3d/blbman40/Body_Part_Viewer.pov

524 lines
18 KiB
POVRay

/*******************************************************
Persistence of Vision Ray Tracer Scene Description File
File Name : Body_Part_Viewer.pov
Version : POV v 3.1 : Blob_Man v4.0
Desciption: View the inividual body parts of Blob Man
Use it to check positioning of Limb Objects
Date : 01 March 2000
Author : Peter Houston
Email : houston.graphics@iname.com
WWW : http://welcome.to/HoustonGraphics
http://members.xoom.com/HoustonGraph
********************************************************/
#include "bmpeople.inc"
#include "bm_hands.inc"
/*******************************************************
Include the Costume Definition File Here
********************************************************/
//#include "filname.cdf"
#ifndef (CDF)
#declare CDF=false;
#end
/*******************************************************
Body Part Switch Number
=======================
1 = Head
2 = Torso
3 = Upperarm Right
4 = Upperarm Left
5 = Forearm Right
6 = Forearm Left
7 = Hand Right
8 = Hand Left
9 = Thigh Right
10 = Thigh Left
11 = Calf Right
12 = Calf Left
13 = Foot Right
14 = Foot Left
********************************************************/
#declare Body_Part_Switch =1;
#declare BM_Gender=1; // 0=Male 1=Female
#declare HandPoseNo=0; // Hand Pose as defined in "bm_hands.inc"
#if (CDF=false) // The following options only apply if no CDF is included (see above)
#declare BM_Jowls=0; // Jowl Mass Range: 0-3
#declare BM_Teeth=1; // 0 = No Teeth, 1 = Teeth
#declare BM_Nose=.5; // Nose Size Range : 0 - 1.25 : Default=0.5
#declare BM_Jaw=.65; // Jaw Opening
#declare BM_Mouth=1; // Mouth Size
#declare BM_MouthShape=1; // + Mouth Corners Up / - Mouth Corners Down
#end
#declare ShowXYZ=on; // Places a visible marker at <0,0,0>
// Please Note that the DeBug variable
// does not work in this file.
#declare XYZ= union {cylinder {<-8,0,0><8,0,0>.25 pigment {rgb x}}
cylinder {<0,-8,0><0,8,0>.25 pigment {rgb y}}
cylinder {<0,0,-8><0,0,8>.25 pigment {rgb z}}
}
#declare BM_RA_S2E= <0,0,0>;
#declare BM_RA_E2W= <0,0,0>;
#declare BM_LA_S2E= <0,0,0>;
#declare BM_LA_E2W= <0,0,0>;
#declare BM_RL_H2K= <0,0,0>;
#declare BM_RL_K2A= <0,0,0>;
#declare BM_LL_H2K= <0,0,0>;
#declare BM_LL_K2A= <0,0,0>;
#declare BM_RH_Rot= <0,0,0>;
#declare BM_LH_Rot= <0,0,0>;
#declare BM_RF_Rot= <0,0,0>;
#declare BM_LF_Rot= <0,0,0>;
#declare BM_Toe_Angle= <0,0,0>;
#declare BM_Head_Rot= <0,0,0>;
#declare BM_Neck_Rot= <0,0,0>;
#declare BM_Torso_Rot= <0,0,0>;
#declare BM_Toe_Angle=<0,0,0>;
#declare BM_PoseNo=-1;
#switch (Body_Part_Switch)
#case (1)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*2 translate y*2}
#declare Title="Head"
#if (ShowXYZ=on)
#declare BM_Head_Object=union {object {BM_Head_Object} object {XYZ}}
#end
#declare BodyPart =
object {
bmhead()
translate y*-5
scale 2
}
#break
#case (2)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*1.5}
#declare Title="Torso"
#declare BM_R_Upperarm_Mass=0;
