// POV-Ray 3.6/3.7 include file "Roof_0.inc" // author: Friedrich A, Lohmueller, Jan-2006, May-2014 // homepage: http://www.f-lohmueller.de/ // email: Friedrich.Lohmueller_aT_t-online.de //------------------------------------------------------------------------ #ifndef( Roof_000_Inc_Temp) #declare Roof_000_Inc_Temp = version; #version 3.6; //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //------------------------------------------------------------------------------ ///////// // ---------------------------------------------------------- macro roof(...) ----------- #macro Roof_0 ( Roof___Angle1, // roof angle Roof___WideX, // roof width z parts Roof___WideZ, // roof width x parts Roof___Over, // overhang R_Cyl, // radius cylinders Cyl_D, // distance cylinders Roof___Texture1, // Roof___Texture2 // ) //------------------------------------------------------------- // --------------------------------------------------------------------------------------- #local D = 0.00001; #if ( Roof___Over< 0) #local Roof___Over = 0; #end #if ( Cyl_D <=0 ) #local Cyl_D = D; #end // --------------------------------------------------------------------------------------- #macro RoofHeight(Len,Angle) Len*tan(radians(Angle)) #end // --------------------------------------------------------------------------------------- #macro RoofDiag (ROver, RoofLen, RoofAngle, RoofCyl_R) #local RoofXOver = ROver*cos(radians(RoofAngle)); #local RoofYOver = ROver*sin(radians(RoofAngle)); cylinder{ <-RoofXOver, -RoofYOver,-RoofXOver>, < RoofLen, RoofLen*tan(radians(RoofAngle)), RoofLen>, 1.2*RoofCyl_R texture{Roof___Texture1 rotate<0,-45,RoofAngle>}} #end // end of macro // --------------------------------------------------- these macros are used in macro roof(...) #macro Roof___quarter (RoofAngle, RoofLen, RoofWide, ROver, RRoofCyl, RoofCylDistance, Cut ) #local RoofSteep = sqrt( pow(RoofLen,2)+ pow(RoofLen*tan(radians(RoofAngle)),2) ); intersection{ // a box with cylinders union{ box {<-ROver,0,-ROver>,< RoofSteep,0.01,RoofWide+ROver> texture{Roof___Texture2}} #declare Nr = 0; // Startwert #declare EndNr = (RoofWide+2*ROver)/RoofCylDistance; // Endwert #while (Nr< EndNr) cylinder {<-ROver-0.01,0,0>,, RRoofCyl texture{Roof___Texture1} translate<0,0,-ROver+Nr*RoofCylDistance>} #declare Nr = Nr + 1; // next Nr #end // --------------- end of the loop rotate<0,0,RoofAngle>}//---------- end of union ...... //cut off by diagonal planes: plane{<1,0,0>, 0 rotate<0, 45,0> texture{Roof___Texture1}} plane{<1,0,0>, 0 rotate<0,-45,0> translate<0,0,RoofWide> texture{Roof___Texture1}} plane{<1,0,0>, 0 rotate<0,0,0> translate< Cut,0,0> texture{Roof___Texture1}} bounded_by{box {<-ROver ,-RRoofCyl ,-ROver>, < RoofLen+RoofSteep, RRoofCyl ,RoofWide+2*ROver>} rotate<0,0,RoofAngle> } }//--------- end of intersection #end // end of macro // --------------------------------------------------------------------------------------- #local Roof___Deepth = min(Roof___WideZ/2, Roof___WideX/2); #local Roof___Lenght = sqrt( pow(Roof___Deepth, 2)+pow(Roof___Deepth*tan(radians(Roof___Angle1)),2)) ;// // #macro Roof (Roof___Angle1,Roof___Len_X11,Roof___Len_X12,Roof___WideZ,Roof___WideX,Roof___Over,R_Cyl,Cyl_D) union{ object{ Roof___quarter(Roof___Angle1,Roof___Lenght,Roof___WideZ,Roof___Over,R_Cyl,Cyl_D, Roof___WideX/2) translate< 0.00,0,0.00>} object{ Roof___quarter(Roof___Angle1,Roof___Lenght,Roof___WideZ,Roof___Over,R_Cyl,Cyl_D, Roof___WideX/2) scale<-1,1,1> translate} object{ Roof___quarter(Roof___Angle1,Roof___Lenght,Roof___WideX,Roof___Over,R_Cyl,Cyl_D, Roof___WideZ/2) rotate<0, 90,0>translate<0.00,0,Roof___WideZ>} object{ Roof___quarter(Roof___Angle1,Roof___Lenght,Roof___WideX,Roof___Over,R_Cyl,Cyl_D, Roof___WideZ/2) rotate<0,-90,0>translate} #if ( R_Cyl>0) union{ object{ RoofDiag (Roof___Over, Roof___Deepth, Roof___Angle1, R_Cyl) translate< 0,0,0>} object{ RoofDiag (Roof___Over, Roof___Deepth, Roof___Angle1, R_Cyl) rotate<0,-90,0> translate} object{ RoofDiag (Roof___Over, Roof___Deepth, Roof___Angle1, R_Cyl) rotate<0,180,0> translate} object{ RoofDiag (Roof___Over, Roof___Deepth, Roof___Angle1, R_Cyl) rotate<0, 90,0> translate< 0,0,Roof___WideZ>} #if (Roof___WideZ-Roof___WideX >0 ) cylinder{<0,0,0>,<0,0,Roof___WideZ-Roof___WideX >,1.2*R_Cyl translate texture{Roof___Texture1 rotate<0,90,0>} } #end // Firstziegel #if (Roof___WideZ-Roof___WideX <0 ) cylinder{<0,0,0>,,1.2*R_Cyl translate texture{Roof___Texture1 rotate<0,90,0>} } #end // Firstziegel translate<0,0.05,0>} #end // of "#if ( R_Cyl>0)" } // end of global union // -------------------------------------------------------------------------------------- // -------------------------------------------------------------------------------------- #end// of macro ------------------------------------------------------// end of macro //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- // sample: /* //----------------------------------------------------------------------------- textures //--------------------------------------------------------------------- roof textures <<<<<<<<<<<<< #declare RoofTrans = <-1.25,0,0>;// to regulate the start of the roof brics #declare Roof_Texture1 = texture{ pigment{gradient x color_map{[0.00 color rgb<1,1,1>*0.3 ] [0.90 color rgb<1,1,1>*0.3 ] [0.95 color rgb<1,1,1>*0.0 ] [1.00 color rgb<1,1,1>*0.3 ] } scale < 1, 1, 1>*0.38 quick_color Scarlet*1.25} normal { bumps 0.3 scale 0.015} finish { phong 1} translate RoofTrans} #declare Roof_Texture2 = texture{ Roof_Texture1 finish { ambient 0.15 diffuse 0.85 phong 1}} //--------------------------------------------------------------------------------<<<<<<<<<<<< #declare Wall_Height = 4.00; // -------------------------------------------------------------------------------------------- #include "Roof_0.inc" // -------------------------------------------------------------------------------------------- union{ box {<0,0,0>,< 8.00, Wall_Height,10.00> texture{pigment{color White*1.2} finish {ambient 0.45 diffuse 0.55 phong 0.5}}} //-------------------------------------------------------------------------------------------// object{ Roof_0 ( 35, // Roof___Angle1, // roof angle 6.00, // Roof___WideX, // base length of the roof part in x-direction 8.00, // Roof___WideZ, // base length of the roof part in z-direction 0.50, // Roof___Over, // overhang 0.075, // R_Cyl, // radius cylinders 0.20, // Cyl_D, // distance cylinders Roof_Texture1, // Roof___Texture1, // cylinder texture Roof_Texture2 // Roof___Texture2 // base box texture ) //--------------------------------------------------------------------------- translate<0,Wall_Height,0>} //--------------------------------------------------------------------------------------------- translate<0,0,0> rotate<0,-35,0> } // -------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------- */ #version Roof_000_Inc_Temp; #end //------------------------------------- end of include file