// 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)