// Mensch // Bounding-Box: <-0.50, 0, -0.20>, <0.50, 1.75, 0.20> // Blickrichtung -z #declare BR = .65 #declare BS = 3 #declare BD = BS*pow((1-pow(BR,2)),2) #declare R_BECKEN = 0.100 #declare H_BECKEN = 0.800 #declare R_AB_X = 0.100 #declare R_AB_Y = 0.100 #declare R_AB_Z = 0.070 #declare K_AB_X = 0.080 #declare K_AB_Y = 0.030 #declare K_AB_Z = 0.020 #declare L_OS = 0.400 #declare R_OS = 0.080 #declare R_OK = 0.040 #declare A_OS_X = 0 #declare A_OS_Y = 0 #declare A_OS_Z = 0 #declare R_K_X = 0.020 #declare R_K_Y = 0.040 #declare R_K_Z = 0.020 #declare L_US = 0.320 #declare R_UK = 0.040 #declare A_US_X = -0 // always use negative values! #declare A_US_Y = 0 // should be 0 #declare A_US_Z = 0 // should be 0 #declare L_FERSE = 0.030 #declare H_FERSE = -0.050 #declare R_FERSE = 0.030 #declare L_MFUSS = 0.140 #declare H_MFUSS = -0.060 #declare L_ZEHEN = 0.070 #declare A_FUSS_X = 0 #declare A_FUSS_Y = 0 #declare A_FUSS_Z = 0 // should be about 0 #declare K_WSU_Z = 0.050 #declare K_WSO_Z = 0.080 #declare K_WSO_Y = 0.350 #declare K_BU_Z = 0.000 #declare K_BO_Z = 0.000 #declare K_BO_Y = 0.350 #declare R_B_X = 0.100 #declare R_B_Z = 0.070 #declare K_RU_X = 0.050 #declare K_RU_Y = 0.100 #declare K_RU_Z = 0.000 #declare K_RO_X = 0.130 #declare K_RO_Y = 0.450 #declare K_RO_Z = 0.050 #declare R_R_X = 0.080 #declare R_R_Y = 0.020 #declare R_R_Z = 0.060 #declare A_R_X = -5 #declare A_R_Z = 10 #declare R_N_X = 0.200 #declare R_N_Y = 0.040 #declare R_N_Z = 0.050 #declare K_N_Y = 0.430 #declare K_N_Z = 0.040 #declare K_HU_X = 0.000 #declare K_HU_Y = 0.450 #declare K_HU_Z = 0.050 #declare K_HO_X = 0.000 #declare K_HO_Y = 0.550 #declare K_HO_Z = 0.050 #declare R_H_X = 0.050 #declare R_H_Y = 0.050 #declare R_H_Z = 0.060 #declare A_H_X = 0 #declare A_H_Z = 0 #declare mensch = blob { threshold BD // linke seite #declare LR = 1 #include "bein.inc" // rechte seite #declare LR = -1 #include "bein.inc" /* // wirbelsäule cylinder { <0, 0, K_WSU_Z> <0, K_WSO_Y, K_WSO_Z> 0.02/BR BS } */ // bauch cylinder { <0, 0, K_BU_Z> <0, K_BO_Y, K_BO_Z> R_B_Z/BR BS scale } // rücken cylinder { <-0, K_RU_Y, 0> <-0, K_RO_Y, 0> R_R_Y/BR BS scale rotate <-A_R_X, 0> rotate <0, 0, -A_R_Z> translate <+K_RU_X, 0, K_RU_Z> } cylinder { <-0, K_RU_Y, 0> <-0, K_RO_Y, 0> R_R_Y/BR BS scale rotate <-A_R_X, 0> rotate <0, 0, A_R_Z> translate <-K_RU_X, 0, K_RU_Z> } #if (1) // nacken sphere { <0, 0, 0> 1/BR BS scale translate <0, K_N_Y, K_N_Z> } #end // hals cylinder { <-0, K_HU_Y, 0> <-0, K_HO_Y, 0> R_H_Y/BR BS scale rotate <-A_H_X, 0> rotate <0, 0, A_H_Z> translate <-K_HU_X, 0, K_HU_Z> texture { pigment { color Red } } } texture { pigment { color White } } translate <0, H_BECKEN, 0> }