#include "direcao_do_sol.inc" #include "parametros.inc" background{ color rgb < 0.90, 0.80, 0.85 > } #declare tx_painel = texture{ pigment{color rgb<1,0,0>} finish{ambient 1 diffuse 0} } // ====================================================================== #include "eixos.inc" #include "colors.inc" #declare base = prism { linear_sweep linear_spline 0, // sweep the following shape from here ... 0.75, // ... up through here 6, // the number of points making up the shape ... <3,4>, <-3,4>, <-5,0>, <-3,-4>, <3, -4>, <5,0> pigment { Grey } rotate <90, 0, 180> // } #declare lado1 = prism { linear_sweep linear_spline 0, // sweep the following shape from here ... 0.50, // ... up through here 3, // the number of points making up the shape ... <3,4>, <-3,4>, <1.5,10> texture { tx_painel } rotate <45, 0, 0> // } union{ object{ eixos(2.00) } object{base} object{lado1 translate <0, 0, -2.5>} object{lado1 rotate<0,0,60> translate <0, 0, -2.5>} // } object{lado1 rotate<0,0,120> translate <0, 0, -2.5>} object{lado1 rotate<0,0,180> translate <0, 0, -2.5>} object{lado1 rotate<0,0,240> translate <0, 0, -2.5>} object{lado1 rotate<0,0,300> translate <0, 0, -2.5>} #local dir_sol = direcao_do_sol(lat, lon, mes, hora); } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 2.00 >; #declare raio_cena = 9.0; #declare dir_camera = dir_sol; #declare dist_camera = 200*raio_cena; // #declare dir_camera = < 16.00, 7.00, 4.00 >; // #declare dist_camera = 10*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)