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b58.irt
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1991-11-17
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#
# A model of the B58 Bomber.
#
#
# Gershon Elber, October 1991.
#
resolution = 10;
if ( machine, "=", msdos, (resolution = 8));
save_mat = view_mat;
view_mat = view_mat
* trans( vector( 5.0, 2.0, 0.0 ) )
* scale( vector( 0.15, 0.15, 0.15 ) );
#
# Set up for colored or wood texture version. set do_texture to 1 for
# wood version, otherwise color version. Note locally (in irit) it will
# always be displayed in colors.
#
do_texture = 0;
redcolor = "255,0,0";
graycolor = "70,70,70";
whitecolor = "255,255,255";
blackcolor = "10,10,10";
woodcolor = "244,164,96";
texture = "wood";
if ( do_texture, "=", 1,
( ( redcolor = woodcolor ):
( graycolor = woodcolor ):
( whitecolor = woodcolor ):
( blackcolor = woodcolor )
)
);
#
# First Lets create the fuselage.
#
#
# Front part of the fuselage:
#
c1 = circle( vector( 0.0, 0.0, 0.0 ), 0.01 ) *
roty( 90 ) *
trans( vector( -1.0, 0.0, 0.1 ) );
color( c1, green );
c2 = circle( vector( 0.0, 0.0, 0.0 ), 0.025 ) *
roty( 90 ) *
trans( vector( 0.0, 0.0, 0.1 ) );
color( c2, green );
c3 = circle( vector( 0.0, 0.0, 0.0 ), 0.03 ) *
roty( 90 ) *
trans( vector( 0.1, 0.0, 0.1 ) );
color( c3, green );
c4 = cbspline( 3,
list( ctlpt( P3, 1, 2.5, 0.0, -0.1 ),
ctlpt( P3, 0.707, 1.77, 0.283, -0.071 ),
ctlpt( P3, 1, 2.5, 0.4, 0.0 ),
ctlpt( P3, 0.707, 1.77, 0.283, 0.283 ),
ctlpt( P3, 1, 2.5, 0.0, 0.4 ),
ctlpt( P3, 0.707, 1.77, -0.283, 0.283 ),
ctlpt( P3, 1, 2.5, -0.4, 0.0 ),
ctlpt( P3, 0.707, 1.77, -0.283, -0.071 ),
ctlpt( P3, 1, 2.5, 0.0, -0.1 ) ),
list( 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4 ) ) *
trans( vector( -1.5, 0.0, 0.0 ) );
color( c4, green );
c5 = cbspline( 3,
list( ctlpt( P3, 1, 2.5, 0.0, -0.1 ),
ctlpt( P3, 0.707, 1.77, 0.283, -0.071 ),
ctlpt( P3, 1, 2.5, 0.4, 0.0 ),
ctlpt( P3, 0.707, 1.77, 0.283, 0.6 ),
ctlpt( P3, 1, 2.5, 0.0, 0.5 ),
ctlpt( P3, 0.707, 1.77, -0.283, 0.6 ),
ctlpt( P3, 1, 2.5, -0.4, 0.0 ),
ctlpt( P3, 0.707, 1.77, -0.283, -0.071 ),
ctlpt( P3, 1, 2.5, 0.0, -0.1 ) ),
list( 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4 ) ) *
trans( vector( 0.0, 0.0, 0.0 ) );
color( c5, green );
fuseFront = sFromCrvs( list( c1, c2, c3, c4, c5 ) );
if ( do_texture, "=", 1, ( attrib( fuseFront, "texture", texture ) ) );
attrib( fuseFront, "rgb", blackcolor );
color( fuseFront, yellow );
#
# Back part of the fuselage:
#
c1 = cbspline( 3,
list( ctlpt( P3, 1, 2.5, 0.0, -0.1 ),
ctlpt( P3, 0.707, 1.77, 0.283, -0.071 ),
ctlpt( P3, 1, 2.5, 0.4, 0.0 ),
ctlpt( P3, 0.707, 1.77, 0.283, 0.566 ),
ctlpt( P3, 1, 2.5, 0.0, 0.8 ),
