// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2010-03-04 15:44:01 by stolfi // ====================================================================== // 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 < 0.20, 0.70, 5.00 > } finish{ diffuse 0.9 ambient 0.1 reflection 0.3 } } #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 caixa = box{ < 0, 0, 0 >, < 6, 6, 6 > } #declare abertura = box{ < 0.2, 0.2, 0.2 >, < 5.8, 5.8, 6.1 > texture{ tx_fosca } } #declare topo = cylinder{ <+3,+0,+9>, <+3,+6,+9>, 0.5 } #declare meio = sphere{ < 3, 0.5, 8 >, 0.5 } #declare fundo = cone{ < 3, 0.5, 7.5>, 0.5, < 3, 0.5, 6 >, 0 } #declare olho = sphere{ <0,0,0>, 0.3 texture{ tx_espelho } } #declare orelha = box{ < -0.1 , -0.5 , 0 >, < 0.1, 0.5 ,3 > texture { tx_plastico } } #declare cabeca = sphere{ <0,0,0>, 2 texture { tx_plastico } } #declare tronco = cylinder{ <0,0,0>, <0,0,5>, 2 texture { tx_plastico } } #declare musculo = cylinder{ <0,0,0>, <0,0,2>, 0.5 texture { tx_plastico } } #declare articulacao = sphere{ <0,0,0>, 0.3 texture { tx_plastico } } #declare apendice = box{ <0,-0.25,0>, <1,0.25,0.5> texture { tx_plastico } } // ====================================================================== // MACROS #macro head() union{ object{ cabeca } object{ orelha rotate <-30,0,0> translate < 0, 0.5, 1.5 > } object{ orelha rotate < 30,0,0> translate < 0, -0.5, 1.5 > } object{ olho translate < 2, 0.5, 0.5 > } object{ olho translate < 2, -0.5, 0.5 > } } #end #macro mao(M) union{ object{ articulacao } object{ apendice translate <0,0,-0.8> rotate <0,M,0> texture{ tx_espelho } } } #end #macro antebraco(N,M) union{ object{ articulacao } object{ musculo translate <0,0,-2.3> rotate <0,N,0> } object{ mao(M) translate <0,0,-2.6> rotate <0,N,0> } } #end #macro braco(X,Y,N,M) union{ object{ articulacao } object{ musculo translate <0,0,-2.3> rotate } object{ antebraco(N,M) translate <0,0,-2.6> rotate } } #end #macro pe(P) union{ object{ articulacao } object{ apendice translate <0,0,-0.8> rotate <0,P,0> texture{ tx_espelho } } } #end #macro canela(C,P) union{ object{ articulacao } object{ musculo translate <0,0,-2.3> rotate <0,C,0> } object{ pe(P) translate <0,0,-2.6> rotate <0,C,0> } } #end #macro perna(X,Y,C,P) union{ object{ articulacao } object{ musculo translate <0,0,-2.3> rotate } object{ canela(C,P) translate <0,0,-2.6> rotate } } #end //rabbit: A1,A2,A3,A4 = braco (A1 e A2), antebraco e mao esquerda do coelho // B1,B2,B3,B4 = braco (B1 e B2), antebraco e mao direita do coelho // C1,C2,C3,C4 = perna (C1 e C2), canela e pe esquerdo do coelho // D1,D2,D3,D4 = perna (D1 e D2), canela e pe direito do coelho #macro rabbit(A1,A2,A3,A4, B1,B2,B3,B4, C1,C2,C3,C4, D1,D2,D3,D4) union{ object{ head() translate <0,0,7> } object{ tronco } object{ braco(A1,A2,A3,A4) translate <0,2,4> } object{ braco(B1,B2,B3,B4) translate <0,-2,4> } object{ perna(C1,C2,C3,C4) translate <0, 1.5,0> } object{ perna(D1,D2,D3,D4) translate <0,-1.5,0> } } #end // ====================================================================== #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ rabbit(45,-45,-30,30, -45,-45,-30,30, 0,-70,150,-70, 0,-70,150,-70) } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 5.00 >; #declare raio_cena = 15.0; #declare dir_camera = < 14.00, 7.00, 8.00 >; #declare dist_camera = 20.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)