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Utilities Professional 1-1500
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Utilities Professional 1-1500 (1994)(WPD)[!].iso
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12511500
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var1482.dms
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var1482.adf
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bishop.mco
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1994-07-07
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125 lines
; This file Copyright 1994 Dan Wesnor
;
; This file may be freely distributed as long as no
; information is changed, no charge is made for
; the file, and the archive in which the file was
; contained is distributed in tact. Any violation
; of these conditions requires written authorization
; by the copyright holder.
/*
This is a script for the Magic Camera rendering system.
Magic Camera (MC) uses ray-tracing for realisting rendering
of shadows, reflections, and transparency. It is in the
final phase of completion and should be released shortly.
Plans are for release as shareware with a nominal charge
for a full working version.
See comments for a description of features.
Comments are either C-style (like this one), or a semi-colon
followed by text ; like this.
*/
/*
Primitive object include triangles and parallelograms,
both of which may be phong smoothed, spheres, rings (or disks),
and planes.
Compound objects, which allow complex shapes to be built,
include extrusions, spins, skin-over-frame, filled complex
2-d polygons (with holes), heightfields, boxes, and
polygon spheres.
Available patterns are check, wood, marble, brick,
several types of bitmap wraps, blotch, and clouds.
Textures include waves and several type of bumpmaps.
Lamps include point-source, directional, directional
spotlights (w/ beam width and beam falloff sharpness
controls), or spherical extended.
Variables, which may be used in complex expressions, include
real numbers, integers, 3d-vectors, and arrays of reals, 2-d vectors,
and 3-d vectors. Variables and arrays may be used to facilitate
animation.
*/
/* exports bishop.obj, which is 16.5 units high by 4 units radius */
color __bishopsurf { diff <1, 1, 1> }
object bishop.obj /* a chess piece */
/*
a slice is a two-dimensional array which is used
to describe 2D lines or polygons. a slice can then
be manipulated in variaous ways to form complex
polygon mesh objects. it may be spun, extruded, or
several slices may be used as a framework on which a
skin is applied.
*/
slice __bishop.slice = {
<0, 0>,
<4, 0>,
<3.3, .7>,
<2.5, 1>,
<2, 1.5>,
<2.5, 2>,
<3, 2>,
<3.5, 2.5>,
<3, 3>,
<1.5, 3.5>,
<1, 5>,
<1, 7>,
<1.5, 8>,
<2.5, 8>,
<3, 8.5>,
<2.5, 9>,
<1.5, 9>,
<2, 9.5>,
<1.5, 10>,
<.3, 10>,
<1, 11>,
<1.5, 12.5>,
<1, 14>,
<0, 15.5>,
<.5, 16>,
<0, 16.5>
}
/*
spins need not go through all 360 degrees.
both start and end angles may be specified.
a 'rise' may also be set, so that the slice is
moved upwards as it is spun, creating a spiral
effect. spins may be greate than 360 degrees.
as of now, all spins are around the Y axis.
*/
spin {
loc <0, 0, 0> ; location to spin around
segs 8 ; segments of the spin, i.e.,
; how many divisions in the spun
; object. this indicates that
; a division will occur every
; 45 degrees (360/8=45)
patt __bishopsurf ; apply the surface
slice __bishop.slice ; define the slice to spin
smooth ; apply smoothing routines
}
endobject /* bishop.obj */
lockobj bishop.obj ; lock the object into pattern space
; so that it does not 'slide off' the
; object as it is moved
/* these variable tell the world outside this file how big
the object is.
*/
real bishop_radius = 4
real bishop_height = 16.5