// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2010-03-04 15:44:01 by stolfi // ====================================================================== // CORES E TEXTURAS #declare TEXT="POV-Ray" #declare FONT="arial.ttf" #include "colors.inc" #include "woods.inc" #include "metals.inc" #include "golds.inc" background{ color rgb < 0.85, 0.70, 0.75 > } #declare tx_vidro = texture{ pigment{ color rgb < 0.85, 0.95, 1.00 > filter 0.70 } finish{ diffuse 0.3 reflection 0.5 ambient 0.4 specular 0.25 roughness 0.05 } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.80 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_verde = texture{ pigment{ color rgb < 0.10, 0.90, 0.10 > } finish{ diffuse 0.9 ambient 0.5 } } #declare tx_marrom = texture { pigment { color rgb <0.8, 0.0, 0.8> } finish { diffuse 0.9 ambient 0.1 } } #declare tx_escada = texture { pigment { color rgb <0.0, 0.5, 0.5> } finish { diffuse 0.9 ambient 0.1 } } #declare tx_frente = texture { pigment { color rgb <0.0, 1, 0> } finish { diffuse 0.9 ambient 0.1 } } #declare tx_arquibancada = texture { pigment { color rgb <0.0, 0.0, 1.0> } finish { diffuse 0.9 ambient 0.1 } } // ====================================================================== // DESCRI��O DA CENA #declare raio = 2.000; // Partes da cena: #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" #declare roleta = seed(200); #macro boneco (a, b) #declare i = a; #declare j = b; union { sphere { <-j, i + 0.5, j * 0.5 + 2>, 0.3 texture {pigment {color rgb<0.3, 0.9, 0.3>} finish{ diffuse 0.9 ambient 0.5 }}} cone { <-j, i + 0.5, j * 0.5 + 2>, 0, <-j, i + 0.5, -0.6 + j * 0.5 + 2>, 0.3 texture { pigment {color rgb<0.3, 0.3, 0.9>} finish{ diffuse 0.9 ambient 0.5 }}} cone { <-j, i + 0.3, j * 0.5 - 0.3 + 2>, 0, <-j, i + 0.3, -0.6 + j * 0.5 - 0.3 + 2>, 0.1 texture { pigment {color rgb<0.9, 0.3, 0.3>} finish{ diffuse 0.9 ambient 0.5 }}} cone { <-j, i + 0.5, j * 0.5 - 0.3 + 2>, 0, <-j, i + 0.5, -0.6 + j * 0.5 - 0.3 + 2>, 0.1 texture { pigment {color rgb<0.9, 0.3, 0.3>} finish{ diffuse 0.9 ambient 0.5 }}} cylinder { <-j, i + 0.1, -0.4 + j * 0.5 + 2>, <-j, (i+1) - 0.1, -0.4 + j * 0.5 + 2>, 0.08 texture { pigment {color rgb <1.00, 0.80, 0.10>} finish{ diffuse 0.9 ambient 0.5 }} } } #end #macro boneco2 (k, l) #declare m = k; #declare n = l; union { sphere { <-n, m + 0.5, n * 0.5 + 2>, 0.3 texture {pigment {color rgb<0.8, 0.3, 0.1>} finish{ diffuse 0.9 ambient 0.5 }}} cone { <-n, m + 0.5, n * 0.5 + 2>, 0, <-n, m + 0.5, -0.6 + n * 0.5 + 2>, 0.3 texture { pigment {color rgb<0.9, 0.7, 0.2>} finish{ diffuse 0.9 ambient 0.5 }}} cone { <-n, m + 0.3, n * 0.5 - 0.3 + 2>, 0, <-n, m + 0.3, -0.6 + n * 0.5 - 0.3 + 2>, 0.1 texture { pigment {color rgb<0.9, 0.3, 