#declare BM_R_Forearm_Mass=0;
#declare BM_L_Upperarm_Mass=0;
#declare BM_L_Forearm_Mass=0;
#declare BM_R_Thigh_Mass=0;
#declare BM_R_Calf_Mass=0;
#declare BM_L_Thigh_Mass=0;
#declare BM_L_Calf_Mass=0;
#declare BM_Upperarm_R_Object=object{BM_nul}
#declare BM_Upperarm_L_Object=object{BM_nul}
#declare BM_Forearm_R_Object=object{BM_nul}
#declare BM_Forearm_L_Object=object{BM_nul}
#declare BM_Thigh_R_Object=object{BM_nul}
#declare BM_Thigh_L_Object=object{BM_nul}
#declare BM_Calf_R_Object=object{BM_nul}
#declare BM_Calf_L_Object=object{BM_nul}
#if (ShowXYZ=on)
#declare BM_Torso_Object=union {object {BM_Torso_Object} object {XYZ}}
#end
#declare BodyPart=
union {
bmtorso()
scale 1.5
}
#break
#case (3)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*1.5}
#declare Title="Right Upperarm"
#declare BM_R_Forearm_Mass=0;
#declare BM_L_Upperarm_Mass=0;
#declare BM_L_Forearm_Mass=0;
#declare BM_R_Thigh_Mass=0;
#declare BM_R_Calf_Mass=0;
#declare BM_L_Thigh_Mass=0;
#declare BM_L_Calf_Mass=0;
#declare BM_Torso_Mass=0;
#declare BM_Abdomen_Mass=0;
#declare BM_Neck_Mass=0;
#declare BM_Neck_Object=object{BM_nul}
#declare BM_Torso_Object=object{BM_nul}
#declare BM_Abdomen_Object=object{BM_nul}
#declare BM_Upperarm_L_Object=object{BM_nul}
#declare BM_Forearm_R_Object=object{BM_nul}
#declare BM_Forearm_L_Object=object{BM_nul}
#declare BM_Thigh_R_Object=object{BM_nul}
#declare BM_Thigh_L_Object=object{BM_nul}
#declare BM_Calf_R_Object=object{BM_nul}
#declare BM_Calf_L_Object=object{BM_nul}
#declare BM_Neck_Object=object{BM_nul}
#if (ShowXYZ=on)
#declare BM_Upperarm_R_Object=union {object {BM_Upperarm_R_Object} object {XYZ}}
#end
#declare BodyPart=
union {
bmtorso()
translate <9,-5,0>
scale 1.5
}
#break
#case (4)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*1.5}
#declare Title="Left Upperarm"
#declare BM_R_Upperarm_Mass=0;
#declare BM_R_Forearm_Mass=0;
#declare BM_L_Forearm_Mass=0;
#declare BM_R_Thigh_Mass=0;
#declare BM_R_Calf_Mass=0;
#declare BM_L_Thigh_Mass=0;
#declare BM_L_Calf_Mass=0;
#declare BM_Torso_Mass=0;
#declare BM_Abdomen_Mass=0;
#declare BM_Neck_Mass=0;
#declare BM_Neck_Object=object{BM_nul}
#declare BM_Torso_Object=object{BM_nul}
#declare BM_Abdomen_Object=object{BM_nul}
#declare BM_Upperarm_R_Object=object{BM_nul}
#declare BM_Forearm_R_Object=object{BM_nul}
#declare BM_Forearm_L_Object=object{BM_nul}
#declare BM_Thigh_R_Object=object{BM_nul}
#declare BM_Thigh_L_Object=object{BM_nul}
#declare BM_Calf_R_Object=object{BM_nul}
#declare BM_Calf_L_Object=object{BM_nul}
#declare BM_Neck_Object=object{BM_nul}
#if (ShowXYZ=on)
#declare BM_Upperarm_L_Object=union {object {BM_Upperarm_L_Object} object {XYZ}}
#end
#declare BodyPart=
union {
bmtorso()
translate <-9,-5,0>
scale 1.5
}
#break
#case (5)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*1.5}
#declare Title="Right Forearm"
#declare BM_R_Upperarm_Mass=0;
#declare BM_L_Upperarm_Mass=0;
#declare BM_L_Forearm_Mass=0;
#declare BM_R_Thigh_Mass=0;
