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(see my question on povray.binaries.animation)
/* POVigma - Enigma as seen from the ball! */
/* (c) 2015 by Jörg "Yadgar" Bleimann */
#declare os=0; // 0: Linux, 1: Windows 7
#declare amb=0.2;
// PIGMENTS
#declare P_Grey_Marble=
pigment
{
marble
color_map
{
[0 rgb 0.65]
[0.4 rgb 0.65]
[0.42 rgb 0.85]
[0.46 rgb 0.85]
[0.48 rgb 0.65]
[0.73 rgb 0.65]
[0.735 rgb 0.3]
[0.755 rgb 0.3]
[0.76 rgb 0.65]
[1 rgb 0.65]
}
turbulence 1.5
scale 0.2
}
#declare P_Brass=
pigment
{
color rgb <0.7, 0.65, 0.28>
}
#declare P_Grass=
pigment
{
bozo
color_map
{
[0 rgb <0.1, 0.65, 0.1>]
[0.3 rgb <0.13, 0.85, 0.13>]
[0.6 rgb <0.1, 0.65, 0.1>]
[0.7 rgb <0.4, 0.4, 0.05>]
[0.8 rgb <0.1, 0.65, 0.1>]
[1 rgb <0.13, 0.85, 0.13>]
}
turbulence 700
}
#declare P_Light_Grass=
pigment
{
bozo
color_map
{
[0 rgb <0.15, 0.8, 0.15>]
[0.3 rgb <0.4, 1, 0.4>]
[0.6 rgb <0.15, 0.8, 0.15>]
[0.7 rgb <0.5, 0.5, 0>]
[0.8 rgb <0.15, 0.8, 0.15>]
[1 rgb <0.4, 1, 0.4>]
}
turbulence 700
}
#declare P_Grass_and_Light_Grass_1=
pigment
{
object
{
object { sphere { 0, 1 } }
pigment { P_Grass }
pigment { P_Light_Grass }
}
}
#declare P_Grass_and_Light_Grass_2= // rotated y*90
pigment
{
object
{
object { sphere { <1, 0, 0>, 1 } }
pigment { P_Grass }
pigment { P_Light_Grass }
}
}
#declare P_Grass_and_Light_Grass_3= // rotated y*180
pigment
{
object
{
object { sphere { <1, 0, 1>, 1 } }
pigment { P_Grass }
pigment { P_Light_Grass }
}
}
#declare P_Grass_and_Light_Grass_4= // rotated y*270
pigment
{
object
{
object { sphere { <0, 0, 1>, 1 } }
pigment { P_Grass }
pigment { P_Light_Grass }
}
}
#declare P_Grass_and_Light_Grass_1_Inverted=
pigment
{
object
{
object { sphere { 0, 1 } }
pigment { P_Light_Grass }
pigment { P_Grass }
}
}
#declare P_Grass_and_Light_Grass_2_Inverted= // rotated y*90
pigment
{
object
{
object { sphere { <1, 0, 0>, 1 } }
pigment { P_Light_Grass }
pigment { P_Grass }
}
}
#declare P_Grass_and_Light_Grass_3_Inverted= // rotated y*180
pigment
{
object
{
object { sphere { <1, 0, 1>, 1 } }
pigment { P_Light_Grass }
pigment { P_Grass }
}
}
#declare P_Grass_and_Light_Grass_4_Inverted= // rotated y*270
pigment
{
object
{
object { sphere { <0, 0, 1>, 1 } }
pigment { P_Light_Grass }
pigment { P_Grass }
}
}
#declare P_Blue_Oxyd=
pigment
{
gradient y
color_map
{
[0 rgb <0, 0, 0.5>]
[0.2 rgb <0, 0, 1>]
[0.8 rgb <0, 1, 1>]
[1 rgb <0.5, 1, 1>]
}
scale <1, 2, 1>
turbulence 0.2
}
#declare P_Blue_Oxyd_Fins=
pigment
{
gradient z
color_map
{
[0 rgbft <1, 1, 1, 0.5, 0.5>]
[0.49 rgbft <1, 1, 1, 0.5, 0.5>]
[0.49 rgbft <1, 1, 1, 0, 0>]
[0.51 rgbft <1, 1, 1, 0, 0>]
[0.51 rgbft <1, 1, 1, 0.5, 0.5>]
[1 rgbft <1, 1, 1, 0.5, 0.5>]
}
}
