File:Pentdod gruen neu anim.gif

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Pentdod_gruen_neu_anim.gif(320 × 240 pixels, file size: 1.46 MB, MIME type: image/gif, looped, 30 frames, 3.0 s)

Description
Date Unknown date
Unknown date
Source Own work, Virtuelle Nachbildung (mit povray)
Author Lokilech
Permission
(Reusing this file)
I, the copyright holder of this work, hereby publish it under the following licenses:
GNU head Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled GNU Free Documentation License.
w:en:Creative Commons
attribution share alike
This file is licensed under the Creative Commons Attribution-Share Alike 3.0 Unported license.
You are free:
  • to share – to copy, distribute and transmit the work
  • to remix – to adapt the work
Under the following conditions:
  • attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.
This licensing tag was added to this file as part of the GFDL licensing update.
w:en:Creative Commons
attribution share alike
This file is licensed under the Creative Commons Attribution-Share Alike 2.5 Generic, 2.0 Generic and 1.0 Generic license.
You are free:
  • to share – to copy, distribute and transmit the work
  • to remix – to adapt the work
Under the following conditions:
  • attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.
You may select the license of your choice.

Source

#include "colors.inc"
#include "textures.inc"   
#include "glass.inc"
#include "finish.inc"
#include "woods.inc"
#include "stones.inc"

//#include "golds.inc"



#declare Glockenglass = texture { T_Glass3 }

background {rgb<0.1,0.1,0.1>}

//global_settings { ambient_light  rgb<0.1,0.1,0.1> }
global_settings { ambient_light  rgb<1,1,1> }

#declare winkel = 63.43665;
/*
winkel = 61
*/

#declare f = 1.618034;
#declare fusshoehe = 5;
#declare fussradius = 35;

#declare bodenabstand = 1;
#declare wandabstand = 60;
#declare wandbreite = wandabstand *2*tan(72/2 );
//#declare wandbreite = 87.1851;
#declare wandhoehe = 120;
#declare wanddicke =1;
#declare rohrhoehe = 40;
#declare rohrradius = 32;
#declare rohrdicke =0.51;  
#declare kugelradius = 2;
#declare griffradius = 2* kugelradius;
#declare lochradius = 8;
#declare kerbe1radius = lochradius * 1.3;
#declare kerbe2radius = lochradius * 1.5;
#declare dicke = 2;
#declare kerbtiefe = dicke /5.0;
#declare kerbbreite = kerbtiefe;
#declare plattenbreite = 20;
/* dradius = plattenbreite * tan(90-360/5/2) /2  */
#declare dradius = plattenbreite /2 * 1.3763;
#declare tol =1;
#declare pentradius = 2*12.3101-dicke;

#declare zoffset =0;

 

#declare fogfactor=0.0;

/*
camera {
       location <0, -550, 120>
       look_at  <0, 0, 7>    
//       rotate <0,90,0>
       angle 13.5  
                      
       }
       */
camera {
  perspective
       location <0, -550, 120>
       look_at  <0, 0, 7>    
       angle 13.5  
  normal {
    //waves 0.0025 * (1 - clock)
    waves 0
    frequency 8
    phase 3.14 * clock
  }
}
   


// light_source { <-100, 220, -240> color White}  
  light_source { <-80, -200, 300> color White
  spotlight
  point_at <10,10,10>    
  falloff 80
  radius 90
  
  
  }
  
  light_source { <-90, -150, 10> color White
  spotlight
  point_at <-2*rohrradius,10,50>    
  falloff 80
  radius 90
  }

  light_source { <80, -200, 200> color White
  spotlight
  point_at <2*rohrradius,23,-pentradius-kugelradius>    
  falloff 40
  radius 60
  }


  light_source { <80, -200, 200> color White
  spotlight
  point_at <rohrhoehe,23,rohrhoehe>    
  falloff 40
  radius 60
  }


/*
  light_source 
        { 
        <0, 400, 120> 
        color White
        area_light <0, 400, 120>, <110, 400, 120>, 5, 5
        adaptive 1
        jitter
        }
*/



                                
	#declare kerbe1=difference {
	cylinder {
	<0,0,-pentradius-tol> <0,0,-pentradius+kerbtiefe>
	kerbe1radius
	}	
	
	cylinder  {
	<0,0,-pentradius-tol> <0,0,-pentradius+kerbtiefe>
	kerbe1radius-kerbbreite
	}	

	}

	#declare kerbe2=difference {
	cylinder {
	<0,0,-pentradius-tol> <0,0,-pentradius+kerbtiefe>
	kerbe2radius
	}	
	cylinder  {
	<0,0,-pentradius-tol><0,0,-pentradius+kerbtiefe>
	kerbe2radius-kerbbreite
	}	
	}




