// Last edited on 2010-05-31 23:06:01 by stolfilocal // Caption: The camera arm with camera, exploded. global_settings { assumed_gamma 2.2 } #declare eps = 0.001; // Skosh to keep surfaces from touching. #declare closeup = false; // Shows close-up view if true; full view if false. #declare explode = 5.0; // Explode parts if positive. background { color rgb <1.000, 1.000, 1.000> } #include "pst_axes.inc" #include "pst_textures.inc" #include "pst_camera_arm.inc" #declare arm_dpX = -100; // From column axis to back end of arm. #declare cam_dpX = 500; // From column axis to optical axis. #declare scene = object{ camera_arm(arm_dpX,cam_dpX,explode) } #declare scene_min = min_extent(scene); #declare scene_max = max_extent(scene); #declare scene_rad = vlength(scene_max - scene_min)/2; #declare scene_ctr = (scene_min + scene_max)/2; object{ scene } // object{ axes(1.5,600) no_shadow } #if (closeup) // For debugging. Edit these as needed. #declare viewAzim = 35.0; #declare viewElev = 20.0; #declare viewRadius = 400.0; #declare viewDist = 5*viewRadius; // #declare viewCenter = < 0, 0, 200 >; #declare viewCenter = < 0, 0, 1800 >; #else // For production figures. Edit with care. #declare viewAzim = 70; #declare viewElev = 55.0; #declare viewDist = 8*scene_rad; #declare viewRadius = 0.90*scene_rad; #declare viewCenter = scene_ctr; #end #include "pst_camlight.inc" camlight(viewCenter, viewAzim, viewElev, viewDist, viewRadius, z, 2, 1.00)