3d/mensch/mensch.pov

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// 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"
/*
// wirbels<6C>ule
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 <R_B_X/R_B_Z, 1, 1>
}
// r<>cken
cylinder {
<-0, K_RU_Y, 0>
<-0, K_RO_Y, 0>
R_R_Y/BR
BS
scale <R_R_X/R_R_Y, R_R_Y/R_R_Y, R_R_Z/R_R_Y>
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 <R_R_X/R_R_Y, R_R_Y/R_R_Y, R_R_Z/R_R_Y>
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 <R_N_X, R_N_Y, R_N_Z>
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 <R_H_X/R_H_Y, R_H_Y/R_H_Y, R_H_Z/R_H_Y>
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>
}