povray/source/backend/parser/parse.cpp
2013-11-06 13:07:19 -05:00

10316 lines
236 KiB
C++

/*******************************************************************************
* parse.cpp
*
* This module implements a parser for the scene description files.
*
* ---------------------------------------------------------------------------
* Persistence of Vision Ray Tracer ('POV-Ray') version 3.7.
* Copyright 1991-2013 Persistence of Vision Raytracer Pty. Ltd.
*
* POV-Ray is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* POV-Ray is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* ---------------------------------------------------------------------------
* POV-Ray is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
* ---------------------------------------------------------------------------
* $File: //depot/public/povray/3.x/source/backend/parser/parse.cpp $
* $Revision: #1 $
* $Change: 6069 $
* $DateTime: 2013/11/06 11:59:40 $
* $Author: chrisc $
*******************************************************************************/
#include <cctype>
#include <cmath>
#include <cstdlib>
#include <algorithm>
#include <boost/bind.hpp>
// frame.h must always be the first POV file included (pulls in platform config)
#include "backend/frame.h"
#include "base/povmsgid.h"
#include "backend/parser/parse.h"
#include "backend/math/vector.h"
#include "backend/math/matrices.h"
#include "backend/math/splines.h"
#include "backend/math/polysolv.h"
#include "backend/bounding/bsphere.h"
#include "backend/colour/colour.h"
#include "backend/scene/atmosph.h"
#include "backend/scene/objects.h"
#include "backend/interior/interior.h"
#include "backend/texture/normal.h"
#include "backend/texture/texture.h"
#include "backend/texture/pigment.h"
#include "backend/support/octree.h"
#include "backend/support/imageutil.h"
#include "backend/vm/fnpovfpu.h"
#include "backend/shape/blob.h"
#include "backend/shape/boxes.h"
#include "backend/shape/bezier.h"
#include "backend/shape/cones.h"
#include "backend/shape/csg.h"
#include "backend/shape/discs.h"
#include "backend/shape/fractal.h"
#include "backend/shape/hfield.h"
#include "backend/shape/isosurf.h"
#include "backend/shape/lathe.h"
#include "backend/shape/ovus.h"
#include "backend/shape/mesh.h"
#include "backend/shape/planes.h"
#include "backend/shape/polygon.h"
#include "backend/shape/poly.h"
#include "backend/shape/prism.h"
#include "backend/shape/quadrics.h"
#include "backend/shape/sor.h"
#include "backend/shape/spheres.h"
#include "backend/shape/sphsweep.h"
#include "backend/shape/super.h"
#include "backend/shape/torus.h"
#include "backend/shape/triangle.h"
#include "backend/shape/truetype.h"
#include "backend/shape/fpmetric.h"
#include "backend/lighting/photons.h"
#include "backend/lighting/point.h"
#include "backend/lighting/radiosity.h"
#include "backend/lighting/subsurface.h"
#include "lightgrp.h" // TODO
// this must be the last file included
#include "base/povdebug.h"
namespace pov
{
/*****************************************************************************
* Local preprocessor defines
******************************************************************************/
/* Volume that is considered to be infinite. [DB 9/94] */
const DBL INFINITE_VOLUME = BOUND_HUGE;
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
Parser::Parser(shared_ptr<SceneData> sd, bool useclk, DBL clk) :
Task(new SceneThreadData(sd), boost::bind(&Parser::SendFatalError, this, _1)),
sceneData(sd),
clockValue(clk),
useClock(useclk),
fnVMContext(sd->functionVM->NewContext(GetParserDataPtr())),
Destroying_Frame(false),
String_Index(0),
String_Buffer_Free(0),
String(NULL),
String2(NULL),
last_progress(0),
Current_Token_Count(0),
token_count(0),
line_count(10),
Experimental_Flag(0),
Beta_Feature_Flag(0),
next_rand(NULL),
Debug_Message_Buffer(sd->backendAddress, sd->frontendAddress, sd->sceneId),
messageFactory(10, 370, "Parse", sd->backendAddress, sd->frontendAddress, sd->sceneId, 0) // TODO FIXME - Values need to come from the correct place!
{
pre_init_tokenizer();
if (sceneData->realTimeRaytracing)
Beta_Feature_Flag |= BF_RTR;
}
/* Parse the file. */
void Parser::Run()
{
int error_line = -1;
int error_col = -1;
UCS2String error_filename(MAX_PATH, 0);
POV_LONG error_pos = -1;
try
{
Init_Random_Generators();
Initialize_Tokenizer();
Brace_Stack = (TOKEN *)POV_MALLOC(MAX_BRACES*sizeof (TOKEN), "brace stack");
Brace_Index = 0;
Default_Texture = Create_Texture ();
Default_Texture->Pigment = Create_Pigment();
Default_Texture->Tnormal = NULL;
Default_Texture->Finish = Create_Finish();
Not_In_Default = true;
Ok_To_Declare = true;
LValue_Ok = false;
Frame_Init ();
for(map<string, string>::const_iterator i(sceneData->declaredVariables.begin()); i != sceneData->declaredVariables.end(); i++)
{
if(i->second.length() > 0)
{
SYM_ENTRY *Temp_Entry = NULL;
if(i->second[0] == '\"')
{
string tmp(i->second, 1, i->second.length() - 2);
Temp_Entry = Add_Symbol(1, i->first.c_str(), STRING_ID_TOKEN);
Temp_Entry->Data = String_To_UCS2(tmp.c_str(), false);
}
else
{
Temp_Entry = Add_Symbol(1, i->first.c_str(), FLOAT_ID_TOKEN);
Temp_Entry->Data = Create_Float();
*((DBL *)(Temp_Entry->Data)) = atof(i->second.c_str());
}
}
}
IncludeHeader(sceneData->headerFile);
Parse_Frame();
#if 0 // [CLi] Dist_Max is completely obsolete
// init misc radiosity stuff
if(sceneData->parsedRadiositySettings.Dist_Max == 0.0)
{
VDist(sceneData->parsedRadiositySettings.Dist_Max, sceneData->parsedCamera.Location, sceneData->parsedCamera.Look_At);
sceneData->parsedRadiositySettings.Dist_Max *= 0.2;
}
#endif
// post process atmospheric media
for(vector<Media>::iterator i(sceneData->atmosphere.begin()); i != sceneData->atmosphere.end(); i++)
i->PostProcess();
// post process global light sources
for(size_t i = 0; i < sceneData->lightSources.size(); i++)
{
sceneData->lightSources[i]->index = i;
sceneData->lightSources[i]->lightGroupLight = false;
}
// post process local light sources
for(size_t i = 0; i < sceneData->lightGroupLightSources.size(); i++)
{
sceneData->lightGroupLightSources[i]->index = i;
sceneData->lightGroupLightSources[i]->lightGroupLight = true;
}
}
catch(bad_alloc&)
{
try
{
if (Token.FileHandle != NULL)
{
// take a (local) copy of error location prior to freeing token data
// NB error_filename has been pre-allocated for strings up to _MAX_PATH
error_filename = Token.FileHandle->name();
error_line = Token.Token_File_Pos.lineno;
error_col = Token.Token_Col_No;
error_pos = Token.FileHandle->tellg().offset;
}
// free up some memory before proceeding with error notification.
Terminate_Tokenizer();
Destroy_Textures(Default_Texture);
Default_Texture = NULL;
POV_FREE (Brace_Stack);
Brace_Stack = NULL;
Destroy_Random_Generators();
if (error_line != -1)
messageFactory.ErrorAt(POV_EXCEPTION_CODE(kOutOfMemoryErr), error_filename.c_str(), error_line, error_col, error_pos, "Out of memory.");
else
Error("Out of memory.");
}
catch (std::bad_alloc&)
{
// ran out of memory during processing of bad_alloc above ...
// not much we can do except return
return;
}
catch(...)
{
// other exceptions are OK to re-throw here (in particular, Error/ErrorAt will throw one)
throw;
}
}
// validate scene contents
if(sceneData->objects.empty())
Warning(0, "No objects in scene.");
Terminate_Tokenizer();
Destroy_Textures(Default_Texture);
POV_FREE (Brace_Stack);
Destroy_Random_Generators();
Default_Texture = NULL;
Brace_Stack = NULL;
// Check for experimental features
if(Experimental_Flag)
{
char str[512] = "" ;
if(Experimental_Flag & EF_SPLINE)
strcat(str, str [0] ? ", spline" : "spline") ;
if(Experimental_Flag & EF_SLOPEM)
strcat(str, str [0] ? ", slope pattern" : "slope pattern") ;
if(Experimental_Flag & EF_ISOFN)
strcat(str, str [0] ? ", function '.hf'" : "function '.hf'") ;
if(Experimental_Flag & EF_TIFF)
strcat(str, str [0] ? ", TIFF image support" : "TIFF image support") ;
if(Experimental_Flag & EF_BACKILL)
strcat(str, str [0] ? ", backside illumination" : "backside illumination") ;
if(Experimental_Flag & EF_MESHCAM)
strcat(str, str [0] ? ", mesh camera" : "mesh camera") ;
if(Experimental_Flag & EF_SSLT)
strcat(str, str [0] ? ", subsurface light transport" : "subsurface light transport") ;
Warning(0, "This rendering uses the following experimental feature(s): %s.\n"
"The design and implementation of these features is likely to change in future\n"
"versions of POV-Ray. Backward compatibility with the current implementation is\n"
"not guaranteed.",
str);
}
// Check for beta features
if(Beta_Feature_Flag)
{
char str[512] = "" ;
if(Beta_Feature_Flag & BF_VIDCAP)
strcat(str, str [0] ? ", video capture" : "video capture") ;
if(Beta_Feature_Flag & BF_RTR)
strcat(str, str [0] ? ", real-time raytracing render loop" : "real-time raytracing render loop") ;
Warning(0, "This rendering uses the following beta-test feature(s): %s.\n"
"The implementation of these features is likely to change or be completely\n"
"removed in subsequent beta-test versions of POV-Ray. There is no guarantee\n"
"that they will be available in the next full release version.\n",
str);
}
Experimental_Flag = 0;
Beta_Feature_Flag = 0;
if ((sceneData->bspMaxDepth != 0) ||
(sceneData->bspObjectIsectCost != 0.0f) || (sceneData->bspBaseAccessCost != 0.0f) ||
(sceneData->bspChildAccessCost != 0.0f) || (sceneData->bspMissChance != 0.0f))
{
Warning(0, "You have overridden a default BSP tree cost constant. Note that these "
"INI settings may be removed or changed prior to the final 3.7 release.\n");
}
// TODO FIXME - review whole if-statement and line after it below [trf]
// we set this before resetting languageVersion since there's nothing to
// be gained from disabling the defaulting of the noise generator to
// something other than compatibilty mode.
if (sceneData->explicitNoiseGenerator == false)
sceneData->noiseGenerator = sceneData->languageVersion < 350 ? 1 : 2;
if((sceneData->gammaMode != kPOVList_GammaMode_AssumedGamma36) && (sceneData->gammaMode != kPOVList_GammaMode_AssumedGamma37))
{
if (sceneData->EffectiveLanguageVersion() < 370)
{
sceneData->gammaMode = kPOVList_GammaMode_None;
sceneData->workingGamma.reset();
sceneData->workingGammaToSRGB.reset();
Warning(0, "assumed_gamma not specified, so gamma_correction is turned off for compatibility\n"
"with this pre POV-Ray 3.7 scene. See the documentation for more details.");
}
else
{
sceneData->gammaMode = kPOVList_GammaMode_AssumedGamma37Implied;
sceneData->workingGamma = GetGammaCurve(DEFAULT_WORKING_GAMMA_TYPE, DEFAULT_WORKING_GAMMA);
sceneData->workingGammaToSRGB = TranscodingGammaCurve::Get(sceneData->workingGamma, SRGBGammaCurve::Get());
PossibleError("assumed_gamma not specified in this POV-Ray 3.7 or later scene. Future\n"
"versions of POV-Ray may consider this a fatal error. To avoid this\n"
"warning, explicitly specify 'assumed_gamma " DEFAULT_WORKING_GAMMA_TEXT "' in the global_settings\n"
"section. See the documentation for more details.");
}
}
if(sceneData->languageVersion < 350)
{
Warning(0, "The scene finished parsing with a language version set to 3.1 or earlier. Full\n"
"backward compatibility with scenes requiring support for bugs in POV-Ray\n"
"version 3.1 or earlier is not guaranteed. Please use POV-Ray 3.5 or earlier if\n"
"your scene depends on rendering defects caused by these bugs.");
sceneData->languageVersion = 350;
messageFactory.SetLanguageVersion(350);
}
if(sceneData->languageVersionLate)
{
Warning(0, "This scene had other declarations preceding the first #version directive.\n"
"Please be aware that as of POV-Ray 3.7, unless already specified via an INI\n"
"option, a #version is expected as the first declaration in a scene file. If\n"
"this is not done, POV-Ray may apply compatibility settings to some features\n"
"that are intended to make pre-3.7 scenes render as designed. You are strongly\n"
"encouraged to add a #version statement to the scene to make your intent clear.\n"
"Future versions of POV-Ray may make the presence of a #version mandatory.");
}
else if(sceneData->languageVersionSet == false)
{
Warning(0, "This scene did not contain a #version directive. Please be aware that as of\n"
"POV-Ray 3.7, unless already specified via an INI option, a #version is\n"
"expected as the first declaration in a scene file. POV-Ray may apply settings\n"
"to some features that are intended to maintain compatibility with pre-3.7\n"
"scenes. You are strongly encouraged to add a #version statement to the scene\n"
"to make your intent clear. Future versions of POV-Ray may make the presence of\n"
"a #version statement mandatory.");
}
sceneData->parsedMaxTraceLevel = Max_Trace_Level;
if (sceneData->clocklessAnimation == true)
{
if (sceneData->cameras.size() < 2)
{
Warning(0, "Need at least two cameras for a clockless animation loop - treating\nscene as single frame.");
sceneData->clocklessAnimation = false;
}
else
{
sceneData->parsedCamera = sceneData->cameras[0];
Warning(0, "Clockless animation: total of %d cameras will be used.", sceneData->cameras.size());
}
}
if (sceneData->radiositySettings.pretraceEnd > sceneData->radiositySettings.pretraceStart)
Error("Radiosity pretrace end must be smaller than or equal to pretrace start.");
if (sceneData->radiositySettings.minimumReuse > sceneData->radiositySettings.maximumReuse * 0.5)
{
if (!sceneData->radiositySettings.minimumReuseSet)
{
sceneData->radiositySettings.minimumReuse = sceneData->radiositySettings.maximumReuse * 0.5;
Warning(0, "Radiosity maximum_reuse should be significantly larger than minimum_reuse.\n"
"Decreasing minimum_reuse to %lf instead of the default.",
sceneData->radiositySettings.minimumReuse);
}
else if (!sceneData->radiositySettings.maximumReuseSet)
{
sceneData->radiositySettings.maximumReuse = sceneData->radiositySettings.minimumReuse * 2.0;
Warning(0, "Radiosity maximum_reuse should be significantly larger than minimum_reuse.\n"
"Increasing maximum_reuse to %lf instead of the default.",
sceneData->radiositySettings.maximumReuse);
}
else if (sceneData->radiositySettings.minimumReuse >= sceneData->radiositySettings.maximumReuse)
{
Error("Radiosity maximum_reuse must be larger than minimum_reuse.\n");
}
else
{
Warning(0, "Radiosity maximum_reuse should be significantly larger than minimum_reuse.\n");
}
}
}
void Parser::Cleanup()
{
sceneData->functionVM->DeleteContext(fnVMContext);
// TODO FIXME - cleanup [trf]
Terminate_Tokenizer();
Destroy_Textures(Default_Texture);
Default_Texture = NULL;
if (Brace_Stack != NULL)
POV_FREE (Brace_Stack);
Brace_Stack = NULL;
Destroy_Random_Generators();
}
void Parser::Stopped()
{
RenderBackend::SendSceneFailedResult(sceneData->sceneId, kUserAbortErr, sceneData->frontendAddress);
}
void Parser::Finish()
{
Cleanup();
GetParserDataPtr()->timeType = SceneThreadData::kParseTime;
GetParserDataPtr()->realTime = ConsumedRealTime();
GetParserDataPtr()->cpuTime = ConsumedCPUTime();
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
/* Set up the fields in the frame to default values. */
void Parser::Frame_Init()
{
Destroying_Frame = false ;
sceneData->parsedCamera = Default_Camera;
sceneData->lightSources.clear();
sceneData->atmosphereIOR = 1.0;
sceneData->atmosphereDispersion = 1.0;
// TODO FIXME Frame.Antialias_Threshold = opts.Antialias_Threshold;
/* Init atmospheric stuff. [DB 12/94] */
sceneData->fog = NULL;
sceneData->rainbow = NULL;
sceneData->skysphere = NULL;
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Destroy_Frame()
{
FOG *Fog, *Next_Fog;
RAINBOW *Rainbow, *Next_Rainbow;
// This is necessary as a user who hits CANCEL during any IO performed
// by this routine (e.g. Destroy_Object(), which can complain about
// isosurface max_gradient), will cause this routine to be entered again
// before the relevent data member has been set to NULL (this is able
// to happen since cancel will invoke a longjmp on most platforms).
// This causes the currently-executing segment to be destroyed twice,
// which is a Bad Thing(tm). [CJC 11/01]
if (Destroying_Frame)
return ;
Destroying_Frame = true ;
/* Destroy fogs. [DB 12/94] */
for (Fog = sceneData->fog; Fog != NULL;)
{
Next_Fog = Fog->Next;
Destroy_Fog(Fog);
Fog = Next_Fog;
}
sceneData->fog = NULL;
/* Destroy rainbows. [DB 12/94] */
for (Rainbow = sceneData->rainbow; Rainbow != NULL;)
{
Next_Rainbow = Rainbow->Next;
Destroy_Rainbow(Rainbow);
Rainbow = Next_Rainbow;
}
sceneData->rainbow = NULL;
/* Destroy skysphere. [DB 12/94] */
Destroy_Skysphere(sceneData->skysphere);
sceneData->skysphere = NULL;
if(!sceneData->objects.empty())
{
Destroy_Object(sceneData->objects);
sceneData->objects.clear();
sceneData->lightSources.clear();
}
if(!sceneData->lightGroupLightSources.empty())
{
for(vector<LightSource *>::iterator i = sceneData->lightGroupLightSources.begin(); i != sceneData->lightGroupLightSources.end(); i++)
Destroy_Object(*i);
sceneData->lightGroupLightSources.clear();
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Begin ()
{
const char *front;
if(++Brace_Index >= MAX_BRACES)
{
Warning(0, "Too many nested '{' braces.");
Brace_Index--;
}
Brace_Stack[Brace_Index]=Token.Token_Id;
Get_Token();
if(Token.Token_Id == LEFT_CURLY_TOKEN)
{
return;
}
front = Get_Token_String(Brace_Stack[Brace_Index]);
Found_Instead_Error("Missing { after", front);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_End ()
{
const char *front;
Get_Token();
if(Token.Token_Id == RIGHT_CURLY_TOKEN)
{
if(--Brace_Index < 0)
{
Warning(0, "Possible '}' brace missmatch.");
Brace_Index = 0;
}
return;
}
front = Get_Token_String (Brace_Stack[Brace_Index]);
Found_Instead_Error("No matching } in", front);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Bicubic_Patch ()
{
BicubicPatch *Object;
int i, j;
Parse_Begin ();
if ( (Object = (BicubicPatch *)Parse_Object_Id()) != NULL)
{
return ((ObjectPtr ) Object);
}
Object = new BicubicPatch();
EXPECT
CASE_FLOAT
Warning(150, "Should use keywords for bicubic parameters.");
Object->Patch_Type = (int)Parse_Float();
if (Object->Patch_Type == 2 ||
Object->Patch_Type == 3)
{
Object->Flatness_Value = Parse_Float();
}
else
{
Object->Flatness_Value = 0.1;
}
Object->U_Steps = (int)Parse_Float();
Object->V_Steps = (int)Parse_Float();
EXIT
END_CASE
CASE (TYPE_TOKEN)
Object->Patch_Type = (int)Parse_Float();
END_CASE
CASE (FLATNESS_TOKEN)
Object->Flatness_Value = Parse_Float();
END_CASE
CASE (V_STEPS_TOKEN)
Object->V_Steps = (int)Parse_Float();
END_CASE
CASE (U_STEPS_TOKEN)
Object->U_Steps = (int)Parse_Float();
END_CASE
CASE (ACCURACY_TOKEN)
Object->accuracy = Parse_Float();
END_CASE
CASE(UV_VECTORS_TOKEN)
/* Store 4 ST coords for quadrilateral */
Parse_UV_Vect(Object->ST[0]); Parse_Comma();
Parse_UV_Vect(Object->ST[1]); Parse_Comma();
Parse_UV_Vect(Object->ST[2]); Parse_Comma();
Parse_UV_Vect(Object->ST[3]);
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
if (Object->Patch_Type > 1)
{
Object->Patch_Type = 1;
Warning(0, "Patch type no longer supported. Using type 1.");
}
if ((Object->Patch_Type < 0) || (Object->Patch_Type > MAX_PATCH_TYPE))
{
Error("Undefined bicubic patch type.");
}
Parse_Comma();
for (i=0;i<4;i++)
{
for (j=0;j<4;j++)
{
Parse_Vector(Object->Control_Points[i][j]);
if(!((i == 3) && (j == 3)))
Parse_Comma();
}
}
Object->Precompute_Patch_Values(); /* interpolated mesh coords */
Object->Compute_BBox();
Parse_Object_Mods((ObjectPtr)Object);
return ((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Blob
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* Jul 1994 : Creation.
*
******************************************************************************/
ObjectPtr Parser::Parse_Blob()
{
int npoints;
DBL threshold;
VECTOR Axis, Base, Apex;
Blob *Object;
Blob_List_Struct *blob_components, *blob_component;
Parse_Begin();
if ((Object = (Blob *)Parse_Object_Id()) != NULL)
{
return ((ObjectPtr ) Object);
}
Object = new Blob();
blob_components = NULL;
npoints = 0;
threshold = 1.0;
EXPECT
CASE (THRESHOLD_TOKEN)
threshold = Parse_Float();
END_CASE
/*************************************************************************
* Read sperical component (old syntax).
*************************************************************************/
CASE (COMPONENT_TOKEN)
blob_component = Object->Create_Blob_List_Element();
blob_component->elem.Type = BLOB_SPHERE;
blob_component->elem.c[2] = Parse_Float();
Parse_Comma();
blob_component->elem.rad2 = Parse_Float();
Parse_Comma();
blob_component->elem.rad2 = Sqr(blob_component->elem.rad2);
Parse_Vector(blob_component->elem.O);
/* Next component. */
blob_component->next = blob_components;
blob_components = blob_component;
npoints++;
END_CASE
/*************************************************************************
* Read sperical component (new syntax).
*************************************************************************/
CASE (SPHERE_TOKEN)
blob_component = Object->Create_Blob_List_Element();
blob_component->elem.Type = BLOB_SPHERE;
Parse_Begin();
Parse_Vector(blob_component->elem.O);
Parse_Comma();
blob_component->elem.rad2 = Parse_Float();
blob_component->elem.rad2 = Sqr(blob_component->elem.rad2);
Parse_Comma();
ALLOW(STRENGTH_TOKEN)
blob_component->elem.c[2] = Parse_Float();
Parse_Blob_Element_Mods(&blob_component->elem);
/* Next component. */
blob_component->next = blob_components;
blob_components = blob_component;
npoints++;
END_CASE
/*************************************************************************
* Read cylindrical component.
*************************************************************************/
CASE (CYLINDER_TOKEN)
blob_component = Object->Create_Blob_List_Element();
blob_component->elem.Type = BLOB_CYLINDER;
blob_component->elem.Trans = Create_Transform();
Parse_Begin();
Parse_Vector(Base);
Parse_Comma();
Parse_Vector(Apex);
Parse_Comma();
blob_component->elem.rad2 = Parse_Float();
blob_component->elem.rad2 = Sqr(blob_component->elem.rad2);
Parse_Comma();
ALLOW(STRENGTH_TOKEN)
blob_component->elem.c[2] = Parse_Float();
/* Calculate cylinder's coordinate system. */
VSub(Axis, Apex, Base);
VLength(blob_component->elem.len, Axis);
if (blob_component->elem.len < EPSILON)
{
Error("Degenerate cylindrical component in blob.");
}
VInverseScaleEq(Axis, blob_component->elem.len);
Compute_Coordinate_Transform(blob_component->elem.Trans, Base, Axis, 1.0, 1.0);
Parse_Blob_Element_Mods(&blob_component->elem);
/* Next component. */
blob_component->next = blob_components;
blob_components = blob_component;
npoints++;
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Object->Create_Blob_Element_Texture_List(blob_components, npoints);
Parse_Object_Mods((ObjectPtr)Object);
/* The blob's texture has to be processed before Make_Blob() is called. */
Post_Textures(Object->Texture);
/* Finally, process the information */
int components = Object->Make_Blob(threshold, blob_components, npoints, GetParserDataPtr());
if (components > sceneData->Max_Blob_Components)
sceneData->Max_Blob_Components = components;
return ((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Blob_Element_Mods
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* Sep 1994 : Creation.
*
******************************************************************************/
void Parser::Parse_Blob_Element_Mods(Blob_Element *Element)
{
VECTOR Local_Vector;
MATRIX Local_Matrix;
TRANSFORM Local_Trans;
TEXTURE *Local_Texture;
EXPECT
CASE (TRANSLATE_TOKEN)
Parse_Vector (Local_Vector);
Blob::Translate_Blob_Element (Element, Local_Vector);
END_CASE
CASE (ROTATE_TOKEN)
Parse_Vector (Local_Vector);
Blob::Rotate_Blob_Element (Element, Local_Vector);
END_CASE
CASE (SCALE_TOKEN)
Parse_Scale_Vector (Local_Vector);
Blob::Scale_Blob_Element (Element, Local_Vector);
END_CASE
CASE (TRANSFORM_TOKEN)
Blob::Transform_Blob_Element (Element, Parse_Transform(&Local_Trans));
END_CASE
CASE (MATRIX_TOKEN)
Parse_Matrix (Local_Matrix);
Compute_Matrix_Transform(&Local_Trans, Local_Matrix);
Blob::Transform_Blob_Element (Element, &Local_Trans);
END_CASE
CASE (TEXTURE_TOKEN)
Parse_Begin ();
Local_Texture = Parse_Texture();
Parse_End ();
Link_Textures(&Element->Texture, Local_Texture);
END_CASE
CASE3 (PIGMENT_TOKEN, TNORMAL_TOKEN, FINISH_TOKEN)
if (Element->Texture == NULL)
{
Element->Texture = Copy_Textures(Default_Texture);
}
else
{
if (Element->Texture->Type != PLAIN_PATTERN)
{
Link_Textures(&Element->Texture, Copy_Textures(Default_Texture));
}
}
UNGET
EXPECT
CASE (PIGMENT_TOKEN)
Parse_Begin ();
Parse_Pigment(&Element->Texture->Pigment);
Parse_End ();
END_CASE
CASE (TNORMAL_TOKEN)
Parse_Begin ();
Parse_Tnormal(&Element->Texture->Tnormal);
Parse_End ();
END_CASE
CASE (FINISH_TOKEN)
Parse_Finish(&Element->Texture->Finish);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End();
/* Postprocess to make sure that HAS_FILTER will be set correctly. */
Post_Textures(Element->Texture);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Box ()
{
Box *Object;
DBL temp;
Parse_Begin ();
if ( (Object = (Box *)Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
Object = new Box();
Parse_Vector(Object->bounds[0]); Parse_Comma();
Parse_Vector(Object->bounds[1]);
if (Object->bounds[0][X] > Object->bounds[1][X]) {
temp = Object->bounds[0][X];
Object->bounds[0][X] = Object->bounds[1][X];
Object->bounds[1][X] = temp;
}
if (Object->bounds[0][Y] > Object->bounds[1][Y]) {
temp = Object->bounds[0][Y];
Object->bounds[0][Y] = Object->bounds[1][Y];
Object->bounds[1][Y] = temp;
}
if (Object->bounds[0][Z] > Object->bounds[1][Z]) {
temp = Object->bounds[0][Z];
Object->bounds[0][Z] = Object->bounds[1][Z];
Object->bounds[1][Z] = temp;
}
Object->Compute_BBox();
Parse_Object_Mods ((ObjectPtr )Object);
return ((ObjectPtr ) Object);
}
void Parser::Parse_Mesh_Camera (Camera& Cam)
{
Cam.Type = MESH_CAMERA;
Parse_Begin ();
// Get the rays per pixel
Cam.Rays_Per_Pixel = (unsigned int) Parse_Float();
if (Cam.Rays_Per_Pixel == 0)
Error("Rays per pixel may not be 0");
// Now get the distribution type.
