// Last edited on 2007-07-22 23:21:00 by stolfi // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #declare branco = texture { pigment { color rgb < 1.00, 1.00, 1.00 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.2 } } #declare preto = texture { pigment { color rgb < 0.00, 0.00, 0.00 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.2 } } #declare vermelho = texture { pigment { color rgb < 1.000, 0.000, 0.000 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.2 } } #declare verde = texture { pigment { color rgb < 0.000, 0.850, 0.000 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.2 } } #declare azul = texture { pigment { color rgb < 0.000, 0.300, 1.000 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.2 } } #declare eixoX = cylinder { < 0.00, 0.00, 0.00 >, < 10.00, 0.00, 0.00 >, 0.05 texture { vermelho } } #declare eixoY = cylinder { < 0.00, 0.00, 0.00 >, < 0.00, 10.00, 0.00 >, 0.05 texture { verde } } #declare eixoZ = cylinder { < 0.00, 0.00, 0.00 >, < 0.00, 0.00, 10.00 >, 0.05 texture { azul } } #declare eixos_cartesianos = union { object {eixoX } object {eixoY } object {eixoZ } } #declare caixa = box { < -0.50, -0.50, 0.00 >, < 0.50, 0.50, -1.00 > } #declare base_tabuleiro = union { object {caixa translate <0.50,0.50,0> texture { preto } } object {caixa translate <-0.50,0.50,0> texture { branco } } object {caixa translate <0.50,-0.50,0> texture { branco } } object {caixa translate <-0.50,-0.50,0> texture { preto } } } #declare cone_base_peao = cone { < 0.00, 0.00, 0.00 >, 0.25 < 0.00, 0.00, 1.00 >, 0.00 texture { azul } } #declare esfera_cabeca_peao = sphere { < 0.00, 0.00, 1.00 >, 0.20 texture { azul } } #declare peao = union { object {cone_base_peao} object {esfera_cabeca_peao} } #declare cilindro_base_torre = cylinder { < 0.00, 0.00, 0.00 >, < 0.00, 0.00, 1.00 >, 0.20 texture { vermelho } } #declare cilindro_cabeca_torre = cylinder { < 0.00, 0.00, 1.00 >, < 0.00, 0.00, 1.30 >, 0.35 texture { vermelho } } #declare torre = union { object {cilindro_base_torre} object {cilindro_cabeca_torre} } #declare esfera_base_rei = sphere { < 0.00, 0.00, 0.50 >, 0.50 texture { verde } } #declare esfera_cabeca_rei = sphere { < 0.00, 0.00, 1.30 >, 0.25 texture { verde } } #declare cone_coroa_rei = cone { < 0.00, 0.00, 1.50 >, 0.40 < 0.00, 0.00, 1.80 >, 0.00 texture { verde } } #declare rei = union { object {esfera_base_rei} object {esfera_cabeca_rei} object {cone_coroa_rei} } #declare i=0; #while (i<20) #declare j=0; #while (j<20) object{ base_tabuleiro translate } object{ base_tabuleiro translate <-(i*2),j*2,0> } object{ base_tabuleiro translate } object{ base_tabuleiro translate <-(i*2),-(j*2),0> } #declare j=j+1; #end #declare i=i+1; #end #declare roleta = seed (23554); #declare i=0; #while (i<39) #declare j=0; #while (j<39) #declare aleatorio = rand(roleta); #if ( aleatorio < 0.30 ) object{ peao translate } #else #if ( aleatorio < 0.45) object{ torre translate } #else #if (aleatorio < 0.50) object{ rei translate } #end #end #end #declare aleatorio = rand(roleta); #if ( aleatorio < 0.30 ) object{ peao translate <-(i+0.5),j+0.5,0> } #else #if ( aleatorio < 0.45) object{ torre translate <-(i+0.5),j+0.5,0> } #else #if (aleatorio < 0.5) object{ rei translate <-(i+0.5),j+0.5,0> } #end #end #end #declare aleatorio = rand(roleta); #if ( aleatorio < 0.30 ) object{ peao translate } #else #if ( aleatorio < 0.45) object{ torre translate } #else #if (aleatorio < 0.5) object{ rei translate } #end #end #end #declare aleatorio = rand(roleta); #if ( aleatorio < 0.30 ) object{ peao translate <-(i+0.5),-(j+0.5),0> } #else #if ( aleatorio < 0.45) object{ torre translate <-(i+0.5),-(j+0.5),0> } #else #if (aleatorio < 0.5) object{ rei translate <-(i+0.5),-(j+0.5),0> } #end #end #end #declare j=j+1; #end #declare i=i+1; #end // Original camera parameters: // #local cam_ctr = <0,0,0> // #local cam_vec = <10.00,10.00,6.00> // #local cam_sky = z #include "camlight.inc" #local RR = (39 * 1)/2; camlight(,<10,10,10>,50.0,z,1.0)