Difference between revisions of "Reference:Conditional Directives"
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<p>POV-Ray allows a variety of language directives to implement conditional parsing of various sections of your scene file. This is | <p>POV-Ray allows a variety of language directives to implement conditional parsing of various sections of your scene file. This is | ||
especially useful in describing the motion for animations but it has other uses as well. Also available is a <code>[[Reference:Conditional Directives#The while...end Directive|:#while|#while]]</code> loop directive. You may nest conditional directives 200 levels deep.</p> | especially useful in describing the motion for animations but it has other uses as well. Also available is a <code>[[Reference:Conditional Directives#The while...end Directive|:#while|#while]]</code> loop directive. You may nest conditional directives 200 levels deep.</p> | ||
+ | ==The if...else...end Directives== | ||
{{#indexentry:Directives, language, #if}} | {{#indexentry:Directives, language, #if}} | ||
{{#indexentry:Directives, language, #else}} | {{#indexentry:Directives, language, #else}} | ||
{{#indexentry:Directives, language, #elseif}} | {{#indexentry:Directives, language, #elseif}} | ||
{{#indexentry:Directives, language, #end}} | {{#indexentry:Directives, language, #end}} | ||
− | {{#indexentry:if | + | {{#indexentry:if}} |
− | {{#indexentry:#if | + | {{#indexentry:else}} |
− | + | {{#indexentry:elseif}} | |
+ | {{#indexentry:end}} | ||
+ | {{#indexentry:#if}} | ||
+ | {{#indexentry:#else}} | ||
+ | {{#indexentry:#elseif}} | ||
+ | {{#indexentry:#end}} | ||
<p>The simplest conditional directive is the traditional <code>#if</code> directive. The syntax is:</p> | <p>The simplest conditional directive is the traditional <code>#if</code> directive. The syntax is:</p> | ||
<pre> | <pre> | ||
Line 35: | Line 41: | ||
</pre> | </pre> | ||
− | {{#indexentry:ifdef | + | ==The ifdef and ifndef Directives== |
+ | {{#indexentry:ifdef}} | ||
+ | {{#indexentry:ifndef}} | ||
+ | {{#indexentry:#ifdef}} | ||
+ | {{#indexentry:#ifndef}} | ||
{{#indexentry:Directives, language, #ifdef}} | {{#indexentry:Directives, language, #ifdef}} | ||
{{#indexentry:Directives, language, #ifndef}} | {{#indexentry:Directives, language, #ifndef}} | ||
− | |||
<p>The <code>#ifdef</code> and <code>#ifndef</code> directive are similar to the <code>#if</code> directive however they are used to determine if an identifier has been previously declared.</p> | <p>The <code>#ifdef</code> and <code>#ifndef</code> directive are similar to the <code>#if</code> directive however they are used to determine if an identifier has been previously declared.</p> | ||
<pre> | <pre> | ||
Line 78: | Line 87: | ||
<p class="Note"><strong>Note:</strong> Additionally, just like the <code>#if</code> directive, the <code>#ifdef</code> and <code>#ifndef</code> directives now also supports an <code>#elseif</code> clause.</p> | <p class="Note"><strong>Note:</strong> Additionally, just like the <code>#if</code> directive, the <code>#ifdef</code> and <code>#ifndef</code> directives now also supports an <code>#elseif</code> clause.</p> | ||
− | |||
==The for Directive== | ==The for Directive== | ||
+ | {{#indexentry:for}} | ||
+ | {{#indexentry:#for}} | ||
<p>A new <code>#for</code> loop construct is now available for simple loops incrementing Identifier from Start to End (inclusive) with the given Step size. The default Step size is +1.0.</p> | <p>A new <code>#for</code> loop construct is now available for simple loops incrementing Identifier from Start to End (inclusive) with the given Step size. The default Step size is +1.0.</p> | ||
<p>The syntax is:</p> | <p>The syntax is:</p> | ||
Line 106: | Line 116: | ||
<p class="Note"><strong>Note:</strong> See the <em>end</em> of the next section for more information about <code>#break</code> directive behavior.</p> | <p class="Note"><strong>Note:</strong> See the <em>end</em> of the next section for more information about <code>#break</code> directive behavior.</p> | ||
− | {{#indexentry:switch | + | ==The switch, case, range and break Directives== |
− | {{#indexentry:#switch | + | {{#indexentry:switch}} |
+ | {{#indexentry:case}} | ||
+ | {{#indexentry:range}} | ||
+ | {{#indexentry:break}} | ||
+ | {{#indexentry:#switch}} | ||
+ | {{#indexentry:#case}} | ||
+ | {{#indexentry:#range}} | ||
+ | {{#indexentry:#break}} | ||
{{#indexentry:Directives, language, #switch}} | {{#indexentry:Directives, language, #switch}} | ||
{{#indexentry:Directives, language, #case}} | {{#indexentry:Directives, language, #case}} | ||
