#include "textures.inc" // CORES E TEXTURAS background{ color rgb < 1 1 1 > } #declare tx_chave = texture{ pigment{ color rgb < 0.68 0.13, 0.13 >} finish{ diffuse 0.7 ambient 0.5 brilliance 0.3 reflection 0.1} } #declare tx_arvore = texture{ pigment{ color rgb < 0.64, 0.16, 0.16 > } finish{ diffuse 0.2 ambient 0.1 } } #declare tx_prata = texture{ pigment{ color rgb < 0.3, 0.3, 0.3 > } //finish{ diffuse 0.2 reflection 0.2 } } #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} } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.5, 0.44, 0.98 >, color rgb < 0.00, 0.86, 0.29 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } //MACROS #macro bit(valor,defeito) #if(defeito=1) object{chavedef} #else object{chave rotate <0,(90*valor - 45),0> } #end #end #macro fileira(n,valor,prob) #local i=0; #local position= <0,-n*4/2,0>; #local r=int(valor); #local f = valor - r; union{ #while(i; #local i = i+1; #end } #end #macro abaco(m,n,valores,prob) #local i=0; #local position= <0,0,m*3/2>; union{ #while(i; #local i = i+1; #end } #end // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 0.5; #declare origem = <0,0,0>; #declare roleta = seed(1); #declare aux1 = cylinder{<0,-2,0>,<0,2,0>,raio texture{tx_chave} } #declare aux2 = cylinder{origem, <2,0,0>,0.5*raio texture{tx_chave} } #declare chave = union{ object{aux1} object{aux2 translate<0,-1.7,0> } object{aux2 translate <0,1.7,0> } translate <-2,0,0> } #declare chavedef = union{ object{aux1} object{aux2 translate<0,-1.7,0> } translate <-2,0,0> } #declare maquina = box{ <0,-3,2>,<5,3,-2> texture{tx_prata} //translate <0,0,5> } #declare parede = box{ <5,-50,-70>, <6,50,70> texture{Cherry_Wood} } #declare chao = box{ <-100,-140,-70>, <100,140,-73> texture{tx_xadrez} } //declaracao do vetor de valores #declare maximo=10; #declare valores = array[maximo]; #declare valores[0] = (1 - clock)*0 + clock*2; #declare valores[1] = (1 - clock)*2 + clock*4; #declare valores[2] = (1 - clock)*5 + clock*7; #declare valores[3] = (1 - clock)*8 + clock*10; #declare valores[4] = (1 - clock)*11 + clock*13; #declare valores[5] = (1 - clock)*14 + clock*16; #declare valores[6] = (1 - clock)*17 + clock*19; #declare valores[7] = (1 - clock)*20 + clock*21; #declare valores[8] = (1 - clock)*22 + clock*24; #declare valores[9] = (1 - clock)*0 + clock*112; #declare nbits1 = 7; #include "eixos.inc" union{ object{parede} object{chao} object{maquina scale <0,nbits1,maximo> translate <0,-1.5,0> } union{ object{abaco(maximo,nbits1,valores,0)} } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 40 + 30*clock; //#declare dir_camera = < -3,0,0 >; #declare dir_camerax = -3; #declare dir_cameray = -10 + 20*clock; #declare dir_cameraz = 5*clock; #declare dir_camera = ; #declare dist_camera = 60; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)