// POV-Ray 3.7 Scene File "povloop1.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, 1.00,-40.00> ;  // front view
  #declare Camera_Look_At  = < 0.00, 1.00,  0.00> ;
  #declare Camera_Angle    =  20 ;
#break
#case (1)
  #declare Camera_Location =  <5.0 ,5.0 ,-5.0> ;  // diagonal view
  #declare Camera_Look_At  =  < 2 , 0.5 , 0.0> ;
  #declare Camera_Angle    =  66 ;
#break
#case (2)
  #declare Camera_Location = <10.0, 2.0 , 0.0> ;  // right side view
  #declare Camera_Look_At  = < 0.0, 2.0,  0.0> ;
  #declare Camera_Angle    =  60 ;
#break
#case (3)
  #declare Camera_Location = < 0.00,15.00,  0+0.000> ;  // top view
  #declare Camera_Look_At  = < 0.00, 0.00,  0+0.001> ;
  #declare Camera_Angle    =  50 ;
#break
#else
  #declare Camera_Location = < 0.00, 1.00,-40.00> ;  // front view
  #declare Camera_Look_At  = < 0.00, 1.00,  0.00> ;
  #declare Camera_Angle    =  20 ;
#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{<-500,2000,-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 0.5
               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} 
          rotate<20,-15,0> scale 0.65 translate <AxisLenX+0.05,0.4,-0.10> no_shadow}
#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}    
          rotate<10,0,0> scale 0.65 translate <-0.65,AxisLenY+0.30,-0.10>  rotate<0,-15,0> no_shadow}
#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}
          rotate<20,-15,0> scale 0.95 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( 5.60, 2.00, 6.00, Texture_A_Dark, Texture_A_Light) scale 1 }
//-------------------------------------------------- end of coordinate axes


// ground -----------------------------------------------------------------
//---------------------------------<<< settings of squared plane dimensions
#declare RasterScale = 0.1 ;
#declare RasterHalfLine  = 0.085 ;  
#declare RasterHalfLineZ = 0.085 ; 
//-------------------------------------------------------------------------
#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>}

        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 Ball =
 sphere{ <0,0,0>,0.5
         texture{ pigment{ color Red }
                  finish { phong 1 }
                }
        } //--------------------------
//------------------------------------
#declare X = -5;  // start
#declare End_X = 5; // end
#while ( X <= End_X )

 object{ Ball translate < X, 0.5, 0> }

#declare X = X + 1; // next
#end //-------------- end of loop ----
