/*******************************************************************************
 * 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;
		}
	}
}

}
