// POV-Ray 3.7 Scene File "Winding_Wire_x1.pov" // author: Friedrich A. Lohmueller, Jan-2014 // homepage: www.f-lohmueller.de //------------------------------------------------------------------------ #version 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" //--------------------------------------------------------------------------------- //--------------------------------------------------------------------------------- #declare Camera_Number = 1 ; //--------------------------------------------------------------------------------- // camera ------------------------------------------------------------------------- #switch ( Camera_Number ) #case (0) #declare Camera_Location = < 0.00, 0.50, -2.50> ; // front view #declare Camera_Look_At = < 0.00, 0.50, 0.00> ; #declare Camera_Angle = 45 ; #break #case (1) #declare Camera_Location = <2.0 , 2.0 ,-2.0> ; // diagonal view #declare Camera_Look_At = < 0.05 , 0.30 , 0.0> ; #declare Camera_Angle = 35 ; #break #case (2) #declare Camera_Location = < 3.0, 0.5 , 0.0> ; // right side view #declare Camera_Look_At = < 0.0, 0.5, 0.0> ; #declare Camera_Angle = 40 ; #break #case (3) #declare Camera_Location = < 0.00, 3.00, 0+0.000> ; // top view #declare Camera_Look_At = < 0.00, 0.00, 0+0.001> ; #declare Camera_Angle = 40 ; #break #else #declare Camera_Location = < 0.00, 0.50, -2.50> ; // front view #declare Camera_Look_At = < 0.00, 0.50, 0.00> ; #declare Camera_Angle = 45 ; #break #break #end // of "#switch ( Camera_Number )" //-------------------------------------------------------------------------- camera{ // ultra_wide_angle // orthographic location Camera_Location right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{< 500,1800,-2500> color rgb<1,1,1>*0.8} // sun //light_source{< 500,800,-2000> color rgb<1,1,1>*0.9} // sun light_source{ Camera_Location color rgb<0.9,0.9,1>*0.1 shadowless}// flash // 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} scale 1 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 -------------------------------- #local Font_Name = "arialbd.ttf" union{ #if (AxisLenX != 0) object { Axis_(AxisLenX, Tex_Dark, Tex_Light) rotate< 0,0,-90>}// x-Axis text { ttf Font_Name, "x", 0.15, 0 texture{Tex_Dark} rotate<20,-35,0> scale 0.65 translate no_shadow} #end // of #if #if (AxisLenY != 0) object { Axis_(AxisLenY, Tex_Dark, Tex_Light) rotate< 0,0, 0>}// y-Axis text { ttf Font_Name, "y", 0.15, 0 texture{Tex_Dark} rotate<20,0,0> scale 0.65 translate <-0.65,AxisLenY+0.00,-0.00> rotate<0,-35,0> no_shadow} #end // of #if #if (AxisLenZ != 0) object { Axis_(AxisLenZ, Tex_Dark, Tex_Light) rotate<90,0, 0>}// z-Axis text { ttf Font_Name, "z", 0.15, 0 texture{Tex_Dark} rotate<20,-35,0> scale 0.65 translate <-0.75,0.2,AxisLenZ+0.10> no_shadow} #end // of #if } // end of union #end// of macro "AxisXYZ( ... )" //------------------------------------------------------------------------ #declare Texture_A_Dark = texture { pigment{ color rgb<1,0.4,0>} finish { phong 1} } #declare Texture_A_Light = texture { pigment{ color rgb<1,1,1>} finish { phong 1} } object{ AxisXYZ( 3.70, 2*1.90, 2*4.1, Texture_A_Dark, Texture_A_Light) scale 0.2 no_shadow } //-------------------------------------------------- end of coordinate axes // ground ----------------------------------------------------------------- //---------------------------------<<< settings of squared plane dimensions #declare RasterScale = 0.1 ; #declare RasterHalfLine = 0.035 ; #declare RasterHalfLineZ = 0.035 ; //------------------------------------------------------------------------- #macro Raster(RScale, HLine) pigment{ gradient x scale RScale color_map{[0.000 color rgbt<1,1,1,0>*0.3] [0+HLine color rgbt<1,1,1,0>*0.3] [0+HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,1>] [1-HLine color rgbt<1,1,1,0>*0.3] [1.000 color rgbt<1,1,1,0>*0.3]} } #end// of Raster(RScale, HLine)-macro //------------------------------------------------------------------------- //------------------------------------------------------------------------- plane { <0,1,0>, 0 // plane with layered textures texture { pigment{color White*0.05} finish {ambient 0.45 diffuse 