Cam.Face_Distribution_Method = (unsigned int) Parse_Float();
if (Cam.Face_Distribution_Method > 3)
Error("Unrecognized distribution method");
if (Cam.Face_Distribution_Method == 2 || Cam.Face_Distribution_Method == 3)
if (Cam.Rays_Per_Pixel != 1)
Error("Rays per pixel must be 1 for distribution method #2 or #3");
// Now the optional maximum ray length
Cam.Max_Ray_Distance = Allow_Float(0.0);
EXPECT
CASE2 (MESH_TOKEN, MESH2_TOKEN)
Cam.Meshes.push_back(Parse_Mesh());
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
ALLOW(SMOOTH_TOKEN);
Cam.Smooth = Token.Token_Id == SMOOTH_TOKEN;
if (Cam.Smooth && Cam.Face_Distribution_Method != 3)
Error("Smooth can only be used with distribution method #3");
Parse_End ();
if (Cam.Meshes.size() == 0)
Expectation_Error("mesh or mesh2");
if ((Cam.Face_Distribution_Method) == 0)
if (Cam.Rays_Per_Pixel > Cam.Meshes.size())
Error("Rays per pixel must be <= number of meshes for distribution method #0");
unsigned int faces = 0;
for (std::vector<ObjectPtr>::const_iterator it = Cam.Meshes.begin(); it != Cam.Meshes.end(); it++)
Cam.Mesh_Index.push_back(faces += static_cast<const Mesh *>(*it)->Data->Number_Of_Triangles);
if (Cam.Face_Distribution_Method == 3)
{
if (Cam.Meshes.size() > 1)
Warning(0, "Additional meshes after the first are ignored for distribution method #3");
// build a 10 row and 10 column index relating faces to UV co-ordinates. each face is represented
// by a single bit at each node of the index. to determine which faces cover a given pair of
// co-ordinates, we just need to AND the two columns together.
const Mesh *mesh = static_cast<const Mesh *>(Cam.Meshes[0]);
unsigned int size = (mesh->Data->Number_Of_Triangles + 31) / 32;
for (int i = 0; i < 10; i++) {
Cam.U_Xref[i].resize(size);
Cam.V_Xref[i].resize(size);
}
Mesh_Triangle_Struct *tr(mesh->Data->Triangles);
for (int i = 0, idx = 0, bit = 1; i < mesh->Data->Number_Of_Triangles; i++, tr++)
{
int P1u(mesh->Data->UVCoords[tr->UV1][U] * 10);
int P2u(mesh->Data->UVCoords[tr->UV2][U] * 10);
int P3u(mesh->Data->UVCoords[tr->UV3][U] * 10);
int P1v(mesh->Data->UVCoords[tr->UV1][V] * 10);
int P2v(mesh->Data->UVCoords[tr->UV2][V] * 10);
int P3v(mesh->Data->UVCoords[tr->UV3][V] * 10);
int minU = min(min(P1u, min(P2u, P3u)), 9);
int minV = min(min(P1v, min(P2v, P3v)), 9);
int maxU = min(max(P1u, max(P2u, P3u)), 9);
int maxV = min(max(P1v, max(P2v, P3v)), 9);
for (int u = minU; u <= maxU; u++)
Cam.U_Xref[u][idx] |= bit;
for (int v = minV; v <= maxV; v++)
Cam.V_Xref[v][idx] |= bit;
if ((bit <<= 1) == 0)
{
idx++;
bit = 1;
}
}
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Camera (Camera& Cam)
{
int i;
DBL Direction_Length = 1.0, Up_Length, Right_Length, Handedness;
DBL k1, k2, k3;
VECTOR tempv;
MATRIX Local_Matrix;
TRANSFORM Local_Trans;
bool only_mods = false;
Parse_Begin ();
EXPECT
CASE (CAMERA_ID_TOKEN)
Cam = *(Camera *) Token.Data;
if (sceneData->languageVersion >= 350)
only_mods = true;
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Camera& New = Cam;
if ((sceneData->languageVersion >= 350) && (only_mods == true))
{
// keep a copy and clear it because this is a copy of a camera
// and this will prevent that transforms are applied twice [trf]
TRANSFORM Backup_Trans = *New.Trans;
Destroy_Transform(New.Trans);
New.Trans = Create_Transform();
EXPECT
CASE (TRANSLATE_TOKEN)
Parse_Vector (tempv);
Compute_Translation_Transform(&Local_Trans, tempv);
Compose_Transforms(New.Trans, &Local_Trans);
END_CASE
CASE (ROTATE_TOKEN)
Parse_Vector (tempv);
Compute_Rotation_Transform(&Local_Trans, tempv);
Compose_Transforms(New.Trans, &Local_Trans);
END_CASE
CASE (SCALE_TOKEN)
Parse_Scale_Vector(tempv);
Compute_Scaling_Transform(&Local_Trans, tempv);
Compose_Transforms(New.Trans, &Local_Trans);
END_CASE
CASE (TRANSFORM_TOKEN)
Parse_Transform(&Local_Trans);
Compose_Transforms(New.Trans, &Local_Trans);
END_CASE
CASE (MATRIX_TOKEN)
Parse_Matrix(Local_Matrix);
Compute_Matrix_Transform(&Local_Trans, Local_Matrix);
Compose_Transforms(New.Trans, &Local_Trans);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
// apply camera transformations
New.Transform(New.Trans);
Compose_Transforms(&Backup_Trans, New.Trans);
}
else if (sceneData->languageVersion >= 350)
{
/*
* The camera statement in version 3.5 is a tiny bit more restrictive
* than in previous versions (Note: Backward compatibility is available
* with the version switch!). It will always apply camera modifiers in
* the same order, regardless of the order in which they appeared in the
* camera statement. The order is as follows:
*
* right
* direction
* angle (depends on right, changes direction-length)
* up
* sky
* location
* look_at (depends on location, right, direction, up, sky, changes right, up, direction)
* focal_point (depends on location)
*
* VERIFY: Is there a need to modify look_at to consider angle, right, up and/or direction??? [trf]
* VERIFY: Is there a need to modify angle to consider direction??? [trf]
*/
bool had_angle = false, had_up = false, had_right = false;
VECTOR old_look_at, old_up, old_right, old_focal_point;
DBL old_angle;
Assign_Vector(old_look_at, New.Look_At);
Make_Vector(New.Look_At, HUGE_VAL, HUGE_VAL, HUGE_VAL);
Assign_Vector(old_up, New.Up);
Make_Vector(New.Up, HUGE_VAL, HUGE_VAL, HUGE_VAL);
Assign_Vector(old_right, New.Right);
Make_Vector(New.Right, HUGE_VAL, HUGE_VAL, HUGE_VAL);
Assign_Vector(old_focal_point, New.Focal_Point);
Make_Vector(New.Focal_Point, HUGE_VAL, HUGE_VAL, HUGE_VAL);
old_angle = New.Angle;
New.Angle = HUGE_VAL;
EXPECT
CASE (PERSPECTIVE_TOKEN)
New.Type = PERSPECTIVE_CAMERA;
END_CASE
CASE (ORTHOGRAPHIC_TOKEN)
New.Type = ORTHOGRAPHIC_CAMERA;
END_CASE
CASE (FISHEYE_TOKEN)
New.Type = FISHEYE_CAMERA;
END_CASE
CASE (ULTRA_WIDE_ANGLE_TOKEN)
New.Type = ULTRA_WIDE_ANGLE_CAMERA;
END_CASE
CASE (OMNIMAX_TOKEN)
New.Type = OMNIMAX_CAMERA;
END_CASE
CASE (PANORAMIC_TOKEN)
New.Type = PANORAMIC_CAMERA;
END_CASE
CASE (SPHERICAL_TOKEN)
New.Type = SPHERICAL_CAMERA;
END_CASE
CASE (CYLINDER_TOKEN)
i = (int)Parse_Float();
switch (i)
{
case 1: New.Type = CYL_1_CAMERA; break;
case 2: New.Type = CYL_2_CAMERA; break;
case 3: New.Type = CYL_3_CAMERA; break;
case 4: New.Type = CYL_4_CAMERA; break;
default: Error("Invalid cylinder camera type, valid are types 1 to 4."); break;
}
END_CASE
CASE (MESH_CAMERA_TOKEN)
Experimental_Flag |= EF_MESHCAM;
Parse_Mesh_Camera(New);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
switch(New.Type)
{
case PERSPECTIVE_CAMERA:
EXPECT
CASE (ANGLE_TOKEN)
New.Angle = Parse_Float();
if (New.Angle < 0.0)
Error("Negative viewing angle.");
END_CASE
CASE5(ORTHOGRAPHIC_TOKEN, FISHEYE_TOKEN, ULTRA_WIDE_ANGLE_TOKEN, OMNIMAX_TOKEN, PANORAMIC_TOKEN)
CASE2(SPHERICAL_TOKEN, CYLINDER_TOKEN)
Expectation_Error("perspective camera modifier");
END_CASE
OTHERWISE
UNGET
if(Parse_Camera_Mods(New) == false)
EXIT
END_CASE
END_EXPECT
break;
case ORTHOGRAPHIC_CAMERA:
EXPECT
CASE (ANGLE_TOKEN)
New.Angle = Allow_Float(0.0);
if (New.Angle < 0.0)
Error("Negative viewing angle.");
END_CASE
CASE5(PERSPECTIVE_TOKEN, FISHEYE_TOKEN, ULTRA_WIDE_ANGLE_TOKEN, OMNIMAX_TOKEN, PANORAMIC_TOKEN)
CASE2(SPHERICAL_TOKEN, CYLINDER_TOKEN)
Expectation_Error("orthographic camera modifier");
END_CASE
OTHERWISE
UNGET
if(Parse_Camera_Mods(New) == false)
EXIT
END_CASE
END_EXPECT
break;
case FISHEYE_CAMERA:
EXPECT
CASE (ANGLE_TOKEN)
New.Angle = Parse_Float();
if (New.Angle < 0.0)
Error("Negative viewing angle.");
END_CASE
CASE5(PERSPECTIVE_TOKEN, ORTHOGRAPHIC_TOKEN, ULTRA_WIDE_ANGLE_TOKEN, OMNIMAX_TOKEN, PANORAMIC_TOKEN)
CASE3(SPHERICAL_TOKEN, CYLINDER_TOKEN, MESH_CAMERA_TOKEN)
Expectation_Error("fisheye camera modifier");
END_CASE
OTHERWISE
UNGET
if(Parse_Camera_Mods(New) == false)
EXIT
END_CASE
END_EXPECT
break;
case ULTRA_WIDE_ANGLE_CAMERA:
EXPECT
CASE (ANGLE_TOKEN)
New.Angle = Parse_Float();
if (New.Angle < 0.0)
Error("Negative viewing angle.");
END_CASE
CASE5(PERSPECTIVE_TOKEN, ORTHOGRAPHIC_TOKEN, FISHEYE_TOKEN, OMNIMAX_TOKEN, PANORAMIC_TOKEN)
CASE3(SPHERICAL_TOKEN, CYLINDER_TOKEN, MESH_CAMERA_TOKEN)
Expectation_Error("ultra_wide_angle camera modifier");
END_CASE
OTHERWISE
UNGET
if(Parse_Camera_Mods(New) == false)
EXIT
END_CASE
END_EXPECT
break;
case OMNIMAX_CAMERA:
EXPECT
CASE (ANGLE_TOKEN)
New.Angle = Parse_Float();
if (New.Angle < 0.0)
Error("Negative viewing angle.");
END_CASE
CASE5(PERSPECTIVE_TOKEN, ORTHOGRAPHIC_TOKEN, FISHEYE_TOKEN, ULTRA_WIDE_ANGLE_TOKEN, PANORAMIC_TOKEN)
CASE3(SPHERICAL_TOKEN, CYLINDER_TOKEN, MESH_CAMERA_TOKEN)
Expectation_Error("omnimax camera modifier");
END_CASE
OTHERWISE
UNGET
if(Parse_Camera_Mods(New) == false)
EXIT
END_CASE
END_EXPECT
break;
case PANORAMIC_CAMERA:
EXPECT
CASE (ANGLE_TOKEN)
New.Angle = Parse_Float();
if (New.Angle < 0.0)
Error("Negative viewing angle.");
END_CASE
CASE5(PERSPECTIVE_TOKEN, ORTHOGRAPHIC_TOKEN, FISHEYE_TOKEN, ULTRA_WIDE_ANGLE_TOKEN, OMNIMAX_TOKEN)
CASE3(SPHERICAL_TOKEN, CYLINDER_TOKEN, MESH_CAMERA_TOKEN)
Expectation_Error("panoramic camera modifier");
END_CASE
OTHERWISE
UNGET
if(Parse_Camera_Mods(New) == false)
EXIT
END_CASE
END_EXPECT
break;
case CYL_1_CAMERA:
case CYL_2_CAMERA:
case CYL_3_CAMERA:
case CYL_4_CAMERA:
EXPECT
CASE (ANGLE_TOKEN)
New.Angle = Parse_Float();
if (New.Angle < 0.0)
Error("Negative viewing angle.");
END_CASE
CASE6(PERSPECTIVE_TOKEN, ORTHOGRAPHIC_TOKEN, FISHEYE_TOKEN, ULTRA_WIDE_ANGLE_TOKEN, OMNIMAX_TOKEN, PANORAMIC_TOKEN)
CASE2(SPHERICAL_TOKEN, MESH_CAMERA_TOKEN)
Expectation_Error("cylinder camera modifier");
END_CASE
OTHERWISE
UNGET
if(Parse_Camera_Mods(New) == false)
EXIT
END_CASE
END_EXPECT
break;
case SPHERICAL_CAMERA:
EXPECT
CASE (ANGLE_TOKEN)
New.H_Angle = Parse_Float();
if (New.H_Angle < 0.0)
Error("Negative horizontal angle not allowed.");
Parse_Comma();
New.V_Angle = Allow_Float(New.H_Angle * 0.5);
if (New.V_Angle < 0.0)
Error("Negative vertical angle not allowed.");
END_CASE
CASE6(PERSPECTIVE_TOKEN, ORTHOGRAPHIC_TOKEN, FISHEYE_TOKEN, ULTRA_WIDE_ANGLE_TOKEN, OMNIMAX_TOKEN, PANORAMIC_TOKEN)
CASE2(CYLINDER_TOKEN, MESH_CAMERA_TOKEN)
Expectation_Error("spherical camera modifier");
END_CASE
OTHERWISE
UNGET
if(Parse_Camera_Mods(New) == false)
EXIT
END_CASE
END_EXPECT
break;
case MESH_CAMERA:
EXPECT
CASE6(PERSPECTIVE_TOKEN, ORTHOGRAPHIC_TOKEN, FISHEYE_TOKEN, ULTRA_WIDE_ANGLE_TOKEN, OMNIMAX_TOKEN, PANORAMIC_TOKEN)
CASE2(CYLINDER_TOKEN, SPHERICAL_TOKEN)
Expectation_Error("mesh camera modifier");
END_CASE
OTHERWISE
UNGET
if(Parse_Camera_Mods(New) == false)
EXIT
END_CASE
END_EXPECT
break;
}
// handle "up"
if (New.Up[X] == HUGE_VAL)
{
Assign_Vector(New.Up, old_up); // restore default up
}
else
had_up = true;
// handle "right"
if (New.Right[X] == HUGE_VAL)
{
Assign_Vector(New.Right, old_right); // restore default right
}
else
had_right = true;
// apply "angle"
if (New.Angle != HUGE_VAL)
{
if ((New.Type == PERSPECTIVE_CAMERA) || (New.Type == ORTHOGRAPHIC_CAMERA))
{
if (New.Angle >= 180.0)
Error("Viewing angle has to be smaller than 180 degrees.");
if (New.Angle > 0.0)
{
VNormalize(New.Direction, New.Direction);
VLength (Right_Length, New.Right);
Direction_Length = Right_Length / tan(New.Angle * M_PI_360)/2.0;
VScaleEq(New.Direction, Direction_Length);
}
}
had_angle = true;
}
else
New.Angle = old_angle; // restore default angle
// apply "look_at"
if (New.Look_At[X] != HUGE_VAL)
{
VLength (Direction_Length, New.Direction);
VLength (Up_Length, New.Up);
VLength (Right_Length, New.Right);
VCross (tempv, New.Up, New.Direction);
VDot (Handedness, tempv, New.Right);
Assign_Vector(New.Direction, New.Look_At);
VSub (New.Direction, New.Direction, New.Location);
// Check for zero length direction vector.
if (VSumSqr(New.Direction) < EPSILON)
Error("Camera location and look_at point must be different.");
VNormalize (New.Direction, New.Direction);
// Save Right vector
Assign_Vector (tempv, New.Right);
VCross (New.Right, New.Sky, New.Direction);
// Avoid DOMAIN error (from Terry Kanakis)
if((fabs(New.Right[X]) < EPSILON) &&
(fabs(New.Right[Y]) < EPSILON) &&
(fabs(New.Right[Z]) < EPSILON))
{
Warning(0, "Camera location to look_at direction and sky direction should be different.\n"
"Using default/supplied right vector instead.");
// Restore Right vector
Assign_Vector (New.Right, tempv);
}
VNormalize (New.Right, New.Right);
VCross (New.Up, New.Direction, New.Right);
VScale (New.Direction, New.Direction, Direction_Length);
if (Handedness > 0.0)
{
VScaleEq (New.Right, Right_Length);
}
else
{
VScaleEq (New.Right, -Right_Length);
}
VScaleEq(New.Up, Up_Length);
}
else
Assign_Vector(New.Look_At, old_look_at); // restore default look_at
// apply "orthographic"
if (New.Type == ORTHOGRAPHIC_CAMERA)
{
// only if neither up nor right have been specified
// or if angle has been specified regardless if up or right have been specified
if (((had_up == false) && (had_right == false)) || (had_angle == true))
{
// resize right and up vector to get the same image
// area as we get with the perspective camera
VSub(tempv, New.Look_At, New.Location);
VLength(k1, tempv);
VLength(k2, New.Direction);
if ((k1 > EPSILON) && (k2 > EPSILON))
{
VScaleEq(New.Right, k1 / k2);
VScaleEq(New.Up, k1 / k2);
}
}
}
// apply "focal_point"
if (New.Focal_Point[X] != HUGE_VAL)
{
Assign_Vector(tempv, New.Focal_Point);
VSubEq(tempv, New.Location);
VLength (New.Focal_Distance, tempv);
}
else
Assign_Vector(New.Focal_Point, old_focal_point); // restore default focal_point
// apply camera transformations
New.Transform(New.Trans);
}
else // old style syntax [mesh camera not supported]
{
EXPECT
CASE (PERSPECTIVE_TOKEN)
New.Type = PERSPECTIVE_CAMERA;
END_CASE
CASE (ORTHOGRAPHIC_TOKEN)
New.Type = ORTHOGRAPHIC_CAMERA;
// resize right and up vector to get the same image
// area as we get with the perspective camera
VSub(tempv, New.Look_At, New.Location);
VLength(k1, tempv);
VLength(k2, New.Direction);
if ((k1 > EPSILON) && (k2 > EPSILON))
{
VScaleEq(New.Right, k1 / k2);
VScaleEq(New.Up, k1 / k2);
}
END_CASE
CASE (FISHEYE_TOKEN)
New.Type = FISHEYE_CAMERA;
END_CASE
CASE (ULTRA_WIDE_ANGLE_TOKEN)
New.Type = ULTRA_WIDE_ANGLE_CAMERA;
END_CASE
CASE (OMNIMAX_TOKEN)
New.Type = OMNIMAX_CAMERA;
END_CASE
CASE (PANORAMIC_TOKEN)
New.Type = PANORAMIC_CAMERA;
END_CASE
CASE (MESH_CAMERA_TOKEN)
Error("This camera type not supported for language version < 3.5");
END_CASE
CASE (CYLINDER_TOKEN)
i = (int)Parse_Float();
switch (i)
{
case 1: New.Type = CYL_1_CAMERA; break;
case 2: New.Type = CYL_2_CAMERA; break;
case 3: New.Type = CYL_3_CAMERA; break;
case 4: New.Type = CYL_4_CAMERA; break;
}
END_CASE
CASE (ANGLE_TOKEN)
New.Angle = Parse_Float();
if (New.Angle < 0.0)
Error("Negative viewing angle.");
if (New.Type == PERSPECTIVE_CAMERA)
{
if (New.Angle >= 180.0)
Error("Viewing angle has to be smaller than 180 degrees.");
VNormalize(New.Direction, New.Direction);
VLength (Right_Length, New.Right);
Direction_Length = Right_Length / tan(New.Angle * M_PI_360)/2.0;
VScaleEq(New.Direction, Direction_Length);
}
END_CASE
CASE (TNORMAL_TOKEN)
Parse_Begin ();
Parse_Tnormal(&(New.Tnormal));
Parse_End ();
END_CASE
CASE (LOCATION_TOKEN)
Parse_Vector(New.Location);
END_CASE
CASE (DIRECTION_TOKEN)
Parse_Vector(New.Direction);
END_CASE
CASE (UP_TOKEN)
Parse_Vector(New.Up);
END_CASE
CASE (RIGHT_TOKEN)
Parse_Vector(New.Right);
END_CASE
CASE (SKY_TOKEN)
Parse_Vector(New.Sky);
END_CASE
CASE (LOOK_AT_TOKEN)
VLength (Direction_Length, New.Direction);
VLength (Up_Length, New.Up);
VLength (Right_Length, New.Right);
VCross (tempv, New.Up, New.Direction);
VDot (Handedness, tempv, New.Right);
Parse_Vector (New.Direction);
Assign_Vector(New.Look_At, New.Direction);
VSub (New.Direction, New.Direction, New.Location);
// Check for zero length direction vector.
if (VSumSqr(New.Direction) < EPSILON)
Error("Camera location and look_at point must be different.");
VNormalize (New.Direction, New.Direction);
// Save Right vector
Assign_Vector (tempv, New.Right);
VCross (New.Right, New.Sky, New.Direction);
// Avoid DOMAIN error (from Terry Kanakis)
if((fabs(New.Right[X]) < EPSILON) &&
(fabs(New.Right[Y]) < EPSILON) &&
(fabs(New.Right[Z]) < EPSILON))
{
// Restore Right vector
Assign_Vector (New.Right, tempv);
}
VNormalize (New.Right, New.Right);
VCross (New.Up, New.Direction, New.Right);
VScale (New.Direction, New.Direction, Direction_Length);
if (Handedness > 0.0)
{
VScaleEq (New.Right, Right_Length);
}
else
{
VScaleEq (New.Right, -Right_Length);
}
VScaleEq(New.Up, Up_Length);
END_CASE
CASE (TRANSLATE_TOKEN)
Parse_Vector (tempv);
New.Translate (tempv);
END_CASE
CASE (ROTATE_TOKEN)
Parse_Vector (tempv);
New.Rotate (tempv);
END_CASE
CASE (SCALE_TOKEN)
Parse_Scale_Vector (tempv);
New.Scale (tempv);
END_CASE
CASE (TRANSFORM_TOKEN)
New.Transform(Parse_Transform(&Local_Trans));
END_CASE
CASE (MATRIX_TOKEN)
Parse_Matrix (Local_Matrix);
Compute_Matrix_Transform(&Local_Trans, Local_Matrix);
New.Transform(&Local_Trans);
END_CASE
CASE (BLUR_SAMPLES_TOKEN)
New.Blur_Samples = Parse_Float();
if (New.Blur_Samples <= 0)
Error("Illegal number of focal blur samples.");
END_CASE
CASE (CONFIDENCE_TOKEN)
k1 = Parse_Float();
if ((k1 > 0.0) && (k1 < 1.0))
New.Confidence = k1;
else
Warning(0, "Illegal confidence value. Default is used.");
END_CASE
CASE (VARIANCE_TOKEN)
k1 = Parse_Float();
if ((k1 >= 0.0) && (k1 <= 1.0))
New.Variance = k1;
else
Warning(0, "Illegal variance value. Default is used.");
END_CASE
CASE (APERTURE_TOKEN)
New.Aperture = Parse_Float();
END_CASE
CASE (FOCAL_POINT_TOKEN)
Parse_Vector(New.Focal_Point);
Assign_Vector(tempv, New.Focal_Point);
VSubEq(tempv, New.Location);
VLength (New.Focal_Distance, tempv);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
}
Parse_End ();
// Make sure the focal distance hasn't been explicitly given
if (New.Focal_Distance < 0.0)
New.Focal_Distance = Direction_Length;
if (New.Focal_Distance == 0.0)
New.Focal_Distance = 1.0;
// Print a warning message if vectors are not perpendicular. [DB 10/94]
VDot(k1, New.Right, New.Up);
VDot(k2, New.Right, New.Direction);
VDot(k3, New.Up, New.Direction);
if ((fabs(k1) > EPSILON) || (fabs(k2) > EPSILON) || (fabs(k3) > EPSILON))
{
Warning(0, "Camera vectors are not perpendicular.\n"
"Making look_at the last statement may help.");
}
}
bool Parser::Parse_Camera_Mods(Camera& New)
{
TRANSFORM Local_Trans;
PIGMENT* Local_Pigment;
MATRIX Local_Matrix;
VECTOR tempv;
DBL k1;
EXPECT_ONE
CASE (TRANSLATE_TOKEN)
Parse_Vector (tempv);
Compute_Translation_Transform(&Local_Trans, tempv);
Compose_Transforms(New.Trans, &Local_Trans);
END_CASE
CASE (ROTATE_TOKEN)
Parse_Vector (tempv);
Compute_Rotation_Transform(&Local_Trans, tempv);
Compose_Transforms(New.Trans, &Local_Trans);
END_CASE
CASE (SCALE_TOKEN)
Parse_Scale_Vector(tempv);
Compute_Scaling_Transform(&Local_Trans, tempv);
Compose_Transforms(New.Trans, &Local_Trans);
END_CASE
CASE (TRANSFORM_TOKEN)
Parse_Transform(&Local_Trans);
Compose_Transforms(New.Trans, &Local_Trans);
END_CASE
CASE (MATRIX_TOKEN)
Parse_Matrix(Local_Matrix);
Compute_Matrix_Transform(&Local_Trans, Local_Matrix);
Compose_Transforms(New.Trans, &Local_Trans);
END_CASE
CASE (TNORMAL_TOKEN)
Parse_Begin();
Parse_Tnormal(&(New.Tnormal));
Parse_End();
END_CASE
CASE (LOOK_AT_TOKEN)
Parse_Vector(New.Look_At);
END_CASE
CASE (LOCATION_TOKEN)
Parse_Vector(New.Location);
END_CASE
CASE (DIRECTION_TOKEN)
Parse_Vector(New.Direction);
END_CASE
CASE (UP_TOKEN)
Parse_Vector(New.Up);
END_CASE
CASE (RIGHT_TOKEN)
Parse_Vector(New.Right);
END_CASE
CASE (SKY_TOKEN)
Parse_Vector(New.Sky);
END_CASE
CASE (BLUR_SAMPLES_TOKEN)
New.Blur_Samples_Min = Parse_Float();
if (New.Blur_Samples_Min <= 0)
Error("Illegal number of focal blur samples.");
Parse_Comma();
New.Blur_Samples = (int)Allow_Float(0.0);
if (New.Blur_Samples == 0.0)
{
// oops, user specified no minimum blur samples
New.Blur_Samples = New.Blur_Samples_Min;
New.Blur_Samples_Min = 0;
}
else if (New.Blur_Samples_Min > New.Blur_Samples)
Error("Focal blur samples minimum must not be larger than maximum.");
END_CASE
CASE (CONFIDENCE_TOKEN)
k1 = Parse_Float();
if ((k1 > 0.0) && (k1 < 1.0))
New.Confidence = k1;
else
Warning(0, "Illegal confidence value. Default is used.");
END_CASE
CASE (VARIANCE_TOKEN)
k1 = Parse_Float();
if ((k1 >= 0.0) && (k1 <= 1.0))
New.Variance = k1;
else
Warning(0, "Illegal variance value. Default is used.");
END_CASE
CASE (APERTURE_TOKEN)
New.Aperture = Parse_Float();
END_CASE
CASE (FOCAL_POINT_TOKEN)
Parse_Vector(New.Focal_Point);
END_CASE
CASE (BOKEH_TOKEN)
Parse_Begin();
EXPECT
CASE (PIGMENT_TOKEN)
Local_Pigment = Copy_Pigment((Default_Texture->Pigment));
Parse_Begin();
Parse_Pigment(&Local_Pigment);
Parse_End();
Destroy_Pigment(New.Bokeh);
New.Bokeh = Local_Pigment;
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End();
END_CASE
OTHERWISE
UNGET
return false;
END_CASE
END_EXPECT
return true;
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_CSG(int CSG_Type)
{
CSG *Object;
ObjectPtr Local;
int Object_Count = 0;
int Light_Source_Union = true;
Parse_Begin();
if((Object = (CSG *)Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
if(CSG_Type & CSG_UNION_TYPE)
Object = new CSGUnion();
else if(CSG_Type & CSG_MERGE_TYPE)
Object = new CSGMerge();
else
Object = new CSGIntersection((CSG_Type & CSG_DIFFERENCE_TYPE) != 0);
while((Local = Parse_Object()) != NULL)
{
if((CSG_Type & CSG_INTERSECTION_TYPE) && (Local->Type & PATCH_OBJECT))
Warning(0, "Patch objects not allowed in intersection.");
Object_Count++;
if((CSG_Type & CSG_DIFFERENCE_TYPE) && (Object_Count > 1))
{
if ((Local->Type & IS_CSG_OBJECT) != 0)
Local = Invert_CSG_Object(Local);
else
Invert_Object(Local);
}
Object->Type |= (Local->Type & CHILDREN_FLAGS);
if(!(Local->Type & LIGHT_SOURCE_OBJECT))
Light_Source_Union = false;
Local->Type |= IS_CHILD_OBJECT;
Link(Local, Object->children);
}
if(Light_Source_Union)
Object->Type |= LT_SRC_UNION_OBJECT;
if((Object_Count < 2) && (sceneData->languageVersion >= 150))
Warning(150, "Should have at least 2 objects in csg.");
Object->Compute_BBox();
// if the invert flag is in the object mods, the returned pointer will be
// different than the passed one, though the object will still be an instance
// of a CSG. we use dynamic_cast here to aid debugging since the overhead is small.
