This file is indexed.

/usr/share/povray-3.7/include/makegrass.inc is in povray-includes 1:3.7.0.0-9.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.

// Persistence of Vision Ray Tracer version 3.6 / 3.7 Include File
// File: makegrass.inc
// --------------------------------------
// Author: Gilles Tran, 1999-2004, http://www.oyonale.com
// former mgrass.pov by Gilles Tran 
// Updated for POV-Ray 3.7: March-2013 
//
// Description: macros for creating grass.
// ================================================
// This file presents 3 macros
// MakeBlade() creates an individual blade of grass
// MakeGrassPatch() creates a patch of grass (mesh)
//     optional with saving the mesh in a text file
// MakePrairie() creates a prairie of grass patches
// ------------------------------------------------

#ifndef( makegrass_Inc_Temp)
#declare makegrass_Inc_Temp=version;
#version 3.6;

#ifdef(View_POV_Include_Stack)
   #debug "including makegrass.inc\n"
#end

//==============================================
// MakeBlade macro
//==============================================
// The MakeBlade macro creates a grass blade with a central fold
// The blade is positionned at posBlade and rotated around the y axis according to segBlade
// Its length is lBlade.
// The blade bends from vector startBend to vector endBend
// The  describes how the curbe bends; low power bend faster
// --------------------------------------
// It first creates an array of points (vertices)
// Then it calculates the normals (optional)
/*
#declare doSmooth = true;       // smooth triangles                           
#declare posBlade = <0,0,0>;    // position of blade
#declare rotBlade = 100;        // rotation of blade around y
#declare segBlade= 20;          // number of blade segments - try low values (5 for instance) for tests
#declare lBlade = 10;           // length of blade
#declare xBladeStart = 1;       // width of blade at start
#declare xBladeEnd = 0.1;       // width of blade at the end
#declare zBladeStart = 0.5;     // depth of blade fold at start
#declare startBend = <0,1,0>;   // bending of blade at start (<0,1,0>=no bending)
#declare vBend = <0,0,1>;      // force bending the blade (<0,1,1> = 45°)
#declare pwBend = 1;           // bending power (how slowly the curve bends)
#declare dofold = false;        // true creates a fold in the blade (twice more triangles)
#declare dofile = false;        // true creates a mesh file
// --------------------------------------
*/

//---------------------------------------------------------------------------------------------------------------
#macro MakeBlade( doSmooth,      //  0 or 1,// smooth triangles
                  posBlade,      // <0,0,0>,// position of blade 
                  rotBlade,      //      00,// rotation of blade around y
                  segBlade,      //      20,// number of blade segments, try low values (5 for instance) for tests
                  lBlade,        //      10,// length of blade
                  xBladeStart,   //       1,// width of blade at start
                  xBladeEnd,     //     0.1,// width of blade at the end
                  zBladeStart,   //     0.5,// depth of blade fold at start
                  startBend,    //<0,1,0.3>,// bending of blade at start (<0,1,0>=no bending)
                  vBend,         // <0,0,1>,// force bending the blade (<0,1,1> = 45°)
                  pwBend,        //       1,// bending power (how slowly the curve bends)
                  dofold,        //  0 or 1,// true or 1 creates a fold in the blade (twice more triangles)
                  dofile         //  0 or 1,// true or 1 creates a mesh file
                ) //--------------------------------------------------------------------------------------------
#local lsegBlade=lBlade/segBlade;
#if (dofold=true)
        #local nI=3;
#else
        #local nI=2;
#end                
#local nJ=segBlade+1;
#local nP=nI*nJ;
#local P=array[nP]
#local N=array[nP]  
#local pBlade=<0,0,0>;              
#local Count=0;                                       
#local xBlade=xBladeStart;
#local zBlade=zBladeStart;
#if (dofold=true)
        #local P[0]=vaxis_rotate(-x*xBlade,y,rotBlade)+posBlade;
        #local P[1]=vaxis_rotate(z*zBlade,y,rotBlade)+posBlade;
        #local P[2]=vaxis_rotate(x*xBlade,y,rotBlade)+posBlade;
#else
        #local P[0]=vaxis_rotate(-x*xBlade,y,rotBlade)+posBlade;
        #local P[1]=vaxis_rotate(x*xBlade,y,rotBlade)+posBlade;

