/usr/share/makehuman/data/povray/staticcontent.inc is in makehuman-data 1.0.0~alpha6-5ubuntu3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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// file was generated. We need to convert between the OpenGL vertical FOV and
// the horizontal POV-Ray camera angle. We also need to account for the way
// OpenGL reports its camera data, translating before rotating, which further
// moves the camera. The x-axis is also reversed to the standard POV-Ray settings.
#declare MakeHuman_Camera = camera {
perspective
location <MakeHuman_EyeX, MakeHuman_EyeY, MakeHuman_EyeZ>
look_at <MakeHuman_FocusX, MakeHuman_FocusY, MakeHuman_FocusZ>
angle 30
}
// Create a standard light definition based on MakeHuman settings.
#declare MakeHuman_LightSource = light_source {<10,10,40>, rgb 1
translate < MakeHuman_LightX, -MakeHuman_LightY, MakeHuman_LightZ>
rotate <0, 0, 0>
}
// Assign default values.
// This texture uses the standard pigment map as a uv-mapped pigment and adds a
// little disruption to the surface normals.
#ifndef (MakeHuman_Texture)
#declare MakeHuman_Texture = texture {
pigment {
image_map {
tiff "texture.tif"
}
}
normal {agate 0.3 scale 0.002}
finish {phong 0.25}
}
#end
// This texture attempts to simulate a simple X-Ray texture.
#ifndef (MakeHuman_XRayTexture)
#declare MakeHuman_XRayTexture = texture{
pigment {
slope {
<-3,0,1>
}
color_map {
[0.00 color rgbt <1,1,1,0> ]
[0.10 color rgbt <1,1,1,0> ]
[0.15 color rgbt <1,1,1,0.8> ]
[0.65 color rgbt <1,1,1,1> ]
[1.00 color rgbt <1,1,1,1> ]
}
}
finish{ ambient 10 }
}
#end
// This utility macro appends array elements from one array to the end of another.
// The MakeHuman_TargetCounter variable must be set to the next index to write into
// the target before this macro is called.
//
// This macro is used to assemble different groupings and is not likely to be of value to the
// average user.
//
#macro MakeHuman_AppendGroup(MakeHuman_SourceArray, MakeHuman_TargetArray)
#local MakeHuman_I = 0;
#while (MakeHuman_I<dimension_size(MakeHuman_SourceArray,1))
#local MakeHuman_TargetArray[MakeHuman_TargetCounter] = MakeHuman_SourceArray[MakeHuman_I];
#declare MakeHuman_TargetCounter = MakeHuman_TargetCounter + 1;
#local MakeHuman_I = MakeHuman_I + 1;
#end
#end
// This utility macro checks whether a specific face is part of one of the face groups named
// in the MakeHuman_SelectedGroups array. It returns a '1' if the face is in one of the listed
// face groups or '0' if the face is not found to be in one of the listed face groups.
// If the MakeHuman_SelectedGroups array is not defined it returns '1' for any face.
//
// This macro is not intended to be invoked directly by the casual user, but is automatically invoked
// by the other macros in this file as required.
//
#macro MakeHuman_SelectFace(MakeHuman_ThisFace)
#ifdef(MakeHuman_SelectedGroups)
#local MakeHuman_FaceSelected = 0;
// Check whether this face is in one of the listed face groups.
// Try shortcutting the string comparisons by first comparing with the previous decision.