#declare P_Pulsating_Red=
pigment
{
color rgb <1, 0.25+0.25*sin(radians(clock*18)),
0.25+0.25*sin(radians(clock*18))>
}
// FINISHES
#declare F_Polished_Stone=
finish
{
diffuse 1
ambient amb
brilliance 0.35
phong 0.7
phong_size 120
}
#declare F_Dull_Metal=
finish
{
diffuse 1
ambient amb
brilliance 0.2
phong 0.9
phong_size 50
metallic
}
#declare F_Grass=
finish
{
diffuse 1
ambient amb
brilliance 0.15
}
#declare F_Incandescent =
finish
{
ambient 1
}
// TEXTURES
#declare T_Grey_Marble=
texture
{
pigment { P_Grey_Marble }
finish { F_Polished_Stone }
}
#declare T_Dull_Brass=
texture
{
pigment { P_Brass }
finish { F_Dull_Metal }
}
#declare T_Grass=
texture
{
pigment { P_Grass }
finish { F_Grass }
}
#declare T_Light_Grass=
texture
{
pigment { P_Light_Grass }
finish { F_Grass }
}
#declare T_Grass_and_Light_Grass_1=
texture
{
pigment { P_Grass_and_Light_Grass_1 }
finish { F_Grass }
}
#declare T_Grass_and_Light_Grass_2=
texture
{
pigment { P_Grass_and_Light_Grass_2 }
finish { F_Grass }
}
#declare T_Grass_and_Light_Grass_3=
texture
{
pigment { P_Grass_and_Light_Grass_3 }
finish { F_Grass }
}
#declare T_Grass_and_Light_Grass_4=
texture
{
pigment { P_Grass_and_Light_Grass_4 }
finish { F_Grass }
}
#declare T_Grass_and_Light_Grass_1_Inverted=
texture
{
pigment { P_Grass_and_Light_Grass_1_Inverted }
finish { F_Grass }
}
#declare T_Grass_and_Light_Grass_2_Inverted=
texture
{
pigment { P_Grass_and_Light_Grass_2_Inverted }
finish { F_Grass }
}
#declare T_Grass_and_Light_Grass_3_Inverted=
texture
{
pigment { P_Grass_and_Light_Grass_3_Inverted }
finish { F_Grass }
}
#declare T_Grass_and_Light_Grass_4_Inverted=
texture
{
pigment { P_Grass_and_Light_Grass_4_Inverted }
finish { F_Grass }
}
#declare T_Blue_Oxyd_Raw=
texture
{
pigment { P_Blue_Oxyd }
finish { F_Dull_Metal }
}
#declare T_Blue_Oxyd_Fins_1=
texture
{
pigment { P_Blue_Oxyd_Fins rotate <0, 45, 0> translate <0, 0, 0.29>}
finish { F_Dull_Metal }
}
#declare T_Blue_Oxyd_Fins_2=
texture
{
pigment { P_Blue_Oxyd_Fins rotate <0, -45, 0> translate <0, 0, 0.71> }
finish { F_Dull_Metal }
}
#declare T_Blue_Oxyd=
texture { T_Blue_Oxyd_Raw }
texture { T_Blue_Oxyd_Fins_1 }
texture { T_Blue_Oxyd_Fins_2 }
#declare T_Dark_Glass=
texture
{
pigment { color rgbft <0.2, 0.2, 0.2, 0.25, 0.25> }
finish { ambient 0.5 diffuse 1 brilliance 0.5 phong 0.9 phong_size
100 reflection 0.1 }
}
#declare T_Pulsating_Red=
texture
{
pigment { P_Pulsating_Red }
finish { F_Incandescent }
}
// OBJECTS
#declare Base_Cutoff=
box
{
-0.05, <0.05, 1.1, 0.05>
rotate <0, 45, 0>
}
#declare Base =
difference
{
box
{
0, 1
}
object { Base_Cutoff }
object { Base_Cutoff translate <1, 0, 0>}
object { Base_Cutoff translate <1, 0, 1>}
