// Exemplo de arquivo de descricao de ANIMAÇÃO para POV-ray // Last edited on 2009-09-24 15:40:22 by stolfi // Gera o quadro do filme (cena, luzes e câmera) // para o instante {tt} -- um número real entre 0 e 1. #macro quadro(tt) // ====================================================================== // CÂMERA #include "camlight.inc" #declare centro_cena = < 0, 0, 0 >; #declare raio_cena = 120.00; #declare dir_camera = <10,10,5>; #declare dist_camera = 120.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz) // ====================================================================== // FONTES DE LUZ light_source { 10 * < +50.0, +30.0, +50.0 > // 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. } // ====================================================================== // CORES E TEXTURAS background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_preto = texture{ pigment{ color rgb < 0.00, 0.00, 0.00 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_rosa = texture{ pigment{ color rgb < 1, 0.4, 0.8 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_vermelho = texture{ pigment{ color rgb < 1, 0, 0 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_pele = texture{ pigment{ color rgb < 1, 0.72, 0.51 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_verde = texture{ pigment{ color rgb < 0.49, 0.99 , 0 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_escada = texture{ pigment{ color rgb < .5,.6,.8 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_branco = texture{ pigment{ color rgb < 1, 1, 1 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_azul = texture{ pigment{ color rgb < 0, 0, 1 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_amarelo = texture{ pigment{ color rgb <1,1,0 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 0.20, 0.67, 0.20 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #declare tx_vidro = texture{ pigment{ color rgb < 0.85, 0.95, 1.00 > filter 0.70 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 } } // ====================================================================== // MACROS #include "retalho.inc" #macro interpola2(ta,va,tb,vb,tt) #local s = (tt-ta)/(tb-ta); ((1-s)*va+s*vb); #end #macro interpola(tA, A, tB, B, tt) #local r = (tt-tA)/(tB-tA); (r*A + (1-r)*B); #end #macro interpola4(tA, A, B, C, D, td, tt) #local AB = interpola2 (tA, A, td, B, tt); #local BC = interpola2 (tA, B, td, C, tt); #local CD = interpola2 (tA, C, td, D, tt); #local ABC = interpola2 (tA, AB, td, BC, tt); #local BCD = interpola2 (tA, BC, td, CD, tt); #local ABCD = interpola2 (tA, ABC, td, BCD, tt); ABCD; #end #local A22 = <5,3,7>; #local A23 = <5,5,0>; #local A32 = <10,3,7>; #local A33 = <10,5,0>; #local B12 = <-6,2,6>; #local B13 = <-6,2,4>; #local B22 = <-4,3.5,6>; #local B23 = <-4,3.5,3>; #local B32 = <-2,3,7>; #local B33 = <-2,5,0>; #local C22 = <18,3,7>; #local C23 = <18,5,0>; #local C32 = <23,2,5>; #local C33 = <23,2,2>; #local C42 = <23,0,3.5>; #local C43 = <23,0,3.5>; #declare asa = intersection{ sphere{<0,0,0>,10} box{<2,0,0.5>,<12,12,-0.5>} translate <-2,0,0> scale <0.8,-2,1> texture{tx_amarelo} } #macro corpo(P11,P12,P13,P14,P21,P22,P23,P24,P31,P32,P33,P34,P41,P42,P43,P44) union{ object{ retalho(P11,P12,P13,P14,P21,P22,P23,P24,P31,P32,P33,P34,P41,P42,P43,P44,0.0001,tx_verde,tx_amarelo) } } #end #macro aviao(A22,A23,A32,A33,B12,B13,B22,B23,B32,B33,C22,C23,C32,C33,C42,C43) union{ #local A21=; #local A24=; #local A31=; #local A34=; #local B21=; #local B24=; #local B31=; #local B34=; #local B11=; #local B14=; #local C41=; #local C44=; #local C21=; #local C24=; #local C31=; #local C34=; //junta frente/meio #local A41=(A31+C21)/2; #local A42=(A32+C22)/2; #local A43=(A33+C23)/2; #local A44=(A34+C24)/2; #local C11=A41; #local C12=A42; #local C13=A43; #local C14=A44; //frente object{corpo(C11,C12,C13,C14,C21,C22,C23,C24,C31,C32,C33,C34,C41,C42,C43,C44)} object{corpo(C11,C12,C13,C14,C21,C22,C23,C24,C31,C32,C33,C34,C41,C42,C43,C44) scale <1,-1,1>} //junta traseira/meio #local A11=(A21+B31)/2; #local A12=(A22+B32)/2; #local A13=(A23+B33)/2; #local