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OS/2 Shareware BBS: 10 Tools
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10-Tools.zip
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pose1os2.zip
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EXAMPLES
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SHIP
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SCENE1
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STATIC.SIM
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Text File
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1995-05-06
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3KB
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110 lines
// Primitives
// BEZIER PATCH
#declare Fin = union{
bicubic_patch{1 8 8
<-1.9544, .968, 0 > < .2, .6, 0 > < .38, .24, 0 > < .5, 0, 0 >
<-1.9544, .968, 0 > < .1, .6, .173 > < .19, .24, .329 > < .25, 0, .433 >
<-1.9544, .968, 0 > <-.1, .6, .173 > <-.19, .24, .329 > <-.25, 0, .433 >
<-1.9544, .968, 0 > <-.2, .6, 0 > <-.38, .24, 0 > <-.5, 0, 0 >
}
bicubic_patch{1 8 8
<-1.9544, .968, 0 > < .2, .6, 0 > < .38, .24, 0 > < .5, 0, 0 >
<-1.9544, .968, 0 > < .1, .6, -.173 > < .19, .24, -.329 > < .25, 0, -.433 >
<-1.9544, .968, 0 > <-.1, .6, -.173 > <-.19, .24, -.329 > <-.25, 0, -.433 >
<-1.9544, .968, 0 > <-.2, .6, 0 > <-.38, .24, 0 > <-.5, 0, 0 >
}
bicubic_patch{1 8 8
<-1.9544, .968, 0 > < .2, .6, 0 > < .38, .24, 0 > < .5, 0, 0 >
<-1.9544, .968, 0 > < .1, .6, -.173 > < .19, .24, -.329 > < .25, 0, -.433 >
<-1.9544, .968, 0 > <-.1, .6, -.173 > <-.19, .24, -.329 > <-.25, 0, -.433 >
<-1.9544, .968, 0 > <-.2, .6, 0 > <-.38, .24, 0 > <-.5, 0, 0 >
}
bicubic_patch{1 8 8
<-1.9544, .968, 0 > < .2, .6, 0 > < .38, .24, 0 > < .5, 0, 0 >
<-1.9544, .968, 0 > < .1, .6, .173 > < .19, .24, .329 > < .25, 0, .433 >
<-1.9544, .968, 0 > <-.1, .6, .173 > <-.19, .24, .329 > <-.25, 0, .433 >
<-1.9544, .968, 0 > <-.2, .6, 0 > <-.38, .24, 0 > <-.5, 0, 0 >
}
scale <.75,.75,.75>
}
// left rear
#declare LeftRearFin = object {
Fin
translate <0,0,0>
rotate <90,0,0>
texture {
Brass_Valley
finish { phong .9 }
}
}
// right rear
#declare RightRearFin = object {
Fin
translate <0,0,0>
rotate <-90,0,0>
texture {
Brass_Valley
finish { phong .9 }
}
}
// left front
#declare LeftFrontFin = object {
Fin
translate <0,0,0>
rotate <0,180,0>
translate <0,0,0>
rotate <90,0,0>
texture {
Brass_Valley
finish { phong .9 }
}
}
// right front
#declare RightFrontFin = object {
Fin
translate <0,0,0>
rotate <0,180,0>
translate <0,0,0>
rotate <-90,0,0>
texture {
Brass_Valley
finish { phong .9 }
}
}
#declare Body = object {
sphere { <0,0,0> .5
texture {
Brass_Valley
finish { phong .9 }
}
}
scale <1.5,.55,1.1>
}
// Create a ground plane
plane { y, -4
pigment {
color White
}
finish {
reflection 1
ambient 0.2
diffuse 0.8
}
}