ctlpt( P3, 0.707, 1.77, -0.283, 0.566 ),
ctlpt( P3, 1, 2.5, -0.4, 0.0 ),
ctlpt( P3, 0.707, 1.77, -0.283, -0.071 ),
ctlpt( P3, 1, 2.5, 0.0, -0.1 ) ),
list( 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4 ) ) *
trans( vector( 0.0, 0.0, 0.0 ) );
color( c1, red );
c2 = c1 * scale( vector( 1.05, 1.05, 1.05 ) ) *
trans( vector( 0.3, 0.0, 0.0 ) );
color( c2, red );
c3 = c1 * scale( vector( 0.95, 0.95, 0.95 ) ) *
trans( vector( 1.7, 0.0, -0.02 ) );
color( c3, red );
c4 = circle( vector( 0.0, 0.0, 0.0 ), 0.35 ) *
roty( 90 ) *
trans( vector( 5.0, 0.0, 0.2 ) );
color( c4, red );
c5 = c4 * trans( vector( 0.2, 0.0, 0.0 ) );
color( c5, red );
c6 = circle( vector( 0.0, 0.0, 0.0 ), 0.3 ) *
roty( 90 ) *
trans( vector( 10.5, 0.0, 0.2 ) );
color( c6, red );
c7 = circle( vector( 0.0, 0.0, 0.0 ), 0.01 ) *
roty( 90 ) *
trans( vector( 11.0, 0.0, 0.25 ) );
color( c7, red );
fuseBack = sFromCrvs( list( c1, c2, c3, c4, c5, c6, c7 ) );
if ( do_texture, "=", 1, ( attrib( fuseBack, "texture", texture ) ) );
attrib( fuseBack, "rgb", graycolor );
color( fuseBack, white );
#
# The cockpit:
#
cock1 = cregion( c1, 1.3, 2.7 );
color( cock1, yellow );
cock2 = cock1 * scale( vector( 0.9, 0.9, 1.1 ) ) *
trans( vector( -0.35, 0.0, -0.15 ) );
color( cock2, yellow );
cock3 = cock1 * scale( vector( 0.01, 0.01, 0.01 ) ) *
trans( vector( 1.4, 0.0, 0.38 ) );
color( cock3, yellow );
cockpit = sFromCrvs( list( cock1, cock2, cock3 ) );
if ( do_texture, "=", 1, ( attrib( cockpit, "texture", texture ) ) );
attrib( cockpit, "rgb", whitecolor );
color( cockpit, white );
free( cock1 ); free( cock2 ); free( cock3 ); free( cock4 );
free( c1 ); free( c2 ); free( c3 ); free( c4 );
free( c5 ); free( c6 ); free( c7 );
#
# Now create the steering (vertical) tail.
#
c1 = ( cbspline( 3,
list( ctlpt( E3, 0.0, 0.0, 0.0 ),
ctlpt( E3, 0.0, 0.02, 0.0 ),
ctlpt( E3, 1.5, 0.07, 0.0 ),
ctlpt( E3, 3.0, 0.0, 0.0 ) ),
list( KV_OPEN ) ) +
cbspline( 3,
list( ctlpt( E3, 3.0, 0.0, 0.0 ),
ctlpt( E3, 1.5, -0.07, 0.0 ),
ctlpt( E3, 0.0, -0.02, 0.0 ),
ctlpt( E3, 0.0, 0.0, 0.0 ) ),
list( KV_OPEN ) ) ) *
trans( vector( 7.7, 0.0, 0.3 ) );
c2 = c1 * scale( vector( 0.65, 0.65, 0.65 ) )
* trans( vector( 3.75, 0.0, 0.4 ) );
c3 = c1 * scale( vector( 0.16, 0.16, 0.16 ) )
* trans( vector( 9.5, 0.0, 2.0 ) );
vTail1 = ruledsrf( c1, c2 );
vTail2 = ruledsrf( c2, c3 );
if ( do_texture, "=", 1, ( attrib( vTail1, "texture", texture ) ) );
attrib( vTail1, "rgb", redcolor );
color( vTail1, red );
if ( do_texture, "=", 1, ( attrib( vTail2, "texture", texture ) ) );
attrib( vTail2, "rgb", redcolor );
color( vTail2, red );
vTailTop = sweepsrf( circle( vector( 0.0, 0.0, 0.0 ), 0.1 ),
cbezier( list( ctlpt( E3, 10.732, 0.0, 2.048 ),
ctlpt( E3, 10.972, 0.0, 2.048 ),