#declare BM_R_Calf_Mass=0;
#declare BM_L_Thigh_Mass=0;
#declare BM_L_Calf_Mass=0;
#declare BM_Torso_Mass=0;
#declare BM_Abdomen_Mass=0;
#declare BM_Neck_Mass=0;
#declare BM_Neck_Object=object{BM_nul}
#declare BM_Torso_Object=object{BM_nul}
#declare BM_Abdomen_Object=object{BM_nul}
#declare BM_Upperarm_R_Object=object{BM_nul}
#declare BM_Upperarm_L_Object=object{BM_nul}
#declare BM_Forearm_L_Object=object{BM_nul}
#declare BM_Thigh_R_Object=object{BM_nul}
#declare BM_Thigh_L_Object=object{BM_nul}
#declare BM_Calf_R_Object=object{BM_nul}
#declare BM_Calf_L_Object=object{BM_nul}
#declare BM_Neck_Object=object{BM_nul}
#if (ShowXYZ=on)
#declare BM_Forearm_R_Object=union {object {BM_Forearm_R_Object} object {XYZ}}
#end
#declare BodyPart=
union {
bmtorso()
translate <9,6,0>
scale 1.5
}
#break
#case (6)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*1.5}
#declare Title="Left Forearm"
#declare BM_R_Upperarm_Mass=0;
#declare BM_R_Forearm_Mass=0;
#declare BM_L_Upperarm_Mass=0;
#declare BM_R_Thigh_Mass=0;
#declare BM_R_Calf_Mass=0;
#declare BM_L_Thigh_Mass=0;
#declare BM_L_Calf_Mass=0;
#declare BM_Torso_Mass=0;
#declare BM_Neck_Mass=0;
#declare BM_Neck_Object=object{BM_nul}
#declare BM_Torso_Object=object{BM_nul}
#declare BM_Abdomen_Object=object{BM_nul}
#declare BM_Upperarm_R_Object=object{BM_nul}
#declare BM_Upperarm_L_Object=object{BM_nul}
#declare BM_Forearm_R_Object=object{BM_nul}
#declare BM_Thigh_R_Object=object{BM_nul}
#declare BM_Thigh_L_Object=object{BM_nul}
#declare BM_Calf_R_Object=object{BM_nul}
#declare BM_Calf_L_Object=object{BM_nul}
#declare BM_Neck_Object=object{BM_nul}
#if (ShowXYZ=on)
#declare BM_Forearm_L_Object=union {object {BM_Forearm_L_Object} object {XYZ}}
#end
#declare BodyPart=
union {
bmtorso()
translate <-9,12,0>
scale 1.5
}
#break
#case (7)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*3.5 translate y*3.5}
#declare Title="Right Hand"
#if (HandPoseNo>=0)
#declare BM_RFP_Pos=BM_Hands[HandPoseNo][0];
#declare BM_RFR_Pos=BM_Hands[HandPoseNo][1];
#declare BM_RFM_Pos=BM_Hands[HandPoseNo][2];
#declare BM_RFI_Pos=BM_Hands[HandPoseNo][3];
#declare BM_RFT_Pos=BM_Hands[HandPoseNo][4];
#end
#if (ShowXYZ=on)
#declare BM_Hand_R_Object=union {object {BM_Hand_R_Object} object {XYZ scale .5}}
#end
#declare BodyPart=
object {
bmhand(-1)
translate <9,30,0>
scale 3.5
}
#break
#case (8)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*3.5 translate y*3.5}
#declare Title="Left - Hand"
#if (HandPoseNo>=0)
#declare BM_LFP_Pos=BM_Hands[HandPoseNo][0];
#declare BM_LFR_Pos=BM_Hands[HandPoseNo][1];
#declare BM_LFM_Pos=BM_Hands[HandPoseNo][2];
#declare BM_LFI_Pos=BM_Hands[HandPoseNo][3];
#declare BM_LFT_Pos=BM_Hands[HandPoseNo][4];
#end
#if (ShowXYZ=on)
#declare BM_Hand_L_Object=union {object {BM_Hand_L_Object} object {XYZ scale .5}}
#end
#declare BodyPart=
union {
bmhand(1)
translate <-9,30,0>
scale 3.5
}
#break
#case (9)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*1.5 translate y*1.5}
