// POV-Ray 3.6/3.7 include file "BusinessBuilding_000.inc" // author: Friedrich A, Lohmueller, Aug-2013, May-2014 // homepage: http://www.f-lohmueller.de/ // email: Friedrich.Lohmueller_aT_t-online.de //------------------------------------------------------------------------ #ifndef( BusinessBuilding_000_Inc_Temp) #declare BusinessBuilding_000_Inc_Temp = version; #version 3.6; //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //------------------------------------------------------------------------------ ///////// #macro BusinessBuilding_000( Nx_Elements, // number of elements in x, integer >= 1 Ny_Floors, // number of floors in y, integer >= 1 Nz_Elements, // number of elements in z, integer >= 1 N_of_Windows_per_Element, // Win_H, // window height Win_Tween_H, // windows tween height - Win_W, // window width Win_Frame_D, // window frame thickness Wall_D, // wall thickness Floor_D, // floor thickness ) //------------------------------------------------------------- //----------------------------------------------- default textures --------------- #ifndef( Window_Frame_Texture_1) #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 #end #ifndef( Window_Frame_Texture_2) #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 #end #ifndef( Window_Glass) #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 #end #ifndef( Wall_Texture_1 ) #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 #end #ifndef( Wall_Texture_2 ) #declare Wall_Texture_2 = 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 #end #ifndef( Floor_Texture_1 ) #declare Floor_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 #end //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------c #local D = 0.0001; //--------------------------------------------------------------------------------c #local Raster_Y = Win_H + Floor_D ; #local Raster_W = N_of_Windows_per_Element*Win_W +Wall_D ; #local Width = Nx_Elements*Raster_W+ Wall_D; #local Depth = Nz_Elements*Raster_W+ Wall_D; //--------------------------------------------------------------------------------c #local Window = union{ box{ translate<0,0,Win_Frame_D/2> texture{ Window_Glass }} difference{ box{<0,0,0> texture{ Window_Frame_Texture_1 }} box{ texture{ Window_Frame_Texture_2 }} } // end difference translate<-Win_W/2,0,0> } // end union //--------------------------------------------------------------------------------c #local Window_Tween = union{ box{<-0.015+D,0,-0.02><0.015-D,Win_H,Win_Frame_D+0.02> texture{ Window_Frame_Texture_1 }} box{<-0.015,0,-0.02+D><0.015,Win_H,Win_Frame_D+0.02-D> texture{ Window_Frame_Texture_2 }} } // end union //--------------------------------------------------------------------------------c //--------------------------------------------------------------------------------c #local Window_Start_x = N_of_Windows_per_Element*Win_W /2 ; #local Window_Segment = union{ #local Nr = 0; #while ( Nr < N_of_Windows_per_Element ) object{ Window translate<-Window_Start_x+(0.5+Nr)*Win_W,0,0> } #local Nr = Nr + 1; #end #local Nr = 0; #while ( Nr <= N_of_Windows_per_Element ) object{ Window_Tween translate<-Window_Start_x+Nr*Win_W,0,0> } #local Nr = Nr + 1; #end // top transversal box{< -Window_Start_x,Win_H-Win_Frame_D*0.25,-0.15>, texture{ Wall_Texture_2 } } // railing line box{< -Window_Start_x,-0.05,-0.03>, translate<0,Win_Tween_H,0> texture{ Window_Frame_Texture_2 } } } // end uni // building walls: //--------------------------------------------------------------------------------c #local Wall_Edge = box{ <-Wall_D/2,0,-Wall_D/2>, } #local Floor = box{ <-Width+3*Wall_D/4,0,-Wall_D/4>, } //--------------------------------------------------------------------------------c #local Floor_Segment = // one single level walls + windows union{ // // floor object{ Floor texture {Floor_Texture_1} } union{ // walls #local Nr = 1; // walls in z #while ( Nr < Nx_Elements ) box{ <-Wall_D/2,0,-Wall_D/2>, translate<-(Nx_Elements )*Raster_W+Nr*Raster_W,0,0> texture {Wall_Texture_1}} #local Nr = Nr + 1; #end #local Nr = 1; // walls in x #while ( Nr < Nz_Elements ) box{ <-Width,0,-Wall_D/2>, translate<0,0, 0*Raster_W+Nr*Raster_W> texture {Wall_Texture_1}} #local Nr = Nr + 1; #end object{ Wall_Edge translate< 0,0, 0> texture {Wall_Texture_1}} object{ Wall_Edge translate<-(Nx_Elements )*Raster_W,0, 0> texture {Wall_Texture_1}} object{ Wall_Edge translate< 0,0, (Nz_Elements)*Raster_W> texture {Wall_Texture_1}} object{ Wall_Edge translate<-(Nx_Elements-1)*Raster_W,0, (Nz_Elements)*Raster_W> texture {Wall_Texture_1}} translate<0,-D,0> } // end uni walls union{ // windows // front + back #local Nr = 0; #while ( Nr < Nx_Elements ) object{ Window_Segment translate<-0.5*Raster_W-Nr*Raster_W,0,0>} object{ Window_Segment scale<1,1,-1> translate<-0.5*Raster_W-Nr*Raster_W,0,Nz_Elements*Raster_W>} #local Nr = Nr + 1; #end // right side + left side #local Nr = 0; #while ( Nr < Nz_Elements ) object{ Window_Segment rotate<0,-90,0> translate<0,0,0.5*Raster_W+Nr*Raster_W>} object{ Window_Segment rotate<0, 90,0> translate<-Nx_Elements*Raster_W,0,0.5*Raster_W+Nr*Raster_W>} #local Nr = Nr + 1; #end translate<0,Floor_D,0> } // end uni windows } // end union ////////////////////////////////////////////////////////////// union{ // all together: #local Nr = 0; #while ( Nr < Ny_Floors ) object{ Floor_Segment translate<0,Nr*Raster_Y,0> } #local Nr = Nr + 1; #end // Last floor object{ Floor translate<0,(Ny_Floors)*Raster_Y,0> texture {Floor_Texture_1} } // Top boder difference{ box{ <-Width+Wall_D*0.6, 0,-Wall_D*0.6>, } box{ <-Width+Wall_D ,-D, 0>,< 0,Floor_D+D,Depth-Wall_D > } translate<0,Ny_Floors*Raster_Y+Floor_D,0> texture {Wall_Texture_1} } // translate <0,0,0> } // end union // -------------------------------------------------------------------------------------- #end// of macro ------------------------------------------------------// end of macro //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- // sample: /* //-------------------------------------------------------------------------------------// //--------------------------------------------------------------------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 0.80, // Win_Tween_H, // windows tween height 1.00, // Win_W, // window width 0.10, // Win_Frame_D, // window frame thickness 0.35, // Wall_D, // wall thickness 0.50, // Floor_D, // floor thickness ) //------------------------------------------------------------------// // 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> } //---------- //-------------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------// */ #version BusinessBuilding_000_Inc_Temp; #end //------------------------------------- end of include file