ctlpt( E3, 11.212, 0.0, 2.048 ) ) ),
cbezier( list( ctlpt( E2, 0.0, 0.01 ),
ctlpt( E2, 0.5, 1.0 ),
ctlpt( E2, 1.0, 0.01 ) ) ) );
if ( do_texture, "=", 1, ( attrib( vTailTop, "texture", texture ) ) );
attrib( vTailTop, "rgb", redcolor );
color( vTailTop, red );
vTailPara = sweepsrf( circle( vector( 0.0, 0.0, 0.0 ), 0.075 ),
cbspline( 3,
list( ctlpt( E3, 9.15, 0.0, 0.6 ),
ctlpt( E3, 9.5, 0.0, 0.6 ),
ctlpt( E3, 9.9, 0.0, 0.6 ),
ctlpt( E3, 10.7, 0.0, 0.6 ),
ctlpt( E3, 10.8, 0.0, 0.6 ),
ctlpt( E3, 10.85, 0.0, 0.6 ),
ctlpt( E3, 10.9, 0.0, 0.6 ) ),
list(KV_OPEN) ),
cbspline( 3,
list( ctlpt( E2, 0.0, 0.01 ),
ctlpt( E2, 0.01, 1.0 ),
ctlpt( E2, 0.5, 1.0 ),
ctlpt( E2, 0.7, 1.0 ),
ctlpt( E2, 1.0 , 0.01 ) ),
list(KV_OPEN) ) );
if ( do_texture, "=", 1, ( attrib( vTailPara, "texture", texture ) ) );
attrib( vTailPara, "rgb", graycolor );
color( vTailPara, white );
VTailAntn = surfrev( ctlpt( E3, 0.001, 0.0, 1.0 ) +
ctlpt( E3, 0.01, 0.0, 1.0 ) +
ctlpt( E3, 0.01, 0.0, 0.8 ) +
ctlpt( E3, 0.03, 0.0, 0.7 ) +
ctlpt( E3, 0.03, 0.0, 0.3 ) +
ctlpt( E3, 0.001, 0.0, 0.0 ) )
* scale( vector( 0.5, 0.5, 0.7 ) )
* roty( -90 )
* trans( vector( 10.8, 0.0, 1.9 ) );
if ( do_texture, "=", 1, ( attrib( vTailAntn, "texture", texture ) ) );
attrib( vTailAntn, "rgb", redcolor );
color( vTailAntn, red );
vTail = list( VTail1, VTail2, VTailTop, VTailPara, VTailAntn);
#
# Here are the wings:
#
c1 = cbspline( 3,
list( ctlpt( E3, 3.3, 0.0, 0.1 ),
ctlpt( E3, 3.7, 0.0, 0.3 ),
ctlpt( E3, 4.4, 0.0, 0.3 ),
ctlpt( E3, 9.0, 0.0, -0.1 ) ),
list( KV_OPEN ) ) +
cbspline( 3,
list( ctlpt( E3, 9.0, 0.0, -0.1 ),
ctlpt( E3, 6.0, 0.0, -0.1 ),
ctlpt( E3, 3.3, 0.0, 0.1 ) ),
list( KV_OPEN ) );
c2 = c1
* scale( vector( 0.02, 0.02, 0.02) )
* trans( vector( 8.4, 3.3, -0.1 ) );
lWingMain = ruledsrf( c1,c2 );
lWingCntr = sregion( lWingMain, ROW, 0.0, 0.78 );
if ( do_texture, "=", 1, ( attrib( lWingCntr, "texture", texture ) ) );
attrib( lWingCntr, "rgb", graycolor );
color( lWingCntr, white );
lWingEnd = sregion( lWingMain, ROW, 0.78, 1.0);
if ( do_texture, "=", 1, ( attrib( lWingEnd, "texture", texture ) ) );
attrib( lWingEnd, "rgb", redcolor );
color( lWingEnd, red );
rWingMain = lWingMain
* scale( vector(1.0, -1.0, 1.0));
rWingCntr = sregion( rWingMain, ROW, 0.0, 0.78);
if ( do_texture, "=", 1, ( attrib( rWingCntr, "texture", texture ) ) );
attrib( rWingCntr, "rgb", graycolor );
color( rWingCntr, white );
rWingEnd = sregion( rWingMain, ROW, 0.78, 1.0);
if ( do_texture, "=", 1, ( attrib( rWingEnd, "texture", texture ) ) );
attrib( rWingEnd, "rgb", redcolor );
color( rWingEnd, red );
Wings = list( lWingCntr, lWingEnd, rWingCntr, rWingEnd);
free( c1 ); free( c2 );
#
# Make the four engines:
#
c1 = cbspline( 3,
