// Last edited on 2005-01-05 23:31:37 by stolfi // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare tinta_cinza_escuro = texture { pigment { color rgb < 0.30, 0.30, 0.30 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare tinta_eixo = texture { pigment { color rgb < 0.90, 0.10, 0.50 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare comp_regua = 50; #declare thick_regua = 0.5; #declare tinta_regua = texture { pigment { color rgb < 0.40, 0.20, 0.00 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare regua = union { cylinder { <0,0,0> thick_regua texture { tinta_regua } } cylinder { <0,0,0> <0, comp_regua, 0> thick_regua texture { tinta_regua } } cylinder { <0,0,0> <0, 0, comp_regua> thick_regua texture { tinta_regua } } } #declare angulo_mordida = 30; #declare angulo_garra = 90; #declare angulo_braco = 60; #declare angulo_antebraco = 120; #declare garra = union { cylinder { <-0.50,0,0.50> <5.50,0,0.50> 1 texture { tinta_eixo } } box { <0,0,0> <5,-5,1> texture { tinta_cinza_escuro } } cylinder { <-0.50,-5.00,0.50> <5.50,-5.00,0.50> 2 texture { tinta_eixo } } box { <0,0,0> <5,10,1> texture { tinta_cinza_escuro } translate 0.50*z rotate (angulo_mordida - (clock * angulo_mordida))*x } box { <0,0,0> <5,10,1> texture { tinta_cinza_escuro } translate -0.50*z rotate -(angulo_mordida - (clock * angulo_mordida))*x } translate <-2.50,5.00,-0.50> } #declare tam_braco = 20; #declare raio_braco = 1.50; #declare braco = union { cylinder { <0,0,0> <0,tam_braco,0> raio_braco texture { tinta_cinza_escuro } } } #declare tam_pino = 5; #declare raio_pino = 3; #declare pino = union { cylinder { <0,0,0> <0,0,tam_pino> raio_pino texture { tinta_eixo } translate <0,0, -(tam_pino/2)> } } union { union { object { garra rotate (angulo_garra - (clock * angulo_garra))*x translate <0,tam_braco,0> } object { braco } object { pino } rotate -(angulo_antebraco - (clock * angulo_antebraco))*z translate <0,tam_braco,0> } union { object { braco } object { pino } } rotate (angulo_braco - (clock * angulo_braco))*z } #include "camlight.inc" camlight(<0.00,30.00,0.00>,<42.00,12.00,42.00>,1.00,z,1.0)