// 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 < 0.10, 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 esfera = sphere { <0,0,0> 0.5 } #declare caixa = box { <0,0,0> <1,1,0.6> texture {tx_plastico} } #declare valor=array[4] #declare valor[0] = (1-clock) * 0 + clock * 10; #declare valor[1] = (1-clock) * 11 + clock * 20; #declare valor[2] = (1-clock) * 21 + clock * 30; #declare valor[3] = (1-clock) * 30 + clock * 40; #declare valor2=array[3] #declare valor2[0] = (1-clock) * 15 + clock * 25; #declare valor2[1] = (1-clock) * 25 + clock * 35; #declare valor2[2] = (1-clock) * 35 + clock * 45; #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #declare roleta = seed(5487); #macro chave(POSICAO, defeito) union{ cylinder { <0,0,0> <0,0,2> 0.25 texture {tx_plastico}} #if (defeito = 0) object { esfera translate <0,0,2*POSICAO> texture {tx_plastico} } #else object { esfera translate <0,0,2*POSICAO> texture {tx_fosca} } #end } #end #macro caixagrande() difference { box { <0,0,0> <6,16,10> texture {tx_xadrez}} box { <-1.4,0,0> <6,14, 4> texture {tx_plastico} translate <1,1,0.5> } box { <-1.4,0,0> <6,14, 4> texture {tx_plastico} translate <1,1,5> } } #end #macro fileira(BITS, VALOR, PROBABILIDADE) #local AUX = 0; #local AUX_VALOR = 0; #local AUX_VALOR_PROX = 0; #local DEFEITO =0; #local AUX2 =0; #local FRACAO = 0; #local AUX_VALOR = int(VALOR); #local FRACAO = VALOR-AUX_VALOR; #local AUX_VALOR_PROX = AUX_VALOR+1; union { #while(AUX } #else object { chave(1,DEFEITO) translate <0,-AUX,0> } #end #else #if (mod(AUX_VALOR,2) = 0) #if (mod(AUX_VALOR_PROX, 2) = 0) object { chave(0, DEFEITO) translate <0, -AUX,0> } #else object { chave(FRACAO, DEFEITO) translate <0, -AUX,0> } #end #else #if (mod(AUX_VALOR_PROX, 2) = 0) object { chave(1-FRACAO, DEFEITO) translate <0, -AUX,0> } #else object { chave(1, DEFEITO) translate <0, -AUX,0> } #end #end #end #local AUX_VALOR = int(AUX_VALOR/2); #local AUX_VALOR_PROX = int(AUX_VALOR_PROX/2); #local AUX = AUX+1; #end } #end #macro abaco(M, N, valor, PROB) #local AUX = 0; union{ #while (AUX < M) object { fileira(N, valor[AUX], PROB) translate <0,0,AUX*3.5> } #local AUX = AUX+1; #end } #end #include "eixos.inc" union { object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } object { abaco(4, 8 ,valor, 0.50) } object { abaco(3, 8 ,valor2, 0.25) translate <0, +10, 0>} } #include "camlight.inc" #declare centro_cena = < 0.00, 0.0, 3.00 >; #declare raio_cena = 30.0; #declare dir_camera = < sin(pi*clock), cos(pi*clock), 1.00 >; #declare dist_camera = 20.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)