list( ctlpt( E3, 0.0, 0.0, 0.0 ),
ctlpt( E3, 0.17, 0.0, 0.3 ),
ctlpt( E3, 0.17, 0.0, 0.6 ) ),
list( KV_OPEN ) ) +
ctlpt( E3, 0.25, 0.0, 0.6 ) +
cbspline( 3,
list( ctlpt( E3, 0.25, 0.0, 0.1 ),
ctlpt( E3, 0.35, 0.0, 0.6 ),
ctlpt( E3, 0.3, 0.0, 2.5 ),
ctlpt( E3, 0.25, 0.0, 3.0 ) ),
list( KV_OPEN ) ) +
ctlpt( E3, 0.25, 0.0, 2.0 ) +
ctlpt( E3, 0.1, 0.0, 2.0 ) +
ctlpt( E3, 0.0, 0.0, 2.3 );
EngineIns = surfrev( c1 ) * roty( 90 );
color(EngineIns, blue);
Eng1Body = EngineIns * trans( vector( 3.2, 1.5, -0.7 ) );
if ( do_texture, "=", 1, ( attrib( Eng1Body, "texture", texture ) ) );
attrib( Eng1Body, "rgb", graycolor );
color( Eng1Body, white );
Eng2Body = EngineIns * trans( vector(5.8, 2.6, -0.5));
if ( do_texture, "=", 1, ( attrib( Eng2Body, "texture", texture ) ) );
attrib( Eng2Body, "rgb", graycolor );
color( Eng2Body, white );
c1 = cbspline( 3,
list( ctlpt( E3, 0.0, 0.0, 0.0 ),
ctlpt( E3, 0.5, 0.07, 0.0 ),
ctlpt( E3, 1.0, 0.0, 0.0 ) ),
list( KV_OPEN ) ) +
cbspline( 3,
list( ctlpt( E3, 1.0, 0.0, 0.0 ),
ctlpt( E3, 0.5, -0.07, 0.0 ),
ctlpt( E3, 0.0, 0.0, 0.0 ) ),
list( KV_OPEN ) );
Eng1c1 = c1
* scale( vector( 2.5, 1.0, 2.5))
* trans( vector( 3.45, 1.5, -0.44));
Eng2c1 = c1
* scale( vector( 1.7, 1.0, 1.7 ) )
* trans( vector( 6.8, 2.6, -0.24 ) );
#
# The extraction of the wing profiles just above the engines to make
# sure the engine holder do not over/under shoot. The commented interaction
# commands below will display the relevat curves of teh engine holder.
#
wingProf1 = csurface( lwingMain, ROW, 0.4 );
color(wingProf1, green);
wingProf2 = csurface( lwingMain, ROW, 0.78 );
color(wingProf2, green);
Eng1c2 = c1
* roty( 3 )
* scale( vector( 2.0, 1.0, 2.5 ) )
* trans( vector (5.55, 1.5, 0.1 ) );
# interact( list( Eng1Body, Eng1c1, Eng1c2, Eng1Holder, wingProf1 ),0 );
Eng2c2 = c1
* roty( 3.5 )
* scale( vector( 1.2, 1.0, 1.2 ) )
* trans( vector(7.4, 2.6, -0.03 ) );
# interact( list( Eng2Body, Eng2c1, Eng2c2, wingProf2 ),0 );
Eng1Holder = ruledsrf( Eng1c1, Eng1c2 );
if ( do_texture, "=", 1, ( attrib( Eng1Holder, "texture", texture ) ) );
attrib( Eng1Holder, "rgb", graycolor );
color( Eng1Holder, white );
Eng2Holder = ruledsrf( Eng2c1, Eng2c2 );
if ( do_texture, "=", 1, ( attrib( Eng2Holder, "texture", texture ) ) );
attrib( Eng2Holder, "rgb", graycolor );
color( Eng2Holder, white );
free( wingProf1 ); free( wingProf2 );
free( Eng1c1); free( Eng1c2 ); free( Eng2c1 ); free( Eng2c2 ); free( c1 );
Engine1 = list( Eng1Body, Eng1Holder );
Engine2 = list( Eng2Body, Eng2Holder );
Engine3 = Engine1 * scale( vector( 1.0, -1.0, 1.0 ) );
Engine4 = Engine2 * scale( vector( 1.0, -1.0, 1.0 ) );
Engines = list( Engine1, Engine2, Engine3, Engine4 );
