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include "colors.inc"
include "textures.inc"
include "Triforce.pov"
/*
//camera
camera
{
location <3, 6, 6>
look_at <0, 0, 0>
}
//lighting
light_source
{
<3, 5, 5>
White
}
*/
//declarations
#declare Silver_Metallic = texture
{
pigment {Silver}
finish {Metallic_Finish}
}
#declare Blue_Metallic = texture
{
pigment {Blue}
finish {Metallic_Finish}
}
#declare SlateBlue_Metallic = texture
{
pigment {SlateBlue}
finish {Metallic_Finish}
}
#declare Dark_Metallic = texture
{
pigment {color rgb <.2, .2, .2>}
finish {Metallic_Finish}
}
#declare LessDark_Metallic = texture
{
pigment {color rgb <.4, .4, .4>}
finish {Metallic_Finish}
}
#declare Twilight_Purple = color red 0.209804 green 0.084314 blue 0.209804;
#declare Twilight_Blade_ColorMap = color_map
{
[0.0 Blue]
[0.3 Twilight_Purple]
}
#declare Twilight_Blade_Pigment = pigment
{
marble
turbulence 10
color_map {Twilight_Blade_ColorMap}
}
#declare Twilight_Blade_Texture = texture
{
pigment {Twilight_Blade_Pigment}
finish {Metallic_Finish}
}
#declare Twilight_Hilt_ColorMap = color_map
{
[0.0 Orange]
[0.4 rgb <.2, .2, .2>]
}
#declare Twilight_Hilt_Pigment = pigment
{
marble
turbulence 5
color_map {Twilight_Hilt_ColorMap}
}
#declare Twilight_Hilt_Texture = texture
{
pigment {Twilight_Hilt_Pigment}
finish {Metallic_Finish}
}
#declare SwordCore = box
{
<.2, 0, .05>, <-.2, 2, -.05>
texture {Silver_Metallic}
}
#declare SwordTipBigTriangle = triangle
{
<.2, 0, .05>, <-.2, 0, .05>, <0, .3464101615, 0>
texture {Silver_Metallic}
}
#declare SwordTipSmallTriangle = triangle
{
<.2, 0, .05>, <.2, 0, -.05>, <0, .34654101615, 0>
texture {Silver_Metallic}
}
#declare SwordTip = union
{
object
{
SwordTipBigTriangle
}
object
{
SwordTipBigTriangle
rotate <0, 180, 0>
}
object
{
SwordTipSmallTriangle
}
object
{
SwordTipSmallTriangle
rotate <0, 180, 0>
}
}
#declare SwordSideBoard = box
{
<0, 0, 0>, <.051763809, 2, 0>
texture {Silver_Metallic}
}
#declare SwordHiltSide = intersection
{
cylinder
{
<.25, 0, .055>, <.25, 0, -.055>, .25
}
box
{
<.25, 0, .06>, <.55, -.3, -.06>
}
texture {Blue_Metallic}
}
#declare SwordHilt = union
{
box
{
<.25, 0, .055>, <-.25, -.25, -0.055>
texture {Blue_Metallic}
}
object
{
SwordHiltSide
}
object
{
SwordHiltSide
rotate <0, 180, 0>
}
//handle part?
box
{
<.1, -.25, .055>, <-.1, -1.25, -.055>
texture {SlateBlue_Metallic}
}
intersection
{
cylinder
{
<0, -1.25, .055>, <0, -1.25, -.055>, .15
}
box
{
<.2, -1.25, .06>, <-.2, -1.5, -.06>
}
texture {SlateBlue_Metallic}
}
//yay triforce symbol
object
{
Triforce
scale <.06, .06, .3>
translate <0, -.1, 0>
}
}
#declare Sword = union
{
//teh blade
object
{
SwordCore
}
object
{
SwordTip
translate <0, 2, 0>
}
//side-pointy
object
{
SwordSideBoard
rotate <0, 45, 0>
translate <.2, 0, .05>
}
object
{
SwordSideBoard
rotate <0, -45, 0>
translate <.2, 0, 0>
}
object
{
SwordSideBoard
rotate <0, 45, 0>
translate <-.2, 0, .05>
}
object
{
SwordSideBoard
rotate <0, -45, 0>
translate <-.2, 0, 0>
}
//teh hilt
object
{
SwordHilt
}
}
#declare PedestalFlap = box
{
<1, 0, 1>, <-1, 0, 1.2>
}
#declare PedestalSide = box
{
<0, 0, -1>, <0, .790569415, 1>
}
#declare PedestalFace = box
{
<1, 0, 0>, <-1, .7762087348, 0>
}
#declare PedestalFlatTriangle = triangle
{
<.25, 0, 0>, <0, 0, 0>, <0, 0, .2>
}
#declare Pedestal_A = union
{
//flat parts
box
{
<1.25, 0, 1>, <-1.25, 0, -1>
}
box
{
<1, .75, 1>, <-1, .75, -1>
}
object
{
PedestalFlap
}
object
{
PedestalFlap
rotate <0, 180, 0>
}
object
{
PedestalFlatTriangle
translate <1, 0, 1>
}
object
{
PedestalFlatTriangle
rotate <180, 0, 0>
translate <1, 0, -1>
}
object
{
PedestalFlatTriangle
rotate <0, 0, 180>
translate <-1, 0, 1>
}
object
{
PedestalFlatTriangle
rotate <180, 0, 180>
translate <-1, 0, -1>
}
