// Last edited on 2005-01-05 23:42:13 by stolfi // Processed by remove-cam-lights #include "textures.inc" #include "colors.inc" background{ color rgb < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #declare tinta1 = texture { pigment { color rgb < 0.10, 0.80, 1.00 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare tinta2 = texture { pigment { color rgb < 0.40, 0.10, 0.70 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare tinta3 = texture { pigment { color rgb < 0, 0, 0 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare tinta4 = texture { pigment { color rgb < 0.0, 0.0, 0.0 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare tinta5 = texture { pigment { color rgb < 1, 1, 1 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare tinta6 = texture { pigment { color rgb < 1, 1, 0 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare tinta7 = texture { pigment { color rgb < 1, 1, 1 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.1 } } #declare dedo = cylinder {<0,0,0>,<3,0,0>, .3 texture {tinta2} } #declare palmadamao = box{<-1,-.1,-.5>,<1,.1,.5> texture{tinta1} } #declare tempo = clock; #declare ang1= 50*sin(2*pi*clock); #declare ang2= 30*sin(1*pi*clock); #declare ang3= 30*sin(10*pi*clock); #declare ang4= 180*sin(10*pi*clock); #declare mao= union{ object{palmadamao scale <2.5,4,4>} object{dedo rotate .3*clock*180*z translate <2,0,.5>} object{dedo rotate .5*clock*100*z translate <2,0,-1.6>} object{dedo rotate .8*clock*150*z translate <2,0,1.6>} object{dedo rotate 1*clock*30*z translate <2,0,-.5>} object{dedo rotate 90*y translate <0,0,4> scale<1.5,1,1>} } #declare maocom1braco= union{ cylinder{<0,0,0>,<10,0,0>,1.5 texture{tinta5}} #if(tempo < 0.5) object{mao rotate clock*50*z rotate ang3*y translate<12,0,0>} #else object{mao rotate y*25 rotate (clock-0.5)*50*z translate<12,0,0>} #end } #declare maocom2braco= union{ cylinder{<0,0,0>,<10,0,0>,1.5 texture{tinta1}} object {maocom1braco rotate ang1*y translate <10,0,0>} } #declare eixoX = cylinder {<-300,0,0>,<300,0,0>,.1 texture {tinta1} } #declare eixoY = cylinder {<0,-300,0>,<0,300,0>,.1 texture {tinta2} } #declare eixoZ = cylinder {<0,0,-300>,<0,0,300>,.1 texture {tinta3} } #declare eixos= union{ object{eixoX} object{eixoY} object{eixoZ} } #declare corpo = union{ box{ <0,0,0>,<2,2,4> texture{tinta1}} box{ <0.75,0.75,4>, <1.5,1.5,6>texture{tinta1} } box{ <0.25,0.75,6>,<1.75,1.75,8>texture{tinta1}} } #declare corpocombracos = union{object{corpo scale <4,4,4> translate <-4,-4,-14>} #if (tempo<0.5) object{ maocom2braco rotate (clock)*180*z translate <4,0,0>} object{ maocom2braco scale -1*x rotate -clock*180*z translate <-4,0,0> } #else object{ maocom2braco rotate 180*y rotate 180*x rotate -90*z translate <-4,0,0> } object{ maocom2braco rotate 90*z translate <4,0,0>} #end } #declare bandido = #if(tempo<0.5) cylinder {<0,0,0>,<10,0,0>,3 texture {tinta2} rotate y*90 scale <1.5,1.5,2> translate <0,24,5>} #else cylinder {<0,0,0>,<10,0,0>,3 texture {tinta2} rotate y*90 scale <1.5,1.5,2> translate <0,24,5> rotate -1*ang1*x} #end #declare fundo = plane {z,0 texture{Jade} scale 0.5 } union{ object{bandido} object{corpocombracos} object{eixos} } #include "camlight.inc" camlight(<0,0,0>,<30,60,60>,1.00,z,1.0)