// Last edited on 2005-01-05 23:29:28 by stolfi // Processed by remove-cam-lights # include "textures.inc" background{ color rgb < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #declare tinta_A = texture { pigment { color rgb < 0.10, 0.80, 1.00 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare tinta_B = texture { pigment { color rgb < 1, 1, 1 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare cor_roda = texture { pigment { color rgb < 0,0,0 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } # declare cor_vidro = < 0,0,0.5>; # declare tx_vidro = texture { pigment {rgb cor_vidro} finish { ambient 0.05 diffuse 0.55 reflection cor_vidro specular 0.20 roughness 0.05 } } # declare gerador = seed(123456); #declare mao = union{ union { box {<-0.5,0.2,0>,<1.5,-0.2,1> texture {tinta_B }} cylinder {<1.5,0,0 >, <2.2,0,0>, 0.1 texture {tinta_B}} cylinder {<1.5,0,0.3 >, <2.2,0,0.3>, 0.12 texture {tinta_B}} cylinder {<1.5,0,0.6 >, <2.2,0,0.6>, 0.13 texture {tinta_B}} cylinder {<1.5,0,0.9 >, <2.2,0,0.9>, 0.12 texture {tinta_B}} cylinder {<1.2,0,1.0 >, <1.2,0,1.5>, 0.12 texture {tinta_B} } } translate <0,0,-0.5>} # declare L = 4.0; # declare R = 0.5; #declare a1 = 30*sin(clock*15*pi); #declare a2 = 10*sin(clock*pi); #declare a3 = -40*sin(clock*pi); #declare a4 = -30*sin(clock*pi); #declare braco1 = union { cylinder {<0,0,0 >, , R texture {tinta_B}} object{ mao rotate a1*y rotate -a3*z translate } } #declare braco2 = union { cylinder {<0,0,0 >, , R texture {tinta_A}} object{ braco1 rotate -a2*y rotate a2*9*x translate } } #declare braco3 = union { cylinder {<0,0,0 >, , R texture {tinta_B}} object{ braco2 rotate a3*z translate } } #declare braco4 = union { cylinder {<0,0,0 >, , R texture {tinta_A}} object{ braco3 rotate a4*y translate } } #declare eixo = union { cylinder { <0,0,0 >, <1000,0,0 >, 0.05 texture { tinta_B } } cylinder { <0,0,0 >, <0,1000,0>, 0.05 texture { tinta_B } } cylinder { <0,0,0 >, <0,0,1000 >, 0.05 texture { tinta_B } } } union { object {eixo } object { braco4 rotate 70*z} } #include "camlight.inc" camlight(<3,3,3>,<27,27,2>,1.00,z,1.0)