// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_plastico = texture{ pigment{ color rgb < 0.30, 0.95, 0.10 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_blue = texture{ pigment{ color rgb < 0.30, 0.5, 0.90 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_yellow = texture{ pigment{ color rgb < 1, 1, 0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_black = texture{ pigment{ color rgb < 0, 0, 0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_white = texture{ pigment{ color rgb < 1, 1, 1 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_green = texture{ pigment{ color rgb < 0.30, 0.9, 0.20 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_marrom = texture{ pigment{ color rgb < 0.55, 0.15, 0.45 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_head = texture{ pigment{ color rgb < 0.90, 0.15, 0.10 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 0.75, 0.25, 0.05 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 0.85, 0.30 > } finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.85, 0.30 > ambient 0.1 } } #declare tx_vidro = texture{ pigment{ color rgb < 0.85, 0.95, 1.00 > filter 0.70 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #declare corpo = box { <0,0,0>, <2,1,4> texture{ tx_blue } } #declare corpo2 = box { <0,0,0>, <2,1,4> texture{ tx_head } } #declare braco = box { <0,0,0>, <-2,0.5,0.5> texture{ tx_head } } #declare perna = box { <0,0,0>, <0.5,0.5,-2> texture{ tx_yellow } } #declare head = sphere { <0,0,0>, 0.7 texture{ tx_head } } #declare boneco = union { object{head translate<1,0.5,4.6>} object{corpo translate <0,0,0>} object{braco translate <0,0.25,3>} object{braco translate <4,0.25,3>} object{perna translate <0.2,0.25,0>} object{perna translate <1.3,0.25,0>} } #declare boneco2 = union { object{head translate<1,0.5,4.6>} object{corpo2 translate <0,0,0>} object{braco translate <0,0.25,3>} object{braco translate <4,0.25,3>} object{perna translate <0.2,0.25,0>} object{perna translate <1.3,0.25,0>} } #declare degrau = box {<0,0,0>,<5.5,1,0.5> texture{tx_marrom} } #declare degrau2 = box {<0,0,0>,<5.5,1,0.5> texture{tx_xadrez} } #declare banco = difference { sphere{ < 0,0,0 >, 0.5 texture{tx_plastico}} box {<1,-1,0>,<-1,1,-1> texture{tx_green} } } #macro escada(n) union { #declare i =0; #while (i0) object{degrau2 translate<0,i,j/2>} #declare j=j-1; #end #declare i=i+1; #end } #end #macro secao(fileiras,assentos) union { #declare roleta = seed(9317); #declare i =0; #declare prob1=0.4; #declare prob2=0.3; #declare tamanho=5.5*assentos/4; #while (i0) object{degrau scale translate<0,i,j/2>} #declare j=j-1; #end #declare k=0; #while (k} #if (rand(roleta) < prob1) object{boneco scale 0.15 translate<(tamanho/assentos)*k+0.5,i+0.5,(fileiras-i)/2+1.2>} #else #if (rand(roleta) < prob2) object{boneco2 scale 0.15 translate<(tamanho/assentos)*k+0.5,i+0.5,(fileiras-i)/2+1.2>} #end #end #declare k = k+1; #end #declare i=i+1; #end } #end #include "eixos.inc" #declare chao = box{ <0,0,-1>, <20,10,0> } #declare linhasRetangulo = difference { box{ <0,0,-0.1>, <20,10,0> } box{ <0.5,0.5,-0.9>, <19.5,9.5,0.1> } } #declare circuloCentral = difference { cylinder {<0,0,0>, <0,0,0.1>, 2} cylinder {<0,0,-0.1>, <0,0,0.11>, 1.7} } #declare grandeArea = difference { box{ <0,0,-0.1>, <3.5,7,0> } box{ <0.5,0.5,-0.9>, <3,6.5,0.1> } translate <0,1.5,0> } #declare entradaArea = difference { object{circuloCentral} box{<0,-10,-0.2>, <-10,100,20>} } #declare linhaCentral = box {<9.8,0,-0.1>,<10.20,10,0.1> } #declare pequenaArea = object {grandeArea scale 0.5 translate<0,2.5,0>} #declare trave = union { cylinder {<0,4,0>,<0,4,0.7>, 0.1} cylinder {<0,6,0>,<0,6,0.7>, 0.1} cylinder {<0,4,0.7>,<0,6,0.7>,0.1} translate <0.4,0,0> } #declare ladoDireito = union { object{grandeArea translate<0,0,0.1> texture{tx_white}} object{pequenaArea translate<0,0,0.1> texture{tx_white}} object{entradaArea scale 0.7 translate<3.5,5.15,0.1> texture{tx_white}} object{trave texture{tx_white}} } #declare ladoEsquerdo = object{ladoDireito scale<-1,0,0> translate<20,0,0>} #declare campo = union { object{ chao translate < 0,0,0 > texture{ tx_plastico } } object{linhasRetangulo translate<0,0,0.1> texture{tx_white}} object{circuloCentral translate<10,5,0.1> texture {tx_white}} object{ladoDireito} object{linhaCentral translate<0,0,0.1> texture{tx_white}} object{ladoEsquerdo} } #declare lado1 = union { object{escada(6) translate <-5,-1,-1>} object{secao(6,9) translate <0,-1,-1> scale 1} } #declare time1= union { object {boneco rotate 90*z scale 0.16 translate <3,8,0.4> } object {boneco rotate 90*z scale 0.16 translate <3,11,0.4> } object {boneco rotate 90*z scale 0.16 translate <1,6,0.4> } object {boneco rotate 90*z scale 0.16 translate <0,8,0.4> } object {boneco rotate 90*z scale 0.16 translate <0,11,0.4> } object {boneco rotate 90*z scale 0.16 translate <1,14,0.4> } object {boneco rotate 90*z scale 0.16 translate <-2,6,0.4> } object {boneco rotate 90*z scale 0.16 translate <-3,8,0.4> } object {boneco rotate 90*z scale 0.16 translate <-3,11,0.4> } object {boneco rotate 90*z scale 0.16 translate <-2,14,0.4> } object {boneco rotate 90*z scale 0.16 translate <-5,10.3,0.4> } } #declare time2 = union { object {boneco2 rotate 90*z scale 0.16 translate <12,10,0.4> } object {boneco2 rotate 90*z scale 0.16 translate <10,8,0.4> } object {boneco2 rotate 90*z scale 0.16 translate <10,12,0.4> } object {boneco2 rotate 90*z scale 0.16 translate <10,10,0.4> } object {boneco2 rotate 90*z scale 0.16 translate <8,8,0.4> } object {boneco2 rotate 90*z scale 0.16 translate <8,12,0.4> } object {boneco2 rotate 90*z scale 0.16 translate <8,10,0.4> } object {boneco2 rotate 90*z scale 0.16 translate <7,14,0.4> } object {boneco2 rotate 90*z scale 0.16 translate <7,6,0.4> } object {boneco2 rotate 90*z scale 0.16 translate <4,9,0.4> } object {boneco2 rotate 90*z scale 0.16 translate <4,11,0.4> } } union{ object{campo translate<-7,5,0>} object{ eixos(3.00) } object {lado1} object {lado1 scale <0,-1,0> translate<0,20,0.1>} object {time1} object{time2} } #include "camlight.inc" #declare centro_cena = < 0.00, 7.00, 1.00 >; #declare raio_cena = 25.0; #declare dir_camera = < 5.00, 5.00, 5.00 >; #declare dist_camera = 100.0; #declare intens_luz = 2.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)