// POV-Ray 3.6 / 3.7 include file "Car_01.inc" // author: Friedrich A, Lohmueller, Nov-2006 / May-2014 // homepage: www.f-lohmueller.de/ //------------------------------------------------------------------------ #ifndef( Car_01_Inc_Temp) #declare Car_01_Inc_Temp = version; #version 3.6; //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- #ifndef( Shapes_Inc_Temp) #include "shapes.inc" #end //------------------------------------------------------------------------------ ///////// //---------------------------------------------------------------/////////// #macro Car_01 ( Front_Wheel_Angle__, // Coupe_ON__, // Car_Body_Texture__, // Car_Top_Texture__, // Car_Seat_Texture__, // Car_Inside_Texture__, // Wheel_Rubber_Texture__, Wheel_Metal_Texture__, Bumper_Metal_Texture__, Chassis_Inside_Texture__ // ) //-------------------------------------------------- // ----------------------------------------------------------------- #local D = 0.0001; //----------------------------------------- #local Wheel_Scale = 0.85; #local Base_Wheel_R = 0.45; #local Wheel_R = Wheel_Scale* Base_Wheel_R; //----------------------------------------- object Wheel #local Wheel_ = union{ intersection{ torus{ 0.35,0.15 rotate<90,0,0> } cylinder{ <0,0,-0.20>,<0,0,0.20>, 0.47} texture{Wheel_Rubber_Texture__} }// end intersection sphere{ <0,0,0>,0.45 scale<1,1,0.25> texture {Wheel_Metal_Texture__} } // end of sphere ----------------------- translate<0,0.45,0> scale Wheel_Scale } // end of union ------------------------- end of object Wheel //------------------------------------------------------------------ // ----------------------------------------------------------------- #local Car_Lenght = 5.00; // total length #local Car_Low = 0.25; // base height #local Car_Tween = 1.00; // tween height #local Car_Top = 1.60; // top height #local Front_X = 0.70; // length over front wheels #local Body_H =Car_Top- Car_Low; // ----------------------------------------------------------------- #local Half = 0.90; // Halbe Spurweite #local Z_Over = 0.10; // Halbe Spurweite Überhang #local Half_Brutto = Half + Z_Over; #local Axis_Distance = 3.20; // Achs-Abstand //-------------------------------------------- #local Chassis_Base_R = 0.15; //------------------------------------------------------------------ //------------------------------------------------------------------ macro Wheels #macro Wheels (Front_Wheel___Angle) //------------------------------------ Chassis union{ object{ Wheel_ rotate<0,Front_Wheel___Angle,0> translate<0,0,-Half>} object{ Wheel_ scale<1,1,-1> rotate<0,Front_Wheel___Angle,0> translate<0,0, Half>} object{ Wheel_ translate<-Axis_Distance,0,-Half+0.05>} object{ Wheel_ scale<1,1,-1> translate<-Axis_Distance,0, Half-0.05>} } // end of union ------------ #end // ------------------------------------------------------------ end of macro "Wheels" //---------------------------------------------------------------------------------------- #local Seat = //---------------------------------------------------- Seat union{ object{ Round_Box(<0.0,-0.085,-0.35>,<0.50,0.075,0.035>, 0.05, 0) } object{ Round_Box(<0.0,-0.075,-0.35>,<0.50,0.085,0.350>, 0.05, 0) rotate<0,0,100> } texture{Car_Seat_Texture} } // --------------------------------------------------------- end of "Seat" //------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------- assembled car union{ object { Wheels ( Front_Wheel_Angle__) } difference{ //----------------------------------------------------------------------------- car