// POV-Ray 3.6 / 3.7 Scene File "Seven_Segment_9.pov" // author: Friedrich A. Lohmueller, Mai-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 }} // for intel computers //-------------------------------------------------------------------------- #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 Camera_Position = < 0.00, 1.00, -3.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 65 ; #break #case (1) // 320x240 #declare Camera_Position = < 1.50, 2.00,-2.50> ; // side diagonal view #declare Camera_Look_At = < 0.00, 0.00, 0.00> ; #declare Camera_Angle = 35 ; #break #case (2) // 240x320 #declare Camera_Position = < 0.90, 2.50,-2.20> ; // top diagonal view #declare Camera_Look_At = <-0.05, 0.00, 0.00> ; #declare Camera_Angle = 28 ; #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( 3.45, 3.5, 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 ---------------------------- //-------------------------------------------------------------------------- #macro S7_Element( SS_Color__ ) //------------------------------ #local SS_Width = 1.2; #local SS_Length = 6.0; #local SS_Diag = sqrt(SS_Width*SS_Width)/2; // polygon { number of points, list of points - closed series! } polygon { 7, <-SS_Length/2, 0>, <-SS_Length/2+SS_Diag, -SS_Width/2>, < SS_Length/2-SS_Diag, -SS_Width/2>, < SS_Length/2, 0>, < SS_Length/2-SS_Diag, SS_Width/2>, <-SS_Length/2+SS_Diag, SS_Width/2>, <-SS_Length/2, 0> texture {SS_Color__} rotate<90,0,0> } // end of polygon ---------------------------------------------------------- #end //--------------------------------------------------------- end of macro //--------------------------------------------- #macro Seven_Segment( SS_Number, SS_Angle, SS_Background_Scale, SS_Light_Color, SS_Shade_Color, SS_Background_Color, ) //----------------------- //--------------------------------------------- #local SS_Len = 6.2; #local D = 0.0001; // just a little bit !! #local Shear_Factor = tan(radians(SS_Angle)); //--------------------------------------------- // The sequence of the elements: // - 1 // / / 6 2 // - 7 // / / 5 3 // - 4 // #switch (SS_Number) #case(0) #local Lights_On = array [7] {1,1,1,1,1,1,0} #break #case(1) #local Lights_On = array [7] {0,1,1,0,0,0,0} #break #case(2) #local Lights_On = array [7] {1,1,0,1,1,0,1} #break #case(3) #local Lights_On = array [7] {1,1,1,1,0,0,1} #break #case(4) #local Lights_On = array [7] {0,1,1,0,0,1,1} #break #case(5) #local Lights_On = array [7] {1,0,1,1,0,1,1} #break #case(6) #local Lights_On = array [7] {1,0,1,1,1,1,1} #break #case(7) #local Lights_On = array [7] {1,1,1,0,0,0,0} #break #case(8) #local Lights_On = array [7] {1,1,1,1,1,1,1} #break #case(9) #local Lights_On = array [7] {1,1,1,1,0,1,1} #break #else // nothing - all off!!! #local Lights_On = array [7] {0,0,0,0,0,0,0} #break #end // end arrays //--------------------------------------- #macro Light_Color(Num) #if(Lights_On[Num] = 1) SS_Light_Color #else SS_Shade_Color #end #end //--------------------- end of macro union{ union{ object{ S7_Element( Light_Color(1-1)) translate<0,0, SS_Len> } object{ S7_Element( Light_Color(7-1)) translate<0,0, 0> } object{ S7_Element( Light_Color(4-1)) translate<0,0,-SS_Len> } object{ S7_Element( Light_Color(2-1)) rotate<0,90,0> translate< SS_Len/2,0, SS_Len/2> } object{ S7_Element( Light_Color(3-1)) rotate<0,90,0> translate< SS_Len/2,0,-SS_Len/2> } object{ S7_Element( Light_Color(6-1)) rotate<0,90,0> translate<-SS_Len/2,0, SS_Len/2> } object{ S7_Element( Light_Color(5-1)) rotate<0,90,0> translate<-SS_Len/2,0,-SS_Len/2> } matrix< 1, 0, 0, // matrix-shear_z_to_x 0, 1, 0, Shear_Factor, 0, 1, 0, 0, 0 > } // end LEDs box{ <-SS_Len/2,-0.01 ,-SS_Len>, < SS_Len/2,-0.0000001, SS_Len> scale SS_Background_Scale texture {SS_Background_Color}} translate<0,D,0> } // end of union #end //--------------------------------------------------------- end of macro //---------------------------------------------------------------------------- #declare Active_Texture = texture { pigment{ color rgb< 1, 0.0, 0>*1.2 } // color Red // texture { pigment{ color rgb< 0.25, 0.5, 0>*1.2 } // color Green // texture { pigment{ color rgb< 1, 1, 1>*1.1 } // color White finish { ambient 0.9 diffuse 0.1 phong 1} } // end of texture #declare Inactive_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.3 } // 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 //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- object{ Seven_Segment( 9, // 0~9, integer !!! SS_Number, 10, // 0~10, SS_Angle for shearing, //< 1.5, 10, 1.40>, // SS_Background_Scale, < 1.75, 10, 1.40>,// for SS_Angle=10 Active_Texture, // SS_Light_Color, Inactive_Texture, //SS_Shade_Color, Background_Texture, //SS_Background_Color, ) //--------------------------------------- scale 0.09 rotate< 0,0,0> translate<0,0.05,0> } // end 7-segment-Display //---------------------------------------------------------------------------- //----------------------------------------------------------------------------