// PoVRay 3.7 Scene File "hit_the_plane_test.pov" // created by Friedrich A. Lohmueller,2005/2009/2011 // homepage: www.f-lohmueller.de // //-------------------------------------------------------------------------- #version 3.7; global_settings{ assumed_gamma 1.0 } //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //-------------------------------------------------------------------------- //------------------------------------------------------------------------ #declare Camera_0 = camera { // xy view angle 20 location <0.0 , 0.0 ,-40.0> right x*image_width/image_height look_at <0.0, 0.0 , 0.0> } #declare Camera_1 = camera { // diagonal view angle 10 location <40.0 ,40.5 ,-40.0> right x*image_width/image_height look_at <0.3 , 1.5 ,-0.5> } #declare Camera_2 = camera { // yz view angle 20 location <31.0 , 7.0 ,1.0> right x*image_width/image_height look_at <1.5 , 1.4 , 1.0> } #declare Camera_3 = camera { // top view angle 20 location < 0.0 , 37.5 ,-0.0001> right x*image_width/image_height look_at <0 , 0 , 2.0> } camera{Camera_1} //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{< 0,1500,-1500> color White} // sky ------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<1,1,1> ]//White [0.4 color rgb<1,1,1>]//~Navy [0.6 color rgb<1,1,1>]//<0.14,0.14,0.56>]//~Navy [1.0 color rgb<1,1,1> ]//White } scale 2 } } // end of sky_sphere //------------------------------------------------------------------------ //------------------------------ the Axes -------------------------------- //------------------------------------------------------------------------ #macro Axis_( AxisLen, Dark_Texture,Light_Texture) union{ cylinder { <0,-AxisLen-3,0>,<0,AxisLen,0>,0.05 texture{checker texture{Dark_Texture } texture{Light_Texture} translate<0.1,0,0.1>} } cone{<0,AxisLen,0>,0.2,<0,AxisLen+0.7,0>,0 texture{Dark_Texture} } } // end of union #end // of macro "Axis()" //------------------------------------------------------------------------ #macro AxisXYZ( AxisLenX, AxisLenY, AxisLenZ, Tex_Dark, Tex_Light) //--------------------- drawing of 3 Axes -------------------------------- union{ #if (AxisLenX != 0) object { Axis_(AxisLenX, Tex_Dark, Tex_Light) rotate< 0,0,-90>}// x-Axis text { ttf "arial.ttf", "x", 0.15, 0 texture{Tex_Dark} scale 0.5 translate } #end // of #if #if (AxisLenY != 0) object { Axis_(AxisLenY, Tex_Dark, Tex_Light) rotate< 0,0, 0>}// y-Axis text { ttf "arial.ttf", "y", 0.15, 0 texture{Tex_Dark} scale 0.5 translate <-0.55,AxisLenY+0.20,-0.10>} #end // of #if #if (AxisLenZ != 0) object { Axis_(AxisLenZ, Tex_Dark, Tex_Light) rotate<90,0, 0>}// z-Axis text { ttf "arial.ttf", "z", 0.15, 0 texture{Tex_Dark} scale 0.5 translate <-0.55,0.1,AxisLenZ+0.10>} #end // of #if } // end of union #end// of macro "AxisXYZ( ... )" //------------------------------------------------------------------------ #declare Texture_A_Dark = texture { pigment{color rgb<1,0.35,0>} finish {ambient 0.15 diffuse 0.85 phong 1} } #declare Texture_A_Light = texture { pigment{color rgb<1,1,1>} finish {ambient 0.15 diffuse 0.85 phong 1} } object{ AxisXYZ( 6.0, 4.5, 7.0, Texture_A_Dark, Texture_A_Light)} // <<<<<<<<<<<<<<<<< adapt the axes here !!! //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squered plane dimensions #declare RasterScale = 1.0/2; #declare RasterHalfLine = 0.035/2; #declare RasterHalfLineZ = 0.035/2; //------------------------------------------------------------------------- #macro Raster(RScale, HLine) pigment{ gradient x scale RScale color_map{[0.000 color rgbt<1,1,1,1>*0.2] [0+HLine color rgbt<1,1,1,1>*0.2] [0+HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,1>*0.2] [1.000 color rgbt<1,1,1,1>*0.2]} } finish { ambient 0.15 diffuse 0.85} #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- plane { <0,1,0>, 0 // plane with layered textures texture { pigment{color rgbt<1,1,1,0.7>*1.1} finish {ambient 0.45 diffuse 0.85}} texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} rotate<0,0,0> no_shadow } //------------------------------------------------ end of squered plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #default{ finish {ambient 0.15 diffuse 0.85} } // /* Some Sample rgb colors - Einige Beispiele für rgb Farben - Qualche esempio per colori rgb //=========================================================================== pigment { color Green } Black rgb<0,0,0> ; Gray rgb<1,1,1>*0.5 ; White rgb<1,1,1> ; Red rgb<1,0,0> ; Green rgb<0,1,0> ; Blue rgb<0,0,1> ; Yellow rgb<1,1,0> ; Orange rgb<1,0.5,0>; Cyan rgb<0,1,1> ; Magenta<1,0,1,> ; orange yellow rgba<1,0.65,0> ; YellowGreen rgb<0.5,1,0> ; Dark Red rgb<0.5,0,0> ; dark green rgb<0,0.5,0> ; dark blue rgb<0,0,0.5> transparent colors - halbtransparente Farben - colori