Object = dynamic_cast<CSG *>(Parse_Object_Mods((ObjectPtr) Object));
assert(Object != NULL);
if(CSG_Type & CSG_DIFFERENCE_TYPE)
Object->Type |= CSG_DIFFERENCE_OBJECT;
return ((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Cone ()
{
Cone *Object;
Parse_Begin ();
if ( (Object = (Cone *)Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
Object = new Cone();
Parse_Vector(Object->apex); Parse_Comma ();
Object->apex_radius = Parse_Float(); Parse_Comma ();
Parse_Vector(Object->base); Parse_Comma ();
Object->base_radius = Parse_Float();
EXPECT
CASE(OPEN_TOKEN)
Clear_Flag(Object, CLOSED_FLAG);
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
/* Compute run-time values for the cone */
Object->Compute_Cone_Data();
Object->Compute_BBox();
Parse_Object_Mods((ObjectPtr)Object);
return ((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Cylinder ()
{
Cone *Object;
Parse_Begin ();
if ( (Object = (Cone *)Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
Object = new Cone();
Object->Cylinder();
Parse_Vector(Object->apex); Parse_Comma();
Parse_Vector(Object->base); Parse_Comma();
Object->apex_radius = Parse_Float();
Object->base_radius = Object->apex_radius;
EXPECT
CASE(OPEN_TOKEN)
Clear_Flag(Object, CLOSED_FLAG);
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Object->Compute_Cylinder_Data();
Object->Compute_BBox();
Parse_Object_Mods((ObjectPtr)Object);
return ((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Disc ()
{
Disc *Object;
DBL tmpf;
Parse_Begin();
if((Object = (Disc *)Parse_Object_Id()) != NULL)
return ((ObjectPtr)Object);
Object = new Disc();
Parse_Vector(Object->center); Parse_Comma ();
Parse_Vector(Object->normal); Parse_Comma ();
VNormalize(Object->normal, Object->normal);
tmpf = Parse_Float(); Parse_Comma ();
Object->oradius2 = tmpf * tmpf;
EXPECT
CASE_FLOAT
tmpf = Parse_Float();
Object->iradius2 = tmpf * tmpf;
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
/* Calculate info needed for ray-disc intersections */
VDot(tmpf, Object->center, Object->normal);
Object->d = -tmpf;
Object->Compute_Disc();
Parse_Object_Mods ((ObjectPtr )Object);
return ((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_HField ()
{
VECTOR Local_Vector;
DBL Temp_Water_Level;
HField *Object;
ImageData *image;
Parse_Begin ();
if ( (Object = (HField *)Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
Object = new HField();
image = Parse_Image (HF_FILE);
image->Use = USE_NONE;
Make_Vector(Object->bounding_corner1, 0.0, 0.0, 0.0);
Object->bounding_corner2[X] = image->width - 1.0;
Object->bounding_corner2[Y] = 65536.0;
Object->bounding_corner2[Z] = image->height - 1.0;
Make_Vector(Local_Vector,
1.0 / (Object->bounding_corner2[X]),
1.0 / (Object->bounding_corner2[Y]),
1.0 / (Object->bounding_corner2[Z]));
Compute_Scaling_Transform(Object->Trans, Local_Vector);
EXPECT
CASE (WATER_LEVEL_TOKEN)
Temp_Water_Level = Parse_Float();
if (sceneData->languageVersion < 200)
Temp_Water_Level /=256.0;
((HField *) Object)->bounding_corner1[Y] = 65536.0 * Temp_Water_Level;
END_CASE
CASE (SMOOTH_TOKEN)
Set_Flag(Object, SMOOTHED_FLAG);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_Object_Mods((ObjectPtr )Object);
Object->Compute_HField(image);
Object->Compute_BBox();
Destroy_Image(image);
return ((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION Parse_Isosurface
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR R. Suzuki
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Isosurface()
{
IsoSurface *Object;
DBL temp;
Parse_Begin();
if ((Object = (IsoSurface *)Parse_Object_Id()) != NULL)
return ((ObjectPtr )Object);
Object = new IsoSurface();
Object->vm = sceneData->functionVM;
Get_Token();
if(Token.Token_Id != FUNCTION_TOKEN)
Parse_Error(FUNCTION_TOKEN);
Object->Function = Parse_Function();
EXPECT
CASE(CONTAINED_BY_TOKEN)
Parse_Begin();
{
int Exit_Flag2 = false;
while (!Exit_Flag2)
{
Get_Token();
switch(Token.Token_Id)
{
CASE(BOX_TOKEN)
Object->container_shape = 0;
Parse_Begin();
Parse_Vector(Object->container.box.corner1);
Parse_Comma();
Parse_Vector(Object->container.box.corner2);
Parse_End();
if (Object->container.box.corner1[X] > Object->container.box.corner2[X])
{
temp = Object->container.box.corner1[X];
Object->container.box.corner1[X] = Object->container.box.corner2[X];
Object->container.box.corner2[X] = temp;
}
if (Object->container.box.corner1[Y] > Object->container.box.corner2[Y])
{
temp = Object->container.box.corner1[Y];
Object->container.box.corner1[Y] = Object->container.box.corner2[Y];
Object->container.box.corner2[Y] = temp;
}
if (Object->container.box.corner1[Z] > Object->container.box.corner2[Z])
{
temp = Object->container.box.corner1[Z];
Object->container.box.corner1[Z] = Object->container.box.corner2[Z];
Object->container.box.corner2[Z] = temp;
}
if (Object->Trans != NULL)
Object->Compute_BBox();
Exit_Flag2 = true;
END_CASE
CASE(SPHERE_TOKEN)
Object->container_shape = 1;
Parse_Begin();
Parse_Vector(Object->container.sphere.center);
Parse_Comma();
Object->container.sphere.radius = Parse_Float();
Parse_End();
Make_BBox(Object->BBox,
Object->container.sphere.center[X] - Object->container.sphere.radius,
Object->container.sphere.center[Y] - Object->container.sphere.radius,
Object->container.sphere.center[Z] - Object->container.sphere.radius,
2.0 * Object->container.sphere.radius,
2.0 * Object->container.sphere.radius,
2.0 * Object->container.sphere.radius);
if (Object->Trans != NULL)
Object->Compute_BBox();
Exit_Flag2 = true;
END_CASE
OTHERWISE
UNGET
Exit_Flag2 = true;
END_CASE
}
}
}
Parse_End();
END_CASE
CASE(THRESHOLD_TOKEN)
Object->threshold = Parse_Float();
END_CASE
CASE(ACCURACY_TOKEN)
Object->accuracy = Parse_Float();
END_CASE
CASE(MAX_GRADIENT_TOKEN)
Object->max_gradient = Parse_Float();
END_CASE
CASE(MAX_TRACE_TOKEN)
Object->max_trace = (short)Parse_Float();
END_CASE
CASE(EVALUATE_TOKEN)
Object->eval = true;
Object->eval_param[0] = Parse_Float();
Parse_Comma();
Object->eval_param[1] = Parse_Float();
Parse_Comma();
Object->eval_param[2] = Parse_Float();
END_CASE
CASE(OPEN_TOKEN)
Object->closed = false;
END_CASE
CASE(ALL_INTERSECTIONS_TOKEN)
Object->max_trace = ISOSURFACE_MAXTRACE;
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
if (Object->accuracy <= 0.0)
{
Warning(0, "Isosurface 'accuracy' is not positive. Using 0.001 (default).");
Object->accuracy = 0.001;
}
if (Object->max_gradient <= 0.0)
{
Warning(0, "Isosurface 'max_gradient' is not positive. Using 1.1 (default).");
Object->max_gradient = 1.1;
}
if (Object->max_trace > ISOSURFACE_MAXTRACE)
{
Warning(0, "Isosurface 'max_trace' exceeds maximum of %d. Using maximum.", (int)ISOSURFACE_MAXTRACE);
Object->max_trace = ISOSURFACE_MAXTRACE;
}
if (Object->max_trace < 1)
{
Warning(0, "Isosurface 'max_trace' is not positive. Using 1 (default).");
Object->max_trace = 1;
}
Parse_Object_Mods ((ObjectPtr )Object);
return ((ObjectPtr )Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Julia_Fractal
*
* INPUT None
*
* OUTPUT Fractal Objecstructure filledt
*
* RETURNS
*
* ObjectPtr -
*
* AUTHOR
*
* Pascal Massimino
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* Dec 1994 : Adopted to version 3.0. [DB]
* Sept 1995 : Total rewrite for new syntax [TW]
*
******************************************************************************/
ObjectPtr Parser::Parse_Julia_Fractal ()
{
Fractal *Object;
DBL P;
Parse_Begin();
if ( (Object = (Fractal *)Parse_Object_Id()) != NULL)
return((ObjectPtr )Object);
Object = new Fractal();
Parse_Vector4D(Object->Julia_Parm);
EXPECT
CASE(MAX_ITERATION_TOKEN)
Object->Num_Iterations = (int)floor(Parse_Float());
if (Object->Num_Iterations <= 0)
{
Object->Num_Iterations = 1;
}
END_CASE
CASE(SLICE_TOKEN)
Parse_Vector4D(Object->Slice);
Parse_Comma();
Object->SliceDist = Parse_Float();
/* normalize slice vector */
V4D_Dot(P,Object->Slice, Object->Slice);
if (fabs(P) < EPSILON)
{
Error("Slice vector is zero.");
}
if (fabs(Object->Slice[T]) < EPSILON)
{
Error("Slice t component is zero.");
}
P = sqrt(P);
V4D_InverseScaleEq(Object->Slice, P);
END_CASE
CASE(PRECISION_TOKEN)
P = Parse_Float();
if ( P < 1.0 )
{
P = 1.0;
}
Object->Precision = 1.0 / P;
END_CASE
CASE(FLOAT_FUNCT_TOKEN)
switch(Token.Function_Id)
{
case EXP_TOKEN:
Object->Sub_Type = EXP_STYPE;
break;
case LN_TOKEN:
Object->Sub_Type = LN_STYPE;
break;
case SIN_TOKEN:
Object->Sub_Type = SIN_STYPE;
break;
case ASIN_TOKEN:
Object->Sub_Type = ASIN_STYPE;
break;
case COS_TOKEN:
Object->Sub_Type = COS_STYPE;
break;
case ACOS_TOKEN:
Object->Sub_Type = ACOS_STYPE;
break;
case TAN_TOKEN:
Object->Sub_Type = TAN_STYPE;
break;
case ATAN_TOKEN:
Object->Sub_Type = ATAN_STYPE;
break;
case COSH_TOKEN:
Object->Sub_Type = COSH_STYPE;
break;
case SINH_TOKEN:
Object->Sub_Type = SINH_STYPE;
break;
case TANH_TOKEN:
Object->Sub_Type = TANH_STYPE;
break;
case ATANH_TOKEN:
Object->Sub_Type = ATANH_STYPE;
break;
case ACOSH_TOKEN:
Object->Sub_Type = ACOSH_STYPE;
break;
case ASINH_TOKEN:
Object->Sub_Type = ASINH_STYPE;
break;
default: Expectation_Error ("fractal keyword");
}
END_CASE
/* if any of the next become supported by the expression parser,
* then their handling would need to move above to the FLOAT_FUNCT_TOKEN
* case above.
*/
CASE(SQR_TOKEN)
Object->Sub_Type = SQR_STYPE;
END_CASE
CASE(PWR_TOKEN)
Object->Sub_Type = PWR_STYPE;
Parse_Float_Param2(&Object->exponent.x,&Object->exponent.y);
END_CASE
CASE(CUBE_TOKEN)
Object->Sub_Type = CUBE_STYPE;
END_CASE
CASE(RECIPROCAL_TOKEN)
Object->Sub_Type = RECIPROCAL_STYPE;
END_CASE
CASE(HYPERCOMPLEX_TOKEN)
Object->Algebra = HYPERCOMPLEX_TYPE;
END_CASE
CASE(QUATERNION_TOKEN)
Object->Algebra = QUATERNION_TYPE;
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_Object_Mods((ObjectPtr )Object);
int num_iterations = Object->SetUp_Fractal();
if (num_iterations > sceneData->Fractal_Iteration_Stack_Length)
{
sceneData->Fractal_Iteration_Stack_Length = num_iterations;
SceneThreadData *td = GetParserDataPtr();
Fractal::Allocate_Iteration_Stack(td->Fractal_IStack, sceneData->Fractal_Iteration_Stack_Length);
}
return((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Lathe
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* ObjectPtr -
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Read a lathe primitive.
*
* CHANGES
*
* Jun 1994 : Creation.
*
******************************************************************************/
ObjectPtr Parser::Parse_Lathe()
{
int i;
Lathe *Object;
UV_VECT *Points;
Parse_Begin();
if((Object = (Lathe *)Parse_Object_Id()) != NULL)
return((ObjectPtr)Object);
Object = new Lathe();
/* Determine kind of spline used and aspect ratio. */
EXPECT
CASE(LINEAR_SPLINE_TOKEN)
Object->Spline_Type = LINEAR_SPLINE;
END_CASE
CASE(QUADRATIC_SPLINE_TOKEN)
Object->Spline_Type = QUADRATIC_SPLINE;
END_CASE
CASE(CUBIC_SPLINE_TOKEN)
Object->Spline_Type = CUBIC_SPLINE;
END_CASE
CASE(BEZIER_SPLINE_TOKEN)
Object->Spline_Type = BEZIER_SPLINE;
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
/* Get number of points. */
Object->Number = (int)Parse_Float();
switch (Object->Spline_Type)
{
case LINEAR_SPLINE :
if (Object->Number < 2)
{
Error("Lathe with linear splines must have at least two points.");
}
break;
case QUADRATIC_SPLINE :
if (Object->Number < 3)
{
Error("Lathe with quadratic splines must have at least three points.");
}
break;
case CUBIC_SPLINE :
if (Object->Number < 4)
{
Error("Prism with cubic splines must have at least four points.");
}
break;
case BEZIER_SPLINE :
if ((Object->Number & 3) != 0)
{
Error("Lathe with Bezier splines must have four points per segment.");
}
break;
}
/* Get temporary points describing the rotated curve. */
Points = (UV_VECT *)POV_MALLOC(Object->Number*sizeof(UV_VECT), "temporary lathe points");
/* Read points (x : radius; y : height; z : not used). */
for (i = 0; i < Object->Number; i++)
{
Parse_Comma();
Parse_UV_Vect(Points[i]);
if ((i > 0) && (i < Object->Number - 1) && (Points[i][X] < 0.0))
{
Error("Incorrect point in lathe.");
}
}
/* Compute spline segments. */
Object->Compute_Lathe(Points, GetParserDataPtr());
/* Compute bounding box. */
Object->Compute_BBox();
/* Parse object's modifiers. */
Parse_Object_Mods((ObjectPtr)Object);
/* Destroy temporary points. */
POV_FREE(Points);
if (Object->Spline->BCyl->number > sceneData->Max_Bounding_Cylinders)
{
SceneThreadData *td = GetParserDataPtr();
sceneData->Max_Bounding_Cylinders = Object->Spline->BCyl->number ;
td->BCyl_Intervals = POV_REALLOC (td->BCyl_Intervals, 4*sceneData->Max_Bounding_Cylinders*sizeof(BCYL_INT), "lathe intersection list");
td->BCyl_RInt = POV_REALLOC (td->BCyl_RInt, 2*sceneData->Max_Bounding_Cylinders*sizeof(BCYL_INT), "lathe intersection list");
td->BCyl_HInt = POV_REALLOC (td->BCyl_HInt, 2*sceneData->Max_Bounding_Cylinders*sizeof(BCYL_INT), "lathe intersection list");
}
return ((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Light_Group
*
* INPUT
*
* -
*
* OUTPUT
*
* RETURNS
*
* Light group object
*
* AUTHOR
*
* Thorsten Froehlich [trf]
*
* DESCRIPTION
*
* Parse light_group object
*
* CHANGES
*
* Jun 2000 : Creation.
*
******************************************************************************/
ObjectPtr Parser::Parse_Light_Group()
{
CSG *Object;
ObjectPtr Local;
VECTOR Local_Vector;
MATRIX Local_Matrix;
TRANSFORM Local_Trans;
Parse_Begin();
Object = new CSGUnion();
Object->Type |= LIGHT_GROUP_OBJECT;
Set_Flag(Object, NO_GLOBAL_LIGHTS_FLAG);
while((Local = Parse_Object()) != NULL)
{
// prevent light sources from being added to Frame.Light_Sources
if((Local->Type & LIGHT_SOURCE_OBJECT) == LIGHT_SOURCE_OBJECT)
Local->Type |= LIGHT_GROUP_LIGHT_OBJECT;
Local->Type |= IS_CHILD_OBJECT;
Link(Local, Object->children);
}
Promote_Local_Lights(Object); // in lightgrp.cpp [trf]
Object->Compute_BBox();
// Note: We cannot use Parse_Object_Mods here because
// it would allow all kinds of modifiers. However,
// changing it to not allow those would slow it down,
// so the bits of code needed are just duplicated
// here. [trf]
// Parse_Object_Mods((ObjectPtr )Object);
EXPECT
CASE (TRANSLATE_TOKEN)
Parse_Vector (Local_Vector);
Compute_Translation_Transform(&Local_Trans, Local_Vector);
Translate_Object ((ObjectPtr )Object, Local_Vector, &Local_Trans);
END_CASE
CASE (ROTATE_TOKEN)
Parse_Vector (Local_Vector);
Compute_Rotation_Transform(&Local_Trans, Local_Vector);
Rotate_Object ((ObjectPtr )Object, Local_Vector, &Local_Trans);
END_CASE
CASE (SCALE_TOKEN)
Parse_Scale_Vector (Local_Vector);
Compute_Scaling_Transform(&Local_Trans, Local_Vector);
Scale_Object ((ObjectPtr )Object, Local_Vector, &Local_Trans);
END_CASE
CASE (TRANSFORM_TOKEN)
Transform_Object ((ObjectPtr )Object, Parse_Transform(&Local_Trans));
END_CASE
CASE (MATRIX_TOKEN)
Parse_Matrix (Local_Matrix);
Compute_Matrix_Transform(&Local_Trans, Local_Matrix);
Transform_Object ((ObjectPtr )Object, &Local_Trans);
END_CASE
CASE (GLOBAL_LIGHTS_TOKEN)
Bool_Flag (Object, NO_GLOBAL_LIGHTS_FLAG, !(Allow_Float(1.0) > 0.5));
END_CASE
CASE(PHOTONS_TOKEN)
Parse_Begin();
EXPECT
CASE(TARGET_TOKEN)
Object->Ph_Density = Allow_Float(1.0);
if (Object->Ph_Density > 0)
{
Set_Flag(Object,PH_TARGET_FLAG);
CheckPassThru((ObjectPtr )Object, PH_TARGET_FLAG);
}
else
{
Clear_Flag(Object, PH_TARGET_FLAG);
}
END_CASE
CASE(REFRACTION_TOKEN)
if((int)Parse_Float())
{
Set_Flag(Object, PH_RFR_ON_FLAG);
Clear_Flag(Object, PH_RFR_OFF_FLAG);
CheckPassThru((ObjectPtr )Object, PH_RFR_ON_FLAG);
}
else
{
Clear_Flag(Object, PH_RFR_ON_FLAG);
Set_Flag(Object, PH_RFR_OFF_FLAG);
}
END_CASE
CASE(REFLECTION_TOKEN)
if((int)Parse_Float())
{
Set_Flag(Object, PH_RFL_ON_FLAG);
Clear_Flag(Object, PH_RFL_OFF_FLAG);
}
else
{
Clear_Flag(Object, PH_RFL_ON_FLAG);
Set_Flag(Object, PH_RFL_OFF_FLAG);
}
END_CASE
CASE(PASS_THROUGH_TOKEN)
if((int)Allow_Float(1.0))
{
Set_Flag(Object, PH_PASSTHRU_FLAG);
CheckPassThru((ObjectPtr )Object, PH_PASSTHRU_FLAG);
}
else
{
Clear_Flag(Object, PH_PASSTHRU_FLAG);
}
END_CASE
CASE(COLLECT_TOKEN)
Bool_Flag (Object, PH_IGNORE_PHOTONS_FLAG, !(Allow_Float(1.0) > 0.0));
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End();
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Set_CSG_Children_Flag(Object, Test_Flag(Object, NO_GLOBAL_LIGHTS_FLAG),
NO_GLOBAL_LIGHTS_FLAG, NO_GLOBAL_LIGHTS_SET_FLAG);
Parse_End();
return ((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Light_Source ()
{
DBL Len;
VECTOR Local_Vector;
MATRIX Local_Matrix;
TRANSFORM Local_Trans;
LightSource *Object;
/* NK phmap */
BLEND_MAP *Map;
SNGL Value;
int i;
/* NK ---- */
Parse_Begin ();
if ( (Object = (LightSource *)Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
Object = new LightSource ();
Parse_Vector(Object->Center);
Parse_Comma();
Parse_Colour (Object->colour);
EXPECT
/* NK phmap */
CASE (COLOUR_MAP_TOKEN)
Destroy_Blend_Map(Object->blend_map);
Map = Object->blend_map = Parse_Colour_Map ();
Object->colour.clear();
for (i = 0; i < Map->Number_Of_Entries; i++)
{
Value = Map->Blend_Map_Entries[i].value;
Object->colour += Value * RGBColour(Map->Blend_Map_Entries[i].Vals.colour);
}
END_CASE
CASE(PHOTONS_TOKEN)
Parse_Begin();
EXPECT
#ifdef GLOBAL_PHOTONS
CASE(GLOBAL_TOKEN)
Object->Ph_Density = Allow_Float(1.0);
if (Object->Ph_Density > 0)
{
Set_Flag(Object, PH_TARGET_FLAG);
/*CheckPassThru(Object, PH_TARGET_FLAG);*/
}
else
{
Clear_Flag(Object, PH_TARGET_FLAG);
}
END_CASE
#endif
CASE(REFRACTION_TOKEN)
if((int)Parse_Float())
{
Set_Flag(Object, PH_RFR_ON_FLAG);
Clear_Flag(Object, PH_RFR_OFF_FLAG);
}
else
{
Clear_Flag(Object, PH_RFR_ON_FLAG);
Set_Flag(Object, PH_RFR_OFF_FLAG);
}
END_CASE
CASE(REFLECTION_TOKEN)
if((int)Parse_Float())
{
Set_Flag(Object, PH_RFL_ON_FLAG);
Clear_Flag(Object, PH_RFL_OFF_FLAG);
}
else
{
Clear_Flag(Object, PH_RFL_ON_FLAG);
Set_Flag(Object, PH_RFL_OFF_FLAG);
}
END_CASE
CASE (AREA_LIGHT_TOKEN)
Object->Photon_Area_Light = true;
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End();
END_CASE
CASE (LOOKS_LIKE_TOKEN)
if (!Object->children.empty())
Error("Only one looks_like allowed per light_source.");
Parse_Begin ();
Object->Type &= ~(int)PATCH_OBJECT;
Object->children.push_back(Parse_Object());
if(Object->children.empty() || (Object->children[0] == NULL))
Expectation_Error("object");
Compute_Translation_Transform(&Local_Trans, Object->Center);
Translate_Object(Object->children[0], Object->Center, &Local_Trans);
Object->children[0] = Parse_Object_Mods (Object->children[0]);
Set_Flag(Object->children[0], NO_SHADOW_FLAG);
Set_Flag(Object, NO_SHADOW_FLAG);
Object->Type |= (Object->children[0]->Type & CHILDREN_FLAGS);
Set_Flag(Object, PH_PASSTHRU_FLAG);
END_CASE
CASE (PROJECTED_THROUGH_TOKEN)
if (Object->Projected_Through_Object != NULL)
Error("Only one projected through allowed per light_source.");
Parse_Begin ();
Object->Type &= ~(int)PATCH_OBJECT;
if ((Object->Projected_Through_Object = Parse_Object ()) == NULL)
Expectation_Error ("object");
Object->Projected_Through_Object = Parse_Object_Mods (Object->Projected_Through_Object);
Set_Flag(Object, NO_SHADOW_FLAG);
Set_Flag(Object, PH_PASSTHRU_FLAG);
END_CASE
CASE (FILL_LIGHT_TOKEN)
Object->Light_Type = FILL_LIGHT_SOURCE;
END_CASE
CASE (PARALLEL_TOKEN)
Object->Parallel= true;
END_CASE
CASE (SPOTLIGHT_TOKEN)
Object->Light_Type = SPOT_SOURCE;
Object->Radius = cos(30 * M_PI_180);
Object->Falloff = cos(45 * M_PI_180);
Object->Coeff = 0;
END_CASE
CASE (CYLINDER_TOKEN)
Object->Light_Type = CYLINDER_SOURCE;
Object->Radius = 0.75;
Object->Falloff = 1;
Object->Coeff = 0;
Object->Parallel = true;
END_CASE
CASE (POINT_AT_TOKEN)
if ((Object->Light_Type == SPOT_SOURCE) || (Object->Light_Type == CYLINDER_SOURCE) ||
Object->Parallel)
{
Parse_Vector(Object->Points_At);
}
else
{
Not_With ("point_at","standard light source");
}
END_CASE
CASE (TIGHTNESS_TOKEN)
if ((Object->Light_Type == SPOT_SOURCE) || (Object->Light_Type == CYLINDER_SOURCE))
Object->Coeff = Parse_Float();
else
Not_With ("tightness","standard light source");
END_CASE
CASE (RADIUS_TOKEN)
if ((Object->Light_Type == SPOT_SOURCE) || (Object->Light_Type == CYLINDER_SOURCE))
{
Object->Radius = Parse_Float();
if (Object->Light_Type == SPOT_SOURCE)
{
Object->Radius = cos(Object->Radius * M_PI_180);
}
}
else
Not_With ("radius","standard light source");
END_CASE
CASE (FALLOFF_TOKEN)
if ((Object->Light_Type == SPOT_SOURCE) || (Object->Light_Type == CYLINDER_SOURCE))
{
Object->Falloff = Parse_Float();
if (Object->Light_Type == SPOT_SOURCE)
{
Object->Falloff = cos(Object->Falloff * M_PI_180);
}
}
else
Not_With ("falloff","standard light source");
END_CASE
CASE (FADE_DISTANCE_TOKEN)
Object->Fade_Distance = Parse_Float();
END_CASE
CASE (FADE_POWER_TOKEN)
Object->Fade_Power = Parse_Float();
END_CASE
CASE (AREA_LIGHT_TOKEN)
Object->Area_Light = true;
Parse_Vector (Object->Axis1); Parse_Comma ();
Parse_Vector (Object->Axis2); Parse_Comma ();
Object->Area_Size1 = (int)Parse_Float();
if (Object->Area_Size1 == 0)
Error("Area size must be greater than zero.");
Parse_Comma ();
Object->Area_Size2 = (int)Parse_Float();
if (Object->Area_Size2 == 0)
Error("Area size must be greater than zero.");
END_CASE
CASE (JITTER_TOKEN)
Object->Jitter = true;
END_CASE
/* Orient area lights to the point [ENB 9/97] */
CASE (ORIENT_TOKEN)
Object->Orient = true;
if (!(Object->Area_Light))
{
Warning(0,"Orient only affects area_light");
}
END_CASE
/* Circular area lights [ENB 9/97] */
CASE (CIRCULAR_TOKEN)
Object->Circular = true;
if (!(Object->Area_Light))
{
Warning(0,"Circular only affects area_light");
}
END_CASE
// JN2007: Full area lighting:
CASE (AREA_ILLUMINATION_TOKEN)
Object->Use_Full_Area_Lighting = Allow_Float(1.0) > 0.0;
if (!(Object->Area_Light))
{
Warning(0,"Area_illumination only affects area_light");
}
END_CASE
CASE (ADAPTIVE_TOKEN)
Object->Adaptive_Level = (int)Parse_Float();
END_CASE
CASE (MEDIA_ATTENUATION_TOKEN)
Object->Media_Attenuation = Allow_Float(1.0) > 0.0;
END_CASE
CASE (MEDIA_INTERACTION_TOKEN)
Object->Media_Interaction = Allow_Float(1.0) > 0.0;
END_CASE
CASE (TRANSLATE_TOKEN)
Parse_Vector (Local_Vector);
Compute_Translation_Transform(&Local_Trans, Local_Vector);
Translate_Object ((ObjectPtr )Object, Local_Vector, &Local_Trans);
END_CASE
CASE (ROTATE_TOKEN)
Parse_Vector (Local_Vector);
Compute_Rotation_Transform(&Local_Trans, Local_Vector);
Rotate_Object ((ObjectPtr )Object, Local_Vector, &Local_Trans);
END_CASE
CASE (SCALE_TOKEN)
Parse_Scale_Vector (Local_Vector);
Compute_Scaling_Transform(&Local_Trans, Local_Vector);
Scale_Object ((ObjectPtr )Object, Local_Vector, &Local_Trans);
END_CASE
CASE (TRANSFORM_TOKEN)
Transform_Object ((ObjectPtr )Object, Parse_Transform(&Local_Trans));
END_CASE
CASE (MATRIX_TOKEN)
Parse_Matrix (Local_Matrix);
Compute_Matrix_Transform(&Local_Trans, Local_Matrix);
Transform_Object ((ObjectPtr )Object, &Local_Trans);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End ();
VSub(Object->Direction, Object->Points_At, Object->Center);
VLength(Len, Object->Direction);
if (Len > EPSILON)
{
VInverseScaleEq(Object->Direction, Len);
}
/* Make sure that circular light sources are larger than 1 by x [ENB 9/97] */
if (Object->Circular)
{
if ((Object->Area_Size1 <= 1) || (Object->Area_Size2 <= 1))
{
Error("Circular area light must have more than 1 point per axis");
}
}
return ((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Mesh
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* OBJECT
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Read a triangle mesh.
*
* CHANGES
*
* Feb 1995 : Creation.