base object{ Round_Box(<-Car_Lenght+Front_X,Car_Low,-Half_Brutto>,, 0.15, 0) } union{ cylinder{ <0,0,-Half_Brutto-D>,<0,0,-Half_Brutto/2>,Wheel_R+0.12 translate< 0,Wheel_R-0.05,0> } cylinder{ <0,0, Half_Brutto/2>,<0,0, Half_Brutto+D>,Wheel_R+0.12 translate< 0,Wheel_R-0.05,0> } cylinder{ <0,0,-Half_Brutto-D>,<0,0,-Half_Brutto/2>,Wheel_R+0.12 scale<1,0.5,1> translate<-Axis_Distance,Wheel_R-0.05,0> } cylinder{ <0,0, Half_Brutto/2>,<0,0, Half_Brutto+D>,Wheel_R+0.12 scale<1,0.5,1> translate<-Axis_Distance,Wheel_R-0.05,0> } texture{ Chassis_Inside_Texture__ } } intersection{ // inside space !!! object{ Round_Box( //------------------------- upper front <-Axis_Distance-0.5, 0.01,-0.20>, < -0.52,Body_H-0.03, 0.20>, Chassis_Base_R, 0) scale<1,1,(Half_Brutto-0.05)*1/0.20+D>*0.94 matrix<1 , 0, 0, // matrix-shear_y_to_x -0.55, 1, 0, 0 , 0, 1, 0 , 0, 0> translate<0.15,Car_Low+0.02,0.00> } object{ Round_Box( //------------------------- upper back <-Axis_Distance+1, 0.01,-0.20>, < 0.52,Body_H-0.03, 0.20>, Chassis_Base_R, 0) scale<1,1,(Half_Brutto-0.05)*1/0.20>*0.94 matrix<1 , 0, 0, // matrix-shear_y_to_x 1.25, 1, 0, 0 , 0, 1, 0 , 0, 0> translate<-1.7,Car_Low+0.02+D,0.00> } cylinder{ <0,0,-Half_Brutto-D>,<0,0, Half_Brutto+D>,Wheel_R+0.14 translate< 0,Wheel_R-0.05,0> inverse } cylinder{ <0,0,-Half_Brutto-D>,<0,0, Half_Brutto+D>,Wheel_R+0.14 translate<-Axis_Distance,Wheel_R-0.05,0> inverse } texture{ Car_Inside_Texture } } // end upper inside space } // end of diff ---------------------------------------------------------------------------- difference{ //-------------------------------------------------------------------------------// Car Top: intersection{ object{ Round_Box( //------------------------- upper front <-Axis_Distance-0.5, 0,-0.20>, < -0.50,Body_H-0.05, 0.20>, Chassis_Base_R+0.001, 0) scale<1,1,(Half_Brutto-0.05)*1/0.20+D> matrix<1 , 0, 0, // matrix-shear_y_to_x -0.55, 1, 0, 0 , 0, 1, 0 , 0, 0> translate<0.15,Car_Low+0.02,0.00>} object{ Round_Box( //------------------------- upper back <-Axis_Distance+1, 0,-0.20>, < 0.50,Body_H-0.05, 0.20>, Chassis_Base_R+0.001, 0) scale<1,1,(Half_Brutto-0.05)*1/0.20> matrix<1 , 0, 0, // matrix-shear_y_to_x 1.25, 1, 0, 0 , 0, 1, 0 , 0, 0> translate<-1.8,Car_Low+0.02+D,0.00>} cylinder{ <0,0,-Half_Brutto-D>,<0,0, Half_Brutto+D>,Wheel_R+0.13 translate< 0,Wheel_R-0.05,0> inverse } cylinder{ <0,0,-Half_Brutto-D>,<0,0, Half_Brutto+D>,Wheel_R+0.13 translate<-Axis_Distance,Wheel_R-0.05,0> inverse } // texture{ pigment{ color rgb 0.6} texture{ Car_Top_Texture__ } } // end upper outside intersection{ object{ Round_Box( //------------------------- upper front <-Axis_Distance-0.5, 0,-0.20>, < -0.52,Body_H-0.05, 0.20>, Chassis_Base_R, 0) scale<1,1,(Half_Brutto-0.05)*1/0.20+D>*0.98 matrix<1 , 0, 0, // matrix-shear_y_to_x -0.55, 1, 0, 0 , 0, 1, 0 , 0, 0> translate<0.15,Car_Low+0.02,0.00>} object{ Round_Box( //------------------------- upper back <-Axis_Distance+1, 0,-0.20>, < 0.52,Body_H-0.05, 0.20>, Chassis_Base_R, 0) scale<1,1,(Half_Brutto-0.05)*1/0.20>*0.98 matrix<1 , 0, 0, // matrix-shear_y_to_x 1.25, 1, 0, 0 , 0, 1, 0 , 0, 0> translate<-1.8,Car_Low+0.02+D,0.00> } cylinder{ <0,0,-Half_Brutto-D>,<0,0, Half_Brutto+D>,Wheel_R+0.14 translate< 0,Wheel_R-0.05,0> inverse } cylinder{ <0,0,-Half_Brutto-D>,<0,0, Half_Brutto+D>,Wheel_R+0.14 translate<-Axis_Distance,Wheel_R-0.05,0> inverse } texture{ Car_Inside_Texture } } // end upper inside // ------------------------------------------------------------- side window