#include "colors.inc" global_settings { ambient_light .1} #declare APP = cylinder {0, y*.6, .15 } // arm right #declare a2 = 180 + 45*cos(clock*6.28*3+3.14) #declare a3 = -90 + 10*cos(clock*6.28*3+3.14) #declare APPM = object {APP} #declare APPM = union { object { APPM rotate z*a3 translate y*.6 } object {APP} } #declare ARM_LEFT = object {APPM rotate z*a2 translate <0, 1, .3>} // arm left #declare a2 = 180 + 45*cos(clock*6.28*3) #declare a3 = -90 + 10*cos(clock*6.28*3) #declare APPM = object {APP} #declare APPM = union { object { APPM rotate z*a3 translate y*.6 } object {APP} } #declare APP = cylinder {0, y*1, .2 } #declare ARM_RIGHT = object {APPM rotate z*a2 translate <0, 1, -.3>} // leg left #declare a2 = 0 + 45*cos(clock*6.28*3) #declare a3 = 45 + 45*cos(clock*6.28*3) #declare APPM = object {APP} #declare APPM = union { object { APPM rotate z*a3 translate y*1 } object {APP} } #declare APPM = object { APPM rotate z*a2 translate y*1 } #declare LEG_LEFT = object {APPM rotate z*180 translate -z*.2} // leg right #declare a2 = 0 + 45*cos(clock*6.28*3+3.14) #declare a3 = 45 + 45*cos(clock*6.28*3+3.14) #declare APPM = object {APP} #declare APPM = union { object { APPM rotate z*a3 translate y*1 } object {APP} } #declare APPM = object { APPM rotate z*a2 translate y*1 } #declare LEG_RIGHT = object {APPM rotate z*180 translate z*.2} #declare RUN_RADIUS = 19 // the person union { object {LEG_RIGHT pigment {color rgb <.5, .5, 1>} finish {ambient 0}} object {LEG_LEFT pigment {color rgb <.5, .5, 1>} finish {ambient 0}} object {ARM_RIGHT pigment {color rgb <1, .5, .5>} finish {ambient 0}} object {ARM_LEFT pigment {color rgb <1, .5, .5>} finish {ambient 0}} object {APP translate <0, -.37, 0> scale <1, 2.5, 1> pigment {color rgb <.5, 1, .5>} finish {ambient 0}} sphere {0 .5 translate <0, 1.6, 0> pigment {color rgb <2,2,2>} finish {ambient 1}} translate z*RUN_RADIUS rotate <0, -clock*360, 0> finish {phong 1} } plane {y,-3.0 pigment {checker color White*.2 color White*.8 scale 3} } // flaming cylinders CN is cylinder number #declare CN = 0 #while (CN <= 15) torus {2.5, 1 translate z*33.0 translate -y*1.8 rotate y*(CN/15)*360 pigment {color White.1} finish {reflection .99} } difference { cylinder { y*-100, y*100, 7.0 open} cylinder { y*-100, y*100, 7.0 translate z*2.5} pigment {color rgbt <1,1,1,1>} finish {phong 2} normal {bumps .1} translate z*35 rotate y*(CN/15)*360 translate y*clock*30 } #declare CN = CN + 1 #end #declare FD = 25 #declare FP = 3 light_source {<0, 6, -6> color Red fade_distance FD fade_power FP} light_source {<0, 6, 6> color Orange fade_distance FD fade_power FP} #declare SC=sin(clock*6.28) #declare CC=cos(clock*6.28) light_source {<-(RUN_RADIUS+1)*SC, .5, (RUN_RADIUS+1)*CC> color White fade_distance 1.0 fade_power 5} camera { location <-RUN_RADIUS*SC-6*SC, .5, RUN_RADIUS*CC-4*CC> look_at <-RUN_RADIUS*SC, -.4, RUN_RADIUS*CC> angle 90 }