// Exemplo de arquivo de descricao de cena para POV-ray
// Last edited on 2010-03-04 15:44:01 by stolfi

// ======================================================================
// CORES E TEXTURAS

background{ color rgb < 0.75, 0.80, 0.85 > }

#declare tx_plastico = 
  texture{
    pigment{ color rgb < 0.60, 0.52, 0.25 > }
    finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 }
  }

#declare tx_plastico2 = 
  texture{
    pigment{ color rgb < 0.80, 0.52, 0.25 > }
    finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 }
  }

#declare tx_fosca = 
  texture{
    pigment{ color rgb < 1.00, 0.80, 0.10 > }
    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 tx_xadrez2 =
  texture{
    pigment{ checker color rgb < 0.60, 0.32, 0.10 >, color rgb < 1.00, 0.97, 0.90 > }
    finish{ diffuse 0.9 ambient 0.1 }
    scale 2.0
  }

// ======================================================================
// DESCRIÇÃO DA CENA 

#declare raio = 2.000;

// Partes da cena:
  
#declare chao = 
  box{ <-20,-20,-1>, <+20,+20,0> }

#declare tronco =
  cylinder{ <0,0,0>, <0,0,5>, 0.8  }

#declare galho =
 union{
  cylinder{ <0,0,0>, <0,0,4>, 0.3 }
  box { <0,0,0>, <0.6,0.1,1> pigment{color rgb <0,0.7,0> } translate<-0.3,-0.05,4> }
}

#declare folhas =
  sphere{ <0,0,0>, 2 }

#include "eixos.inc"

// Aqui está a cena, finalmente:

#macro galhos(n,altura,altura2)
  #if (n = 0)
    union{
	//object{ galho }
    }
  #else
   union{
    object { galho scale<pow(0.75,n),pow(0.75,n),pow(0.75,n)> rotate<0,-31*n,0> translate<-sin(-31*n)*1.5,0,altura> }
    #local altura_nova= altura-cos(-31*n)*1.5;
    object { galho scale<pow(0.75,n),pow(0.75,n),pow(0.75,n)> rotate<0,31*n,0> translate<-sin(31*n)*1.5,0,altura> }
    //object { galho scale<pow(0.75,n),pow(0.75,n),pow(0.75,n)> rotate<0,pow(0.80,n)*100,0> translate<cos(pow(0.80,n)*100),0,altura2> }
    #local altura_nova2= altura2-cos(31*n)*1.5;
    object { galhos(n-1,altura_nova,altura_nova2) }
  }
  #end
#end

union{
  object{ chao translate < 0,0,0 > texture{tx_plastico} }
  object{ tronco texture{tx_plastico2} }
  object{ galhos(4,4,3) texture{tx_plastico2} }
  object{ folhas pigment{ color rgb < 0.00, 0.85, 0.00 > } translate <0,0,6.5>}

  object{ eixos(4) }

}

#include "camlight.inc"
#declare centro_cena = < 0.00, 0.00, 1.00 >;
#declare raio_cena = 10.0;
#declare dir_camera = < 10.00, 9.00, 6.0 >;
#declare dist_camera = 16.0;
#declare intens_luz = 1.00;
camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)