摘要
// Persistence of Vision Ray Tracer Scene Description File
// File: ?.pov
// Vers: 3.6
// Desc: Basic Scene Example
// Date: mm/dd/yy
// Auth: ?
//
#version 3.6;
#include "colors.inc"
global_settings {
assumed_gamma 2.1
// used in global_settings, sets an overall brightness/ambient light level in the scene
ambient_light color rgb <1,1,1>/10
}
// ----------------------------------------
camera {
location <+0.3, 0.5, -4.0> // -0.2 0.0 +0.2 // -0.3 -0.1 +0.1 +0.3
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
<-50, 40, -60> // light's position (translated below)
color rgb <1, 0, 0> // light's color
}
light_source {
<50, 40, -60> // light's position (translated below)
color rgb <0, 1, 0> // light's color
}
light_source {
<0, 190, -60> // light's position (translated below)
color rgb <0, 0, 1> // light's color
}
// ----------------------------------------
plane {
y, -1.3
pigment { color rgb <0.7,0.5,0.3> }
}
#declare ba=15;
#declare bb=15; //6 , 9 , , 15
#declare b1=max(ba,bb);
#declare s=sqrt(3)/2;
//tube armchair
#declare bb=bb+6; //6 , 9 , , 15
#declare r=(bb-6)/pi;
#macro ab2y(b,a) sin(a/r)*r
#end
#macro ab2x(b,a) b
#end
#macro ab2z(b,a) cos(a/r)*r -r
#end
/*
//rim armchair
#declare r=(bb-6)/pi*3;
#macro ab2y(b,a) sin(a/r)*r
#end
#macro ab2x(b,a) b
#end
#macro ab2z(b,a) cos(a/r)*r -r
#end
*/
/*
//ribbon
#macro ab2x(a,b) a
#end
#macro ab2y(a,b) b
#end
#macro ab2z(a,b) 0
#end
*/
/*
//rim zizag
#declare r=(ba*s)/pi*3;
#macro ab2x(a,b) sin(a/r)*r
#end
#macro ab2y(a,b) b
#end
#macro ab2z(a,b) cos(a/r)*r -r
#end
*/
/*
//tube zizag
#declare ba=ba+2;
#declare r=(ba*s)/pi;
#macro ab2x(a,b) sin(a/r)*r
#end
#macro ab2y(a,b) b
#end
#macro ab2z(a,b) cos(a/r)*r -r
#end
*/
union{
#declare m = -b1;
#while (m < b1)
#declare n = -b1;
#while (n < b1)
//#declare BallCount = 0;
// #while (BallCount < 2*pi)
#declare a0=(n*2+m)*s ;
#declare b0=m*1.5 ;
#if ((a0<ba) & (a0>-ba) & (b0<bb) & (b0>-bb) )
union{
#if (b0>-bb+2)
sphere {< ab2x(a0,b0), ab2y(a0,b0),ab2z(a0,b0)>, 0.5 }
#end
#if ((b0<bb-2) & (b0>-bb+2))
cylinder {< ab2x(a0,b0), ab2y(a0,b0),ab2z(a0,b0)>,< ab2x(a0,b0+1), ab2y(a0,b0+1),ab2z(a0,b0+1)>, 0.35 }
#end
#if (b0<bb-2)
sphere {< ab2x(a0,b0+1), ab2y(a0,b0+1),ab2z(a0,b0+1)>, 0.5 }
#if (a0+s<ba)
cylinder {< ab2x(a0,b0+1), ab2y(a0,b0+1),ab2z(a0,b0+1)>,< ab2x(a0+s,b0+1.5), ab2y(a0+s,b0+1.5),ab2z(a0+s,b0+1.5)>, 0.35 }
#end
#if (a0-s>-ba)
cylinder {< ab2x(a0,b0+1), ab2y(a0,b0+1),ab2z(a0,b0+1)>,< ab2x(a0-s,b0+1.5), ab2y(a0-s,b0+1.5),ab2z(a0-s,b0+1.5)>, 0.35 }
#end
#end
}
#end
// rotate <0,BallCount*60,0>}
// rotate <0,BallCount*60-30,0>}
// #declare BallCount = BallCount+pi/3; // increment our counter
// #end
#declare n = n+1; // increment our counter
#end
#declare m = m+1; // increment our counter
#end
texture {
pigment {
color rgb <1,1,1>*0.7
}
finish{
specular 0.6
}
}
scale 0.08 //2
// translate 0.4*z
rotate <90,45,0>
rotate <-20,0,0>
// translate z
}
许可协议
Public domainPublic domainfalsefalse
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我,本作品著作权人,释出本作品至公有领域。这适用于全世界。 在一些国家这可能不合法;如果是这样的话,那么: 我无条件地授予任何人以任何目的使用本作品的权利,除非这些条件是法律规定所必需的。
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