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SHAPES2.INC
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1992-07-15
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// Persistence Of Vision Raytracer
// Standard shapes include file #2.
//
/* Contents:
Tetrahedron
Octahedron
Dodecahedron
Icosahedron
Rhomboid
Hexagon
HalfCone_Y
Pyramid
Pyramid2
Square_X
Square_Y
Square_Z
*/
// Shapes by Tom Price [75300,620]:
#declare Tetrahedron = intersection {
plane { <0.0 -1.0 0.0> 1.0 }
plane { <0.0 0.0 -1.0> 1.0 rotate <19.47 0.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <19.47 -120.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <19.47 120.0 0.0> }
}
#declare Octahedron = intersection {
plane { <0.0 0.0 1.0> 1.0 rotate <35.26438968275 0.0 0.0> }
plane { <0.0 0.0 1.0> 1.0 rotate <-35.26438968275 0.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <35.26438968275 0.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-35.26438968275 0.0 0.0> }
plane { <1.0 0.0 0.0> 1.0 rotate <0.0 0.0 -35.26438968275> }
plane { <1.0 0.0 0.0> 1.0 rotate <0.0 0.0 35.26438968275> }
plane { <-1.0 0.0 0.0> 1.0 rotate <0.0 0.0 -35.26438968275> }
plane { <-1.0 0.0 0.0> 1.0 rotate <0.0 0.0 35.26438968275> }
}
#declare Dodecahedron = intersection {
plane { <0.0 0.0 -1.0> 1.0 rotate <-26.56505117708 0.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-26.56505117708 -72.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-26.56505117708 -144.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-26.56505117708 -216.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-26.56505117708 -288.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <26.56505117708 -36.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <26.56505117708 -108.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <26.56505117708 -180.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <26.56505117708 -252.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <26.56505117708 -324.0 0.0> }
plane { <0.0 1.0 0.0> 1.0 }
plane { <0.0 -1.0 0.0> 1.0 }
}
#declare Icosahedron = intersection {
plane { <0.0 0.0 -1.0> 1.0 rotate <52.6625 0.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <52.6625 -72.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <52.6625 -144.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <52.6625 -216.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <52.6625 -288.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <10.8125 0.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <10.8125 -72.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <10.8125 -144.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <10.8125 -216.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <10.8125 -288.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-52.6625 -36.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-52.6625 -108.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-52.6625 -180.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-52.6625 -252.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-52.6625 -324.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-10.8125 -36.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-10.8125 -108.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-10.8125 -180.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-10.8125 -252.0 0.0> }
plane { <0.0 0.0 -1.0> 1.0 rotate <-10.8125 -324.0 0.0> }
}
// Shapes by others
// Convenient finite cone primitive, pointing up in the Y axis
// Cone_Y, X & Z in SHAPES.INC should be used instead of this shape
#declare HalfCone_Y = intersection {
quadric { // QCone_Y
<1.0 -1.0 1.0>
<0.0 0.0 0.0>
<0.0 0.0 0.0>
0.0
}
plane { <0 1 0 > 0 }
plane { <0 1 0 > -2 inverse }
translate <0 1 0>
scale <0.5 1 0.5>
}
/* Hexagonal Solid, axis along x */
#declare Hexagon = intersection {
plane { <0.0 0.0 1.0> 1.0 } /* Rotate 90 in z axis to stand up */
plane { <0.0 0.0 1.0> 1.0 rotate <60.0 0.0 0.0> }
plane { <0.0 0.0 1.0> 1.0 rotate <120.0 0.0 0.0> }
plane { <0.0 0.0 1.0> 1.0 rotate <180.0 0.0 0.0> }
plane { <0.0 0.0 1.0> 1.0 rotate <240.0 0.0 0.0> }
plane { <0.0 0.0 1.0> 1.0 rotate <300.0 0.0 0.0> }
plane { <1.0 0.0 0.0> 1.0 }
plane { <1.0 0.0 0.0> -1.0 inverse }
}
/* Three Dimensional 4-Sided Diamond */
#declare Rhomboid = intersection {
plane { <-1.0 0.0 0.0> 1.0 rotate <0.0 0.0 -30.0> }
plane { < 1.0 0.0 0.0> 1.0 rotate <0.0 0.0 -30.0> }
plane { < 0.0 0.0 1.0> 1.0 }
plane { < 0.0 0.0 -1.0> 1.0 }
plane { < 0.0 1.0 0.0> 1.0 }
plane { < 0.0 -1.0 0.0> 1.0 }
}
// Classic four-sided pyramids.
// The first can't be used correctly in CSG, the second can.
#declare Pyramid = intersection {
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 <0 -1 0>
}
#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 = union { /* Scale-able plane in x */
triangle { < 0 1 -1> < 0 -1 1> < 0 1 1> }
triangle { < 0 1 -1> < 0 -1 1> < 0 -1 -1> }
}
#declare Square_Y = union { /* Scale-able plane in y */
triangle { <-1 0 1> < 1 0 -1> <1 0 1> }
triangle { <-1 0 1> < 1 0 -1> <-1 0 -1>}
}
#declare Square_Z = union { /* Scale-able plane in z */
triangle { <-1 1 0.0> <1 -1 0.0> <-1 -1 0.0> }
triangle { <-1 1 0.0> <1 -1 0.0> <1 1 0.0> }
}