	#declare platte = box {
	<-plattenbreite /2, 0,-pentradius>
	<plattenbreite /2, dradius,dicke-pentradius>
	}       
	
	#declare messer = box {
	<-plattenbreite  , 0,-tol-pentradius>
	<plattenbreite , 4*plattenbreite,dicke+tol-pentradius>
	rotate -126*z
	}
	
	#declare  messer2= box {
	<-plattenbreite , 0,-tol-pentradius>
	<plattenbreite , 4*plattenbreite,dicke+tol-pentradius>
	rotate 126*z	
	}
	
	#declare stempel = cylinder {
	<0,0,-tol-pentradius> <0,0,dicke+tol-pentradius>
	lochradius
	}	


#declare fuenfeck = difference
                        {
                            difference
                            {
                                    difference
                                    {
                
                                            difference
                                            {
                                                difference 
                                                { 
                                                object{platte} 
                                                object{messer}
                                                }
                                                object{messer2}
                                            }
                                            object {stempel}
                                    }
                                    object {kerbe1}
                            }
                            object {kerbe2}
                        }





#declare pentagon =   union {
                              object{fuenfeck }
                              object{fuenfeck  rotate 72*z   }
                              object{fuenfeck  rotate 72*2*z }
                              object{fuenfeck  rotate 72*3*z }
                              object{fuenfeck  rotate 72*4*z }
                              finish   {  reflection { 0.4 rgbt<1,1,1,0.9> }  }
                              pigment { Gold filter .1 }

                             }




#declare kugelu=sphere 
        { 
        <plattenbreite /2+4*kugelradius /5,dradius+4*kugelradius /5,-pentradius >,  kugelradius 
        rotate 36*z    
        
          finish  { reflection { 0.4 rgbt<1,1,1,0.6> } }
          pigment { Gold filter .1 }
        }

#declare kugelmo=sphere 
        { 
        <f*plattenbreite /2+4*kugelradius /5,f*dradius+4*kugelradius /5, -pentradius +0.89444*plattenbreite>,  kugelradius 
        rotate 36*z        
          finish  { reflection { 0.4 rgbt<1,1,1,0.6> } }
         pigment { Gold filter .1 }
        }

#declare kugelmu=sphere 
        { 
        <f*plattenbreite /2+4*kugelradius /5,f*dradius+4*kugelradius /5, +pentradius -0.89444*plattenbreite >,  kugelradius 
          finish  { reflection { 0.4 rgbt<1,1,1,0.6> } }
        }

#declare kugelo=sphere 
        { 

        <plattenbreite /2+4*kugelradius /5,dradius+4*kugelradius /5,pentradius  >,  kugelradius 
          finish  { reflection { 0.4 rgbt<1,1,1,0.6> } }
          pigment { Gold filter .1 }
        }


#declare pentagon_dodekaeder = union {
object { pentagon rotate 36*z }
object { pentagon scale<1,-1,1> rotate winkel*x  rotate(36+72)*z }
object { pentagon scale<1,-1,1> rotate winkel*x  rotate(36+2*72)*z }
object { pentagon scale<1,-1,1> rotate winkel*x  rotate(36+3*72)*z }
object { pentagon scale<1,-1,1> rotate winkel*x  rotate(36+4*72)*z }
object { pentagon scale<1,-1,1> rotate winkel*x  rotate(36+5*72)*z }


object { pentagon  scale<1,1,-1>  }
object { pentagon  scale<1,1,-1> rotate winkel*x rotate (36+72)*z }
object { pentagon  scale<1,1,-1> rotate winkel*x  rotate (36+2*72)*z }
object { pentagon  scale<1,1,-1> rotate winkel*x  rotate (36+3*72)*z }
object { pentagon  scale<1,1,-1> rotate winkel*x  rotate (36+4*72)*z }
object { pentagon  scale<1,1,-1> rotate winkel*x  rotate (36+5*72)*z }

         #declare i=0;
         #while (i < 5)
             object { kugelo  rotate i*72*z }
             object { kugelmo rotate i*72*z }     
             object { kugelmu rotate i*72*z }
             object { kugelu  rotate i*72*z }     
          #declare i=i+1;
         #end
}                      



//object {pentagon_dodekaeder}
object {pentagon_dodekaeder rotate 72*clock*z}



#declare rohraussen = cylinder  {
	<0,0,0> <0,0,rohrhoehe> rohrradius  
	}   
	
#declare rohrinnen = cylinder  {
	<0,0,-1> <0,0,rohrhoehe+1> rohrradius - rohrdicke
	}

