// Last edited on 2013-12-11 05:32:18 by stolfilocal // 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_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 grade = 0.0; #declare eixo_roda = cylinder { < 0, -1, 0>, < 0, 1, 0>, 0.10 } #declare pneu = cylinder{ < 0.00, -0.10, -0.00 >, < 0.00, +0.10, +0.00 >, 1.0 } #declare base_sofa = box { <4, -5, 0>, <-3, 0, 1> } #declare braco = box { <4, -5.5, 0>, <-3, -5, 5> } #declare roda = union { object{pneu} object{eixo_roda translate <0, 0.9, 0> texture {tx_fosca} } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" #include "retalho.inc" #macro meio_sofa() union { object{ roda translate <-1, -6.5, 0.3>} object{ roda translate < 2, -6.5, 0.3>} object{ base_sofa texture { tx_fosca }} object{ braco texture { tx_fosca }} #local A = array[4][4]; #local A[0][0] = < -1, -5, 1>; #local A[0][1] = < -1, -4, 1>; #local A[0][2] = < -1, -2, 1>; #local A[0][3] = < -1, +0, 1>; #local A[1][0] = < 0, -5, 2.5>; #local A[1][1] = < 0, -4, 2.5>; #local A[1][2] = < 0, -2, 2.5>; #local A[1][3] = < -0.2, +0, 2.5>; #local A[2][0] = < 0, -5, 4.5>; #local A[2][1] = < 0, -4, 4.5>; #local A[2][2] = < 0, -2, 4.5>; #local A[2][3] = < -0.2, +0, 4.5>; #local A[3][0] = < -1.7, -5, 5>; #local A[3][1] = < -1.7, -4, 5>; #local A[3][2] = < -1.7, -2, 5>; #local A[3][3] = < -1.7, +0, 5>; #local B = array[4][4]; #local B[0][0] = < -2.5, -5, 1>; #local B[0][1] = < -2.5, -4, 1>; #local B[0][2] = < -2.5, -2, 1>; #local B[0][3] = < -2.5, +0, 1>; #local B[1][0] = < -3.5, -5, 2.5>; #local B[1][1] = < -3.5, -4, 2.5>; #local B[1][2] = < -3.5, -2, 2.5>; #local B[1][3] = < -3.5, +0, 2.5>; #local B[2][0] = < -3.5, -5, 4.5>; #local B[2][1] = < -3.5, -4, 4.5>; #local B[2][2] = < -3.5, -2, 4.5>; #local B[2][3] = < -3.5, +0, 4.5>; #local B[3][0] = A[3][0]; #local B[3][1] = A[3][1]; #local B[3][2] = A[3][2]; #local B[3][3] = A[3][3]; #local C = array[4][4]; #local C[0][0] = < -1, -5, 1>; #local C[0][1] = < -1, -4, 1>; #local C[0][2] = < -1, -2, 1>; #local C[0][3] = < -1, +0, 1.0>; #local C[1][0] = < 2.0, -5, 1.3>; #local C[1][1] = < 2.0, -4, 1.3>; #local C[1][2] = < 2.0, -2, 1.3>; #local C[1][3] = < 2.0, +0, 1.0>; #local C[2][0] = < 3.0, -5, 1.5>; #local C[2][1] = < 3.0, -4, 1.5>; #local C[2][2] = < 3.0, -2, 1.5>; #local C[2][3] = < 3.0, +0, 1.0>; #local C[3][0] = < 4, -5, 1>; #local C[3][1] = < 4, -4, 1>; #local C[3][2] = < 4, -2, 1>; #local C[3][3] = < 4, +0, 1>; #local frente = object{ retalho ( A[0][0], A[0][1], A[0][2], A[0][3], A[1][0], A[1][1], A[1][2], A[1][3], A[2][0], A[2][1], A[2][2], A[2][3], A[3][0], A[3][1], A[3][2], A[3][3], grade, tx_fosca, tx_plastico ) } #local tras = object{ retalho ( B[0][0], B[0][1], B[0][2], B[0][3], B[1][0], B[1][1], B[1][2], B[1][3], B[2][0], B[2][1], B[2][2], B[2][3], B[3][0], B[3][1], B[3][2], B[3][3], grade, tx_fosca, tx_plastico ) } #local assento = object{ retalho ( C[0][0], C[0][1], C[0][2], C[0][3], C[1][0], C[1][1], C[1][2], C[1][3], C[2][0], C[2][1], C[2][2], C[2][3], C[3][0], C[3][1], C[3][2], C[3][3], grade, tx_fosca, tx_plastico ) } object { frente } object { tras } object { assento } } #end union{ object{ chao translate < 0,0,-1 > texture{ tx_xadrez } } object{ meio_sofa() } object{ meio_sofa() scale <1, -1, 1>} } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 11.0; #declare dir_camera = < 2.00, -1.00, 2.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)