// Last edited on DATE TIME by USER // Processed by remove-cam-lights #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_coco = texture{ pigment{ color rgb <0.75, 0.5, 0> } 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_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 roda = torus{ 1, .2 } #macro redondo(ponto, multiplicador, concavidade, raio) #local A = array[4][4]; #local perpend = vcross(multiplicador, concavidade); #local i = 0; #while (i < 4) #local s = i/3; #local jump = 4*s*(1-s); #local jumpvector = multiplicador * i + concavidade * jump; #local A[i][0] = ponto + jumpvector; #local A[i][1] = ponto + jumpvector + perpend; #local A[i][2] = ponto + jumpvector + 2*perpend; #local A[i][3] = ponto + jumpvector + 3*perpend; #local i = i + 1; #end 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], 0.000000001, tx_fosca, tx_plastico) #end #macro bancotras() redondo(<0, 0, 0>, <1, 0, 0>, <0, -1, 0>, 2) #end #macro assento() object { redondo(<0, 0, 0>, <1, 0, 0>, <0, 0, 1>, .5) translate <0, 2.5, -3> } #end #macro apoiodireito() object { redondo(<0, 0, 0>, <1, 0, 0>, <0, 0, 1>, .2) translate <0, 2.5, -3.5> scale <.3, 1, .7> texture { tx_fosca } } #end #macro apoioesquerdo() object { apoiodireito() translate <2.2, 0, 0> } #end #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } bancotras() assento() apoiodireito() apoioesquerdo() object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } #include "camlight.inc" #declare centro_cena = < 0, 0, 0 >; #declare raio_cena = 8.0; #declare dir_camera = < 1, 1, .5 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)