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global_settings { ambient_light 4 }
//
#include "colors.inc"
#include "shapes.inc"
#include "math.inc"
#macro round_cone_triangle ( p1, p2, p3, r1, r2, r3, bT, rT, gT, vT)
//Joining lines
//
#local EdgeRadius = 1;
union{
object{Round_Cone2(p3, r3, p1, r1, EdgeRadius)texture{rT} }
object{Round_Cone2(p1, r1, p2, r2, EdgeRadius)texture{bT} }
object{Round_Cone2(p2, r2, p3, r3, EdgeRadius)texture{gT} }
#end
//
//Triangle definitions
//
#declare p1 = <-5,0,0>;
#declare p2 = <5,4,0>;
#declare p3 = <-5,9,0>;
#declare r1 = 5;
#declare r2 = 3;
#declare r3 = 1;
//Colour Textures
#declare bT = texture{ pigment { rgb<0,0,1> } } //Blue
#declare rT = texture{ pigment { rgb<1,0,0> } } //Red
#declare gT = texture{ pigment { rgb<0,1,0> } } //Green
#declare vT = texture{ pigment { rgb<0.5,0,1> }} //Violet
object{round_cone_triangle ( p1, p2, p3, r1, r2, r3, bT, rT, gT, vT) }
//
#macro
SF_roundtriangleintpoints(Point1,Point2,iNorm,vertA,vertB,vertC,radA,radB,radC)
//
#local vertA = <-5,0,0>;
#local vertB = <5,4,0>;
#local vertC = <-5,9,0>;
#local radA = 5;
#local radB = 3;
#local radC = 1;
//
#if(radA<=0)
#local iNorm = 0;
#local Point1 = vertA;
#local Point2 = vertA;
#else
#local AtoB = vertB - vertA;
#local ellAB = vlength(AtoB);
#if(ellAB>abs(radA-radB))
// May not degenerate to a single roundcone
#local AtoB = AtoB/ellAB;
#local cyl1AB = vertA + radA*(radA - radB)*AtoB/ellAB;
#local sinalphaAB = (radA - radB)/ellAB;
// Given the #if condition, 0 < sinalphaAB < 1
#local cosalphaAB = sqrt(1-sinalphaAB*sinalphaAB);
#local AtoC = vertC - vertA;
#local ellAC = vlength(AtoC);
#if(ellAC>abs(radA-radC))
// May not degenerate to a single roundcone
#local AtoC = AtoC/ellAC;
#local cyl1AC = vertA + radA*(radA - radA)*AtoC/ellAC;
#local cyl2AC = vertC + radC*(radA - radC)*AtoC/ellAC;
#local sinalphaAC = (radA - radC)/ellAC;
// Given the #if condition, 0 < sinalphAC < 1
#local cosalphaAC = sqrt(1-sinalphaAC*sinalphaAC);
#local cosbetaABC = vdot(AtoB,AtoC);
#if(cosbetaABC > 1)
#local cosbetaABC = 1;
#end
#local sinbetaABC = sqrt(1 - cosbetaABC*cosbetaABC);
#local AtoBperpC = AtoC - cosbetaABC*AtoB;
#local lAtoBperpC = vlength(AtoBperpC);
#if(lAtoBperpC > 0)
#local AtoBperpC = AtoBperpC/vlength(AtoBperpC);
#end
#local ABCperp = vcross(AtoB,AtoC);
#local ABCArea = vlength(ABCperp);
#if(ABCArea > 0)
#local ABCperp = ABCperp/ABCArea;
#local yABC =
radA*((radA-radC)/ellAC-cosbetaABC*(radA-radB)/ellAB)/sinbetaABC;
#local zABC = radA*radA - yABC*yABC -
(radA*(radA-radB)/ellAB)*(radA*(radA-radB)/ellAB);
#else
#local zABC = -1;
#end
#if(zABC>=0.000000001)
// Didn't degenerate into a single roundcone
#local zABC = sqrt(zABC);
#local iNorm = 1;
#local Point1 = cyl1AB + yABC*AtoBperpC + zABC*ABCperp;
#local Point2 = cyl1AB + yABC*AtoBperpC - zABC*ABCperp;
#else
#local iNorm = -1;
#local Point1 = vertA;
#local Point2 = vertA;
#end
#else
#local iNorm = -1;
#local Point1 = vertA;
#local Point2 = vertA;
#end
#else
#local iNorm = -1;
#local Point1 = vertA;
#local Point2 = vertA;
#end
#end
//
//
object{SF_roundtriangleintpoints(Point1,Point2,iNorm,vertA,vertB,vertC,radA,radB,radC)}
background {color White}
light_source { <20,20,-20> White shadowless}
camera{orthographic location <0,0,-10> look_at <0,0,0> }
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