// Last edited on 2013-12-11 05:49:04 by stolfilocal // Processed by remove-cam-lights #include "textures.inc" #include "eixos.inc" #include "retalho.inc" 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 haste = cylinder{ < 0,0,-5>, <0,0,0> 0.2 } #declare roda = cylinder{ <0,0,0>, <0,0,0.5> 2 } #declare D = array [4][4]; #declare D[0][0] = <0,0,0>; #declare D[1][0] = <0,2,-1>; #declare D[2][0] = <0,3,0>; #declare D[3][0] = <0,4,-1>; #declare D[0][1] = <2,0,0>; #declare D[1][1] = <2,2,-1>; #declare D[2][1] = <2,3,0>; #declare D[3][1] = <2,4,-1>; #declare D[0][2] = <3,0,0>; #declare D[1][2] = <3,2,-1>; #declare D[2][2] = <3,3,0>; #declare D[3][2] = <3,4,-1>; #declare D[0][3] = <4,0,0>; #declare D[1][3] = <4,2,-1>; #declare D[2][3] = <4,3,0>; #declare D[3][3] = <4,4,-1>; #macro meio_sofa(m) union { #local A = array [4][4]; #local A[0][0] = <0,0,1>; #local A[1][0] = <0,2,1>; #local A[2][0] = <0,3,1>; #local A[3][0] = <0,4,1>; #local A[0][1] = <2,0,1>; #local A[1][1] = <2,2,3>; #local A[2][1] = <2,3,3>; #local A[3][1] = <2,4,1>; #local A[0][2] = <3,0,1>; #local A[1][2] = <3,2,3>; #local A[2][2] = <3,3,3>; #local A[3][2] = <3,4,1>; #local A[0][3] = <4,0,1>; #local A[1][3] = <4,2,1>; #local A[2][3] = <4,3,1>; #local A[3][3] = <4,4,1>; object{ retalho ( A[0][0],A[1][0],A[2][0],A[3][0],A[0][1],A[1][1],A[2][1],A[3][1],A[0][2],A[1][2],A[2][2],A[3][2],A[0][3],A[1][3],A[2][3],A[3][3], 0.00,tx_fosca, tx_plastico) } #local B = array [4][4]; #local B[0][0] = <0,0,1>; #local B[1][0] = <0,2,1>; #local B[2][0] = <0,3,1>; #local B[3][0] = <0,4,1>; #local B[0][1] = <2,0,1>; #local B[1][1] = <2,2,-1>; #local B[2][1] = <2,3,-1>; #local B[3][1] = <2,4,1>; #local B[0][2] = <3,0,1>; #local B[1][2] = <3,2,-1>; #local B[2][2] = <3,3,-1>; #local B[3][2] = <3,4,1>; #local B[0][3] = <4,0,1> ; #local B[1][3] = <4,2,1>; #local B[2][3] = <4,3,1>; #local B[3][3] = <4,4,1>; object{ retalho ( B[0][0],B[1][0],B[2][0],B[3][0],B[0][1],B[1][1],B[2][1],B[3][1],B[0][2],B[1][2],B[2][2],B[3][2],B[0][3],B[1][3],B[2][3],B[3][3], 0.00,tx_fosca, tx_plastico) rotate <0,90,0> translate <-1,0,5> } #local C = array [4][4]; #local C[0][0] = <0,0,1>; #local C[1][0] = <0,2,1>; #local C[2][0] = <0,3,1>; #local C[3][0] = <0,4,1>; #local C[0][1] = <2,0,1>; #local C[1][1] = <2,2,-1>; #local C[2][1] = <2,3,-1>; #local C[3][1] = <2,4,1>; #local C[0][2] = <3,0,1>; #local C[1][2] = <3,2,-1>; #local C[2][2] = <3,3,-1>; #local C[3][2] = <3,4,1>; #local C[0][3] = <4,0,1>; #local C[1][3] = <4,2,1>; #local C[2][3] = <4,3,1>; #local C[3][3] = <4,4,1>; object{ retalho ( C[0][0],C[1][0],C[2][0],C[3][0],C[0][1],C[1][1],C[2][1],C[3][1],C[0][2],C[1][2],C[2][2],C[3][2],C[0][3],C[1][3],C[2][3],C[3][3], 0.00,texture {tx_fosca}, texture{tx_plastico}) rotate <-90,0,0> translate <0,-1,5> } } #end object{ eixos(3.00) } union{ object{haste texture {tx_xadrez}} object{roda texture {tx_fosca} rotate <0,90,0> translate <-0.25,0,-5> } translate <2,2,2> } union { object {meio_sofa(1)} object {meio_sofa(1) scale <-1,-1,-1> translate <4,4,6>} } object{ retalho ( D[0][0],D[1][0],D[2][0],D[3][0],D[0][1],D[1][1],D[2][1],D[3][1],D[0][2],D[1][2],D[2][2],D[3][2],D[0][3],D[1][3],D[2][3],D[3][3], 0.00,texture {tx_fosca}, texture{tx_plastico}) rotate <0,0,0> translate <0,4,5> } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 16.0; #declare dir_camera = < 14.0, 7.00, 7.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)