// PoVRay 3.6/3.7 Scene File "ball_wall_short.pov" // author: Florian Simon // date: 2011/11/28 //-------------------------------------------------------------------------- #if ( version < 3.7 ) global_settings{ assumed_gamma 1.0 } #end #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" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" #include "analytical_g.inc" #include "Clock_Splitting.inc" //-------------------------------------------------------------------------- // sun ---------------------------------------------------------------------- light_source{ <-25,20,-9> color White*1.2 fade_distance 30 fade_power 1 } // 0.7 fade_distance 0.75 fade_power 2 } // sky ---------------------------------------------------------------------- sky_sphere { pigment { gradient <0,1,0> color_map { [0.00 rgb <0.6,0.7,1.0>] [0.35 rgb <0.1,0.0,0.8>] [0.65 rgb <0.1,0.0,0.8>] [1.00 rgb <0.6,0.7,1.0>] } scale 2 } // end of pigment } //end of skysphere // ground ------------------------------------------------------------------- plane{ <0,1,0>, 0 texture{ pigment{ checker color rgb<1,1,1>*1.0 color rgb<1,0.65,0.0>*1} //normal { bumps 0.75 scale 0.025} finish { phong 0.1} } // end of texture } // end of plane plane{ <0,1,0>, 0 texture{ pigment{ checker color rgb<1,1,1>*1.2 color rgb<1,0.65,0.0>*1} //normal { bumps 0.75 scale 0.025} finish { phong 0.1} } rotate <90,0,0> translate <0,0,10> } // end of plane plane{ <0,1,0>, 0 texture{ pigment{ checker color rgb<1,1,1>*1.2 color rgb<1,0.65,0.0>*1} //normal { bumps 0.75 scale 0.025} finish { phong 0.1} } rotate <0,0,90> translate <15,0,0> } // end of plane plane{ <0,1,0>, 0 texture{ pigment{ checker color rgb<1,1,1>*1.2 color rgb<1,0.65,0.0>*1} //normal { bumps 0.75 scale 0.025} finish { phong 0.1} } rotate <0,0,90> translate <-50,0,0> } // end of plane // Textures ----------------------------------------------------------------- #declare Brick_Tex = texture{ pigment{ brick color White color rgb<0.8,0.25,0.1> // color mortar, color brick brick_size <0.25, 0.0525, 0.125 >*3 // format in x-,y-,z- direction mortar 0.01 } normal { wrinkles 0.75 scale 0.01} finish { diffuse 0.9 phong 0.2} } ; #declare Ball_Tex = texture{ pigment{ hexagon color rgb<1,1,1>*1.0 color rgb<1,1,1>*0.0 color rgb<1,1,1>*0.5 scale <0.115/pi,0.25/pi,0.075>*1.65 warp { spherical orientation <0,1,0> } scale 0.175 rotate<20,0,0> } } ; #declare Basket_Tex = texture { pigment {image_map {png "BasketBallNew" map_type 1 interpolate 2}} normal { bozo 2.00 scale 0.02} finish {specular 0.1 roughness 0.02 }} ; #declare Golfball_Tex=texture { pigment{ color rgb <1,1,1>} normal { facets size 0.25 } } ; #declare Text_Tex=texture{ pigment{ color rgb<1,1,1>*1.3 } //normal { bumps 0.5 scale 0.01 } finish { phong 0.1 } } ; // end of texture // Textures -----------------------------end--------------------------------- #declare X = 0.000 ; // Abs. X translate overall #declare Y = 0.000 ; // Abs. Y translate overall #declare Z = 0.000 ; // Abs. Z translate overall #declare v0 = 7.000 ; // velocity ball #declare rFB = 0.20 ; #declare rBB = 0.25 ; #declare rGB = 0.05 ; #declare s0 = -v0 ; #declare Total=3 ; #declare StepNr=1 ; #declare Wall = object{ box { <0.00, 0.00, -2.00>,< 1.00, 2.00, 6.00> texture{ Brick_Tex } } } ; #declare Basketball = object{ sphere{ <0,0,0>, 0.25 texture{ Basket_Tex } } } ; #declare Football = object{ sphere{ <0,0,0>, rFB texture{ Ball_Tex } } translate <-rFB,0,0> } ; #declare Golfball = object{ sphere{ <0,0,0>, 0.25 texture{ Golfball_Tex } } } ; // camera ------------------------------------------------------------------ #declare Camera_0 = camera {perspective angle 75 // front view location <0.0 , 1.0 ,-3.