#end
#local Count=1; 
#local pBlade=vnormalize(startBend)*lsegBlade;
// --------------------------------------
// Fills the array of points
// --------------------------------------
#while (Count<nJ)          
        #local tBlade=Count/segBlade;
        // This is where the blade shape is defined
        #local pBlade=pBlade+lsegBlade*vnormalize(vnormalize(pBlade)+ vBend*pow(tBlade,pwBend));
        #local xBlade=xBladeStart+tBlade*(xBladeEnd-xBladeStart);
        #if (dofold=true)
                #local zBlade=zBladeStart*(1-tBlade);
                #local P[Count*nI]=vaxis_rotate(pBlade-x*xBlade,y,rotBlade)+posBlade;
                #local P[Count*nI+1]=vaxis_rotate(pBlade+z*zBlade,y,rotBlade)+posBlade;
                #local P[Count*nI+2]=vaxis_rotate(pBlade+x*xBlade,y,rotBlade)+posBlade;
        #else
                #local P[Count*nI]=vaxis_rotate(pBlade-x*xBlade,y,rotBlade)+posBlade;
                #local P[Count*nI+1]=vaxis_rotate(pBlade+x*xBlade,y,rotBlade)+posBlade;
        #end
        #local Count=Count+1;        
#end
// --------------------------------------
// Calculates normals if doSmooth = true
// --------------------------------------
#if (doSmooth=true)
#local N = array[nP] // Normales
#local q=0;
#while (q<nP)
#local i=mod(q,nI);#local j=(q-i)/nI;
#local V0 = q-nI-1;#if (i=0) #local V0=-1; #end
#local V1 = q-nI;
#local V2 = q-nI+1;#if (i=nI-1) #local V2=-1; #end
#local V3 = q-1;#if (i=0) #local V3=-1; #end
#local V4 = q;
#local V5 = q+1;#if (i=nI-1) #local V5=-1; #end
#local V6 = q+nI-1;#if (i=0) #local V6=-1; #end
#local V7 = q+nI;
#local V8 = q+nI+1;#if (i=nI-1) #local V8=-1; #end

#if (j=0) #local V0=-1;#local V1=-1;#local V2=-1;#end
#if (j=nJ-1) #local V6=-1;#local V7=-1;#local V8=-1; #end

#local N[q]=<0,0,0>;
#local k=0;
#if (V5>-1 & V8>-1) #local N[q]=N[q]+vcross(P[V4]-P[V5],P[V8]-P[V4]);#local k=k+1;#end
#if (V2>-1 & V5>-1) #local N[q]=N[q]+vcross(P[V4]-P[V2],P[V5]-P[V4]);#local k=k+1;#end
#if (V1>-1 & V2>-1) #local N[q]=N[q]+vcross(P[V4]-P[V1],P[V2]-P[V4]);#local k=k+1;#end
#if (V0>-1 & V1>-1) #local N[q]=N[q]+vcross(P[V4]-P[V0],P[V1]-P[V4]);#local k=k+1;#end
#if (V3>-1 & V0>-1) #local N[q]=N[q]+vcross(P[V4]-P[V3],P[V0]-P[V4]);#local k=k+1;#end
#if (V6>-1 & V3>-1) #local N[q]=N[q]+vcross(P[V4]-P[V6],P[V3]-P[V4]);#local k=k+1;#end
#if (V7>-1 & V6>-1) #local N[q]=N[q]+vcross(P[V4]-P[V7],P[V6]-P[V4]);#local k=k+1;#end
#if (V8>-1 & V7>-1) #local N[q]=N[q]+vcross(P[V4]-P[V8],P[V7]-P[V4]);#local k=k+1;#end
#local N[q]=N[q]/k;
#local q=q+1;#end
#end
// --------------------------------------
// Writes the triangles
// --------------------------------------

#local q=0;
#while (q<(nI*(nJ-1)-1))
#local i=mod(q,nI);#local j=(q-i)/nI;
#if (i <nI-1)
    #if (doSmooth=true)
        #if (dofile=true)
            #write(filehandle,"smooth_triangle{<",P[q].x,",",P[q].y,",",P[q].z,">,<",N[q].x,",",N[q].y,",",N[q].z,">,<",P[q+1].x,",",P[q+1].y,",",P[q+1].z,">,<",N[q+1].x,",",N[q+1].y,",",N[q+1].z,">,<",P[q+nI+1].x,",",P[q+nI+1].y,",",P[q+nI+1].z,">,<",N[q+nI+1].x,",",N[q+nI+1].y,",",N[q+nI+1].z,">}\n")
            #write(filehandle,"smooth_triangle{<",P[q].x,",",P[q].y,",",P[q].z,">,<",N[q].x,",",N[q].y,",",N[q].z,">,<",P[q+nI].x,",",P[q+nI].y,",",P[q+nI].z,">,<",N[q+nI].x,",",N[q+nI].y,",",N[q+nI].z,">,<",P[q+nI+1].x,",",P[q+nI+1].y,",",P[q+nI+1].z,">,<",N[q+nI+1].x,",",N[q+nI+1].y,",",N[q+nI+1].z,">}\n")
         #else
            smooth_triangle{P[q],N[q],P[q+1],N[q+1],P[q+nI+1],N[q+nI+1]}
            smooth_triangle{P[q],N[q],P[q+nI],N[q+nI],P[q+nI+1],N[q+nI+1]}
         #end

