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L' Effet Pommier 3
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L'Effet Pommier - Volume 03.iso
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POV-Ray 3.0B5a PPC
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LEVEL3
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MMSHAPE.INC
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1995-12-13
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172 lines
// Persistence Of Vision raytracer version 3.0 sample file.
// non-Standard shapes #include file
//
#version 3.0
#declare Ellipsoid = sphere { 0, 1 }
#declare light = light_source { <0, 0, 0> color White }
#declare USphere = intersection {
sphere { 0, 1 }
plane { -y, 0 }
}
#declare DSphere = intersection {
sphere { 0, 1 }
plane { y, 0 }
}
#declare Disk_X = cylinder { 0, x, 1 }
#declare Disk_Y = cylinder { 0, y, 1 }
#declare Disk_Z = cylinder { 0, z, 1 }
#declare Cylinder_X = cylinder {-x,x,1 scale <1.0e7, 1, 1 > }
#declare Cylinder_Y = cylinder {-y,y,1 scale <1, 1.0e7, 1 > }
#declare Cylinder_Z = cylinder {-z,z,1 scale <1, 1, 1.0e7 > }
#declare QCone_X = quadric {
<-1.0, 1.0, 1.0>,
<0.0, 0.0, 0.0>,
<0.0, 0.0, 0.0>,
0.0
}
#declare QCone_Y = quadric {
<1.0, -1.0, 1.0>,
<0.0, 0.0, 0.0>,
<0.0, 0.0, 0.0>,
0.0
}
#declare QCone_Z = quadric {
<1.0, 1.0, -1.0>,
<0.0, 0.0, 0.0>,
<0.0, 0.0, 0.0>,
0.0
}
#declare DCone = /*---------CONE POINT DOWN /POINT at 000--------*/
intersection {
object { QCone_Y scale <1, 1, 1> }
plane { -y, 0 }
plane { y, 1 }
}
#declare UCone = /*---------CONE POINT UP /POINT at 000--------*/
intersection {
object { QCone_Y scale <1, 1, 1> }
plane { y, 0 }
plane { y, -1 inverse }
}
#declare BiCone = /*----2 CONES POINTS TOGETHER /POINT at 000---*/
intersection {
object { QCone_Y scale <1, 1, 1> }
plane { y, 1 }
plane { y, -1 inverse }
}
#declare Plane_YZ = quadric {
<0.0, 0.0, 0.0>,
<0.0, 0.0, 0.0>,
<1.0, 0.0, 0.0>,
0.0
}
#declare Plane_XZ = quadric {
<0.0, 0.0, 0.0>,
<0.0, 0.0, 0.0>,
<0.0, 1.0, 0.0>,
0.0
}
#declare Plane_XY = quadric {
<0.0, 0.0, 0.0>,
<0.0, 0.0, 0.0>,
<0.0, 0.0, 1.0>,
0.0
}
/* y^2 + z^2 - x = 0 */
#declare Paraboloid_X = quadric {
<0.0, 1.0, 1.0>,
<0.0, 0.0, 0.0>,
<-1.0, 0.0, 0.0>,
0.0
}
/* x^2 + z^2 - y = 0 */
#declare Paraboloid_Y = quadric {
<1.0, 0.0, 1.0>,
<0.0, 0.0, 0.0>,
<0.0, -1.0, 0.0>,
0.0
}
/* x^2 + y^2 - z = 0 */
#declare Paraboloid_Z = quadric {
<1.0, 1.0, 0.0>,
<0.0, 0.0, 0.0>,
<0.0, 0.0, -1.0>,
0.0
}
/* y - x^2 + z^2 = 0 */
#declare Hyperboloid = quadric {
< -1.0, 0.0, 1.0>,
< 0.0, 0.0, 0.0>,
< 0.0, 1.0, 0.0>,
0.0
}
#declare Hyperboloid_Y = quadric { /* Vertical hyperboloid */
<1.0, -1.0, 1.0>, /* */
<0.0, 0.0, 0.0>, /* \ / */
<0.0, 0.0, 0.0>, /* Like this: ) ( */
-1.0 /* / \ */
}
#declare Cube = box { -1, 1 }
#declare Tetrahedron = intersection {
plane { -y, 1.0 }
plane { z, 1.0 rotate -30.0*x }
plane { x, 1.0 rotate <0.0, 30.0, 30.0> }
plane { -x, 1.0 rotate <0.0, -30.0, -30.0> }
}
#declare Hexagon = intersection { /* Hexagonal Solid, axis along x */
plane { z, 1.0 } /* Rotate 90 in z axis to stand up */
plane { z, 1.0 rotate 60.0*x }
plane { z, 1.0 rotate 120.0*x }
plane { z, 1.0 rotate 180.0*x }
plane { z, 1.0 rotate 240.0*x }
plane { z, 1.0 rotate 300.0*x }
plane { x, 1.0 }
plane { x, -1.0 inverse }
}
#declare Rhomboid = /* Three Dimensional 4-Sided Diamond */
intersection {
plane { -x, 1.0 rotate -30.0*z }
plane { x, 1.0 rotate -30.0*z }
plane { z, 1.0 }
plane { -z, 1.0 }
plane { y, 1.0 }
plane { -y, 1.0 }
}