*
******************************************************************************/
ObjectPtr Parser::Parse_Mesh()
{
/* NK 1998 - added all sorts of uv variables*/
int i;
int number_of_normals, number_of_textures, number_of_triangles, number_of_vertices, number_of_uvcoords;
int max_normals, max_textures, max_triangles, max_vertices, max_uvcoords;
DBL l1, l2, l3;
VECTOR D1, D2, P1, P2, P3, N1, N2, N3, N;
UV_VECT UV1, UV2, UV3;
SNGL_VECT *Normals, *Vertices;
TEXTURE **Textures;
UV_VECT *UVCoords;
Mesh *Object;
MESH_TRIANGLE *Triangles;
int fully_textured=true;
/* NK 1998 */
VECTOR Inside_Vect;
TEXTURE *t2, *t3;
bool foundZeroNormal=false;
Make_Vector(Inside_Vect, 0, 0, 0);
Parse_Begin();
if ((Object = (Mesh *)Parse_Object_Id()) != NULL)
return ((ObjectPtr)Object);
/* Create object. */
Object = new Mesh();
/* Allocate temporary normals, textures, triangles and vertices. */
max_normals = 256;
max_vertices = 256;
max_textures = 16;
max_triangles = 256;
Normals = (SNGL_VECT *)POV_MALLOC(max_normals*sizeof(SNGL_VECT), "temporary triangle mesh data");
Textures = (TEXTURE **)POV_MALLOC(max_textures*sizeof(TEXTURE *), "temporary triangle mesh data");
Triangles = (MESH_TRIANGLE *)POV_MALLOC(max_triangles*sizeof(MESH_TRIANGLE), "temporary triangle mesh data");
Vertices = (SNGL_VECT *)POV_MALLOC(max_vertices*sizeof(SNGL_VECT), "temporary triangle mesh data");
/* Read raw triangle file. */
number_of_normals = 0;
number_of_textures = 0;
number_of_triangles = 0;
number_of_vertices = 0;
max_uvcoords = 256;
UVCoords = (UV_VECT *)POV_MALLOC(max_uvcoords*sizeof(UV_VECT), "temporary triangle mesh data");
number_of_uvcoords = 0;
/* Create hash tables. */
Object->Create_Mesh_Hash_Tables();
EXPECT
CASE(TRIANGLE_TOKEN)
Parse_Begin();
Parse_Vector(P1); Parse_Comma();
Parse_Vector(P2); Parse_Comma();
Parse_Vector(P3);
if (!Object->Degenerate(P1, P2, P3))
{
if (number_of_triangles >= max_triangles)
{
if (max_triangles >= INT_MAX/2)
{
Error("Too many triangles in triangle mesh.");
}
max_triangles *= 2;
Triangles = (MESH_TRIANGLE *)POV_REALLOC(Triangles, max_triangles*sizeof(MESH_TRIANGLE), "triangle triangle mesh data");
}
/* Init triangle. */
Object->Init_Mesh_Triangle(&Triangles[number_of_triangles]);
Triangles[number_of_triangles].P1 = Object->Mesh_Hash_Vertex(&number_of_vertices, &max_vertices, &Vertices, P1);
Triangles[number_of_triangles].P2 = Object->Mesh_Hash_Vertex(&number_of_vertices, &max_vertices, &Vertices, P2);
Triangles[number_of_triangles].P3 = Object->Mesh_Hash_Vertex(&number_of_vertices, &max_vertices, &Vertices, P3);
/* NK 1998 */
Parse_Three_UVCoords(UV1,UV2,UV3);
Triangles[number_of_triangles].UV1 = Object->Mesh_Hash_UV(&number_of_uvcoords, &max_uvcoords, &UVCoords,UV1);
Triangles[number_of_triangles].UV2 = Object->Mesh_Hash_UV(&number_of_uvcoords, &max_uvcoords, &UVCoords,UV2);
Triangles[number_of_triangles].UV3 = Object->Mesh_Hash_UV(&number_of_uvcoords, &max_uvcoords, &UVCoords,UV3);
/* NK ---- */
/* NK */
/* read possibly three instead of only one texture */
/* read these before compute!!! */
t2 = t3 = NULL;
Triangles[number_of_triangles].Texture = Object->Mesh_Hash_Texture(&number_of_textures, &max_textures, &Textures, Parse_Mesh_Texture(&t2,&t3));
if (t2) Triangles[number_of_triangles].Texture2 = Object->Mesh_Hash_Texture(&number_of_textures, &max_textures, &Textures, t2);
if (t3) Triangles[number_of_triangles].Texture3 = Object->Mesh_Hash_Texture(&number_of_textures, &max_textures, &Textures, t3);
if (t2 || t3) Triangles[number_of_triangles].ThreeTex = true;
Object->Compute_Mesh_Triangle(&Triangles[number_of_triangles], false, P1, P2, P3, N);
Triangles[number_of_triangles].Normal_Ind = Object->Mesh_Hash_Normal(&number_of_normals, &max_normals, &Normals, N);
if(Triangles[number_of_triangles].Texture < 0)
fully_textured = false;
number_of_triangles++;
}
/* NK degenerate fix */
else
{
/* parse the uv and texture info - even though we'll just throw it
away. why? if not we get a parse error - we should just ignore the
degenerate triangle */
t2=t3=NULL;
Parse_Three_UVCoords(UV1,UV2,UV3);
Parse_Mesh_Texture(&t2,&t3);
}
Parse_End();
END_CASE
CASE(SMOOTH_TRIANGLE_TOKEN)
Parse_Begin();
Parse_Vector(P1); Parse_Comma();
Parse_Vector(N1); Parse_Comma();
if(fabs(N1[X])<EPSILON && fabs(N1[Y])<EPSILON && fabs(N1[Z])<EPSILON)
{
N1[X] = 1.0; // make it nonzero
if(!foundZeroNormal)
Warning(0,"Normal vector in mesh cannot be zero - changing it to <1,0,0>.");
foundZeroNormal = true;
}
Parse_Vector(P2); Parse_Comma();
Parse_Vector(N2); Parse_Comma();
if(fabs(N2[X])<EPSILON && fabs(N2[Y])<EPSILON && fabs(N2[Z])<EPSILON)
{
N2[X] = 1.0; // make it nonzero
if(!foundZeroNormal)
Warning(0,"Normal vector in mesh cannot be zero - changing it to <1,0,0>.");
foundZeroNormal = true;
}
Parse_Vector(P3); Parse_Comma();
Parse_Vector(N3);
if(fabs(N3[X])<EPSILON && fabs(N3[Y])<EPSILON && fabs(N3[Z])<EPSILON)
{
N3[X] = 1.0; // make it nonzero
if(!foundZeroNormal)
Warning(0,"Normal vector in mesh cannot be zero - changing it to <1,0,0>.");
foundZeroNormal = true;
}
VLength(l1, N1);
VLength(l2, N2);
VLength(l3, N3);
if ((l1 != 0.0) && (l2 != 0.0) && (l3 != 0.0) && (!Object->Degenerate(P1, P2, P3)))
{
if (number_of_triangles >= max_triangles)
{
if (max_triangles >= INT_MAX/2)
Error("Too many triangles in triangle mesh.");
max_triangles *= 2;
Triangles = (MESH_TRIANGLE *)POV_REALLOC(Triangles, max_triangles*sizeof(MESH_TRIANGLE), "triangle triangle mesh data");
}
VInverseScaleEq(N1, l1);
VInverseScaleEq(N2, l2);
VInverseScaleEq(N3, l3);
/* Init triangle. */
Object->Init_Mesh_Triangle(&Triangles[number_of_triangles]);
Triangles[number_of_triangles].P1 = Object->Mesh_Hash_Vertex(&number_of_vertices, &max_vertices, &Vertices, P1);
Triangles[number_of_triangles].P2 = Object->Mesh_Hash_Vertex(&number_of_vertices, &max_vertices, &Vertices, P2);
Triangles[number_of_triangles].P3 = Object->Mesh_Hash_Vertex(&number_of_vertices, &max_vertices, &Vertices, P3);
/* Check for equal normals. */
VSub(D1, N1, N2);
VSub(D2, N1, N3);
VDot(l1, D1, D1);
VDot(l2, D2, D2);
/* NK 1998 */
Parse_Three_UVCoords(UV1,UV2,UV3);
Triangles[number_of_triangles].UV1 = Object->Mesh_Hash_UV(&number_of_uvcoords, &max_uvcoords, &UVCoords,UV1);
Triangles[number_of_triangles].UV2 = Object->Mesh_Hash_UV(&number_of_uvcoords, &max_uvcoords, &UVCoords,UV2);
Triangles[number_of_triangles].UV3 = Object->Mesh_Hash_UV(&number_of_uvcoords, &max_uvcoords, &UVCoords,UV3);
/* read possibly three instead of only one texture */
/* read these before compute!!! */
t2 = t3 = NULL;
Triangles[number_of_triangles].Texture = Object->Mesh_Hash_Texture(&number_of_textures, &max_textures, &Textures, Parse_Mesh_Texture(&t2,&t3));
if (t2) Triangles[number_of_triangles].Texture2 = Object->Mesh_Hash_Texture(&number_of_textures, &max_textures, &Textures, t2);
if (t3) Triangles[number_of_triangles].Texture3 = Object->Mesh_Hash_Texture(&number_of_textures, &max_textures, &Textures, t3);
if (t2 || t3) Triangles[number_of_triangles].ThreeTex = true;
if ((fabs(l1) > EPSILON) || (fabs(l2) > EPSILON))
{
/* Smooth triangle. */
Triangles[number_of_triangles].N1 = Object->Mesh_Hash_Normal(&number_of_normals, &max_normals, &Normals, N1);
Triangles[number_of_triangles].N2 = Object->Mesh_Hash_Normal(&number_of_normals, &max_normals, &Normals, N2);
Triangles[number_of_triangles].N3 = Object->Mesh_Hash_Normal(&number_of_normals, &max_normals, &Normals, N3);
Object->Compute_Mesh_Triangle(&Triangles[number_of_triangles], true, P1, P2, P3, N);
}
else
{
/* Flat triangle. */
Object->Compute_Mesh_Triangle(&Triangles[number_of_triangles], false, P1, P2, P3, N);
}
Triangles[number_of_triangles].Normal_Ind = Object->Mesh_Hash_Normal(&number_of_normals, &max_normals, &Normals, N);
if (Triangles[number_of_triangles].Texture < 0)
{
fully_textured = false;
}
number_of_triangles++;
}
/* NK degenerate fix */
else
{
/* parse the uv and texture info - even though we'll just throw it
away. why? if not we get a parse error - we should just ignore the
degenerate triangle */
t2=t3=NULL;
Parse_Three_UVCoords(UV1,UV2,UV3);
Parse_Mesh_Texture(&t2,&t3);
}
Parse_End();
END_CASE
/* NK 1998 */
CASE(INSIDE_VECTOR_TOKEN)
Parse_Vector(Inside_Vect);
END_CASE
/* NK ---- */
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
/* Destroy hash tables. */
Object->Destroy_Mesh_Hash_Tables();
/* If there are no triangles something went wrong. */
if (number_of_triangles == 0)
{
Error("No triangles in triangle mesh.");
}
/* Init triangle mesh data. */
Object->Data = (MESH_DATA *)POV_MALLOC(sizeof(MESH_DATA), "triangle mesh data");
Object->Data->References = 1;
Object->Data->Tree = NULL;
/* NK 1998 */
if( (fabs(Inside_Vect[X]) < EPSILON) && (fabs(Inside_Vect[Y]) < EPSILON) && (fabs(Inside_Vect[Z]) < EPSILON))
{
Object->has_inside_vector=false;
Object->Type |= PATCH_OBJECT;
}
else
{
VNormalize(Object->Data->Inside_Vect, Inside_Vect);
Object->has_inside_vector=true;
Object->Type &= ~PATCH_OBJECT;
}
Object->Data->Normals = NULL;
/* [LSK] Removed "Data->" */
Object->Textures = NULL;
Object->Data->Triangles = NULL;
Object->Data->Vertices = NULL;
/* Allocate memory for normals, textures, triangles and vertices. */
Object->Number_Of_Textures = number_of_textures;
Object->Data->Number_Of_Normals = number_of_normals;
Object->Data->Number_Of_Triangles = number_of_triangles;
Object->Data->Number_Of_Vertices = number_of_vertices;
Object->Data->Normals = (SNGL_VECT *)POV_MALLOC(number_of_normals*sizeof(SNGL_VECT), "triangle mesh data");
if (number_of_textures)
{
Set_Flag(Object, MULTITEXTURE_FLAG);
/* [LSK] Removed "Data->" */
Object->Textures = (TEXTURE **)POV_MALLOC(number_of_textures*sizeof(TEXTURE *), "triangle mesh data");
}
Object->Data->Triangles = (MESH_TRIANGLE *)POV_MALLOC(number_of_triangles*sizeof(MESH_TRIANGLE), "triangle mesh data");
Object->Data->Vertices = (SNGL_VECT *)POV_MALLOC(number_of_vertices*sizeof(SNGL_VECT), "triangle mesh data");
/* Copy normals, textures, triangles and vertices into mesh. */
for (i = 0; i < number_of_normals; i++)
{
Assign_Vector(Object->Data->Normals[i], Normals[i]);
}
for (i = 0; i < number_of_textures; i++)
{
/* [LSK] Removed "Data->" */
Object->Textures[i] = Copy_Textures(Textures[i]);
Post_Textures(Object->Textures[i]);
/* now free the texture, in order to decrement the reference count */
Destroy_Textures(Textures[i]);
}
if (fully_textured)
{
Object->Type |= TEXTURED_OBJECT;
}
for (i = 0; i < number_of_triangles; i++)
{
Object->Data->Triangles[i] = Triangles[i];
}
for (i = 0; i < number_of_vertices; i++)
{
Assign_Vector(Object->Data->Vertices[i], Vertices[i]);
}
/* NK 1998 */
/* do the four steps above, but for UV coordinates*/
Object->Data->UVCoords = NULL;
Object->Data->Number_Of_UVCoords = number_of_uvcoords;
Object->Data->UVCoords = (UV_VECT *)POV_MALLOC(number_of_uvcoords*sizeof(UV_VECT), "triangle mesh data");
for (i = 0; i < number_of_uvcoords; i++)
{
Assign_UV_Vect(Object->Data->UVCoords[i], UVCoords[i]);
}
POV_FREE(UVCoords);
/* NK ---- */
/* Free temporary memory. */
POV_FREE(Normals);
POV_FREE(Textures);
POV_FREE(Triangles);
POV_FREE(Vertices);
/*
Render_Info("Mesh: %ld bytes: %ld vertices, %ld normals, %ld textures, %ld triangles\n",
Object->Data->Number_Of_Normals*sizeof(SNGL_VECT)+
Object->Number_Of_Textures*sizeof(TEXTURE *)+
Object->Data->Number_Of_Triangles*sizeof(MESH_TRIANGLE)+
Object->Data->Number_Of_Vertices*sizeof(SNGL_VECT),
Object->Data->Number_Of_Vertices,
Object->Data->Number_Of_Normals,
Object->Number_Of_Textures,
Object->Data->Number_Of_Triangles);
*/
/* Create bounding box. */
Object->Compute_BBox();
/* Parse object modifiers. */
Parse_Object_Mods((ObjectPtr )Object);
/* Create bounding box tree. */
Object->Build_Mesh_BBox_Tree();
return ((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Mesh2
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* OBJECT
*
* AUTHOR
*
* Nathan Kopp
*
* DESCRIPTION
*
* Read a triangle mesh - syntax version 2.
*
* CHANGES
*
* Feb 1998 : Creation.
*
******************************************************************************/
ObjectPtr Parser::Parse_Mesh2()
{
int i;
int number_of_normals, number_of_textures, number_of_triangles, number_of_vertices, number_of_uvcoords;
int number_of_normal_indices;
int a,b,c;
int n1, n2, n3;
int found_normal_indices = 0;
int found_uv_indices = 0;
bool fully_textured = true;
bool foundZeroNormal = false;
DBL l1, l2;
VECTOR D1, D2, P1, P2, P3, N1, N;
VECTOR Inside_Vect;
UV_VECT UV1;
SNGL_VECT *Normals = NULL;
SNGL_VECT *Vertices = NULL;
TEXTURE **Textures = NULL;
UV_VECT *UVCoords = NULL;
Mesh *Object;
MESH_TRIANGLE *Triangles;
Make_Vector(Inside_Vect, 0, 0, 0);
Parse_Begin();
if ((Object = (Mesh *)Parse_Object_Id()) != NULL)
return((ObjectPtr )Object);
/* Create object. */
Object = new Mesh();
/* normals, uvcoords, and textures are optional */
number_of_vertices = 0;
number_of_uvcoords = 0;
number_of_textures = 0;
number_of_normals = 0;
number_of_normal_indices = 0;
/* ----------------- Get the Normals & UV Vectors & Textures ------------ */
EXPECT
/* ------------------- Get the Vertices ------------------- */
CASE(VERTEX_VECTORS_TOKEN)
if (number_of_vertices>0)
{
Warning(0, "Duplicate vertex_vectors block; ignoring previous block.");
POV_FREE(Vertices);
}
Parse_Begin();
number_of_vertices = (int)Parse_Float(); Parse_Comma();
if (number_of_vertices<=0)
Error("No vertices in triangle mesh.");
/* allocate memory for vertices */
Vertices = (SNGL_VECT *)POV_MALLOC(number_of_vertices*sizeof(SNGL_VECT), "triangle mesh data");
for(i=0; i<number_of_vertices; i++)
{
Parse_Vector(P1); Parse_Comma();
Assign_Vector(Vertices[i], P1);
}
Parse_End();
END_CASE
CASE(NORMAL_VECTORS_TOKEN)
if (number_of_normals>0)
{
Warning(0, "Duplicate normal_vectors block; ignoring previous block.");
POV_FREE(Normals);
}
Parse_Begin();
number_of_normals = (int)Parse_Float(); Parse_Comma();
if (number_of_normals>0)
{
Normals = (SNGL_VECT *)POV_MALLOC(number_of_normals*sizeof(SNGL_VECT), "triangle mesh data");
/* leave space in the array for the raw triangle normals */
for(i=0; i<number_of_normals; i++)
{
Parse_Vector(N1); Parse_Comma();
if(fabs(N1[X])<EPSILON && fabs(N1[Y])<EPSILON && fabs(N1[Z])<EPSILON)
{
N1[X] = 1.0; // make it nonzero
if(!foundZeroNormal)
Warning(0,"Normal vector in mesh2 cannot be zero - changing it to <1,0,0>.");
foundZeroNormal = true;
}
VNormalizeEq(N1);
Assign_Vector(Normals[i], N1);
}
}
Parse_End();
END_CASE
CASE(UV_VECTORS_TOKEN)
if (number_of_uvcoords>0)
{
Warning(0, "Duplicate uv_vectors block; ignoring previous block.");
POV_FREE(UVCoords);
}
Parse_Begin();
number_of_uvcoords = (int)Parse_Float(); Parse_Comma();
if (number_of_uvcoords>0)
{
UVCoords = (UV_VECT *)POV_MALLOC(number_of_uvcoords*sizeof(UV_VECT), "triangle mesh data");
for(i=0; i<number_of_uvcoords; i++)
{
Parse_UV_Vect(UV1); Parse_Comma();
Assign_UV_Vect(UVCoords[i], UV1);
}
}
Parse_End();
END_CASE
/*OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
EXPECT*/
CASE(TEXTURE_LIST_TOKEN)
Parse_Begin();
number_of_textures = (int)Parse_Float(); Parse_Comma();
if (number_of_textures>0)
{
Textures = (TEXTURE **)POV_MALLOC(number_of_textures*sizeof(TEXTURE *), "triangle mesh data");
for(i=0; i<number_of_textures; i++)
{
/*
GET(TEXTURE_ID_TOKEN)
Textures[i] = Copy_Texture_Pointer((TEXTURE *)Token.Data);
*/
GET(TEXTURE_TOKEN);
Parse_Begin();
Textures[i] = Parse_Texture();
Post_Textures(Textures[i]);
Parse_End();
Parse_Comma();
}
}
Parse_End();
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
if (number_of_vertices == 0)
Error("Vertex vectors not found in mesh2");
/* first make sure we at least have one UV coordinate */
if (number_of_uvcoords == 0)
{
number_of_uvcoords = 1;
UVCoords = (UV_VECT *)POV_MALLOC(number_of_uvcoords*sizeof(UV_VECT), "triangle mesh data");
UVCoords[0][U] = 0;
UVCoords[0][V] = 0;
}
/* ------------------- Get the Faces ------------------- */
GET(FACE_INDICES_TOKEN)
Parse_Begin();
/* number faces is mandatory, so we ask how many there are */
number_of_triangles = Parse_Float(); Parse_Comma();
if (number_of_triangles == 0)
{
Error("No triangles in triangle mesh.");
}
/* allocate memory for triangles */
Triangles = (MESH_TRIANGLE *)POV_MALLOC(number_of_triangles*sizeof(MESH_TRIANGLE), "triangle mesh data");
/* start reading triangles */
for(i=0; i<number_of_triangles; i++)
{
/* read in the indices vector */
Parse_Vector(P1); Parse_Comma();
/* convert the vector to integers */
a = (int)P1[X];
b = (int)P1[Y];
c = (int)P1[Z];
/* a--;b--;c--; use this to start external stuff at 1 */
if ( a<0 || b<0 || c<0 ||
a>=number_of_vertices || b>=number_of_vertices ||
c>=number_of_vertices)
{
Error("Mesh face index out of range.");
}
/* Init triangle. */
Object->Init_Mesh_Triangle(&Triangles[i]);
/* assign the vertices */
Triangles[i].P1 = a;
Triangles[i].P2 = b;
Triangles[i].P3 = c;
/* look for a texture index */
EXPECT
CASE_FLOAT
Triangles[i].Texture = Parse_Float(); Parse_Comma();
if (Triangles[i].Texture >= number_of_textures ||
Triangles[i].Texture < 0)
Error("Texture index out of range in mesh2.");
EXIT
END_CASE
OTHERWISE
Triangles[i].Texture = -1;
fully_textured = false;
EXIT
UNGET
END_CASE
END_EXPECT
/* look for a texture index */
EXPECT
CASE_FLOAT
Triangles[i].Texture2 = Parse_Float(); Parse_Comma();
if (Triangles[i].Texture2 >= number_of_textures ||
Triangles[i].Texture2 < 0)
Error("Texture index out of range in mesh2.");
Triangles[i].ThreeTex = true;
EXIT
END_CASE
OTHERWISE
Triangles[i].Texture2 = -1;
EXIT
UNGET
END_CASE
END_EXPECT
/* look for a texture index */
EXPECT
CASE_FLOAT
Triangles[i].Texture3 = Parse_Float(); Parse_Comma();
if (Triangles[i].Texture3 >= number_of_textures ||
Triangles[i].Texture3 < 0)
Error("Texture index out of range in mesh2.");
Triangles[i].ThreeTex = true;
EXIT
END_CASE
OTHERWISE
Triangles[i].Texture3 = -1;
EXIT
UNGET
END_CASE
END_EXPECT
}
Parse_End();
/* now we get the uv_indices & normal_indices in either order */
EXPECT
CASE(UV_INDICES_TOKEN)
if (found_uv_indices)
{
Error("Only one uv_indices section is allowed in mesh2");
}
found_uv_indices = 1;
Parse_Begin();
if (Parse_Float() != number_of_triangles)
Error("Number of uv indices must equal number of faces.");
Parse_Comma();
for (i=0; i<number_of_triangles; i++)
{
/* read in the indices vector */
Parse_Vector(P1); Parse_Comma();
/* convert the vector to integers */
a = (int)P1[X];
b = (int)P1[Y];
c = (int)P1[Z];
/* a--;b--;c--; use this to start external stuff at 1 */
if ( a<0 || b<0 || c<0 ||
a>=number_of_uvcoords || b>=number_of_uvcoords ||
c>=number_of_uvcoords)
{
Error("Mesh UV index out of range.");
}
/* assign the uv coordinate */
Triangles[i].UV1 = a;
Triangles[i].UV2 = b;
Triangles[i].UV3 = c;
}
Parse_End();
/*EXIT*/
END_CASE
/*
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
EXPECT
*/
CASE(NORMAL_INDICES_TOKEN)
if (found_normal_indices)
{
Error("Only one normal_indices section is allowed in mesh2");
}
found_normal_indices = 1;
Parse_Begin();
/*
Change - if fewer normals than triangles, then no problem - the
rest will be flat triangles.
if (Parse_Float() != number_of_triangles)
Error("Number of normal indices must equal number of faces.");
*/
number_of_normal_indices = Parse_Float();
if (number_of_normal_indices > number_of_triangles)
Error("Number of normal indices cannot be more than the number of faces.");
Parse_Comma();
for (i=0; i<number_of_normal_indices; i++)
{
/* read in the indices vector */
Parse_Vector(P1); Parse_Comma();
/* convert the vector to integers */
a = (int)P1[X];
b = (int)P1[Y];
c = (int)P1[Z];
/* a--;b--;c--; use this to start external stuff at 1 */
if ( a<0 || b<0 ||
c<0 ||
a>=number_of_normals || b>=number_of_normals ||
c>=number_of_normals)
{
Error("Mesh normal index out of range.");
}
/* assign the uv coordinate */
Triangles[i].N1 = a;
Triangles[i].N2 = b;
Triangles[i].N3 = c;
}
Parse_End();
/*EXIT*/
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
/* ----------------------------------------------------- */
/* ----------------------------------------------------- */
EXPECT
CASE(INSIDE_VECTOR_TOKEN)
Parse_Vector(Inside_Vect);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
if (fully_textured)
Object->Type |= TEXTURED_OBJECT;
if (!found_uv_indices)
{
if (number_of_uvcoords==number_of_vertices)
{
for (i=0; i<number_of_triangles; i++)
{
Triangles[i].UV1 = Triangles[i].P1;
Triangles[i].UV2 = Triangles[i].P2;
Triangles[i].UV3 = Triangles[i].P3;
}
}
else if (number_of_uvcoords==1)
{
for (i=0; i<number_of_triangles; i++)
{
Triangles[i].UV1 = 0;
Triangles[i].UV2 = 0;
Triangles[i].UV3 = 0;
}
}
else
{
Error("Missing uv_indicies section in mesh2.");
}
}
if (!found_normal_indices)
{
if (number_of_normals==number_of_vertices)
{
/* If number of normals matches number of vertices, then assume
that the normal_indices are the same as the triangle indices
(left out for file size reasons).
So, we pretend that we read in some normal_indices
*/
number_of_normal_indices = number_of_triangles;
for (i=0; i<number_of_triangles; i++)
{
Triangles[i].N1 = Triangles[i].P1;
Triangles[i].N2 = Triangles[i].P2;
Triangles[i].N3 = Triangles[i].P3;
}
}
else if (number_of_normals)
{
Error("Missing normal_indicies section in mesh2.");
}
}
/* ---------------- Compute Triangle Normals ---------------- */
/* reallocate the normals stuff */
if (!number_of_normals)
Normals = (SNGL_VECT *)POV_MALLOC(number_of_triangles*sizeof(SNGL_VECT), "triangle mesh data");
else
Normals = (SNGL_VECT *)POV_REALLOC(Normals, (number_of_normals+number_of_triangles)*sizeof(SNGL_VECT), "triangle mesh data");
for (i=0; i<number_of_triangles; i++)
{
a = (int) Triangles[i].P1;
b = (int) Triangles[i].P2;
c = (int) Triangles[i].P3;
n1 = (int) Triangles[i].N1;
n2 = (int) Triangles[i].N2;
n3 = (int) Triangles[i].N3;
Assign_Vector(P1, Vertices[a]);
Assign_Vector(P2, Vertices[b]);
Assign_Vector(P3, Vertices[c]);
Triangles[i].Smooth = false;
/* compute the normal (check for smoothness) */
/* if number_of_normal_indices > 0, then the first triangles
are smooth and the rest are flat */
if (i<number_of_normal_indices)
{
/* Check for equal normals. */
VSub(D1, Normals[n1], Normals[n2]);
VSub(D2, Normals[n1], Normals[n3]);
VDot(l1, D1, D1);
VDot(l2, D2, D2);
if ((fabs(l1) > EPSILON) || (fabs(l2) > EPSILON))
{
/* Smooth triangle. */
Object->Compute_Mesh_Triangle(&Triangles[i], true, P1, P2, P3, N);
Triangles[i].Smooth = true;
}
else
{
/* Flat triangle. */
Object->Compute_Mesh_Triangle(&Triangles[i], false, P1, P2, P3, N);
}
}
else
{
/* Flat triangle. */
Object->Compute_Mesh_Triangle(&Triangles[i], false, P1, P2, P3, N);
}
/* assign the triangle normal that we just computed */
Triangles[i].Normal_Ind = i+number_of_normals;
Assign_Vector(Normals[i+number_of_normals], N);
}
/* now remember how many normals we really have */
number_of_normals += number_of_triangles;
/* ----------------------------------------------------- */
/* Init triangle mesh data. */
Object->Data = (MESH_DATA *)POV_MALLOC(sizeof(MESH_DATA), "triangle mesh data");
Object->Data->References = 1;
Object->Data->Tree = NULL;
/* NK 1998 */
/*YS* 31/12/1999 */
if( (fabs(Inside_Vect[X]) < EPSILON) && (fabs(Inside_Vect[Y]) < EPSILON) && (fabs(Inside_Vect[Z]) < EPSILON))
{
Object->has_inside_vector=false;
Object->Type |= PATCH_OBJECT;
}
else
{
VNormalize(Object->Data->Inside_Vect, Inside_Vect);
Object->has_inside_vector=true;
Object->Type &= ~PATCH_OBJECT;
}
/*YS*/
/* copy pointers to normals, triangles, textures, and vertices. */
Object->Data->Normals = Normals;
Object->Data->Triangles = Triangles;
Object->Data->Vertices = Vertices;
Object->Data->UVCoords = UVCoords;
/* [LSK] Removed "Data->" */
Object->Textures = Textures;
/* copy number of for normals, textures, triangles and vertices. */
Object->Data->Number_Of_Normals = number_of_normals;
Object->Data->Number_Of_Triangles = number_of_triangles;
Object->Data->Number_Of_Vertices = number_of_vertices;
Object->Data->Number_Of_UVCoords = number_of_uvcoords;
Object->Number_Of_Textures = number_of_textures;
if (number_of_textures)
{
Set_Flag(Object, MULTITEXTURE_FLAG);
}
/* Create bounding box. */
Object->Compute_BBox();
/* Parse object modifiers. */
Parse_Object_Mods((ObjectPtr)Object);
/* Create bounding box tree. */
Object->Build_Mesh_BBox_Tree();
/*
Render_Info("Mesh2: %ld bytes: %ld vertices, %ld normals, %ld textures, %ld triangles\n",
Object->Data->Number_Of_Normals*sizeof(SNGL_VECT)+
Object->Number_Of_Textures*sizeof(TEXTURE *)+
Object->Data->Number_Of_Triangles*sizeof(MESH_TRIANGLE)+
Object->Data->Number_Of_Vertices*sizeof(SNGL_VECT),
Object->Data->Number_Of_Vertices,
Object->Data->Number_Of_Normals,
Object->Number_Of_Textures,
Object->Data->Number_Of_Triangles);
*/
return((ObjectPtr )Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Mesh_Texture
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* OBJECT
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Read an individual triangle mesh texture.
*
* CHANGES
*
* Feb 1995 : Creation.
*
******************************************************************************/
TEXTURE *Parser::Parse_Mesh_Texture (TEXTURE **t2, TEXTURE **t3)
{
TEXTURE *Texture;
Texture = NULL;
EXPECT
CASE(TEXTURE_TOKEN)
Parse_Begin();
GET(TEXTURE_ID_TOKEN);
Texture = (TEXTURE *)Token.Data;
Parse_End();
END_CASE
/* NK */
CASE(TEXTURE_LIST_TOKEN)
Parse_Begin();
GET(TEXTURE_ID_TOKEN);
Texture = (TEXTURE *)Token.Data;
Parse_Comma();
GET(TEXTURE_ID_TOKEN);
*t2 = (TEXTURE *)Token.Data;
Parse_Comma();
GET(TEXTURE_ID_TOKEN);
*t3 = (TEXTURE *)Token.Data;
Parse_End();
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
return(Texture);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Ovus
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* OBJECT
*
* AUTHOR
*
* Jerome Grimbert
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* Jul 2010 : Creation.
*
******************************************************************************/
ObjectPtr Parser::Parse_Ovus()
{
DBL distance;
Ovus *Object;
Parse_Begin();
if ((Object = (Ovus *)Parse_Object_Id()) != NULL)
{
return((ObjectPtr )Object);
}
Object = new Ovus();
Object->BottomRadius = Parse_Float(); /* Bottom radius */
Parse_Comma();
Object->TopRadius = Parse_Float(); /* Top radius */
/*
** Pre-compute the important values
*/
if ((Object->TopRadius < 0)||(Object->BottomRadius < 0))
{
Error("Both Ovus radii must be positive");
}
if (Object->TopRadius < 2.0 * Object->BottomRadius)
{
if (Object->BottomRadius > Object->TopRadius)
{
Object->ConnectingRadius = 2.0 * Object->BottomRadius;
Object->VerticalPosition = 2.0 * Object->TopRadius - Object->BottomRadius - (Object->TopRadius * Object->TopRadius / (2.0 * Object->BottomRadius) );
Object->HorizontalPosition = sqrt((Object->BottomRadius)*(Object->BottomRadius) -(Object->VerticalPosition)*(Object->VerticalPosition));
Object->BottomVertical = -Object->VerticalPosition;
distance = Object->ConnectingRadius - Object->TopRadius;
Object->TopVertical = ((Object->BottomRadius - Object->VerticalPosition) * Object->TopRadius / distance ) + Object->BottomRadius;
} else {
Object->ConnectingRadius = 2.0 * Object->TopRadius;
Object->VerticalPosition = - 2.0 * Object->TopRadius + Object->BottomRadius + (1.5 * Object->TopRadius * Object->TopRadius / Object->BottomRadius);
Object->HorizontalPosition = sqrt((Object->TopRadius)*(Object->TopRadius) - ((Object->VerticalPosition - Object->BottomRadius) * (Object->VerticalPosition - Object->BottomRadius)));
Object->TopVertical = 2.0 * Object->BottomRadius - Object->VerticalPosition;
distance = Object->ConnectingRadius - Object->BottomRadius;
Object->BottomVertical = -Object->VerticalPosition * Object->BottomRadius / distance;
}
Object->Compute_BBox();
Parse_Object_Mods ((ObjectPtr )Object);
return ((ObjectPtr ) Object);
}
else
{
PossibleError("Ovus second radius should be less than twice first radius\nSubstituing a sphere to ovus as it would be identical & simpler");
Sphere * Replacement;
Replacement = new Sphere();
Replacement->Center[X]=0;
Replacement->Center[Y]=Object->BottomRadius;
Replacement->Center[Z]=0;
Replacement->Radius = Object->TopRadius;
delete Object;
Replacement->Compute_BBox();
Parse_Object_Mods ((ObjectPtr )Replacement);
return ((ObjectPtr ) Replacement);
}
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Parametric
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Parametric(void)
{
Parametric *Object;
DBL temp;
char PrecompFlag = 0;
int PrecompDepth = 1;
UV_VECT tempUV;
Parse_Begin();
if((Object = (Parametric *)Parse_Object_Id()) != NULL)
return ((ObjectPtr )Object);
Object = new Parametric();
Object->vm = sceneData->functionVM;
EXPECT
CASE(FUNCTION_TOKEN)
Object->Function[0]= Parse_Function();
EXIT
END_CASE
OTHERWISE
Object->Function[0]= Parse_FunctionContent();
EXIT
END_CASE
END_EXPECT
Parse_Comma();
EXPECT
CASE(FUNCTION_TOKEN)
Object->Function[1]= Parse_Function();
EXIT
END_CASE
OTHERWISE
Object->Function[1]= Parse_FunctionContent();
EXIT
END_CASE
END_EXPECT
Parse_Comma();
EXPECT
CASE(FUNCTION_TOKEN)
Object->Function[2]= Parse_Function();
EXIT
END_CASE
OTHERWISE
Object->Function[2]= Parse_FunctionContent();
EXIT
END_CASE
END_EXPECT
Parse_UV_Vect(tempUV);
Object->umin = tempUV[U];
Object->vmin = tempUV[V];
Parse_Comma();
Parse_UV_Vect(tempUV);
Object->umax = tempUV[U];
Object->vmax = tempUV[V];
if(Object->umin>Object->umax)
{
temp = Object->umin;
Object->umin = Object->umax;
Object->umax = temp;
}
if(Object->vmin>Object->vmax)
{
temp = Object->vmin;
Object->vmin = Object->vmax;
Object->vmax = temp;
}
EXPECT
CASE(ACCURACY_TOKEN)
Object->accuracy= Parse_Float();
END_CASE
CASE(MAX_GRADIENT_TOKEN)
Object->max_gradient = Parse_Float();
END_CASE
CASE(PRECOMPUTE_TOKEN)
PrecompDepth= Parse_Float();
Parse_Comma();
EXPECT
CASE(VECTOR_FUNCT_TOKEN)
if(Token.Function_Id != X_TOKEN)
{
UNGET
}
else
PrecompFlag |= 1;
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_Comma();
EXPECT
CASE(VECTOR_FUNCT_TOKEN)
if(Token.Function_Id != Y_TOKEN)
{
UNGET
}
else
PrecompFlag |= 2;
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_Comma();
EXPECT
CASE(VECTOR_FUNCT_TOKEN)
if(Token.Function_Id != Z_TOKEN)
{
UNGET
}
else
PrecompFlag |= 4;
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
END_CASE
CASE(CONTAINED_BY_TOKEN)
Parse_Begin();
{
int Exit_Flag2 = false;
while (!Exit_Flag2)
{
Get_Token();
switch(Token.Token_Id)
{
CASE(BOX_TOKEN)
Object->container_shape = 0;
Parse_Begin();
Parse_Vector((Object->container.box.corner1));
Parse_Comma();
Parse_Vector((Object->container.box.corner2));
Parse_End();
if (Object->container.box.corner1[X] > Object->container.box.corner2[X])
{
temp = Object->container.box.corner1[X];
Object->container.box.corner1[X] = Object->container.box.corner2[X];
Object->container.box.corner2[X] = temp;
}
if (Object->container.box.corner1[Y] > Object->container.box.corner2[Y])
{
temp = Object->container.box.corner1[Y];
Object->container.box.corner1[Y] = Object->container.box.corner2[Y];
Object->container.box.corner2[Y] = temp;
}
if (Object->container.box.corner1[Z] > Object->container.box.corner2[Z])
{
temp = Object->container.box.corner1[Z];
Object->container.box.corner1[Z] = Object->container.box.corner2[Z];
Object->container.box.corner2[Z] = temp;
}
if (Object->Trans != NULL)
Object->Compute_BBox();
Exit_Flag2 = true;
END_CASE
CASE(SPHERE_TOKEN)
Object->container_shape = 1;
Parse_Begin();
Parse_Vector(Object->container.sphere.center);
Parse_Comma();
Object->container.sphere.radius = Parse_Float();
Parse_End();
Make_BBox(Object->BBox,
Object->container.sphere.center[X] - Object->container.sphere.radius,
Object->container.sphere.center[Y] - Object->container.sphere.radius,
Object->container.sphere.center[Z] - Object->container.sphere.radius,
2.0 * Object->container.sphere.radius,
2.0 * Object->container.sphere.radius,
2.0 * Object->container.sphere.radius);
if (Object->Trans != NULL)
Object->Compute_BBox();
Exit_Flag2 = true;
END_CASE
OTHERWISE
UNGET
Exit_Flag2 = true;
END_CASE
}
}
}
Parse_End();
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_Object_Mods((ObjectPtr )Object);
if(PrecompFlag != 0)
Object->Precompute_Parametric_Values(PrecompFlag, PrecompDepth, fnVMContext);
return ((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Plane ()
{
DBL len;
Plane *Object;
Parse_Begin ();
if ( (Object = (Plane *)Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
Object = new Plane();
Parse_Vector(Object->Normal_Vector); Parse_Comma();
VLength(len, Object->Normal_Vector);
if (len < EPSILON)
{
Error("Degenerate plane normal.");
}
VInverseScaleEq(Object->Normal_Vector, len);
Object->Distance = -Parse_Float();
Object->Compute_BBox();
Parse_Object_Mods ((ObjectPtr )Object);
return ((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Poly (int order)
{
Poly *Object;
Parse_Begin ();
if ( (Object = (Poly *)Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
if (order == 0)
{
order = (int)Parse_Float(); Parse_Comma();
if (order < 2 || order > MAX_ORDER)
Error("Order of poly is out of range.");
}
Object = new Poly(order);
Parse_Coeffs(Object->Order, &(Object->Coeffs[0]));
Object->Compute_BBox();
Parse_Object_Mods ((ObjectPtr )Object);
return ((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Polynom ()
{
Poly *Object;
unsigned int x,y,z;
int order;
DBL value;
Parse_Begin ();
if ( (Object = (Poly *)Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
order = (int)Parse_Float(); Parse_Comma();
if (order < 2 || order > MAX_ORDER)
{
Error("Order of polynom is out of range.");
}
Object = new Poly(order);
EXPECT
CASE (XYZ_TOKEN)
GET (LEFT_PAREN_TOKEN);
x = (unsigned int)Parse_Float();
Parse_Comma();
y = (unsigned int)Parse_Float();
Parse_Comma();
z = (unsigned int)Parse_Float();
GET (RIGHT_PAREN_TOKEN);
GET (COLON_TOKEN);
value = Parse_Float();
if (!Object->Set_Coeff(x,y,z,value))
{
Error("Coefficient of polynom is out of range.");
}
Parse_Comma();
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Object->Compute_BBox();
Parse_Object_Mods ((ObjectPtr )Object);
return ((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Polygon
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* ObjectPtr -
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* May 1994 : Creation.
