// ----------- Abmessungen
#declare G_z = 0.15;// -z value
// Silhuette right side:
// ---- values -----
#local S0 = < 0.00, 0.00>;
#local S1 = < 0.16, 0.05>;
#local S2 = < 0.22, 0.20>;
#local S3 = < 0.15, 0.35>;
#local S4 = < 0.17, 0.48>;
#local S5 = < 0.12, 0.56>;
#local S6 = < 0.00, 0.60>;
// vectors of 2 dim. S(u,v).
// If S= S(Xs,Yx),
// then S.u=Xs u. X.v=Ys.
// automatic mirror image
// Silhuette left side:
#local S7 = <-S5.u, S5.v>;
#local S8 = <-S4.u, S4.v>;
#local S9 = <-S3.u, S3.v>;
#local S10 = <-S2.u, S2.v>;
#local S11 = <-S1.u, S1.v>;
//--------------------------
// linear prism in y direction:
prism {
linear_sweep
cubic_spline
G_z, 0.00, 15
S0, S1, S2, S3, S4,
S5, S6, S7, S8, S9,
S10, S11,
S0, // last = first
S1, // 2 more !!!
S2
texture { /*as you like it!*/}
rotate<-90,0,0>
//roatates the prism in in plane xy!!!
translate<0.0,0,0>
} // end of prism ------------
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The Body of the Guitar: The base points of the silhuette line are marked by little spheres.
The points from S7 to S11 in symmetric positions are marked green.
Click here for the complete scene file for POV-Ray:
".txt" file or
".pov" file
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This want to show the following sample:
//-------- The Guitar_Body
difference{
union { //the positiv parts
object{Body_Shape
scale< 1.010,1.010, 0.95>
translate<0,-0.005*G_y, -0.05*G_z/2>
texture{G_Texture_outside1} }
object{Body_Shape
texture{G_Texture_outside } }
}// end of the union of
//the positiv parts of the body
// caving out the inside
object{Body_Shape
scale<0.99,0.99,1-0.01*(1/G_z)>
translate<0,0.005,-0.005>
texture{G_Texture_inside}}
// the hole - das Loch
cylinder{<0,0,-0.1>,<0,0,0.1>,G_Hole_R
translate<0,G_Hole_y,-G_z>
texture{G_Texture_outside}
} // end of cylinder ----------
}// end of difference -----------
// ------------ end of Guitar_Body
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Click here for the complete scene file for POV-Ray:
".txt" file or
".pov" file
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