// ***************************************************************************** // Created with Bishop3D for Windows // Bishop3D Version 1.0.5.2 // 09/10/2013 - 7:23:04 PM // ***************************************************************************** // **************************************************************************** // Scene needs no external file // **************************************************************************** // **************************************************************************** // Scene contains: // 1 light source // 1 object // // **************************************************************************** //#macro Frame_profile (Fp_return, Fp_face, Fp_rebate, Fp_stop, Fp_width, Fp_gauge) //#macro Mullion_profile (Mp_face, Mp_rebate, Mp_stop, Mp_width, Mp_gauge) // //1 pov unit = #version 3.6; //------- Door_macro Raw Script Begin ------- #version 3.7; //Dp_seam = lock_seam, center_seam, lap_seam, //Dp_gauge = 18,16,14,12 // 1/8 bevel over 1 3/4 door ~ 86 degrees #macro Door_profile (Dp_width, Dp_thickness, Dp_bevel, Dp_seam, Dp_front_gauge, Dp_back_gauge) #switch (Dp_front_gauge) #case (18) #local Dp_front_size = .050; #local Dp_front_bend_radius = .5/8; // 1/2" die #local Dp_front_lockseam_gap = .0625+.007; // 16gauge shim and spring back, #local Dp_front_lockseam_radius = 1/8; // 1" die #break #case (16) #local Dp_front_size = .063; #local Dp_front_bend_radius = .5/8; // 1/2" die #local Dp_front_lockseam_gap = .078+.007; // 14gauge shim and spring back, #local Dp_front_lockseam_radius = 1/8; // 1" die #break #case (14) #local Dp_front_size = .078; #local Dp_front_bend_radius = .5/8; // 1/2" die #local Dp_front_lockseam_gap = .078+.007; // 14gauge shim and spring back, #local Dp_front_lockseam_radius = 1/8; // 1" die #break #case (12) #local Dp_front_size = .109; // will not form lockseam #local Dp_front_bend_radius = .625/8; // 5/8" die #break #else #local Dp_front_size = .063; // default is 16 gauge #local Dp_front_bend_radius = .5/8; // 1/2" die #local Dp_front_lockseam_gap = .078+.007; // 14gauge shim and spring back, #local Dp_front_lockseam_radius = 1/8; // 1" die #end #switch (Dp_back_gauge) #case (18) #local Dp_back_size = .050; #local Dp_back_bend_radius = .5/8; // 1/2" die #local Dp_back_lockseam_gap = .0625+.007; // 16gauge shim and spring back, #break #case (16) #local Dp_back_size = .063; #local Dp_back_bend_radius = .5/8; // 1/2" die #local Dp_back_lockseam_gap = .078+.007; // 14gauge shim and spring back, #break #case (14) #local Dp_back_size = .078; #local Dp_back_bend_radius = .5/8; // 1/2" die #local Dp_back_lockseam_gap = .078+.007; // 14gauge shim and spring back, #break #case (12) #local Dp_back_size = .109; // will not form lockseam #local Dp_back_bend_radius = .625/8; // 5/8" die #break #else #local Dp_back_size = .063; // default is 16 gauge #local Dp_back_bend_radius = .5/8; // 1/2" die #local Dp_back_lockseam_gap = .078+.007; // 14gauge shim and spring back, #end #local Bevel_angle = degrees(atan2(Dp_bevel/Dp_thickness,1)); #local Bend_front_a = object{ difference{ cylinder{<0,0,0> ,<0,1,0> ,Dp_front_bend_radius+Dp_front_size} cylinder{<0,-.001,0>,<0,1.001,0>,Dp_front_bend_radius} box{<0,-.002,Dp_front_bend_radius+Dp_front_size+.002>,<-Dp_front_bend_radius-Dp_front_size-.002,1.002,-Dp_front_bend_radius-Dp_front_size-.002>} box{,<-Dp_front_bend_radius-Dp_front_size-.002,1.003, Dp_front_bend_radius+Dp_front_size+.002> rotate<0,-Bevel_angle,0>} } }; #local Bend_front_b = object{ difference{ cylinder{<0,0,0> ,<0,1,0> ,Dp_front_bend_radius+Dp_front_size} cylinder{<0,-.001,0>,<0,1.001,0>,Dp_front_bend_radius} box{<0,-.002,Dp_front_bend_radius+Dp_front_size+.002>,} box{,<-Dp_front_bend_radius-Dp_front_size-.002,1.003, Dp_front_bend_radius+Dp_front_size+.002> rotate<0,Bevel_angle,0>} } }; union{ box{,} object{Bend_front_a scale<1,1,1> translate} object{Bend_front_b scale<1,1,1> translate} union{ box{<0,0,0>,} //.0035 is half of spring back union{ box{<0,0, Dp_front_lockseam_gap/2>,<.5-Dp_front_lockseam_gap/2-Dp_front_size,1, Dp_front_lockseam_gap/2+Dp_front_size>translate<0,0,Dp_front_size+Dp_front_lockseam_radius+Dp_front_lockseam_gap/2>} box{<0,0,-Dp_front_lockseam_gap/2>,<.5-Dp_front_lockseam_gap/2-Dp_front_size,1,-Dp_front_lockseam_gap/2-Dp_front_size>translate<0,0,Dp_front_size+Dp_front_lockseam_radius+Dp_front_lockseam_gap/2>} difference{ cylinder{<.5-Dp_front_lockseam_gap/2-Dp_front_size,0,0>,<.5-Dp_front_lockseam_gap/2-Dp_front_size,1,0>,Dp_front_lockseam_gap/2+Dp_front_size} // .5 is lockseam constant from die cylinder{<.5-Dp_front_lockseam_gap/2-Dp_front_size,-.001,0>,<.5-Dp_front_lockseam_gap/2-Dp_front_size,1.001,0>,Dp_front_lockseam_gap/2} box{<.5-Dp_front_lockseam_gap/2-Dp_front_size,-.002,-Dp_front_lockseam_gap/2-Dp_front_size-.002>,<.5-Dp_front_lockseam_gap-Dp_front_size*2-.002,1.002,Dp_front_lockseam_gap/2+Dp_front_size+.002>} translate<0,0,Dp_front_size+Dp_front_lockseam_radius+Dp_front_lockseam_gap/2> } difference{ cylinder{<0,0,0>,<0,1,0>,Dp_front_lockseam_radius+Dp_front_size} cylinder{<0,-.001,0>,<0,1.001,0>,Dp_front_lockseam_radius} box{<0,-.002,-Dp_front_lockseam_radius-Dp_front_size-.002>,} box{<-Dp_front_lockseam_radius-Dp_front_size-.002,-.002,0>,rotate<0,Bevel_angle,0>} } rotate<0,-Bevel_angle,0> translate //.0035 is half of spring back } translate<-Dp_front_bend_radius-Dp_front_size,0,0> rotate<0,Bevel_angle,0> translate } union{ box{,} box{,<.5,1,-Dp_back_lockseam_gap-Dp_back_size*2>} // .5 is lockseam constant from die difference{ cylinder{<0,0,0>,<0,1,0>,Dp_back_lockseam_gap/2+Dp_back_size} cylinder{<0,-.001,0>,<0,1.001,0>,Dp_back_lockseam_gap/2} box{<0,-.002,-Dp_back_lockseam_gap/2-Dp_back_size-.002>,} translate } translate } } #end //door macro //------- Door_macro Raw Script End --------- background { color rgb <1.000,1.000,1.000> } // **************************************************************************** // referenced scene items and forced visible scene items declaration begin // **************************************************************************** #declare Gray_95_ = texture { pigment { color rgbft <0.950,0.950,0.950,0.000,0.000> } finish { ambient rgb <0.000,0.000,0.000> brilliance 1.000 crand 0.000 diffuse 0.600 metallic 0.000 phong 0.000 phong_size 40.000 specular 0.000 roughness 0.050 } } #default{ texture{ Gray_95_ } } #declare Camera_spot = camera { orthographic location <0.510,88.000,0.784> up 3.544*y right 2.658*x sky <0.000,0.000,1.000> look_at < 0.510, 87.000, 0.784 > } // **************************************************************************** // referenced scene items and forced visible scene items declaration end // **************************************************************************** light_source { < 0.000000, 0.000000, 0.000000 >, color rgb <1.000,1.000,1.000> area_light <60.000000,0.000000,0.000000>, <0.000000,60.000000,0.000000>, 17, 17 circular orient adaptive 1 fade_power 0.000 fade_distance 100.000 media_attenuation off media_interaction on translate <36.199871,176.858421,-121.912392> } box { < -0.5000000, -0.5000000, -0.5000000 >, < 0.5000000, 0.5000000, 0.5000000 > no_shadow no_image no_reflection } //------- Box0 Raw Script Begin ------- //Door_profile (Dp_width, Dp_thickness, Dp_bevel, Dp_seam, Dp_front_gauge, Dp_back_gauge) #declare My_door = Door_profile (35+11/16, 1+3/4, 1/8, 1, 16, 14); My_door //difference{ // My_door // box{<0,0,0>,<1.25,1,1> translate <.25,1,0>} // cutaway_textures <1,0,0> //} //------- Box0 Raw Script End --------- camera{ Camera_spot }