front // linear prism in z-direction: from ,to ,number of points (first = last) prism { -Half_Brutto-2*D ,Half_Brutto+2*D , 5 <-0.80, 0.00>, // first point <-0.03, 0.00>, <-0.26, 0.42>, <-0.80, 0.42>, <-0.80, 0.00> // last point = first point!!!! rotate<-90,0,0> scale<1,1,-1> //turns prism in z direction! Don't change this line! texture { pigment{ color White} finish { diffuse 0.9 phong 1.0} } // end of texture translate<-0.95,Car_Tween-0.04+D,0> } // --------------------------------------------------------- // linear prism in z-direction: ------------------------------- side window back half prism { -Half_Brutto-2*D ,Half_Brutto+2*D , 6 <-0.85, 0.00>, // first point <-1.52, 0.00>, <-1.52, 0.30>, <-1.42, 0.42>, <-0.85, 0.42>, <-0.85, 0.00> // last point = first point!!!! rotate<-90,0,0> scale<1,1,-1> //turns prism in z direction! Don't change this line! texture { pigment{ color White} finish { diffuse 0.9 phong 1.0} } // end of texture translate<-0.95,Car_Tween-0.04+D,0> } // --------------------------------------------------------- // ------------------------------------------------------------------ front window hole object { // Round_Box(A, B, WireRadius, UseMerge) Round_Box(<-0.5,0,-Half_Brutto+0.10>,<0.5,0.47,Half_Brutto-0.10>, 0.05 , 0) scale<1,1,1> rotate<0, 0,20> translate<-0.85,Car_Tween-0.01+D,0> } // --------------------------------------------------------- // ------------------------------------------------------------------ backside window hole object { // Round_Box(A, B, WireRadius, UseMerge) Round_Box(<-0.5,0.10,-Half_Brutto+0.20>,<0.5,0.45,Half_Brutto-0.20>, 0.10 , 0) scale<1,1,1> rotate<0, 0,-10> translate<-2.8,Car_Tween-0.04+D,0> } // --------------------------------------------------------- //-------------------------------------- Coupé #if (Coupe_ON__ = 1) box{ <-3.50,0,-Half_Brutto-0.05>,<-1.20,0.70,Half_Brutto+0.05> translate<0,Car_Tween+0.01+D,0>} box{ <-1,0,-Half_Brutto-0.05>,< 1,0.70,Half_Brutto+0.05>rotate<0,0,20> translate<-1.0,Car_Top-0.12+D,0>} #end // Coupé } // end top difference //------------------------------------------------------------------------------------------- //--------------------------------------------------------------------- adding window glass! //--------------------------------------------------------------------- adding window glass! difference{ intersection{ object{ Round_Box( //------------------------- upper front <-Axis_Distance-0.5, 0,-0.20>, < -0.52,Body_H-0.05, 0.20>, 0.201, 1) scale<1,1,(Half_Brutto-0.05)*1/0.20+D>*0.98 matrix<1 , 0, 0, // matrix-shear_y_to_x -0.55, 1, 0, 0 , 0, 1, 0 , 0, 0> translate<0.15,Car_Low+0.02,0.00>} // Coupé // #if (Coupe_ON__ = 0) object{ Round_Box( //------------------------- upper back <-Axis_Distance+1, 0,-0.201>, < 0.52,Body_H-0.05, 0.201>, 0.201, 1) scale<1,1,(Half_Brutto-0.05)*1/0.20>*0.98 matrix<1 , 0, 0, // matrix-shear_y_to_x 1.25, 1, 0, 0 , 0, 1, 0 , 0, 0> translate<-1.8,Car_Low+0.02+D,0.00>} // #end cylinder{ <0,0,-Half_Brutto-D>,<0,0, Half_Brutto+D>,Wheel_R+0.125 translate< 0,Wheel_R-0.05,0> inverse } cylinder{ <0,0,-Half_Brutto-D>,<0,0, Half_Brutto+D>,Wheel_R+0.125 translate<-Axis_Distance,Wheel_R-0.05,0> inverse } } // intersection intersection{ object{ Round_Box( //------------------------- upper front <-Axis_Distance-0.5, 0,-0.20>, < -0.565,Body_H-0.08, 0.20>, Chassis_Base_R, 1) scale<1,1,(Half_Brutto-0.05)*1/0.20+D>*0.96 matrix<1 , 0, 0, // matrix-shear_y_to_x -0.55, 1, 0, 0 , 0, 1, 0 , 0, 0> translate<0.15,Car_Low+0.02,0.00>} object{ Round_Box( //------------------------- upper back <-Axis_Distance+1, 0,-0.20>, < 0.52,Body_H-0.08, 0.20>, Chassis_Base_R, 1) scale<1,1,(Half_Brutto-0.05)*1/0.20>*0.96 matrix<1 , 0, 0, // matrix-shear_y_to_x 1.25, 1, 0, 0 , 0, 1, 0 , 0, 0> translate<-1.8,Car_Low+0.02+D,0.00>} cylinder{ <0,0,-Half_Brutto-D>,<0,0, Half_Brutto+D>,Wheel_R+0.122 translate< 0,Wheel_R-0.05,0> inverse } cylinder{ <0,0,-Half_Brutto-D>,<0,0, Half_Brutto+D>,Wheel_R+0.122 translate<-Axis_Distance,Wheel_R-0.05,0> inverse } } // end upper inside // ------------------------------------------------------------------ Glass off for Coupé #if (Coupe_ON__ = 1) // clipped_by{ union{ box{ <-4.50,0,-Half_Brutto-0.05>,<-1.80,0.80,Half_Brutto+0.05> translate<0,Car_Tween-0.01+D,0>} box{ <-2,0,-Half_Brutto-0.05>,< 0,0.90,Half_Brutto+0.05>rotate<0,0,00> translate<-1.20,Car_Top-0.23+D,0>} box{ <0,0,-Half_Brutto-0.05>,< 0.5,0.90,Half_Brutto+0.05>rotate<0,0,20> translate<-1.20,Car_Top-0.23+D,0>} // // inverse pigment{ color Clear} }// end union // } // end clipped_by #end // Coupé // texture{ pigment{ color rgb 0.6} } texture{ pigment{ rgbf <0.98, 0.98, 0.98, 0.9>*0.9 } finish { diffuse 0.1 reflection 0.2 specular 0.8 roughness 0.0003 phong 1 phong_size 400} } // end of texture ------------------------------------------- } // end upper inside //------------------------------------------------------------------ end window glass //---------------------------------------------------------- add lights: union{ object { Round_Box(<-0.025,-0.08,-0.22>, < 0.025, 0.08, 0.22>, 0.025, 0) texture{ pigment{ rgbf <0.98, 0.98, 0.98, 0.9> } finish { reflection 0.35 specular 0.8 roughness 0.0003 phong 1 phong_size 400} } // end of texture ------------------------- scale<1,1,1> rotate<0, 0,0> translate<+0.02,0,0> } // --------------------------------------------------------- object { Round_Box(<-0.025,-0.09,-0.23>, < 0.025, 0.09, 0.23>, 0.015, 0) texture{ Polished_Chrome} scale<1,1,1> rotate<0, 0,0> translate<0,0,0> } // --------------------------------------------------------- translate} union{ object { Round_Box(<-0.025,-0.08,-0.22>, < 0.025, 0.08, 0.22>, 0.025, 0) texture{ pigment{ rgbf <0.98, 0.98, 0.98, 0.9> } finish { reflection 0.35 specular 0.8 roughness 0.0003 phong 1 phong_size 400} } // end of texture ------------------------- scale<1,1,1> rotate<0, 0,0> translate<+0.02,0,0> } // --------------------------------------------------------- object { Round_Box(<-0.025,-0.09,-0.23>, < 0.025, 0.09, 0.23>, 0.015, 0) texture{ Polished_Chrome} scale<1,1,1> rotate<0, 0,0> translate<0,0,0> } // --------------------------------------------------------- translate scale<1,1,-1>} union{ // blinker right front: object { Round_Box(<-0.100,-0.08,-0.015>, < 0.025, 0.08, 0.22>, 0.035, 0) texture{ pigment{ rgbf <0.98, 0.75, 0.55, 0.9> } finish { reflection 0.35 specular 0.8 roughness 0.0003 phong 1 phong_size 400} } // end of texture ------------------------- scale<1,0.5,1> rotate<0, 0,0> translate<+0.02,0,-0.02> } // --------------------------------------------------------- object { Round_Box(<-0.125,-0.09,-0.00>, < 0.025, 0.09, 0.23>, 0.035, 0) texture{ Polished_Chrome} scale<1,0.5,1> rotate<0, 0,0> translate<0,0,0> } // --------------------------------------------------------- translate} union { // blinker left front object { Round_Box(<-0.100,-0.08,-0.015>, < 0.025, 0.08, 0.22>, 0.035, 0) texture{ pigment{ rgbf <0.98, 0.75, 0.55, 0.9> } finish { reflection 0.35 specular 0.8 roughness 0.0003 phong 1 phong_size 400} } // end