//----------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------// #include "shapes_lo2/Round_Mace_Prism.inc" //-------------------------------------------------------------------------------------// object{ Round_Mace_Prism ( 0.40, // R_main, // mace radius, >0 and > basic half width 0.05, // R_Border, // border radius >= 0, 0 = nor rounded borders 0.70, // H_main, // height y ( + = up ; - = down ) of main circle center 0.15, // R_base, // basic half width in x of the mace > 2*border radius ! -0.45, // Depth_Z, // z depth (+/-) > 2*border radius ! 0.00, // Linear_Base_End, // 0 = non 0, // Rounded_Base_End, // 0/1: 0 = non, 1 = lower end with rounded cylinder 1 // Merge_On - for transparent materials ) // --------------- in x+direction ----------------------// texture { pigment{ color rgb< 1, 1, 1>} finish { phong 1 reflection 0.00} } // end of texture /* material{ //----------------------------------------------------------- texture { pigment{ rgbf <0.98, 0.98, 0.98, 0.99> } finish { diffuse 0.1 reflection 0.25 specular 0.8 roughness 0.0003 phong 0.5 phong_size 400} } // end of texture ------------------------------------------- interior{ ior 1.5 caustics 0.5 } // end of interior ------------------------------------------ } // end of material ---------------------------------------------------- */ scale<1,1,1> rotate< 0,0,0> translate<0,0,0> } // end of object --------------------------------------------------------------// //-------------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------//