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