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This is interesting: I put in some #render commands, and I found that my
#declare C=C+BZ;
line NEVER gets called.
Did I screw up the #if command?
Bryan Valencia wrote:
> [Image]
>
> This is my lego planet. It's made entirely of clear 4x2 Lego blocks.
> It was to have a diameter of 500 units, but anything much over 20 and it
> crashes my system.
>
> Here's the source.
>
> // Persistence of Vision Ray Tracer Scene Description File
> // File: ClearLegoFortress.pov
> // Vers: 3.1
> // Desc: Clear Lego Planets
> // Date: 3/28/2K1
> // Auth: Bryan Valencia
> //
>
> #version unofficial MegaPov 0.6;
>
> #include "colors.inc"
>
> global_settings{assumed_gamma 1.0}
>
> #include "Lego.inc"
>
> #declare D=20; //units, not blocks
>
> #declare A=-D;
> #while (A<D)
>
> #declare B=-D;
> #while (B<D)
> #declare C=-D;
> #while (C<D)
> #if (sqrt((A*A)+(B*B)+(C*C))<D) object {ClearLego
> translate<A,B,C>} #end
> #declare C=C+BZ;
>
> #end
> #declare B=B+LH;
> #end
> #declare A=A+BX;
> #end
>
> // ----------------------------------------
> camera{
> location <-D, D, -D*3>
> look_at <0,0,0>
> }
>
> light_source{ <-90, 30, 30> color rgb<1,1,1> }
>
> // ----------------------------------------
>
> //This is Lego.inc
> #declare LH=1.5;
> #declare CT=LH+.25;
> #declare Rounding=0.04;
> #declare BX=2;
> #declare BZ=4;
>
> #declare Z=Rounding;
> #declare FH=LH-Rounding;
> #declare FX=BX-Rounding;
> #declare FZ=BZ-Rounding;
>
> #declare SubtractFrame=merge{
> cylinder{<0,0,0><BX,0,0>,Rounding}
> cylinder{<0,LH,0><BX,LH,0>,Rounding}
> cylinder{<0,0,BZ><BX,0,BZ>,Rounding}
> cylinder{<0,LH,BZ><BX,LH,BZ>,Rounding}
> cylinder{<0,0,BZ><0,LH,BZ>,Rounding}
> cylinder{<BX,0,BZ><BX,LH,BZ>,Rounding}
> cylinder{<0,0,0><0,LH,0>,Rounding}
> cylinder{<BX,0,0><BX,LH,0>,Rounding}
> cylinder{<0,0,0><0,0,BZ>,Rounding}
> cylinder{<BX,0,0><BX,0,BZ>,Rounding}
> cylinder{<0,LH,0><0,LH,BZ>,Rounding}
> cylinder{<BX,LH,0><BX,LH,BZ>,Rounding}
> sphere{<0,0,0>,Rounding}//bottom4
> sphere{<BX,0,0>,Rounding}
> sphere{<BX,0,BZ>,Rounding}
> sphere{<0,0,BZ>,Rounding}
> sphere{<0,LH,0>,Rounding}//top
> sphere{<BX,LH,0>,Rounding}
> sphere{<BX,LH,BZ>,Rounding}
> sphere{<0,LH,BZ>,Rounding}
> }
>
> #declare AddFrame=merge{
> cylinder{<Z,Z,Z><FX,Z,Z>,Rounding}
> cylinder{<Z,FH,Z><FX,FH,Z>,Rounding}
> cylinder{<Z,Z,FZ><FX,Z,FZ>,Rounding}
> cylinder{<Z,FH,FZ><FX,FH,FZ>,Rounding}
> cylinder{<Z,Z,FZ><Z,FH,FZ>,Rounding}
> cylinder{<FX,Z,FZ><FX,FH,FZ>,Rounding}
> cylinder{<Z,Z,Z><Z,FH,Z>,Rounding}
> cylinder{<FX,Z,Z><FX,FH,Z>,Rounding}
> cylinder{<Z,Z,Z><Z,Z,FZ>,Rounding}
> cylinder{<FX,Z,Z><FX,Z,FZ>,Rounding}
> cylinder{<Z,FH,Z><Z,FH,FZ>,Rounding}
> cylinder{<FX,FH,Z><FX,FH,FZ>,Rounding}
> sphere{<Z,Z,Z>,Rounding}//bottom4
> sphere{<FX,Z,Z>,Rounding}
> sphere{<FX,Z,FZ>,Rounding}
> sphere{<Z,Z,FZ>,Rounding}
> sphere{<Z,FH,Z>,Rounding}//top
> sphere{<FX,FH,Z>,Rounding}
> sphere{<FX,FH,FZ>,Rounding}
> sphere{<Z,FH,FZ>,Rounding}
> }
>
> #declare INR1=.4;
>
> #declare InCyl=union{
> difference{
> cylinder{<0,0,0>,<0,LH-Rounding,0>,INR1}
> cylinder{<0,-Rounding,0>,<0,LH-Rounding,0>,INR1-Rounding}
>
> }
> torus{INR1-Rounding, Rounding}
> }
>
> #declare Lego=union{
> difference{
> box{<0,0,0><BX,1.5,BZ>}
> union{
> object{SubtractFrame}
>
> box{<Rounding,-Rounding,Rounding><BX-Rounding,LH-.1,BZ-Rounding>}
> }
> }
> object{InCyl translate<BX/2, 0, BZ/2>}
> object{InCyl translate<BX/2, 0, BZ/2+1>}
> object{InCyl translate<BX/2, 0, BZ/2-1>}
> object{AddFrame}
> cylinder{<.5,LH,.5> <.5,CT,.5>,.2}
> cylinder{<1.5,LH,.5> <1.5,CT,.5>,.2}
> cylinder{<.5,LH,1.5> <.5,CT,1.5>,.2}
> cylinder{<1.5,LH,1.5> <1.5,CT,1.5>,.2}
> cylinder{<.5,LH,2.5> <.5,CT,2.5>,.2}
> cylinder{<1.5,LH,2.5> <1.5,CT,2.5>,.2}
> cylinder{<.5,LH,3.5> <.5,CT,3.5>,.2}
> cylinder{<1.5,LH,3.5> <1.5,CT,3.5>,.2}
> }
>
> #declare FastClear = texture{
> pigment{rgbf<1,1,1,.8>}
> finish{reflection .1 phong .2}
> }
>
> #declare LegoIOR=1.88;
>
> #declare ClearLego=object{Lego texture{FastClear} interior{ ior LegoIOR
> }}
--
Bryan Valencia
Software Development Engineer
ELOAN - A better way to get a loan.
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