// Last edited on 2009-07-24 18:22:12 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 } } # macro peca1() box { <5, -10,-5>, <0, 0, 0> texture { tinta_A } } # end # macro peca2(beta) union{ box{ <5, -5, -10>, <0, 0, 0> texture {tinta_A} } object{ peca1() rotate translate<0, 0, -10>} } #end #macro peca3( alfa, beta ) union{ box{ <5, -10, -5>, <0, 0, 0> texture { tinta_A } } object{ peca2(beta) rotate<-alfa, 0, 0> translate <0, -10, 0>} } #end # macro peca4 (teta, alfa, beta) union { box{ <5,-5,-30>, <0, 0, 0> texture { tinta_A } } box{ <10, -10, -35>, <-10, 10, -30> texture {tinta_B} } object { peca3(alfa, beta) rotate<-teta,0,0> translate<0,0,0>} } #end #declare c0 = 0.0; #declare c1 = 0.2; #declare c2 = 0.4; #declare c3 = 0.6; #declare c4 = 0.8; #declare c5 = 1.0; #declare nh = 5; #declare nv = 6; #declare nquadros = nh*nv; #declare cini = 0.0; #declare cfim = 1.0; #declare cpasso = (cfim-cini)/(nquadros - 0.9999); #declare ck = cini; #declare iv = 0; #while(iv < nv) #declare ih = 0; #while(ih < nh) #if (( ck >= c0) & (ck< c1)) #declare rr = (ck-c0)/(c1-c0); #declare ss = (c1-ck)/(c1-c0); #declare teta = ss*0 + rr*(-30); #declare alfa = ss*0 + rr*30; #declare beta = ss*0 + rr*0; #end #if (( ck >= c1) & (ck< c2)) #declare rr = (ck-c1)/(c2-c1); #declare ss = (c2-ck)/(c2-c1); #declare teta = ss*(-30) + rr*(-30); #declare alfa = ss*30 + rr*90; #declare beta = ss*0 + rr*60; #end #if (( ck >= c2) & (ck< c3)) #declare rr = (ck-c2)/(c3-c2); #declare ss = (c3-ck)/(c3-c2); #declare teta = ss*(-30) + rr*0; #declare alfa = ss*90 + rr*90; #declare beta = ss*60 + rr*90; #end #if (( ck >= c3) & (ck< c4)) #declare rr = (ck-c3)/(c4-c3); #declare ss = (c4-ck)/(c4-c3); #declare teta = ss*0 + rr*0; #declare alfa = ss*90 + rr*90; #declare beta = ss*90 + rr*120; #end #if (( ck >= c4) & (ck< c5)) #declare rr = (ck-c4)/(c5-c4); #declare ss = (c5-ck)/(c5-c4); #declare teta = ss*0 + rr*30; #declare alfa = ss*90 + rr*0; #declare beta = ss*120 + rr*0; #end object{ peca4(teta, alfa, beta) translate } #declare ck = ck + cpasso; #declare ih = ih + 1; #end #declare iv = iv + 1; #end // Original camera parameters: // #local cam_ctr = <50.00,50.00,50.00> // #local cam_vec = (<100.00,100.00,100.00>-<50.00,50.00,50.00>) // #local cam_sky = z #include "camlight.inc" camlight(<50*(nh-1)/2,0,50*(nv-1)/2-20>,<10,-10,5>,490.0,z,1.0)