// ------------ window positions -----------
// front positions
#declare Window_Positon_1=<-Hx/2,0,Wall_D/3>;
#declare Window_Positon_2=< Hx/2,0,Wall_D/3>;
// right side positions
#declare Window_Positon_3=< Hx-Wall_D/3,0,3*Hz/4>;
#declare Window_Positon_4=< Hx-Wall_D/3,0, Hz/4>;
//-----------------------------------------------
#declare Window =
union{
difference{
box{<-0.50,0.80,-0.02>,< 0.50,1.80,0.02>}
box{<-0.45,0.85,-0.03>,<-0.03,1.27,0.03>}
box{< 0.03,0.85,-0.03>,< 0.45,1.27,0.03>}
box{<-0.45,1.33,-0.03>,< 0.03,1.75,0.03>}
box{< 0.03,1.33,-0.03>,< 0.45,1.75,0.03>}
texture{Windtex1}
} // ---end of difference
box{<-0.49,0.81,0.0>,< 0.49,1.79,0.001>
texture{T_Glass3}}
} // --- end of union -------------------
#declare Window_Hole = //symmetric!!!
box{<-0.50,0.80,-0.50>,< 0.50,1.80,0.50>
texture{Windtex2}
} // end of box -----------------------
//--------- end of window definition ------
// windows holes in house shape
difference{ //-----------------------------
box { <-Hx,0,0>,< Hx,Hy,Hz>
texture { Wall_Texture_1}
} // end of box -----------------------
plane{ <0,-1,0>,0
texture { Wall_Texture_2}
rotate<0,0,Roof_Angle>
translate<0,Hy,0>
} // end of plane --------------------
plane{ <0,-1,0>,0
texture { Wall_Texture_2}
rotate<0,0,-Roof_Angle>
translate<0,Hy,0>
} // end of plane --------------------
// inside caved out -
box { <-Hx+Wd,0.10,Wd>,<Hx-Wd,Hy,Hz-Wd>
texture {Wall_Texture_2}
} // end of box ----------------------
// window holes caved out
object{Window_Hole translate Window_Positon_1}
object{Window_Hole translate Window_Positon_2}
object{Window_Hole translate Window_Positon_3}
object{Window_Hole translate Window_Positon_4}
}// end of difference ----------------------
// Adding the windows:
object{Window translate Window_Positon_1}
object{Window translate Window_Positon_2}
object{Window rotate<0,90,0> translate Window_Positon_3}
object{Window rotate<0,90,0> translate Window_Positon_4}
//-------------------------------------------------- |