    #else        
         #if (dofile=true)
             #write(filehandle,"triangle{<",P[q].x,",",P[q].y,",",P[q].z,">,<",P[q+1].x,",",P[q+1].y,",",P[q+1].z,">,<",P[q+nI+1].x,",",P[q+nI+1].y,",",P[q+nI+1].z,">}\n")
             #write(filehandle,"triangle{<",P[q].x,",",P[q].y,",",P[q].z,">,<",P[q+nI].x,",",P[q+nI].y,",",P[q+nI].z,">,<",P[q+nI+1].x,",",P[q+nI+1].y,",",P[q+nI+1].z,">}\n")
         #else                        
             triangle{P[q],P[q+1],P[q+nI+1]}
             triangle{P[q],P[q+nI],P[q+nI+1]}
         #end
    #end       
#end
#local q=q+1;#end

#end
// --------------------------------------
// End of the MakeBlade macro
//==============================================

//==============================================
// MakeGrassPatch macro
//==============================================
// The MakeGrassPatch macro creates a grass patch by creating
// individual blades with the MakeBlade macro
// The resulting patch is a mesh of nBlade*nBlade individual blades
// Its size is lPatch*lPatch                    
// The main tuning parameters are segBlade and nBlade (keep low to test) 
// --------------------------------------
// Patch parameters
// --------------------------------------
/*
#declare lPatch=50;               // size of patch
#declare nBlade=40;               // number of blades per line
#declare ryBlade = 60;            // initial y rotation of blade
#declare segBlade= 15;            // number of blade segments
#declare lBlade = 15;             // length of blade
#declare wBlade = 1;              // width of blade at start
#declare wBladeEnd = 0.3;         // width of blade at the end
#declare doSmooth=false;          // true makes smooth triangles
#declare startBend = <0,1,0.3>;   // bending of blade at start (<0,1,0>=no bending)
#declare vBend = <0,-1,2>;       // direction of the force bending the blade (<0,1,1> = 45°)
#declare pwBend = 3;             // bending power (how slowly the curve bends)
#declare rd = 459;                // seed
#declare stdposBlade = 1;         // standard deviation of blade position 0..1
#declare stdrotBlade = 360;       // standard deviation of rotation
#declare stdBlade = 3;           // standard deviation of blade scale;
#declare stdBend = 0;             // standard deviation of blade bending;
#declare dofold = false;          // true creates a central fold in the blade (twice more triangles)
#declare dofile = true;           // true creates a mesh file
#declare fname = "fgrass.inc"     // name of the mesh file to create
// --------------------------------------
*/
// -------------------------------------------------------------------------------------------------------
#macro MakeGrassPatch( lPatch,      //   50, // size of patch
                       nBlade,      //   40, // number of blades per line
                       ryBlade,     //   60, // initial y rotation of blade
                       segBlade,    //   15, // number of blade segments
                       lBlade,      //   15, // length of blade
                       wBlade,      //    1, // width of blade at start
                       wBladeEnd,   //  0.3, // width of blade at the end

                       doSmooth,  // 0 or 1, // true or 1 makes smooth triangles   
                       startBend,//<0,1,0.3>,// bending of blade at start (<0,1,0>=no bending)
                       vBend,    //<0,-1,2>, // direction of the force bending the blade (<0,1,1> = 45°)
                       pwBend,      //    3, // bending power (how slowly the curve bends)
                       rd,          //18264, // random seed
                       stdposBlade, // 0..1, // standard deviation of blade position
                       stdrotBlade, //  360, // standard deviation of rotation
                       stdBlade,    //    3, // standard deviation of blade scale
                       stdBend,     //    0, // standard deviation of blade bending
                       dofold,     //0 or 1, // true or 1 creates a central fold in the blade (twice more triangles)
                       dofile,     //0 or 1, // true or 1 creates a mesh file
                       fname  // "grass_01.inc" // string, name of the mesh file to create
                     ) //-------------------------------------------------------------------------------
#if(dofile=true)          
        #warning concat(fname," mesh file creation starts\n")

        #fopen filehandle fname write  // creates the leaf mesh (individual leaf)
        #write(filehandle,"mesh{\n")
        #else
        mesh{
#end
#local iBlade=lPatch/(nBlade-1);
#local s1=seed(rd);
#local zCount=0;
#while (zCount<nBlade)
        #local xCount=0;                          
        
