// POV-Ray 3.6 Scene File "fishblob.pov"
// created by Friedrich A. Lohmueller, 2005  
// homepage: www.f-lohmueller.de
//------------------------------------------------------------------------
#version 3.5;
#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"
//------------------------------------------------------------------------
#declare Camera_0 = camera { perspective
                             angle 11
                             right     x*image_width/image_height
                             location  < 0.00, 0.00,-40.0>
                             look_at   < 0.00, 0.00, 0.00>
                           }
camera{Camera_0}

//------------------------------------------------------------------------
// sun -------------------------------------------------------------------
light_source{<1500, 500,-2500> color White}
// 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-0.35,0>,<0,AxisLen,0>,0.05
               texture{checker texture{Dark_Texture } 
                               texture{Light_Texture}
                       translate<0.1,0,0.1>}
             }
    cone{<0,AxisLen,0>,0.2,<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} 
          scale 0.5 translate <AxisLenX+0.05,0.2,-0.05>}
#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}    
           scale 0.5 translate <-0.40,AxisLenY+0.05,-0.05>}
#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}
               scale 0.5 translate <-0.75,0.2,AxisLenZ+0.10>}
#end // of #if 
} // end of union
#end// of macro "AxisXYZ( ... )"
//-------------------------------------------------------------------------

#declare Texture_A_Dark  = texture { 
                               pigment{ color rgb<1,0.55,0>}
                               finish { phong 1}
                             }
#declare Texture_A_Light = texture { 
                               pigment{ color rgb<1,1,1>}
                               finish { phong 1}
                             }

 object{ AxisXYZ( 3.15, 3.15, 0, Texture_A_Dark, Texture_A_Light)}
//-------------------------------------------------- end of coordinate axes


// ground -----------------------------------------------------------------
//---------------------------------<<< settings of squered plane dimensions
#declare RasterScale = 0.5;
#declare RasterHalfLine  = 0.04;  
#declare RasterHalfLineZ = 0.04; 
//-------------------------------------------------------------------------
#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]} }
       finish { phong 0.1}
 #end// of Raster(RScale, HLine)-macro    
//-------------------------------------------------------------------------
    

plane { <0,1,0>, 0    // plane with layered textures
        texture { pigment{ color White*1.1}
                  finish { phong 0.1}}
        texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> }
        texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>}
 
        rotate<-90,0,0>
      }
//------------------------------------------------ end of squered plane XY

//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
//--------------------------------------------------------------------------
#declare R0 = 0.075 ;    // minor radius of all circles

 
// Fischblase fishblob 
#declare M0  = <0,0,0>; // center  


#declare Ra = 3.00 -R0; // outer radius

#declare Ri  = Ra /2 ; // radius of inner half circles

//  2 torus segments
#include "shapes_lo.inc"

union{   //--------------------------------------------------------------

torus { Ra,  R0 
        scale <1,1,1> rotate<90,0,0> translate M0
      } // end of torus  -------------------------------              

//#macro Torus_Segment( R_major, R_minor, Segment_Angle)
object{ Torus_Segment( Ri, R0, 180)
        rotate<-90,0,0>   rotate<0,0,  0> translate < Ri,0,0>
      } // end of Torus_Segment(...) ------------------------------------              
object{ Torus_Segment( Ri, R0, 180)
        rotate<-90,0,0>   rotate<0,0,180> translate <-Ri,0,0>
      } // end of Torus_Segment(...) ------------------------------------              

        texture { pigment{ color rgb<0.7,1,0>*1.1} //rgb<0.7,0.5,0.3>*0.7}
                  finish { phong 0.5}
                } // end of texture
}// end of union

//------------------------------------------------------------------- end
