File:Left-handed coordinate system (z to back).png
Summary
Description |
left-handed coordinate system
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Source | Own work | ||||||||||||||||||
Author |
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Other versions |
right-handed |
Licensing
I, the copyright holder of this work, hereby publish it under the following licenses:
This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International 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.
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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. |
You may select the license of your choice.
POV-Ray source
#version 3.6;
global_settings { assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 conserve_energy}}
#include "colors.inc"
////////////////////// camera and light
#declare Camera_Position = <3 3, -12>;
#declare Camera_Look_At = <0.75, 0.75, 0.5> ;
#declare Camera_Angle = 42.5 ;
camera{
location Camera_Position
right x*image_width/image_height
angle Camera_Angle
look_at Camera_Look_At
}
light_source{<1200,2500,-2000> color White*0.9 shadowless}
light_source{ Camera_Position color rgb<0.9,0.9,1>*0.1 shadowless}
sky_sphere{ pigment{ White } }
#macro CoordinateAxes(AxisLen, RGBStyle)
////////////////////// axes
#macro Axis_(AxisLen, Texture1, Texture2)
union{
cylinder { <0,-AxisLen,0>, <0,AxisLen,0>, 0.05
texture{checker texture{Texture1}
texture{Texture2}
translate<0.1, 0, 0.1>
}
}
cone{<0,AxisLen,0>,0.2,<0,AxisLen+0.7,0>,0
texture{Texture1}
}
}
#end
#macro Texture(AxisNum)
#local Colors = array[3] {
pigment{ color Red },
pigment{ color rgb<0, 0.35, 0> },
pigment{ color Blue },
};
#if(RGBStyle)
#local Color = Colors[AxisNum];
#else
#local Color = pigment{ color rgb .05 };
#end
texture {
Color
finish { phong 1}
}
#end
#declare TextureLight = texture {
pigment{ color White }
finish { phong 1}
}
#declare Axes = union{
object {
Axis_(AxisLen, Texture(0), TextureLight)
rotate< 0,0,-90>
}
object {
Axis_(AxisLen, Texture(1), TextureLight)
}
object {
Axis_(AxisLen, Texture(2), TextureLight)
rotate<90,0, 0>
}
}
////////////////////// indicators of direction of rotation
#declare Torus = torus {5, 0.5}
#declare CutBox = box{
<-10, -10, -10>, <10, 10, 10>
translate 10*z
}
#declare Cone = cone{
<-5, 0, 0>, 1.3
<-5, 0, 3>, 0
}
#declare TorusSegment = difference{
object{Torus}
object{CutBox}
}
#declare TorusSegment2 = object{
object{TorusSegment}
rotate -50*y // ring length
}
#declare TorusSegment = union{
object{TorusSegment}
object{TorusSegment2}
}
#declare ArrowY = union{
object{TorusSegment}
object{Cone}
scale 0.1
translate (AxisLen+1)*y
rotate -70*y // ring rotation
}
#declare ArrowX = object{
object{ArrowY}
rotate -90*z
}
#declare ArrowZ = object{
object{ArrowX}
rotate -90*y
}
#declare RotationIndicators = union{
object{
ArrowY
Texture(1)
}
object{
ArrowX
Texture(0)
}
object{
ArrowZ
Texture(2)
}
}
////////////////////// text
#declare Text = union{
text { ttf "arial.ttf", "x", 0.15, 0 Texture(0)
scale 0.7
translate <AxisLen+0.15, -0.8, 0>
}
text {
ttf "arial.ttf", "y", 0.15, 0 Texture(1)
scale 0.7
translate <-0.8, AxisLen+0.15, 0>
}
text { ttf "arial.ttf", "z", 0.15, 0 Texture(2)
scale 0.9
translate <0.9, -0.5, AxisLen+0.15>
}
}
////////////////////// put objects
union{
object{Axes}
object{RotationIndicators}
object{Text}
}
#end
////////////////////// use macro
CoordinateAxes(4, true)
Category:CC-BY-SA-4.0
Category:Created with Persistence of Vision
Category:GFDL
Category:Images with Povray source code
Category:Left-handed coordinate systems (RGB raytraced)
Category:License migration redundant
Category:Pages using multiple image with auto scaled images
Category:Self-published work