#local MakeHuman_FaceGroupIndex = MakeHuman_FaceGroupIndexArray[MakeHuman_ThisFace];
#local MakeHuman_FaceGroupName = MakeHuman_FaceGroupArray[MakeHuman_FaceGroupIndex];
#ifndef(MakeHuman_PreviousFaceGroupIndex) #declare MakeHuman_PreviousFaceGroupIndex = -1; #end
#ifndef(MakeHuman_PreviousFaceSelected) #declare MakeHuman_PreviousFaceSelected = 0; #end
#if (MakeHuman_FaceGroupIndex=MakeHuman_PreviousFaceGroupIndex)
#local MakeHuman_FaceSelected = MakeHuman_PreviousFaceSelected;
#else
#local MakeHuman_GroupIndex = 0;
#while (MakeHuman_GroupIndex<dimension_size(MakeHuman_SelectedGroups,1) & !MakeHuman_FaceSelected)
#if (strcmp(MakeHuman_FaceGroupName,MakeHuman_SelectedGroups[MakeHuman_GroupIndex])=0)
#local MakeHuman_FaceSelected = 1;
#end
#local MakeHuman_GroupIndex = MakeHuman_GroupIndex + 1;
#end
#end
#declare MakeHuman_PreviousFaceGroupIndex = MakeHuman_FaceGroupIndex;
#declare MakeHuman_PreviousFaceSelected = MakeHuman_FaceSelected;
#else
#local MakeHuman_FaceSelected = 1;
#end
MakeHuman_FaceSelected
#end
// This macro returns a union of cylinders, with one cylinder along each edge of each
// face of the mesh described by the points in the MakeHuman_VertexArray array.
// Because most edges are shared by two faces you actually get 2 cylinders for
// each edge of the equivalent mesh2 object.
//
// A subset of faces can be used by setting the MakeHuman_SelectedGroups array to contain the
// names of the required face groups.
//
// If a non-zero displacement is specified on the macro call, the vertex positions are displaced
// by the specified amount along the direction of the surface normals for the vertices. Note that
// this is not the same as scaling the union which should be done in your scene file following
// generation.
//
#macro MakeHuman_Cylinders(MakeHuman_Displacement)
#ifdef(MakeHuman_PreviousFaceGroupIndex) #undef MakeHuman_PreviousFaceGroupIndex #end
#ifdef(MakeHuman_PreviousFaceSelected ) #undef MakeHuman_PreviousFaceSelected #end
#local MakeHuman_CylinderCount = 0;
#ifndef (MakeHuman_Cylinder_Radius) #declare MakeHuman_Cylinder_Radius = 0.005; #end
union {
#local MakeHuman_I = 0;
#while (MakeHuman_I<dimension_size(MakeHuman_FaceArray,1))
#if (MakeHuman_SelectFace(MakeHuman_I))
#local MakeHuman_Vertex1 = MakeHuman_VertexArray[MakeHuman_FaceArray[MakeHuman_I][0]]
+ MakeHuman_NormalArray[MakeHuman_FaceArray[MakeHuman_I][0]]*MakeHuman_Displacement;
#local MakeHuman_Vertex2 = MakeHuman_VertexArray[MakeHuman_FaceArray[MakeHuman_I][1]]
+ MakeHuman_NormalArray[MakeHuman_FaceArray[MakeHuman_I][1]]*MakeHuman_Displacement;
#local MakeHuman_Vertex3 = MakeHuman_VertexArray[MakeHuman_FaceArray[MakeHuman_I][2]]
+ MakeHuman_NormalArray[MakeHuman_FaceArray[MakeHuman_I][2]]*MakeHuman_Displacement;
cylinder {MakeHuman_Vertex1,MakeHuman_Vertex2,MakeHuman_Cylinder_Radius}
cylinder {MakeHuman_Vertex2,MakeHuman_Vertex3,MakeHuman_Cylinder_Radius}
cylinder {MakeHuman_Vertex3,MakeHuman_Vertex1,MakeHuman_Cylinder_Radius}
#local MakeHuman_CylinderCount = MakeHuman_CylinderCount + 3;
#end
#local MakeHuman_I = MakeHuman_I + 1;
#end
}
#if (MakeHuman_CylinderCount)
#debug concat("The MakeHuman_Cylinders macro generated ",str(MakeHuman_CylinderCount,3,0)," cylinders.\n")
#else
#ifdef(MakeHuman_SelectedGroups)
#warning "The MakeHuman_Cylinders macro found no vertices that match the selection criteria.\nCheck your MakeHuman_SelectedGroups setting.\n"
#else
#warning "The MakeHuman_Cylinders macro found no vertices.\n"
#end
#end
#end
// This macro returns a union of spheres, with ideally one sphere at each vertex of the
// mesh described by the points in the MakeHuman_VertexArray array.