0.85}} texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> } texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>} texture { Raster(10*RasterScale,0.2*RasterHalfLine ) rotate<0,0,0> } texture { Raster(10*RasterScale,0.2*RasterHalfLineZ) rotate<0,90,0>} rotate<0,0,0> } //------------------------------------------------ end of squared plane XZ //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- #declare Wire_Texture = texture { pigment{ color rgb< 0.85, 0.37, 0.15>*0.59 } normal { bumps 0.1 scale 0.15} finish { phong 1 specular 0.0 reflection{ 0.55 metallic 0.5 } } } // end of texture //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- #include "math.inc" #include "shapes3.inc" #declare Kernel_On = 0; //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- #local D = 0.00001; //------------------------------------------- #local WR = 0.065;// Wire radius #local WD = 0.19; // vertical wire distance: min 2*WR (pitch) #local BR = 0.50; // column base radius (to wire center) #local Rmaj = 0.30; // corner radius major of wire #local Revolutions = 4.5 ;// 0.25, 0.5, 0.75, 1, .... //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- #local A = < 0.00, 0.00, -BR >; #local B = < BR, WD/4, 0.00>; #local Co = < BR, WD/8, -BR >;//corner //----------------------------------- #if(Rmaj <= WR) #local Rmaj = wR+D; #end #if(Rmaj >= BR) #local Rmaj = BR-D; #end //-------------------------------------------------------------------------- #local Corner_Angle = VAngleD( Co-A,B-Co ); // -> angle in degrees! #local Co_Len = Rmaj*tan(radians(Corner_Angle/2)); // corner linear length #local Len_X = vlength(Co-A)-Co_Len; // linear wire part #local Wire_Angle = VAngleD( Co-A, <1,0,0>); // angle of vector ACo against xz plane #local Th = WD/8*cos(radians(Wire_Angle)); #local Inner_Angle = degrees(atan2(Th,BR)); // rotation angle of 2nd part CoB //-------------------------------------------------------------------------- #local W_Corner = object{ Segment_of_Torus( Rmaj, // radius major, WR, // radius minor, -Corner_Angle // segment angle ) //---------------------------- rotate<0,90,0> translate<-0,0,+Rmaj> } // ----------------------------------------------------------------- //-------------------------------------------------------------------------- #local Quarter = union{ cylinder{ <0,0,0>,< Len_X,0,0>, WR } object { W_Corner rotate<-Inner_Angle,0,0> translate< Len_X,0,0> } cylinder{ <0,0,0>,< Len_X,0,0>, WR translate<0,0,-Rmaj> rotate<0,-Corner_Angle,0> translate<0,0,Rmaj> rotate<-Inner_Angle,0,0> translate } //-------------------- translate<0,0,-BR> rotate<0,0,Wire_Angle> } // end of union ---------------------------------------------------------- //--------------------------------------------------------------------------- // Winding Wire union{ //----------------------------------- #local Nr = 0; // start #local EndNr = 4*Revolutions; // end #while (Nr< EndNr) // loop object{ Quarter translate<0, Nr*WD/4,0> rotate<0,-Nr*90,0> } //---------------- #local Nr = Nr + 1; // next Nr #end // ---------------// end of loop // translate<0,WR ,0> texture{ Wire_Texture } rotate<0,0,0> translate<0,0,0> } // end of union ----------------------------------------------------------- //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // optional with kernel ----------------------------------------------------- #if( Kernel_On = 1 ) //------------------------------------------------------ #local KH = (Revolutions+0.0)*WD+1*WR; // kernel height #local KH = KH/4; // kernel height #local KR = BR-WR; // kernel height #local Rm = Rmaj-WR; // kernel height merge{ box{<-KR+Rm,0,-KR>, } box{<-KR,0,-KR+Rm>, } cylinder{ <0,0,0>,<0,KH,0>,Rm translate< KR-Rm,0, KR-Rm> } cylinder{ <0,0,0>,<0,KH,0>,Rm translate< KR-Rm,0,-KR+Rm> } cylinder{ <0,0,0>,<0,KH,0>,Rm translate<-KR+Rm,0, KR-Rm> } cylinder{ <0,0,0>,<0,KH,0>,Rm translate<-KR+Rm,0,-KR+Rm> } texture{ pigment{ color rgbt< 1, 1, 1, 0.0>*1.0 } // color White finish { phong 1 reflection 0.00} } // end of texture }// end union Kernel #end//-------------------------------------------------------------- -------- //--------------------------------------------------------------------------- //---------------------------------------------------------------------------