// Last edited on 2005-01-05 23:31:11 by stolfi // Processed by remove-cam-lights #declare larMembro = 0.15; #declare angMoeda = (clock*6)*360; #if(clock < 0.5) #declare posMoeda = 12 - (clock*2)*6; #declare alphad = ((0.5 - clock)*2)*-30; #declare alphap = ((0.5 - clock)*2)*30; #declare alpham = ((0.5 - clock)*2)*45; #declare alphaa = ((0.5 - clock)*2)*-90; #declare alphab = ((0.5 - clock)*2)*45; #declare angulb = -45; #else #declare posMoeda = 18 - 6*(2*(clock - 0.5)); #declare alphad = ((-0.5 + clock)*2)*-30; #declare alphap = ((-0.5 + clock)*2)*30; #declare alpham = ((-0.5 + clock)*2)*45; #declare alphaa = ((-0.5 + clock)*2)*-90; #declare alphab = ((-0.5 + clock)*2)*45; #declare angulb = -45; #end #declare ouro = texture { pigment { rgb < 1.00, 1.00, 0.60> } finish { ambient 0.05 diffuse 0.05 reflection < 1.00, 1.00, 0.60> specular 0.2 roughness 0.05 } } #declare pele = texture { pigment { rgb < 0.90, 0.90, 0.90> } finish { diffuse 0.05 } } #declare moeda = object { union { cylinder { <0, 0, -0.05>, <0, 0, 0.05>, 0.15 } } texture { ouro } } #declare lei = object { union { cylinder { <0, 0, 0.5>, <0, 0, -2>, 1.0 } cylinder { <0, 0, 0.5>, <0, 0, 1.0>, larMembro } sphere { <0, 0, 2.0>, 1.0 } torus { 0.9, 0.2 rotate 90*x translate z*2.3 texture { pigment {rgb 0} } } } texture { pele } } #declare dedo = object { union { cylinder { <0, 0, 0>, <1.5, 0, 0>, 0.1 } sphere { <1.5, 0, 0>, 0.1 } } texture { pele } } #declare dedos = object { union { object {dedo rotate 15*z} object {dedo rotate -15*z} object {dedo rotate 30*z} object {dedo rotate -30*z} } rotate alphad*y } #declare polegar = object { union { object {dedo} } rotate alphap*y } #declare mao = object { union { sphere { <0, 0, 0>, 0.25 texture { pele } } object {dedos} object {polegar} } rotate alpham*y } #declare antebraco = object { union { sphere { <0, 0, 0>, 0.25 texture { pele } } cylinder { <0, 0, 0>, <2.0, 0, 0>, larMembro texture { pele } } object {mao translate 2.0*x} } rotate alphaa*y } #declare braco = object { union { sphere { <0, 0, 0>, 0.25 texture { pele } } cylinder { <0, 0, 0>, <2, 0, 0>, larMembro texture { pele } } object {antebraco translate 2*x} } rotate angulb*x rotate alphab*y } background{ color rgb <0.75, 0.80, 1.0> } union { object { lei } object { braco translate 1*x } object { braco translate 1*x scale -1*x} object { moeda rotate angMoeda*x translate posMoeda*x } } #include "camlight.inc" camlight(<4,0,0>,<-1,-15,3>,1.00,z,1.0)