//
// A subset of faces can be used by setting the MakeHuman_SelectedGroups array to contain the
// names of the required face groups, but in this case a more time consuming algorithm needs to
// be used that processes the mesh face by face and duplicate vertices are likely to be generated.
//
// If a non-zero displacement is specified on the macro call, the vertex positions are displaced
// by the specified amount along the direction of the surface normals for the vertices. Note that
// this is not the same as scaling the union which should be done in your scene file following
// generation.
//
#macro MakeHuman_Spheres(MakeHuman_Displacement)
#ifdef(MakeHuman_PreviousFaceGroupIndex) #undef MakeHuman_PreviousFaceGroupIndex #end
#ifdef(MakeHuman_PreviousFaceSelected ) #undef MakeHuman_PreviousFaceSelected #end
#ifndef (MakeHuman_Sphere_Radius) #declare MakeHuman_Sphere_Radius = 0.02; #end
#local MakeHuman_SphereCount = 0;
union {
// If we need to check the Selected Groups list we need to process vertices face by face.
#ifdef(MakeHuman_SelectedGroups)
#local MakeHuman_I = 0;
#while (MakeHuman_I<dimension_size(MakeHuman_FaceArray,1))
// If this face is in one of the face groups listed, add a sphere for each of its 3 vertices
#if (MakeHuman_SelectFace(MakeHuman_I))
#local MakeHuman_J = 0;
#while (MakeHuman_J<3)
#local MakeHuman_Vertex = MakeHuman_VertexArray[MakeHuman_FaceArray[MakeHuman_I][MakeHuman_J]]
+ MakeHuman_NormalArray[MakeHuman_FaceArray[MakeHuman_I][MakeHuman_J]]*MakeHuman_Displacement;
sphere {MakeHuman_Vertex, MakeHuman_Sphere_Radius}
#local MakeHuman_SphereCount = MakeHuman_SphereCount + 1;
#local MakeHuman_J = MakeHuman_J + 1;
#end
#end
#local MakeHuman_I = MakeHuman_I + 1;
#end
// If we don't need to check the Selected Groups list we can simply process all vertices.
#else
#local MakeHuman_I = 0;
#while (MakeHuman_I<dimension_size(MakeHuman_VertexArray,1))
sphere {
MakeHuman_VertexArray[MakeHuman_I]+MakeHuman_NormalArray[MakeHuman_I]*MakeHuman_Displacement,
MakeHuman_Sphere_Radius
}
#local MakeHuman_SphereCount = MakeHuman_SphereCount + 1;
#local MakeHuman_I = MakeHuman_I + 1;
#end
#end
}
#if (MakeHuman_SphereCount)
#debug concat("The MakeHuman_Spheres macro generated ",str(MakeHuman_SphereCount,3,0)," spheres.\n")
#else
#ifdef(MakeHuman_SelectedGroups)
#warning "The MakeHuman_Spheres macro found no vertices that match the selection criteria.\nCheck your MakeHuman_SelectedGroups setting.\n"
#else
#warning "The MakeHuman_Spheres macro found no vertices.\n"
#end
#end
#end
// This macro generates a POV-Ray mesh2 object from the coordinates, normals, faces and uv-data
// specified above. These arrays are generated by the MakeHuman POV-Ray export function.
//
// A subset of faces can be used by setting the MakeHuman_SelectedGroups array to contain the
// names of the required face groups, which is a little slower than generating the full mesh2
// object because additional processing is required to work out which faces to include.
