// POV-Ray 3.7 Scene File "BusinessBuilding_000_demo1.pov"
// Friedrich A, Lohmueller, Aug-2013
//------------------------------------------------------------------------
#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" // needed for camera with Architectural_Perspective
//---------------------------------------------------------------------------------
//---------------------------------------------------------------------------------
#declare Camera_Number = 1 ;
#declare Architectural_Perspective = 1; // 0= off, 1=on
//---------------------------------------------------------------------------------
// camera -------------------------------------------------------------------------
#switch ( Camera_Number )
#case (0)
  #declare Camera_Location = < 0.00, 1.60,-40.00> ;  // front view
  #declare Camera_Look_At  = < 0.00, 9.00,  0.00> ;
  #declare Camera_Angle    =  15 ;
#break
#case (1)
  #declare Camera_Location = <15.00,  1.60, -27.00> ;  // 
  #declare Camera_Look_At  = <-6.50, 10.50,  4.00 > ;
  #declare Camera_Angle    =  45 ;
#break
#case (2)
  #declare Camera_Location = <40.0,  1.6 , 0.0> ;  // right side view
  #declare Camera_Look_At  = < 0.0, 10.0,  0.0> ;
  #declare Camera_Angle    =  90 ;
#break
#case (3)
  #declare Camera_Location = < 0.00,35.00,  0+0.000> ;  // top view
  #declare Camera_Look_At  = < 0.00, 0.00,  0+0.001> ;
  #declare Camera_Angle    = 90 ;
#break
#else
  #declare Camera_Location = < 0.00, 1.00, -3.50> ;  // front view
  #declare Camera_Look_At  = < 0.00, 1.00,  0.00> ;
  #declare Camera_Angle    =  75 ;
#break
#break
#end // of "#switch ( Camera_Number )"  
//--------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////////////////////////
#if (Architectural_Perspective = 1)  ////////   architectural perspective without converging lines
  #declare Cam_V      = Camera_Look_At - Camera_Location;
  #declare Cam_HorL   = sqrt( pow(Cam_V.x,2) + pow(Cam_V.z ,2));
  #declare Camera_Y   = Camera_Look_At.y - Camera_Location.y;
camera{ //------------------------------------------------------////
        angle Camera_Angle
        right    x*image_width/image_height
        location <0,Camera_Look_At.y,-Cam_HorL>
        matrix< 1,0,0,  0,1,0,   0,Camera_Y/Cam_HorL,1, 0,0,0> 
        Reorient_Trans(z,<Cam_V.x,0,Cam_V.z>)
        translate< Camera_Look_At.x,0,Camera_Look_At.z>
      } //------------------------------------------------------////
#else // #if (Architectural_Perspective = 0) ///   standard perspective camera
camera{ location Camera_Location
        right    x*image_width/image_height
        angle    Camera_Angle
        look_at  Camera_Look_At
      }
#end ////////////////////////////////////////////////////////////////////////////////////////////
//------------------------------------------------------------------------
// sun -------------------------------------------------------------------
light_source{<-1500,2500,-2500> 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 --------------------------------
#declare Text_Rotate = < 0,-45,0>;
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 Text_Rotate scale 0.55 translate <AxisLenX+0.05,0.2,-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<Text_Rotate.x,0,0> scale 0.65 translate <-0.65,AxisLenY+0.30,-0.10>  rotate<0,Text_Rotate.y,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 Text_Rotate 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( 2.50, 3.00, 5.00, Texture_A_Dark, Texture_A_Light) scale 1}
//-------------------------------------------------- end of coordinate axes


// ground -----------------------------------------------------------------
//---------------------------------<<< settings of squared plane dimensions
#declare RasterScale = 0.1 ;
#declare RasterHalfLine  = 0.15 ;  
#declare RasterHalfLineZ = 0.15 ; 
//-------------------------------------------------------------------------
#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 ----------------------------
//--------------------------------------------------------------------------


//-------------------------------------------------------------------------------------//
//--------------------------------------------------------------------optional textures
#declare Window_Frame_Texture_1 = 
          texture{ pigment{ color rgb< 1, 1, 1>*1.1 }  
                // normal { bumps 0.5 scale 0.05 }
                   finish { phong 1 reflection 0.00}
                 } // end of texture 
#declare Window_Frame_Texture_2 = 
          texture{ pigment{ color rgb< 1, 1, 1>*0.98 } 
                // normal { bumps 0.5 scale 0.05 }
                   finish { phong 1 reflection 0.00}
                 } // end of texture 
#declare Window_Glass = 
          texture{ pigment{ rgbf <0.98, 0.98, 0.98, 0.9> }
                   finish { diffuse 0.1 reflection 0.2  
                            specular 0.8 roughness 0.0003 phong 1 phong_size 400}
                 } // end of texture -------------------------------------------
#declare Wall_Texture_1 = 
          texture{ pigment{ color rgb< 1, 1, 1>*0.7 }  
                // normal { bumps 0.5 scale 0.05 }
                   finish { phong 1 reflection 0.00}
                 } // end of texture 
#declare Wall_Texture_2 = 
          texture{ pigment{ color rgb< 1, 1, 1>*0.6 }  
                // normal { bumps 0.5 scale 0.05 }
                   finish { phong 1 reflection 0.00}
                 } // end of texture 
#declare Floor_Texture_1 = 
          texture{ pigment{ color rgb< 1, 1, 1>*0.5 }  
                // normal { bumps 0.5 scale 0.05 }
                   finish { phong 1 reflection 0.00}
                 } // end of texture 
//-------------------------------------------------------------------------------------//
#include "BusinessBuilding_000.inc" 
//-------------------------------------------------------------------------------------//
object{ BusinessBuilding_000( 
                    4, // Nx_Elements,  // number of elements in -x,  integer >= 1
                    6, // Ny_Floors,    // number of floors in    y,  integer >= 1
                    3, // Nz_Elements,  // number of elements in +z,  integer >= 1
                    4, // N_of_Windows_per_Element, // 

                   2.30, // Win_H, // window height - de: Fensterhöhe 
                   0.80, //  Win_Tween_H, // windows tween height - 
                   1.00, // Win_W, // window width  - de: Fensterbreite 
                   0.10, // Win_Frame_D, // window frame thickness - Fensterrahmendicke
                   0.35, // Wall_D,  // wall thickness  - de: Wanddicke
                   0.50, // Floor_D, // floor thickness - de: Bodendicke
                 ) //------------------------------------------------------------------//
        // width in -x = Nx_Elements*( N_of_Windows_per_Element*Win_W+Wall_D)+Wall_D;   
        // width in +z = Nz_Elements*( N_of_Windows_per_Element*Win_W+Wall_D)+Wall_D;   
        // top level =  Ny_Floors*(Win_H + Floor_D) + Floor_D; 
        scale <1,1,1>*1
        rotate<0, 0,0> 
        translate<0.00,0.00, 0.00> 
      } //---------- 
//-------------------------------------------------------------------------------------//
//-------------------------------------------------------------------------------------//