        #while (xCount<nBlade)                                          

                #local posBlade=<xCount*iBlade,0,zCount*iBlade>+<iBlade*(0.5-rand(s1))*stdposBlade,0,iBlade*(0.5-rand(s1))*stdposBlade>;
                #local rotBlade=ryBlade+(0.5-rand(s1))*stdrotBlade;
//                #local lBladetmp=max(lBlade*0.3,lBlade+(0.5-rand(s1))*stdlBlade);     
                #local scBlade=max(0.5,(0.5-rand(s1))*stdBlade*2);
                #local lBladetmp=lBlade*scBlade;     
                #local xBladeStart=wBlade*scBlade;
                #local xBladeEnd=wBladeEnd*scBlade;
                #local zBladeStart=xBladeStart*0.5;
                #local vBendtmp=vBend + <(0.5-rand(s1))*0.3,0.5-rand(s1),rand(s1)>*stdBend;
                MakeBlade(doSmooth,posBlade,rotBlade,segBlade,lBladetmp,xBladeStart,xBladeEnd,zBladeStart,startBend,vBendtmp,pwBend,dofold,dofile)
                #warning concat("blade ",str(zCount*nBlade+xCount+1,0,0),"/",str(nBlade*nBlade,0,0),"\n")

                #local xCount=xCount+1;
        #end
        #local zCount=zCount+1;
#end

#if(dofile = true)
        #write (filehandle,"translate <",-lPatch/2,",0,",-lPatch/2,">}\n")
        #fclose filehandle
        #warning concat(fname," file created\n")
#else
        translate <-lPatch/2,0,-lPatch/2>
        }
        
#end

#end
// --------------------------------------
// End of the MakeGrassPatch macro
//==============================================


//===============================================
// MakePrairie macro
// --------------------------------------
// The MakePrairie macro creates a prairie by collating patches
// along the z axis, starting with nxPrairie patches and adding addPatches patches
// at each line, so that the prairie gets wider
// Because the patch is a mesh object, you can have multiple copies of it without
// running out of memory too soon
// --------------------------------------
/*
#declare lPatch=50; //size of individual patches
#declare nxPrairie=3; //number of patches for the first line
#declare addPatches=1; //number of patches to add at each line
#declare nzPrairie=5; //number of lines of patches
#declare objectPatch=GrassPatch; //patch object
#declare rd=seed(779);  // random seed
#declare stdscale=1; // stddev of scale
#declare stdrotate=1; // stddev of rotation
#declare doTest=false; // replaces the patch with a sphere
// --------------------------------------
*/
//-----------------------------------------------------------------------------------
#macro MakePrairie( lPatch,     // 50, // size of individual patches
                    nxPrairie,  //  3, // number of patches for the first line
                    addPatches, //  1, // number of patches to add at each line
                    nzPrairie,  //  5, // number of lines of patches
                    objectPatch,// GrassPatch, // the name of the patch object
                    rd,         //779, // random seed
                    stdscale,   //  1, // stddev of scale
                    stdrotate,  //  1, // stddev of rotation
                    doTest      //  0 or 1, // replaces the patch with a sphere
                  ) //---------------------------------------------------------------
union{
#local zCount=0;
#local nxCounttmp=nxPrairie;
#local s2=seed(rd);
#while (zCount<nzPrairie)                            
        #local xCount=0;
        
        #while (xCount<nxCounttmp)
                
                #if (doTest=true)
//                        sphere{<-nxCounttmp*0.5+xCount,0,zCount>*lPatch,lPatch*0.5 pigment{Red} scale <1,0.2,1>}
                        sphere{0,lPatch*0.5 pigment{Red} scale <1,0.2,1>
                        scale (1+stdscale*rand(s2)) rotate y*360*(0.5-rand(rd))*stdrotate 
                        translate <xCount-(nxCounttmp-1)*0.5,0,zCount>*lPatch}
                #else
                        object{ objectPatch 
                                scale (1+stdscale*rand(s2)) 
                                rotate y*360*(0.5-rand(s2))*stdrotate 
                                translate <-(nxCounttmp-1)*0.5+xCount,0,zCount>*lPatch}
                #end
                #local xCount=xCount+1;
        #end
        #local nxCounttmp=nxCounttmp+addPatches;
        #local zCount=zCount+1;
#end
}
#end

//-----------------------------------------------
// End of MakePrairie macro
//===============================================

#version makegrass_Inc_Temp;
#end
// End of "makegrass.inc" -----------------------