// POV-Ray 3.6 / 3.7 Scene File "Object_Pattern_150.pov"
// author: Friedrich A. Lohmueller, Dec-2012
// homepage: www.f-lohmueller.de
//--------------------------------------------------------------------------
#version 3.6;
global_settings{ assumed_gamma 1.0 } 
#default{ finish{ ambient 0.1 diffuse 0.9 conserve_energy}}
//--------------------------------------------------------------------------
#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,-15.00> ;  // front view
  #declare Camera_Look_At  = < 0.00, 1.00,  0.00> ;
  #declare Camera_Angle    =  65 ;
#break
#case (1)
  #declare Camera_Position = < 5.00, 4.50, -7.50> ;  // diagonal view
  #declare Camera_Look_At  = <-3.30, 1.00,  0.00> ;
  #declare Camera_Angle    =  40 ;
#break
#case (2)
  #declare Camera_Position = < 0.00, 1.00,-15.00> ;  // right view
  #declare Camera_Look_At  = < 0.00, 1.00,  0.00> ;
  #declare Camera_Angle    =  65 ;
#break
#case (3)
  #declare Camera_Position = < 0.00,10.00,  0+0.000> ; // top view
  #declare Camera_Look_At  = < 0.00, 0.00,  0+0.001> ;
  #declare Camera_Angle    =  65 ;
#break
#else
  #declare Camera_Position = < 0.00, 1.00,-15.00> ;  // front view
  #declare Camera_Look_At  = < 0.00, 1.00,  0.00> ;
  #declare Camera_Angle    =  65 ;
#break
#end // of "#switch ( Camera_Number )" -----------------------------
//-------------------------------------------------------------------------------------------------------<<<<
//-------------------------------------------------------------------------------------------------------<<<<
camera{ 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*0.9}           // sun light
light_source{ Camera_Position  color rgb<0.9,0.9,1>*0.1}  // flash light

// sky -------------------------------------------------------------------
sky_sphere{ pigment{ gradient <0,1,0>
                     color_map{ [0   color rgb<1,1,1>         ]//White
                                [0.2 color rgb<0.24,0.34,0.56>*0.8]//~Navy
                                [0.8 color rgb<0.24,0.34,0.56>*0.8]//~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>,0.15,<0,AxisLen+0.5,0>,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 = <10,-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 0.5 translate <AxisLenX+0.15,0.2,-0.05> 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 0.5 translate <-0.35,AxisLenY+0.20,-0.05> 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 <-0.15,0.2,AxisLenZ+0.10> no_shadow }
#end // of #if
} // end of union
#end// of macro "AxisXYZ( ... )"
//------------------------------------------------------------------------

#declare Texture_A_Dark  = texture {
                               pigment{ color rgb<1,0.45,0>}
                               finish { phong 1}
                             }
#declare Texture_A_Light = texture {
                               pigment{ color rgb<1,1,1>}
                               finish { phong 1}
                             }

//object{ AxisXYZ( 1.5, 3.25, 4, Texture_A_Dark, Texture_A_Light) scale 1}
//-------------------------------------------------- end of coordinate axes


// ground -----------------------------------------------------------------
//---------------------------------<<< settings of squared plane dimensions
#declare RasterScale = 1.0;
#declare RasterHalfLine  = 0.025;
#declare RasterHalfLineZ = 0.025;
//-------------------------------------------------------------------------
#macro Raster(RScale, HLine)
       pigment{ gradient x scale RScale
                color_map{[0.000   color rgbt<1,1,1,0>*0.8]
                          [0+HLine color rgbt<1,1,1,0>*0.8]
                          [0+HLine color rgbt<1,1,1,1>]
                          [1-HLine color rgbt<1,1,1,1>]
                          [1-HLine color rgbt<1,1,1,0>*0.8]
                          [1.000   color rgbt<1,1,1,0>*0.8]} }
 #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 ----------------------------
//--------------------------------------------------------------------------

//-------------------------------------------
// object for object pattern
#declare Pattern_Object_1= 
union{ 
  object{ 
     Round_Box(<-10,-0.5,-3.0>,<0,1.3,-0.5>,0.4,0)}  
  object{ 
     Round_Box(<-10,-0.5, 0.5>,<0,1.3, 3.0>,0.4,0)}  
} // end of union                                      
//-------------------------------------------
#declare Object_Pigment_1 = 
pigment{ 
   object {  
    Pattern_Object_1
    color rgb<1,0.65,0.2> // outside
    color rgb<0.6,0.00,0>  // inside 
   }// object
  } // end pigment 
//-------------------------------------------
//-------------------------------------------
//-------------------------------------------
#declare Body_Texture_1 =  
   texture{ pigment{ Object_Pigment_1 } 
            finish { phong 1 }
          } 
//-------------------------------------------
//-------------------------------------------
// another object for object pattern
#declare Pattern_Object_2= 
  box{<-10,2.25,-3>,<0,3,3> }  
//-------------------------------------------
#declare Object_Pigment_2 = 
pigment{ 
   object {  
    Pattern_Object_2
    color rgbf<1,1,1,1> // outside
    color rgb<1,1,1>*0.05// inside 
   }// object
  } // end pigment 
//-------------------------------------------
#declare Body_Texture_2 = 
   texture{ pigment{ Object_Pigment_2 }
            finish { phong 1 }
          }
//-------------------------------------------
//-------------------------------------------
// layered texture: 
#declare Body_Texture =
 texture{ Body_Texture_1 } 
 texture{ Body_Texture_2 }
//------------------------------------------- 
//------------------------------------------- 
//------------------------------------------- 
#declare D = 0.00001;
#declare W = 0.75;// width
#declare Sz = 3; // z scale
#declare H  = 3; // height

union{ 
  object{ Round_Box(<-3,0,-W>,<0,H,W>,W-D,0)
          matrix<1, 0, 0, // shear_y_to_x 
              -0.5, 1, 0,
                 0, 0, 1,
                 0, 0, 0>
        } //       
  object{ Round_Box(<-5,0,-W>,<0,H,W>,W-D,0)  
          translate<-2.00,0,0.00>
        }     
  scale<1,1,Sz> 
  texture{ Body_Texture } 
} //----------------------------------------- 
//------------------------------------------- 
//------------------------------------------- end of scene file 
    



 





