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POV-Ray allows a variety of language directives to implement
conditional parsing of various sections of your scene file. This is
especially useful in describing the motion for animations but it has other
uses as well. Also available is a #while
loop directive. You may nest conditional directives 200 levels deep.
The simplest conditional directive is a traditional #if
directive. It is of the form...
IF_DIRECTIVE: #if ( Cond ) TOKENS... [#else TOKENS...] #end
The TOKENS are any number of POV-Ray keyword, identifiers, or
punctuation and (
Cond )
is a float
expression that is interpreted as a boolean value. The parentheses are
required. The #end
directive is required. A value of 0.0 is
false and any non-zero value is true.
Note: extremely small values of about 1e-10 are considered zero in case of round off errors.
If Cond is true, the first group of tokens is parsed normally and the second set is skipped. If false, the first set is skipped and the second set is parsed. For example:
#declare Which=1; #if (Which) box { 0, 1 } #else sphere { 0, 1 } #end
The box is parsed and the sphere is skipped. Changing the value of
Which
to 0
means the box is skipped and the sphere is
used. The #else
directive and second token group is optional.
For example:
#declare Which=1; #if (Which) box { 0, 1 } #end
Changing the value of Which
to 0
means the box
is removed.
At the beginning of the chapter "Language Directives" it was stated that "These directives can appear in almost any place in the scene file....". The following is an example where it will not work, it will confuse the parser:
#if( #if(yes) yes #end ) #end
The #ifdef
and #ifndef
directive are similar to
the #if
directive however they are used to determine if an
identifier has been previously declared.
IFDEF_DIRECTIVE: #ifdef ( IDENTIFIER ) TOKENS... [#else TOKENS...] #end IFNDEF_DIRECTIVE: #ifndef ( IDENTIFIER ) TOKENS... [#else TOKENS...] #end
If the IDENTIFIER exists then the first group of tokens is parsed normally and the second set is skipped. If false, the first set is skipped and the second set is parsed. This is especially useful for replacing an undefined item with a default. For example:
#ifdef (User_Thing) // This section is parsed if the // identifier "User_Thing" was // previously declared object{User_Thing} // invoke identifier #else // This section is parsed if the // identifier "User_Thing" was not // previously declared box{<0,0,0>,<1,1,1>} // use a default #end // End of conditional part
The #ifndef
directive works the opposite. The first group is
parsed if the identifier is not defined. As with the
#if
directive, the #else
clause is optional and the
#end
directive is required.
The #ifdef
and #ifndef
directives can be used
to determine whether a specific element of an array has been assigned.
#declare MyArray=array[10] //#declare MyArray[0]=7; #ifdef(MyArray[0]) #debug "first element is assigned\n" #else #debug "first element is not assigned\n" #end
A more powerful conditional is the #switch
directive. The
syntax is as follows...
SWITCH_DIRECTIVE: #switch ( Switch_Value ) SWITCH_CLAUSE... [#else TOKENS...] #end SWITCH_CLAUSE: #case( Case_Value ) TOKENS... [#break] | #range( Low_Value , High_Value ) TOKENS... [#break]
The TOKENS are any number of POV-Ray keyword, identifiers, or
punctuation and (
Switch_Value )
is a
float expression. The parentheses are required. The #end
directive is required. The SWITCH_CLAUSE comes in two varieties. In
the #case
variety, the float Switch_Value is compared
to the float Case_Value. If they are equal, the condition is true.
Note: that values whose difference is less than 1e-10 are considered equal in case of round off errors.
In the #range
variety, Low_Value
and High_Value are floats separated by a comma and
enclosed in parentheses. If Low_Value <= Switch_Value and
Switch_Value<=High_Value then the condition is true.
In either variety, if the clause's condition is true, that clause's
tokens are parsed normally and parsing continues until a #break
,
#else
or #end
directive is reached. If the
condition is false, POV-Ray skips until another #case
or
#range
is found.
There may be any number of #case
or #range
clauses in any order you want. If a clause evaluates true but no
#break
is specified, the parsing will fall through to the next
#case
or #range
and that clause conditional is evaluated.
Hitting #break
while parsing a successful section causes an
immediate jump to the #end
without processing subsequent
sections, even if a subsequent condition would also have been satisfied.
An optional #else
clause may be the last clause. It is only
executed if the clause before it was a false clause.
Here is an example:
#switch (VALUE) #case (TEST_1) // This section is parsed if VALUE=TEST_1 #break //First case ends #case (TEST_2) // This section is parsed if VALUE=TEST_2 #break //Second case ends #range (LOW_1,HIGH_1) // This section is parsed if (VALUE>=LOW_1)&(VALUE<=HIGH_1) #break //Third case ends #range (LOW_2,HIGH_2) // This section is parsed if (VALUE>=LOW_2)&(VALUE<=HIGH_2) #break //Fourth case ends #else // This section is parsed if no other case or // range is true. #end // End of conditional part
The #while
directive is a looping feature that makes it easy
to place multiple objects in a pattern or other uses.
WHILE_DIRECTIVE: #while ( Cond ) TOKENS... #end
The TOKENS are any number of POV-Ray keyword, identifiers, or
punctuation marks which are the body of the loop. The
#while
directive is followed by a float expression that evaluates to a
boolean value. A value of 0.0 is false and any non-zero value is true.
Note: extremely small values of about 1e-10 are considered zero in case of round off errors.
The parentheses around the expression are required. If the
condition is true parsing continues normally until an #end
directive is reached. At the end, POV-Ray loops back to the
#while
directive and the condition is re-evaluated. Looping continues
until the condition fails. When it fails, parsing continues after the
#end
directive.
Note: it is possible for the condition to fail the first time and the loop is totally skipped. It is up to the user to insure that something inside the loop changes so that it eventually terminates.
Here is a properly constructed loop example:
#declare Count=0; #while (Count < 5) object { MyObject translate x*3*Count } #declare Count=Count+1; #end
This example places five copies of MyObject
in a row spaced
three units apart in the x-direction.
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