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 90 // diagonal view location <-4.0 , 3 ,-4> right x*image_width/image_height look_at <-3.0 , 1.0 , 0.0>} #declare Camera_1M = camera {/*ultra_wide_angle*/ angle 90 // diagonal view location <-4.0 , 3 ,-4> right x*image_width/image_height look_at <-3.0*(1+(((-12/(-3))-1)*(Sclock_01(3,Total)-0.5))) , 1.0 , 0.0>} #declare Camera_1Wall = camera {/*ultra_wide_angle*/ angle 90 // diagonal view location <-4.0*(1+(((-1/(-4))-1)*(Sclock_01(4,Total)))) , 3 ,-4> right x*image_width/image_height look_at <-3*(1+(((-2.5/(-3))-1)*(Sclock_01(4,Total)))) , 1.0 , 0.0>} #declare Camera_Wall = camera {/*ultra_wide_angle*/ angle 90 // diagonal view location <-1.0-v0*Sclock_01(5,Total) , 3 ,-4> right x*image_width/image_height look_at <-2.5-v0*Sclock_01(5,Total) , 1.0 , 0.0>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 //right side view location <3.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view location <0.0 , 3.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_1} // camera ------------------------------------------------------------------ // animation if loop #if ( clock; #declare B = ; object{ Vector( A,B, 0.02) pigment{ color rgbt<0.2,0.5,0.0,Sclock_01(StepNr,Total)> } no_shadow } text { ttf "arial.ttf", "v", 0.02, 0.0 texture { pigment{ color rgbt <1,0,0,Sclock_01(StepNr,Total)>} normal { facets size 0.25 } } scale<1,1.25,1>*0.4 translate A+0.2*x no_shadow } object{ Wall translate<0,0,0> translate } object{ Football translate translate } #else #declare StepNr = StepNr +1 ; #if ( clock; #declare B = <-rFB-0.9-v0*Sclock_01(StepNr,Total),1.35,1>; object{ Vector( A,B, 0.02) pigment{ color rgbt<0.2,0.5,0.0,Sclock_01(StepNr,Total)> } no_shadow } text { ttf "arial.ttf", "-v", 0.02, 0.0 texture { pigment{ color rgbt <1,0,0,Sclock_01(StepNr,Total)>} normal { facets size 0.25 } } scale<1,1.25,1>*0.4 translate A-0.5*x no_shadow } object{ Wall translate<0,0,0> translate } object{ Football translate <-v0*Sclock_01(StepNr,Total),1.35,1> translate } #else #declare StepNr = StepNr +1 ; #if ( clock; #declare B = ; object{ Vector( A,B, 0.02) pigment{ color rgbt<0.2,0.5,0.0,2*Sclock_01(StepNr,Total)> } no_shadow } text { ttf "arial.ttf", "v", 0.02, 0.0 texture { pigment{ color rgbt <1,0,0,2*Sclock_01(StepNr,Total)>} normal { facets size 0.25 } } scale<1,1.25,1>*0.4 translate A+0.2*x no_shadow } object{ Wall translate<-v0*Sclock_01(StepNr,Total),0,0> translate } #declare A = <-v0*Sclock_01(StepNr,Total),1.35,0>; #declare B = <-0.8-v0*Sclock_01(StepNr,Total),1.35,0>; object{ Vector( A,B, 0.02) pigment{ color rgbt<0.2,0.5,0.0,2*Sclock_01(StepNr,Total)> } no_shadow } text { ttf "arial.ttf", "-v", 0.02, 0.0 texture { pigment{ color rgbt <1,0,0,2*Sclock_01(StepNr,Total)>} normal { facets size 0.25 } } scale<1,1.25,1>*0.4 translate A-0.5*x no_shadow } object{ Football translate translate } #else camera{Camera_1M} object{ Wall translate<-v0*Sclock_01(StepNr,Total),0,0> translate } #declare A = <0.2-rFB-v0*Sclock_01(StepNr,Total),1.35,0>; #declare B = <-rFB-0.8-v0*Sclock_01(StepNr,Total),1.35,0>; object{ Vector( A,B, 0.02) pigment{ color rgbt<0.2,0.5,0.0,Sclock_01(StepNr,Total)-0.5> } no_shadow } text { ttf "arial.ttf", "-v", 0.02, 0.0 texture { pigment{ color rgbt <1,0,0,Sclock_01(StepNr,Total)-0.5>} normal { facets size 0.25 } } scale<1,1.25,1>*0.4 translate A-0.5*x no_shadow } object{ Football translate translate } #declare A = ; #declare B = ; object{ Vector( A,B, 0.02) pigment{ color rgbt<0.2,0.5,0.0,Sclock_01(StepNr,Total)-0.5> } no_shadow } text { ttf "arial.ttf", "?", 0.04, 0.0 texture { pigment{ color rgb <1,0,0>} normal { facets size 0.25 } } scale<1,1.25,1>*0.8 translate A-1.2*x no_shadow } #end #end #end #end // end of animation if loop