//
// If a non-zero displacement is specified on the macro call, the vertex positions are displaced
// by the specified amount along the direction of the surface normals for the vertices. Note that
// this is not the same as scaling the object which should be done in your scene file following
// generation.
//
// The macro supports a displacement parameter that is normally 0, but can be a
// small positive or negative value (e.g. -0.001) to displace all of the vertices
// a short distance along the normals. A sub-surface mesh2 object generated in
// this way can be used along with a conventional instance of the surface to
// support sub-surface scattering (SSS).
//
#macro MakeHuman_Mesh(MakeHuman_Displacement)
#ifdef(MakeHuman_PreviousFaceGroupIndex) #undef MakeHuman_PreviousFaceGroupIndex #end
#ifdef(MakeHuman_PreviousFaceSelected ) #undef MakeHuman_PreviousFaceSelected #end
// Work out which faces are required and which indices are used for those faces.
#local MakeHuman_SelectedVertices = array [dimension_size(MakeHuman_VertexArray,1)];
#ifdef(MakeHuman_SelectedGroups)
#declare MakeHuman_SelectedGroupLocations = array [dimension_size(MakeHuman_SelectedGroups,1)];
#local MakeHuman_FaceCount = 0;
#local MakeHuman_SelectedFaceArray = array [dimension_size(MakeHuman_FaceArray,1)];
#local MakeHuman_I = 0;
#while (MakeHuman_I<dimension_size(MakeHuman_FaceArray,1))
// If this face is in one of the face groups listed, take a copy of the face data
#if (MakeHuman_SelectFace(MakeHuman_I))
#local MakeHuman_SelectedFaceArray[MakeHuman_FaceCount] = MakeHuman_I;
// Set a flag for each vertex used to construct this face
#local MakeHuman_SelectedVertices[MakeHuman_FaceArray[MakeHuman_I][0]]=-1;
#local MakeHuman_SelectedVertices[MakeHuman_FaceArray[MakeHuman_I][1]]=-1;
#local MakeHuman_SelectedVertices[MakeHuman_FaceArray[MakeHuman_I][2]]=-1;
#local MakeHuman_FaceCount = MakeHuman_FaceCount + 1;
#end
#local MakeHuman_I = MakeHuman_I + 1;
#end
// Loop through the vertices creating a lookup table of the new vertex indices
// required to reference just the selected faces/vertices.
#local MakeHuman_SelectedVerticesCount = 0;
#local MakeHuman_I = 0;
#while (MakeHuman_I<dimension_size(MakeHuman_VertexArray,1))
#ifdef(MakeHuman_SelectedVertices[MakeHuman_I])
#local MakeHuman_SelectedVertices[MakeHuman_I] = MakeHuman_SelectedVerticesCount;
#local MakeHuman_SelectedVerticesCount = MakeHuman_SelectedVerticesCount + 1;
#end
#local MakeHuman_I = MakeHuman_I + 1;
#end
#else
#local MakeHuman_FaceCount = dimension_size(MakeHuman_FaceArray ,1);
#local MakeHuman_SelectedVerticesCount = dimension_size(MakeHuman_VertexArray,1);
#end
// Generate the mesh2 object
mesh2 {
vertex_vectors {
MakeHuman_SelectedVerticesCount
#local MakeHuman_I = 0;
#while (MakeHuman_I<dimension_size(MakeHuman_VertexArray,1))
#ifdef(MakeHuman_SelectedGroups)
#ifdef(MakeHuman_SelectedVertices[MakeHuman_I])
MakeHuman_VertexArray[MakeHuman_I]+MakeHuman_NormalArray[MakeHuman_I]*MakeHuman_Displacement,
#end
#else
MakeHuman_VertexArray[MakeHuman_I]+MakeHuman_NormalArray[MakeHuman_I]*MakeHuman_Displacement,
#end
#local MakeHuman_I = MakeHuman_I + 1;
#end
}
normal_vectors {
MakeHuman_SelectedVerticesCount
#local MakeHuman_I = 0;
#while (MakeHuman_I<dimension_size(MakeHuman_NormalArray,1))
#ifdef(MakeHuman_SelectedGroups)
#ifdef(MakeHuman_SelectedVertices[MakeHuman_I])
MakeHuman_NormalArray[MakeHuman_I],
#end
#else
MakeHuman_NormalArray[MakeHuman_I],
#end
#local MakeHuman_I = MakeHuman_I + 1;
#end
}
uv_vectors {
dimension_size(MakeHuman_UVArray,1)
#local MakeHuman_I = 0;
#while (MakeHuman_I<dimension_size(MakeHuman_UVArray,1))
MakeHuman_UVArray[MakeHuman_I],
#local MakeHuman_I = MakeHuman_I + 1;
#end
}
face_indices {
#ifdef(MakeHuman_SelectedGroups)
MakeHuman_FaceCount
#local MakeHuman_J = 0;
#while (MakeHuman_J<MakeHuman_FaceCount)
// Take the face index from the selected face array.
