//--------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------- #declare Spline_1 = spline{ //linear_spline // natural_spline cubic_spline -0.25, <-1,-0.0,-0.5> 0.00, < 1, 0.0,-0.5> //first point 0.25, < 1, 0.0, 1> 0.50, <-1, 0.25, 1> 0.63, <-0.75, 0.00, 0.25> 0.75, <-1,-0.0,-0.5> 1.00, < 1, 0.0,-0.5> //last point 1.25, < 1, 0.0, 1> } // end of spline //------------------------------------ //Show Spline ------------------------ #declare I = 0; #while( I <= 1 ) sphere{ Spline_1(I),0.025 no_shadow pigment{rgb <1,0.45,0.85>} } #declare I = I + 0.005; #end //----------------------------------- //--------------------------------------------------------------------------------------------------- #include "meshmaker.inc" //--------------------------------------------------------------------------------------------------- object { // Prism( ) extrudes a spline along the y-axis a mesh2 object. // The spline curve does not need to be restraint to the xz-plane. // The uv_coordinates for texturing the surface come from the square <0,0> - <1,1>. Prism( Spline_1, // Name of spline, evaluated from t=0 to t=1. // For the normal calculation, it is required that the input spline, // also if a linear_spline have one extra point before t=0 and after t=1. 100, // amount of triangles to be used along the spline 1.0, // amount of POV-units along the y-axis to extrude the shape. 100, // amount of triangles to be used in the height. "" // FileName: ""= non, "NAME.obj'= Wavefront objectfile, "NAME.pcm" compressed mesh file // "NAME.arr" include file with arrays to build a mesh2 from, // others: includefile with a mesh2 object ) // ---------------------------------------------------------------------------------------- texture{ // inside texture uv_mapping pigment {checker color rgb <0.0,0.2,0.5> rgb <1,1,1> scale <0.015,0.1,1>} finish{specular 0.5} } // interior_texture{ // outside texture uv_mapping pigment {checker color rgb <0.0,0,0.0> rgb <1,0.7,0.7> scale <0.015,0.1,1>} finish{specular 0.5} } // rotate< 0,0,0 > } // end of mesh2 object{ Prism(...) } //--------------------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------------------