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Computerspiele Selbermachen
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shapes2.inc
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1993-05-25
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// Persistence Of Vision Raytracer 2.0
// Standard shapes include file #2.
//
/* Contents:
Tetrahedron
Octahedron
Dodecahedron
Icosahedron
Rhomboid
Hexagon
HalfCone_Y
Pyramid
Pyramid2
Square_X
Square_Y
Square_Z
*/
#declare Shapes2_Inc_Temp = version
#version 2.0
// Shapes by Tom Price [75300,620]:
#declare Tetrahedron =
intersection
{plane {-y,1}
plane {-z,1 rotate <19.47, 0, 0>}
plane {-z,1 rotate <19.47, -120, 0>}
plane {-z,1 rotate <19.47, 120, 0>}
}
#declare Octahedron =
intersection
{plane { z, 1 rotate < 35.26438968275, 0, 0>}
plane { z, 1 rotate <-35.26438968275, 0, 0>}
plane {-z, 1 rotate < 35.26438968275, 0, 0>}
plane {-z, 1 rotate <-35.26438968275, 0, 0>}
plane { x, 1 rotate <0, 0, -35.26438968275>}
plane { x, 1 rotate <0, 0, 35.26438968275>}
plane {-x, 1 rotate <0, 0, -35.26438968275>}
plane {-x, 1 rotate <0, 0, 35.26438968275>}
}
#declare Dodecahedron =
intersection
{plane {-z, 1 rotate <-26.56505117708, 0, 0>}
plane {-z, 1 rotate <-26.56505117708, -72, 0>}
plane {-z, 1 rotate <-26.56505117708, -144, 0>}
plane {-z, 1 rotate <-26.56505117708, -216, 0>}
plane {-z, 1 rotate <-26.56505117708, -288, 0>}
plane {-z, 1 rotate <26.56505117708, -36, 0>}
plane {-z, 1 rotate <26.56505117708, -108, 0>}
plane {-z, 1 rotate <26.56505117708, -180, 0>}
plane {-z, 1 rotate <26.56505117708, -252, 0>}
plane {-z, 1 rotate <26.56505117708, -324, 0>}
plane { y, 1}
plane {-y, 1}
}
#declare Icosahedron =
intersection
{plane {-z, 1 rotate <52.6625, 0, 0>}
plane {-z, 1 rotate <52.6625, -72, 0>}
plane {-z, 1 rotate <52.6625, -144, 0>}
plane {-z, 1 rotate <52.6625, -216, 0>}
plane {-z, 1 rotate <52.6625, -288, 0>}
plane {-z, 1 rotate <10.8125, 0, 0>}
plane {-z, 1 rotate <10.8125, -72, 0>}
plane {-z, 1 rotate <10.8125, -144, 0>}
plane {-z, 1 rotate <10.8125, -216, 0>}
plane {-z, 1 rotate <10.8125, -288, 0>}
plane {-z, 1 rotate <-52.6625, -36, 0>}
plane {-z, 1 rotate <-52.6625, -108, 0>}
plane {-z, 1 rotate <-52.6625, -180, 0>}
plane {-z, 1 rotate <-52.6625, -252, 0>}
plane {-z, 1 rotate <-52.6625, -324, 0>}
plane {-z, 1 rotate <-10.8125, -36, 0>}
plane {-z, 1 rotate <-10.8125, -108, 0>}
plane {-z, 1 rotate <-10.8125, -180, 0>}
plane {-z, 1 rotate <-10.8125, -252, 0>}
plane {-z, 1 rotate <-10.8125, -324, 0>}
}
// Shapes by others
// Convenient finite cone primitive, pointing up in the Y axis
#declare HalfCone_Y =
intersection
{object {Cone_Y}
plane { y, 0}
plane {-y, 2}
translate <0, 1, 0>
scale <0.5, 1, 0.5>
}
/* Hexagonal Solid, axis along x */
#declare Hexagon =
intersection
{plane {z, 1} /* Rotate 90 in z axis to stand up */
plane {z, 1 rotate < 60, 0, 0>}
plane {z, 1 rotate <120, 0, 0>}
plane {z, 1 rotate <180, 0, 0>}
plane {z, 1 rotate <240, 0, 0>}
plane {z, 1 rotate <300, 0, 0>}
plane { x, 1}
plane {-x, 1}
}
/* Three Dimensional 4-Sided Diamond */
#declare Rhomboid =
intersection
{plane {-x, 1 rotate <0, 0, -30>}
plane { x, 1 rotate <0, 0, -30>}
plane { z, 1}
plane {-z, 1}
plane { y, 1}
plane {-y, 1}
}
// Classic four-sided pyramids.
// The first can't be used correctly in CSG, the second can.
#declare Pyramid =
union { // This isn't true CSG, it's just used for convenience
triangle { <-1, 0, -1>, <+1, 0, -1>, <0, 1, 0> }
triangle { <+1, 0, -1>, <+1, 0, +1>, <0, 1, 0> }
triangle { <-1, 0, +1>, <+1, 0, +1>, <0, 1, 0> }
triangle { <-1, 0, +1>, <-1, 0, -1>, <0, 1, 0> }
scale <1, 2, 1>
translate -y
}
#declare Pyramid2 = intersection {
plane { < 1, 0, 0>, 1 rotate < 0, 0, 40>}
plane { <-1, 0, 0>, 1 rotate < 0, 0, -40>}
plane { < 0, 0, 1>, 1 rotate <-40, 0, 0>}
plane { < 0, 0, -1>, 1 rotate < 40, 0, 0>}
plane { <0, -1, 0>, 0 }
translate <0 ,-1, 0>
}
// These next three are finite planes.
#declare Square_X = /* Scale-able plane in x */
union
{triangle {<0, 1, -1>, <0, -1, 1>, <0, 1, 1>}
triangle {<0, 1, -1>, <0, -1, 1>, <0, -1, -1>}
}
#declare Square_Y = /* Scale-able plane in y */
union
{triangle {<-1, 0, 1>, <1, 0, -1>, < 1, 0, 1>}
triangle {<-1, 0, 1>, <1, 0, -1>, <-1, 0, -1>}
}
#declare Square_Z = /* Scale-able plane in z */
union
{triangle {<-1, 1, 0>, <1, -1, 0>, <-1, -1, 0>}
triangle {<-1, 1, 0>, <1, -1, 0>, < 1, 1, 0>}
}
#version Shapes2_Inc_Temp