#declare haubeaussen = sphere  {
	<0,0,rohrhoehe>	 rohrradius
	}
#declare haubeinnen = sphere  {
	<0,0,rohrhoehe>	 rohrradius - rohrdicke
	}
#declare griff =sphere  {
	<0,0,rohrhoehe+rohrradius+griffradius-rohrdicke> griffradius
	}            

#declare Glocke=merge 
        {               
        difference { 
                   object { rohraussen} 
                   object { rohrinnen }
                   }
                   
        difference { 
                   difference {
                              union {object {haubeaussen} object {griff}} 
                              object {haubeinnen}
                              } 
                   object {rohraussen}   
                   translate <0,0,-0.1>    // toleranz zum Verschmelzen
                   }              
        texture { Glockenglass} 
	interior{ I_Glass}        
                   
        }

object { Glocke  translate <0,0,-pentradius-kugelradius>}


/* boden  */
#declare boden = cylinder{
	<0,0,0>	<0,0,-1> 3*rohrradius

	translate <0,0,-pentradius-kugelradius-fusshoehe*5/3-bodenabstand>
        finish {Mirror} 

        texture { T_Grnt21 } 
	}


#declare wand=box {
	<-wandbreite /2,+wandabstand,0>
	<wandbreite /2,+wandabstand+wanddicke,wandhoehe>
	translate <0,0,-fusshoehe*5/3-bodenabstand-pentradius-kugelradius>
//	texture { pigment{ rgb <0.90, 0.91, 0.98>} finish{ Metal }}
	texture { pigment{ rgb <0.590, 1, 1>} finish {
                    metallic
                    ambient 0.2
                    diffuse 0.4
                    brilliance 6
                    reflection 0.95
                    phong 0.75
                    phong_size 80}
                 }
	}

object { boden }
//object { wand }
object { wand rotate +36*z }
object { wand rotate -36*z }                    
      
      
      
#declare fuss =         
union{         
        cone {
             <0,0,-fusshoehe>,fussradius
             <0,0, 0>, fussradius*0.9
             }
        cylinder {         // fussoben
                 <0,0,0>
                 <0,0,fusshoehe*2/3>
                 rohrradius-0.5
                 }
        	color rgb<0.7,0.7,0.7>     
        texture { T_Wood4}	
     }


object {fuss  translate <0,0,-pentradius-kugelradius-fusshoehe*2/3> }





#declare schenkel= cylinder {<0,0,5> <0,5,15> 0.2}
#declare schienbein= cylinder {<0,5,15> <0,20,0> 0.2}

#declare bein= union { object{schenkel}  object{schienbein}}

 

#declare spinne = union {
sphere  { <-1,0,3> 1 scale <4,3,2> }   // Rumpf
sphere { <1,0,5> 1	scale< 1.5, 1, 1.0> }  // Kopf
sphere { <2.5,1,5> 0.5}                        // Augen
sphere { <2.5,-1,5> 0.5}

object {bein rotate 15*z }
object {bein rotate -15*z }
object {bein rotate 30*z }
object {bein rotate -30*z }
object {bein scale<1,-1,1>  rotate 15*z }
object {bein scale<1,-1,1>  rotate -15*z }
object {bein scale<1,-1,1>  rotate 30*z }
object {bein scale<1,-1,1>  rotate -30*z }

}


object { spinne 
        rgb <1.0,0.9,0.8>
	scale <0.4,0.4,0.4>
	texture {Bright_Bronze}
//	scale <3,3,3>	
	translate <0,-23,-pentradius-kugelradius>
	rotate -45*z
       }


object { spinne 
        rgb <0.8,0.9,1.0>
	scale <0.3,0.3,0.3>
	texture {Bright_Bronze}
//	scale <3,3,3>	
	translate <0,-23,-pentradius-kugelradius>
	rotate 45*z
       }


object { spinne 
        rgb <0.9,0.9,0.9>
	scale <0.2,0.2,0.2>
	texture {Bright_Bronze}
//	scale <3,3,3>	
	translate <0,-23,-pentradius-kugelradius>
	rotate z
       }


object { spinne 
        rgb <0.9,0.9,0.9>
	scale <0.8,0.8,0.8>
//	scale <3,3,3>	
	texture {Bright_Bronze}
//	scale <3,3,3>	
	translate <0,0,-pentradius>
 	rotate -60*z
       }

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Date/TimeThumbnailDimensionsUserComment
current19:55, 12 March 2007Thumbnail for version as of 19:55, 12 March 2007320 × 240 (1.46 MB)LoKiLeCh {{Information| |Description=Pentagondodekaeder (römisch), Dodecaeder, Dodecahedron |Source=own work, Virtuelle Nachbildung (mit povray) |Date=see Metadata |Author=Lokilech |Permission={{self2|GFDL|cc-by-sa-2.5,

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