// 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 #declare raio = 2.000; // Partes da cena: /*#declare bolinha = sphere{ < 0,0,0 >, 0.25 pigment { color rgb <1.00, 0.00, 0.00> } } #declare bolota = sphere{ < 0,0,0 >, 1.50 } #declare bola = sphere{ < 0.00, 0.00, 0.00 >, raio texture{ tx_plastico } } #declare pino = cylinder{ < -2.00, +2.00, -1.00 >, < +2.00, -2.00, +1.00 >, 0.75 texture{ tx_fosca } } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +2.00 >, 0.75*raio texture{ tx_fosca } } #declare bastao = cylinder { < 0.00, -10.00, 0.00 >, < 0.00, 50.00, 0.00 >, 0.10 * raio } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } */ #declare NQ = 6; #declare angABracoEsq = array[NQ]; #declare angABracoEsq[0] = 0; #declare angABracoEsq[1] = 90; #declare angABracoEsq[2] = 90; #declare angABracoEsq[3] = 90; #declare angABracoEsq[4] = 0; #declare angABracoEsq[5] = 0; #declare angABracoDir = array[NQ]; #declare angABracoDir[0] = 0; #declare angABracoDir[1] = 90; #declare angABracoDir[2] = 90; #declare angABracoDir[3] = 90; #declare angABracoDir[4] = 0; #declare angABracoDir[5] = 0; #declare angBracoDir = array[NQ]; #declare angBracoDir[0] = 0; #declare angBracoDir[1] = 0; #declare angBracoDir[2] = 90; #declare angBracoDir[3] = 180; #declare angBracoDir[4] = 180; #declare angBracoDir[5] = 0; #declare angBracoEsq = array[NQ]; #declare angBracoEsq[0] = 0; #declare angBracoEsq[1] = 0; #declare angBracoEsq[2] = 90; #declare angBracoEsq[3] = 180; #declare angBracoEsq[4] = 180; #declare angBracoEsq[5] = 0; #declare angPernaDir = array[NQ]; #declare angPernaDir[0] = 0; #declare angPernaDir[1] = 0; #declare angPernaDir[2] = 0; #declare angPernaDir[3] = 90; #declare angPernaDir[4] = 90; #declare angPernaDir[5] = 0; #declare angPernaEsq = array[NQ]; #declare angPernaEsq[0] = 0; #declare angPernaEsq[1] = 0; #declare angPernaEsq[2] = 0; #declare angPernaEsq[3] = 90; #declare angPernaEsq[4] = 90; #declare angPernaEsq[5] = 0; #declare angAntepernaEsq = array[NQ]; #declare angAntepernaEsq[0] = 0; #declare angAntepernaEsq[1] = 0; #declare angAntepernaEsq[2] = 0; #declare angAntepernaEsq[3] = 90; #declare angAntepernaEsq[4] = 0; #declare angAntepernaEsq[5] = 0; #declare angAntepernaDir = array[NQ]; #declare angAntepernaDir[0] = 0; #declare angAntepernaDir[1] = 0; #declare angAntepernaDir[2] = 0; #declare angAntepernaDir[3] = 90; #declare angAntepernaDir[4] = 0; #declare angAntepernaDir[5] = 0; #declare angPeDir = array[NQ]; #declare angPeDir[0] = 0; #declare angPeDir[1] = 90; #declare angPeDir[2] = 90; #declare angPeDir[3] = 90; #declare angPeDir[4] = 0; #declare angPeDir[5] = 0; #declare angPeEsq = array[NQ]; #declare angPeEsq[0] = 0; #declare angPeEsq[1] = 90; #declare angPeEsq[2] = 90; #declare angPeEsq[3] = 90; #declare angPeEsq[4] = 0; #declare angPeEsq[5] = 0; #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; #macro cabeca () union { object { sphere { <0, 0, 0>, 0.5} pigment { color rgb <0.8, 0.8, 0.8>}} object { cone {<0.25, 0, 0.4>, 0, <0.25, 0, 0.8>, 0.25} pigment { color rgb <0.8, 0.8, 0.8>}} object { cone {<-0.25, 0, 0.4>, 0, <-0.25, 0, 0.8>, 0.25} pigment { color rgb <0.8, 0.8, 0.8>}} } translate <0, 0, 0.5> #end #macro