#include "transforms.inc" #include "finish.inc" #include "math.inc" #include "jet.inc" // several different gold colors, finishes and textures #include "golds.inc" #include "mrg_misc3" // various metal colors, finishes and textures // brass, copper, chrome, silver #include "metals.inc" //object{aircraft rotate -90*y translate y*10} global_settings { max_trace_level 10 ambient_light rgb<1, 1, 1> } light_source { 5000*<0,5, -0> color White} #declare af=object{aircraft rotate-90*y} #declare bangle =-35; #declare orbit=150; #declare height=20; #declare lclock=clock+-.4; #declare pp=vrotate(y*height+x*orbit,-lclock*360*y); object {af rotate -z*bangle //bank rotate -x*5 //angle of attack translate y*height+x*orbit rotate -lclock*360*y } #declare cpos=<0, height*1.2,-1.5*orbit>; #declare lpos= ; camera { location cpos look_at lpos angle 28} #declare dynscale=vlength(cpos-lpos)/orbit; #declare vec_post_diam = .15*dynscale; #declare vec_head_diam = 3*vec_post_diam; #declare vec_head_len=9*vec_post_diam; #declare dsp_scale=.5; #declare Llabel_voffset=vrotate(9.5/cos(radians(bangle))*y,-z*bangle); #declare Llablep=vrotate(y*height+x*orbit-2.3*z+Llabel_voffset,-lclock*360*y); #declare Lcolor=<1,.7,.3>; object{orient_text(Llablep,cpos,"L",3*dynscale) texture { pigment { color rgb Lcolor } finish { ambient 1.0 specular 0 diffuse 0} } no_shadow no_reflection } object{ Make_Vector(8/cos(radians(bangle))*y,vec_head_len,vec_post_diam,vec_head_diam) texture { pigment { color rgb Lcolor } finish { ambient 1.0 specular 0 diffuse 0} } no_shadow no_reflection rotate -z*bangle //bank translate y*height+x*orbit-2.3*z rotate -lclock*360*y } #declare wcolor=<.75,0,0>; object{ Make_Vector(-8*y,vec_head_len,vec_post_diam,vec_head_diam) texture { pigment { color rgb wcolor } finish { ambient 1.0 specular 0 diffuse 0} } no_shadow no_reflection translate y*height+x*orbit-2.3*z rotate -lclock*360*y } #declare wlabelp=vrotate(y*height+x*orbit-2.3*z-9*y,-lclock*360*y); object{orient_text(wlabelp,cpos,"w",3*dynscale) texture { pigment { color rgb wcolor } finish { ambient 1.0 specular 0 diffuse 0} } no_shadow no_reflection } //the sky from doc's standard example sky_sphere { pigment { gradient y color_map { [0.000 0.002 color rgb <0.0, 0.2, 1.0> color rgb <0.0, 0.2, 1.0>] [0.002 0.200 color rgb <0.0, 0.1, 0.8> color rgb <0.2, 0.2, 0.5>] } scale 2 translate -1 } pigment { bozo turbulence 0.65 octaves 6 omega 0.7 lambda 2 color_map { [0.0 0.1 color rgb <0.85, 0.85, 0.85> color rgb <0.75, 0.75, 0.75>] [0.1 0.5 color rgb <0.75, 0.75, 0.75> color rgbt <1, 1, 1, 1>] [0.5 1.0 color rgbt <1, 1, 1, 1> color rgbt <1, 1, 1, 1>] } scale <0.2, 0.5, 0.2> } rotate -135*x } plane { //grassy plane y, -.001 texture { pigment {color rgbt <.2,.7,.2,0> } finish { phong 1 } } } cylinder{0,-y,1*orbit texture { pigment{ brick color White, // color of mortar color rgb <.2,.7,.2>*1 // color of brick brick_size 90*<1,1,1> // size of brick (optional) mortar 3 // width of mortar (optional) translate y*5 } finish{ambient .3 diffuse .5 phong 1} } }