// 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_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 //Descricao do movimento. #declare NQ=6; #declare fq = array[NQ]; #declare fq[0] = 0.0; #declare fq[1] = 0.2; #declare fq[2] = 0.4; #declare fq[3] = 0.6; #declare fq[4] = 0.8; #declare fq[5] = 1.0; #declare b_esq = array[NQ]; #declare b_esq[0] = 0; #declare b_esq[1] = 0; #declare b_esq[2] = 30; #declare b_esq[3] = 0; #declare b_esq[4] = 40; #declare b_esq[5] = 0; #declare b_dir = array[NQ]; #declare b_dir[0] = 0; #declare b_dir[1] = 0; #declare b_dir[2] = -30; #declare b_dir[3] = 0; #declare b_dir[4] = -40; #declare b_dir[5] = 0; #declare p_esq = array[NQ]; #declare p_esq[0] = 0; #declare p_esq[1] = 30; #declare p_esq[2] = 60; #declare p_esq[3] = 30; #declare p_esq[4] = 0; #declare p_esq[5] = 0; #declare p_dir = array[NQ]; #declare p_dir[0] = 0; #declare p_dir[1] = 30; #declare p_dir[2] = 60; #declare p_dir[3] = 30; #declare p_dir[4] = 0; #declare p_dir[5] = 0; #macro interpola(f0,v0,f1,v1,f) #local ss = (f-f0)/(f1-f0); #local rr = 1-ss (rr*v0+ss*v1) #end #macro danca(fase) #end #macro quadro_anterior (fase) #local i=0; #while (i=fase)) #local respo=i; #end #local i=i+1; #end resp #end // Partes da cena: #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // MACROS: #macro GatoRelogio (ombro_1,ombro_2,pulso_1,pulso_2,coxa_1,coxa_2,joelho_1,joelho_2,pe_1,pe_2) #declare dinheiro = box{ < 0.00, 0.00, 0.00 >, <1.0, 0.5, 0.00> texture{ tx_plastico } } #local galho = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 0.00, 1.00>, 1.00 texture{ tx_fosca } } union{ object { Braco(ombro_1,pulso_1) translate<0,-1.5,1> } object { Braco(ombro_2,pulso_2) translate<0,1.5,1> } object { Perna(coxa_1,joelho_1,pe_1) translate<0,0.75,0> } object { Perna(coxa_2,joelho_2,pe_2) translate<0,-0.75,0> } object { Corpo() translate<0,0,1>} object { Cabeca() translate<0,0,3.25> } } #end #macro Cabeca() sphere{ <0.00, 0.00, 0.00>, 0.75 scale<1.0, 1.0, 1.5> texture{ tx_plastico } } #end #macro Corpo() sphere{ <0.00, 0.00, 0.00>, 1.5 scale<1.0, 1.0, 1.5> texture{ tx_plastico } } #end #macro Braco(ombro,mao) object{ Ombro(mao) rotate x*ombro } #end #macro Ombro(mao) union{ cylinder{ <0.00, 0.00, 0.00>, <0.00, 0.00, 3.00>, 0.50 texture{ tx_plastico } } object{ Mao() rotate x*mao translate<0.00, 0.00, 3.40>} } #end #macro Mao () sphere{ <0.00, 0.00, 0.00>, 0.5 scale<1.0, 1.0, 1.5> texture{ tx_plastico } } #end #macro Perna(coxa,joelho,pe) object{ Coxa(joelho,pe) translate<0.00, 0.00,-2.00> rotate y*coxa } #end #macro Coxa(joelho,pe) union{ cylinder{ <0.00, 0.00, 0.00>, <0.00, 0.00, 2.00>, 0.50 texture{ tx_plastico } } object{ Joelho(pe) translate<0,0,-2.00> rotate y*joelho } } #end #macro Joelho(pe) union{ cylinder{ <0.00, 0.00, 0.00>, <0.00, 0.00, 2.00>, 0.40 texture{ tx_plastico } } object{ Pe() rotate(pe) } } #end #macro Pe() sphere{ <0.00, 0.00, 0.00>, 0.5 scale<1.0, 1.0, 1.5> texture{ tx_plastico } } #end // Aqui está a cena, finalmente: object{ eixos(3.00) } object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } union{ object{ GatoRelogio(0,0,0,0,0,0,0,0,0,0) translate<0,-4,3> } object{ GatoRelogio(30,-30,0,0,45,-45,0,0,0,0) translate<0,4,3> } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 18.0; #declare dir_camera = < 3.00, 2.00, 3.00 >; #declare dist_camera = 11.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)