// Last edited on 2019-07-17 03:07:11 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_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 }
  }

#include "eixos.inc"

#declare CC = 6.2832; // = 2pi

#macro interpolalin(t0,v0,t1,v1,tt)

        #local r = (tt-t0)/(t1-t0);
        #local s = 1-r;
        #local vv= s*v0 + r*v1;
        vv
#end

#macro arcobezier(t0,t1,A,B,C,D,tt)
        #local AB = interpolalin(t0,A,t1,B,tt);
        #local BC = interpolalin(t0,B,t1,C,tt);
        #local CD = interpolalin(t0,C,t1,D,tt);

        #local ABC = interpolalin(t0,AB,t1,BC,tt);
        #local BCD = interpolalin(t0,BC,t1,CD,tt);

        #local ABCD = interpolalin(t0,ABC,t1,BCD,tt);
        ABCD
#end

#macro esfera_quadrado2(nn,rr,dd)
union{

        #local a = sphere{<0,0,0>,rr texture {tx_fosca}}

        #local tt=0;
        #while (tt<1)
      #if(tt< 0.25)
         object{a translate interpolalin(0,<0,0,0>,0.25,<0,10,0>,tt)}
      #else
      #if(tt<0.5)
         object{a translate interpolalin(0.25,<0,10,0>,0.5,<0,10,10>,tt)}
      #else
      #if(tt<0.75)
         object{a translate interpolalin(0.5,<0,10,10>,0.75,<0,0,10>,tt)}
      #else
         object{a translate interpolalin(0.75,<0,0,10>,1,<0,0,0>,tt)}
      #end
      #end
      #end
      #local tt = tt + 1/dd;
  #end
}
#end

#macro esfera_poligono(nn,rr,dd)
union{

        #local a = sphere{<0,0,0>,rr texture {tx_fosca}}

        #local tt=0;
        #while (tt<1)
                #local t1 = int(tt*nn)/nn;
                #local t2 = (int(tt*nn)+1)/nn;
                #local tt1 = <0,10*cos(CC*t1),10*sin(CC*t1)>;
                #local tt2 = <0,10*cos(CC*t2),10*sin(CC*t2)>;

      #local tt = tt + 1/dd;
  #end
}
#end

#macro esfera_poligono_suave(nn,rr,dd)
union{

        #local a = sphere{<0,0,0>,rr texture {tx_fosca}}

        #local tt=0;
        #while (tt<1)
                #local t1 = int(tt*nn)/nn;
                #local t2 = (int(tt*nn)+1)/nn;
                #local t0 = (int(tt*nn)-1)/nn;
                #local tt1 = <0,10*cos(CC*t1),10*sin(CC*t1)>;
                #local tt2 = <0,10*cos(CC*t2),10*sin(CC*t2)>;

                #local A1 = t1;

                object {a translate interpolalin(t1,tt1,t2,tt2,tt)}

      #local tt = tt + 1/dd;
  #end
}
#end

#macro suavizaZ(P,N,i,vv)

        #local j = mod(i+1,n);

        #declare P[i][z] = P[i]3] - vv;
        #declare P[j][1] = P[j][0] + vv;
#end

#macro suavizaX(P,n,i)
        #local j = mod(i+1,n);
        #local vv = (P[j][1]-P[i][2])/2;
        suavizaZ(P,n,i,vv)
#end

#macro interp3(A0,A1,A2,A3,t2,t3,tt)
        #local A01 = interpolalin(t2,A0,t3,A1,tt);
        #local A12 = interpolalin(t2,A1,t3,A2,tt);
        #local A23 = interpolalin(t2,A2,t3,A3,tt);
        #local A012 = interpolalin(t2,A01,t3,A12,tt);
        #local A123 = interpolalin(t2,A12,t3,A23,tt);
        #local A0123 = interpolalin(t2,A012,t3,A123,tt);
        A0123
#end

#macro esfera_suave2(nnn,rr,dd)
union{

        #local a = sphere{<0,0,0>,rr texture {tx_fosca}}

        #declare nn = 4;
        #declare P = array [nn][4]
        #declare P[0][0] = <0,0,0>;
        #declare P[0][1] = <0,0,2>;
        #declare P[0][2] = <0,2,4>;
        #declare P[0][3] = <0,2,4>;
        #declare P[1][0] = <1,1,7>;
        #declare P[1][1] = <0,2,4>;
        #declare P[1][2] = <2,4,5>;
        #declare P[1][3] = <0,6,5>;
        #declare P[2][0] = <0,6,5>;
        #declare P[2][1] = <-1,3,4>;
        #declare P[2][2] = <-4,0,5>;
        #declare P[2][3] = <-2,1,6>;
        #declare P[3][0] = <-2,1,6>;
        #declare P[3][1] = <-1,-2,3>;
        #declare P[3][2] = <0,-2,0>;
        #declare P[3][3] = <0,0,0>;

        #local tt=0;
        #while (tt<1)

                #local t1 = int(tt*nn);
                #local t2 = mod((int(tt*nn)+1),nn);

                #local tt1 = int((tt-t1/nn)*nn*3);

                object{a translate interpolalin(t1/nn,P[t1][tt1],t2/nn,P[t1][tt1+1],tt)}

      #local tt = tt + 1/dd;
  #end
}
#end

object{esfera_suave2(6,0.2,2000)}

#include "camlight.inc"
#declare centro_cena = < 0.00, 2.00, 3.00 >;
#declare raio_cena = 8;
#declare dir_camera = < 14.00, 7.00, 4.00 >;
#declare dist_camera = 5*raio_cena;
#declare intens_luz = 1.20;
camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)