of texture ------------------------- scale<1,0.5,1> rotate<0, 0,0> translate<+0.02,0,-0.02> } // --------------------------------------------------------- object { Round_Box(<-0.125,-0.09,-0.00>, < 0.025, 0.09, 0.23>, 0.035, 0) texture{ Polished_Chrome} scale<1,0.5,1> rotate<0, 0,0> translate<0,0,0> } // --------------------------------------------------------- translate scale<1,1,-1>} //------------------------------------------------------------------ end of front lights //------------------------------------------------------------------ backside lights union { // blinker left backside object { Round_Box(<-0.100,-0.08,-0.025>, < 0.025, 0.08, 0.22>, 0.035, 0) texture{ pigment{ rgbf <0.98, 0.75, 0.55, 0.9> } finish { reflection 0.35 specular 0.8 roughness 0.0003 phong 1 phong_size 400} } // end of texture ------------------------- scale<1,0.5,1> rotate<0, 0,0> translate<+0.02,0,-0.02> } // --------------------------------------------------------- object { Round_Box(<-0.125,-0.09,-0.00>, < 0.025, 0.09, 0.23>, 0.035, 0) texture{ Polished_Chrome} scale<1,0.5,1> rotate<0, 0,0> translate<0,0,0> } // --------------------------------------------------------- scale<-1,1,1> translate<-Car_Lenght+Front_X ,0.60,-Half_Brutto+0.04> } union { // blinker right backside object { Round_Box(<-0.100,-0.08,-0.025>, < 0.025, 0.08, 0.22>, 0.025, 0) texture{ pigment{ rgbf <0.98, 0.75, 0.55, 0.9> } finish { reflection 0.35 specular 0.8 roughness 0.0003 phong 1 phong_size 400} } // end of texture ------------------------- scale<1,0.5,1> rotate<0, 0,0> translate<+0.02,0,-0.02> } // --------------------------------------------------------- object { Round_Box(<-0.125,-0.09,-0.015>, < 0.025, 0.09, 0.23>, 0.035, 0) texture{ Polished_Chrome} scale<1,0.5,1> rotate<0, 0,0> translate<0,0,0> } // --------------------------------------------------------- scale<-1,1,1> translate<-Car_Lenght+Front_X ,0.60,-Half_Brutto+0.04> scale<1,1,-1>} union { // red light right backside object { Round_Box(<-0.100,-0.08,-0.025>, < 0.025, 0.08, 0.22>, 0.025, 0) texture{ pigment{ rgbf <0.98, 0.15, 0.15, 0.9> } finish { reflection 0.35 specular 0.8 roughness 0.0003 phong 1 phong_size 400} } // end of texture ------------------------- scale<1,0.75,1> rotate<0, 0,0> translate<+0.02,0,-0.02> } // --------------------------------------------------------- object { Round_Box(<-0.125,-0.09,-0.015>, < 0.025, 0.09, 0.23>, 0.035, 0) texture{ Polished_Chrome} scale<1,0.75,1> rotate<0, 0,0> translate<0,0,0> } // --------------------------------------------------------- scale<-1,1,1> translate<-Car_Lenght+Front_X ,0.75,-Half_Brutto+0.04> } union { // red light left backside object { Round_Box(<-0.100,-0.08,-0.025>, < 0.025, 0.08, 0.22>, 0.035, 0) texture{ pigment{ rgbf <0.98, 0.15, 0.15, 0.9> } finish { reflection 0.35 specular 0.8 roughness 0.0003 phong 1 phong_size 400} } // end of texture ------------------------- scale<1,0.75,1> rotate<0, 0,0> translate<+0.02,0,-0.02> } // --------------------------------------------------------- object { Round_Box(<-0.125,-0.09,-0.015>, < 0.025, 0.09, 0.23>, 0.025, 0) texture{ Polished_Chrome} scale<1,0.75,1> rotate<0, 0,0> translate<0,0,0> } // --------------------------------------------------------- scale<-1,1,1> translate<-Car_Lenght+Front_X ,0.75,-Half_Brutto+0.04> scale<1,1,-1> } //------------------------------------------------------------------ end of backside lights //-------------------------------------------------------------------------------- bumpers object { // Round_Box(A, B, WireRadius, UseMerge) // front Round_Box(<-0.02,0,-Half_Brutto-0.04>,<0.30,0.15, Half_Brutto+0.04>, 0.030 , 0) clipped_by{ box{ <0,-D,-Half_Brutto-0.06>,<0.33,0.16, Half_Brutto+0.05> } } texture{ Bumper_Metal_Texture } scale<1,1,1> rotate<0, 0,0> translate } // --------------------------------------------------------- object { // Round_Box(A, B, WireRadius, UseMerge) // back Round_Box(<-0.02,0,-Half_Brutto-0.04>,<0.30,0.15, Half_Brutto+0.04>, 0.030 , 0) clipped_by{ box{ <0,-D,-Half_Brutto-0.06>,<0.33,0.16, Half_Brutto+0.05> } } texture{ Bumper_Metal_Texture } scale<1,1,1> rotate<0, 0,0> translate<-Car_Lenght+Front_X-0.10,Car_Low+0.05,0> } // --------------------------------------------------------- //------------------------------------------------------------------ end of backside lights #if (Coupe_ON__ = 1) // back cover object { // Round_Box(A, B, WireRadius, UseMerge) Round_Box(<-0.50,-0.06,-Half_Brutto+0.10>,<0,0.06,Half_Brutto-0.10>, 0.05 , 0) texture{ Car_Top_Texture__} scale<1,1,1> rotate<0,0,-5> translate<-2.57,Car_Tween-0.05,0> } // --------------------------------------------------------- #end // front console object { // Round_Box(A, B, WireRadius, UseMerge) Round_Box(<-0.40,-0.06,-Half_Brutto+0.10>,<0,0.06,Half_Brutto-0.10>, 0.05 , 0) texture{ pigment{ color rgb<1,1,1>*0.75}} scale<1,1,1> rotate<0,0,15> translate<-0.70,Car_Tween-0.05,0> } // --------------------------------------------------------- // steering wheel union{ torus{ 0.20,0.015 } cylinder{ <0,0,0>,<0.20,0,0>,0.0075 rotate<0,0*120,0>} cylinder{ <0,0,0>,<0.20,0,0>,0.0075 rotate<0,1*120,0>} cylinder{ <0,0,0>,<0.20,0,0>,0.0075 rotate<0,2*120,0>} cylinder{ <0,0,0>,<0,-0.80,0>,0.025 } sphere{ <0,0,0>,0.045 scale<1,0.5,1> translate<0,0.01,0>} texture{ Chassis_Inside_Texture__} rotate<0,0,45> translate<-1.08,0.90,Half_Brutto/2>} //------------------------------------------------------------------ Seats object{ Seat scale<1,1,1> rotate<0, 0,5> translate<-1.50,Car_Low+0.25,Half_Brutto/2> } object{ Seat scale<1,1,1> rotate<0, 0,5> translate<-1.50,Car_Low+0.25,Half_Brutto/2> scale<1,1,-1> } object{ Seat scale<1,1,0.8> rotate<0, 0,7> translate<-2.40,Car_Low+0.25,-Half_Brutto*0.6> } object{ Seat scale<1,1,0.8> rotate<0, 0,7> translate<-2.40,Car_Low+0.25,0> } object{ Seat scale<1,1,0.8> rotate<0, 0,7> translate<-2.40,Car_Low+0.25, Half_Brutto*0.6> } //------------------------------------------------------------------ end of Seats texture{ Car_Body_Texture__ } }// end of union // -------------------------------------------------------------------------------------- #end// of macro ------------------------------------------------------// end of macro "Car_01" //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- // sample: /* //----------------------------------------------------------------------------- textures #declare Xxx_Texture = texture { //Chrome_Metal} pigment{ color rgb<1,1,1> } finish { phong 0.1} } // end of texture //--------------------------------------------------------------------------------------- #include "Car_01.inc" //-------------------------------------------------------------------------------------// object{ Car_01( , // sample of VAL ) //----------------------------------------------------------------// texture { Xyz_Texture } scale <1,1,1>*1 rotate<0,0,0> translate<0.00,0.00, 0.00>} //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- */ #version Car_01_Inc_Temp; #end //------------------------------------- end of include file