// tp03 - Dinheiro dá em árvores // Daniel Camillo Collier Farias RA:059878 // ====================================================================== // CORES E TEXTURAS background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_plastico = texture{ pigment{ color rgb < 0.10, 0.80, 1.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_grama = texture{ pigment{ color rgb < 0.0, 1.00, 0.0> } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_madeira = texture{ pigment{ color rgb <0.521,0.368,0.258> } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_darkgreen = texture{ pigment{ color rgb <47/255,79/255,47/255> } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_darkgreencopper = texture{ pigment{ color rgb <74/255,118/255,110/255> } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 0.85, 0.30 > } finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.85, 0.30 > ambient 0.1 } } #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 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 2.000; // Partes da cena: #declare bolinha = sphere{ < 0,0,0 >, 0.60 } #declare bolota = sphere{ < 0,0,0 >, 1.50 } #declare bola = sphere{ < 0.00, 0.00, 0.00 >, raio texture{ tx_plastico } } #declare pino = cylinder{ < -2.00, +2.00, -1.00 >, < +2.00, -2.00, +1.00 >, 0.75 texture{ tx_fosca } } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +2.00 >, 0.75*raio texture{ tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #declare tronco = union { union { object { cone { < 0.0, 0.0, 0.0> 1.3 <0.0, 0.0, 4.0> 1} } union { object { cylinder { < 0.0, 0.0, 0.0> <0.0, 0.0, 4.0> 1} } object { cone { <0.0,0.0,0.0> 1 <0.0,0.0,4.0> 0.0} rotate 30*x translate 3.5*z} rotate 20*x translate 3.5*z } rotate -40*x } object { cone { <0,0,0> 0.7 <0,0,8> 0} rotate 100*x translate 1*z} texture { tx_madeira } } #declare dinheiro = union { difference { object{ box {<-0.01,-0.5,0> <0.01,0.5,-2.5>}} object{ box {<-0.02,-0.45,-0.05> <0.02,0.45,-2.45>}} texture {tx_darkgreen} } object{ box {<-0.01,-0.45,-0.05> <0.01,0.45,-2.45>} texture {tx_darkgreencopper}} object{ cylinder{<-0.02,0,-1.25> <0.02,0,-1.25> 0.25} texture {tx_darkgreen}} } //n = numero de recursoes, s é a escala da base, e l a escala do comprimento #macro ramo(n, s, l) #if(n = 0) object{dinheiro translate <0.0,0.0,3.0> } #else union{ union { object{cone { <0.0, 0.0, 0.0> 0.3 <0.0,0.0,3.0> 0.0 }} union { union { ramo(n-1, 0.5, 0.8) rotate 45*y translate 1.3*z } union { ramo(n-1, 0.4, 0.9) rotate <-30, 20, 0> translate 2*z } } scale scale l texture { tx_madeira } } } #end #end #include "eixos.inc" // Aqui está a cena, finalmente: union { //object {dinheiro } object{ chao texture{ tx_grama } } object{ tronco } object{ ramo(3, 1.5, 1) rotate 90*x translate <0,3,8>} object{ ramo(4, 1.5, 1) rotate <-90,0,30> translate <0,3,8>} object{ ramo(2, 1.5, 1) rotate <30,20,-45> translate <0,3,8>} } //union{ // object{ eixos(3.00) } // // object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } // object{ bolota translate < -2,+1,+3 > texture{ tx_espelho } } // object{ bolinha translate < +5,+4,+2 > texture{ tx_vidro } interior { ior 1.01 } } // // difference{ // union{ // object{ bola } // object{ pino } // } // object{ furo } // } //} #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 25.0; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)