Descrizioni ed esempi per il raytracer POV-Ray di Friedrich A. Lohmüller
Oggetti Geometrici di POV-Ray
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Oggetti Geometrici
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Oggetti in "shapes3.inc"
- Segment_of_CylinderRing
- Segment_of_Torus
- Segment_of_Object
- Egg
- Egg_Shape
- Facetted_Egg
- Facetted_Egg_Shape
- Facetted_Sphere
- Ring_Sphere
- Column_N
- Column_N_AB
- Pyramid_N
- Pyramid_N_AB
>Round_Pyramid_N_out
>Round_Pyramid_N_in
- Round_Cylinder_Tube
- Rounded_Tube_AB
- Rounded_Tube
- Round_N_Tube_Polygon
- Round_Conic_Torus
- Round_Conic_Prism
- Half_Hollowed_Rounded_Cyl1
- Half_Hollowed_Rounded_Cyl2

 
                                       
Questo oggetto è definito con una macro nel mio include file "shapes3.inc" ( precedentemente "shapes_lo.inc" ).
Round_Pyramid_N
Round_Pyramid_N_out
Round_Pyramid_N
Round_Pyramid_N column
Round_Pyramid_N
Round_Pyramid wireframe
Wire_N_Pyramid truncated
Round_Pyramid wireframe
Round_Pyramid_N
Round_Pyramid wireframe
Round_Pyramid_N
Round_N_Pyramid filled
Round_Pyramid_N
... truncated
Round_Pyramid_N
... merge
Round_Pyramid_N_out,
definito con i raggi del cerchio circoscritto
Sintassi generale:
object{ Round_Pyramid_N_out( N,
               Point_A, R_out_A,
               Point_B, R_out_B,
               R_Border,
               Fill_On, Merge_On
             ) //----------------
        texture{ ... ... }
      } // end of object --------

Round_Pyramid_N_in,
definito con i raggi del cerchio inscritto.
general syntax:
object{ Round_Pyramid_N_in( N,
              Point_A, R_in_A,
              Point_B, R_in_B,
              R_Border,
              Fill_On, Merge_On
            ) //-------ö---------
        texture{ ... ... }
      } // end of object --------
N >2 = il numero di lati,
Point_A, R_out_A = A, raggio del cerchio circoscritto a A,
Point_B, R_out_B = B, raggio del cerchio circoscritto a B,
Point_A, R_in_A = A, raggio del cerchio inscritto a A,
Point_B, R_in_B = B, raggio del cerchio inscritto a B,
R_Border = il raggio dei angoli,
Fill_On = 0 = Wire_N_Pyramid, 1 = per una forma riempita.
Merge_On = 1 = taglia via le superfici interiori
se usiamo materiali transparenti.




Esempio:
#include "shapes3.inc"
object{ Round_Pyramid_N_out(
           8 , // number of side faces
           <-0.25,0.35,-0.8>, 0.40,// A, R_out_A,
                   <1,1.1,0>, 0.70,// B, R_out_B,
           0.08, // border radius
           1, // 1 = filled, 0 = wire
           0  // 0 = union, 1 = merge
        ) //-------------------------------------
        texture{ pigment{ rgb<1,1,1> }
                 finish { phong 1 }
               } // end of texture --------------
      } // end of object //----------------------
Esempio:
#include "shapes_lo.inc"
object{ Round_Pyramid_N_in(
           5 , // number of side faces
           <0,0.00,0>, 1.00, <0,1.25,0>, 0.00,
           0.05, // border radius
           0,   // 1 = filled, 0 = wire
           0   // 0 = union, 1 = merge
        ) //-------------------------------------
        texture{ pigment{ color rgb<1,1,1>}
                 finish { phong 1}
               } // end of texture
      } // end of object ------------------------

Qui qualche variazione di questa macro:
Round_N_Pyramid
Round_N_Pyramid
Round_N_Pyramid
Round_N_Pyramid
Round_N_Pyramid
Round_N_Pyramid
Round_N_Pyramid
Round_N_Pyramid

© Friedrich A. Lohmüller, 2013
www.f-lohmueller.de