object { Base_Cutoff translate <0, 0, 1>}
}
#declare Oxyd_Base =
box
{
0, 1
}
#declare Roof =
mesh2
{
vertex_vectors
{
5,
<0.05, 1, 0.05>, <0.05, 1, 0.95>, <0.95, 1, 0.95>, <0.95, 1, 0.05>,
<0.5, 1.5, 0.5>
}
face_indices
{
4,
<0, 1, 4>, <1, 2, 4>, <2, 3, 4>, <3, 0, 4>
}
}
#declare Oxyd_Roof =
mesh2
{
vertex_vectors
{
5,
<0.015, 1, 0.015>, <0.015, 1, 0.985>, <0.985, 1, 0.985>, <0.985, 1,
0.015>, <0.5, 1.5, 0.5>
}
face_indices
{
4,
<0, 1, 4>, <1, 2, 4>, <2, 3, 4>, <3, 0, 4>
}
}
/* #declare Oxyd_Roof_Fins=
mesh2
{
vertex_vectors
{ */
#declare Border_Stone_01=
union
{
object
{
Base
texture { T_Grey_Marble }
}
object
{
Roof
texture { T_Dull_Brass }
}
}
#declare Blue_Oxyd_Stone=
union
{
object
{
Oxyd_Base
texture { T_Grey_Marble }
}
object
{
Oxyd_Roof
texture { T_Blue_Oxyd }
}
}
#declare Soil_Tile=
box
{
<0, -0.01, 0>, <1, 0, 1>
}
#declare Ball=
sphere
{
<0, 0.35, 0>, 0.35
texture { T_Dark_Glass }
}
#declare InfoPoint=
union
{
box
{
<-0.15, 0, -0.1>, <0.15, 0.05, 0.1>
}
box
{
<-0.1, 0.05, -0.1>, <0.1, 0.5, 0.1>
}
box
{
<0.1, 0.45, -0.1>, <0.15, 0.5, 0.1>
}
cylinder
{
<0, 0.7, -0.1>, <0, 0.7, 0.1>, 0.1
}
scale 0.35
rotate <0, clock*9, 0>
texture { T_Pulsating_Red }
}
// ACTUAL SCENE
light_source
{
<-3000, 10000, 3000>
color rgb 0.75
}
#declare a=0;
#while (a < 13)
#declare b=0;
#while (b < 20)
#if (a > 0 & a < 12 & b > 0 & b < 19)
#else
object { Border_Stone_01 translate <b, 0, a> }
#end
#declare b=b+1;
#end
#declare a=a+1;
#end
object
{
Blue_Oxyd_Stone
translate <16, 0, 9>
}
object
{
Blue_Oxyd_Stone
translate <9, 0, 9>
}
object
{
Blue_Oxyd_Stone
translate <9, 0, 3>
}
object
{
Blue_Oxyd_Stone
translate <16, 0, 3>
}
#declare a=0;
#while (a < 13)
#declare b=0;
#while (b < 20)
object
{
Soil_Tile
#if ((a >= 2 & a <= 10 & b >= 9 & b <= 16) | (a >= 3 & a <= 9 & b
= 8) | (a >= 3 & a <= 9 & b = 17) | (a = 6 & b >= 5 & b <= 7) | (a >= 5
& a <= 7 & b >= 2 & b <= 4) | ((a = 4 | a = 8) & b = 3 ))
texture { T_Light_Grass }
#else
#if ( a = 10 & b = 17 | (a = 8 & b = 4))
texture { T_Grass_and_Light_Grass_1 }
#else
#if (a = 10 & b = 8 | (a = 8 & b = 2))
texture { T_Grass_and_Light_Grass_2 }
#else
#if (a = 2 & b = 8 | (a = 4 & b = 2))
texture { T_Grass_and_Light_Grass_3 }
#else
#if (a = 2 & b = 17 | (a = 4 & b = 4))
texture { T_Grass_and_Light_Grass_4 }
#else
#if (a = 5 & b = 7)
texture { T_Grass_and_Light_Grass_1_Inverted }
#else
#if (a = 5 & b = 5)
texture { T_Grass_and_Light_Grass_2_Inverted }
#else
#if (a = 7 & b = 5)
texture { T_Grass_and_Light_Grass_3_Inverted }
#else
#if (a = 7 & b = 7)
texture { T_Grass_and_Light_Grass_4_Inverted }
#else
texture { T_Grass }
#end
#end
#end
#end
#end
#end
#end
#end
#end
translate <b, 0, a>
}
#declare b=b+1;
