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// Persistence of Vision Ray Tracer Scene Description File
// File: spring_demo.pov
// Vers: 3.6
// Desc: Mesh Spring Scene Example
// Date: 3/15/2005
// Auth: Tim Attwood
//
#version 3.5;
#include "colors.inc"
#include "metals.inc"
#include "finish.inc"
#include "skies.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 50
}
// ---- Background ------------------------------------
camera {
location <0.0, -0.7, -2.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, -0.5, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 Red]
[0.2 Blue]
[0.4 Black]
[0.6 Blue]
[0.8 Red]
[1.0 Yellow]
}
}
}
object {O_Cloud2}
light_source {
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <-30, 30, -30> // <x y z> position of light
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <0.5, 0.5, 1>*0.1 // light's color
translate <30, 30, -30>
}
// ----- Macros -----------------------------------
#macro BoxSpring (BX BY Xlen Xcoil Rez) // width, thickness, length, coils
per unit length, resolution
#declare Xval=0;
#declare Xlast=Xval;
mesh {
#declare BSai =
<Xlast/6.2832,sin(Xlast*Xcoil)*(1-BY),cos(Xlast*Xcoil)*(1-BY)>;
#declare BSbi =
<(Xlast/6.2832)+BX,sin(Xlast*Xcoil)*(1-BY),cos(Xlast*Xcoil)*(1-BY)>;
#declare BSao = <Xlast/6.2832,sin(Xlast*Xcoil),cos(Xlast*Xcoil)>;
#declare BSbo = <(Xlast/6.2832)+BX,sin(Xlast*Xcoil),cos(Xlast*Xcoil)>;
triangle { BSai, BSao, BSbi }
triangle { BSbo, BSao, BSbi }
#while (Xval <= 6.2832*(Xlen-BX) )
#if (Xval != Xlast)
#declare BSai =
<Xlast/6.2832,sin(Xlast*Xcoil)*(1-BY),cos(Xlast*Xcoil)*(1-BY)>;
#declare BSbi =
<(Xlast/6.2832)+BX,sin(Xlast*Xcoil)*(1-BY),cos(Xlast*Xcoil)*(1-BY)>;
#declare BSci =
<Xval/6.2832,sin(Xval*Xcoil)*(1-BY),cos(Xval*Xcoil)*(1-BY)>;
#declare BSdi =
<(Xval/6.2832)+BX,sin(Xval*Xcoil)*(1-BY),cos(Xval*Xcoil)*(1-BY)>;
#declare BSao = <Xlast/6.2832,sin(Xlast*Xcoil),cos(Xlast*Xcoil)>;
#declare BSbo = <(Xlast/6.2832)+BX,sin(Xlast*Xcoil),cos(Xlast*Xcoil)>;
#declare BSco = <Xval/6.2832,sin(Xval*Xcoil),cos(Xval*Xcoil)>;
#declare BSdo = <(Xval/6.2832)+BX,sin(Xval*Xcoil),cos(Xval*Xcoil)>;
#declare BSe = <Xlast/6.2832,0,0>;
#declare BSf = <(Xval/6.2832)+BX,0,0>;
triangle { BSai, BSci, BSbi }
triangle { BSdi, BSci, BSbi }
triangle { BSao, BSco, BSbo }
triangle { BSdo, BSco, BSbo }
triangle { BSao, BSai, BSco }
triangle { BSci, BSai, BSco }
triangle { BSbo, BSbi, BSdo }
triangle { BSdi, BSbi, BSdo }
#end
#declare Xlast=Xval;
#declare Xval = Xval + Rez; // resolution (0.01)
#end
#declare BSai =
<Xlast/6.2832,sin(Xlast*Xcoil)*(1-BY),cos(Xlast*Xcoil)*(1-BY)>;
#declare BSbi =
<(Xlast/6.2832)+BX,sin(Xlast*Xcoil)*(1-BY),cos(Xlast*Xcoil)*(1-BY)>;
#declare BSao = <Xlast/6.2832,sin(Xlast*Xcoil),cos(Xlast*Xcoil)>;
#declare BSbo = <(Xlast/6.2832)+BX,sin(Xlast*Xcoil),cos(Xlast*Xcoil)>;
triangle { BSai, BSao, BSbi }
triangle { BSbo, BSao, BSbi }
}
#end
#macro styrofoam(Obj Extent Beadsize Num M) // Object, Extent of beads, Bead
size, Number of beads, mode
union {
#local Count = Num;
#local R1 = seed(0);
#local DV = <0,0,Extent>;
#if (M=0) // spherical
#while (Count != 0)
#local Norm = <0,0,0>;
#local DV = vrotate(DV,<360*rand(R1),360*rand(R1),360*rand(R1)>);
#local Berry = trace(Obj,DV,-DV,Norm);
#local Count = Count - 1;
#if (vlength(Norm)!=0)
sphere {<0,0,0>, Beadsize translate Berry }
#end
#end
#else // random
#local fail = 0;
#while ( (Count != 0) & (fail < 1000000 ))
#local Norm = <0,0,0>;
#local H1 =
<2*Extent*rand(R1)-Extent,2*Extent*rand(R1)-Extent,Extent>;
#local H2 =
<2*Extent*rand(R1)-Extent,2*Extent*rand(R1)-Extent,-Extent>;;
#local R2 = 360*rand(R1);
#local H1 = vrotate(H1,<0,R2,0>);
#local H2 = vrotate(H2,<0,R2,0>);
#local Berry = trace(Obj,H1,H2,Norm);
#if (vlength(Norm)!=0)
sphere {<0,0,0>, Beadsize translate Berry }
#local Count = Count - 1;
#local fail = 0;
#else
#local fail = fail + 1;
#end
#end
#end
pigment{White}
}
#end
// ----- objects -----------------------------------
#declare TBox = box {<-1,-1,-1>,<1,1,1> // target box for styrofoam
rotate <45,0,45>
scale 0.15
};
#declare TSpring = union{BoxSpring(0.2 0.2 2.0 1.5 0.001) translate
<0,-1,0>};
#declare styrobox = styrofoam(TBox, 2, 0.0125, 4000, 1);
#declare styrospring = styrofoam(TSpring, 2.1, 0.04166, 8000, 1);
#declare odd = union { // a metal coil and a floating styrofoam box
object {
TSpring
scale 0.3
rotate <0,0,90>
translate <0,-1,0>
texture{T_Chrome_2A}
}
object {
styrobox
translate <0,-0.25,0>
pigment {White}
}
};
#declare odder = union { // a metal coil and a floating styrofoam box
object {
styrospring
translate <0,1,0>
scale 0.3
rotate <0,0,90>
translate <0,-1,0>
pigment {White}
}
object {
TBox
translate <0,-0.25,0>
texture{T_Chrome_2A}
}
};
// ----- Scene ----------------------------------
plane {
y, -1
texture {
pigment { checker White Black }
finish{Shiny}
}
}
object {odder}
object {odd rotate <0,60,0> translate <-1,0,1>}
object {odd rotate <0,-60,0> translate < 1,0,1>}
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