*
* Oct 1994 : Modified to use new polygon data structure. [DB]
*
******************************************************************************/
ObjectPtr Parser::Parse_Polygon()
{
int i, closed = false;
int Number;
Polygon *Object;
VECTOR *Points;
VECTOR P;
Parse_Begin();
if ((Object = (Polygon *)Parse_Object_Id()) != NULL)
{
return((ObjectPtr ) Object);
}
Object = new Polygon();
Number = (int)Parse_Float();
if (Number < 3)
{
Error("Polygon needs at least three points.");
}
Points = (VECTOR *)POV_MALLOC((Number+1)*sizeof(VECTOR), "temporary polygon points");
for (i = 0; i < Number; i++)
{
Parse_Comma();
Parse_Vector(Points[i]);
}
/* Check for closed polygons. */
Assign_Vector(P, Points[0]);
for (i = 1; i < Number; i++)
{
closed = false;
if ((fabs(P[X] - Points[i][X]) < EPSILON) &&
(fabs(P[Y] - Points[i][Y]) < EPSILON) &&
(fabs(P[Z] - Points[i][Z]) < EPSILON))
{
// force almost-identical vertices to be /exactly/ identical,
// to make processing easier later
Assign_Vector(Points[i], P);
i++;
if (i < Number)
{
Assign_Vector(P, Points[i]);
}
closed = true;
}
}
if (!closed)
{
Warning(0, "Polygon not closed. Closing it.");
Assign_Vector(Points[Number], P);
Number++;
}
Object->Compute_Polygon(Number, Points);
POV_FREE (Points);
Parse_Object_Mods ((ObjectPtr )Object);
return((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Prism
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* ObjectPtr -
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
ObjectPtr Parser::Parse_Prism()
{
int i, closed = false;
DBL h;
int loopStart = 0;
Prism *Object;
UV_VECT *Points;
UV_VECT P;
Parse_Begin();
if ((Object = (Prism *)Parse_Object_Id()) != NULL)
{
return((ObjectPtr ) Object);
}
Object = new Prism();
/*
* Determine kind of spline used (linear, quadratic, cubic)
* and type of sweeping (linear, conic).
*/
EXPECT
CASE(LINEAR_SPLINE_TOKEN)
Object->Spline_Type = LINEAR_SPLINE;
END_CASE
CASE(QUADRATIC_SPLINE_TOKEN)
Object->Spline_Type = QUADRATIC_SPLINE;
END_CASE
CASE(CUBIC_SPLINE_TOKEN)
Object->Spline_Type = CUBIC_SPLINE;
END_CASE
CASE(BEZIER_SPLINE_TOKEN)
Object->Spline_Type = BEZIER_SPLINE;
END_CASE
CASE(LINEAR_SWEEP_TOKEN)
Object->Sweep_Type = LINEAR_SWEEP;
END_CASE
CASE(CONIC_SWEEP_TOKEN)
Object->Sweep_Type = CONIC_SWEEP;
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
/* Read prism heights. */
Object->Height1 = Parse_Float(); Parse_Comma();
Object->Height2 = Parse_Float(); Parse_Comma();
if (Object->Height1 > Object->Height2)
{
h = Object->Height1;
Object->Height1 = Object->Height2;
Object->Height2 = h;
}
/* Get number of points = number of segments. */
Object->Number = (int)Parse_Float();
switch (Object->Spline_Type)
{
case LINEAR_SPLINE :
if (Object->Number < 3)
{
Error("Prism with linear splines must have at least three points.");
}
break;
case QUADRATIC_SPLINE :
if (Object->Number < 5)
{
Error("Prism with quadratic splines must have at least five points.");
}
break;
case CUBIC_SPLINE :
if (Object->Number < 6)
{
Error("Prism with cubic splines must have at least six points.");
}
break;
case BEZIER_SPLINE :
if ((Object->Number & 3) != 0)
{
Error("Prism with Bezier splines must have four points per segment.");
}
break;
}
/* Allocate Object->Number points for the prism. */
Points = (UV_VECT *)POV_MALLOC((Object->Number+1) * sizeof(UV_VECT), "temporary prism points");
/* Read points (x, y : coordinate of 2d point; z : not used). */
for (i = 0; i < Object->Number; i++)
{
Parse_Comma();
Parse_UV_Vect(Points[i]);
}
/* Closed or not closed that's the question. */
EXPECT
CASE(OPEN_TOKEN)
Clear_Flag(Object, CLOSED_FLAG);
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
/* Check for closed prism. */
if ((Object->Spline_Type == LINEAR_SPLINE) ||
(Object->Spline_Type == QUADRATIC_SPLINE) ||
(Object->Spline_Type == CUBIC_SPLINE))
{
switch (Object->Spline_Type)
{
case LINEAR_SPLINE :
i = 1;
Assign_UV_Vect(P, Points[0]);
break;
case QUADRATIC_SPLINE :
case CUBIC_SPLINE :
i = 2;
Assign_UV_Vect(P, Points[1]);
break;
}
for ( ; i < Object->Number; i++)
{
closed = false;
if ((fabs(P[X] - Points[i][X]) < EPSILON) &&
(fabs(P[Y] - Points[i][Y]) < EPSILON))
{
switch (Object->Spline_Type)
{
case LINEAR_SPLINE :
i++;
if (i < Object->Number)
{
Assign_UV_Vect(P, Points[i]);
}
break;
case QUADRATIC_SPLINE :
i += 2;
if (i < Object->Number)
{
Assign_UV_Vect(P, Points[i]);
}
break;
case CUBIC_SPLINE :
i += 3;
if (i < Object->Number)
{
Assign_UV_Vect(P, Points[i]);
}
break;
}
closed = true;
}
}
}
else
{
closed = true;
loopStart = 0;
for (i = 4; i < Object->Number; i += 4)
{
if ((fabs(Points[i][X] - Points[i-1][X]) > EPSILON) ||
(fabs(Points[i][Y] - Points[i-1][Y]) > EPSILON))
{
//. this is a different point. Check if we have a loop.
if ((fabs(Points[i-1][X] - Points[loopStart][X]) > EPSILON) ||
(fabs(Points[i-1][Y] - Points[loopStart][Y]) > EPSILON))
{
closed = false;
break;
}
loopStart = i;
}
}
if ((fabs(Points[Object->Number-1][X] - Points[loopStart][X]) > EPSILON) ||
(fabs(Points[Object->Number-1][Y] - Points[loopStart][Y]) > EPSILON))
{
closed = false;
}
}
if (!closed)
{
if (Object->Spline_Type == LINEAR_SPLINE)
{
Assign_UV_Vect(Points[Object->Number], P);
Object->Number++;
Warning(0, "Linear prism not closed. Closing it.");
}
else
{
Set_Flag(Object, DEGENERATE_FLAG);
Warning(0, "Prism not closed. Ignoring it.");
}
}
/* Compute spline segments. */
Object->Compute_Prism(Points, GetParserDataPtr());
/* Compute bounding box. */
Object->Compute_BBox();
/* Parse object's modifiers. */
Parse_Object_Mods((ObjectPtr )Object);
/* Destroy temporary points. */
POV_FREE (Points);
return((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Quadric ()
{
VECTOR Min, Max;
Quadric *Object;
Parse_Begin ();
if ( (Object = (Quadric *)Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
Object = new Quadric();
Parse_Vector(Object->Square_Terms); Parse_Comma();
Parse_Vector(Object->Mixed_Terms); Parse_Comma();
Parse_Vector(Object->Terms); Parse_Comma();
Object->Constant = Parse_Float();
Make_Vector(Min, -BOUND_HUGE, -BOUND_HUGE, -BOUND_HUGE);
Make_Vector(Max, BOUND_HUGE, BOUND_HUGE, BOUND_HUGE);
Object->Compute_BBox(Min, Max);
Parse_Object_Mods ((ObjectPtr )Object);
return ((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Smooth_Triangle ()
{
SmoothTriangle *Object;
short degen;
DBL vlen;
degen=false;
Parse_Begin ();
if ( (Object = (SmoothTriangle *)Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
Object = new SmoothTriangle();
Parse_Vector (Object->P1); Parse_Comma();
Parse_Vector (Object->N1); Parse_Comma();
VLength(vlen,Object->N1);
if (vlen == 0.0)
degen=true;
else
VNormalize (Object->N1, Object->N1);
Parse_Vector (Object->P2); Parse_Comma();
Parse_Vector (Object->N2); Parse_Comma();
VLength(vlen,Object->N2);
if(vlen == 0.0)
degen=true;
else
VNormalize (Object->N2, Object->N2);
Parse_Vector (Object->P3); Parse_Comma();
Parse_Vector (Object->N3);
VLength(vlen,Object->N3);
if(vlen == 0.0)
degen=true;
else
VNormalize (Object->N3, Object->N3);
if(!degen)
degen = !Object->Compute_Triangle();
if(degen)
Warning(0, "Degenerate triangle. Please remove.");
Object->Compute_BBox();
Parse_Object_Mods((ObjectPtr )Object);
return ((ObjectPtr)Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Sor
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* ObjectPtr -
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Read a surface of revolution primitive.
*
* CHANGES
*
* May 1994 : Creation.
*
******************************************************************************/
ObjectPtr Parser::Parse_Sor()
{
int i;
Sor *Object;
UV_VECT *Points;
Parse_Begin();
if ((Object = (Sor *)Parse_Object_Id()) != NULL)
{
return((ObjectPtr )Object);
}
Object = new Sor();
/* Get number of points. */
Object->Number = (int)Parse_Float();
if (Object->Number <4)
{
Error("Surface of revolution must have at least four points.");
}
/* Get temporary points describing the rotated curve. */
Points = (UV_VECT *)POV_MALLOC(Object->Number*sizeof(UV_VECT), "temporary surface of revolution points");
/* Read points (x : radius; y : height; z : not used). */
for (i = 0; i < Object->Number; i++)
{
Parse_Comma();
Parse_UV_Vect(Points[i]);
if ((Points[i][X] < 0.0) ||
((i > 1 ) && (i < Object->Number - 1) && (Points[i][Y] <= Points[i-1][Y])))
{
Error("Incorrect point in surface of revolution.");
}
}
/* Closed or not closed that's the question. */
EXPECT
CASE(OPEN_TOKEN)
Clear_Flag(Object, CLOSED_FLAG);
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
/* There are Number-3 segments! */
Object->Number -= 3;
/* Compute spline segments. */
Object->Compute_Sor(Points, GetParserDataPtr());
/* Compute bounding box. */
Object->Compute_BBox();
/* Parse object's modifiers. */
Parse_Object_Mods((ObjectPtr )Object);
/* Destroy temporary points. */
POV_FREE (Points);
if (Object->Spline->BCyl->number > sceneData->Max_Bounding_Cylinders)
{
SceneThreadData *td = GetParserDataPtr();
sceneData->Max_Bounding_Cylinders = Object->Spline->BCyl->number ;
td->BCyl_Intervals = POV_REALLOC (td->BCyl_Intervals, 4*sceneData->Max_Bounding_Cylinders*sizeof(BCYL_INT), "lathe intersection list");
td->BCyl_RInt = POV_REALLOC (td->BCyl_RInt, 2*sceneData->Max_Bounding_Cylinders*sizeof(BCYL_INT), "lathe intersection list");
td->BCyl_HInt = POV_REALLOC (td->BCyl_HInt, 2*sceneData->Max_Bounding_Cylinders*sizeof(BCYL_INT), "lathe intersection list");
}
return ((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Sphere()
{
Sphere *Object;
Parse_Begin();
if ((Object = (Sphere *)Parse_Object_Id()) != NULL)
{
return ((ObjectPtr ) Object);
}
Object = new Sphere();
Parse_Vector(Object->Center);
Parse_Comma();
Object->Radius = Parse_Float();
Object->Compute_BBox();
Parse_Object_Mods((ObjectPtr )Object);
return((ObjectPtr )Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Sphere_Sweep
*
* INPUT
*
* -
*
* OUTPUT
*
* -
*
* RETURNS
*
* Object
*
* AUTHOR
*
* Jochen Lippert
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Sphere_Sweep()
{
SphereSweep *Object;
int i;
Parse_Begin();
if ((Object = (SphereSweep *)Parse_Object_Id()) != NULL)
return ((ObjectPtr)Object);
Object = new SphereSweep();
/* Get type of interpolation */
EXPECT
CASE(LINEAR_SPLINE_TOKEN)
Object->Interpolation = LINEAR_SPHERE_SWEEP;
EXIT
END_CASE
CASE(CUBIC_SPLINE_TOKEN)
Object->Interpolation = CATMULL_ROM_SPLINE_SPHERE_SWEEP;
EXIT
END_CASE
CASE(B_SPLINE_TOKEN)
Object->Interpolation = B_SPLINE_SPHERE_SWEEP;
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
if (Object->Interpolation == -1)
{
Error("Invalid type of interpolation.");
}
Parse_Comma();
/* Get number of modeling spheres */
Object->Num_Modeling_Spheres = (int)Parse_Float();
if ((Object->Num_Modeling_Spheres < 2) || (Object->Interpolation != LINEAR_SPHERE_SWEEP && Object->Num_Modeling_Spheres < 4))
Error("Too few modeling spheres for interpolation type.");
Object->Modeling_Sphere =
(SPHSWEEP_SPH *)POV_MALLOC(Object->Num_Modeling_Spheres * sizeof(SPHSWEEP_SPH),
"sphere sweep modeling spheres");
for (i = 0; i < Object->Num_Modeling_Spheres; i++)
{
Parse_Comma();
Parse_Vector(Object->Modeling_Sphere[i].Center);
Parse_Comma();
Object->Modeling_Sphere[i].Radius = Parse_Float();
}
EXPECT
CASE(TOLERANCE_TOKEN)
Object->Depth_Tolerance = Parse_Float();
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Object->Compute();
Object->Compute_BBox();
Parse_Object_Mods((ObjectPtr )Object);
return ((ObjectPtr )Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Superellipsoid
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* ObjectPtr -
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* Read a superellipsoid primitive.
*
* CHANGES
*
* Oct 1994 : Creation.
*
******************************************************************************/
ObjectPtr Parser::Parse_Superellipsoid()
{
UV_VECT V1;
Superellipsoid *Object;
Parse_Begin();
if ((Object = (Superellipsoid *)Parse_Object_Id()) != NULL)
{
return((ObjectPtr )Object);
}
Object = new Superellipsoid();
Parse_UV_Vect(V1);
/* The x component is e, the y component is n. */
Object->Power[X] = 2.0 / V1[X];
Object->Power[Y] = V1[X] / V1[Y];
Object->Power[Z] = 2.0 / V1[Y];
/* Compute bounding box. */
Object->Compute_BBox();
/* Parse object's modifiers. */
Parse_Object_Mods((ObjectPtr)Object);
return((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Torus
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* OBJECT
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* Jul 1994 : Creation.
*
******************************************************************************/
ObjectPtr Parser::Parse_Torus()
{
Torus *Object;
Parse_Begin();
if ((Object = (Torus *)Parse_Object_Id()) != NULL)
{
return((ObjectPtr )Object);
}
Object = new Torus();
/* Read in the two radii. */
Object->MajorRadius = Parse_Float(); /* Big radius */
Parse_Comma();
Object->MinorRadius = Parse_Float(); /* Little radius */
Object->Compute_BBox();
Parse_Object_Mods ((ObjectPtr )Object);
return ((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Triangle()
{
Triangle *Object;
Parse_Begin();
if ((Object = (Triangle *)Parse_Object_Id()) != NULL)
{
return((ObjectPtr ) Object);
}
Object = new Triangle();
Parse_Vector(Object->P1); Parse_Comma();
Parse_Vector(Object->P2); Parse_Comma();
Parse_Vector(Object->P3);
/* Note that Compute_Triangle also computes the bounding box. */
if(!Object->Compute_Triangle())
Warning(0, "Degenerate triangle. Please remove.");
Parse_Object_Mods((ObjectPtr )Object);
return((ObjectPtr )Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_TrueType ()
{
ObjectPtr Object;
char *filename = NULL;
UCS2 *text_string;
DBL depth;
VECTOR offset;
int builtin_font = 0;
TRANSFORM Local_Trans;
Parse_Begin ();
if ( (Object = (ObjectPtr )Parse_Object_Id()) != NULL)
return ((ObjectPtr ) Object);
EXPECT
CASE(TTF_TOKEN)
filename = Parse_C_String(true);
EXIT
END_CASE
CASE(INTERNAL_TOKEN)
builtin_font = (int)Parse_Float();
EXIT
END_CASE
OTHERWISE
Expectation_Error ("ttf or internal");
END_CASE
END_EXPECT
/*** Object = Create_TTF(); */
Parse_Comma();
/* Parse the text string to be rendered */
text_string = Parse_String();
Parse_Comma();
/* Get the extrusion depth */
depth = Parse_Float(); Parse_Comma ();
/* Get the offset vector */
Parse_Vector(offset);
/* Process all this good info */
Object = new CSGUnion();
TrueType::ProcessNewTTF((CSG *)Object, filename, builtin_font, text_string, depth, offset, this, sceneData);
if (filename)
{
/* Free up the filename */
POV_FREE (filename);
}
/* Free up the text string memory */
POV_FREE (text_string);
/**** Compute_TTF_BBox(Object); */
Object->Compute_BBox();
/* This tiny rotation should fix cracks in text that lies along an axis */
Make_Vector(offset, 0.001, 0.001, 0.001);
Compute_Rotation_Transform(&Local_Trans, offset);
Rotate_Object ((ObjectPtr )Object, offset, &Local_Trans);
/* Get any rotate/translate or texturing stuff */
Object = Parse_Object_Mods ((ObjectPtr) Object);
return ((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Object ()
{
ObjectPtr Object = NULL;
EXPECT
CASE (ISOSURFACE_TOKEN)
Object = Parse_Isosurface ();
EXIT
END_CASE
CASE (PARAMETRIC_TOKEN)
Object = Parse_Parametric ();
EXIT
END_CASE
CASE (JULIA_FRACTAL_TOKEN)
Object = Parse_Julia_Fractal ();
EXIT
END_CASE
CASE (SPHERE_TOKEN)
Object = Parse_Sphere ();
EXIT
END_CASE
CASE (SPHERE_SWEEP_TOKEN)
Object = Parse_Sphere_Sweep ();
EXIT
END_CASE
CASE (PLANE_TOKEN)
Object = Parse_Plane ();
EXIT
END_CASE
CASE (CONE_TOKEN)
Object = Parse_Cone ();
EXIT
END_CASE
CASE (CYLINDER_TOKEN)
Object = Parse_Cylinder ();
EXIT
END_CASE
CASE (DISC_TOKEN)
Object = Parse_Disc ();
EXIT
END_CASE
CASE (QUADRIC_TOKEN)
Object = Parse_Quadric ();
EXIT
END_CASE
CASE (CUBIC_TOKEN)
Object = Parse_Poly (3);
EXIT
END_CASE
CASE (QUARTIC_TOKEN)
Object = Parse_Poly (4);
EXIT
END_CASE
CASE (POLY_TOKEN)
Object = Parse_Poly (0);
EXIT
END_CASE
CASE (POLYNOM_TOKEN)
Object = Parse_Polynom();
EXIT
END_CASE
CASE (OVUS_TOKEN)
Object = Parse_Ovus();
EXIT
END_CASE
CASE (TORUS_TOKEN)
Object = Parse_Torus ();
EXIT
END_CASE
/* Parse lathe primitive. [DB 8/94] */
CASE (LATHE_TOKEN)
Object = Parse_Lathe();
EXIT
END_CASE
/* Parse polygon primitive. [DB 8/94] */
CASE (POLYGON_TOKEN)
Object = Parse_Polygon();
EXIT
END_CASE
/* Parse prism primitive. [DB 8/94] */
CASE (PRISM_TOKEN)
Object = Parse_Prism();
EXIT
END_CASE
/* Parse surface of revolution primitive. [DB 8/94] */
CASE (SOR_TOKEN)
Object = Parse_Sor();
EXIT
END_CASE
/* Parse superellipsoid primitive. [DB 11/94] */
CASE (SUPERELLIPSOID_TOKEN)
Object = Parse_Superellipsoid();
EXIT
END_CASE
/* Parse triangle mesh primitive. [DB 2/95] */
CASE (MESH_TOKEN)
Object = Parse_Mesh();
EXIT
END_CASE
/* NK 1998 Parse triangle mesh primitive - syntax version 2. */
CASE (MESH2_TOKEN)
Object = Parse_Mesh2();
EXIT
END_CASE
/* NK ---- */
CASE (TEXT_TOKEN)
Object = Parse_TrueType ();
EXIT
END_CASE
CASE (OBJECT_ID_TOKEN)
Object = Copy_Object((ObjectPtr ) Token.Data);
EXIT
END_CASE
CASE (UNION_TOKEN)
Object = Parse_CSG (CSG_UNION_TYPE);
EXIT
END_CASE
CASE (LIGHT_GROUP_TOKEN)
Object = Parse_Light_Group ();
EXIT
END_CASE
CASE (COMPOSITE_TOKEN)
Warning(150, "Use union instead of composite.");
Object = Parse_CSG (CSG_UNION_TYPE);
EXIT
END_CASE
CASE (MERGE_TOKEN)
Object = Parse_CSG (CSG_MERGE_TYPE);
EXIT
END_CASE
CASE (INTERSECTION_TOKEN)
Object = Parse_CSG (CSG_INTERSECTION_TYPE);
EXIT
END_CASE
CASE (DIFFERENCE_TOKEN)
Object = Parse_CSG (CSG_DIFFERENCE_TYPE+CSG_INTERSECTION_TYPE);
EXIT
END_CASE
CASE (BICUBIC_PATCH_TOKEN)
Object = Parse_Bicubic_Patch ();
EXIT
END_CASE
CASE (TRIANGLE_TOKEN)
Object = Parse_Triangle ();
EXIT
END_CASE
CASE (SMOOTH_TRIANGLE_TOKEN)
Object = Parse_Smooth_Triangle ();
EXIT
END_CASE
CASE (HEIGHT_FIELD_TOKEN)
Object = Parse_HField ();
EXIT
END_CASE
CASE (BOX_TOKEN)
Object = Parse_Box ();
EXIT
END_CASE
CASE (BLOB_TOKEN)
Object = Parse_Blob ();
EXIT
END_CASE
CASE (LIGHT_SOURCE_TOKEN)
Object = Parse_Light_Source ();
EXIT
END_CASE
CASE (OBJECT_TOKEN)
Parse_Begin ();
Object = Parse_Object ();
if (!Object)
Expectation_Error ("object");
Object = Parse_Object_Mods ((ObjectPtr )Object);
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
return ((ObjectPtr ) Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Default ()
{
TEXTURE *Local_Texture;
PIGMENT *Local_Pigment;
TNORMAL *Local_Tnormal;
FINISH *Local_Finish;
Not_In_Default = false;
Parse_Begin();
EXPECT
CASE (TEXTURE_TOKEN)
Local_Texture = Default_Texture;
Parse_Begin ();
Default_Texture = Parse_Texture();
Parse_End ();
if (Default_Texture->Type != PLAIN_PATTERN)
Error("Default texture cannot be material map or tiles.");
if (Default_Texture->Next != NULL)
Error("Default texture cannot be layered.");
Destroy_Textures(Local_Texture);
END_CASE
CASE (PIGMENT_TOKEN)
Local_Pigment = Copy_Pigment((Default_Texture->Pigment));
Parse_Begin ();
Parse_Pigment (&Local_Pigment);
Parse_End ();
Destroy_Pigment(Default_Texture->Pigment);
Default_Texture->Pigment = Local_Pigment;
END_CASE
CASE (TNORMAL_TOKEN)
Local_Tnormal = Copy_Tnormal((Default_Texture->Tnormal));
Parse_Begin ();
Parse_Tnormal (&Local_Tnormal);
Parse_End ();
Destroy_Tnormal(Default_Texture->Tnormal);
Default_Texture->Tnormal = Local_Tnormal;
END_CASE
CASE (FINISH_TOKEN)
Local_Finish = Copy_Finish((Default_Texture->Finish));
Parse_Finish (&Local_Finish);
Destroy_Finish(Default_Texture->Finish);
Default_Texture->Finish = Local_Finish;
END_CASE
CASE (RADIOSITY_TOKEN)
Parse_Begin ();
EXPECT
CASE (IMPORTANCE_TOKEN)
sceneData->radiositySettings.defaultImportance = Parse_Float ();
if ( (sceneData->radiositySettings.defaultImportance <= 0.0) ||
(sceneData->radiositySettings.defaultImportance > 1.0) )
Error("Radiosity importance must be greater than 0.0 and at most 1.0.");
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End ();
END_CASE
CASE (CAMERA_TOKEN)
Parse_Camera (Default_Camera);
END_CASE
#if 0 // TODO - find a better syntax for this before re-enabling it
CASE (IMAGE_MAP_TOKEN)
Parse_Begin ();
EXPECT
CASE (GAMMA_TOKEN)
sceneData->inputFileGamma = Parse_Gamma ();
if ((sceneData->gammaMode != kPOVList_GammaMode_AssumedGamma36) && (sceneData->gammaMode != kPOVList_GammaMode_AssumedGamma37))
{
if (sceneData->gammaMode == kPOVList_GammaMode_None)
{
Warning(0, "Use of the default image_map gamma feature requires gamma correction to be on.\n"
"Therefore, despite this scene requesting compatibility with a pre-3.7 version\n"
"of POV-Ray and not specifying assumed_gamma, gamma correction is enabled with\n"
"assumed_gamma defaulting to " DEFAULT_WORKING_GAMMA_TEXT ".\n");
}
sceneData->gammaMode = kPOVList_GammaMode_AssumedGamma37Implied;
sceneData->workingGamma = GetGammaCurve(DEFAULT_WORKING_GAMMA_TYPE, DEFAULT_WORKING_GAMMA);
sceneData->workingGammaToSRGB = TranscodingGammaCurve::Get(sceneData->workingGamma, SRGBGammaCurve::Get());
}
sceneData->inputFileGammaSet = true;
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End ();
END_CASE
#endif
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End();
Not_In_Default = true;
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Frame ()
{
ObjectPtr Object;
RAINBOW *Local_Rainbow;
FOG *Local_Fog;
SKYSPHERE *Local_Skysphere;
int i;
bool had_camera = false;
try
{
EXPECT
CASE (RAINBOW_TOKEN)
Local_Rainbow = Parse_Rainbow();
Local_Rainbow->Next = sceneData->rainbow;
sceneData->rainbow = Local_Rainbow;
END_CASE
CASE (SKYSPHERE_TOKEN)
Local_Skysphere = Parse_Skysphere();
if (sceneData->skysphere != NULL)
{
Warning(0, "Only one sky-sphere allowed (last one will be used).");
Destroy_Skysphere(sceneData->skysphere);
}
sceneData->skysphere = Local_Skysphere;
for (i=0; i<Local_Skysphere->Count; i++)
{
Post_Pigment(Local_Skysphere->Pigments[i]);
}
END_CASE
CASE (FOG_TOKEN)
Local_Fog = Parse_Fog();
Local_Fog->Next = sceneData->fog;
sceneData->fog = Local_Fog;
END_CASE
CASE (MEDIA_TOKEN)
Parse_Media(sceneData->atmosphere);
END_CASE
CASE (BACKGROUND_TOKEN)
Parse_Begin();
Parse_Colour (sceneData->backgroundColour);
if (sceneData->EffectiveLanguageVersion() < 370)
{
sceneData->backgroundColour.filter() = 0.0f;
if (sceneData->outputAlpha)
sceneData->backgroundColour.transm() = 1.0f;
else
sceneData->backgroundColour.transm() = 0.0f;
}
else
{
if (!sceneData->outputAlpha)
{
// if we're not outputting an alpha channel, precompose the scene background against a black "background behind the background"
// (NB: We're deliberately ignoring filter here, as it would wind up being ignored anyway due to how the rendering code works.)
sceneData->backgroundColour.red() *= (1.0 - sceneData->backgroundColour.transm());
sceneData->backgroundColour.green() *= (1.0 - sceneData->backgroundColour.transm());
sceneData->backgroundColour.blue() *= (1.0 - sceneData->backgroundColour.transm());
sceneData->backgroundColour.filter() = 0.0f;
sceneData->backgroundColour.transm() = 0.0f;
}
}
Parse_End();
END_CASE
CASE (CAMERA_TOKEN)
if (sceneData->languageVersion >= 350)
{
if (sceneData->clocklessAnimation == false)
{
if (had_camera == true)
Warning(0, "More than one camera in scene. Ignoring previous camera(s).");
}
had_camera = true;
sceneData->parsedCamera = Default_Camera;
}
Parse_Camera(sceneData->parsedCamera);
if (sceneData->clocklessAnimation == true)
sceneData->cameras.push_back(sceneData->parsedCamera);
END_CASE
CASE (DECLARE_TOKEN)
UNGET
Warning(295,"Should have '#' before 'declare'.");
Parse_Directive (false);
END_CASE
CASE (INCLUDE_TOKEN)
UNGET
Warning(295,"Should have '#' before 'include'.");
Parse_Directive (false);
END_CASE
CASE (FLOAT_FUNCT_TOKEN)
switch(Token.Function_Id)
{
case VERSION_TOKEN:
UNGET
Parse_Directive (false);
UNGET
break;
default:
UNGET
Expectation_Error ("object or directive");
break;
}
END_CASE
CASE (MAX_TRACE_LEVEL_TOKEN)
if (sceneData->languageVersion >= 350)
{
PossibleError("'max_trace_level' should be in global_settings block.\n"
"Future versions may not support 'max_trace_level' outside global_settings.");
}
Global_Setting_Warn();
Max_Trace_Level = (int)Parse_Float();
Max_Trace_Level = max(1, Max_Trace_Level);
Had_Max_Trace_Level = true;
if(Max_Trace_Level > MAX_TRACE_LEVEL_LIMIT)
{
Warning(0, "Maximum max_trace_level is %d but %d was specified.\n"
"Going to use max_trace_level %d.",
MAX_TRACE_LEVEL_LIMIT, Max_Trace_Level, MAX_TRACE_LEVEL_LIMIT);
Max_Trace_Level = MAX_TRACE_LEVEL_LIMIT;
}
END_CASE
CASE (MAX_INTERSECTIONS_TOKEN)
Parse_Float();
if (sceneData->languageVersion >= 370)
Warning(0, "'max_intersections' is no longer needed and has no effect in POV-Ray 3.7 or later.");
END_CASE
CASE (DEFAULT_TOKEN)
Parse_Default();
END_CASE
CASE (END_OF_FILE_TOKEN)
EXIT
END_CASE
CASE (GLOBAL_SETTINGS_TOKEN)
Parse_Global_Settings();
END_CASE
OTHERWISE
UNGET
Object = Parse_Object();
if (Object == NULL)
Expectation_Error ("object or directive");
Post_Process (Object, NULL);
Link_To_Frame (Object);
END_CASE
END_EXPECT
}
// Make sure any exceptional situations are reported as a parse error (pov_base::Exception)
// (both to the user interface and "upward" to the calling code)
catch (pov_base::Exception& e)
{
// Error was detected by the parser, and already reported when first thrown
throw(e);
}
catch (std::exception& e)
{
// Some other exceptional situation occurred in a library or some such and couldn't be handled gracefully;
// handle it now by failing with a corresponding parse error
Error(e.what());
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Global_Settings()
{
Parse_Begin();
EXPECT
CASE (IRID_WAVELENGTH_TOKEN)
Parse_Colour (sceneData->iridWavelengths);
END_CASE
CASE (CHARSET_TOKEN)
EXPECT
CASE (ASCII_TOKEN)
sceneData->stringEncoding = 0; // ASCII
EXIT
END_CASE
CASE (UTF8_TOKEN)
sceneData->stringEncoding = 1; // UTF8
EXIT
END_CASE
CASE (SYS_TOKEN)
sceneData->stringEncoding = 2; // System Specific
EXIT
END_CASE
OTHERWISE
Expectation_Error ("charset type");
END_CASE
END_EXPECT
END_CASE
CASE (ASSUMED_GAMMA_TOKEN)
{
switch (sceneData->gammaMode)
{
case kPOVList_GammaMode_AssumedGamma36:
case kPOVList_GammaMode_AssumedGamma37:
// they have explicitly set assumed_gamma, so we
// don't do any of the compatibility checks we normally do. issue a
// warning and continue on our way.
