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In article <397220e1@news.povray.org>, "Jan Walzer"
<wal### [at] informatik uni-halle de> wrote:
> Can't I limit a cylinder to some degrees to use ???
An isosurface seems a bit extreme for this...just use an intersection or
difference with a cylinder and 2 planes to create a wedge shape. You
could then translate the wedge away from the axis to separate the
"slice" from the others.
A macro like this should work: (untested!)
#macro PieWedge(minAngle, maxAngle, Radius, Thickness, Separation, Tex)
difference {
cylinder {< 0, 0, 0>, < 0, Thickness, 0>, Radius}
plane {-x, 0 rotate y*(maxAngle - minAngle)/2}
plane {x, 0 rotate -y*(maxAngle - minAngle)/2}
texture {Tex}
translate z*Separation
rotate y*(minAngle + (maxAngle - minAngle)/2)
}
#end
The parameters:
minAngle and maxAngle specify the angles where the wedge begins and
ends; Radius specifies the radius of the wedges, Thickness specifies the
height of the wedge, Separation controls the distance the wedge is moved
from the center, and Tex is the texture.
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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