//sides
object
{
PedestalSide
rotate <0, 0, 18.43494882>
translate <1.25, 0, 0>
}
object
{
PedestalSide
rotate <0, 0, -18.43494882>
translate <-1.25, 0, 0>
}
//faces
object
{
PedestalFace
rotate <14.63141718, 0, 0>
translate <0, 0, -1.2>
}
object
{
PedestalFace
rotate <-14.63141718, 0, 0>
translate <0, 0, 1.2>
}
//triangle parts, easier to do them this way\
triangle
{
<1.25, 0, 1>, <1, 0, 1.2>, <1, .75, 1>
}
triangle
{
<-1.25, 0, 1>, <-1, 0, 1.2>, <-1, .75, 1>
}
triangle
{
<1.25, 0, -1>, <1, 0, -1.2>, <1, .75, -1>
}
triangle
{
<-1.25, 0, -1>, <-1, 0, -1.2>, <-1, .75, -1>
}
//top box thingy that Ben hates because its just a stall tactic to make him not play defcon and now this is behind the image of the pedestal and why oh hey cool its back and now oh damn its gone and ben is reading this and god fucking dammit now its back and now it isn't and now Im done
box
{
<.5, .75, .5>, <-.5, 1, -.5>
}
texture {White_Marble}
}
#declare Pedestal = difference
{
object
{
Pedestal_A
}
box
{
<.2, .6, .05>, <-.2, 1.2, -.05>
}
}
#declare SwordInPedestal = union
{
object
{
Pedestal
translate <0, -1, 0>
}
object
{
Sword
rotate <180, 0, 0>
translate <0, 1.5, 0>
}
}
#declare NubSwordCore = box
{
<.1, .4, .1>, <-.1, 3, -.1>
rotate <0, 45, 0>
scale <1, 1, .5>
}
#declare NubSwordTip = union
{
triangle
{
<.1, 3, .1>, <-.1, 3, .1>, <0, 3.2, 0>
}
triangle
{
<.1, 3, -.1>, <-.1, 3, -.1>, <0, 3.2, 0>
}
rotate <0, 45, 0>
scale <1, 1, .5>
}
#declare NubSwordBlade = union
{
object
{
NubSwordCore
}
object
{
NubSwordTip
}
object
{
NubSwordTip
rotate <0, 180, 0>
}
texture {Twilight_Blade_Texture}
}
#declare NubSwordHandleCurve = union
{
intersection
{
torus
{
.25, .15
rotate <90, 0, 0>
}
box
{
<0, 0, .2>, <1.2, 1.2, -.2>
}
}
cone
{
<.25, 0, 0>, .15
<.25, -2, 0>, 0
}
scale <1, .65, 1>
translate <.25, -.15, 0>
}
#declare NubSwordHandleGuard = union
{
object
{
NubSwordHandleCurve
}
object
{
NubSwordHandleCurve
rotate <0, 180, 0>
}
cylinder
{
<.25, 0, 0>, <-.25, 0, 0>, .15
scale <1, .65, 1>
}
}
#declare NubSwordHilt = union
{
//small part at base of blade
box
{
<.13, 0, .13>, <-.13, .4, -.13>
rotate <0, 45, 0>
scale <1, 1, .5>
}
//hand guard thingymobile
object
{
NubSwordHandleGuard
}
texture {Twilight_Hilt_Texture}
}
#declare NubSwordHandle = union
{
cylinder
{
<0, -.15, 0>, <0, -1.5, 0>, .1
texture {Dark_Metallic}
}
sphere
{
<0, -1.5, 0>, .15
texture {Twilight_Hilt_Texture}
}
}
#declare NubSword = union
{
//blade
object
{
NubSwordBlade
}
//hilt and handle
object
{
NubSwordHilt
}
object
{
NubSwordHandle
}
}
#declare Twilight_Pedestal_Core = intersection
{
sphere
{
<0, 0, 0> 2
}
box
{
<2.5, 5, 2.5>, <-2.5, 0, -2.5>
}
scale <1, .75, 1>
pigment {Twilight_Blade_Pigment}
}
#declare Twilight_Pedestal_Cone = cone
{
<0, 0, 1.8>, .5
<0, 0, 3.5>, 0
}
#declare Twilight_Pedestal_Rings = intersection
{
union
{
sphere
{
<0, 0, 0>, .75
scale <1, .35, 1>
translate <0, 1.5, 0>
}
//torii
torus
{
2, .25
}
torus
{
2, .15
rotate <90, 0, 0>
scale <1, .75, 1>
}
torus
{
2, .15
rotate <90, 90, 0>
scale <1, .75, 1>
}
//cones
object
{
Twilight_Pedestal_Cone
}
object
{
Twilight_Pedestal_Cone
rotate <0, 90, 0>
}
object
{
Twilight_Pedestal_Cone
rotate <0, -90, 0>
}
object
{
Twilight_Pedestal_Cone
rotate <0, 180, 0>
}
}
box
{
<4, 0, 4>, <-4, 3, -4>
}
pigment {Twilight_Hilt_Pigment}
}
#declare Twilight_Pedestal_A = union
{
object
{
Twilight_Pedestal_Core
}
object
{
Twilight_Pedestal_Rings
}
}
#declare Twilight_Pedestal = difference
{
object
{
Twilight_Pedestal_A
}
cylinder
{
<0, 1.25, 0>, <0, 2, 0>, .2
scale <1, 1, .5>
}
}
#declare Twilight_SwordInPedestal = union
{
object
{
Twilight_Pedestal
}
object
{
NubSword
rotate <180, 0, 0>
translate <0, 4, 0>
}
translate <0, -2, 0>
}
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