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8 Jul 2024 11:02:30 EDT (-0400)
  Celtic Weave (Message 1 to 1 of 1)  
From: Mike Williams
Subject: Celtic Weave
Date: 15 Nov 2000 14:04:11
Message: <hxjPzBAUdqE6Ew2f@econym.demon.co.uk>
//      Persistence of Vision Ray Tracer Scene
//      File: Celtic.pov
//      Date: 15-Nov-2000
//      Author: Mike Williams
//      Generates "celtic knot" shapes


// ---  Parameters ----

#declare R2=0.5;        // thickness of tube (sensible values are 0.2 to 0.8)
#declare WW=14;         // number of cells horizontally (must be even)
#declare HH=10;         // number of cells vertically (must be even)  
#declare Flaws=15;      // number of flaws (zero gives a plain weave)
#declare SEED=1235;     // random seed


// --- Declarations of components ---

#declare A = intersection
  { torus {1,R2 rotate x*90 translate <1,-1,0>}
    box {-1,1}
    scale 0.5
  }

#declare B = object { A rotate z*270 }
#declare C = object { A rotate z*90 }
#declare D = object { A rotate z*180 }
#declare E = union { object {A} object {D} }
#declare F = union { object {B} object {C} }

#declare G1 =
 intersection 
    { torus {1,R2 translate <-1,0,0>}
      plane {-x,1}
      plane {x,-1 rotate y*30}
    scale 0.5
    translate z*-0.5
  }
#declare G2 =
  intersection
    { torus {1,R2 translate <0,0,1.7>}
      plane {-x,1 rotate 30*y}
      plane {x,1 rotate -30*y}
    scale 0.5
    translate z*-0.5
  }
#declare G3 = union {object {G1} object {G2} object {G1 scale <-1,1,1>}}  
#declare G = union {object {G3} object {G3 rotate <180,0,90>}}
#declare H = object {G rotate y*180}


// ---  create the Celtic control array ---

#declare Celtic = array[WW][HH]
#declare Y=1;
#while (Y<HH-1)
  #declare X=1;
  #while (X<WW-1)
    #declare XY = X+Y;
    #if (int(XY/2)*2 = XY)
       #declare Celtic[X][Y]=0;
    #else
       #declare Celtic[X][Y]=1;
    #end
    #declare X=X+1;
  #end
  #declare Y=Y+1;
#end

#declare R=seed(SEED);
#declare Flaw=0;
#while (Flaw < Flaws)
  #declare Fx=int(rand(R)*(WW-2))+1;
  #declare Fy=int(rand(R)*(HH-2))+1;
    #declare Celtic[Fx][Fy] = 2;
    #declare Celtic[WW-1-Fx][HH-1-Fy] = 2;
    #declare Celtic[Fx][HH-1-Fy] = 3;
    #declare Celtic[WW-1-Fx][Fy] = 3;
  #declare Flaw = Flaw + 1;
#end


// --- Generate the Knot object ---

#declare Knot = union {
  #declare X=1;
  #while (X<WW-1)
    object {A translate <X,0,0>}
    object {B translate <X+1,0,0>}
    object {C translate <X,-HH+1,0>}
    object {D translate <X+1,-HH+1,0>}
    #declare X=X+2;
  #end   
  #declare Y=1;
  #while (Y<HH-1)
    object {A translate <0,-Y,0>}
    object {C translate <0,-Y-1,0>}
    object {B translate <WW-1,-Y,0>}
    object {D translate <WW-1,-Y-1,0>}
    #declare Y=Y+2;
  #end   
  #declare Y=1;
  #while (Y<HH-1)
    #declare X=1;
    #while (X<WW-1)
      #if (Celtic[X][Y]=0)
        object {G translate <X,-Y,0>}
      #end
      #if (Celtic[X][Y]=1)
        object {H translate <X,-Y,0>}
      #end
      #if (Celtic[X][Y]=2)
        object {E translate <X,-Y,0>}
      #end
      #if (Celtic[X][Y]=3)
        object {F translate <X,-Y,0>}
      #end
      #declare X=X+1;
    #end
    #declare Y=Y+1;
  #end   
  translate <-(WW-1)/2,(HH-1)/2,0>
}


// ---  Environment  ---

camera { location  <0, 0, -11> look_at <0, 0, 0>}

sky_sphere { pigment {
    gradient y
    color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }
  }
}

light_source {<-100,200,-100> colour rgb 1.5}


// --- Invoke the knot and texture it ---

object {Knot
  pigment {rgb <1,1,.5>}
  finish {
    brilliance 1.5
    ambient 0.1
    metallic 1
    specular 0.4
    roughness 0.02
  }
}


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