#declare Title="Right Thigh"
#declare BM_R_Upperarm_Mass=0;
#declare BM_R_Forearm_Mass=0;
#declare BM_L_Upperarm_Mass=0;
#declare BM_L_Forearm_Mass=0;
#declare BM_R_Calf_Mass=0;
#declare BM_L_Thigh_Mass=0;
#declare BM_L_Calf_Mass=0;
#declare BM_Torso_Mass=0;
#declare BM_Abdomen_Mass=0;
#declare BM_Neck_Mass=0;
#declare BM_Neck_Object=object{BM_nul}
#declare BM_Torso_Object=object{BM_nul}
#declare BM_Abdomen_Object=object{BM_nul}
#declare BM_Upperarm_R_Object=object{BM_nul}
#declare BM_Upperarm_L_Object=object{BM_nul}
#declare BM_Forearm_R_Object=object{BM_nul}
#declare BM_Forearm_L_Object=object{BM_nul}
#declare BM_Thigh_L_Object=object{BM_nul}
#declare BM_Calf_R_Object=object{BM_nul}
#declare BM_Calf_L_Object=object{BM_nul}
#declare BM_Neck_Object=object{BM_nul}
#if (ShowXYZ=on)
#declare BM_Thigh_R_Object=union {object {BM_Thigh_R_Object} object {XYZ}}
#end
#declare BodyPart=
union {
bmtorso()
translate <4,18,0>
scale 1.5
}
#break
#case (10)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*1.5 translate y*1.5}
#declare Title="Left Thigh"
#declare BM_R_Upperarm_Mass=0;
#declare BM_R_Forearm_Mass=0;
#declare BM_L_Upperarm_Mass=0;
#declare BM_L_Forearm_Mass=0;
#declare BM_R_Thigh_Mass=2;
#declare BM_R_Calf_Mass=0;
#declare BM_L_Calf_Mass=0;
#declare BM_Torso_Mass=0;
#declare BM_Neck_Mass=0;
#declare BM_Neck_Object=object{BM_nul}
#declare BM_Torso_Object=object{BM_nul}
#declare BM_Abdomen_Object=object{BM_nul}
#declare BM_Upperarm_R_Object=object{BM_nul}
#declare BM_Upperarm_L_Object=object{BM_nul}
#declare BM_Forearm_R_Object=object{BM_nul}
#declare BM_Forearm_L_Object=object{BM_nul}
#declare BM_Thigh_R_Object=object{BM_nul}
#declare BM_Calf_R_Object=object{BM_nul}
#declare BM_Calf_L_Object=object{BM_nul}
#declare BM_Neck_Object=object{BM_nul}
#if (ShowXYZ=on)
#declare BM_Thigh_L_Object=union {object {BM_Thigh_L_Object} object {XYZ}}
#end
#declare BodyPart=
union {
bmtorso()
translate <-4,18,0>
scale 1.5
}
#break
#case (11)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*1.5 translate y*1.5}
#declare Title="Right Calf"
#declare BM_R_Upperarm_Mass=0;
#declare BM_R_Forearm_Mass=0;
#declare BM_L_Upperarm_Mass=0;
#declare BM_L_Forearm_Mass=0;
#declare BM_R_Thigh_Mass=0;
#declare BM_L_Thigh_Mass=0;
#declare BM_L_Calf_Mass=0;
#declare BM_Torso_Mass=0;
#declare BM_Abdomen_Mass=0;
#declare BM_Neck_Mass=0;
#declare BM_Neck_Object=object{BM_nul}
#declare BM_Torso_Object=object{BM_nul}
#declare BM_Abdomen_Object=object{BM_nul}
#declare BM_Upperarm_R_Object=object{BM_nul}
#declare BM_Upperarm_L_Object=object{BM_nul}
#declare BM_Forearm_R_Object=object{BM_nul}
#declare BM_Forearm_L_Object=object{BM_nul}
#declare BM_Thigh_R_Object=object{BM_nul}
#declare BM_Thigh_L_Object=object{BM_nul}
#declare BM_Calf_L_Object=object{BM_nul}
#declare BM_Neck_Object=object{BM_nul}
#if (ShowXYZ=on)
#declare BM_Calf_R_Object=union {object {BM_Calf_R_Object} object {XYZ}}
#end
#declare BodyPart=
union {
bmtorso()
