#include "science.inc" #include "greenhouse.inc" light_source { <0, 200, -100> color rgb <1,1,1> } light_source { <300, 200, -100> color rgb <1,1,1> } light_source { <-300, 200, -100> color rgb <1,1,1> } background { rgb <1,1,1> } // camera { location <220,240,-350> up y right x look_at <120,30,100> } // from far camera { location <220,240,-150> up y right x look_at <120,40,100> angle 70 } // from close // ------WITH POINTER ------------------------------------- #declare phong1 =texture { pigment { rgb <1,0,0> } finish { phong 1.0 phong_size 10 ambient 0.2 diffuse 0.8 }} #declare cr=5; #declare cm=12; #macro vector(PPPP,QQQQ,tex) cylinder{ PPPP, QQQQ, cr texture{ tex} } cone { QQQQ, cm (1.3*QQQQ-0.3*PPPP), 0 texture{tex} } #end #declare pointer= union{ sphere{<0,0,0>, 1.001*cr texture { phong1 } } vector(<-20,60,-20>,<0,0,0>,phong1) } #declare pointer_location=S3+<-50,60,50>; #declare science_center_c=union{ object{ science_building } #include "landscape.inc" object{ landscape } object{ pointer translate pointer_location} } #declare middle=; object{ science_center_c translate -middle rotate y*(200+clock*360) translate middle } // object{ science_building translate middle rotate y*(200+clock*360) translate -middle } // rotate around center // object{ science_building } // watching into the court