// Last edited on 2007-07-22 23:59:12 by stolfi // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #declare roleta = seed(4615); #declare tinta_A = texture { pigment { color rgb < 0.20, 0.20, 0.20 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.2 } } #declare tinta_B = texture { pigment { color rgb < 1.00, 1.00, 1.00 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.2 } } #declare tinta_C = texture { pigment { color rgb < 0.10, 0.30, 1.00 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.2 } } #declare tinta_D = texture { pigment { color rgb < 0.00, 1.00, 1.00 > } finish { diffuse 0.8 specular 0.2 roughness 0.005 ambient 0.2 } } #declare base_pc = cone { <0, 0, 11.5>, 0.1 <0, 0, 0.8>, 2.0 texture { tinta_C } } #declare meio_pc = cylinder { < 0.00, 0.00, 8.00 >, < 0.00, 0.00, 1.80 >, 1.26 texture { tinta_D } } #declare topo_pc = cylinder { < 0.00, 0.00, 10.00 >, < 0.00, 0.00, 8.00 >, 1.86 texture { tinta_D } } #declare topo_rei = box { < -0.50,-0.50, 12.00 >, < 0.50, 0.50, 10.00 > texture { tinta_A } } #declare topo_rainha_peao = sphere { < 0.00, 0.00, 11.10 >, 1.1 texture { tinta_A } } #declare ele_tab_preto = box { < -2.50,-2.50, 0.00 >, < 2.50, 2.50, 0.80 > texture { tinta_A } } #declare ele_tab_branco = box { < -2.50, 2.50, 0.00 >, < 2.50, 7.50, 0.80 > texture { tinta_B } } #declare j = 0; #while(j < 20) #declare i = 0; #while(i < 20) union { object { ele_tab_preto } object { ele_tab_branco } union { object { ele_tab_preto } object { ele_tab_branco } rotate<180,0, 0> translate<5, 5, 0.8> } translate<10*i, 10*j, 0> } #declare i = i + 1; #end #declare j = j + 1; #end #declare i = 0; #declare peao = union { object {base_pc} object {topo_rainha_peao} } #declare rei = union { object {base_pc} object {meio_pc} object {topo_pc} object {topo_rei} } #declare rainha = union { object {base_pc} object {meio_pc} object {topo_pc} object {topo_rainha_peao} } #declare posicao_x = int(40*rand(roleta)); #declare posicao_y = int(40*rand(roleta)); union { object {rei} translate } #declare posicao_x = int(40*rand(roleta)); #declare posicao_y = int(40*rand(roleta)); union { object {rei} translate } #declare posicao_x = int(40*rand(roleta)); #declare posicao_y = int(40*rand(roleta)); union { object {rainha} translate } #declare posicao_x = int(40*rand(roleta)); #declare posicao_y = int(40*rand(roleta)); union { object {rainha} translate } #while(i < 40) #declare posicao_x = int(40*rand(roleta)); #declare posicao_y = int(40*rand(roleta)); union{ object {peao} translate<5*posicao_x, 5*posicao_y, 0> } #declare i = i + 1; #end // Original camera parameters: // #local cam_ctr = <100.00,100.00,0.00> // #local cam_vec = (<0.00,0.00,55.00>-<100.00,100.00,0.00>) // #local cam_sky = z #include "camlight.inc" camlight(<100.00,100.00,0.00>,<10,10,10>,220.0,z,1.0)