(...) it
> > runs smoothly and I guess I could invoke the macro with ".inc" but don't
> > know how to invoke it.)
> >
> > #include "colors.inc"
> > #include "textures.inc"
> > #include "metals.inc"
> >
> > camera{
> > location <0,10,-20>
> > direction <0,0,1>
> > up <0,1,0>
> > right <4/3,0,0>
> > look_at <0,0,0>
> > }
> >
> > background {color rgb <0.5,0.5,0.5>}
> >
> > object {light_source {<20,100,-200> colour White}}
> >
> > #macro A(Angle,Radius,y_rotate,A_rotate)
> >
> > #local Index=0;
> > #while (Index<=y_rotate/Angle)
> > #local x_delta_move=-Radius*(1-cos(Angle*Index));
> > #local z_delta_move=-Radius*sin(Angle*Index);
> > #local y_delta_rotate=Index*Angle;
> > box{<-0.4,-0.4,-0.4>,<0.4,0.4,0.4>
> > translate <x_delta_move,0,z_delta_move>
> > rotate y_delta_rotate*y
> > pigment{colour White}
> > rotate A_rotate*y
> > scale 0.2}
> > #local Index=Index+1;
> > #end
> > #end
> >
> > object{A (0.01*3.14/180,100,26*3.14/180,180)}
> > object{A (0.01*3.14/180,100,26*3.14/180,0)}
> >
> >
> >
> I think you need a union { } block
I agree with Jim. Your macro 'A' just returns a series of boxes, which is
fine when you call the macro on it's own.
When you use object{A(...)} it complains because the series of boxes is
not a single object (so it complains when it finds the second box).
You could add a union inside your macro by adding 'union {' just after
your line '#macro A(Angle,Radius,y_rotate,A_rotate)
' and '}' just before the end.
OR
You could use a union as a wrapper when you call your macro e.g. 'union{A
(0.01*3.14/180,100,26*3.14/180,180)}'
Regards,
Chris B.
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In article <web.426da894f3d9b99a1362b3f50@news.povray.org>,
"Ziyan" <beg### [at] hotmailcom> wrote:
>>My program is below, but something wrong happens when I replace the A(...)
>>with object{A(...)} as I want to translate the object {A(...)}and it shows
>>"Prase Error: No matching } in 'object', box found instead." Could someone
>>here hele me solve the problem?(Without object{} but just with A(...) it
>>runs smoothly and I guess I could invoke the macro with ".inc" but don't
>>know how to invoke it.)
>>
>>#include "colors.inc"
>>#include "textures.inc"
>>#include "metals.inc"
>>
>>camera{
>> location <0,10,-20>
>> direction <0,0,1>
>> up <0,1,0>
>> right <4/3,0,0>
>> look_at <0,0,0>
>> }
>>
>>background {color rgb <0.5,0.5,0.5>}
>>
>>object {light_source {<20,100,-200> colour White}}
>>
>>#macro A(Angle,Radius,y_rotate,A_rotate)
>>
>>#local Index=0;
>>#while (Index<=y_rotate/Angle)
>> #local x_delta_move=-Radius*(1-cos(Angle*Index));
>> #local z_delta_move=-Radius*sin(Angle*Index);
>> #local y_delta_rotate=Index*Angle;
>> box{<-0.4,-0.4,-0.4>,<0.4,0.4,0.4>
>> translate <x_delta_move,0,z_delta_move>
>> rotate y_delta_rotate*y
>> pigment{colour White}
>> rotate A_rotate*y
>> scale 0.2}
>> #local Index=Index+1;
>>#end
>>#end
>>
>>object{A (0.01*3.14/180,100,26*3.14/180,180)}
>>object{A (0.01*3.14/180,100,26*3.14/180,0)}
make union{} in your macro like that :
#macro ...
#local index=0;
union {
#while()
...
box { }
#end
}
#end
klp
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