// Last edited on 2011-05-07 09:06:24 by stolfi global_settings{ max_trace_level 10 } #include "generic_fig.inc" #include "un4_macros.inc" #local view = 3; #local cam_mag = 1.33; // Automatic {cam_ctr,cam_rad}. // Cutter for soil: #local CG_pos = < -8.000, -8.000, 00.000 >; #local CG = object{ un4_standard_building_cutter(3,CG_pos) } // Cutters for building: #local lo_0_X = un4_building_und_lo_X - 4.000; #local hi_0_X = un4_building_und_hi_X + 4.000; #local lo_0_Y = un4_building_lo_Y - 4.000; #local hi_0_Y = un4_building_hi_Y + 4.000; #local lo_0_Z = un4_building_und_lo_Z - 4.000; #local hi_0_Z = un4_building_upp_hi_Z + 4.000; #local box_0 = box{ < lo_0_X, lo_0_Y, lo_0_Z >, < hi_0_X, hi_0_Y, hi_0_Z > } #local lo_1_X = un4_reactor_axis_X + 0.000; #local hi_1_X = un4_building_upp_hi_X + 3.000; #local lo_1_Y = un4_building_lo_Y - 3.000; #local hi_1_Y = un4_sfp_lo_Y + 4.000; #local lo_1_Z = un4_storey_3_lo_Z + 9.000; #local hi_1_Z = un4_storey_5_lo_Z + 4.000; #local box_1 = box{ < lo_1_X, lo_1_Y, lo_1_Z >, < hi_1_X, hi_1_Y, hi_1_Z > } #local lo_2_X = un4_building_upp_lo_X - 9.000; #local hi_2_X = un4_building_upp_hi_X + 9.000; #local lo_2_Y = un4_building_lo_Y - 9.000; #local hi_2_Y = un4_building_hi_Y + 9.000; #local lo_2_Z = un4_storey_5_lo_Z + 2.000; #local hi_2_Z = un4_storey_6_lo_Z + 9.000; #local box_2 = box{ < lo_2_X, lo_2_Y, lo_2_Z >, < hi_2_X, hi_2_Y, hi_2_Z > } #local CB_lift = union{ object{ box_1 } object{ box_2 } texture{ tx_phosphor_magenta } } #local CB_keep = difference{ object{ box_0 } object{ box_1 } object{ box_2 } texture{ tx_phosphor_magenta } } // Cutter for drywell and torus: #local CD = object{ un4_standard_drywell_cutter(0,<0,0,0>) } // Cutter for rector and fuel: #local CR = object{ un4_standard_reactor_cutter(0,<0,0,0>) } #local cw = 0; // Water level inside RPV. #local dw = 0; // Water level in drywell. #local sw = 0; // Water level in suppression pool. #local uw = 0; // Water level in shroud cavity. #local pw = 0; // Water level in spent-fuel pool. #local ST_A = object{ un4_skinless_structure(CB_lift) translate 25*z } #local ST_B = object{ un4_skinless_structure(CB_keep) } #local hu_X = un4_building_upp_hi_X + 8.000; #local hu_Y = un4_building_lo_Y + 15.000; #local hu_Z = un4_storey_3_lo_Z; #local OB = union{ object{ un4_ground(CG) } object{ ST_B } object{ un4_spent_fuel() } object{ un4_mystery_hole_frame() } object{ human(1.800,0.9,0) translate < hu_X, hu_Y, hu_Z > texture{ tx_enamel_white } } union{ object{ un4_containment_vessel(CD,dw,sw,uw) } object{ un4_pressure_vessel_support(CD) } object{ un4_pressure_vessel(CR,CR,cw,1,1,1) translate un4_rpv_Z*z } translate un4_reactor_axis } object{ ST_A } } generic_fig(OB,view,cam_mag)