// 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} } #declare canela2 = cylinder { <0,0,0> <0,0,-4> 1 texture{tx_green} } #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 #macro coxa2 (joelho) union { cylinder { <0,0,0> <0,0,-3> 1.1 texture {tx_blue} } object {canela2 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 = union { cone {<0,0,5>,1, <0,0,9>, 2 texture {tx_plastico} translate<3,-3,0>} cylinder {<0,0,5>,<0,0,3>,1 translate<3,-3,0>} } #declare corpo = sphere {<0,0,0>, 6 scale<0.5,1,0.5> texture {tx_yellow} translate<3,-3,.5>} #declare orelha = sphere {<0,0,0>, 3 scale<0.2,0.5,1>} #macro coelho(tornozelo1,joelho1,cotovelo) union{ object {cabeca} object {corpo} object {coxa(tornozelo1,joelho1) translate<4,0,-1> scale <1,-1,1>} object {coxa(tornozelo1,joelho1) translate<4,0,-1> translate<0,-7,0>} object {coxa2(cotovelo) rotate -60*x translate<4,0,-1> scale <1,-1,-1> translate<0,0,1>} object {coxa2(cotovelo) rotate -60*x translate<4,0,-1> scale <1,-1,-1> translate<0,0,1> scale<1,-1,1> translate<0,-6.5,0>} } #end #declare NQ=6; #declare angA=array[NQ]; #declare angA[0]=225; #declare angA[1]=175; #declare angA[2]=120; #declare angA[3]=80; #declare angA[4]=160; #declare angA[4]=225; #declare angB=array[NQ]; #declare angB[0]=100; #declare angB[1]=135; #declare angB[2]=180; #declare angB[3]=150; #declare angB[4]=120; #declare angB[4]=90; #declare angC=array[NQ]; #declare angC[0]=30; #declare angC[1]=90; #declare angC[2]=135; #declare angC[3]=180; #declare angC[4]=90; #declare angC[4]=30; #macro interpola2(f0,v0,f1,v1,f) #local ss = (ff-f0)/(f1-f0); #local rr = 1 -ss; (rr*v0 + ss *v1) #end #declare fq = array[NQ]; #declare fq[0] = 0.0; #declare fq[0] = 0.2; #declare fq[0] = 0.4; #declare fq[0] = 0.6; #declare fq[0] = 0.8; #declare fq[0] = 1.0; #macro quadro_anterior(fase) #local i = 0; #while (i< NQ-1) #if ((fq[i]<=fase) & (fq[i+1] >= fase)) #local resp = i; #end #local i = i+1; #end resp #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(30,30,60) translate<0,5,3> } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 40.0; #declare dir_camera = < 10.00, 0.00, 0.00 >; #declare dist_camera = 30.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)