antebraco () object { cylinder { <0, 0, 0>, <0, 0.7, 0>, 0.15} pigment { color rgb <0.8, 0.8, 0.8>}} #end #macro braco (angulo_antebraco) union { object { cylinder { <0, 0, 0>, <0, 0.5, 0>, 0.15} pigment { color rgb <0.8, 0.8, 0.8>} } object { antebraco() rotate translate <0, 0.55, 0> } } #end #macro pe () object { cylinder { <0, 0, 0>, <0.3, 0, 0>, 0.25} pigment { color rgb <0, 0, 0>}} #end #macro anteperna (a) union { object { cylinder { <0, 0, 0>, <0, 0, 0.40>, 0.30} pigment { color rgb <0, 0, 0>} } object { pe() rotate <0, 0, a> translate <0, 0, -0.15> } } #end #macro perna (a, b) union { object { cylinder { <0, 0, 0>, <0, 0, 0.60>, 0.30} pigment { color rgb <0.8, 0.8, 0.8>} } object { anteperna(b) rotate translate <0, 0, -0.40> } } #end #macro corpo (angulo_perna_esq, angulo_anteperna_esq, angulo_pe_esq, angulo_braco_esq, angulo_antebraco_esq, angulo_perna_dir, angulo_anteperna_dir, angulo_pe_dir, angulo_braco_dir, angulo_antebraco_dir) union { object { sphere { <0, 0, 1.0>, 1.0} pigment { color rgb <0.8, 0.8, 0.8>} } object { perna(angulo_anteperna_esq, angulo_pe_esq) rotate translate <0.5, 0, -0.50> } object { perna(angulo_anteperna_dir, angulo_pe_dir) rotate translate <-0.5, 0, -0.50> } object { braco(angulo_antebraco_esq) rotate translate <0.9, 0, 1.5> } object { braco(angulo_braco_dir) rotate translate <-0.9, 0, 1.5> } object { cabeca() translate <0, 0, 2.0>} } #end #macro interpola (f0, v0, f1, v1, f) #local ss = (f - f0) / (f1 - f0); #local rr = 1 - ss; (rr * v0 + ss * v1) #end #macro quadro_anterior (fase) #local i = 0; #local resp = fase; #while (i < NQ - 1) #if ((fq[i] <= fase) & (fq[i + 1] >= fase)) #local resp = i; #end #local i = i + 1; #end (resp) #end #macro dancando (fase) #local i = quadro_anterior(fase); #local aPernaE = interpola(fq[i], angPernaEsq[i], fq[i + 1], angPernaEsq[i + 1], fase); #local aAntepernaE = interpola(fq[i], angAntepernaEsq[i], fq[i + 1], angAntepernaEsq[i + 1], fase); #local aPeE = interpola(fq[i], angPeEsq[i], fq[i + 1], angPeEsq[i + 1], fase); #local aBracoE = interpola(fq[i], angBracoEsq[i], fq[i + 1], angBracoEsq[i + 1], fase); #local aAntebracoE = interpola(fq[i], angABracoEsq[i], fq[i + 1], angABracoEsq[i + 1], fase); #local aPernaD = interpola(fq[i], angPernaDir[i], fq[i + 1], angPernaDir[i + 1], fase); #local aAntepernaD = interpola(fq[i], angAntepernaDir[i], fq[i + 1], angAntepernaDir[i + 1], fase); #local aPeD = interpola(fq[i], angPeDir[i], fq[i + 1], angPeDir[i + 1], fase); #local aBracoD = interpola(fq[i], angBracoDir[i], fq[i + 1], angBracoDir[i + 1], fase); #local aAntebracoD = interpola(fq[i], angABracoDir[i], fq[i + 1], angABracoDir[i + 1], fase); object { corpo(aPernaE, aAntepernaE, aPeE, aBracoE, aAntebracoE, aPernaD, aAntepernaD, aPeD, aBracoD, aAntebracoD) } #end #include "eixos.inc" // Aqui está a cena, finalmente: dancando(clock) /* object{ eixos(3.00) } // object { cabeca () } // object { braco() } object { corpo(0, 0, 0, 0, 0, 0, 0, 0, 0, 0) } object { corpo(0, 0, 0, 0, 0, 0, 0, 0, 0, 0) translate <-3.0, 0, 0>}*/ #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 6.0; #declare dir_camera = < 0.00, 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)