// POV-Ray 3.7 Scene File "Winding_Wire_macro_demo1.pov" // author: Friedrich A. Lohmueller, Jan-2014 // homepage: www.f-lohmueller.de //--------------------------------------------- #version 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- #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_Number = 1 ; //--------------------------------------------------------------------------------- // camera ------------------------------------------------------------------------- #switch ( Camera_Number ) #case (0) #declare Camera_Location = < 0.00, 0.00, -3.50> ; // front view #declare Camera_Look_At = < 0.00, 0.00, 0.00> ; #declare Camera_Angle = 45 ; #break #case (1) #declare Camera_Location = <2.0 , 2.0 ,-2.0> ; // diagonal view #declare Camera_Look_At = < 0.05 , 0.30 , 0.0> ; #declare Camera_Angle = 35 ; #break #case (2) #declare Camera_Location = < 4.00, 0.00, 0.00> ; // right side view #declare Camera_Look_At = < 0.00, 0.00, 0.00> ; #declare Camera_Angle = 45 ; #break #case (3) #declare Camera_Location = < 0.00, 5.00, 0+0.000> ; // top view #declare Camera_Look_At = < 0.00, 0.00, 0+0.001> ; #declare Camera_Angle = 45 ; #break #else #declare Camera_Location = < 2.00, 1.00, -2.00> ; // diagonal view #declare Camera_Look_At = < 0.00, 0.30, 0.00> ; #declare Camera_Angle = 45 ; #break #break #end // of "#switch ( Camera_Number )" //------------------------------------------------------------------------- camera{ // ultra_wide_angle // orthographic location Camera_Location right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } // sun -------------------------------------------------------------------- light_source{< 500,1500,-2500> color rgb<1,1,1>*0.9} // sun light_source{ Camera_Location color rgb<0.9,0.9,1>*0.0 shadowless}// flash // sky -------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<0.24,0.34,0.56>*1.0] [0.3 color rgb<0.24,0.34,0.56>*0.3] [0.7 color rgb<0.24,0.34,0.56>*0.3] [1.0 color rgb<0.24,0.34,0.56>*1.0] } rotate< 0,0, 0> scale 2 } } // end of sky_sphere //------------------------------ the Axes -------------------------------- //------------------------------------------------------------------------ #macro Axis_( AxisLen, Dark_Texture,Light_Texture) union{ cylinder { <0,-AxisLen,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 -------------------------------- #declare Text_Rotate = < 5,-45,0>; // union{ #if (AxisLenX != 0) object { Axis_(AxisLenX, Tex_Dark, Tex_Light) rotate< 0,0,-90>}// x-Axis text { ttf "arialbd.ttf", "x", 0.15, 0 texture{Tex_Dark} rotate Text_Rotate scale 0.6 translate no_shadow } #end // of #if #if (AxisLenY != 0) object { Axis_(AxisLenY, Tex_Dark, Tex_Light) rotate< 0,0, 0>}// y-Axis text { ttf "arialbd.ttf", "y", 0.15, 0 texture{Tex_Dark} rotate scale 0.6 translate <-0.55,AxisLenY+0.20,-0.05> rotate <0,Text_Rotate.y,0> no_shadow } #end // of #if #if (AxisLenZ != 0) object { Axis_(AxisLenZ, Tex_Dark, Tex_Light) rotate<90,0, 0>}// z-Axis text { ttf "arialbd.ttf", "z", 0.15, 0 texture{Tex_Dark} rotate Text_Rotate scale 0.95 translate <-0.75,0.2,AxisLenZ+0.10> no_shadow } #end // of #if } // end of union #end// of macro "AxisXYZ( ... )" //------------------------------------------------------------------------- //------------------------------------------------------------------------ #declare Texture_A_Dark = texture { pigment{ color rgb<1,0.45,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 4*2.05,4* 2.4 ,4* 5.0, Texture_A_Dark, Texture_A_Light) scale 0.1 } //-------------------------------------------------- end of coordinate axes //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //--------------------------------------------------------------------------////// //--------------------------------------------------------------------------////// #include "shapes_lo2/Winding_Wire_1.inc" //--------------------------------------------------------------------------////// object{ Winding_Wire_1( 0.055, // Wire radius 0.19, // vertical wire distance: min 2*WR (pitch) 0.50, // column base radius (to wire center) 0.30, // corner radius major of wire 4.5 , // 4.5 ;// revolutions: 0.25, 0.5, 0.75, 1,2,3 .... ) //-------------------------------------------------------- texture{ pigment{ color rgb< 1, 1, 1> } // color White // normal { bumps 0.5 scale 0.05 } finish { phong 1 reflection 0.00} } // end of texture rotate<0,0,0> translate<0,0,0> } //------------------------------------------------------------------////// //--------------------------------------------------------------------------////// //--------------------------------------------------------------------------//////