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"Mark M. Wilson" wrote:
>
> With my apologies to the person who would get credit for this, but for the
> fact that I don't remember who sent it to me, and that they sent it directly
> to my other e-mail acccount, which is at home...
> Anyway, some kind soul worked out exactly what I want, and so for the
> curious among you, this is what works:
>
> (I'm leaving out the light and camera statements)
>
> #declare gothArch = union
>
> difference // right side {
> torus { 1, .08 pigment { Red }
> }
> box { <-1,-1,-2> <1,1,2>
> pigment { Red } translate -x*.6
>
> }
> box { <-1,-1,-1> <1,1,1> pigment { Red }
> translate <1,0,-1>
> }
> translate -x*.4 // move the edge to the z-axis
> rotate -x*90 // flip it upright
> }
>
> difference // left side
>
> torus { 1, .08 pigment { Red }
> }
> box { <-1,-1,-2> <1,1,2> pigment { Red }
> translate -x*.6
> }
> box { <-1,-1,-1> <1,1,1> pigment { Red } translate <1,0,-1>
> }
> translate -x*.4 // move the edge to the z-axis
> rotate -x*90 // flip it upright
> rotate y*180 // mirror it
> }
> }
>
> object { gothArch }
This code seems to do the same:
#declare OneSide =
intersection {
torus {
1, 0.08
translate <-0.4, 0, 0>
}
box {
<0, -0.08, 0>, <0.68, 0.08, 1.08>
}
}
#declare GothArch =
union {
object {
OneSide
}
object {
OneSide
rotate 180*z // Or do this: scale <-1, 1, 1>
}
rotate -90*x
}
object {
GothArch
pigment { Red }
}
--
Best regards,
Tor Olav
mailto:tor### [at] hotmail com
http://www.crosswinds.net/~tok/tokrays.html
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