Warning(0, "New instance of assumed_gamma ignored");
Parse_Gamma();
break;
default:
if (sceneData->EffectiveLanguageVersion() < 370)
sceneData->gammaMode = kPOVList_GammaMode_AssumedGamma36;
else
sceneData->gammaMode = kPOVList_GammaMode_AssumedGamma37;
sceneData->workingGamma = Parse_Gamma();
sceneData->workingGammaToSRGB = TranscodingGammaCurve::Get(sceneData->workingGamma, SRGBGammaCurve::Get());
break;
}
}
END_CASE
CASE (MAX_TRACE_LEVEL_TOKEN)
{
int Trace_Level = (int)Parse_Float();
Max_Trace_Level = max(1, Trace_Level);
Had_Max_Trace_Level = true;
if(Max_Trace_Level > MAX_TRACE_LEVEL_LIMIT)
{
Warning(0, "Maximum max_trace_level is %d but %d was specified.\n"
"Going to use max_trace_level %d.",
MAX_TRACE_LEVEL_LIMIT, Max_Trace_Level, MAX_TRACE_LEVEL_LIMIT);
Max_Trace_Level = MAX_TRACE_LEVEL_LIMIT;
}
}
END_CASE
CASE (ADC_BAILOUT_TOKEN)
sceneData->parsedAdcBailout = Parse_Float ();
END_CASE
CASE (NUMBER_OF_WAVES_TOKEN)
{
int numberOfWaves = (int) Parse_Float ();
if(numberOfWaves <=0)
{
Warning(0, "Illegal Value: number_of_waves must be greater than 0.\nChanged to 1.");
numberOfWaves = 1;
}
sceneData->numberOfWaves = numberOfWaves;
}
END_CASE
CASE (MAX_INTERSECTIONS_TOKEN)
Parse_Float();
if (sceneData->languageVersion >= 370)
Warning(0, "'max_intersections' is no longer needed and has no effect in POV-Ray 3.7 or later.");
END_CASE
CASE (NOISE_GENERATOR_TOKEN)
sceneData->noiseGenerator = (int) Parse_Float();
if (sceneData->noiseGenerator < 1 || sceneData->noiseGenerator > 3)
Error ("Value for noise_generator in global_settings must be 1, 2, or 3.");
sceneData->explicitNoiseGenerator = true;
END_CASE
CASE (AMBIENT_LIGHT_TOKEN)
Parse_Colour (sceneData->ambientLight);
END_CASE
CASE (PHOTONS_TOKEN)
// TODO FIXME PHOTONS
sceneData->photonSettings.minGatherCount = 20;
sceneData->photonSettings.maxGatherCount = 100;
sceneData->photonSettings.adcBailout = -1; // use the normal adc bailout
sceneData->photonSettings.Max_Trace_Level = -1; // use the normal max_trace_level
sceneData->photonSettings.jitter = 0.4;
sceneData->photonSettings.autoStopPercent = 0.5;
sceneData->photonSettings.expandTolerance = 0.2;
sceneData->photonSettings.minExpandCount = 35;
sceneData->photonSettings.fileName = NULL;
sceneData->photonSettings.loadFile = false;
sceneData->photonSettings.surfaceSeparation = 1.0;
sceneData->photonSettings.globalSeparation = 1.0;
sceneData->photonSettings.maxMediaSteps = 0; // disable media photons by default
sceneData->photonSettings.mediaSpacingFactor = 1.0;
// sceneData->photonSettings.photonReflectionBlur = false; // off by default
sceneData->photonSettings.surfaceCount = 0;
// sceneData->photonSettings.globalCount = 0;
sceneData->surfacePhotonMap.minGatherRad = -1;
Parse_Begin();
EXPECT
CASE(RADIUS_TOKEN)
sceneData->surfacePhotonMap.minGatherRad = Allow_Float(-1.0);
Parse_Comma();
sceneData->surfacePhotonMap.minGatherRadMult = Allow_Float(1.0);
Parse_Comma();
sceneData->mediaPhotonMap.minGatherRad = Allow_Float(-1.0);
Parse_Comma();
sceneData->mediaPhotonMap.minGatherRadMult = Allow_Float(1.0);
END_CASE
CASE(SPACING_TOKEN)
sceneData->photonSettings.surfaceSeparation = Parse_Float();
END_CASE
#ifdef GLOBAL_PHOTONS
CASE(GLOBAL_TOKEN)
sceneData->photonSettings.globalCount = (int)Parse_Float();
END_CASE
#endif
CASE (EXPAND_THRESHOLDS_TOKEN)
sceneData->photonSettings.expandTolerance = Parse_Float(); Parse_Comma();
sceneData->photonSettings.minExpandCount = Parse_Float();
if (sceneData->photonSettings.expandTolerance < 0.0)
{
Warning(100,"The first parameter of expand_thresholds must be greater than or equal to 0.\nSetting it to 0 now.");
sceneData->photonSettings.expandTolerance = 0.0;
}
if (sceneData->photonSettings.minExpandCount < 0)
{
Warning(100,"The second parameter of expand_thresholds must be greater than or equal to 0.\nSetting it to 0 now.");
sceneData->photonSettings.minExpandCount = 0;
}
END_CASE
CASE (GATHER_TOKEN)
sceneData->photonSettings.minGatherCount = (int)Parse_Float();
Parse_Comma();
sceneData->photonSettings.maxGatherCount = (int)Parse_Float();
END_CASE
CASE (JITTER_TOKEN)
sceneData->photonSettings.jitter = Parse_Float();
END_CASE
CASE (COUNT_TOKEN)
sceneData->photonSettings.surfaceCount = (int)Parse_Float();
END_CASE
CASE (AUTOSTOP_TOKEN)
sceneData->photonSettings.autoStopPercent = Parse_Float();
END_CASE
CASE (ADC_BAILOUT_TOKEN)
sceneData->photonSettings.adcBailout = Parse_Float ();
END_CASE
CASE (MAX_TRACE_LEVEL_TOKEN)
sceneData->photonSettings.Max_Trace_Level = Parse_Float();
END_CASE
CASE(LOAD_FILE_TOKEN)
if(sceneData->photonSettings.fileName)
{
if(sceneData->photonSettings.loadFile)
Warning(100,"Filename already given, using new name");
else
Warning(100,"Cannot both load and save photon map. Now switching to load mode.");
POV_FREE(sceneData->photonSettings.fileName);
}
sceneData->photonSettings.fileName = Parse_C_String(true);
sceneData->photonSettings.loadFile = true;
END_CASE
CASE(SAVE_FILE_TOKEN)
if(sceneData->photonSettings.fileName)
{
if(!sceneData->photonSettings.loadFile)
Warning(100,"Filename already given, using new name");
else
Warning(100,"Cannot both load and save photon map. Now switching to save mode.");
POV_FREE(sceneData->photonSettings.fileName);
}
sceneData->photonSettings.fileName = Parse_C_String(true);
sceneData->photonSettings.loadFile = false;
END_CASE
CASE(MEDIA_TOKEN)
sceneData->photonSettings.maxMediaSteps = (int)Parse_Float(); Parse_Comma();
if (sceneData->photonSettings.maxMediaSteps<0)
Error("max media steps must be non-negative.");
sceneData->photonSettings.mediaSpacingFactor = Allow_Float(1.0);
if (sceneData->photonSettings.mediaSpacingFactor <= 0.0)
Error("media spacing factor must be greater than zero.");
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
// max_gather_count = 0 means no photon maps
if (sceneData->photonSettings.maxGatherCount > 0)
sceneData->photonSettings.photonsEnabled = true;
else
sceneData->photonSettings.photonsEnabled = false;
if(sceneData->photonSettings.photonsEnabled)
{
// check for range errors
if (sceneData->photonSettings.minGatherCount < 0)
Error("min_gather_count cannot be negative.");
if (sceneData->photonSettings.maxGatherCount < 0)
Error("max_gather_count cannot be negative.");
if (sceneData->photonSettings.minGatherCount > sceneData->photonSettings.maxGatherCount)
Error("min_gather_count must be less than max_gather_count.");
}
Parse_End();
if(sceneData->photonSettings.photonsEnabled == false)
{
sceneData->photonSettings.photonsEnabled = false;
Warning(0, "A photons{}-block has been found but photons remain disabled because\n"
"the output quality is set to 8 or less.");
}
END_CASE
CASE (RADIOSITY_TOKEN)
// enable radiosity only if the user includes a "radiosity" token
if((sceneData->radiositySettings.radiosityEnabled == false) && (sceneData->languageVersion < 350))
{
Warning(0, "In POV-Ray 3.5 and later a radiosity{}-block will automatically\n"
"turn on radiosity if the output quality is set to 9 or higher.\n"
"Read the documentation to find out more about radiosity changes!");
}
sceneData->radiositySettings.radiosityEnabled = true;
Parse_Begin();
EXPECT
CASE(LOAD_FILE_TOKEN)
PossibleError("In POV-Ray 3.7 and later 'load_file' has to be specified as\n"
"an option on the command-line, in an INI file or in a dialog\n"
"(on some platforms). The 'load_file' setting here will be ignored!\n"
"Read the documentation to find out more about radiosity changes!");
{
char *tstr = Parse_C_String(true);
POV_FREE(tstr);
}
END_CASE
CASE(SAVE_FILE_TOKEN)
PossibleError("In POV-Ray 3.7 and later 'save_file' has to be specified as\n"
"an option on the command-line, in an INI file or in a dialog\n"
"(on some platforms). The 'save_file' setting here will be ignored!\n"
"Read the documentation to find out more about radiosity changes!");
{
char *tstr = Parse_C_String(true);
POV_FREE(tstr);
}
END_CASE
CASE(ALWAYS_SAMPLE_TOKEN)
sceneData->radiositySettings.alwaysSample = ((int)Parse_Float() != 0);
END_CASE
CASE (PRETRACE_START_TOKEN)
sceneData->radiositySettings.pretraceStart = Parse_Float();
if ((sceneData->radiositySettings.pretraceStart <= 0.0) ||
(sceneData->radiositySettings.pretraceStart > 1.0))
{
Error("Radiosity pretrace start must be greater than 0 and no higher than 1.");
}
END_CASE
CASE (PRETRACE_END_TOKEN)
sceneData->radiositySettings.pretraceEnd = Parse_Float();
if ((sceneData->radiositySettings.pretraceEnd <= 0.0) ||
(sceneData->radiositySettings.pretraceEnd > 1.0))
{
Error("Radiosity pretrace end must be greater than 0 and no higher than 1.");
}
END_CASE
CASE (BRIGHTNESS_TOKEN)
if ((sceneData->radiositySettings.brightness = Parse_Float()) <= 0.0)
{
Error("Radiosity brightness must be a positive number.");
}
END_CASE
CASE (COUNT_TOKEN)
if (( sceneData->radiositySettings.count = (int)Parse_Float()) <= 0)
{
Error("Radiosity count must be a positive number.");
}
Parse_Comma();
sceneData->radiositySettings.directionPoolSize = (int)Allow_Float(max((long)RADIOSITY_MAX_SAMPLE_DIRECTIONS,sceneData->radiositySettings.count));
if (sceneData->radiositySettings.directionPoolSize < sceneData->radiositySettings.count)
{
Error("Radiosity count can not be more than direction pool size (count 2nd value).");
}
END_CASE
CASE (ERROR_BOUND_TOKEN)
if (( sceneData->radiositySettings.errorBound = Parse_Float()) <= 0.0)
{
Error("Radiosity error bound must be a positive number.");
}
END_CASE
CASE (GRAY_THRESHOLD_TOKEN)
sceneData->radiositySettings.grayThreshold = Parse_Float();
if (( sceneData->radiositySettings.grayThreshold < 0.0) || ( sceneData->radiositySettings.grayThreshold > 1.0))
{
Error("Radiosity gray threshold must be from 0.0 to 1.0.");
}
END_CASE
CASE (LOW_ERROR_FACTOR_TOKEN)
if (( sceneData->radiositySettings.lowErrorFactor = Parse_Float()) <= 0.0)
{
Error("Radiosity low error factor must be a positive number.");
}
END_CASE
CASE (MAXIMUM_REUSE_TOKEN)
sceneData->radiositySettings.maximumReuseSet = true;
if (( sceneData->radiositySettings.maximumReuse = Parse_Float()) <= 0.0)
{
Error("Radiosity maximum reuse must be a positive number.");
}
END_CASE
CASE (MINIMUM_REUSE_TOKEN)
sceneData->radiositySettings.minimumReuseSet = true;
if (( sceneData->radiositySettings.minimumReuse = Parse_Float()) < 0.0)
{
Error("Radiosity minimum reuse can not be a negative number.");
}
END_CASE
CASE (NEAREST_COUNT_TOKEN)
sceneData->radiositySettings.nearestCount = (int)Parse_Float();
if (( sceneData->radiositySettings.nearestCount < 1) ||
( sceneData->radiositySettings.nearestCount > RadiosityFunction::MAX_NEAREST_COUNT))
{
Error("Radiosity nearest count must be a value from 1 to %d.", RadiosityFunction::MAX_NEAREST_COUNT);
}
Parse_Comma();
sceneData->radiositySettings.nearestCountAPT = (int)Allow_Float(0.0);
if (( sceneData->radiositySettings.nearestCountAPT < 0) ||
( sceneData->radiositySettings.nearestCountAPT >= sceneData->radiositySettings.nearestCount))
{
Error("Radiosity nearest count for adaptive pretrace must be non-negative and smaller than general nearest count.");
}
END_CASE
CASE (RECURSION_LIMIT_TOKEN)
sceneData->radiositySettings.recursionLimit = (int)Parse_Float();
if ((sceneData->radiositySettings.recursionLimit < 1) || (sceneData->radiositySettings.recursionLimit > RadiosityFunction::DEPTH_MAX))
{
Error("Radiosity recursion limit must be in the range 1 to %d.", RadiosityFunction::DEPTH_MAX);
}
END_CASE
CASE (MAX_SAMPLE_TOKEN)
sceneData->radiositySettings.maxSample = Parse_Float();
END_CASE
CASE (ADC_BAILOUT_TOKEN)
if (( sceneData->radiositySettings.adcBailout = Parse_Float()) <= 0)
{
Error("ADC Bailout must be a positive number.");
}
END_CASE
CASE (TNORMAL_TOKEN)
sceneData->radiositySettings.normal = ((int)Parse_Float() != 0);
END_CASE
CASE (MEDIA_TOKEN)
sceneData->radiositySettings.media = ((int)Parse_Float() != 0);
END_CASE
CASE (SUBSURFACE_TOKEN)
sceneData->radiositySettings.subsurface = ((int)Parse_Float() != 0);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End();
END_CASE
CASE (HF_GRAY_16_TOKEN)
Allow_Float(1.0);
PossibleError("In POV-Ray 3.7 and later 'hf_gray_16' has to be specified as\n"
"an option on the command-line (e.g. '+FNg'), in an INI file\n"
"(e.g. 'Grayscale_Output=true'), or (on some platforms) in a dialog.\n"
"The 'hf_gray_16' setting here is ignored. See the documentation\n"
"for more details.");
END_CASE
CASE (MM_PER_UNIT_TOKEN)
sceneData->mmPerUnit = Parse_Float ();
END_CASE
CASE (SUBSURFACE_TOKEN)
sceneData->useSubsurface = true;
Parse_Begin();
EXPECT
CASE(SAMPLES_TOKEN)
sceneData->subsurfaceSamplesDiffuse = (int)Parse_Float(); Parse_Comma();
sceneData->subsurfaceSamplesSingle = (int)Parse_Float();
END_CASE
CASE (RADIOSITY_TOKEN)
sceneData->subsurfaceUseRadiosity = ((int)Parse_Float() != 0);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End();
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End();
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
// be aware that this method may change the address of Object
// (this will only happen if Object is CSG and the invert_object keyword is parsed)
ObjectPtr Parser::Parse_Object_Mods (ObjectPtr Object)
{
DBL V1, V2;
VECTOR Min, Max;
VECTOR Local_Vector;
MATRIX Local_Matrix;
TRANSFORM Local_Trans;
BBOX BBox;
TEXTURE *Local_Texture;
TEXTURE *Local_Int_Texture;
MATERIAL Local_Material;
Colour Local_Colour;
char *s;
EXPECT
CASE(UV_MAPPING_TOKEN)
/* if no texture than allow uv_mapping
otherwise, warn user */
if (Object->Texture == NULL)
{
Set_Flag(Object, UV_FLAG);
}
else
{
Error ("uv_mapping must be specified before texture.");
}
END_CASE
CASE(SPLIT_UNION_TOKEN)
if(dynamic_cast<CSGUnion *>(Object) == NULL) // FIXME
Error("split_union found in non-union object.\n");
((CSG*)Object)->do_split = (int)Parse_Float();
END_CASE
CASE(PHOTONS_TOKEN)
Parse_Begin();
EXPECT
CASE(TARGET_TOKEN)
Object->Ph_Density = Allow_Float(1.0);
if (Object->Ph_Density > 0)
{
Set_Flag(Object,PH_TARGET_FLAG);
CheckPassThru(Object, PH_TARGET_FLAG);
}
else
{
Clear_Flag(Object, PH_TARGET_FLAG);
}
END_CASE
CASE(REFRACTION_TOKEN)
if((int)Parse_Float())
{
Set_Flag(Object, PH_RFR_ON_FLAG);
Clear_Flag(Object, PH_RFR_OFF_FLAG);
CheckPassThru(Object, PH_RFR_ON_FLAG);
}
else
{
Clear_Flag(Object, PH_RFR_ON_FLAG);
Set_Flag(Object, PH_RFR_OFF_FLAG);
}
END_CASE
CASE(REFLECTION_TOKEN)
if((int)Parse_Float())
{
Set_Flag(Object, PH_RFL_ON_FLAG);
Clear_Flag(Object, PH_RFL_OFF_FLAG);
}
else
{
Clear_Flag(Object, PH_RFL_ON_FLAG);
Set_Flag(Object, PH_RFL_OFF_FLAG);
}
END_CASE
CASE(PASS_THROUGH_TOKEN)
if((int)Allow_Float(1.0))
{
Set_Flag(Object, PH_PASSTHRU_FLAG);
CheckPassThru(Object, PH_PASSTHRU_FLAG);
}
else
{
Clear_Flag(Object, PH_PASSTHRU_FLAG);
}
END_CASE
CASE(COLLECT_TOKEN)
Bool_Flag (Object, PH_IGNORE_PHOTONS_FLAG, !(Allow_Float(1.0) > 0.0));
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End();
END_CASE
CASE(CUTAWAY_TEXTURES_TOKEN)
if(dynamic_cast<CSGIntersection *>(Object) == NULL) // FIXME
Error("cutaway_textures can only be used with intersection and difference.");
Set_Flag(Object, CUTAWAY_TEXTURES_FLAG);
END_CASE
CASE_COLOUR
Parse_Colour (Local_Colour);
if (sceneData->languageVersion < 150)
{
if (Object->Texture != NULL)
{
if (Object->Texture->Type == PLAIN_PATTERN)
{
Object->Texture->Pigment->Quick_Colour = Local_Colour;
END_CASE
}
}
}
Warning(0, "Quick color belongs in texture. Color ignored.");
END_CASE
CASE (TRANSLATE_TOKEN)
Parse_Vector (Local_Vector);
Compute_Translation_Transform(&Local_Trans, Local_Vector);
Translate_Object (Object, Local_Vector, &Local_Trans);
END_CASE
CASE (ROTATE_TOKEN)
Parse_Vector (Local_Vector);
Compute_Rotation_Transform(&Local_Trans, Local_Vector);
Rotate_Object (Object, Local_Vector, &Local_Trans);
END_CASE
CASE (SCALE_TOKEN)
Parse_Scale_Vector (Local_Vector);
Compute_Scaling_Transform(&Local_Trans, Local_Vector);
Scale_Object (Object, Local_Vector, &Local_Trans);
END_CASE
CASE (TRANSFORM_TOKEN)
Transform_Object(Object, Parse_Transform(&Local_Trans));
END_CASE
CASE (MATRIX_TOKEN)
Parse_Matrix (Local_Matrix);
Compute_Matrix_Transform(&Local_Trans, Local_Matrix);
Transform_Object (Object, &Local_Trans);
END_CASE
CASE (BOUNDED_BY_TOKEN)
Parse_Begin ();
if(!Object->Bound.empty())
if(Object->Clip == Object->Bound)
Error ("Cannot add bounds after linking bounds and clips.");
EXPECT
CASE (CLIPPED_BY_TOKEN)
if(!Object->Bound.empty())
Error ("Cannot link clips with previous bounds.");
Object->Bound = Object->Clip;
EXIT
END_CASE
OTHERWISE
UNGET
Parse_Bound_Clip(Object->Bound);
EXIT
END_CASE
END_EXPECT
Parse_End ();
END_CASE
CASE (CLIPPED_BY_TOKEN)
Parse_Begin ();
if(!Object->Clip.empty())
if(Object->Clip == Object->Bound)
Error ("Cannot add clips after linking bounds and clips.");
EXPECT
CASE (BOUNDED_BY_TOKEN)
if(!Object->Clip.empty())
Error ("Cannot link bounds with previous clips.");
Object->Clip = Object->Bound;
EXIT
END_CASE
OTHERWISE
UNGET
Parse_Bound_Clip(Object->Clip);
/* Compute quadric bounding box before transformations. [DB 8/94] */
if (dynamic_cast<Quadric *>(Object) != NULL)
{
Make_Vector(Min, -BOUND_HUGE, -BOUND_HUGE, -BOUND_HUGE);
Make_Vector(Max, BOUND_HUGE, BOUND_HUGE, BOUND_HUGE);
((Quadric *)Object)->Compute_BBox(Min, Max);
}
EXIT
END_CASE
END_EXPECT
Parse_End ();
END_CASE
CASE (TEXTURE_TOKEN)
Object->Type |= TEXTURED_OBJECT;
Parse_Begin ();
Local_Texture = Parse_Texture ();
Parse_End ();
Link_Textures(&(Object->Texture), Local_Texture);
END_CASE
CASE (INTERIOR_TEXTURE_TOKEN)
Object->Type |= TEXTURED_OBJECT;
Parse_Begin ();
Local_Int_Texture = Parse_Texture ();
Parse_End ();
Link_Textures(&(Object->Interior_Texture), Local_Int_Texture);
END_CASE
CASE (INTERIOR_TOKEN)
Parse_Interior((Interior **)(&Object->interior));
END_CASE
CASE (MATERIAL_TOKEN)
Local_Material.Texture = Object->Texture;
Local_Material.Interior_Texture = Object->Interior_Texture;
Local_Material.interior = Object->interior;
Parse_Material(&Local_Material);
Object->Texture = Local_Material.Texture;
if ( Object->Texture )
{
Object->Type |= TEXTURED_OBJECT;
}
Object->Interior_Texture = Local_Material.Interior_Texture;
Object->interior = Local_Material.interior;
END_CASE
CASE3 (PIGMENT_TOKEN, TNORMAL_TOKEN, FINISH_TOKEN)
Object->Type |= TEXTURED_OBJECT;
if (Object->Texture == NULL)
Object->Texture = Copy_Textures(Default_Texture);
else
if (Object->Texture->Type != PLAIN_PATTERN)
Link_Textures(&(Object->Texture), Copy_Textures(Default_Texture));
UNGET
EXPECT
CASE (PIGMENT_TOKEN)
Parse_Begin ();
Parse_Pigment ( &(Object->Texture->Pigment) );
Parse_End ();
END_CASE
CASE (TNORMAL_TOKEN)
Parse_Begin ();
Parse_Tnormal ( &(Object->Texture->Tnormal) );
Parse_End ();
END_CASE
CASE (FINISH_TOKEN)
Parse_Finish ( &(Object->Texture->Finish) );
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
END_CASE
CASE (INVERSE_TOKEN)
if (Object->Type & PATCH_OBJECT)
Warning (0, "Cannot invert a patch object.");
// warning: Invert_Object will change the pointer if Object is CSG
// (this is a bit hackish and needs to be fixed).
