#declare hangar_neg = difference { cone { <0, 0, 0>, 900, <0, 115, 0>, 900 } cone { <0, 0, 0>, 900-140, <0, 115, 0>, 900-140 } } #declare triebwerk_neg = difference { cone { <0, 599, 0>, 900, <0, 501, 0>, 900 } cone { <0, 599, 0>, 600, <0, 501, 0>, 600 } } #declare landestuetzen_neg = union { #declare i = 0; #while (i < 16) cone { <350, -700, 0>, 25, <350, -900, 0>, 25 rotate <0, i*360/16, 0> } #declare i = i + 1; #end } #include "kombiblock.pov" #include "metagrav.pov" #include "vesta.pov" #include "tfk_2000.pov" #include "mvh.pov" #ifndef (Strut_Ext) #declare Strut_Ext = 11/15; #end #include "strut.pov" #declare entdecker = union { difference { sphere { <0, 0, 0>, 900 } object { hangar_neg translate <0, 10, 0> } object { hangar_neg translate <0, -10-115, 0> } object { triebwerk_neg } object { triebwerk_neg scale <1, -1, 1> } object { landestuetzen_neg } texture {Ynkelonium_Texture } } // oberer Triebwerksring #declare i = 0; #while (i < 360) #declare j = -1; #while (j <= +1) object { kombiblock_oben rotate <0, i + 20*j, 0> translate <0, 500, 0> } #declare j = j + 1; #end object { metagrav_oben translate <-740, 501, 0> rotate <0, i + 45, 0> } #declare i = i + 90; #end #declare i = 0; #while (i < 360) object { vesta translate <830, 50+10, 0> rotate <0, i, 0> } object { vesta translate <830, 50-115-10, 0> rotate <0, i, 0> } #declare i = i + 12; #end // unterer Triebwerksring #declare i = 0; #while (i < 360) #declare j = -1; #while (j <= +1) object { kombiblock_unten rotate <0, i + 20*j, 0> translate <0, -600, 0> } #declare j = j + 1; #end object { metagrav_unten translate <-740, -599, 0> rotate <0, i + 45, 0> } #declare i = i + 90; #end // Landestützen #declare i = 0; #while (i < 16) object { strut translate <350, -900, 0> rotate <0, i*360/16, 0> } #declare i = i + 1; #end // Transformkanonen, 2000 Gt. // formen einen leicht verzerrten Ikosaeder #declare i = 0; #while (i < 5) object { tfk_2000 translate <900, 0, 0> rotate <0, 0, 16.128> rotate <0, i*360/5, 0> } object { tfk_2000 translate <900, 0, 0> rotate <0, 0, 46.238> rotate <0, i*360/5, 0> } object { tfk_2000 translate <900, 0, 0> rotate <0, 0, -16.128> rotate <0, (i+0.5)*360/5, 0> } object { tfk_2000 translate <900, 0, 0> rotate <0, 0, -46.238> rotate <0, (i+0.5)*360/5, 0> } #declare i = i + 1; #end // MVH-Geschütze // formen einen leicht verzerrten Buckyball #declare i = 0; #while (i < 5) #declare s = -1; #while (s <= 1) object { mvh translate <900, 0, 0> rotate <0, 0, s*70.81> rotate <0, i*72+(s-1)*18 + 36, 0> } object { mvh translate <900, 0, 0> rotate <0, 0, s*48.11> rotate <0, i*72+(s-1)*18 + 36, 0> } object { mvh translate <900, 0, 0> rotate <0, 0, s*31.48> rotate <0, i*72+(s-1)*18 + 12, 0> } object { mvh translate <900, 0, 0> rotate <0, 0, s*31.48> rotate <0, i*72+(s-1)*18 + 60, 0> } object { mvh translate <900, 0, 0> rotate <0, 0, s*9.27> rotate <0, i*72+(s-1)*18 + 24, 0> } object { mvh translate <900, 0, 0> rotate <0, 0, s*9.27> rotate <0, i*72+(s-1)*18 + 48, 0> } #declare s = s + 2; #end #declare i = i + 1; #end }