// 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 > } background{ color rgb < 0.00, 0.64, 0.00 > } #declare NQ = 6; #declare arg_pe = array[NQ]; #declare arg_pe[0] = 0; #declare arg_pe[1] = 140; #declare arg_pe[2] = 140; #declare arg_pe[3] = 0; #declare arg_pe[4] = 0; #declare arg_pe[5] = 0; #declare arg_pd = array[NQ]; #declare arg_pd[0] = 0; #declare arg_pd[1] = 0; #declare arg_pd[2] = 140; #declare arg_pd[3] = 140; #declare arg_pd[4] = 0; #declare arg_pd[5] = 0; #declare arg_be = array[NQ]; #declare arg_be[0] = 90; #declare arg_be[1] = -90; #declare arg_be[2] = 180; #declare arg_be[3] = 90; #declare arg_be[4] = 180; #declare arg_be[5] = 90; #declare arg_bd = array[NQ]; #declare arg_bd[0] = 90; #declare arg_bd[1] = -90; #declare arg_bd[2] = 180; #declare arg_bd[3] = 90; #declare arg_bd[4] = -180; #declare arg_bd[5] = 90; #declare fg = array[NQ]; #declare fg[0] = 0.0; #declare fg[1] = 0.2; #declare fg[2] = 0.4; #declare fg[3] = 0.6; #declare fg[4] = 0.8; #declare fg[5] = 1.0; #declare tx_plastico = texture{ pigment{ color rgb < 0.40, 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, 0, 0 > 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 0.5 } // ====================================================================== // DESCRIÇÃO DA CENA // Partes da cena: /* #declare dinheiro = box { < 0,0,0 >, 0.5 texture { tx_fosca } } #declare bola_grande = sphere{ < 0, 1.50, 2.50 >, 0.8 texture{ tx_xadrez } }*/ #declare cabeca = cylinder { < 0.25,0,10> <-0.25,0,10>, 1 texture { tx_plastico } } #declare corpo = cylinder { < 0,0,5> <0,0,9>, 0.7 texture { tx_plastico } } #declare coxa = cylinder { < 0,0,0> <0,0,-2.5>, 0.4 texture { tx_plastico } } #declare canela = cylinder { < 0,0,0> <0,0,-2>, 0.3 texture { tx_plastico } } #declare bota = cylinder { < 0,0,0> <0,-1.5,0>, 1 texture { tx_plastico } } #declare braco = cylinder { < 0,0,0> <-1.5,-1.5,0>, 0.4 texture { tx_plastico } } #declare pulso = cylinder { < 0,0,0> <0,-2,0>, 0.3 texture { tx_plastico } } #declare cinto = cylinder { < 0,0,5.5> <0,0,5.7>, 0.75 texture { tx_xadrez } } #declare espada = cylinder { < 2.8,2,7> <2,2,10>, 0.1 texture { tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #macro interpola(f0, vo, f1, v1, f) #local ss = (f-f0)/(f1-f0) #local rr = 1-ss; (rr*vo+ss*v1); #end #macro mbraco(a,b) union { object { braco rotate a*z } // -1 -1 1 object { mpulso(b) translate <3.2,0,0.2> rotate b*y } } #end #macro mpulso(b) union { object { pulso } // -1 -1 1 } #end #macro mperna(a,b,c) union { object { coxa rotate a*x } // -1 -1 1 object { mcanela (b,c) translate <0,0,-2.5> } } #end #macro mcanela(b,c) union { object { canela rotate b*x } // -1 -1 1 object { mbota(c) translate <0,0,-2> rotate c*x } } #end #macro mbota(c) union { object { bota } } #end #macro quadro_anterior (fase) #local i=0; #while (i=fg[0]) && (delT<=fg[1])) #declare be = interpola(fg[0], arg_be[0], fg[1], arg_be[1], fase); #declare bd = interpola(fg[0], arg_bd[0], fg[1], arg_bd[1], fase); #declare pe = interpola(fg[0], arg_pe[0], fg[1], arg_pe[1], fase); #declare pd = interpola(fg[0], arg_pd[0], fg[1], arg_pd[1], fase); #end #if ((delT>fg[1]) && (delT<=fg[2]) #declare be = interpola(fg[1], arg_be[1], fg[2], arg_be[2], fase); #declare bd = interpola(fg[1], arg_bd[1], fg[2], arg_bd[2], fase); #declare pe = interpola(fg[1], arg_pe[1], fg[2], arg_pe[2], fase); #declare pd = interpola(fg[1], arg_pd[1], fg[2], arg_pd[2], fase); #end #if ((delT>fg[2]) && (delT<=fg[3])) #declare be = interpola(fg[2], arg_be[2], fg[3], arg_be[3], fase); #declare bd = interpola(fg[2], arg_bd[2], fg[3], arg_bd[3], fase); #declare pe = interpola(fg[2], arg_pe[2], fg[3], arg_pe[3], fase); #declare pd = interpola(fg[2], arg_pd[2], fg[3], arg_pd[3], fase); #end #if ((delT>fg[3]) && (delT<=fg[4])) #declare be = interpola(fg[3], arg_be[3], fg[4], arg_be[4], fase); #declare bd = interpola(fg[3], arg_bd[3], fg[4], arg_bd[4], fase); #declare pe = interpola(fg[3], arg_pe[3], fg[4], arg_pe[4], fase); #declare pd = interpola(fg[3], arg_pd[3], fg[4], arg_pd[4], fase); #end #if(delT; #declare raio_cena = 18.0; #declare dir_camera = < 0.00, -15.00, 25.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)