{{#indexentry:Directives, language, #range}} | {{#indexentry:Directives, language, #range}} | ||
{{#indexentry:Directives, language, #break}} | {{#indexentry:Directives, language, #break}} | ||
− | |||
− | |||
<p>A more powerful conditional is the <code>#switch</code> directive. The syntax is as follows...</p> | <p>A more powerful conditional is the <code>#switch</code> directive. The syntax is as follows...</p> | ||
<pre> | <pre> | ||
Line 170: | Line 185: | ||
<p>Where multiple <code>#switch</code>, loop and/or <code>#macro</code> blocks are nested, <code>#break</code> will leave only the innermost of these.</p> | <p>Where multiple <code>#switch</code>, loop and/or <code>#macro</code> blocks are nested, <code>#break</code> will leave only the innermost of these.</p> | ||
− | {{#indexentry:while | + | ==The while...end Directive== |
+ | {{#indexentry:while}} | ||
+ | {{#indexentry:#while}} | ||
{{#indexentry:Directives, language, #while}} | {{#indexentry:Directives, language, #while}} | ||
{{#indexentry:Directives, language, #end}} | {{#indexentry:Directives, language, #end}} | ||
− | |||
<p>The <code>#while</code> directive is a looping feature that makes it easy to place multiple objects in a pattern or other uses.</p> | <p>The <code>#while</code> directive is a looping feature that makes it easy to place multiple objects in a pattern or other uses.</p> | ||
<pre> | <pre> |
Latest revision as of 23:06, 3 May 2016
POV-Ray allows a variety of language directives to implement conditional parsing of various sections of your scene file. This is
especially useful in describing the motion for animations but it has other uses as well. Also available is a #while
loop directive. You may nest conditional directives 200 levels deep.
The if...else...end Directives
The simplest conditional directive is the traditional #if
directive. The syntax is:
IF_DIRECTIVE: #if ( Cond ) TOKENS... [ELSE_DIRECTIVE] #end ELSE_DIRECTIVE: #else TOKENS... | #elseif ( Cond ) TOKENS... [ELSE_DIRECTIVE]
The TOKENS are any number of POV-Ray keyword, identifiers, or punctuation and (
Cond )
is a float expression that is interpreted as a boolean value. The parentheses and the #end
directive are required, an optional #elseif
clause is now supported.
A value of 0.0 is false
(numbers <= 1e-10 are also considered zero) while other any non-zero value is true
.
For example:
#if (Foo) #debug "Foo is true\n" #elseif (Bar) #debug "Foo is false, but Bar is true\n" #else #debug "Foo and Bar are both false\n" #end
Note: Nesting directives in the following manner has been known to cause problems during the parse phase.
#if( #if(yes) yes #end ) #end
The ifdef and ifndef Directives
The #ifdef
and #ifndef
directive are similar to the #if
directive however they are used to determine if an identifier has been previously declared.
IFDEF_DIRECTIVE: #ifdef ( IDENTIFIER ) TOKENS... [ELSE_DIRECTIVE] #end IFNDEF_DIRECTIVE: #ifndef ( IDENTIFIER ) TOKENS... [ELSE_DIRECTIVE] #end ELSE_DIRECTIVE: #else TOKENS... | #elseif ( Cond ) TOKENS... [ELSE_DIRECTIVE]
If the IDENTIFIER exists then the first group of tokens is parsed normally and the second set is skipped. If false, the first set is skipped and the second set is parsed. This is especially useful for replacing an undefined item with a default.
For example:
#ifdef (User_Thing) // This section is parsed if the // identifier "User_Thing" was // previously declared object{User_Thing} // invoke identifier #else // This section is parsed if the // identifier "User_Thing" was not // previously declared box{<0,0,0>,<1,1,1>} // use a default #end // End of conditional part
The #ifndef
directive works the opposite. The first group is parsed if the identifier is not defined. As with the #if
directive, the #else
clause is optional and the #end
directive is required.
The #ifdef
and #ifndef
directives can be used to determine whether a specific element of an array has been assigned.
#declare MyArray=array[10] //#declare MyArray[0]=7; #ifdef(MyArray[0]) #debug "first element is assigned\n" #else #debug "first element is not assigned\n" #end
Note: Additionally, just like the #if
directive, the #ifdef
and #ifndef
directives now also supports an #elseif
clause.
The for Directive
A new #for
loop construct is now available for simple loops incrementing Identifier from Start to End (inclusive) with the given Step size. The default Step size is +1.0.
The syntax is:
#for (Identifier, Start, End [, Step]) //... #end
Consider the following example:
#for (i,0,330,30) sphere { 0,1 translate <0,0,-10> rotate y*i } #end
The Identifier (i in this case) starts at 0 and ends at 330 ... an optional step value of 30 was added.
