// 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 < 1.00, 0.80, 0.10 > }
    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_head = 
  texture{
    pigment{ color rgb < 0.90, 0.15, 0.10 > }
    finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 }
  }

#declare tx_red = 
  texture{
    pigment{ color rgb < 1, 0, 0 > filter 0.70 }
    finish{ diffuse 0.8 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 }
  }
#declare tx_blue =
  texture{
    pigment{ color rgb < 0.30, 0.5, 0.90 > }
    finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 }
  }

#declare tx_brown =
  texture{
    pigment{ color rgb < 0.55, 0.15, 0.45 > }
    finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 }
  }

#declare tx_yellow =
  texture{
    pigment{ color rgb < 1, 1, 0 > }
    finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 }
  }

#declare tx_green =
  texture{
    pigment{ color rgb < 0.30, 0.9, 0.20 > }
    finish{ diffuse 0.8 ambient 0.1 specular 0.5 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 parte1 =
union {
       cylinder {<-0.01,0,0>, <0.4,0,0>, 0.18 translate <0,-2.85,0.15>texture {tx_plastico}}
      box {<0,-3,0>, <0.2,2,0.2> texture {tx_yellow}}
      sphere {<0,0,0>,0.2 translate<0.1,1.9,0.1>} 
      
      union {
      	    box {<0,0,0>, <0.2,2,0.2>  texture {tx_yellow}}	
            sphere {<0,0,0>,0.2 translate <0.1,1.85,0.1> texture {tx_green} } 
            rotate<0,0,20> translate<0,1.9,0>
      }	    
     
}

#macro parte2(angulo)
object {parte1 rotate<0,180,angulo> translate <0,0,0.2>}
#end

#macro pegador(angulo)
union {
object { parte1 }
sphere {<0,0,0>,0.3 translate<0.15,-0.15,0.1> texture {tx_red}} 
object { parte2(angulo) }
}
#end
#declare chao = 
  box{ <-20,-20,-1>, <+20,+20,0> }

#declare pe = box {
  <-0.7,-2,0>
  <0.7,+2,-1>
  //translate <0,-1.5,0>
  texture {tx_head}
}
#macro canela (angulo)
  union {
    cylinder {
      <0,0,0>
      <0,0,-4>
      1
      texture{tx_green}
    }
    object {pe rotate angulo*x translate <0,-1.2,-4>}
  }
#end

#macro coxa (tornozelo,joelho)
  union {
    cylinder {
      <0,0,0>
      <0,0,-3>
      1.1
      texture {tx_blue}
    }
    object {canela(tornozelo) rotate joelho*x translate <0,0,-3>}
  }
#end

#declare braco =
union {
cylinder {
<0,0,0>
<0,0,-4>
1
texture {tx_head}
}
sphere {
<0,0,0>
2
scale<0.5,1,0.1>
translate<0,0,-4>
texture {tx_yellow}
}
}
#macro antebraco (cotovelo) 
  union {
   cylinder {
      <0,0,0>
      <0,0,-3>
      1.1
      texture {tx_blue}
    }
    object {braco rotate cotovelo*x translate <0,0,-2.9>}
  	
  }
#end
#declare cabeca =     cone   {<0,-4,0>,1, <0,0,0>, 2 texture {tx_plastico} rotate -30*x translate<0,-9,0>}
#declare corpo = sphere {<0,0,0>, 10 scale<0.5,1,0.5> texture {tx_yellow}}
#declare orelha = sphere {<0,0,0>, 3 scale<0.2,0.5,1>}
#macro coelho(tornozelo1,joelho1,juntaCorpo1,cotovelo1,ombro1,tornozelo2,joelho2,juntaCorpo2,cotovelo2,ombro2)
  union{
    object {cabeca}
    object {corpo}
    object {orelha rotate <0,30,0> translate<2,-7.5,2.8>}
     object {orelha rotate <0,30,0> translate<2,-7.5,2.8> scale<-1,0,0>}
    object {coxa(tornozelo1,joelho1) rotate juntaCorpo1*x translate<4,0,-1>}
    object {coxa(tornozelo1,joelho1) rotate juntaCorpo1*x translate<4,0,-1> scale <-1,1,1>}
    object {antebraco(cotovelo1) rotate ombro1*x translate<3.5,-6,-1>}
    object {antebraco(cotovelo2) rotate ombro2*x translate<3.5,-6,-1> scale <-1,1,1>}
    
  }
#end
	 
	 
#include "eixos.inc"

// Aqui está a cena, finalmente:

union{
  object{ eixos(3.00) }

  //object{ chao  translate < 0,0,0 > texture{ tx_xadrez } }
  object {coelho(30,60,-30,60,-30,15,90,-10,45,-15) translate<0,5,3> }
  object {coelho(-30,30,45,30,-90,-15,20,60,60,-30) translate<-15,-5,3> }




}

#include "camlight.inc"
#declare centro_cena = < 5.00, -15.00, 5.00 >;
#declare raio_cena = 18.0;
#declare dir_camera = < 7.00, -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)