A14=(A24+B34)/2; #local B41=A11; #local B42=A12; #local B43=A13; #local B44=A14; //traseira object{corpo(B11,B12,B13,B14,B21,B22,B23,B24,B31,B32,B33,B34,B41,B42,B43,B44) } object{corpo(B11,B12,B13,B14,B21,B22,B23,B24,B31,B32,B33,B34,B41,B42,B43,B44) scale -1*y} // //corpo object{corpo(A11,A12,A13,A14,A21,A22,A23,A24,A31,A32,A33,A34,A41,A42,A43,A44)} object{corpo(A11,A12,A13,A14,A21,A22,A23,A24,A31,A32,A33,A34,A41,A42,A43,A44) scale -1*y} //asas e outros objetos object { asa translate <4,-2,3.5> } object { asa translate <4,-2,3.5> scale <1,-1,1> } object { asa scale <0.3,0.3,0.3> translate <-5.7,-1,5.5>} object { asa scale <0.3,0.3,0.3> translate <-5.7,-1,5.5> scale <1,-1,1> } object { asa scale <0.3,0.3,0.3> rotate -90*x translate <-5.7,0,6> } } #end #macro deformar(P) #local cons = -0.2*sin(pi*P.y/29); #end #macro deformar2(P) #local cons = 0.8*sin(pi*P.y/29); #end #macro acrobacias () #local A1 = <0,0,0> #local B1 = <0,0,5> #local C1 = <0,0,10> #local D1 = <0,0,20> #local A2 = <0,0,0> #local B2 = <0,0,0> #local C2 = <0,0,0> #local D2 = <0,0,0> #local A3 = <0,0,0> #local B3 = <0,0,0> #local C3 = <0,0,0> #local D3 = <0,0,0> #local A4 = <0,0,0> #local B4 = <0,0,0> #local C4 = <0,0,0> #local D4 = <0,0,0> #end #macro aviao_deformado(A22,A23,A32,A33,B12,B13,B22,B23,B32,B33,C22,C23,C32,C33,C42,C43,d1,d2) union{ #local D22 = A22 + deformar(A22)*d1 +deformar2(A22)*d2; #local D23 = A23 + deformar(A23)*d1 +deformar2(A23)*d2; #local D32 = A32 + deformar(A32)*d1 +deformar2(A32)*d2; #local D33 = A33 + deformar(A33)*d1 +deformar2(A33)*d2; #local E12 = B12 + deformar(B12)*d1 +deformar2(B12)*d2; #local E13 = B13 + deformar(B13)*d1 +deformar2(B13)*d2; #local E22 = B22 + deformar(B22)*d1 +deformar2(B22)*d2; #local E23 = B23 + deformar(B23)*d1 +deformar2(B23)*d2; #local E32 = B32 + deformar(B32)*d1 +deformar2(B32)*d2; #local E33 = B33 + deformar(B33)*d1 +deformar2(B33)*d2; #local F22 = C22 + deformar(C22)*d1 +deformar2(C22)*d2; #local F23 = C23 + deformar(C23)*d1 +deformar2(C23)*d2; #local F32 = C32 + deformar(C32)*d1 +deformar2(C32)*d2; #local F33 = C33 + deformar(C33)*d1 +deformar2(C33)*d2; #local F42 = C42 + deformar(C42)*d1 +deformar2(C42)*d2; #local F43 = C43 + deformar(C43)*d1 +deformar2(C43)*d2; object { aviao(D22,D23,D32,D33,E12,E13,E22,E23,E32,E33,F22,F23,F32,F33,F42,F43) translate } } #end // ====================================================================== // OBJETOS #include "retalho.inc" union{ #declare t0 = 0; #declare t1 = 0.25; #declare t2 = 0.5; #declare t3 = 0.75; #declare t4 = 1; #local A1 = <0,0,0>; #local B1 = <20,1,5>; #local C1 = <30,2,10>; #local D1 = <40,3,20>; #local A2 = <45,8,25>; #local B2 = <50,16,30>; #local C2 = <55,30,40>; #local D2 = <60,-6,45>; #local A3 = <55,0,0>; #local B3 = <50,5,5>; #local C3 = <45,9,-2>; #local D3 = <40,13,8>; #local A4 = <30,8,10>; #local B4 = <20,3,15>; #local C4 = <10,2,15>; #local D4 = <0,3,20>; #if ((clock>=t0) & (clock<=t1)) #declare desl = interpola4(t0,A1,B1,C1,D1,t1,clock); #end #if ((clock>t1) & (clock<=t2)) #declare desl = interpola4(t1,A2,B2,C2,D2,t2,clock); #end #if ((clock>t2) & (clock<=t3)) #declare desl = interpola4(t2,A3,B3,C3,D3,t3,clock); #end #if ((clock>t3) & (clock<=t4)) #declare desl = interpola4(t3,A4,B4,C4,D4,t4,clock); #end object { aviao(A22,A23,A32,A33,B12,B13,B22,B23,B32,B33,C22,C23,C32,C33,C42,C43) translate desl rotate desl*y rotate (desl+45)*z } /* #if ((clock>=t0) & (clock<=t1)) #declare alfa = interpol(t0,0,t1,2,clock); #declare beta = interpol(t0,0,t1,0.8,clock); #end #if ((clock>t1) & (clock<=t2)) #declare alfa = interpol(t1,2,t2,0.30,clock); #declare beta = interpol(t1,.8,t2,1.5,clock); #end #if ((clock>t2) & (clock<=t3)) #declare alfa = interpol(t2,0.30,t3,0.7,clock); #declare beta = interpol(t2,1.9,t3,.7,clock); #end #if ((clock>t3) & (clock<=t4)) #declare alfa = interpol(t3,0.7,t4,.80,clock); #declare beta = interpol(t3,1.9,t4,0,clock); #end */ // object { aviao_deformado(A22,A23,A32,A33,B12,B13,B22,B23,B32,B33,C22,C23,C32,C33,C42,C43,alfa,beta) } } #end // gera o quadro correspondente ao instante dado {clock}: quadro(clock)