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Utilities Professional 1-1500
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Utilities Professional 1-1500 (1994)(WPD)[!].iso
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12511500
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var1482.dms
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var1482.adf
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Scripts
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balls.mc
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1994-07-07
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4KB
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207 lines
int xres = 200
int yres = xres*3/4
camera {
loc <25, 4, 3>
target <0, 0, 0>
hfov 25
res xres yres
}
lamp {
loc <10, 25, 15>
}
int numframes = LASTFRAME-FIRSTFRAME+1
real boxXsize = 8
real boxYsize = boxXsize/8
real boxZsize = boxXsize
real bigballrad = boxYsize/2
real smallballrad = bigballrad/2
real outlooprad = boxXsize/2 - bigballrad
real inlooprad = outlooprad/2
real ballheight = bigballrad*1.5
int ballsinnloop = 8
int ballsoutloop = 8
color red {
diff <1, 0, 0>
}
color white {
diff <1, 1, 1>
}
check boxsurf {
patt1 red
patt2 white
xsize boxXsize/2
ysize boxYsize/2
zsize boxZsize/2
}
box {
patt boxsurf
loc <-boxXsize/2, -boxYsize, -boxZsize/2>
v1 <boxXsize, 0, 0>
v2 <0, boxYsize, 0>
v3 <0, 0, boxZsize>
}
color silver {
diff <.7, .7, .7>
refl <.5, .5, .5>
scoef 100
srefl 1
}
/* for now, since I haven't written a 'for' loop yet,
we have to manually drop the proper # of
balls in each loop
*/
real ballangle = 360/ballsoutloop
real frameangle = ballangle/numframes*FRAME
int ballno = 0
real angle = ballno*ballangle+frameangle
sphere {
loc <outlooprad*cos(angle), ballheight, outlooprad*sin(angle)>
radius bigballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <outlooprad*cos(angle), ballheight, outlooprad*sin(angle)>
radius bigballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <outlooprad*cos(angle), ballheight, outlooprad*sin(angle)>
radius bigballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <outlooprad*cos(angle), ballheight, outlooprad*sin(angle)>
radius bigballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <outlooprad*cos(angle), ballheight, outlooprad*sin(angle)>
radius bigballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <outlooprad*cos(angle), ballheight, outlooprad*sin(angle)>
radius bigballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <outlooprad*cos(angle), ballheight, outlooprad*sin(angle)>
radius bigballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <outlooprad*cos(angle), ballheight, outlooprad*sin(angle)>
radius bigballrad
patt silver
}
/* the inner ring of balls, rotates opposite the outer */
ballangle = 360/ballsoutloop
frameangle = ballangle/numframes*(numframes-FRAME)
ballno = 0
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <inlooprad*cos(angle), ballheight, inlooprad*sin(angle)>
radius smallballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <inlooprad*cos(angle), ballheight, inlooprad*sin(angle)>
radius smallballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <inlooprad*cos(angle), ballheight, inlooprad*sin(angle)>
radius smallballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <inlooprad*cos(angle), ballheight, inlooprad*sin(angle)>
radius smallballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <inlooprad*cos(angle), ballheight, inlooprad*sin(angle)>
radius smallballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <inlooprad*cos(angle), ballheight, inlooprad*sin(angle)>
radius smallballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <inlooprad*cos(angle), ballheight, inlooprad*sin(angle)>
radius smallballrad
patt silver
}
ballno = ballno+1
angle = ballno*ballangle+frameangle
sphere {
loc <inlooprad*cos(angle), ballheight, inlooprad*sin(angle)>
radius smallballrad
patt silver
}