#include "colors.inc"#include "stones.inc"#include "golds.inc"#declare Clock = clock;//#declare Clock = 5/10;#declare AngleT = Clock * 360;// ---- Camera, lighting, background ------------------------------------camera {  location  <-1, 7, -7.0>  angle 60  look_at   <1.125, 2,  0.0>}sky_sphere {  pigment {    gradient y    color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }  }}light_source { <-30, 30, -30> color Gray35 } light_source {  <1, 20, 0>  color White  spotlight  point_at <1, 1, 0>  radius 20          // hotspot (inner, in degrees)  tightness 80      // tightness of falloff (1...100) lower is softer, higher is tighter  falloff 20         // intensity falloff radius (outer, in degrees)}// ---- Texture and object definitions ------------------------------------#declare T_SlickPlastic = texture {  pigment { color Red }  finish { phong 1.5 reflection 0.05 roughness .15 }}#declare T_Beachball = texture {  pigment {    radial frequency 1    color_map {      [0/6 Blue]      [1/6 Blue]      [1/6 White]      [2/6 White]      [2/6 Green]      [3/6 Green]      [3/6 White]      [4/6 White]      [4/6 Red]      [5/6 Red]      [5/6 White]      [6/6 White]    }  }  finish {    specular 2    roughness 0.005  }}#declare GoldSphere_Offset = sphere {  <3, 2, 0>, .5  texture {T_Gold_3B} }#declare GoldSphere_Set = union {  object { GoldSphere_Offset rotate y* 0 }  object { GoldSphere_Offset rotate y* 60 }  object { GoldSphere_Offset rotate y* 120 }  object { GoldSphere_Offset rotate y* 180 }  object { GoldSphere_Offset rotate y* 240 }  object { GoldSphere_Offset rotate y* 300 }}#declare Beachball = sphere { 0, 1 texture {T_Beachball} }// ---- Objects ------------------------------------plane {  y, 0  texture {    pigment {checker color White color Blue scale .5}    finish {reflection 0.6}  }}object { Beachball translate y* 2 rotate y* AngleT*3 }object {  GoldSphere_Set  rotate (AngleT + 30)*y  translate <1, 1, 0>}cylinder {  <0, 0, 0>, <0, 2, 0>, .8  open  pigment {color Brown}}// box & cone set#declare ConeSteps = 5;#declare ConePosition = Clock * ConeSteps;box { <1.25, 0, -1>, <3.25, 2, 1> texture {T_Stone25 scale 4} }cone {  <2.25, 1, 0>, 1  <2.25, 2, 0>, 0  texture { T_SlickPlastic pigment { Orange } }  #if (ConePosition > ConeSteps/2)    translate y* max(1, ConePosition)  #else    translate y* max(1, ConeSteps-ConePosition)  #end}cone {  <2.25, -.5, 0>, 1  <2.25, .5, 0>, 0  open  texture { T_SlickPlastic }  #if (ConePosition > ConeSteps/2)    #if (ConePosition > 1)      rotate x* max(180, 180*(ConePosition-1))    #end    translate y* max(2, ConePosition)  #else    #if (ConePosition < ConeSteps-1)      rotate x* max(180, 180*(ConeSteps-ConePosition-1))    #end    translate y* max(2, ConeSteps-ConePosition)  #end  translate y* 1.5}