if ((Object->Type & IS_CSG_OBJECT) != 0)
Object = Invert_CSG_Object(Object);
else
Invert_Object (Object);
END_CASE
CASE (STURM_TOKEN)
if (!(Object->Type & STURM_OK_OBJECT))
Not_With ("sturm","this object");
Bool_Flag (Object, STURM_FLAG, (Allow_Float(1.0) > 0.0));
END_CASE
/* Object-Ray Options
Do not intersect with camera rays [ENB 9/97] */
CASE (NO_IMAGE_TOKEN)
Bool_Flag (Object, NO_IMAGE_FLAG, (Allow_Float(1.0) > 0.0));
END_CASE
/* Object-Ray Options
Do not intersect with reflection rays [ENB 9/97] */
CASE (NO_REFLECTION_TOKEN)
Bool_Flag (Object, NO_REFLECTION_FLAG, (Allow_Float(1.0) > 0.0));
END_CASE
/* Object-Ray Options
Do not intersect with radiosity rays [CLi 5/09] */
CASE (NO_RADIOSITY_TOKEN)
Bool_Flag (Object, NO_RADIOSITY_FLAG, (Allow_Float(1.0) > 0.0));
END_CASE
CASE (NO_SHADOW_TOKEN)
Set_Flag(Object, NO_SHADOW_FLAG);
END_CASE
CASE (LIGHT_SOURCE_TOKEN)
Error("Light source must be defined using new syntax.");
END_CASE
CASE(HIERARCHY_TOKEN)
if (!(Object->Type & HIERARCHY_OK_OBJECT))
Not_With ("hierarchy", "this object");
Bool_Flag (Object, HIERARCHY_FLAG, (Allow_Float(1.0) > 0.0));
END_CASE
CASE(HOLLOW_TOKEN)
Bool_Flag (Object, HOLLOW_FLAG, (Allow_Float(1.0) > 0.0));
Set_Flag (Object, HOLLOW_SET_FLAG);
if ((dynamic_cast<CSGIntersection *>(Object) != NULL) ||
(dynamic_cast<CSGMerge *>(Object) != NULL) ||
(dynamic_cast<CSGUnion *>(Object) != NULL))
{
Set_CSG_Children_Flag(Object, Test_Flag(Object, HOLLOW_FLAG), HOLLOW_FLAG, HOLLOW_SET_FLAG);
}
END_CASE
CASE(DOUBLE_ILLUMINATE_TOKEN)
Bool_Flag (Object, DOUBLE_ILLUMINATE_FLAG, (Allow_Float(1.0) > 0.0));
if ((dynamic_cast<CSGIntersection *>(Object) != NULL) ||
(dynamic_cast<CSGMerge *>(Object) != NULL) ||
(dynamic_cast<CSGUnion *>(Object) != NULL))
{
Set_CSG_Tree_Flag(Object, DOUBLE_ILLUMINATE_FLAG,Test_Flag(Object, DOUBLE_ILLUMINATE_FLAG));
}
END_CASE
CASE(RADIOSITY_TOKEN)
#if 0
Bool_Flag (Object, IGNORE_RADIOSITY_FLAG, !(Allow_Float(1.0) > 0.0));
#else
Parse_Begin ();
EXPECT
CASE (IMPORTANCE_TOKEN)
Object->RadiosityImportance = Parse_Float ();
if ( (Object->RadiosityImportance <= 0.0) ||
(Object->RadiosityImportance > 1.0) )
Error("Radiosity importance must be greater than 0.0 and at most 1.0.");
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End ();
#endif
END_CASE
CASE(DEBUG_TAG_TOKEN)
s = Parse_C_String ();
#ifdef OBJECT_DEBUG_HELPER
Object->Debug.Tag = s ;
#endif
POV_FREE (s) ;
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
/*
* Assign bounding objects' bounding box to object
* if object's bounding box is larger. [DB 9/94]
*/
if(!Object->Bound.empty())
{
/* Get bounding objects bounding box. */
Make_Vector(Min, -BOUND_HUGE, -BOUND_HUGE, -BOUND_HUGE);
Make_Vector(Max, BOUND_HUGE, BOUND_HUGE, BOUND_HUGE);
for(vector<ObjectPtr>::iterator Sib = Object->Bound.begin(); Sib != Object->Bound.end(); Sib++)
{
if(!Test_Flag((*Sib), INVERTED_FLAG))
{
Min[X] = max(Min[X], (DBL)((*Sib)->BBox.Lower_Left[X]));
Min[Y] = max(Min[Y], (DBL)((*Sib)->BBox.Lower_Left[Y]));
Min[Z] = max(Min[Z], (DBL)((*Sib)->BBox.Lower_Left[Z]));
Max[X] = min(Max[X], (DBL)((*Sib)->BBox.Lower_Left[X] + (*Sib)->BBox.Lengths[X]));
Max[Y] = min(Max[Y], (DBL)((*Sib)->BBox.Lower_Left[Y] + (*Sib)->BBox.Lengths[Y]));
Max[Z] = min(Max[Z], (DBL)((*Sib)->BBox.Lower_Left[Z] + (*Sib)->BBox.Lengths[Z]));
}
}
Make_BBox_from_min_max(BBox, Min, Max);
/* Get bounding boxes' volumes. */
BOUNDS_VOLUME(V1, BBox);
BOUNDS_VOLUME(V2, Object->BBox);
if (V1 < V2)
{
Object->BBox = BBox;
}
}
/*
* Assign clipping objects' bounding box to object
* if object's bounding box is larger. [DB 9/94]
*/
if(!Object->Clip.empty())
{
/* Get clipping objects bounding box. */
Make_Vector(Min, -BOUND_HUGE, -BOUND_HUGE, -BOUND_HUGE);
Make_Vector(Max, BOUND_HUGE, BOUND_HUGE, BOUND_HUGE);
for(vector<ObjectPtr>::iterator Sib = Object->Clip.begin(); Sib != Object->Clip.end(); Sib++)
{
if(!Test_Flag((*Sib), INVERTED_FLAG))
{
Min[X] = max(Min[X], (DBL)((*Sib)->BBox.Lower_Left[X]));
Min[Y] = max(Min[Y], (DBL)((*Sib)->BBox.Lower_Left[Y]));
Min[Z] = max(Min[Z], (DBL)((*Sib)->BBox.Lower_Left[Z]));
Max[X] = min(Max[X], (DBL)((*Sib)->BBox.Lower_Left[X] + (*Sib)->BBox.Lengths[X]));
Max[Y] = min(Max[Y], (DBL)((*Sib)->BBox.Lower_Left[Y] + (*Sib)->BBox.Lengths[Y]));
Max[Z] = min(Max[Z], (DBL)((*Sib)->BBox.Lower_Left[Z] + (*Sib)->BBox.Lengths[Z]));
}
}
Make_BBox_from_min_max(BBox, Min, Max);
/* Get bounding boxes' volumes. */
BOUNDS_VOLUME(V1, BBox);
BOUNDS_VOLUME(V2, Object->BBox);
if (V1 < V2)
{
Object->BBox = BBox;
}
}
if((Object->Texture ==NULL)&&(Object->Interior_Texture != NULL))
Error("Interior texture requires an exterior texture.");
Parse_End ();
return Object;
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Matrix(MATRIX Matrix)
{
int i, j;
EXPECT
CASE (LEFT_ANGLE_TOKEN)
Matrix[0][0] = Parse_Float();
for (i = 0; i < 4; i++)
{
for (j = !i ? 1 : 0; j < 3; j++)
{
Parse_Comma();
Matrix[i][j] = Parse_Float();
}
Matrix[i][3] = (i != 3 ? 0.0 : 1.0);
}
GET (RIGHT_ANGLE_TOKEN);
/* Check to see that we aren't scaling any dimension by zero */
for (i = 0; i < 3; i++)
{
if (fabs(Matrix[0][i]) < EPSILON && fabs(Matrix[1][i]) < EPSILON &&
fabs(Matrix[2][i]) < EPSILON)
{
Warning(0,"Illegal matrix column: Scale by 0.0. Changed to 1.0.");
Matrix[i][i] = 1.0;
}
}
EXIT
END_CASE
OTHERWISE
Parse_Error (LEFT_ANGLE_TOKEN);
END_CASE
END_EXPECT
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
TRANSFORM *Parser::Parse_Transform(TRANSFORM *Trans)
{
Get_Token();
if(Token.Token_Id == TRANSFORM_ID_TOKEN)
{
/* using old "transform TRANS_IDENT" syntax */
if(Trans == NULL)
Trans=Create_Transform();
else
{
MIdentity (Trans->matrix);
MIdentity (Trans->inverse);
}
Compose_Transforms(Trans, (TRANSFORM *)Token.Data);
}
else
{
/* using new "transform {TRANS}" syntax */
Unget_Token();
Trans = Parse_Transform_Block(Trans);
}
return Trans;
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
TRANSFORM *Parser::Parse_Transform_Block(TRANSFORM *New)
{
MATRIX Local_Matrix;
TRANSFORM Local_Trans;
VECTOR Local_Vector;
bool isInverse = false;
Parse_Begin();
if(New == NULL)
New = Create_Transform();
else
{
MIdentity (New->matrix);
MIdentity (New->inverse);
}
EXPECT
CASE(INVERSE_TOKEN)
isInverse = true;
END_CASE
CASE(TRANSFORM_ID_TOKEN)
Compose_Transforms(New, (TRANSFORM *)Token.Data);
END_CASE
CASE (TRANSFORM_TOKEN)
Compose_Transforms(New, Parse_Transform(&Local_Trans));
END_CASE
CASE (TRANSLATE_TOKEN)
Parse_Vector(Local_Vector);
Compute_Translation_Transform(&Local_Trans, Local_Vector);
Compose_Transforms(New, &Local_Trans);
END_CASE
CASE (ROTATE_TOKEN)
Parse_Vector(Local_Vector);
Compute_Rotation_Transform(&Local_Trans, Local_Vector);
Compose_Transforms(New, &Local_Trans);
END_CASE
CASE (SCALE_TOKEN)
Parse_Scale_Vector(Local_Vector);
Compute_Scaling_Transform(&Local_Trans, Local_Vector);
Compose_Transforms(New, &Local_Trans);
END_CASE
CASE (MATRIX_TOKEN)
Parse_Matrix(Local_Matrix);
Compute_Matrix_Transform(&Local_Trans, Local_Matrix);
Compose_Transforms(New, &Local_Trans);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
Parse_End();
if(isInverse == true)
{
MInvers(New->matrix, New->matrix);
MInvers(New->inverse, New->inverse);
}
return (New);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Bound_Clip(vector<ObjectPtr>& dest, bool notexture)
{
VECTOR Local_Vector;
MATRIX Local_Matrix;
TRANSFORM Local_Trans;
ObjectPtr Current;
vector<ObjectPtr> objects;
while((Current = Parse_Object()) != NULL)
{
if((notexture == true) && (Current->Type & (TEXTURED_OBJECT+PATCH_OBJECT)))
Error ("Illegal texture or patch in clip, bound or object pattern.");
objects.push_back(Current);
}
EXPECT
CASE (TRANSLATE_TOKEN)
Parse_Vector(Local_Vector);
Compute_Translation_Transform(&Local_Trans, Local_Vector);
for(vector<ObjectPtr>::iterator i = objects.begin(); i != objects.end(); i++)
{
Translate_Object(*i, Local_Vector, &Local_Trans);
}
END_CASE
CASE (ROTATE_TOKEN)
Parse_Vector(Local_Vector);
Compute_Rotation_Transform(&Local_Trans, Local_Vector);
for(vector<ObjectPtr>::iterator i = objects.begin(); i != objects.end(); i++)
{
Rotate_Object(*i, Local_Vector, &Local_Trans);
}
END_CASE
CASE (SCALE_TOKEN)
Parse_Scale_Vector(Local_Vector);
Compute_Scaling_Transform(&Local_Trans, Local_Vector);
for(vector<ObjectPtr>::iterator i = objects.begin(); i != objects.end(); i++)
{
Scale_Object(*i, Local_Vector, &Local_Trans);
}
END_CASE
CASE (TRANSFORM_TOKEN)
Parse_Transform(&Local_Trans);
for(vector<ObjectPtr>::iterator i = objects.begin(); i != objects.end(); i++)
{
Transform_Object(*i, &Local_Trans);
}
END_CASE
CASE (MATRIX_TOKEN)
Parse_Matrix(Local_Matrix);
Compute_Matrix_Transform(&Local_Trans, Local_Matrix);
for(vector<ObjectPtr>::iterator i = objects.begin(); i != objects.end(); i++)
{
Transform_Object(*i, &Local_Trans);
}
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
if(objects.empty())
Expectation_Error("object");
dest.insert(dest.end(), objects.begin(), objects.end());
}
/*****************************************************************************
*
* FUNCTION
*
* Parse_Three_UVCoords
*
* INPUT
*
* OUTPUT
*
* UV1..UV3 are the uv
*
* RETURNS
*
* 1 for successful read, 0 if UV_VECTORS_TOKEN not found
*
* AUTHOR
*
* Nathan Kopp
*
* DESCRIPTION
*
* Look for UV_VECTORS_TOKEN and then read in three UV coordinates
*
******************************************************************************/
int Parser::Parse_Three_UVCoords(UV_VECT UV1, UV_VECT UV2, UV_VECT UV3)
{
int Return_Value;
EXPECT
CASE(UV_VECTORS_TOKEN)
Parse_UV_Vect(UV1); Parse_Comma();
Parse_UV_Vect(UV2); Parse_Comma();
Parse_UV_Vect(UV3);
Return_Value = 1;
EXIT
END_CASE
OTHERWISE
UV1[0] = UV1[1] = 0.0;
UV2[0] = UV2[1] = 0.0;
UV3[0] = UV3[1] = 0.0;
Return_Value = 0;
UNGET
EXIT
END_CASE
END_EXPECT
return(Return_Value);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Comma (void)
{
Get_Token();
if (Token.Token_Id != COMMA_TOKEN)
{
UNGET;
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Semi_Colon (bool force_semicolon)
{
Get_Token();
if (Token.Token_Id != SEMI_COLON_TOKEN)
{
UNGET;
if ((sceneData->languageVersion >= 350) && (force_semicolon == true))
{
Error("All #declares of float, vector, and color require semi-colon ';' at end if the\n"
"language version is set to 3.5 or higher.\n"
"Either add the semi-colon or set the language version to 3.1 or lower.");
}
else if (sceneData->languageVersion >= 310)
{
PossibleError("All #version and #declares of float, vector, and color require semi-colon ';' at end.");
}
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Coeffs(int order, DBL *Coeffs)
{
int i;
EXPECT
CASE (LEFT_ANGLE_TOKEN)
Coeffs[0] = Parse_Float();
for (i = 1; i < term_counts(order); i++)
{
Parse_Comma();
Coeffs[i] = Parse_Float();
}
GET (RIGHT_ANGLE_TOKEN);
EXIT
END_CASE
OTHERWISE
Parse_Error (LEFT_ANGLE_TOKEN);
END_CASE
END_EXPECT
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
ObjectPtr Parser::Parse_Object_Id ()
{
ObjectPtr Object;
EXPECT
CASE (OBJECT_ID_TOKEN)
Warn_State(OBJECT_ID_TOKEN, OBJECT_TOKEN);
Object = Copy_Object((ObjectPtr ) Token.Data);
Object = Parse_Object_Mods (Object);
EXIT
END_CASE
OTHERWISE
Object = NULL;
UNGET
EXIT
END_CASE
END_EXPECT
return (Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Declare(bool is_local, bool after_hash)
{
bool deprecated = false;
bool deprecated_once = false;
int Previous=-1;
int Local_Index,Local_Flag;
SYM_ENTRY *Temp_Entry = NULL;
bool allow_redefine = true;
UCS2 *deprecation_message;
Ok_To_Declare = false;
if ((sceneData->languageVersion >= 350) && (after_hash == false))
{
PossibleError("'declare' should be changed to '#declare'.\n"
"Future versions may not support 'declare' and may require '#declare'.");
}
Local_Flag=(Token.Token_Id==LOCAL_TOKEN);
if (Local_Flag)
{
Local_Index=Table_Index;
}
else
{
Local_Index=1;
}
LValue_Ok = true;
EXPECT_ONE
CASE (DEPRECATED_TOKEN)
deprecated = true;
ALLOW(ONCE_TOKEN);
if (Token.Token_Id == ONCE_TOKEN)
deprecated_once = true;
deprecation_message = Parse_String(false, false);
END_CASE
OTHERWISE
UNGET
END_CASE
END_EXPECT
EXPECT
CASE (IDENTIFIER_TOKEN)
allow_redefine = !Token.is_array_elem;
Temp_Entry = Add_Symbol (Local_Index,Token.Token_String,IDENTIFIER_TOKEN);
Token.NumberPtr = &(Temp_Entry->Token_Number);
Token.DataPtr = &(Temp_Entry->Data);
Previous = Token.Token_Id;
if (deprecated)
{
Temp_Entry->Flags |= TF_DEPRECATED;
if (deprecated_once)
Temp_Entry->Flags |= TF_DEPRECATED_ONCE;
if (deprecation_message != NULL)
{
UCS2String str(deprecation_message);
POV_FREE(deprecation_message);
Temp_Entry->Deprecation_Message = POV_STRDUP(UCS2toASCIIString(str).c_str());
}
else
{
char str[256];
sprintf(str, "Identifier '%.128s' was declared deprecated.", Token.Token_String);
Temp_Entry->Deprecation_Message = POV_STRDUP(str);
}
}
EXIT
END_CASE
CASE2 (FUNCT_ID_TOKEN, VECTFUNCT_ID_TOKEN)
if((!Token.is_array_elem) || (*(Token.DataPtr) != NULL))
Error("Redeclaring functions is not allowed - #undef the function first!");
// fall through
// These are also used in Parse_Directive UNDEF_TOKEN section, Parse_Macro, and and Parse_For_Param_Start,
// and all these functions should accept exactly the same identifiers! [trf]
CASE4 (TNORMAL_ID_TOKEN, FINISH_ID_TOKEN, TEXTURE_ID_TOKEN, OBJECT_ID_TOKEN)
CASE4 (COLOUR_MAP_ID_TOKEN, TRANSFORM_ID_TOKEN, CAMERA_ID_TOKEN, PIGMENT_ID_TOKEN)
CASE4 (SLOPE_MAP_ID_TOKEN, NORMAL_MAP_ID_TOKEN, TEXTURE_MAP_ID_TOKEN, COLOUR_ID_TOKEN)
CASE4 (PIGMENT_MAP_ID_TOKEN, MEDIA_ID_TOKEN, STRING_ID_TOKEN, INTERIOR_ID_TOKEN)
CASE4 (DENSITY_MAP_ID_TOKEN, ARRAY_ID_TOKEN, DENSITY_ID_TOKEN, UV_ID_TOKEN)
CASE4 (VECTOR_4D_ID_TOKEN, RAINBOW_ID_TOKEN, FOG_ID_TOKEN, SKYSPHERE_ID_TOKEN)
CASE2 (MATERIAL_ID_TOKEN, SPLINE_ID_TOKEN )
allow_redefine = !Token.is_array_elem;
if (Local_Flag && (Token.Table_Index != Table_Index))
{
Temp_Entry = Add_Symbol (Local_Index,Token.Token_String,IDENTIFIER_TOKEN);
Token.NumberPtr = &(Temp_Entry->Token_Number);
Token.DataPtr = &(Temp_Entry->Data);
Previous = IDENTIFIER_TOKEN;
}
else
{
Previous = Token.Token_Id;
}
EXIT
END_CASE
CASE (EMPTY_ARRAY_TOKEN)
allow_redefine = !Token.is_array_elem;
Previous = Token.Token_Id;
EXIT
END_CASE
CASE2 (VECTOR_FUNCT_TOKEN, FLOAT_FUNCT_TOKEN)
allow_redefine = !Token.is_array_elem;
switch(Token.Function_Id)
{
case VECTOR_ID_TOKEN:
case FLOAT_ID_TOKEN:
if (Local_Flag && (Token.Table_Index != Table_Index))
{
Temp_Entry = Add_Symbol (Local_Index,Token.Token_String,IDENTIFIER_TOKEN);
Token.NumberPtr = &(Temp_Entry->Token_Number);
Token.DataPtr = &(Temp_Entry->Data);
}
Previous = Token.Function_Id;
break;
default:
Parse_Error(IDENTIFIER_TOKEN);
break;
}
EXIT
END_CASE
OTHERWISE
allow_redefine = !Token.is_array_elem;
Parse_Error(IDENTIFIER_TOKEN);
END_CASE
END_EXPECT
LValue_Ok = false;
GET (EQUALS_TOKEN);
Ok_To_Declare = true;
if (!Parse_RValue (Previous, Token.NumberPtr, Token.DataPtr, Temp_Entry, false, true, is_local, allow_redefine, MAX_NUMBER_OF_TABLES))
{
Expectation_Error("RValue to declare");
}
if ( after_hash )
{
Ok_To_Declare = false;
ALLOW( SEMI_COLON_TOKEN );
Ok_To_Declare = true;
}
}
int Parser::Parse_RValue (int Previous, int *NumberPtr, void **DataPtr, SYM_ENTRY *sym, bool ParFlag, bool SemiFlag, bool is_local, bool allow_redefine, int old_table_index)
{
EXPRESS Local_Express;
COLOUR *Local_Colour;
PIGMENT *Local_Pigment;
TNORMAL *Local_Tnormal;
FINISH *Local_Finish;
TEXTURE *Local_Texture, *Temp_Texture;
TRANSFORM *Local_Trans;
ObjectPtr Local_Object;
Camera *Local_Camera;
vector<Media> Local_Media;
PIGMENT *Local_Density;
Interior *Local_Interior;
MATERIAL *Local_Material;
void *Temp_Data;
POV_PARAM *New_Par;
int Found=true;
int Temp_Count=3000000;
int Old_Ok=Ok_To_Declare;
int Terms;
bool function_identifier;
bool callable_identifier;
bool had_callable_identifier;
SYM_ENTRY* symbol_entry;
EXPECT
CASE4 (TNORMAL_ID_TOKEN, FINISH_ID_TOKEN, TEXTURE_ID_TOKEN, OBJECT_ID_TOKEN)
CASE4 (COLOUR_MAP_ID_TOKEN, TRANSFORM_ID_TOKEN, CAMERA_ID_TOKEN, PIGMENT_ID_TOKEN)
CASE4 (SLOPE_MAP_ID_TOKEN,NORMAL_MAP_ID_TOKEN,TEXTURE_MAP_ID_TOKEN,ARRAY_ID_TOKEN)
CASE4 (PIGMENT_MAP_ID_TOKEN, MEDIA_ID_TOKEN,INTERIOR_ID_TOKEN,DENSITY_ID_TOKEN)
CASE4 (DENSITY_MAP_ID_TOKEN, RAINBOW_ID_TOKEN, FOG_ID_TOKEN, SKYSPHERE_ID_TOKEN)
CASE2 (MATERIAL_ID_TOKEN, STRING_ID_TOKEN)
if ((ParFlag) && (Token.Table_Index <= old_table_index))
{
// pass by reference
New_Par = (POV_PARAM *)POV_MALLOC(sizeof(POV_PARAM),"parameter");
New_Par->NumberPtr = Token.NumberPtr;
New_Par->DataPtr = Token.DataPtr;
New_Par->Table_Index = Token.Table_Index;
*NumberPtr = PARAMETER_ID_TOKEN;
*DataPtr = (void *)New_Par;
}
else
{
// pass by value
Temp_Data = (void *) Copy_Identifier((void *)*Token.DataPtr,*Token.NumberPtr);
*NumberPtr = *Token.NumberPtr;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
}
EXIT
END_CASE
CASE (IDENTIFIER_TOKEN)
if (ParFlag)
{
Error("Cannot pass uninitialized identifier as macro parameter.\nInitialize identifier first.");
}
else
{
Error("Cannot assign uninitialized identifier.");
}
EXIT
END_CASE
CASE_COLOUR
if((Token.Token_Id != COLOUR_ID_TOKEN) || (sceneData->languageVersion < 350))
{
Local_Colour = Create_Colour();
Ok_To_Declare = false;
Parse_Colour (*Local_Colour);
if (SemiFlag)
{
Parse_Semi_Colon(true);
}
Ok_To_Declare = true;
*NumberPtr = COLOUR_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *) Local_Colour;
EXIT
END_CASE
}
// intentional to allow color dot expressions as macro parameters if #version is 3.5 or higher [trf]
CASE_VECTOR
// It seems very few people understand what is going on here, so let me try to
// explain it. All comments below are mine and they are based on how I think it
// works and understand it. As I didn't write most of the code I cannot really
// tell for sure, so if anybody finds incorrect comments please let me know!
// BTW, when saying #declare it always implies "or #local" :-)
// determine the type of the first identifier
function_identifier = (Token.Token_Id==FUNCT_ID_TOKEN) || (Token.Token_Id==VECTFUNCT_ID_TOKEN);
callable_identifier = (Token.Token_Id==FUNCT_ID_TOKEN) || (Token.Token_Id==VECTFUNCT_ID_TOKEN) || (Token.Token_Id==SPLINE_ID_TOKEN);
// don't allow #declares from here
Ok_To_Declare = false;
// if what follows could be a function/spline call or
// is a macro parameter taking a float, vector or ids
// of a float, vector or color then count the tokens
// found between now and the time when the function
// Parse_Unknown_Vector returns
if (callable_identifier || (ParFlag &&
(((Token.Token_Id==FLOAT_FUNCT_TOKEN) && (Token.Function_Id==FLOAT_ID_TOKEN)) ||
((Token.Token_Id==VECTOR_FUNCT_TOKEN) && (Token.Function_Id==VECTOR_ID_TOKEN)) ||
(Token.Token_Id==VECTOR_4D_ID_TOKEN) || (Token.Token_Id==UV_ID_TOKEN) || (Token.Token_Id==COLOUR_ID_TOKEN))))
{
Temp_Count = token_count;
}
// assume no callable identifier (that is a function or spline identifier) has been found
had_callable_identifier = false;
// [CLi] If we're dealing with a local symbol, Parse_Unknown_Vector may cause it to drop out of scope,
// so we claim dibs on it until we're done.
// TODO - this is a bit hackish; ideally, if the Token is a symbol we should have it store the SYM_ENTRY pointer,
// so we don't need to look it up again via name.
if ((Token.Token_Id==FUNCT_ID_TOKEN) || (Token.Token_Id==VECTFUNCT_ID_TOKEN) || (Token.Token_Id==SPLINE_ID_TOKEN) ||
(Token.Token_Id==UV_ID_TOKEN) || (Token.Token_Id==VECTOR_4D_ID_TOKEN) || (Token.Token_Id==COLOUR_ID_TOKEN))
{
symbol_entry = Find_Symbol(Token.Table_Index, Token.Token_String);
if (symbol_entry)
Acquire_Entry_Reference(symbol_entry);
}
else
{
symbol_entry = NULL;
}
// parse the expression and determine if it was a callable identifier
Terms = Parse_Unknown_Vector (Local_Express, true, &had_callable_identifier);
// if in a #declare force a semicolon at the end
if (SemiFlag)
Parse_Semi_Colon(true);
// get the number of tokens found
Temp_Count -= token_count;
// no tokens have been found or a fucntion call had no parameters in parenthesis
if (!((Temp_Count==-1) || (Temp_Count==TOKEN_OVERFLOW_RESET_COUNT)) && had_callable_identifier)
Error("Identifier expected, incomplete function call or spline call found instead.");
// only one identifier token has been found so pass it by reference
if (((Temp_Count==-1) || (Temp_Count==TOKEN_OVERFLOW_RESET_COUNT)) && (Token.Table_Index <= old_table_index))
{
// It is important that functions are passed by value and not by reference! [trf]
if(!(ParFlag) || (ParFlag && function_identifier))
{
// pass by value
Temp_Data = (void *) Copy_Identifier((void *)*Token.DataPtr,*Token.NumberPtr);
*NumberPtr = *Token.NumberPtr;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
}
else
{
// pass by reference
New_Par = (POV_PARAM *)POV_MALLOC(sizeof(POV_PARAM),"parameter");
New_Par->NumberPtr = Token.NumberPtr;
New_Par->DataPtr = Token.DataPtr;
New_Par->Table_Index = Token.Table_Index;
*NumberPtr = PARAMETER_ID_TOKEN;
*DataPtr = (void *)New_Par;
}
}
else // an expression has been found, so create a new identifier
{
switch(Terms)
{
case 1:
*NumberPtr = FLOAT_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *) Create_Float();
*((DBL *)*DataPtr) = Local_Express[X];
break;
case 2:
*NumberPtr = UV_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *) Create_UV_Vect();
Assign_UV_Vect((DBL *)*DataPtr, Local_Express);
break;
case 3:
*NumberPtr = VECTOR_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *) Create_Vector();
Assign_Vector((DBL *)*DataPtr, Local_Express);
break;
case 4:
*NumberPtr = VECTOR_4D_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *) Create_Vector_4D();
Assign_Vector_4D((DBL *)*DataPtr, Local_Express);
break;
case 5:
*NumberPtr = COLOUR_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *) Create_Colour();
Assign_Colour_Express((COLC*)(*DataPtr), Local_Express);
break;
}
}
if (symbol_entry)
Release_Entry_Reference(Token.Table_Index, symbol_entry);
// allow #declares again
Ok_To_Declare = true;
EXIT
END_CASE
CASE (PIGMENT_TOKEN)
Local_Pigment = Copy_Pigment((Default_Texture->Pigment));
Parse_Begin ();
Parse_Pigment (&Local_Pigment);
Parse_End ();
*NumberPtr = PIGMENT_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *)Local_Pigment;
EXIT
END_CASE
CASE (TNORMAL_TOKEN)
Local_Tnormal = Copy_Tnormal((Default_Texture->Tnormal));
Parse_Begin ();
Parse_Tnormal (&Local_Tnormal);
Parse_End ();
*NumberPtr = TNORMAL_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *) Local_Tnormal;
EXIT
END_CASE
CASE (FINISH_TOKEN)
Local_Finish = Copy_Finish((Default_Texture->Finish));
Parse_Finish (&Local_Finish);
*NumberPtr = FINISH_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *) Local_Finish;
EXIT
END_CASE
CASE (CAMERA_TOKEN)
Local_Camera = new Camera(Default_Camera);
Parse_Camera (*Local_Camera);
*NumberPtr = CAMERA_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *) Local_Camera;
EXIT
END_CASE
CASE (TEXTURE_TOKEN)
Parse_Begin ();
Local_Texture = Parse_Texture ();
Parse_End ();
Temp_Texture=NULL;
Link_Textures(&Temp_Texture, Local_Texture);
Ok_To_Declare = false;
EXPECT
CASE (TEXTURE_TOKEN)
Parse_Begin ();
Local_Texture = Parse_Texture ();
Parse_End ();
Link_Textures(&Temp_Texture, Local_Texture);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
*NumberPtr = TEXTURE_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *)Temp_Texture;
Ok_To_Declare = true;
EXIT
END_CASE
CASE (COLOUR_MAP_TOKEN)
Temp_Data=(void *) Parse_Colour_Map ();
*NumberPtr = COLOUR_MAP_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (PIGMENT_MAP_TOKEN)
Temp_Data = (void *) Parse_Blend_Map (PIGMENT_TYPE,NO_PATTERN);
*NumberPtr = PIGMENT_MAP_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (SPLINE_TOKEN)
Experimental_Flag |= EF_SPLINE;
Parse_Begin();
Temp_Data=(char *) Parse_Spline();
Parse_End();
*NumberPtr = SPLINE_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *)Temp_Data;
EXIT
END_CASE
CASE (DENSITY_MAP_TOKEN)
Temp_Data = (void *) Parse_Blend_Map (DENSITY_TYPE,NO_PATTERN);
*NumberPtr = DENSITY_MAP_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (SLOPE_MAP_TOKEN)
Temp_Data = (void *) Parse_Blend_Map (SLOPE_TYPE,NO_PATTERN);
*NumberPtr = SLOPE_MAP_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (TEXTURE_MAP_TOKEN)
Temp_Data = (void *) Parse_Blend_Map (TEXTURE_TYPE,NO_PATTERN);
*NumberPtr = TEXTURE_MAP_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (NORMAL_MAP_TOKEN)
Temp_Data = (void *) Parse_Blend_Map (NORMAL_TYPE,NO_PATTERN);
*NumberPtr = NORMAL_MAP_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (RAINBOW_TOKEN)
Temp_Data = (void *) Parse_Rainbow();
*NumberPtr = RAINBOW_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (FOG_TOKEN)
Temp_Data = (void *) Parse_Fog();
*NumberPtr = FOG_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (MEDIA_TOKEN)
Parse_Media(Local_Media);
Temp_Data = (void *)(new Media(Local_Media.front()));
*NumberPtr = MEDIA_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (DENSITY_TOKEN)
Local_Density = NULL;
Parse_Begin ();
Parse_Media_Density_Pattern (&Local_Density);
Parse_End ();
*NumberPtr = DENSITY_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *)Local_Density;
EXIT
END_CASE
CASE (INTERIOR_TOKEN)
Local_Interior = NULL;
Parse_Interior(&Local_Interior);
Temp_Data = (void *)Local_Interior;
*NumberPtr = INTERIOR_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (MATERIAL_TOKEN)
Local_Material = Create_Material();
Parse_Material(Local_Material);
Temp_Data = (void *)Local_Material;
*NumberPtr = MATERIAL_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (SKYSPHERE_TOKEN)
Temp_Data = (void *) Parse_Skysphere();
*NumberPtr = SKYSPHERE_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (FUNCTION_TOKEN)
// Do NOT allow to redefine functions! [trf]
// #declare foo = function(x) { x }
// #declare foo = function(x) { foo(x) } // Error!