0.3>} finish{ diffuse 0.9 ambient 0.5 }}} cone { <-n, m + 0.5, n * 0.5 - 0.3 + 2>, 0, <-n, m + 0.5, -0.6 + n * 0.5 - 0.3 + 2>, 0.1 texture { pigment {color rgb<0.9, 0.3, 0.3>} finish{ diffuse 0.9 ambient 0.5 }}} cylinder { <-n, m + 0.1, -0.4 + n * 0.5 + 2>, <-n, (m+1) - 0.1, -0.4 + n * 0.5 + 2>, 0.08 texture { pigment {color rgb <0.00, 0.80, 0.10>} finish{ diffuse 0.9 ambient 0.5 }} } } #end #macro Torcedor(a, b) #declare i = a; union { #if (rand(roleta) < 0.33) #if (rand(roleta) < 0.7) boneco(a, b) #else boneco2(a, b) #end #end } #end #macro Arquibancada(larg, alt) union { #declare i = 0; #while (i < larg) #declare j = 0; #while (j < alt) #if (j <= i) box { <1.5 - i, 0, j*0.5>, <-0.5 - i, larg, (j+1)*0.5> texture { tx_escada } } #end object { Torcedor(i, j) translate <1.3, 0.3, 0> } object { box { <-j, i + 0, j * 0.5 - 0.2>, <-j+0.3, i + 0.3, -0.6 + j * 0.5 - 0.2> texture { pigment {color rgb<0.0, 1.0, 0.3>} finish{ diffuse 0.9 ambient 0.5 }}} translate <1.2, 0.6, 1.30> } #declare j = j + 1; #end #declare i = i + 1; #end } #end #macro Escada(larg, alt) union { #declare i = 0; #while (i < larg) #declare j = 0; #while (j < alt) #if (j <= i) box { <2 - i, 0, j*0.5>, <0 - i, 1, (j+1)*0.5> texture { tx_arquibancada } } #end #declare j = j + 1; #end #declare i = i + 1; #end } #end #macro Campo(larg, alt, prof) union { box{ <0, 0, 0>, texture { tx_verde } } } #end #macro Chao (larg, alt, prof) union { box{ <0, 0, 0>, texture { tx_marrom } } } #end //#macro Campo // Aqui est� a cena, finalmente: plane { z, 0 pigment { checker color White color Gray90 scale 1 } } //plane { z, 0.05 // pigment { // checker color White color Gray90 scale .05 // } //} #macro Wall(tx, ty, tz) object { box { <-0.5, -0.05, -.5>, <.5, 0.05, .5> translate texture {tx_marrom}} } #end #macro GreatWall(tx, ty, tz, rx, ry, rz) union { object { Wall(0, 0, 0) } object { Wall(1, 0, 0) } object { Wall(2, 0, 0) } object { Wall(3, 0, 0) } translate rotate } #end #macro ParedesExternas() union { GreatWall(0.5, 0, 0, 0, 0, 0) GreatWall(0.5 3.95, 0, 0, 0, 0) GreatWall(0.5, 0, 0, 0, 0, 90) object { GreatWall(0.5, 0, 0, 0, 0, 90) translate <3.95, 0, 0> } } #end #macro BaseTexto(tx, ty) union { object { cone { <0, 0, 0>, 0.07, <0, 0, 0.4>, 0 texture { tx_verde } } } scale 1.5 translate } #end #macro Texto (txt, dx, sc) union { text{ ttf FONT txt, .1, 0 texture { pigment { ForestGreen } finish { reflection 0.1 ambient 0.5 } } translate <0, 0, 0.05> scale 0.5 } box { <0, 0, -.05>, translate <0, 0, 0> texture {tx_escada}} scale sc } #end #macro TextAux (txt, dx, sc, sc2) union { object {Texto(txt, dx, sc)} rotate <90, 0, 90> translate <0.05, 0, 0> scale sc2 } #end #macro TextoEBase(btx, bty, txt, dx, sc, tx, ty, tz, sc2) union { object { TextAux(txt, dx, sc, sc2) translate } object { BaseTexto(btx, bty) } } #end #macro Cilindro(altura, raio) union { object { cylinder { <0, 0, 0>, <0, 0, altura>, raio } texture {tx_vidro} } } #end #macro Coralx() union{ #declare j = 0; #while (j < 5) #declare i = 0; #while (i < 5) #if (j <= i) box {<0.6 - i, -0.3, -1.5 + j*0.5>, <-0.6 - i, 3.9, -0.9 + j*0.5> texture { tx_vidro } } #end #if ((i = 1 & j = 1) | (i = 3 & j = 2)) sphere { <-j, i*0.9, j*0.5>, 0.3 texture {pigment {color rgb<0.5, 0.5, 0.5>}}} cone { <-j, i*0.9, j*0.5>, 0, <-j, i*0.9, -0.6 + j*0.5>, 0.3 texture { pigment {color rgb<0.5, 0.5, 0.5>} }} cone { <-j, i * 0.9 - 0.2, j * 0.5 - 0.3>, 0, <-j, i * 0.9 - 0.2, -0.6 + j * 0.5 - 0.3>, 0.1 texture { pigment {color rgb<0.5, 0.5, 0.5>}}} cone { <-j, i * 0.9 + 0.2, j * 0.5 - 0.3>, 0, <-j, i * 0.9 + 0.2, -0.6 + j * 0.5 - 0.3>, 0.1 texture { pigment {color rgb<0.5, 0.5, 0.5>}}} cylinder { <-j, i * 0.9 - 0.3, -0.4 + j * 0.5>, <-j, (i+1)*0.9 - 0.6, -0.4 + j * 0.5>, 0.08 texture { pigment {color rgb <0.5 0.5, 0.5>}} } #else sphere { <-j, i * 0.9, j * 0.5>, 0.3 texture {pigment {color rgb<0.3, 0.9, 0.3>} finish{ diffuse 0.9 ambient 0.5 }}} cone { <-j, i * 0.9, j * 0.5>, 0, <-j, i * 0.9, -0.6 + j * 0.5>, 0.3 texture { pigment {color rgb<0.3, 0.3, 0.9>} finish{ diffuse 0.9 ambient 0.5 }}} cone { <-j, i * 0.9 - 0.2, j * 0.5 - 0.3>, 0, <-j, i * 0.9 - 0.2, -0.6 + j * 0.5 - 0.3>, 0.1 texture { pigment {color rgb<0.9, 0.3, 0.3>} finish{ diffuse 0.9 ambient 0.5 }}} cone { <-j, i * 0.9 + 0.2, j * 0.5 - 0.3>, 0, <-j, i * 0.9 + 0.2, -0.6 + j * 0.5 - 0.3>, 0.1 texture { pigment {color rgb<0.9, 0.3, 0.3>} finish{ diffuse 0.9 ambient 0.5 }}} cylinder { <-j, i * 0.9 - 0.3, -0.4 + j * 0.5>, <-j, (i+1)*0.9 - 0.6, -0.4 + j * 0.5>, 0.08 texture { pigment {color rgb <1.00, 0.80, 0.10>} finish{ diffuse 0.9 ambient 0.5 }} } #end #declare i = i+1; #end #declare j = j + 1; #end translate <0, 0, 1.8> } #end union{ object{ eixos(3.00) } union { object { Coralx() scale 0.15 rotate <0, 0, -45> translate <1, 2.8, 1> } object {BaseTexto(0.5, 2.2) scale 1.5} object {TextoEBase(0, 0, "O Coral", 1.9, 1, 0, -0.5, 0.5, 0.5) rotate <0, 0, -45> translate <1, 2.5, 0> } } union { object {Cilindro(1.5, 0.5) translate <0.5, 0.5, 0> scale 0.9} object { TextoEBase(0, 0, "A Cupula", 2.1, 1, 0, -0.6, 0.5, 0.5) rotate <0, 0, 45> translate <1, 1, 0> } } union { object { ParedesExternas() } object { ParedesExternas() translate <0, 0, 1>} } //object{ chao texture{ tx_verde } } } #include "camlight.inc" #declare centro_cena = < 2.0, 2.00, 0.00 >; #declare raio_cena = 6.0; #declare dir_camera = < 1.50, .25, 1.50 >; #declare dist_camera = 6.0; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)