#
# Model the gas tank.
#
tankBody = sweepsrf( circle( vector( 0.0, 0.0, 0.0 ), 0.3 ),
cbspline( 3,
list( ctlpt( E3, 1.5, 0.0, -0.5 ),
ctlpt( E3, 2.5, 0.0, -0.5 ),
ctlpt( E3, 3.5, 0.0, -0.5 ),
ctlpt( E3, 6.0, 0.0, -0.5 ),
ctlpt( E3, 7.5, 0.0, -0.5 ) ),
list( KV_OPEN ) ),
cbspline( 3,
list( ctlpt( E2, 0.0, 0.01 ),
ctlpt( E2, 0.01, 1.0 ),
ctlpt( E2, 0.5, 1.0 ),
ctlpt( E2, 0.9, 1.0 ),
ctlpt( E2, 1.0 , 0.01 ) ),
list( KV_OPEN ) ) );
if ( do_texture, "=", 1, ( attrib( tankBody, "texture", texture ) ) );
attrib( tankBody, "rgb", graycolor );
color( tankBody, white );
c1 = cbspline( 3,
list( ctlpt( E3, 0.0, 0.0, 0.0 ),
ctlpt( E3, 0.0, 0.01, 0.0 ),
ctlpt( E3, 0.5, 0.02, 0.0 ),
ctlpt( E3, 1.0, 0.0, 0.0 ) ),
list( KV_OPEN ) ) +
cbspline( 3,
list( ctlpt( E3, 1.0, 0.0, 0.0 ),
ctlpt( E3, 0.5, -0.02, 0.0 ),
ctlpt( E3, 0.0, -0.01, 0.0 ),
ctlpt( E3, 0.0, 0.0, 0.0 ) ),
list( KV_OPEN ) );
tankWIns = ruledsrf( c1,
c1
* scale( vector( 0.01, 0.01, 0.01 ) )
* trans( vector( 0.99, 0.0, 0.56 ) ) );
if ( do_texture, "=", 1, ( attrib( tankWIns, "texture", texture ) ) );
attrib( tankWIns, "rgb", graycolor );
color( tankWIns, white );
tankWing1 = tankWIns * rotx(45) * trans( vector( 6.2, 0.0, -0.5 ) );
tankWing2 = tankWIns * rotx(135) * trans( vector( 6.2, 0.0, -0.5 ) );
tankWing3 = tankWIns * rotx(225) * trans( vector( 6.2, 0.0, -0.5 ) );
tankWing4 = tankWIns * rotx(315) * trans( vector( 6.2, 0.0, -0.5 ) );
tankHolder = ruledsrf( c1
* scale( vector( 5.2, 5.2, 1.0 ) )
* trans( vector( 1.8, 0.0, -0.5 ) ),
c1
* scale( vector( 4.0, 5.2, 1.0 ) )
* trans( vector( 2.7, 0.0, 0.1 ) ) );
if ( do_texture, "=", 1, ( attrib( tankHolder, "texture", texture ) ) );
attrib( tankHolder, "rgb", graycolor );
color( tankHolder, white );
tank = list( tankBody, tankHolder, tankWing1, tankWing2, tankWing3, tankWing4 );
#
# Collect all, display and save.
#
b58 = list( fuseFront, fuseback, cockpit, Wings, vTail, Engines, tank );
interact( b58, 0 );
view_mat = rotx( 0 ); # Make it a unit matrix.
save( "b58", list( view_mat, b58 ) );
#
# Make walls for shadows.
#
v1 = vector( 0.0, 0.0, 0.0 );
v2 = vector( 0.0, 1.0, 0.0 );
v3 = vector( 1.0, 1.0, 0.0 );
v4 = vector( 1.0, 0.0, 0.0 );
xy_plane = poly( list( v1, v2, v3, v4 ) );
color( xy_plane, white );
attrib( xy_plane, "rgb", "100,100,100" );
v1 = vector( 0.0, 0.0, 0.0 );
v2 = vector( 0.0, 0.0, 1.0 );
v3 = vector( 1.0, 0.0, 1.0 );
v4 = vector( 1.0, 0.0, 0.0 );
xz_plane = poly( list( v1, v2, v3, v4 ) );
color( xz_plane, white );
attrib( xz_plane, "rgb", "100,100,100" );
v1 = vector( 0.0, 0.0, 0.0 );
v2 = vector( 0.0, 0.0, 1.0 );
v3 = vector( 0.0, 1.0, 1.0 );
v4 = vector( 0.0, 1.0, 0.0 );
yz_plane = poly( list( v1, v2, v3, v4 ) );
color( yz_plane, white );
attrib( yz_plane, "rgb", "100,100,100" );
walls = list( xy_plane, xz_plane, yz_plane )
* scale( vector( 100.0, 100.0, 100.0 ) )
* trans( vector( -3.0, -5.0, -3.0 ) );
save( "b58walls", walls );
exit();