translate <4,32,0>
scale 1.5
}
#break
#case (12)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*1.5 translate y*1.5}
#declare Title="Left Calf"
#declare BM_R_Upperarm_Mass=0;
#declare BM_R_Forearm_Mass=0;
#declare BM_L_Upperarm_Mass=0;
#declare BM_L_Forearm_Mass=0;
#declare BM_R_Thigh_Mass=0;
#declare BM_R_Calf_Mass=0;
#declare BM_L_Thigh_Mass=0;
#declare BM_Torso_Mass=0;
#declare BM_Abdomen_Mass=0;
#declare BM_Neck_Mass=0;
#declare BM_Neck_Object=object{BM_nul}
#declare BM_Torso_Object=object{BM_nul}
#declare BM_Abdomen_Object=object{BM_nul}
#declare BM_Upperarm_R_Object=object{BM_nul}
#declare BM_Upperarm_L_Object=object{BM_nul}
#declare BM_Forearm_R_Object=object{BM_nul}
#declare BM_Forearm_L_Object=object{BM_nul}
#declare BM_Thigh_R_Object=object{BM_nul}
#declare BM_Thigh_L_Object=object{BM_nul}
#declare BM_Calf_R_Object=object{BM_nul}
#declare BM_Neck_Object=object{BM_nul}
#if (ShowXYZ=on)
#declare BM_Calf_L_Object=union {object {BM_Calf_L_Object} object {XYZ}}
#end
#declare BodyPart=
union {
bmtorso()
translate <-4,32,0>
scale 1.5
}
#break
#case (13)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*2}
#declare Title="Right Foot"
#declare BM_L_Foot=0;
#declare BM_Foot_L_Object=object{BM_nul}
#if (ShowXYZ=on)
#declare BM_Foot_R_Object=union {object {BM_Foot_R_Object} object {XYZ scale .75}}
#end
#declare BodyPart=
union {
bmfeet()
translate <4,50,0>
scale 2
}
#break
#case (14)
plane {z,100 pigment {checker rgb .15,rgb .25} scale 2*2}
#declare Title="Left Foot"
#declare BM_R_Foot=0;
#declare BM_Foot_R_Object=object{BM_nul}
#if (ShowXYZ=on)
#declare BM_Foot_L_Object=union {object {BM_Foot_L_Object} object {XYZ scale .75}}
#end
#declare BodyPart=
union {
bmfeet()
translate <-4,50,0>
scale 2
}
#break
#end
/****************************************************************
Lights, Camera and Setting
*****************************************************************/
camera{location <0,-40,-100> orthographic look_at <0,-40,0> }
light_source{<-200,200,-200> rgb <1,.9,.5> }
light_source{< 400,400,-200> rgb <.2,.4,.8> shadowless }
light_source{<-200,200,-200> rgb .7 shadowless }
light_source{< 100, 50,-150> rgb .5 shadowless }
light_source{< 100,-50,-150> rgb .3 shadowless }
light_source{<-100,-50,-150> rgb .1 shadowless }
background {rgb 0}
/****************************************************************
The Models
****************************************************************/
text {
ttf
"crystal.ttf",
concat (Title," - 1 Square = 2 Units"),
.1,
0
translate <-9,1,-5>
pigment {rgb 1}
finish {ambient 1}
scale 7.5
no_shadow
}
object {BodyPart translate x*-15 no_shadow}
object {BodyPart rotate y*180 translate x* 45 no_shadow}
object {BodyPart rotate y* 90 translate x*-45 no_shadow}
object {BodyPart rotate y*-90 translate x* 15 no_shadow}
object {BodyPart rotate x*-90 translate y*-75 translate x*-15 no_shadow}
object {BodyPart rotate y*180 rotate x*90 translate y*-75 translate x* 45 no_shadow}
// EOF