1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238
|
// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence Of Vision raytracer sample file.
// Include file for DRUMS.POV by Dan Farmer
// Updated: 09Aug2008 (jh) for v3.7 distribution
#declare Brass = colour red 0.88 green 0.84 blue 0.10;
#declare ChromeBlue = colour red 0.84 green 0.89 blue 1.00;
#declare BrassFinish = finish {
reflection 0.15
brilliance 10.0
metallic
phong 0.75
phong_size 50
}
#declare Chrome = finish { Mirror }
#declare VeryShiny = finish {
ambient 0.05 diffuse 0.75
phong 1.0
phong_size 100.0
brilliance 5
reflection 0.5
}
// The old Disk_X definition
#declare Disk_X = cylinder { <0, 0, 0>, <1, 0, 0>, 1 }
#declare X_Tube = difference {
cylinder { -x, x, 1.0 }
cylinder { -1.1*x, 1.1*x, 0.97 }
}
#declare Cymbal = union { /* Overall radius of 6 units */
sphere { /* Dome */
<0, 0, 0>, 1
scale <2.0, 0.75, 2.0>
translate 1*y
}
sphere {
<0, 0, 0>, 1
scale <6.0, 1.0, 6.0>
}
finish { BrassFinish }
pigment { Brass }
clipped_by { plane { y, 0.25 inverse } }
}
#declare Tensioner1 = union {
object {
Disk_X
translate -0.5*x
scale <0.5, 0.04, 0.02>
}
intersection {
sphere { <0, 0, 0>, 1 scale <0.25, 0.1, 0.06> }
plane { x, 0 }
}
}
#declare Tensioner = union {
object { Tensioner1 translate 0.5*x }
object { Tensioner1 rotate 180*z translate -0.5*x }
translate 1.03*z /* Position for rotation around drum cylinder */
finish { Chrome }
pigment { ChromeBlue }
}
#declare Drum = union {
sphere { /* Top (and rear) Drumhead */
<0, 0, 0>, 1
scale <0.001, 1.0, 1.0>
translate 0.75*x
finish {
ambient 0.1
diffuse 0.7
specular 0.2
roughness 0.01
}
pigment { White }
}
object { /* Chrome edge band #1 */
X_Tube
scale <0.05, 1.025, 1.0>
translate -0.8*x
texture {
finish { Chrome }
pigment { ChromeBlue }
}
}
intersection { /* Drum body */
cylinder {
-1.1*x, 1.1*x, 1.0
finish { VeryShiny }
pigment { White }
}
cylinder {
-1.1*x, 1.1*x, 0.97 /* Inside of the drum cylinder */
inverse
pigment { Tan }
finish {
ambient 0.05
diffuse 0.5
}
}
box { <-1, -1, -1>, <1, 1, 1>
finish { Chrome }
pigment { ChromeBlue }
}
scale <0.8, 1.0, 1.0>
}
object { /* Chrome edge band #2 */
X_Tube
scale <0.05, 1.025, 1.0>
translate 0.8*x
texture {
finish { Chrome }
pigment { ChromeBlue }
}
}
/* Now a bunch of (10) tensioners */
object { Tensioner rotate 000*x }
object { Tensioner rotate 036*x }
object { Tensioner rotate 072*x }
object { Tensioner rotate 108*x }
object { Tensioner rotate 144*x }
object { Tensioner rotate 180*x }
object { Tensioner rotate 216*x }
object { Tensioner rotate 252*x }
object { Tensioner rotate 288*x }
object { Tensioner rotate 324*x }
}
#declare BassDrum = union {
object { Drum }
sphere { /* Front Drumhead for Bass */
<0, 0, 0>, 1
scale <0.001, 1.0, 1.0>
translate -0.75*x
finish {
ambient 0.2
diffuse 0.7
specular 0.5
roughness 0.05
}
pigment { White filter 0.25 }
}
scale <8.0, 10.0, 10.0>
}
/********************** not used at this time
#declare SnareDrum = object {
Drum
rotate 90.0*z
scale <5.0, 4.0, 5.0>
}
***********************/
#declare TomTom = object {
Drum
rotate 90.0*z
scale <5.0, 5.0, 5.0>
}
/* Combine a base and a pair of tomtoms into a half-set */
/* Object is still centered at 0,0 at this point */
#declare HalfSet = union {
object { /* Right bass */
BassDrum
rotate -90.0*y /* Turn it on its end */
}
object {
TomTom
rotate +30.0*x /* Lean it towards drummer */
translate 16.0*y /* Raise it up */
translate -7.0*x /* Move it left */
}
object {
TomTom
rotate +30.0*x /* Lean it towards drummer */
translate 16.0*y /* Raise it up */
translate +7.0*x /* Move it right */
}
union { /* tomtom bracket */
object {
Disk_X /* Horizontal bar */
translate -0.5*x
scale <4, 0.25, 0.25> /* Fits between tomtoms */
translate 16.0*y /* Raise to top of vertical bar*/
}
sphere { <0, 0, 0>, 1 translate <-4, 16, 0> scale <0.5, 1, 1> }
sphere { <0, 0, 0>, 1 translate < 4, 16, 0> scale <0.5, 1, 1> }
object { /* Vertical bar */
Disk_Y
scale <0.30, 6.0, 0.30>
translate <0.0, 10.0, 0.0>
}
sphere { <0, 0, 0>, 1 scale <1.25, 0.5, 1.25> translate 10*y }
}
finish { Mirror }
pigment { White }
}
|