/*#include "textures.inc" #include "colors.inc" // The include files contain #include "stones.inc" // pre-defined scene elements #include "metals.inc" #include "woods.inc" #include "finish.inc" #include "shapes.inc" #include "skies.inc" #include "chars.inc" #include "stars.inc" #include "/home/ec2000/ra002808/mc930/coisas/robot666_v20.inc" */ camera { location < 0,8,30 > // Posição do observador. // location < 0,3800,40> //de cima //location <15,90,30> //de lado // location <-50,150,0> //outro lado //location <5,5,-35> //atras //location <5,-30,-5> //de baixo //right -1.0*x // Largura RELATIVA da imagem. //up 0.75*y // Altura RELATIVA da imagem. sky y // Qual direção é "para cima"? look_at <0, 3, 0 > // Para ond e a câmera está apontando. } // Nota: os parâmetros "right" e "up" devem ter a mesma proporção // que os parâmetros ${WIDTH} e ${HEIGHT} no Makefile. // ====================================================================== // FONTES DE LUZ light_source { 10 * < -20.0, +20.0, +20.0 > // Posição da lâmpada. color rgb 1.2 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } //light_source { // 10 * < -50.0, -10.0, +10.0 > // Posição da lâmpada. // color rgb 0.8 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. //} // ====================================================================== // DESCRIÇÃO DA CENA sky_sphere { pigment {color rgb < 0.25, 0.22, 0.45 >} } //sky_sphere { pigment {checker color rgb < 0.3, 0.3, 0.3 > color rgb <0.7,0.7,0.7>} } background{ color rgb < 0.75, 0.80, 0.85 > } #declare sup_transp= texture{ finish { ambient 0.1 diffuse 0.1 roughness 0.001 reflection 0.25 specular 1 } pigment {color rgb <0.9,0.9,0.9> filter 1 } } //interior {ior 1.5} #declare sup_metalica = texture { finish{ ambient 0.05 diffuse 0.05 reflection color rgb <1,1,0.0> specular 0.20 roughness 0.05 } } #declare sup_metalica2 = texture { finish{ ambient 0.05 diffuse 0.05 reflection color rgb <1.0,0.8,0.7> specular 0.20 roughness 0.05 } } //animacao #declare rel=(clock-0.25)/(1-0.25); #declare clck1=(0+clock)/(0.5-0); #declare clck2=(clock-0.5)/(1-0.5); #declare relport=(clock-0.85)/(1-0.85); #if (clock<=0.5) #declare xcar1=(1-clck1)*0+clck1*-16; #declare zcar1=(1-clck1)*-40+clck1*0; #declare xcar2=(1-clck1)*0+clck1*12; #declare zcar2=(1-clck1)*-40+clck1*0; #declare rotcar1=0; #declare rotcar2=0; #else #declare xcar1=(1-clck2)*-16+clck2*-16; #declare zcar1=0;//(1-clck2)*0+clck2*0; #declare xcar2=(1-clck2)*12+clck2*12; #declare zcar2=0;//(1-clck2)*0+clck2*0; #declare rotcar1=270*clck2; #declare rotcar2=-270*clck2; #end #if (clock>=0.85) #declare port1=(1-relport)*0+relport*-120; #declare port2=(1-relport)*0+relport*120; #else #declare port1=0; #declare port2=0; #end ///// #declare carroceria = box{ <0,0,0>, <6,1,2> pigment {color rgb <0.2,0.2,0.2>} } #declare roda = torus { 0.8,0.3 pigment {checker color rgb < 0.3, 0.3, 0.3 > color rgb <0.7,0.7,0.7> scale 0.2} rotate x*90 rotate z*rel*360*8 translate y*0.5 } #declare carro = union{ object {carroceria translate y*0.3} object {roda translate <1,0.45,0>} object {roda translate <1,0.45,2>} object {roda translate <4,0.45,0>} object {roda translate <4,0.45,2>} /*translate*/ rotate y*-90 } #declare texto = text{ ttf "arial.ttf" "Formula Zero" 0.10,0 scale 1.5 rotate y*180 //rotate x*-90 translate <4.5,1,-120> pigment {color rgb <1.0,0.9,0.9>} } //#if (clock>=0.0)&&(clock<0.5) // #declare varx = /*#declare corrida = object {carro translate <-16,0,0> rotate clock*y*-360} object {carro translate <12,0,0> rotate clock*y*360} //object {texto scale 3*clock} */ #declare corrida = object {carro translate rotate rotcar1*y} object {carro translate rotate rotcar2*y} //object {texto scale 3*clock} #declare piramide = prism{ conic_sweep linear_spline 0+clock*0.5,1,4 <-1,1>,<1,1>,<1,-1>,<-1,-1> pigment {gradient y} rotate x*180 translate<0,1,0> scale <4,6,4> } #declare trofeu = lathe{ quadratic_spline 15 <0,0>,<0.8,0>,<0.6,0.3>,<0.5,1.0>,<0.7,1.2>, <1,1.4>,<1.2,1.5>,<1,1.8>,<0.7,2.5>, <0.6,2.5> <0.9,1.4>,<1.1,1.5>,<0.9,1.8>,<0.6,2.5> <0,2.4> texture {sup_metalica} interior {ior 1.5} //translate y*-2 scale 3*clock } /**/ //bandeiras #declare mastro= cylinder { <0,0,0> <0,10,0> 0.2 pigment {color rgb <1,1,1>} } #declare tecido = box { <0,0,0> <5,3,1> translate z*-0.5 pigment {checker color rgb < 1, 0, 0 > color rgb <0,0,0> scale 0.2} } #declare bandeira = union{ object {mastro} object {tecido translate y*7} } /**/ #declare coluna = lathe{ quadratic_spline 13 <0,0>,<1,0><0.75,0.5><0.6,1>,<0.6,3>, <0.6,4>,<0.7,4.5><1,4.75><0.7,5.0>,<1,5.25>, <0.7,5.5>,<1,6><0,5.6> pigment {color rgb <0.2,0.2,0.2>} scale 2 } #declare portao = prism{ 0,0.6,4 <0,0>,<4,0>,<4,5>,<0,3> pigment {gradient x} scale 2 //scale x*2 rotate x*-90 //rotate y*120 } #declare entrada= union{ object {coluna} object {portao rotate y*180 translate <-0.7,2,-0.6>} } #declare chao= plane { <0,1,0>, 0 //pigment {checker color rgb < 0.3, 0.3, 0.3 > color rgb <0.7,0.7,0.7> scale 2} rotate y*30 //texture {T_Stone_23} pigment {color <0.3,0.7,0.0>} } object {texto translate <0,10*clock, 135*clock>} object {piramide rotate y*360*clock} object {trofeu translate y*3*clock*0.85} object {chao} #if (clock>=0.9) #declare band=(clock-0.9)/(1-0.9); object {bandeira rotate z*-30 translate < (1-band)*20+band*1,band*3,15>} object {bandeira rotate y*180 rotate z*30 translate < (1-band)*-20+band*-1,band*3,15>} #end object {corrida} //object {coluna} object {entrada rotate y*120 rotate y*port1 translate <8.8,0,12>} object {entrada rotate y*60 rotate y*port2 translate <-8.8,0,12>}