// Last edited on DATE TIME by USER // Processed by remove-cam-lights #declare tinta_A = texture { pigment { color rgb < 0.85, 0.65, 0.7 > } finish { diffuse 0.1 ambient 0.1 } } #macro ponta () object { union { cylinder { <0,0,0.3> , <-5,0,0.3>, 0.7 texture { tinta_A } } box { < 0.00, 0.00, 0.00 >, <-5,0.5,-7> texture { tinta_A } } box {< 0,0.5, -7 >, <-1,5,-6.5> texture { tinta_A } } box {< -2,0.5, -7 >, <-3,5,-6.5> texture { tinta_A } } box {< -4,0.5, -7 >, <-5,5,-6.5> texture { tinta_A } }}} #end #macro braco1 (alfa) union { object{ cylinder { <0,0,0.3> , <-5,0,0.3>,0.7 texture { tinta_A } }} object { box { <0,0,0>, <-5,3,1> texture { tinta_A} }} object { ponta() rotate translate <0,3,0> }} #end #macro braco2(alfa,beta) union { object {braco1(alfa) rotate translate <0,5,0> } object { box { <0,0,0>, <-5,5,1> texture { tinta_A} }} object{ cylinder { <0,0,0.3> , <-5,0,0.3>,0.7 texture { tinta_A } }} } #end #macro braco3(alfa,beta,gama) union { object {braco2(alfa,beta) rotate translate <0,8,0> } object { box { <0,0,0>, <-5,8,1> texture { tinta_A} }}} #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; #if ((clock >= c0) & (clock < c3)) #declare rr = (clock - c0)/(c3 - c0); #declare ss = (c3 - clock)/(c3 - c0); #declare cor = ss * 0 + rr * 0.7; #end #if ((clock >= c3) & (clock < c5)) #declare rr = (clock - c3)/(c5 - c3); #declare ss = (c5 - clock)/(c5 - c3); #declare cor = ss * 0.7 + rr * 0; #end #declare cor1 = ; background{ color rgb cor1 } #if ((clock >= c0) & (clock < c1)) #declare rr = (clock - c0)/(c1 - c0); #declare ss = (c1 - clock)/(c1 - c0); #declare ang = ss * 0 + rr * 72; #end #if ((clock >= c1) & (clock < c2)) #declare rr = (clock - c1)/(c2 - c1); #declare ss = (c2 - clock)/(c2 - c1); #declare ang = ss * 72 + rr * 144; #end #if ((clock >= c2) & (clock < c3)) #declare rr = (clock - c2)/(c3 - c2); #declare ss = (c3 - clock)/(c3 - c2); #declare ang = ss * 144 + rr * 216; #end #if ((clock >= c3) & (clock < c4)) #declare rr = (clock - c3)/(c4 - c3); #declare ss = (c4 - clock)/(c4 - c3); #declare ang = ss * 216 + rr * 288; #end #if ((clock >= c4) & (clock <= c5)) #declare rr = (clock - c4)/(c5 - c4); #declare ss = (c5 - clock)/(c5 - c4); #declare ang = ss * 288 + rr * 360; #end #declare vv = < 40.00, 50.00, 35 >; #declare uu = vrotate(vv, <0,0,ang>); #macro quadro(tt) #if ((tt >= c0) & (tt < c1)) #declare rr = (tt - c0)/(c1 - c0); #declare ss = (c1 - tt)/(c1 - c0); #declare alfa = ss * -90 + rr * -90; #declare beta = ss * 0 + rr * -90; #declare gama = ss * 0 + rr * 70; #end #if ((tt >= c1) & (tt < c2)) #declare rr = (tt - c1)/(c2 - c1); #declare ss = (c2 - tt)/(c2 - c1); #declare alfa = ss * -90 + rr * 0; #declare beta = ss * -90 + rr * -70; #declare gama = ss * 70 + rr * -90; #end #if ((tt >= c2) & (tt < c3)) #declare rr = (tt - c2)/(c3 - c2); #declare ss = (c3 - tt)/(c3 - c2); #declare alfa = ss * 0 + rr * 90; #declare beta = ss * -70 + rr * -50; #declare gama = ss * -90 + rr * -90; #end #if ((tt >= c3) & (tt < c4)) #declare rr = (tt - c3)/(c4 - c3); #declare ss = (c4 - tt)/(c4 - c3); #declare alfa = ss * 90 + rr * 0; #declare beta = ss * -50 + rr * -25; #declare gama = ss * -90 + rr * -45; #end #if ((tt >= c4) & (tt < c5)) #declare rr = (tt - c4)/(c5 - c4); #declare ss = (c5 - tt)/(c5 - c4); #declare alfa = ss * 0 + rr * -90; #declare beta = ss * -25 + rr * 0; #declare gama = ss * -45 + rr * 0; #end object { braco3(alfa, beta, gama) } #end #declare cor2 = ; #declare cor3 = <0.5,cor,0.5>; #declare plano = plane {z,0 texture {pigment {checker rgb cor2, rgb cor3} finish{diffuse 0.5 ambient 0.5} }scale 2 translate -18 * z } object { quadro(clock) } object { quadro (mod(clock + 0.30,1.0)) translate<0, -30, 0>} object {plano} // Original camera parameters: // #local cam_ctr = <0,0,0> // #local cam_vec = (uu) // #local cam_sky = z #include "camlight.inc" camlight(<0,0,0>,<10,10,10>,20.0,z,1.0)