#end
#declare a=a+1;
#end
object
{
InfoPoint
translate <3.5, 0.1, 7.5>
}
object
{
InfoPoint
translate <3.5, 0.1, 5.5>
}
#declare ballpos_start = <3.5, 0, 6.5>;
#declare ballpos = ballpos_start;
#declare ball_speed = 0.1;
#declare azi_start=0;
#declare dir_start=60;
#declare hit=0; // flag for collision with walls or Oxyd stones
#if (clock = 0)
#declare azi = azi_start;
#declare dir = dir_start;
#declare clock_mem = clock;
#fopen course "course.txt" write
#write (course azi,",",dir,",",ballpos_start,",",clock_mem)
#fclose course
#else
#fopen course "course.txt" read
#read (course azi,dir,ballpos_start,clock_mem)
#fclose course
#end
#declare ballpos_next = ballpos_start + (clock-clock_mem+1) * ball_speed
* <sin(radians(dir))*cos(radians(azi)), sin(radians(azi)),
cos(radians(dir))*cos(radians(azi))>;
#declare ballpos_2ndnext = ballpos_start + (clock-clock_mem+2) *
ball_speed * <sin(radians(dir))*cos(radians(azi)), sin(radians(azi)),
cos(radians(dir))*cos(radians(azi))>;
#if (ballpos_2ndnext.z > 11.65
| ballpos_2ndnext.z < 1.35
)
#declare dir = 180-dir;
#declare hit=1;
#else
#if (ballpos_2ndnext.x > 18.65
| (ballpos_2ndnext.x > 8.65 & ballpos_2ndnext.x < 10.35 &
ballpos.x < 8.65 & ballpos_2ndnext.z >= 9 & ballpos_2ndnext.z <= 10)
| ballpos_2ndnext.x < 1.35
| (ballpos_2ndnext.x > 8.65 & ballpos_2ndnext.x < 10.35 &
ballpos.x > 10.35 & ballpos_2ndnext.z >= 9 & ballpos_2ndnext.z <= 10)
)
#declare dir = 360-dir;
#declare hit=1;
#end
#end
#if (hit)
#declare ballpos_start = ballpos_next;
#declare clock_mem = clock;
#fopen course "course.txt" write
#write (course azi,",",dir,",",ballpos_start,",",clock_mem)
#fclose course
#end
#declare ballpos = ballpos_start + (clock-clock_mem) * ball_speed *
<sin(radians(dir))*cos(radians(azi)), sin(radians(azi)),
cos(radians(dir))*cos(radians(azi))>;
#declare campos = ballpos + <0, 0.35, 0> +
0.36*<sin(radians(dir))*cos(radians(azi)), sin(radians(azi)),
cos(radians(dir))*cos(radians(azi))>;
// #declare campos = ballpos + <0.36, 0.35, 0>;
#warning concat("ballpos_start = ", vstr(3, ballpos_start, ",", 1, 2))
#warning concat("ballpos = ", vstr(3, ballpos, ",", 1, 2))
#warning concat("dir = ", str(dir, 1, 2))
#warning concat("clock_mem =", str(clock_mem, 1, 0))
#warning concat("ballpos_next = ", vstr(3, ballpos_next, ",", 1, 2))
#warning concat("hit = ", str(hit, 1, 0))
object
{
Ball
translate ballpos
}
#declare ballview=0;
camera
{
#if (ballview)
location campos
look_at campos+<sin(radians(dir))*cos(radians(azi)),
sin(radians(azi)), cos(radians(dir))*cos(radians(azi))>
angle 80
#else
location <10, 30, 6.5>
look_at <10, 0, 6.5>
angle 40
#end
}
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