Some additional notes:
- If Step is negative, comparison will be automatically adjusted to match a countdown pattern.
- Start, End and Step are evaluated only once.
- The loop counter is a full-fledged local variable. Any local variable of the same name already defined before the loop will be overwritten without warning (note that in the main scene file, all local variables outside of macros are effectively global); inside the loop, any tampering with the variable is possible for effect, as long as it is defined as a local numeric variable at the end of each iteration.
- After the loop has terminated, the variable will remain defined, typically holding the value End+Step.
- The loop counter must not be an array element.
Note: See the end of the next section for more information about #break
directive behavior.
The switch, case, range and break Directives
A more powerful conditional is the #switch
directive. The syntax is as follows...
SWITCH_DIRECTIVE: #switch ( Switch_Value ) SWITCH_CLAUSE... [#else TOKENS...] #end SWITCH_CLAUSE: #case( Case_Value ) TOKENS... [#break] | #range( Low_Value , High_Value ) TOKENS... [#break]
The TOKENS are any number of POV-Ray keyword, identifiers, or punctuation and (
Switch_Value )
is a float expression. The parentheses are required. The #end
directive is required. The SWITCH_CLAUSE comes in two varieties. In the #case
variety, the float Switch_Value is compared to the float Case_Value. If they are equal, the condition is true.
Note: Values whose difference is less than 1e-10 are considered equal in case of round off errors.
In the #range
variety, Low_Value and High_Value are floats separated by a comma and enclosed in parentheses.
If Low_Value <= Switch_Value and Switch_Value <= High_Value then the condition is true.
In either variety, if the clause's condition is true, that clause's tokens are parsed normally and parsing continues until a #break
, #else
or #end
directive is reached. If the condition is false, POV-Ray skips until another #case
or #range
is found.
There may be any number of #case
or #range
clauses in any order you want. If a clause evaluates true but no #break
is specified, the parsing will fall through to the next #case
or #range
and that clause conditional is evaluated. Hitting #break
while parsing a successful section causes an immediate jump to the #end
without processing subsequent sections, even if a subsequent condition would also have been satisfied.
An optional #else
clause may be the last clause. It is only executed if the clause before it was a false clause.
Additionally, within the #switch
directive, the #else
clause acts like a #range
directive that encompasses any possible number. To avoid execution of the #else
block, the preceding #case
or #range
directives must be ended with a #break
statement.
Note: The above behavior applies only within the #switch
directive.
For example:
#switch (VALUE) #case (TEST_1) // This section is parsed if VALUE=TEST_1 #break //First case ends #case (TEST_2) // This section is parsed if VALUE=TEST_2 #break //Second case ends #range (LOW_1,HIGH_1) // This section is parsed if (VALUE>=LOW_1)&(VALUE<=HIGH_1) #break //Third case ends #range (LOW_2,HIGH_2) // This section is parsed if (VALUE>=LOW_2)&(VALUE<=HIGH_2) #break //Fourth case ends #else // This section is parsed if no other case or // range is true. #end
Note: As of version 3.7 the #break
directive can now be used:
- anywhere within a
#case
or#range
block, to skip to the end of the#switch
directive (previously,#break
was only useful right before the next#case
,#range
or#else
directive, to indicate that a slip-through was not desired). - anywhere within a loop block (both
#while
and#for
), to terminate the loop. - anywhere within a
#macro
to preliminarily terminate the macro.
Example for the use in a loop:
#local R = seed(4711); #for (I, 1, 100) #if (rand(R) < I/1000) #break // terminate loop early #end #debug concat(str(I,0,0), " iterations and counting\n") #end
Where multiple #switch
, loop and/or #macro
blocks are nested, #break
will leave only the innermost of these.
The while...end Directive
The #while
directive is a looping feature that makes it easy to place multiple objects in a pattern or other uses.
WHILE_DIRECTIVE: #while ( Cond ) TOKENS... #end
The TOKENS are any number of POV-Ray keyword, identifiers, or punctuation marks which are the body of the loop. The #while
directive is followed by a float expression that evaluates to a boolean value. A value of 0.0 is false and any non-zero value is true.
Note: Extremely small values of about 1e-10 are considered zero in case of round off errors.
The parentheses around the expression are required. If the condition is true parsing continues normally until an #end
directive is reached. At the end, POV-Ray loops back to the #while
directive and the condition is re-evaluated. Looping continues until the condition fails. When it fails, parsing continues after the #end
directive.
Note: It is possible for the condition to fail the first time and the loop is totally skipped. It is up to the user to insure that something inside the loop changes so that it eventually terminates.
Here is a properly constructed loop example:
#declare Count=0; #while (Count < 5) object { MyObject translate x*3*Count } #declare Count=Count+1; #end
This example places five copies of MyObject
in a row spaced three units apart in the x-direction.
Note: See the end of the previous section for more information about #break
directive behavior.