3d/pr/posbi/posbi.pov

64 lines
2.0 KiB
POVRay

#local RND1 = seed(1);
#local R1 = 1000;
#local R2 = 0;
#local C = array[2][2][2] {
{
{
<-R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1)>,
<-R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1)>,
},
{
<-R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1)>,
<-R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1)>,
},
}
{
{
<+R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1)>,
<+R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1)>,
},
{
<+R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1), -R1 + R2 * (rand(RND1)*2-1)>,
<+R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1), +R1 + R2 * (rand(RND1)*2-1)>,
},
}
};
#declare posbi = mesh2 {
vertex_vectors {
14,
C[0][0][0],
C[0][0][1],
C[0][1][0],
C[0][1][1],
C[1][0][0],
C[1][0][1],
C[1][1][0],
C[1][1][1],
(C[0][0][0] + C[0][0][1] + C[0][1][0] + C[0][1][1])/4,
(C[1][0][0] + C[1][0][1] + C[1][1][0] + C[1][1][1])/4,
(C[0][0][0] + C[0][0][1] + C[1][0][0] + C[1][0][1])/4,
(C[0][1][0] + C[0][1][1] + C[1][1][0] + C[1][1][1])/4,
(C[0][0][0] + C[0][1][0] + C[1][0][0] + C[1][1][0])/4,
(C[0][0][1] + C[0][1][1] + C[1][0][1] + C[1][1][1])/4,
}
texture_list {
4
texture { pigment { color rgb <0.5, 0.5, 0.5> } }
texture { pigment { color rgb <0.9, 0.5, 0.5> } }
texture { pigment { color rgb <0.5, 0.9, 0.5> } }
texture { pigment { color rgb <0.5, 0.5, 0.9> } }
}
face_indices {
24
<0, 1, 8>, 0, <1, 2, 8>, 1, <2, 3, 8>, 2, <3, 0, 8>, 3,
<4, 5, 9>, 0, <5, 6, 9>, 1, <6, 7, 9>, 2, <7, 4, 9>, 3,
<0, 1, 10>, 0 <1, 4, 10>, 1, <4, 5, 10>, 2, <5, 0, 10>, 3,
<2, 3, 11>, 0 <3, 6, 11>, 1, <6, 7, 11>, 2, <7, 2, 11>, 3,
<0, 2, 12>, 0 <2, 4, 12>, 1, <4, 6, 12>, 2, <6, 0, 12>, 3,
<1, 3, 13>, 0 <3, 5, 13>, 1, <5, 7, 13>, 2, <7, 1, 13>, 3,
}
}