// Last edited on 2009-07-22 12:53:58 by stolfilocal // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare raio = 2.000; #declare tinta_A = texture { pigment { color rgb < 0.10, 0.80, 1.00 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare tinta_B = texture { pigment { color rgb < 1.00, 0.80, 0.10 > } finish { diffuse 0.8 specular 0.1 roughness 0.005 ambient 0.1 } } #declare roleta = seed(415); #declare roleta4 = seed(15); #declare dist_prateleiras=0; #declare prateleira1 = box{ < 0.00, 0.00, 0.00 >,<1.00, 4.00, 0.5> } #declare obj_prateleira1 = box{ < 0.40, 0.00, 0.00 >,<0.5, 0.50, 0.3> } #declare obj_prateleira2 = sphere{ < 0.50, 0.00, 0.00 >, 0.2 } #declare obj_prateleira3 = cone{ < 0.50, 0.00, 0.00 >, 0.25 <0.5, 0.00, 0.5>, 0.1 } #declare j=0; #declare i=0; #declare estante = union { #while (j<4) #declare m =int(rand(roleta)*3)+1; #declare dist_prateleiras=dist_prateleiras+m; object {prateleira1 translate <0.00,0.00,dist_prateleiras> } #while (i<3) #declare m3=int(rand(roleta4)*3); #if(i=0) #declare dist_obj =1; #end #if(i=1) #declare dist_obj =2; #end #if(i=2) #declare dist_obj =2.8; #end #if (m3=0) object {obj_prateleira1 translate <0.00,dist_obj,0.5+dist_prateleiras> } #end #if (m3=1) object {obj_prateleira2 translate <0.00,dist_obj,0.5+dist_prateleiras> } #end #if (m3=2) object {obj_prateleira3 translate <0.00,dist_obj,0.5+dist_prateleiras> } #end #declare i=i+1; #end #declare i=0; #declare j=j+1; #end texture {tinta_A} } #declare coluna1 = cylinder { <0.50, 0.50, 1.00>, <0.50, 0.50, dist_prateleiras> 0.1 texture { tinta_A } } #declare coluna2 = cylinder { <0.50, 3.50, 1.00>, <0.50, 3.50, dist_prateleiras> 0.1 texture { tinta_A } } #declare j=0; #declare dist_prateleiras1 = 0; #declare roleta1 = seed(25); #declare roleta5 = seed(115); #declare m1 = 0; #declare estante2 = union { #while (j<3) #declare m1 =int(rand(roleta1)*2)+1; #declare dist_prateleiras1=dist_prateleiras1+m1; object {prateleira1 translate <0.00,0.00,dist_prateleiras1> } #while (i<3) #declare m4=int(rand(roleta5)*3); #if(i=0) #declare dist_obj =1; #end #if(i=1) #declare dist_obj =2; #end #if(i=2) #declare dist_obj =2.8; #end #if (m4=0) object {obj_prateleira1 translate <0.00,dist_obj,0.5+dist_prateleiras1> } #end #if (m4=1) object {obj_prateleira2 translate <0.00,dist_obj,0.5+dist_prateleiras1> } #end #if (m4=2) object {obj_prateleira3 translate <0.00,dist_obj,0.5+dist_prateleiras1> } #end #declare i=i+1; #end #declare i=0; #declare j=j+1; #end texture {tinta_A} } #declare coluna11 = cylinder { <0.50, 0.50, 1.00>, <0.50, 0.50, dist_prateleiras1> 0.1 texture { tinta_A } } #declare coluna21 = cylinder { <0.50, 3.50, 1.00>, <0.50, 3.50, dist_prateleiras1> 0.1 texture { tinta_A } } #declare estante_completo1 = union { object {estante2} object {coluna11} object {coluna21} translate <0.00,-8.00,0.00> rotate <0,0,-90> } #declare j=0; #declare dist_prateleiras2 = 0; #declare roleta2 = seed(134); #declare roleta6 = seed(579); #declare m2 = 0; #declare estante3 = union { #while (j<2) #declare m2 =int(rand(roleta2)*3)+1; #declare dist_prateleiras2=dist_prateleiras2+m2; object {prateleira1 translate <0.00,0.00,dist_prateleiras2> } #while (i<3) #declare m5=int(rand(roleta6)*3); #if(i=0) #declare dist_obj =1; #end #if(i=1) #declare dist_obj =2; #end #if(i=2) #declare dist_obj =2.8; #end #if (m5=0) object {obj_prateleira1 translate <0.00,dist_obj,0.5+dist_prateleiras2> } #end #if (m5=1) object {obj_prateleira2 translate <0.00,dist_obj,0.5+dist_prateleiras2> } #end #if (m5=2) object {obj_prateleira3 translate <0.00,dist_obj,0.5+dist_prateleiras2> } #end #declare i=i+1; #end #declare i=0; #declare j=j+1; #end texture {tinta_A} } #declare coluna31 = cylinder { <0.50, 0.50, 1.00>, <0.50, 0.50, dist_prateleiras2> 0.1 texture { tinta_A } } #declare coluna32 = cylinder { <0.50, 3.50, 1.00>, <0.50, 3.50, dist_prateleiras2> 0.1 texture { tinta_A } } #declare estante_completo3 = union { object {estante3} object {coluna31} object {coluna32} translate <-7.00,-2.00,0.00> rotate <0,0,-45> } union { object {estante} object {coluna1} object {coluna2} object {estante_completo1} object {estante_completo3} } // Original camera parameters: // #local cam_ctr = <0.00,-2.00,-1.5> // #local cam_vec = (<-15.00,9.00,10.00>-<0.00,-2.00,-1.5>) // #local cam_sky = z #include "camlight.inc" camlight(<0.00,5.00,5.00>,<10,10,7>,20.0,z,1.0)