// 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_fosca_b = texture{ pigment{ color rgb < 0.50, 0.50, 0.50 > } 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{ <-20,-20,-1>, <+20,+20,0> } #declare roda = torus { 1, 0.25 texture{ tx_fosca_b } } #include "eixos.inc" #include "retalho.inc" #macro teste(k) union { #local A = array[4][4]; #local A[0][0] = < 2,0,0>; #local A[0][1] = < 2,0.5,0>; #local A[0][2] = < 2,1,2 >; #local A[0][3] = < 2,1.5,1 >; #local A[1][0] = < 1,0,0 >; #local A[1][1] = < 1,0.5,0 + k>; #local A[1][2] = < 1,1,2 + k>; #local A[1][3] = < 1,1.5,1>; #local A[2][0] = < -1,0,0>; #local A[2][1] = < -1,0.5,0 + k>; #local A[2][2] = < -1,1,2 + k>; #local A[2][3] = < -1,1.5,1>; #local A[3][0] = < -2,0,0 >; #local A[3][1] = < -2,0.5,0>; #local A[3][2] = < -2,1,2>; #local A[3][3] = < -2,1.5,1>; 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] , 0.000001, tx_plastico, tx_plastico )} #local B = array[4][4]; #local B[0][0] = < 2,0,0>; #local B[0][1] = < 2,0.5,0>; #local B[0][2] = < 2,1,0.5>; #local B[0][3] = < 2,1.5,1>; #local B[1][0] = < 1,0,0>; #local B[1][1] = < 1,0.5,0- k>; #local B[1][2] = < 1,1,0.5- k>; #local B[1][3] = < 1,1.5,1>; #local B[2][0] = < -1,0,0>; #local B[2][1] = < -1,0.5,0- k>; #local B[2][2] = < -1,1,0.5- k>; #local B[2][3] = < -1,1.5,1>; #local B[3][0] = < -2,0,0 >; #local B[3][1] = < -2,0.5,0>; #local B[3][2] = < -2,1,0.5>; #local B[3][3] = < -2,1.5,1>; 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] , 0.000001, tx_plastico, tx_plastico )} } #end #macro encosto (k) #local C = array[4][4]; #local C[0][0] = < -2,0,0>; #local C[0][1] = < -2,0.5,0>; #local C[0][2] = < -2,1,00>; #local C[0][3] = < -2,1.5,0>; #local C[1][0] = < -2,0,0.5>; #local C[1][1] = < -2,0.5, 0.5- k>; #local C[1][2] = < -2,1,0.5- k>; #local C[1][3] = < -2,1.5,0.5>; #local C[2][0] = < -2,0,1>; #local C[2][1] = < -2,0.5,1>; #local C[2][2] = < -2,1,1>; #local C[2][3] = < -2,1.5,1>; #local C[3][0] = < -2,0, 1.3 >; #local C[3][1] = < -2,0.5,1.5>; #local C[3][2] = < -2,1,2.3>; #local C[3][3] = < -2,1.5,2>; 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] , 0.000001, tx_plastico, tx_plastico )} #end union{ object {teste (0) scale <1,-1,1> } object {teste (0) } object {encosto (0) translate<0,-0.2,0> } object {encosto (0) translate<0,-0.2,0> scale <1,-1,1> } object{ roda translate < 0, 0, -1.5> } object {teste (2) scale <1,-1,1> translate<0,4,0>} object {teste (2) translate<0,4,0>} object {encosto (0) translate<0,-0.2,0> translate<0,4,0>} object {encosto (0) translate<0,-0.2,0> scale <1,-1,1> translate<0,4,0> } object{ roda translate < 0, 0, -1.5> translate<0,4,0>} object{ chao translate < 0,0,-3 > texture{ tx_xadrez } } } #include "camlight.inc" #declare centro_cena = < 1.00, 2.00, 0.00 >; #declare raio_cena = 7.0; #declare dir_camera = < 14.00, 0.00, 4.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)