#include "colors.inc" #include "dispshell.inc" #include "dispbase.inc" /* lcdpcb */ /* lcd */ #include "lcdframe.inc" /* screen */ #include "baseframe.inc" #include "kbd.inc" /* pcb */ #include "bottom.inc" /* battery */ #include "batcvr.inc" /* * POV-Ray defaults to a "camera" coordinate system that can be confusing. * We use a traditional mathematical/engineering view, with a view from * X-/Y-/Z+ into the X/Y plane. */ camera { location <30, -920, 300> look_at <0, 20, 20> sky z right -2/1*x angle 18 } background { color White } light_source { <-200, -300, 200> color White } light_source { <0, -100, 30> color White } /* * Mark the coordinate axes: * - a red unit sphere at the center * - three green spheres at x = 10*i * - two blue spheres at y = 10*i * - one yellow sphere at z = 10 */ #declare Finish = finish { brilliance 2 phong 0.8 phong_size 100 metallic ambient 0.5 } #declare All = union { object { Part_dispshell pigment { rgb <0.8, 0.8, 0.8> } finish { Finish } rotate <0, 0, 180> translate <0, 0, 80> } object { Part_dispbase pigment { rgb <0.25, 0, 0.75> } finish { Finish } rotate <0, 0, 180> translate <0, 0, 70> } /* lcdpcb 60 <0.5, 0. 0.5> */ /* lcd 50 <1, 0, 0> */ object { Part_lcdframe pigment { rgb <0.75, 0, 0.25> } finish { Finish } rotate <180, 0, 0> translate <0, 0, 40> } /* screen 30 <1, 0, 0> */ object { Part_baseframe pigment { rgb <0.5, 0.5, 0> } finish { Finish } translate <0, 0, 20> } object { Part_kbd pigment { rgb <0, 1, 0> } finish { Finish } translate <0, 0, 10> } /* pcb 0 <0, 0.75, 0.25> */ object { Part_bottom pigment { rgb <0, 0.5, 0.5> } finish { Finish } translate <0, 0, -10> } /* battery -20 <0, 0.25, 0.75> */ object { Part_batcvr pigment { rgb <0, 0, 1> } finish { Finish } rotate <0, 180, 0> translate <0, 0, -30> } } object { All } object { All rotate <0, 0, 90> translate <-110, 50, 0> } object { All rotate <0, 0, -90> translate <110, 50, 0> }