// Reason: Code like this would be unreadable but possible. Is it
// a recursive function or not? - It is not recursive because the
// foo in the second line refers to the first function, which is
// not logical. Further, recursion is not supported in POV-Ray 3.5
// anyway. However, allowing such code now would cause problems
// implementing recursive functions after POV-Ray 3.5!
if(sym != NULL)
Temp_Data = (void *)Parse_DeclareFunction(NumberPtr, sym->Token_Name, is_local);
else
Temp_Data = (void *)Parse_DeclareFunction(NumberPtr, NULL, is_local);
Test_Redefine(Previous, NumberPtr, *DataPtr, false);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (TRANSFORM_TOKEN)
Local_Trans = Parse_Transform ();
*NumberPtr = TRANSFORM_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *) Local_Trans;
EXIT
END_CASE
CASE5 (STRING_LITERAL_TOKEN,CHR_TOKEN,SUBSTR_TOKEN,STR_TOKEN,VSTR_TOKEN)
CASE4 (CONCAT_TOKEN,STRUPR_TOKEN,STRLWR_TOKEN,DATETIME_TOKEN)
UNGET
Temp_Data = Parse_String();
*NumberPtr = STRING_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
CASE (ARRAY_TOKEN)
Temp_Data = (void *) Parse_Array_Declare();
*NumberPtr = ARRAY_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = Temp_Data;
EXIT
END_CASE
OTHERWISE
UNGET
Local_Object = Parse_Object ();
Found=(Local_Object!=NULL);
*NumberPtr = OBJECT_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr, allow_redefine);
*DataPtr = (void *) Local_Object;
EXIT
END_CASE
END_EXPECT
Ok_To_Declare=Old_Ok;
return(Found);
}
void Parser::Destroy_Ident_Data(void *Data, int Type)
{
int i;
POV_ARRAY *a;
DATA_FILE *Temp_File;
if(Data == NULL)
return;
switch(Type)
{
case COLOUR_ID_TOKEN:
Destroy_Colour((COLOUR *)Data);
break;
case VECTOR_ID_TOKEN:
Destroy_Vector((VECTOR *)Data);
break;
case UV_ID_TOKEN:
Destroy_UV_Vect((UV_VECT *)Data);
break;
case VECTOR_4D_ID_TOKEN:
Destroy_Vector_4D((VECTOR_4D *)Data);
break;
case FLOAT_ID_TOKEN:
Destroy_Float((DBL *)Data);
break;
case PIGMENT_ID_TOKEN:
case DENSITY_ID_TOKEN:
Destroy_Pigment((PIGMENT *)Data);
break;
case TNORMAL_ID_TOKEN:
Destroy_Tnormal((TNORMAL *)Data);
break;
case FINISH_ID_TOKEN:
Destroy_Finish(Data);
break;
case MEDIA_ID_TOKEN:
delete ((Media *)Data);
break;
case INTERIOR_ID_TOKEN:
Destroy_Interior((Interior *)Data);
break;
case MATERIAL_ID_TOKEN:
Destroy_Material((MATERIAL *)Data);
break;
case TEXTURE_ID_TOKEN:
Destroy_Textures((TEXTURE *)Data);
break;
case OBJECT_ID_TOKEN:
Destroy_Object((ObjectPtr )Data);
break;
case COLOUR_MAP_ID_TOKEN:
case PIGMENT_MAP_ID_TOKEN:
case SLOPE_MAP_ID_TOKEN:
case TEXTURE_MAP_ID_TOKEN:
case NORMAL_MAP_ID_TOKEN:
case DENSITY_MAP_ID_TOKEN:
Destroy_Blend_Map((BLEND_MAP *)Data);
break;
case TRANSFORM_ID_TOKEN:
Destroy_Transform((TRANSFORM *)Data);
break;
case CAMERA_ID_TOKEN:
delete (Camera *) Data;
break;
case RAINBOW_ID_TOKEN:
Destroy_Rainbow((RAINBOW *)Data);
break;
case FOG_ID_TOKEN:
Destroy_Fog((FOG *)Data);
break;
case SKYSPHERE_ID_TOKEN:
Destroy_Skysphere((SKYSPHERE *)Data);
break;
case MACRO_ID_TOKEN:
case TEMPORARY_MACRO_ID_TOKEN:
Destroy_Macro((POV_MACRO *)Data);
break;
case STRING_ID_TOKEN:
POV_FREE(Data);
break;
case ARRAY_ID_TOKEN:
a = (POV_ARRAY *)Data;
for(i=0; i<a->Total; i++)
{
Destroy_Ident_Data(a->DataPtrs[i], a->Type);
}
if(a->DataPtrs != NULL)
POV_FREE(a->DataPtrs);
POV_FREE(a);
break;
case PARAMETER_ID_TOKEN:
POV_FREE(Data);
break;
case FILE_ID_TOKEN:
Temp_File = (DATA_FILE *)Data;
if(Temp_File->In_File != NULL)
delete Temp_File->In_File;
if(Temp_File->Out_File != NULL)
delete Temp_File->Out_File;
POV_FREE(Data);
break;
case FUNCT_ID_TOKEN:
case VECTFUNCT_ID_TOKEN:
Destroy_Function((FUNCTION_PTR)Data);
break;
case SPLINE_ID_TOKEN:
Destroy_Spline((SPLINE *)Data);
break;
default:
Error("Do not know how to free memory for identifier type %d", Type);
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Link(ObjectPtr New_Object, vector<ObjectPtr>& Object_List_Root)
{
Object_List_Root.push_back(New_Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Link_Textures (TEXTURE **Old_Textures, TEXTURE *New_Textures)
{
TEXTURE *Layer;
if (New_Textures == NULL)
return;
if ((*Old_Textures) != NULL)
{
if ((*Old_Textures)->Type != PLAIN_PATTERN)
{
Error("Cannot layer over a patterned texture.");
}
}
for (Layer = New_Textures ;
Layer->Next != NULL ;
Layer = (TEXTURE *)Layer->Next)
{
/* NK layers - 1999 June 10 - for backwards compatiblity with layered textures */
if(sceneData->languageVersion<=310)
Convert_Filter_To_Transmit(Layer->Pigment);
}
/* NK layers - 1999 Nov 16 - for backwards compatiblity with layered textures */
if ((sceneData->languageVersion<=310) && (*Old_Textures!=NULL))
Convert_Filter_To_Transmit(Layer->Pigment);
Layer->Next = (TPATTERN *)*Old_Textures;
*Old_Textures = New_Textures;
if ((New_Textures->Type != PLAIN_PATTERN) && (New_Textures->Next != NULL))
{
Error("Cannot layer a patterned texture over another.");
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
* Changed macro ALLOW_REDEFINE to parameter which defaults to true [trf]
*
******************************************************************************/
void Parser::Test_Redefine(TOKEN Previous, TOKEN *NumberPtr, void *Data, bool allow_redefine)
{
if ((Previous == IDENTIFIER_TOKEN) || (Previous == EMPTY_ARRAY_TOKEN))
{
return;
}
/* NK 1998 - allow user to redefine all identifiers! */
if( allow_redefine)
{
Destroy_Ident_Data(Data, Previous);
}
else
{
if (Previous == *NumberPtr)
{
Destroy_Ident_Data(Data,*NumberPtr);
}
else
{
const char *oldt, *newt;
oldt = Get_Token_String (Previous);
newt = Get_Token_String (*NumberPtr);
*NumberPtr = Previous;
Error ("Attempted to redefine %s as %s.", oldt, newt);
}
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Parse_Error(TOKEN Token_Id)
{
Expectation_Error(Get_Token_String(Token_Id));
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Found_Instead_Error(const char *exstr, const char *extokstr)
{
const char *found;
switch(Token.Token_Id)
{
case IDENTIFIER_TOKEN:
Error("%s '%s', undeclared identifier '%s' found instead", exstr, extokstr, Token.Token_String);
break;
case VECTOR_FUNCT_TOKEN:
found = Get_Token_String(Token.Function_Id);
Error("%s '%s', vector function '%s' found instead", exstr, extokstr, found);
break;
case FLOAT_FUNCT_TOKEN:
found = Get_Token_String(Token.Function_Id);
Error("%s '%s', float function '%s' found instead", exstr, extokstr, found);
break;
case COLOUR_KEY_TOKEN:
found = Get_Token_String(Token.Function_Id);
Error("%s '%s', color keyword '%s' found instead", exstr, extokstr, found);
break;
default:
found = Get_Token_String(Token.Token_Id);
Error("%s '%s', %s found instead", exstr, extokstr, found);
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Warn_State(TOKEN Token_Id, TOKEN Type)
{
char *str;
if(sceneData->languageVersion >= 150)
return;
str = (char *)POV_MALLOC(160, "global setting warning string");
strcpy(str, "Found '");
strcat(str, Get_Token_String (Token_Id));
strcat(str, "' that should be in '");
strcat(str, Get_Token_String (Type));
strcat(str, "' statement.");
Warning(0, str);
POV_FREE(str);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::MAError (const char *, long)
{
throw std::bad_alloc();
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Post_Process (ObjectPtr Object, ObjectPtr Parent)
{
DBL Volume;
FINISH *Finish;
if (Object == NULL)
{
return;
}
if (Object->Type & LT_SRC_UNION_OBJECT)
{
for (vector<ObjectPtr>::iterator Sib = ((CSG *)Object)->children.begin(); Sib != ((CSG *)Object)->children.end(); Sib++)
{
Post_Process(*Sib, Object);
}
return;
}
// Promote texture etc. from parent to children.
if (Parent != NULL)
{
if (Object->Texture == NULL)
{
Object->Texture = Copy_Texture_Pointer(Parent->Texture);
// NK 1998 copy uv_mapping flag if and only if we copy the texture
if (Test_Flag(Parent, UV_FLAG))
Set_Flag(Object, UV_FLAG);
}
if (Object->Interior_Texture == NULL)
{
Object->Interior_Texture = Copy_Texture_Pointer(Parent->Interior_Texture);
if(Test_Flag(Parent, UV_FLAG))
Set_Flag(Object, UV_FLAG);
}
if (Object->interior == NULL)
{
Object->interior = Copy_Interior_Pointer(Parent->interior);
}
if (Test_Flag(Parent, NO_REFLECTION_FLAG))
{
Set_Flag(Object, NO_REFLECTION_FLAG);
}
if (Test_Flag(Parent, NO_RADIOSITY_FLAG))
{
Set_Flag(Object, NO_RADIOSITY_FLAG);
}
if (Test_Flag(Parent, NO_IMAGE_FLAG))
{
Set_Flag(Object, NO_IMAGE_FLAG);
}
if (Test_Flag(Parent, NO_SHADOW_FLAG))
{
Set_Flag(Object, NO_SHADOW_FLAG);
}
if (Test_Flag(Parent, CUTAWAY_TEXTURES_FLAG))
{
Set_Flag(Object, CUTAWAY_TEXTURES_FLAG);
}
// NK phmap
// promote photon mapping flags to child
if (Test_Flag(Parent, PH_TARGET_FLAG))
{
Set_Flag(Object, PH_TARGET_FLAG);
Object->Ph_Density = Parent->Ph_Density;
CheckPassThru(Object, PH_TARGET_FLAG);
}
// promote object-specific radiosity settings to child
if (!Object->RadiosityImportance.isSet())
Object->RadiosityImportance = Parent->RadiosityImportance(sceneData->radiositySettings.defaultImportance);
if(Test_Flag(Parent, PH_PASSTHRU_FLAG))
{
Set_Flag(Object, PH_PASSTHRU_FLAG);
CheckPassThru(Object, PH_PASSTHRU_FLAG);
}
if (Test_Flag(Parent, PH_RFL_ON_FLAG))
{
Set_Flag(Object, PH_RFL_ON_FLAG);
Clear_Flag(Object, PH_RFL_OFF_FLAG);
}
else if (Test_Flag(Parent, PH_RFL_OFF_FLAG))
{
Set_Flag(Object, PH_RFL_OFF_FLAG);
Clear_Flag(Object, PH_RFL_ON_FLAG);
}
if (Test_Flag(Parent, PH_RFR_ON_FLAG))
{
Set_Flag(Object, PH_RFR_ON_FLAG);
Clear_Flag(Object, PH_RFR_OFF_FLAG);
CheckPassThru(Object, PH_RFR_ON_FLAG);
}
else if (Test_Flag(Parent, PH_RFR_OFF_FLAG))
{
Set_Flag(Object, PH_RFR_OFF_FLAG);
Clear_Flag(Object, PH_RFR_ON_FLAG);
}
if(Test_Flag(Parent, PH_IGNORE_PHOTONS_FLAG))
{
Set_Flag(Object, PH_IGNORE_PHOTONS_FLAG);
}
}
if(Object->interior != NULL)
Object->interior->PostProcess();
if ((Object->Texture == NULL) &&
!(Object->Type & TEXTURED_OBJECT) &&
!(Object->Type & LIGHT_SOURCE_OBJECT))
{
if (Parent)
{
if((dynamic_cast<CSGIntersection *>(Parent) == NULL) ||
!Test_Flag(Parent, CUTAWAY_TEXTURES_FLAG))
{
Object->Texture = Copy_Textures(Default_Texture);
}
}
else
Object->Texture = Copy_Textures(Default_Texture);
}
if(!(Object->Type & LIGHT_GROUP_OBJECT) &&
!(Object->Type & LIGHT_GROUP_LIGHT_OBJECT))
{
Post_Textures(Object->Texture); //moved cey 6/97
if (Object->Interior_Texture)
{
Post_Textures(Object->Interior_Texture);
}
}
if(Object->Type & LIGHT_SOURCE_OBJECT)
{
DBL len1,len2;
LightSource *Light = (LightSource *)Object;
// check some properties of the orient light sources
if (Light->Orient)
{
if(!Light->Circular)
{
Light->Circular = true;
Warning(0,"Orient can only be used with circular area lights. This area light is now circular.");
}
VLength(len1,Light->Axis1);
VLength(len2,Light->Axis2);
if(fabs(len1-len2)>EPSILON)
{
Warning(0, "When using orient, the two axes of the area light must be of equal length.\nOnly the length of the first axis will be used.");
// the equalization is actually done in the lighting code, since only the length of
// Axis1 will be used
}
if(Light->Area_Size1 != Light->Area_Size2)
{
Warning(0, "When using orient, the two sample sizes for the area light should be equal.");
}
}
// Make sure that circular light sources are larger than 1 by x [ENB 9/97]
if (Light->Circular)
{
if ((Light->Area_Size1 <= 1) || (Light->Area_Size2 <= 1))
{
Warning(0, "Circular area lights must have more than one sample along each axis.");
Light->Circular = false;
}
}
}
if (Object->Type & LIGHT_SOURCE_OBJECT)
{
// post-process the light source
if (((LightSource *)Object)->Projected_Through_Object != NULL)
{
if (((LightSource *)Object)->Projected_Through_Object->interior != NULL)
{
Destroy_Interior(((LightSource *)Object)->Projected_Through_Object->interior);
((LightSource *)Object)->Projected_Through_Object->interior=NULL;
Warning(0,"Projected through objects can not have interior, interior removed.");
}
if (((LightSource *)Object)->Projected_Through_Object->Texture != NULL)
{
Destroy_Textures(((LightSource *)Object)->Projected_Through_Object->Texture);
((LightSource *)Object)->Projected_Through_Object->Texture = NULL;
Warning(0,"Projected through objects can not have texture, texture removed.");
}
}
// only global light sources are in Frame.Light_Sources list [trf]
if(!(Object->Type & LIGHT_GROUP_LIGHT_OBJECT))
// add this light to the frame's list of global light sources
sceneData->lightSources.push_back((LightSource *)Object);
else
// Put it into the frame's list of light-group lights
sceneData->lightGroupLightSources.push_back((LightSource *)Object);
}
else
{
// post-process the object
// If there is no interior create one.
if (Object->interior == NULL)
{
Object->interior = new Interior();
}
// Promote hollow flag to interior.
Object->interior->hollow = (Test_Flag(Object, HOLLOW_FLAG) != false);
// Promote finish's IOR to interior IOR.
if (Object->Texture != NULL)
{
if (Object->Texture->Type == PLAIN_PATTERN)
{
if ((Finish = Object->Texture->Finish) != NULL)
{
if (Finish->Temp_IOR >= 0.0)
{
Object->interior->IOR = Finish->Temp_IOR;
Object->interior->Dispersion = Finish->Temp_Dispersion;
}
if (Finish->Temp_Caustics >= 0.0)
{
Object->interior->Caustics = Finish->Temp_Caustics;
}
Object->interior->Old_Refract = Finish->Temp_Refract;
}
}
}
// If there is no IOR specified use the atmopshere ior.
if (Object->interior->IOR == 0.0)
{
Object->interior->IOR = sceneData->atmosphereIOR;
Object->interior->Dispersion = sceneData->atmosphereDispersion;
}
// If object has subsurface light transport enabled, precompute some necessary information
/* if(!Object->Texture->Finish->SubsurfaceTranslucency.isZero()) */
if (sceneData->useSubsurface)
{
Object->interior->subsurface = shared_ptr<SubsurfaceInterior>(new SubsurfaceInterior(Object->interior->IOR));
}
}
if (Object->Type & IS_COMPOUND_OBJECT)
{
for (vector<ObjectPtr>::iterator Sib = ((CSG *)Object)->children.begin(); Sib != ((CSG *)Object)->children.end(); Sib++)
{
Post_Process(*Sib, Object);
}
}
// Test wether the object is finite or infinite. [DB 9/94]
// CJC TODO FIXME: see if this can be improved, and/or if it is appropriate for all bounding systems
BOUNDS_VOLUME(Volume, Object->BBox);
if (Volume > INFINITE_VOLUME)
{
Set_Flag(Object, INFINITE_FLAG);
}
// Test if the object is opaque or not. [DB 8/94]
if ((dynamic_cast<Blob *>(Object) == NULL) && // FIXME
(dynamic_cast<Mesh *>(Object) == NULL) && // FIXME
(Test_Opacity(Object->Texture)) &&
((Object->Interior_Texture==NULL) ||
Test_Opacity(Object->Interior_Texture)))
{
Set_Flag(Object, OPAQUE_FLAG);
}
else
{
// Objects with multiple textures have to be handled separately.
if(dynamic_cast<Blob *>(Object) != NULL) // FIXME
((Blob *)Object)->Test_Blob_Opacity();
if(dynamic_cast<Mesh *>(Object) != NULL) // FIXME
((Mesh *)Object)->Test_Mesh_Opacity();
}
}
/*****************************************************************************
*
* FUNCTION
*
* Link_To_Frame
*
* INPUT
*
* Object - Pointer to object
*
* OUTPUT
*
* Object
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* -
*
* CHANGES
*
* Sep 1994 : Added optional splitting of bounded unions if children are
* finite. Added removing of unnecessary bounding. [DB]
*
******************************************************************************/
void Parser::Link_To_Frame(ObjectPtr Object)
{
if(Object == NULL)
return;
/* Remove bounding object if object is cheap to intersect. [DB 8/94] */
if ((Object->Bound.empty() == false) && (sceneData->removeBounds == true))
{
if ((dynamic_cast<CSGUnion *>(Object) == NULL) && // FIXME
(dynamic_cast<CSGIntersection *>(Object) == NULL) && // FIXME
(dynamic_cast<CSGMerge *>(Object) == NULL) && // FIXME
(dynamic_cast<Poly *>(Object) == NULL) && // FIXME
(dynamic_cast<TrueType *>(Object) == NULL) && // FIXME
((dynamic_cast<Quadric *>(Object) == NULL) || ((Quadric *)Object)->Automatic_Bounds))
{
/* Destroy only, if bounding object is not used as clipping object. */
if(Object->Bound != Object->Clip)
Destroy_Object(Object->Bound);
Object->Bound.clear();
Warning(0, "Unnecessary bounding object removed.");
}
}
/*
* [CJC 8/01]
*
* if all children of a union have the no_shadow flag, then the union should
* have it as well.
*/
if(dynamic_cast<CSGUnion *>(Object) != NULL && dynamic_cast<CSGMerge *>(Object) == NULL)
{
vector<ObjectPtr>::iterator This_Sib = ((CSG *)Object)->children.begin();
while (This_Sib != ((CSG *)Object)->children.end())
{
if((dynamic_cast<LightSource *>(*This_Sib) == NULL) && !Test_Flag ((*This_Sib), NO_SHADOW_FLAG)) // FIXME
break;
This_Sib++;
}
if(This_Sib == ((CSG *)Object)->children.end())
Set_Flag(Object, NO_SHADOW_FLAG);
}
// Link the object to the frame if it's not a CSG union object,
// if it's clipped or if bounding slabs aren't used.
// TODO FIXME - check if bound is used
if((Object->Clip.empty() == false) || (dynamic_cast<CSGUnion *>(Object) == NULL) || (dynamic_cast<CSGMerge *>(Object) != NULL))
{
Link(Object, sceneData->objects);
return;
}
/*
* [DB 8/94]
*
* The object is a CSG union object. It will be split if all siblings are
* finite, i.e. the volume of the bounding box doesn't exceed a threshold.
*/
/* NK phmap - added code so union is not split up if it is
flagged for hi-density photon mapping...
maybe we SHOULD split it anyways... do speed tests later */
if(((CSGUnion *) Object)->do_split == false)
{
Link(Object, sceneData->objects);
return;
}
if(!Object->Bound.empty())
{
/* Test if all siblings are finite. */
bool finite = true;
DBL Volume;
for(vector<ObjectPtr>::iterator This_Sib = ((CSG *)Object)->children.begin(); This_Sib != ((CSG *)Object)->children.end(); This_Sib++)
{
BOUNDS_VOLUME(Volume, (*This_Sib)->BBox);
if (Volume > BOUND_HUGE)
{
finite = false;
break;
}
}
/*
* If the union has infinite children or splitting is not used and
* the object is not a light group link the union to the frame.
*/
if (((finite == false) || (sceneData->splitUnions == false)) && ((Object->Type & LIGHT_GROUP_OBJECT) != LIGHT_GROUP_OBJECT))
{
if (finite)
Warning(0, "CSG union unnecessarily bounded.");
Link(Object, sceneData->objects);
return;
}
Warning(0, "Bounded CSG union split.");
}
// Link all siblings of a union to the frame.
for(vector<ObjectPtr>::iterator This_Sib = ((CSG *)Object)->children.begin(); This_Sib != ((CSG *)Object)->children.end(); This_Sib++)
{
// Sibling is no longer inside a CSG object.
(*This_Sib)->Type &= ~IS_CHILD_OBJECT;
Link_To_Frame(*This_Sib);
}
((CSG *)Object)->children.clear();
Destroy_Object(Object);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Only_In(const char *s1, const char *s2)
{
Error("Keyword '%s' can only be used in a %s statement.",s1,s2);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Not_With(const char *s1, const char *s2)
{
Error("Keyword '%s' cannot be used with %s.",s1,s2);
}
void Parser::Warn_Compat(int f, const char *syn)
{
char isNotText[] = "is not";
char mayNotText[] = "may not be";
char *text;
if (f)
{
text = isNotText;
}
else
{
text = mayNotText;
}
Warning(0,"%s\n"
" Use of this syntax %s backwards compatable with earlier versions of POV-Ray.\n"
" The #version directive or +MV switch will not help.",
syn, text);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
* Mar 1996 : Add line number info to warning message [AED]
*
******************************************************************************/
void Parser::Global_Setting_Warn()
{
char *str;
str = (char *)POV_MALLOC(strlen(Token.Token_String) + 80, "global setting warning string");
if (sceneData->languageVersion >= 300)
{
strcpy(str, "'");
strcat(str, Token.Token_String);
strcat(str, "' should be in 'global_settings{...}' statement.");
PossibleError(str);
}
POV_FREE(str);
}
/*****************************************************************************
*
* FUNCTION
*
* Set_CSG_Children_Hollow
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Set_CSG_Children_Flag(ObjectPtr Object, unsigned int f, unsigned int flag, unsigned int set_flag)
{
for(vector<ObjectPtr>::iterator Sib = ((CSG *)Object)->children.begin(); Sib != ((CSG *)Object)->children.end(); Sib++)
{
ObjectPtr p = *Sib ;
if(!Test_Flag (p, set_flag))
{
if((dynamic_cast<CSGUnion *> (p) != NULL) || // FIXME
(dynamic_cast<CSGIntersection *> (p) != NULL) || // FIXME
(dynamic_cast<CSGMerge *> (p) != NULL)) // FIXME
{
Set_CSG_Children_Flag(p, f, flag, set_flag);
}
else
{
p->Flags = (p->Flags & (~flag)) | f;
}
}
}
}
/*****************************************************************************
*
* FUNCTION
*
* Set_CSG_Tree_Flag
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Set_CSG_Tree_Flag(ObjectPtr Object, unsigned int f, int val)
{
for(vector<ObjectPtr>::iterator Sib = ((CSG *)Object)->children.begin(); Sib != ((CSG *)Object)->children.end(); Sib++)
{
ObjectPtr p = *Sib ;
if((dynamic_cast<CSGUnion *>(p) != NULL) || // FIXME
(dynamic_cast<CSGIntersection *>(p) != NULL) || // FIXME
(dynamic_cast<CSGMerge *>(p) != NULL)) // FIXME
{
Set_CSG_Tree_Flag(p, f, val);
}
Bool_Flag (p, f, val);
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void *Parser::Copy_Identifier (void *Data, int Type)
{
int i;
POV_ARRAY *a, *na;
VECTOR *vp;
DBL *dp;
UV_VECT *uvp;
VECTOR_4D *v4p;
int len;
void *New=NULL;
if (Data==NULL)
{
return(NULL);
}
switch (Type)
{
case COLOUR_ID_TOKEN:
New = (void *)Copy_Colour(*(COLOUR *)Data);
break;
case VECTOR_ID_TOKEN:
vp = Create_Vector();
Assign_Vector((*vp),(*((VECTOR *)Data)));
New=vp;
break;
case UV_ID_TOKEN:
uvp = Create_UV_Vect();
Assign_UV_Vect((*uvp),(*((UV_VECT *)Data)));
New=uvp;
break;
case VECTOR_4D_ID_TOKEN:
v4p = Create_Vector_4D();
Assign_Vector_4D((*v4p),(*((VECTOR_4D *)Data)));
New=v4p;
break;
case FLOAT_ID_TOKEN:
dp = Create_Float();
*dp = *((DBL *)Data);
New = dp;
break;
case PIGMENT_ID_TOKEN:
case DENSITY_ID_TOKEN:
New = (void *)Copy_Pigment((PIGMENT *)Data);
break;
case TNORMAL_ID_TOKEN:
New = (void *)Copy_Tnormal((TNORMAL *)Data);
break;
case FINISH_ID_TOKEN:
New = (void *)Copy_Finish((FINISH *)Data);
break;
case MEDIA_ID_TOKEN:
New = (void *)new Media(*((Media *)Data));
break;
case INTERIOR_ID_TOKEN:
New = (void *)new Interior(*((Interior *)Data));
break;
case MATERIAL_ID_TOKEN:
New = (void *)Copy_Material((MATERIAL *)Data);
break;
case TEXTURE_ID_TOKEN:
New = (void *)Copy_Textures((TEXTURE *)Data);
break;
case OBJECT_ID_TOKEN:
New = (void *)Copy_Object((ObjectPtr )Data);
break;
case COLOUR_MAP_ID_TOKEN:
case PIGMENT_MAP_ID_TOKEN:
case SLOPE_MAP_ID_TOKEN:
case TEXTURE_MAP_ID_TOKEN:
case NORMAL_MAP_ID_TOKEN:
case DENSITY_MAP_ID_TOKEN:
New = (void *)Copy_Blend_Map((BLEND_MAP *)Data);
break;
case TRANSFORM_ID_TOKEN:
New = (void *)Copy_Transform((TRANSFORM *)Data);
break;
case CAMERA_ID_TOKEN:
New = (void *)new Camera(*(Camera *)Data);
break;
case RAINBOW_ID_TOKEN:
New = (void *)Copy_Rainbow((RAINBOW *)Data);
break;
case FOG_ID_TOKEN:
New = (void *)Copy_Fog((FOG *)Data);
break;
case SKYSPHERE_ID_TOKEN:
New = (void *)Copy_Skysphere((SKYSPHERE *)Data);
break;
case STRING_ID_TOKEN:
//New = (void *)POV_STRDUP((char *)Data);
len = UCS2_strlen((UCS2 *)(Data)) + 1;
New = (UCS2 *)POV_MALLOC(len * sizeof(UCS2), "UCS2 String");
POV_MEMMOVE((void *)New, (void *)(Data), len * sizeof(UCS2));
break;
case ARRAY_ID_TOKEN:
a=(POV_ARRAY *)Data;
na=(POV_ARRAY *)POV_MALLOC(sizeof(POV_ARRAY),"array");
*na=*a;
na->DataPtrs = (void **)POV_MALLOC(sizeof(void *)*(a->Total),"array");
for (i=0; i<a->Total; i++)
{
na->DataPtrs[i] = (void *)Copy_Identifier (a->DataPtrs[i],a->Type);
}
New = (void *)na;
break;
case FUNCT_ID_TOKEN:
case VECTFUNCT_ID_TOKEN:
New = (void *)Copy_Function((FUNCTION_PTR )Data);
break;
case SPLINE_ID_TOKEN:
New = (void *)Copy_Spline((SPLINE *)Data);
break;
default:
Error("Cannot copy identifier");
}
return(New);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
/* NK layers - 1999 June 10 - for backwards compatiblity with layered textures */
void Parser::Convert_Filter_To_Transmit(PIGMENT *Pigment)
{
int i;
BLEND_MAP *Map;
if (Pigment==NULL) return;
switch (Pigment->Type)
{
case PLAIN_PATTERN:
Pigment->colour[pTRANSM] += Pigment->colour[pFILTER];
Pigment->colour[pFILTER] = 0;
break;
default:
if (Pigment->Blend_Map != NULL)
{
Map = Pigment->Blend_Map;
/* go through blend map */
if ((Map->Type == PIGMENT_TYPE) || (Map->Type == DENSITY_TYPE))
{
for (i = 0; i < Map->Number_Of_Entries; i++)
{
Convert_Filter_To_Transmit(Map->Blend_Map_Entries[i].Vals.Pigment);
}
}
else
{
for (i = 0; i < Map->Number_Of_Entries; i++)
{
Map->Blend_Map_Entries[i].Vals.colour[pTRANSM] += Map->Blend_Map_Entries[i].Vals.colour[pFILTER];
Map->Blend_Map_Entries[i].Vals.colour[pFILTER] = 0;
}
}
}
break;
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Parser::Expectation_Error(const char *s)
{
Found_Instead_Error("Expected", s);
}
void Parser::SendFatalError(Exception& e)
{
// if the front-end has been told about this exception already, we don't tell it again
if (e.frontendnotified(true))
return;
PossibleError("%s", e.what());
}
void Parser::Warning(unsigned int level, const char *format,...)
{
va_list marker;
char localvsbuffer[1024];
va_start(marker, format);
vsnprintf(localvsbuffer, 1023, format, marker);
va_end(marker);
if(Token.FileHandle != NULL)
messageFactory.WarningAt(level, Token.FileHandle->name(), Token.Token_File_Pos.lineno, Token.Token_Col_No, Token.FileHandle->tellg().offset, "%s", localvsbuffer);
else
messageFactory.Warning(level, "%s", localvsbuffer);
}
void Parser::PossibleError(const char *format,...)
{
va_list marker;
char localvsbuffer[1024];
va_start(marker, format);
vsnprintf(localvsbuffer, 1023, format, marker);
va_end(marker);
if(Token.FileHandle != NULL)
messageFactory.PossibleErrorAt(Token.FileHandle->name(), Token.Token_File_Pos.lineno, Token.Token_Col_No, Token.FileHandle->tellg().offset, "%s", localvsbuffer);
else
messageFactory.PossibleError("%s", localvsbuffer);
}
void Parser::Error(const char *format,...)
{
va_list marker;
char localvsbuffer[1024];
va_start(marker, format);
vsnprintf(localvsbuffer, 1023, format, marker);
va_end(marker);
if(Token.FileHandle != NULL)
messageFactory.ErrorAt(POV_EXCEPTION(kParseErr, localvsbuffer), Token.FileHandle->name(), Token.Token_File_Pos.lineno, Token.Token_Col_No, Token.FileHandle->tellg().offset, "%s", localvsbuffer);
else
messageFactory.Error(POV_EXCEPTION(kParseErr, localvsbuffer), "%s", localvsbuffer);
}
int Parser::Debug_Info(const char *format,...)
{
va_list marker;
char localvsbuffer[1024];
va_start(marker, format);
vsnprintf(localvsbuffer, 1023, format, marker);
va_end(marker);
Debug_Message_Buffer.printf("%s", localvsbuffer);
return 0;
}
void Parser::FlushDebugMessageBuffer()
{
Debug_Message_Buffer.flush();
}
Parser::DebugTextStreamBuffer::DebugTextStreamBuffer(POVMSAddress ba, POVMSAddress fa, RenderBackend::SceneId sid) :
TextStreamBuffer (1024*8, 160),
backendAddress(ba),
frontendAddress(fa),
sceneId(sid)
{
// do nothing
}
Parser::DebugTextStreamBuffer::~DebugTextStreamBuffer()
{
// do nothing
}
void Parser::DebugTextStreamBuffer::lineoutput(const char *str, unsigned int chars)
{
POVMSObject msg;
char buffer[256];
buffer[0] = 0;
strncat(buffer, str, min((unsigned int)255, chars));
(void)POVMSObject_New(&msg, kPOVObjectClass_ControlData);
(void)POVMSMsg_SetupMessage(&msg, kPOVMsgClass_SceneOutput, kPOVMsgIdent_Debug);
(void)POVMSUtil_SetString(&msg, kPOVAttrib_EnglishText, buffer);
(void)POVMSUtil_SetInt(&msg, kPOVAttrib_SceneId, sceneId);
(void)POVMSMsg_SetSourceAddress(&msg, backendAddress);
(void)POVMSMsg_SetDestinationAddress(&msg, frontendAddress);
(void)POVMS_Send(NULL, &msg, NULL, kPOVMSSendMode_NoReply);
}
void Parser::DebugTextStreamBuffer::directoutput(const char *, unsigned int)
{
// do nothing
}
/*****************************************************************************
FUNCTION
CheckPassThru()
Checks to make sure that pass-through, high-density, and refraction
are not simultaneously selected. If all three are turned on, we need
to choose an appropriate one to turn off.
Preconditions:
'o' is an initialized object
'flag' is PH_PASSTHRU_FLAG, PH_TARGET_FLAG, or PH_RFR_ON_FLAG
(this is which flag was set most recently)
Postconditions:
One of these flags in 'o' is turned off, since they cannot all be turned on.
******************************************************************************/
void Parser::CheckPassThru(ObjectPtr o, int flag)
{
if( Test_Flag(o, PH_PASSTHRU_FLAG) &&
Test_Flag(o, PH_TARGET_FLAG) &&
!Test_Flag(o, PH_RFR_OFF_FLAG) )
{
switch (flag)
{
case PH_PASSTHRU_FLAG:
Warning(0, "Cannot use pass_through with refraction & target.\nTurning off refraction.");
Set_Flag(o, PH_RFR_OFF_FLAG);
Clear_Flag(o, PH_RFR_ON_FLAG);
break;
case PH_TARGET_FLAG:
if(Test_Flag(o, PH_RFR_ON_FLAG))
{
Warning(0, "Cannot use pass_through with refraction & target.\nTurning off pass_through.");
Clear_Flag(o,PH_PASSTHRU_FLAG);
}
else
{
Warning(0, "Cannot use pass_through with refraction & target.\nTurning off refraction.");
Set_Flag(o, PH_RFR_OFF_FLAG);
Clear_Flag(o, PH_RFR_ON_FLAG);
}
break;
case PH_RFR_ON_FLAG:
Warning(0, "Cannot use pass_through with refraction & target.\nTurning off pass_through.");
Clear_Flag(o, PH_PASSTHRU_FLAG);
break;
}
}
}
}