// Last edited on 2003-05-29 19:40:13 by stolfi #include "colors.inc" #include "textures.inc" #include "stones.inc" sky_sphere{ pigment { color rgb < 0.5, 0.6, 1.0 > } } camera { location 0.50*< 15.00, -3, -1.00 > // x, y, z right x up y sky y look_at < 0.00, 0.00, 1.00 > } light_source { 100*< 15.00, 7.00, -20 > color rgb 1.2*< 1.00, 1.00, 1.00 > } light_source { 100*< 15.00, 4.00, 20 > color rgb 0.8*< 1.00, 1.00, 1.00 > } plane{<0,1,0>,-3.1 texture {T_Stone15} } #declare marrom = texture { pigment { color rgb < 0.77, 0.43, 0.13 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare pe1 = sphere{ <0.25,-2.8 ,1 >,0.5 texture {marrom} scale<0,0,2.5> } #declare perna1 = sphere{ < 0.25, -1.2, 2.9 >, 0.50 texture { marrom } scale<0,1.7,0> } #declare pe2 = sphere{ <-0.5,-2.8 ,1 >,0.5 texture {marrom} scale<0,0,2.5> } #declare perna2 = sphere{ < -0.5, -1.2, 2.9 >, 0.50 texture { marrom } scale<0,1.7,0> } #declare coxa2 = sphere{ < -0.5, -0.2, 2.9 >, 0.50 texture { marrom } scale<0,2,0> } #declare coxa1 = sphere{ < 0.25, -0.2, 2.9 >, 0.50 texture { marrom } scale<0,2,0> } #declare tronco = sphere{ < 0, 0.8, 2.9 >, 0.8 texture { marrom } scale<1.3,1.6,0> } #declare cabeca = sphere { < 0, 2.9, 2.9 >, 0.7 texture { marrom } } #declare braco1 = sphere{ < 1.0, 0.5, 2.9 >, 0.50 texture { marrom } scale<0,2,0> } #declare braco2 = sphere{ < -1.2, 0.5, 2.9 >, 0.50 texture { marrom } scale<0,2,0> } #declare deslocamento = 3; #if (clock < 0.25) #declare rotacao1 = ((clock * 100 /25)*90); #declare rotacao2 = 0; #declare rotacao3 = 0; #declare andar = 0; #else #if (clock < 0.5) #declare rotacao1 = 90; #declare rotacao2 = (90/0.25)*(clock-0.25)*(-1); #declare rotacao3 = 0; #declare andar = 0; #else #if (clock < 0.75) #declare rotacao1 = (-1)*(90/0.5)*(clock-0.5)+90; #declare rotacao2 = (-90)+(90/0.25)*(clock-0.5); #declare rotacao3 = (-1)*(45/0.25)*(clock-0.5); #declare andar = deslocamento * (-1/0.5)*(clock-0.5); #else #declare rotacao1 = (-1)*(90/0.5)*(clock-0.5)+90; #declare rotacao2 = 0; #declare rotacao3 = -45+(45/0.25)*(clock-0.75); #declare andar = deslocamento * (-1/0.5)*(clock-0.5); #end #end #end #declare perna_1 = union{ object {pe1} object {perna1} } #declare perna_e = union{ object {perna_1 translate< -0.25, 1.2, -2.9 > rotate translate< 0.25, -1.2, 2.9 >} object {coxa1} } #declare perna_2 = union{ object {pe2} object {perna2} } #declare perna_d = union{ object {perna_2} object {coxa2} } #declare corpo = union{ object {cabeca} object {tronco} object {braco1} object {braco2} object {perna_e translate < -0.25, 0.2, -2.9> rotate translate < 0.25, -0.2, 2.9> } object {perna_d translate < 0.5, 0,-3.3 > rotate translate < -0.5, 0, 3.3 > } } object {corpo translate <0,0,andar> }