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Computerspiele Selbermachen
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pov
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demo
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primitiv.pov
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1993-07-11
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// Persistence Of Vision Raytracer version 2.0 sample file.
#include "stage1.inc"
#declare Radius =2.5
#declare RowSpace=1.1
#declare ColSpace=1.1
#declare Dist=-3
#declare Row3= 2
#declare Row2=Row3+Radius*RowSpace*2
#declare Row1=Row2+Radius*RowSpace*2
#declare Col1= -Radius*ColSpace*3
#declare Col2= Col1+Radius*ColSpace*2
#declare Col3= Col2+Radius*ColSpace*2
#declare Col4= Col3+Radius*ColSpace*2
#declare Col5= Col4+Radius*ColSpace*2
camera {Camera1 translate <0,Row2,-110>}
#declare Fade=
texture {
pigment {
gradient <1,1,0>
color_map {
[0.0 color Green]
[0.3 color Green]
[0.5 color Clear]
[1.0 color Clear]
}
rotate z*45
}
finish {phong 1}
scale 5
}
#declare Solid=
texture {
pigment {Green}
finish {phong 1}
}
bicubic_patch {
type 1 flatness 0.01 u_steps 4 v_steps 4,
<0, -1.5, 2>, <1, -1.5, 0>, <2, -1.5, 0>, <3, -1.5, -2>,
<0, -0.5, 0>, <1, -0.5, 0>, <2, -0.5, 0>, <3, -0.5, 0>,
<0, 0.5, 0>, <1, 0.5, 0>, <2, 0.5, 0>, <3, 0.5, 0>,
<0, 1.5, 2>, <1, 1.5, 0>, <2, 1.5, 0>, <3, 1.5, -2>
texture {Solid}
rotate -45*y
translate <Col1, Row1, Dist>
}
blob {
threshold 0.6
component 1.0, 1.0, < 0.75, 0, 0>
component 1.0, 1.0, <-0.375, 0.64952, 0>
component 1.0, 1.0, <-0.375, -0.64952, 0>
texture {Solid}
translate <Col2, Row1, Dist>
}
box {
<-1, -1, -1>, <1, 1, 1>
texture {Solid}
rotate <-25, 15, 0>
translate <Col3, Row1, Dist>
}
cone {
x,0.5,
-x,1.0
rotate y*30
texture {Solid}
translate <Col4, Row1, Dist>
}
cylinder {
x,-x,1.0
rotate y*30
texture {Solid}
translate <Col1, Row2, Dist>
}
cubic {
// x*x + y*y*y + y*y + z*z -1 =0
<0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0.45, 0, 1, 0, 0, 0, 0, 1, 0, -1>
sturm
texture {Fade}
clipped_by{object{UnitBox scale 2.5}}
bounded_by{clipped_by}
translate <Col2, Row2, Dist>
}
disc {
<Col3, Row2, Dist>, //center location
<-1, 3, -2>, //normal vector
1.5, //radius
0.5 //hole radius (optional)
texture {Solid}
}
height_field {
gif "plasma3.gif"
smooth
texture {Solid}
translate <-.5, -.5, -.5>
scale <4,2,4>
rotate <-35, -30, 0>
translate <Col4, Row2, Dist>
}
plane { z, 0
texture {Fade}
clipped_by{object{UnitBox scale 3}}
bounded_by{clipped_by}
translate <Col1, Row3, Dist>
}
// x^4 - x^2 + y^2 + z^2 = 0
poly { 4
< 1, 0, 0, 0, 0, 0, 0, 0, 0, -1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 0, 0, 0, 0,
0, 0, 1, 0, 0>
sturm
scale 2
texture {Solid}
translate <Col2, Row3, Dist>
}
// y - x*x + z*z = 0
quadric {
<-1, 0, 1>, <0, 0, 0>, <0, 1, 0>, 0
texture {Fade}
clipped_by{object{UnitBox scale 2}}
bounded_by{clipped_by}
translate <Col3, Row3, Dist>
}
quartic {
//xxxx xxyy xxzz -2(rr+RR)xx
<1, 0, 0, 0, 2, 0, 0, 2, 0, -2.5,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//yyyy yyzz -2(rr-RR)yy
1, 0, 0, 2, 0 1.5, 0, 0, 0, 0,
//zzzz -2(rr+RR)zz (rr-RR)(rr-RR)
1, 0, -2.5, 0, 0.5625>
texture {Solid}
rotate -45*x
translate <Col4, Row3, Dist>
}