// POV-Ray 3.6 / 3.7 Scene File "Seven_Segment_LCD_01.pov" // author: Friedrich A. Lohmueller, May-2009/Aug-2009/Jan-2011 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 3.6; // 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //-------------------------------------------------------------------------------------------------------<<<< //------------------------------------------------------------- Camera_Position, Camera_look_at, Camera_Angle #declare Camera_Number = 1 ; //--------------------------------------------------------------------------------------------------------<<<< #switch ( Camera_Number ) #case (0) #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = < 0.00, 1.00,-20.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #declare Camera_Rotate = <0,0,0>; // tilling of the camera!! #break #case (1) #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = < 1.80, 0.20,-2.50> ; // front view #declare Camera_Look_At = < 0.80, 0.75, 0.00> ; #declare Camera_Angle = 60 ; #declare Camera_Rotate = <0,0,0>; // tilling of the camera!! #break #else #declare Ultra_Wide_Angle_On = 0;// don't use fish eye - for proper text #declare Camera_Position = < 0.00, 1.00, -5.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #declare Camera_Rotate = <0,0,0>; // tilling of the camera!! #break #end // of "#switch ( Camera_Number )" ----------------------------- //-------------------------------------------------------------------------------------------------------<<<< camera{ // ultra_wide_angle location Camera_Position right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } //------------------------------------------------------------------------------------------------------<<<<< //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<1500,2500,-2500> color White} // sky ------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<1,1,1> ]//White [0.4 color rgb<0.14,0.14,0.56>]//~Navy [0.6 color rgb<0.14,0.14,0.56>]//~Navy [1.0 color rgb<1,1,1> ]//White } scale 2 } } // end of sky_sphere //------------------------------------------------------------------------ //------------------------------ the Axes -------------------------------- //------------------------------------------------------------------------ #macro Axis_( AxisLen, Dark_Texture,Light_Texture) union{ cylinder { <0,-AxisLen,0>,<0,AxisLen,0>,0.05 texture{checker texture{Dark_Texture } texture{Light_Texture} translate<0.1,0,0.1>} } cone{<0,AxisLen,0>,0.2,<0,AxisLen+0.7,0>,0 texture{Dark_Texture} } } // end of union #end // of macro "Axis()" //------------------------------------------------------------------------ #macro AxisXYZ( AxisLenX, AxisLenY, AxisLenZ, Tex_Dark, Tex_Light) //--------------------- drawing of 3 Axes -------------------------------- union{ #if (AxisLenX != 0) object { Axis_(AxisLenX, Tex_Dark, Tex_Light) rotate< 0,0,-90>}// x-Axis text { ttf "arial.ttf", "x", 0.15, 0 texture{Tex_Dark} scale 0.5 translate } #end // of #if #if (AxisLenY != 0) object { Axis_(AxisLenY, Tex_Dark, Tex_Light) rotate< 0,0, 0>}// y-Axis text { ttf "arial.ttf", "y", 0.15, 0 texture{Tex_Dark} scale 0.5 translate <-0.75,AxisLenY-0.30,-0.10>} #end // of #if #if (AxisLenZ != 0) object { Axis_(AxisLenZ, Tex_Dark, Tex_Light) rotate<90,0, 0>}// z-Axis text { ttf "arial.ttf", "z", 0.15, 0 texture{Tex_Dark} scale 0.5 translate <-0.75,0.2,AxisLenZ+0.10>} #end // of #if } // end of union #end// of macro "AxisXYZ( ... )" //------------------------------------------------------------------------ #declare Texture_A_Dark = texture { pigment{ color rgb<1,0.45,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 9.45, 8.3, 6, Texture_A_Dark, Texture_A_Light) scale 0.2} //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.20; #declare RasterHalfLine = 0.04; #declare RasterHalfLineZ = 0.04; //------------------------------------------------------------------------- #macro Raster(RScale, HLine) pigment{ gradient x scale RScale color_map{[0.000 color rgbt<1,1,1,0>*0.6] [0+HLine color rgbt<1,1,1,0>*0.6] [0+HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,0>*0.6] [1.000 color rgbt<1,1,1,0>*0.6]} } #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- plane { <0,1,0>, 0 // plane with layered textures texture { pigment{color White*1.1} finish {ambient 0.45 diffuse 0.85}} texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} rotate<0,0,0> } //------------------------------------------------ end of squared plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #declare Active_Texture = texture { pigment{ color rgb<1,0,0>*1.3 } // color Red // texture { pigment{ color rgb< 0.25, 0.5, 0>*1.7 } // color Green // texture { pigment{ color rgb< 1, 1, 1>*1.1 } // color White finish { ambient 0.9 diffuse 0.1 phong 1 reflection 0.05} } // end of texture #declare Inactive_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.35 } // color gray finish { phong 1 reflection 0.00} } // end of texture #declare Background_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.05 } // color nearly black finish { phong 1 reflection 0.1} } // end of texture //---------------------------------------------------------------------------- #include "Seven_Segment_LCD.inc" //---------------------------------------------------------------------------- #declare Seg_D = 1.00; //---------------------------------------------------------------------------- object{ Seven_Segment_LCD( -1, // 0~9, integer !!! SS_Number, 10, // 0~10, SS_Angle, //< 1.5, 10, 1.40>, // SS_Background_Scale, SS_Angle=0 < 1.75, 5 , 1.40>,// for SS_Angle=10 Active_Texture, // SS_Light_Color, Inactive_Texture, //SS_Shade_Color, Background_Texture, //SS_Background_Color, 1, // SS_Point_On, 0, // SS_Point_Active, ) //--------------------------------------- scale 0.09 rotate<-90,0,0> translate<-Seg_D/2,0.75,0> } //---------------------------------------------------------------------------- object{ Seven_Segment_LCD( 3, // 0~9, integer !!! SS_Number, 10, // 0~10, SS_Angle, //< 1.5, 10, 1.40>, // SS_Background_Scale, SS_Angle=0 < 1.75, 5 , 1.40>,// for SS_Angle=10 Active_Texture, // SS_Light_Color, Inactive_Texture, //SS_Shade_Color, Background_Texture, //SS_Background_Color, 1, // SS_Point_On, 1, // SS_Point_Active, ) //--------------------------------------- scale 0.09 rotate<-90,0,0> translate< Seg_D/2,0.75,0> } //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- object{ Seven_Segment_LCD( 6, // 0~9, integer !!! SS_Number, 10, // 0~10, SS_Angle, //< 1.5, 10, 1.40>, // SS_Background_Scale, SS_Angle=0 < 1.75, 5 , 1.40>,// for SS_Angle=10 Active_Texture, // SS_Light_Color, Inactive_Texture, //SS_Shade_Color, Background_Texture, //SS_Background_Color, 1, // SS_Point_On, 0, // SS_Point_Active, ) //--------------------------------------- scale 0.09 rotate<-90,0,0> translate<3*Seg_D/2,0.75,0> } //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- //----------------------------------------------------------------------------