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Round_N_Tube_Polygon
Sintassi generale:
object{ Round_N_Tube_Polygon( N,
Tube_R,
InCircle_R,
Edge_R,
Filled,
Merge_On
) //---------
texture{ ... ... }
scale<1,1,1>
rotate<0,0,0>
translate<0,0,0>
} // end of object ------------- |
N = il numero di segmenti del tubo,
Tube_R = raggio del tubo,
InCircle_R = raggio del cerchio inscirto,
Edge_R = raggio maggiore di segmenti toro in curva.
Filled: 1 = riempito; 0 = solo wireframe
(per cento di riempimento)
Merge_On: 0 = union; 1 = merge (se trasparente).
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Esempio:
#include "shapes3.inc"
object{ Round_N_Tube_Polygon( 6, // N,
0.1, // Tube_R,
0.85, // Base_Width,
0.25, // Edge_R
1, // Filled,
1, // Merge_On
) //------------
texture{ pigment{ color rgbf<1,1,1,0>}
finish { phong 1
reflection{0.4} }
} // end of texture
scale <1,1,1>
rotate <0,0,0>
translate<01,0,0>
} // end of object ---------------------- |
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Qualche variazione di "Round_Tube_Ring_N(...)"
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La macro nel dettaglio
//--------------------- Round_N_Tube_Polygon()
#macro Round_N_Tube_Polygon( N_in,
Tube_R,
Base_Width,
Edge_R
Filled,
Merge_On
) // -----------------
//-----------------------------------------------
#local N = N_in;
#if( N < 3) #local N = 3; #end
//-----------------------------------------------
#local D = 0.000001; // just a little bit
// to avoid coincident surfaces! //--------------
#local Edge_Angle = 360/N ;
#local Linear_Half_Len =
(Base_Width-Edge_R)*tan(radians(Edge_Angle/2));
//-----------------------------------------------
#local Edge_Part =
#if( Filled > 0)
#if( Merge_On = 1 )
merge{
#else
union{
#end // #if(Merge_On = 1 )
#end // #if(Filled > 0)
object{ Segment_of_Torus( Corner_R,
Tube_R,
-Edge_Angle )
rotate<-90,0,0>
translate
<Base_Width-Corner_R,Linear_Half_Len,0>
} // end of Torus_Segment(...)
#if( Filled > 0)
cylinder{ <0,0,-Tube_R*Filled>,
<0,0,Tube_R*Filled>, Corner_R
translate
<Base_Width-Corner_R,Linear_Half_Len,0>
}
}// end union or merge
#end // #if(Filled > 0)
//-----------------------------------------------
#if (Corner_R != Base_Width)
#local Linear_Part =
#if( Filled > 0)
#if( Merge_On = 1 )
merge{
#else
union{
#end // #if(Merge_On = 1 )
#end // #if(Filled > 0)
cylinder { <0,-Linear_Half_Len-D,0>,
<0,Linear_Half_Len+D,0>,Tube_R
translate<Base_Width,0,0>
} // end of cylinder
//----------------------//
#if( Filled > 0)
// linear prism in z-direction
prism{ -Tube_R*Filled-D ,Tube_R*Filled+D , 6
<-D, 0.00>, // first point
< Base_Width-Corner_R-D,-Linear_Half_Len-D>,
< Base_Width ,-Linear_Half_Len-D>,
< Base_Width , Linear_Half_Len+D>,
< Base_Width-Corner_R-D, Linear_Half_Len+D>,
<-D, 0.00> // last point = first point!
// turns prism in z direction:
rotate<-90,0,0> scale<1,1,-1>
} // end of prism ------------------------------
}// end union or merge
#end // #if(Filled_On = 1)
//----------------------//
#end // #if (Corner_R != Base_Width)
//-----------------------------------------------
#if (Corner_R != Base_Width)
#local One_Segment =
#if(Merge_On = 1 )
merge{
#else
union{
#end
object {Linear_Part}
object {Edge_Part}
} // end union or merge
#else
#local One_Segment =
object {Edge_Part}
#end
//-----------------------------------------------
// final union or merge
#if(Merge_On = 1 )
merge{
#else
union{
#end
#local Nr = 0; // start
#local EndNr = N; // end
#while (Nr < EndNr)
object{One_Segment rotate<0,0,Nr * 360/EndNr>}
#local Nr = Nr + 1; // next Nr
#end // --------------- end of loop
} // end union or merge
//-----------------------------------------------
#end // -------- end of macro Round_Tube_Ring_N() |
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