// TP11 - 28/11/03 // Last edited on 2003-12-12 14:39:51 by stolfi #declare bz_name = "Winnie the Pooh" #include "colors.inc" #declare tinta_cinza = texture { pigment { Gray75 } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare tinta_vermelha = texture { pigment { color rgb < 1.00, 0.00, 0.00 > } finish { diffuse 0.5 specular 0.5 roughness 0.005 ambient 0.1 } } #declare A11 = <0,1.9,0>; #declare A12 = <0,2.2,0.3>; #declare A13 = <0,1.9,0.4>; #declare A14 = <0,1.7,0.8>; #declare A21 = <-0.2,1.8,0>; #declare A22 = <-0.2,2.1,0.3>; #declare A23 = <-0.2,1.8,0.4>; #declare A24 = <-0.2,1.6,0.8>; #declare A31 = <-0.4,1.8,0>; #declare A32 = <-0.4,2.0,0.2>; #declare A33 = <-0.4,1.8,0.3>; #declare A34 = <-0.4,1.6,0.6>; #declare A41 = <-0.6,1.5,0>; #declare A42 = <-0.6,1.5,0.2>; #declare A43 = <-0.6,1.5,0.3>; #declare A44 = <-0.5,1.5,0.6>; #declare B11 = A11; #declare B12 = A12; #declare B13 = A13; #declare B14 = A14; #declare B21 = <0.2,1.8,0>; #declare B22 = <0.2,2.1,0.3>; #declare B23 = <0.2,1.8,0.4>; #declare B24 = <0.2,1.6,0.8>; #declare B31 = <0.4,1.8,0>; #declare B32 = <0.4,2.0,0.2>; #declare B33 = <0.4,1.8,0.3>; #declare B34 = <0.4,1.6,0.6>; #declare B41 = <0.6,1.5,0>; #declare B42 = <0.6,1.5,0.2>; #declare B43 = <0.6,1.5,0.3>; #declare B44 = <0.5,1.5,0.6>; #declare C11 = A14; #declare C12 = <0,1.5,1.1>; #declare C13 = <0,1.4,1.3>; #declare C14 = <0,1.2,1.1>; #declare C21 = A24; #declare C22 = <-0.2,1.5,1.1>; #declare C23 = <-0.2,1.4,1.3>; #declare C24 = <-0.2,1.15,1.2>; #declare C31 = A34; #declare C32 = <-0.4,1.5,0.5>; #declare C33 = <-0.4,1.4,0.6>; #declare C34 = <-0.4,1.15,0.5>; #declare C41 = A44; #declare C42 = <-0.5,1.15,0.5>; #declare C43 = <-0.6,1.15,0.6>; #declare C44 = <-0.45,1.15,0.5>; #declare D11 = B11; #declare D12 = C12; #declare D13 = C13; #declare D14 = C14; #declare D21 = B21; #declare D22 = <0.2,1.5,1.1>; #declare D23 = <0.2,1.4,1.3>; #declare D24 = <0.2,1.15,1.2>; #declare D31 = B31; #declare D32 = <0.4,1.5,0.5>; #declare D33 = <0.4,1.4,0.6>; #declare D34 = <0.4,1.15,0.5>; #declare D41 = B41; #declare D42 = <0.5,1.15,0.5>; #declare D43 = <0.6,1.15,0.6>; #declare D44 = <0.45,1.15,0.5>; #declare E11 = C14; #declare E12 = <12,8,0>; #declare E13 = <14,10,0>; #declare E14 = <17,13,0>; #declare E21 = C24; #declare E22 = <12.1,4,2.5>; #declare E23 = <14.2,6,2.5>; #declare E24 = <17.3,10,0>; #declare E31 = C34; #declare E32 = <12.1,-4,2.5>; #declare E33 = <14.2,-6,2.5>; #declare E34 = <17.3,-10,0>; #declare E41 = C44; #declare E42 = <12,-8,0>; #declare E43 = <14,-10,0>; #declare E44 = <17,-13,0>; #declare F11 = C14; #declare F12 = <12,8,0>; #declare F13 = <14,10,0>; #declare F14 = <17,13,0>; #declare F21 = C24; #declare F22 = <12.1,4,-2.5>; #declare F23 = <14.2,6,-2.5>; #declare F24 = <17.3,10,0>; #declare F31 = C34; #declare F32 = <12.1,-4,-2.5>; #declare F33 = <14.2,-6,-2.5>; #declare F34 = <17.3,-10,0>; #declare F41 = C44; #declare F42 = <12,-8,0>; #declare F43 = <14,-10,0>; #declare F44 = <17,-13,0>; #declare bz_scale = 0.055; #include "bz-things.inc" #declare retalhoA = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 A11, A12, A13, A14 A21, A22, A23, A24 A31, A32, A33, A34 A41, A42, A43, A44 texture { bz_tx_A } } object{ bz_grid_A } } #declare retalhoB = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 B11, B12, B13, B14 B21, B22, B23, B24 B31, B32, B33, B34 B41, B42, B43, B44 texture { bz_tx_B } } object{ bz_grid_B } } #declare retalhoC = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 C11, C12, C13, C14 C21, C22, C23, C24 C31, C32, C33, C34 C41, C42, C43, C44 texture { bz_tx_C } } object{ bz_grid_C } } #declare retalhoD = union{ bicubic_patch{ type 1 flatness 0.001 u_steps 4 v_steps 4 D11, D12, D13, D14 D21, D22, D23, D24 D31, D32, D33, D34 D41, D42, D43, D44 texture { bz_tx_D } } object{ bz_grid_D } } // Aqui está a cena: #declare scene = union{ union { object { retalhoA } object { retalhoB } object { retalhoC } object { retalhoD } translate <0,-1.5,-0.5> rotate -20*y } // object{ bz_axes } } object{ bz_checker_bg } object{ scene translate bz_rite_pos } object{ scene rotate -90*y translate bz_left_pos }