#local MakeHuman_I = MakeHuman_SelectedFaceArray[MakeHuman_J];
// Use the original vertex indices to look up the selected vertex indices.
< MakeHuman_SelectedVertices[MakeHuman_FaceArray[MakeHuman_I][0]],
MakeHuman_SelectedVertices[MakeHuman_FaceArray[MakeHuman_I][1]],
MakeHuman_SelectedVertices[MakeHuman_FaceArray[MakeHuman_I][2]]>
// <MakeHuman_FaceArray[MakeHuman_I][0],MakeHuman_FaceArray[MakeHuman_I][1],MakeHuman_FaceArray[MakeHuman_I][2]>,
#local MakeHuman_J = MakeHuman_J + 1;
#end
#else
dimension_size(MakeHuman_FaceArray,1)
#local MakeHuman_I = 0;
#while (MakeHuman_I<dimension_size(MakeHuman_FaceArray,1))
<MakeHuman_FaceArray[MakeHuman_I][0],MakeHuman_FaceArray[MakeHuman_I][1],MakeHuman_FaceArray[MakeHuman_I][2]>,
#local MakeHuman_I = MakeHuman_I + 1;
#end
#end
}
uv_indices {
#ifdef(MakeHuman_SelectedGroups)
MakeHuman_FaceCount
#local MakeHuman_J = 0;
#while (MakeHuman_J<MakeHuman_FaceCount)
#local MakeHuman_I = MakeHuman_SelectedFaceArray[MakeHuman_J];
<MakeHuman_UVIndexArray[MakeHuman_I][0],MakeHuman_UVIndexArray[MakeHuman_I][1],MakeHuman_UVIndexArray[MakeHuman_I][2]>,
#local MakeHuman_J = MakeHuman_J + 1;
#end
#else
dimension_size(MakeHuman_UVIndexArray,1)
#local MakeHuman_I = 0;
#while (MakeHuman_I<dimension_size(MakeHuman_UVIndexArray,1))
<MakeHuman_UVIndexArray[MakeHuman_I][0],MakeHuman_UVIndexArray[MakeHuman_I][1],MakeHuman_UVIndexArray[MakeHuman_I][2]>,
#local MakeHuman_I = MakeHuman_I + 1;
#end
#end
}
uv_mapping
}
#if (MakeHuman_FaceCount)
#debug concat("The MakeHuman_Mesh macro generated ",str(MakeHuman_FaceCount,3,0)," faces.\n")
#else
#ifdef(MakeHuman_SelectedGroups)
#warning "The MakeHuman_Mesh macro found no faces that match the selection criteria.\nCheck your MakeHuman_SelectedGroups setting.\n"
#else
#warning "The MakeHuman_Mesh macro found no faces.\n"
#end
#end
#end
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