The float expression VALUE following the #switch directive is evaluated and compared to the values in the #case or #range directives. When using #case , it is followed by a float expression TEST_1 in parentheses. It is compared to the VALUE . As usual in POV-Ray, float comparisons are considered equal if their difference is under 1e-10. If the values are equal, parsing continues normally until a #break , #else or #end directive is reached. If the comparison fails POV-Ray skips until another #case or #range is found.
If you use the #range directive it is followed by two float expressions LOW_1 and HIGH_1 which are enclosed in parentheses and separated by a comma. If the switch VALUE is in the range specified then parsing continues normally until a #break , #else or #end directive is reached. If the VALUE is outside the range the comparison fails and POV-Ray skips until another #case or #range is found.
If no #case or #range succeeds the #else section is parsed. The #else directive is optional. If no #else is specified and no match succeeds then parsing resumes after the #end directive.
There may be any number of #case or #range directives in any order you want. If a segment evaluates true but no #break is specified, the parsing will fall through to the next #case or #range and will continue until a #break , #else or #end . Hitting a #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.
This example places five copies of MyObject in a row spaced three units apart in the x-direction.
Where STRING is any valid string of text including string identifiers or functions which return strings. For example:
There are seven distinct text streams that POV-Ray uses for output. You may output only to five of them. On some versions of POV-Ray, each stream is designated by a particular color. Text from these streams are displayed whenever it is appropriate so there is often an intermixing of the text. The distinction is only important if you choose to turn some of the streams off or to direct some of the streams to text files. On some systems you may be able to review the streams separately in their own scroll-back buffer. See "Console Text Output" for details on re-directing the streams to a text file.
Here is a description of how POV-Ray uses each stream. You may use them for whatever purpose you want except note that use of the #error stream causes a fatal error after the text is displayed.
DEBUG: This stream displays debugging messages. It was primarily designed for developers but this and other streams may also be used by the user to display messages from within their scene files. FATAL: This stream displays fatal error messages. After displaying this text, POV-Ray will terminate. When the error is a scene parsing error, you may be shown several lines of scene text that leads up to the error. RENDER: This stream displays information about what options you have specified to render the scene. It includes feedback on all of the major options such as scene name, resolution, animation settings, anti-aliasing and others. STATISTICS: This stream displays statistics after a frame is rendered. It includes information about the number of rays traced, the length of time of the processing and other information. WARNING: This stream displays warning messages during the parsing of scene files and other warnings. Despite the warning, POV-Ray can continue to render the scene.
The BANNER and STATUS streams can not be accessed by the user.
For example:
Locations within that coordinate system are usually specified by a three component vector. The three values correspond to the x, y and z directions respectively. For example, the vector \langle 1,2,3> means the point that's one unit to the right, two units up and three units in front of the center of the universe at <0,0,0>.
Vectors are not always points though. They can also refer to an amount to size, move or rotate a scene element or to modify the texture pattern applied to an object.
The supported transformations are rotate , scale and translate . They are used to turn, size and translate an object or texture. A transformation matrix may also be used to specify complex transformations directly.
will move the sphere from <10,10,10> to \langle 5,12,11>. It does not move it to the absolute location <-5,2,1>. Translating by zero will leave the element unchanged on that axis. For example:
Scale is used to stretch or squish an element. Values larger than one stretch the element on that axis while values smaller than one are used to squish it. Scale is relative to the current element size. If the element has been previously re-sized using scale then scale will size relative to the new size. Multiple scale values may used.
For example
will stretch and smash the sphere into an ellipsoid shape that is twice the original size along the x-direction, remains the same size in the y-direction and is half the original size in the z-direction.
If a lone float expression is specified it is promoted to a three component vector whose terms are all the same. Thus the item is uniformly scaled by the same amount in all directions. For example:
Note that the order of the rotations does matter. Rotations occur about the x-axis first, then the y-axis, then the z-axis. If you are not sure if this is what you want then you should only rotate on one axis at a time using multiple rotation statements to get a correct rotation. As in
Rotation is always performed relative to the axis. Thus if an object is some distance from the axis of rotation it will not only rotate but it will orbit about the axis as though it was swinging around on an invisible string.
To work out the rotation directions you must perform the famous Computer Graphics Aerobics exercise as explained in the section "Understanding POV-Ray's Coordinate System" .
Normally you won't use the matrix keyword because it's less descriptive than the transformation commands and harder to visualize. There is an intersecting aspect of the matrix command though. It allows more general transformation like shearing. The following matrix causes an object to be sheared along the y-axis.
Similarly scaling after translation also moves an object unexpectedly. If you scale after you translate the scale will multiply the translate amount. For example
will translate to <20,24,28> instead of \langle 5,6,7>. Be careful when transforming to get the order correct for your purposes.
Where IDENT is the identifier to be declared and TRANSFORMATION is one or more translate , rotate , scale or matrix specifications or a previously declared transform identifier. A transform identifier is invoked by the transform keyword without any brackets as shown here:
On extremely complex CSG objects with lots of components it may speed up parsing if you apply a declared transformation rather than the individual translate , rotate , scale or matrix specifications. The transform is attached just once to each component. Applying each individual translate , rotate , scale or matrix specifications takes long. This only affects parsing - rendering works the same either way.
Section 7.2.6.2
Text Formatting"\a" Bell or alarm, 0x07
"\b" Backspace, 0x08
"\f" Form feed, 0x0C
"\n" New line (line feed) 0x0A
"\r" Carriage return 0x0D
"\t" Horizontal tab 0x09
"\v" Vertical tab 0x0B
"\0" Null 0x00
"\\" Backslash 0x5C
"\'" Single quote 0x27
"\"" Double quote 0x22
Section 7.3
POV-Ray Coordinate System
Section 7.3.1
Transformations
Section 7.3.1.1
Translate
Section 7.3.1.2
Scale
Section 7.3.1.3
Rotate
Section 7.3.1.4
Matrix Keyword
qx = M00 * px + M10 * py + M20 * pz + M30
qy = M01 * px + M11 * py + M21 * pz + M31
qz = M02 * px + M12 * py + M22 * pz + M32
Section 7.3.2
Transformation Order
Section 7.3.3
Transform Identifiers
Table Of Contents