semi trasparenti: Red semi transparent: pigment{ color Red transmit 0.5 } = pigment { color rgbt<1,0,0,0.5>} */ //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- #declare Rl = 0.055; // radius of lines - Radius der Strecken #declare Rp = 0.105; // radius of points - Radius der Punkte // //------------------------------------------------------------------------------------ #include "analytical_g.inc" //------------------------------------------------------------------------------------ // ----------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------- // --------------------- Punti e Vettori - Punkte und Vektoren - Points and Vectors //------------------------------------------------------------------------------------ #declare A = < 3.0, 1.0,-3.0>; #declare B = <-1.0, 3.0, 5.0>; // plane by 3 Points: #declare P = < -3.0, 0.0,-3.0>; #declare Q = < -3.0, 4.0,-3.0>; #declare R = < 0.0, 4.0, 0.0>; /* // plane by normal vector and starting point: #declare N = < 1,0,-1>; #declare P = < 0.0, 3.0, 0>; */ //------------------------------------------------------------------------------------ // --------------------------------------------------------------- Zeichnen ---------- // ---------------------------------------------------------------- Drawing ---------- // the point A sphere{ A, Rp pigment{ color Orange }} object{ Show_Yxz( A, Rl/2) pigment{ color Yellow }} text { ttf "arial.ttf", concat( "A = (", vstr(3, A, "/", 0, 1), ")" ),0.1,0 scale 0.4 rotate<20,-45,0> translate A+< 0.5,0.4,-0.2> pigment{ color Green*0.5 } no_shadow} // the point A sphere{ B, Rp pigment{ color Orange }} object{ Show_Yxz( B, Rl/2) pigment{ color Yellow }} text { ttf "arial.ttf", concat( "B = (", vstr(3, B, "/", 0, 1), ")" ),0.1,0 scale 0.4 rotate<20,-45,0> translate B+< 0.5,0.3,-0.3> pigment{ color Green*0.5 } no_shadow } //------------------------------------------------------------------------------------- // vector AB object{ Vector( A,B, Rl) pigment{ color Green }} // Gerade - straight line AB cylinder{ A-10*(B-A), B+10*(B-A), Rl/2 pigment{ color Green*0.5}} // the point P sphere{ P, Rp pigment{ color Orange }} object{ Show_Yxz( P, Rl/2) pigment{ color Yellow }} text { ttf "arial.ttf", "P",0.1,0 scale 0.4 rotate<20,-45,0> translate P+<-0.5,0.1,-0.5> pigment{ color Green*0.5 } no_shadow } // the point Q sphere{ P, Rp pigment{ color Orange }} object{ Show_Yxz( Q, Rl/2) pigment{ color Yellow }} text { ttf "arial.ttf", "Q",0.1,0 scale 0.4 rotate<20,-45,0> translate Q+<-0.5,0.1,-0.5> pigment{ color Green*0.5 } no_shadow } // the point P sphere{ R, Rp pigment{ color Orange }} object{ Show_Yxz( R, Rl/2) pigment{ color Yellow }} text { ttf "arial.ttf", "R",0.1,0 scale 0.4 rotate<20,-45,0> translate R+<-0.5,0.1,-0.5> pigment{ color Green*0.5 } no_shadow } // vector P Q object{ Vector( P,Q, Rl) pigment{ color Orange }} // vector P R object{ Vector( P,R, Rl) pigment{ color Orange }} //----------------------------------------------------------------------- plane - Ebene // object{ Plane_Dir( Start, Dir1, Dir2, Start, End ) pigment{ color Green}} #declare Plane_1 = object{ Plane_Dir(P, Q-P, R-P, <-3,0,-4>,<2.5,4,4> ) pigment{ color Yellow transmit 0.4}} /* //object{ Plane_NoP( Normale, P, Start, End) pigment{ color Green}} #declare Plane_1 = object{ Plane_NoP( N, P, <-3,0,-4>,<2.5,4,4> ) tpigment{ color Gray transmit 0.5}} */ object{ Plane_1} //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ // Speicher für Normalenvektor vorbereiten. // prepare a vector to store in the normal vector #declare Hit_Normal = <0,0,0>; // point of intersection and normal vector at the point of intersection // Schnittpunkt und Normalenvektor #declare Hit_the_Object = trace ( Plane_1, A,B-A, Hit_Normal ); // if trace ( Objcect, ...) does find No point of intersection // the normal vector (here: Hit_Normal) is <0,0,0> !!!! // point of intersection - Schnittpunkt sphere{ Hit_the_Object, Rp pigment{ color Red*0.8 }} // shows the point of intersection object{ Show_Yxz( Hit_the_Object, Rl/2) pigment{ color Yellow }} // shows relative position text{ ttf "ARIAL.TTF" concat( "S = (", vstr(3, Hit_the_Object, "/", 0, 1), ")" ),0.1,0 scale 0.40 rotate<20,-45,0> translate Hit_the_Object+< 0.4,0.0,0> pigment{ color Red*0.8 } no_shadow } // normal vector at the point of intersection (twice as long for better view!) object{ Vector( Hit_the_Object, Hit_the_Object + 2*Hit_Normal, Rl) pigment{ color Red*0.5 }} text{ ttf "ARIAL.TTF" concat( "N = <", vstr(3, 2*Hit_Normal, "/", 0, 1), ">" ),0.1,0 scale 0.40 rotate<20,-45,0> translate Hit_the_Object + 2*Hit_Normal + < 0.4,0.0,-0.5> pigment{ color Red*0.5 } no_shadow } //-----------------------------------------------------------------------------end