// Exemplo de arquivo de descricao de cena para POV-ray
// Last edited on 2021-12-09 07:33:15 by stolfi

// ======================================================================
// CORES E TEXTURAS

background{ color rgb < 0.75, 0.80, 0.85 > }

#declare tx_plastico =
  texture{
    pigment{ color rgb < 0.10, 0.80, 1.00 > }
    finish{ diffuse 0.7 ambient 0.2 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
  }

// ======================================================================
// DESCRI��O DA CENA

#declare raio = 2.000;

// Partes da cena:

#declare bolinha =
  sphere{ < 0,0,0 >, 1.50 }

#declare bolota =
  sphere{ < 0,0,0 >, 1.50 }

#declare bola =
  sphere{
    < 0.00, 0.00, 0.00 >, raio
    texture{ tx_plastico }
  }

#declare pino =
  cylinder{
    < +0.00, +3.00, +1.00 >,
    < +0.00, +3.00, +0.00 >,
    1.00
    texture{ tx_fosca }
  }

#declare antena =
  cone{
    < +0.00, +0.00, +0.00 >,
    1.00
    < +0.00, +0.00, +3.00 >,
    0.00
    texture{ tx_fosca }
  }

#declare furo =
  cylinder{
    < +0.00, +0.00, +3.00 >,
    < +0.00, +0.00, +0.00 >,
    0.5*raio
    texture{ tx_fosca }
  }

#declare chao =
  box{ <-5,-5,2>, <+5,+6,4> }



// Aqui est� a cena, finalmente:
# macro alien (anten)
  #local zeta = -5 ;
  union{

    object{ chao  translate < 0,0,zeta > texture{ tx_xadrez } }
    //object{ bolota  translate < -2,+1,+3 > texture{ tx_espelho } }
    object{ bolinha translate < 3,3,0 > texture{ tx_fosca } }
    //  interior { ior 1.01 }

    object{ pino translate < -2,0,-1 > }
    object{ pino translate < -2,-6,-1 > }
    object{ antena translate < anten/2,-3,-1 > }

    difference{

        object{ bola }
      //  object{ pino }

      object{ furo }
    }
    scale 1.2
  }
# end

# macro human (altura)
  # local altura_bolinha = altura + 1;
  # local altura_cone = altura - 1;

  union{
    cylinder{
      < +0.00, +3.00, altura >,
      < +0.00, +3.00, +0.00 >,
      1.00
      texture{ tx_fosca }
    }
    sphere{ < 0,+3.00,altura_bolinha >, 1.50 texture{ tx_fosca }}
    cone{
      < +1.00, +3.00, altura_cone >,
      1.00
      < +3.00, +3.00, altura_cone >,
      0.00
      texture{ tx_fosca }
    }
    scale 2
  }

#end

# macro exercito_alien(m, n)
  union{
  #local kk = 0;
    #while (kk<m)
    #local kkk = 0;
    #while (kkk<n)
      #if (sin(15*kk*kkk) > -0.5)
        object{ alien (kk/2) translate < kkk*20,(kk-m/2)*20,0 > }
      #end
      #local kkk = kkk+1;
    #end
    #local kk = kk+1;
  #end
}
#end
//object{ exercito(5) translate < 0,0,0 > }

# macro exercito_human(m,n)
  union{
  #local kk = 0;
  #while (kk<m)
    #local kkk = 0;
    #while (kkk<n)
      #if (sin(15*kk*kkk) > -0.5)
        object{ human (kk/2+1) translate < -200+kkk*20,(kk-m/2)*20,0 > }
      #end
      #local kkk = kkk+1;
    #end
    #local kk = kk+1;
  #end
}
#end

//object{ human (4) translate < 20,0,0 > }

#local ma = 6;
#local na = 12;
object{ exercito_alien(ma,na) translate < 0,0,0 > }

#local mh = 12;
#local nh = 7;
object{ exercito_human(mh,nh) translate < 0,0,0 > }

#include "camlight.inc"
#declare centro_cena = < 0.00, 0.00, 1.00 >;
#declare raio_cena = 200.0;
#declare dir_camera = < 14.00, 7.00, 4.00 >;
#declare dist_camera = 20*raio_cena;
#declare intens_luz = 1.20;
camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)