Beschreibungen und Beispiele zum Raytracer POV-Ray von Friedrich A. Lohmüller
Geometrische Körper in POV-Ray
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Objekte in "shapes3.inc"
- Segment_of_CylinderRing
>Segment_of_Torus
- Segment_of_Object
- Egg
- Egg_Shape
- Facetted_Egg
- Facetted_Egg_Shape
- Facetted_Sphere
- Ring_Sphere
- Column_N
- Column_N_AB
- Pyramid_N
- Pyramid_N_AB
- Round_Pyramid_N_out
- Round_Pyramid_N_in
- Round_Cylinder_Tube
- Rounded_Tube_AB
- Rounded_Tube
- Round_N_Tube_Polygon
- Round_Conic_Torus
- Round_Conic_Prism
- Half_Hollowed_Rounded_Cyl1
- Half_Hollowed_Rounded_Cyl2

 
                                       
Geometrische Körper aus meiner Include-Datei "shapes3.inc" ( ehemals "shapes_lo.inc"):
Torus_Segment
Segment_of_Torus,
Segment eines Torus.
Syntax:
object{ Segment_of_Torus( R_major,
                          R_minor,
                          Segment_Angle
                        ) //------------
        texture{ ... }
        scale<1,1,1>
        rotate<0,0,0>
        translate<0,0,0>
      } // end of object ---------------
R_major = Hauptradius des Torus,
R_minor = Nebenradius des Torus,
Segment_Angle = Winkel des Torussegments,
links-händig orientiert!
Syntax:
#include "shapes3.inc"
object{ Segment_of_Torus( 1.00, 0.25, -145)
        texture { pigment{color rgb<1,0.7,0>}
                  finish { phong 1 }
                } // end of texture
        rotate<-90,0,0> translate<0,1,0>
      } // end of Segment_of_Torus(...) ----
object{ Segment_of_Torus( 0.60, 0.25, -275)
        texture { pigment{color rgb<1,0.4,0>}
                  finish { phong 1 }
                } // end of texture
        rotate<0,30,0> translate<0.5,0.3,-0.5>
      } // end of Segment_of_Torus(...) ----
object{ Segment_of_Torus( 0.60, 0.50, -60)
        texture { pigment{color rgb<1,0.2,0>}
                  finish { phong 1 }
                } // end of texture
        rotate<-90,0,-190> translate<0,1,0>
      } // end of Segment_of_Torus(...) ---- 

Das Makro im Detail:
Dafür müssen wir zwei Fälle betrachten:
1. abs(Segment_Angle) <= 180 Grad (Nur die Schnittmenge von Torus und den zwei Quadern) und
2. abs(Segment_Angle) > 180 Grad (Eine Schnittmenge (intersection) des Torus mit einer Vereinigungsmenge (union) der beiden Quader):

Die folgenden Bilder zeigen wie dieses Makro arbeitet
(Die Quader wurden in Textur "glass" verdeutlicht):

Segment_of_Torus Segment_of_Torus
abs(Segment_Angle) <= 180 degrees
R_major = 1.00, R_minor = 0.25, Angle = -145
abs(Segment_Angle) > 180 degrees
R_major = 1.00, R_minor = 0.25, Angle = -215
//------------------------- Segment_of_Torus macro()
#macro Segment_of_Torus ( R_major, R_minor, Segment_Angle)
//--------------------------------------------------------
#local D =  0.00001;
 #if (Segment_Angle < 0)
      #local Negativ_Flag = 1;
      #local Segment_Angle = -Segment_Angle;
 #else
      #local Negativ_Flag = 0;
 #end
 #if (Segment_Angle > 360)
      #local Segment_Angle = mod(Segment_Angle,360);
 #end

intersection{
 torus { R_major, R_minor }

#if (Segment_Angle > 180)
 union{
#end // use union!

 box{ <-1,-1,0>,<1,1,1>
      scale< R_major+R_minor+D,R_minor+D,R_major+R_minor+D>
    } // end of box
 box{ <-1,-1,-1>,<1,1,0>
      scale< R_major+R_minor+D,R_minor+D,R_major+R_minor+D>
      rotate< 0,-Segment_Angle,0 >
    } // end of box

#if (Segment_Angle > 180)
 }
#end // end of union, if union is used!

 #if (Negativ_Flag = 0) rotate<0, Segment_Angle,0>
 #end
} // end of intersection
#end  // ----------------- end of macro Segment_of_Torus()

© Friedrich A. Lohmüller, 2013
www.f-lohmueller.de