// Last edited on DATE TIME by USER
// Processed by remove-cam-lights

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

#declare roleta = seed(600);

#declare tx_plastico =
  texture{
    pigment{ color rgb < 0.10, 0.80, 1.00 > }
    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 raio = 2.000;

#declare bolinha =
  sphere{ < 0,0,0 >, 0.60 }

#declare bolota =
  sphere{ < 0,0,0 >, 1.50 }

#declare bola =
  sphere{
    < 0.00, 0.00, 0.00 >, raio
    texture{ tx_plastico }
  }

#declare pino =
  cylinder{
    < -2.00, +2.00, -1.00 >,
    < +2.00, -2.00, +1.00 >,
    0.75
    texture{ tx_fosca }
  }

#declare furo =
  cylinder{
    < -1.00, -2.00, -2.00 >,
    < +1.00, +2.00, +2.00 >,
    0.75*raio
    texture{ tx_fosca }
  }

#declare chao =
  box{ <-70,-70,-1>, <+70,+70,0> }

#declare caixa =
  box{ <0,0,0>, <+2,+2,+2>
       texture{ tx_plastico }
   }

#declare tampa =
  box{ <0,0,2>, <-0.1,2,+4>
        texture{ tx_plastico }
  }

#declare pescoco=
   cone {
    <+1.00, +1.00, 3.00>, 0.5    // Center and radius of one end
    <+1.00, +1.00, 4.00>, 0    // Center and radius of other end
    texture {tx_xadrez }
  }

#declare suporte =
  box{ <1,1,2>, <0.5,1.5,4>
       texture{ tx_fosca }
   }

   #declare braco_dir_pe =
  box{ <0,0,0>, <-0.5,0.25,2>
       texture{ tx_vidro }
   }

#declare braco_esq_pe =
  box{ <0,0,0>, <-0.5,0.25,2>
       texture{ tx_vidro }
   }

#declare corpo =
  sphere{
    < 0.00, 0.00, 0.00 >,
    3
    texture{ tx_fosca }
  }

#declare cabeca =
  sphere{
    < 0.00, 0.00, 0.00 >,
    1.5
    texture{ tx_fosca }
  }

#declare braco_dir =
  cylinder{
    < 0.00, 0.00, 0.00 >,
    < 0.00, 2.00, 0.00 >,
    0.75
    texture{ tx_plastico }
  }

#declare antebraco_dir =
  cylinder{
    < 0.00, 0.00, 0.00 >,
    < 0.00, 1.00, 0.00 >,
    0.75
    texture{ tx_espelho }
  }

#declare mao_dir =
  cylinder{
    < 0.00, 0.00, 0.00 >,
    < 0.00, 0.50, 0.00 >,
    0.75
    texture{ tx_vidro }
  }

#declare braco_esq =
  cylinder{
    < 0.00, 0.00, 0.00 >,
    < 0.00, -2.00, 0.00 >,
    0.75
    texture{ tx_plastico }
  }

#declare antebraco_esq =
  cylinder{
    < 0.00, 0.00, 0.00 >,
    < 0.00, -1.00, 0.00 >,
    0.75
    texture{ tx_espelho }
  }

#declare mao_esq =
  cylinder{
    < 0.00, 0.00, 0.00 >,
    < 0.00, -0.50, 0.00 >,
    0.75
    texture{ tx_vidro }
  }

#declare coxa_dir =
  cylinder{
    < 0.00, 0.00, 0.00 >,
    < 0.00, 0.0, -2.00 >,
    0.75
    texture{ tx_fosca }
  }

#declare canela_dir =
  cylinder{
    < 0.00, 0.00, 0.00 >,
    < 0.00, 0, -2.00 >,
    0.75
    texture{ tx_plastico }
  }

#declare coxa_esq =
  cylinder{
    < 0.00, 0.00, 0.00 >,
    < 0.00, 0.0, -2.00 >,
    0.75
    texture{ tx_fosca }
  }

#declare canela_esq =
  cylinder{
    < 0.00, 0.00, 0.00 >,
    < 0.00, 0, -2.00 >,
    0.75
    texture{ tx_plastico }
  }

#include "eixos.inc"

#declare ladoesq =
  box {
    < 0.00, 0.00, 0.00 >,
    < -5.00, 5.00, 40.00 >
    texture { tx_fosca }
    }

#declare ladocima =
  box {
    < 0.00, 0.00, 0.00 >,
    < -5.00, 55.00, 5.00 >
    texture { tx_fosca }
    }

#declare ladoshor =
  box {
    < 0.00, 0.00, 0.00 >,
    < -5.00, 1.00, 40.00 >
    texture { tx_fosca }
    }

#declare ladosvert =
  box {
    < 0.00, 0.00, 0.00 >,
    < -5.00, 50.00, 1.00 >
    texture { tx_fosca }
    }

#declare bolinha =
  sphere{
    < 0.00, 0.00, 0.00 >,
    1.3
    texture{ tx_plastico }
  }

  #declare bolinha2 =
  sphere{
    < 0.00, 0.00, 0.00 >,
    1.3
    texture{ tx_xadrez }
  }

#declare numeros = 5;
#declare vetor = array[numeros];
#declare vetor[0] = 0*(1-clock)+clock*1;
#declare vetor[1] = 1*(1-clock)+clock*2;
#declare vetor[2] = 2*(1-clock)+clock*3;
#declare vetor[3] = 3*(1-clock)+clock*4;
#declare vetor[4] = 4*(1-clock)+clock*5;

object{ chao  texture{ tx_xadrez } }
object{ ladocima }
object{ ladoesq translate <0,0,5> }
object{ ladoesq translate <0,50,5> }
object{ ladocima translate <0,0,43>}
object{ ladoshor translate <0,10,5>}
object{ ladoshor translate <0,20,5>}
object{ ladoshor translate <0,30,5>}
object{ ladoshor translate <0,40,5>}
object{ ladosvert translate <0,0,12>}
object{ ladosvert translate <0,0,20>}
object{ ladosvert translate <0,0,28>}
object{ ladosvert translate <0,0,36>}

#macro posicao(pos,i,numerofileira2,prob)
        #local def = (rand(roleta)<prob);
        #if(def)
                object{ bolinha2 translate <0,10*i,7.5*numerofileira2+4*pos>}
        #else
                object{ bolinha translate <0,10*i,7.5*numerofileira2+4*pos>}
        #end
#end

#macro fileira(n,valor,numerofileira,prob)
        union{
        #local r=int(valor);
        #local f=valor-r;
        #local i = n;
        #local valor2 = valor;

        #while (i > 0)
     #local vv = mod(r,2);
     #if (vv=0)
       object{posicao(f,i,numerofileira,prob)}
       #local f = 0;
     #else
       object{posicao(1-f,i,numerofileira,prob)}
     #end
     #local i = i - 1;
          #local r = int(r/2);
   #end
        }

#end

#macro abaco(numfil,bitfil,vetor,prob)

union{

        #local num = numfil;
        #while(num > 0)
                object{ fileira(bitfil,vetor[num-1],num,prob) }
                #local num = num - 1;
        #end
}
#end

#abaco(5,4,vetor,0.2)

#include "camlight.inc"
#declare centro_cena = < 0.00, 0.00, 1.00 >;
#declare raio_cena = 100.0;
#declare dir_camera = < 14.00, 0.00, -4.00*(1-clock)+4*clock >;
#declare dist_camera = 200.0;
#declare intens_luz = 1.00;
camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)