// Last edited on DATE TIME by USER // Processed by remove-cam-lights background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_preto = texture{ pigment{ color rgb < 0, 0, 0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 0.84, 0.84, 0.84 > } 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 } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" #declare NQ = 6; #macro antebraco() cylinder{ < 0, 0, 0 >, < 0, 1, 0 >, 0.3 texture{ tx_fosca } } #end #macro braco(ang1) union { cylinder{ < 0, 0, 0 >, < 0, 1, 0 >, 0.3 texture{ tx_fosca } } object { antebraco() rotate x*ang1 translate 1*y } } #end #macro pe() cylinder{ < 0, 0, 0 >, < 1.5, 0, 0 >, 0.5 texture{ tx_preto } } #end #macro pernabaixo(ang1) union { cylinder{ < 0, 0, -2.00 >, < 0, 0, 0 >, 0.5 texture{ tx_fosca } } object { pe() rotate y*ang1 translate -2*z } } #end #macro pernacima(ang1, ang2) union { cylinder{ < 0, 0, -2 >, < 0, 0, 0 >, 0.5 texture{ tx_fosca } } object { pernabaixo(ang1) rotate y*ang2 translate -2*z } } #end #macro corpo() union { sphere{ < 0,0,0 >, 0.60 texture{ tx_fosca } } cone { <0, -0.2, 0.5>, 0.2, <0, -0.2, 1.2>, 0 texture{ tx_fosca } } cone { <0, 0.2, 0.5>, 0.2, <0, 0.2, 1.2>, 0 texture{ tx_fosca } } cone { <0, 0, -0.6>, 0.2, <0, 0, -2.5>, 0.7 texture{ tx_fosca } } } #end #declare tempo = array[NQ] #declare tempo[0] = 0; #declare tempo[1] = 0.1; #declare tempo[2] = 0.3; #declare tempo[3] = 0.5; #declare tempo[4] = 0.7; #declare tempo[5] = 1; #declare ang_1 = array[NQ]; #declare ang_1[0] =0; #declare ang_1[1] =25; #declare ang_1[2] =35; #declare ang_1[3] =60; #declare ang_1[4] =-10; #declare ang_1[5] =-5; #declare ang_2 = array[NQ]; #declare ang_2[0] =0; #declare ang_2[1] =10; #declare ang_2[2] =-35; #declare ang_2[3] =-20; #declare ang_2[4] =40; #declare ang_2[5] =15; #declare ang_3 = array[NQ]; #declare ang_3[0] =0; #declare ang_3[1] =45; #declare ang_3[2] =50; #declare ang_3[3] =-20; #declare ang_3[4] =-10; #declare ang_3[5] =0; #macro coelho(ang_1, ang_2, ang_3) union { object { corpo () scale <2,2,2 > translate 5*z} object { pernacima (ang_1, ang_2) rotate y*ang_3 translate -0.7*y } object { pernacima (ang_1, ang_2) rotate y*40 translate 0.7*y} object { braco (ang_1) rotate y*ang_2 scale -1*y translate -0.5*y translate 2*z} object { braco (ang_1) rotate y*ang_2 translate 0.5*y translate 2*z} } #end #macro quadro_anterior(fase) #local k = 0; #while((k} } #end #macro interpol(ii,kk,jj,ll,mm) #local tt = (mm-ii)/(jj-ii); ((1-tt)*kk+tt*ll); #end #macro coelho_dancando(fase) #declare tempo0 = 0; #declare tempo1 = 0.3; #declare tempo2 = 0.5; #declare tempo3 = 0.7; #declare tempo4 = 0.9; #declare tempo5 = 1; #if ((fase >= tempo0) & (fase <= tempo1)) #declare ang_1 = interpol(tempo0,ang_1[0],tempo1,ang_1[1],fase); #declare ang_2 = interpol(tempo0,ang_2[0],tempo1,ang_2[1],fase); #declare ang_3 = interpol(tempo0,ang_3[0],tempo1,ang_3[1],fase); #end #if ((fase > tempo1) & (fase <= tempo2)) #declare ang_1 = interpol(tempo1,ang_1[0],tempo2,ang_1[1],fase); #declare ang_2 = interpol(tempo1,ang_2[0],tempo2,ang_2[1],fase); #declare ang_3 = interpol(tempo1,ang_3[0],tempo2,ang_3[1],fase); #end #if ((fase > tempo2) & (fase <= tempo3)) #declare ang_1 = interpol(tempo2,ang_1[0],tempo3,ang_1[1],fase); #declare ang_2 = interpol(tempo2,ang_2[0],tempo3,ang_2[1],fase); #declare ang_3 = interpol(tempo2,ang_3[0],tempo3,ang_3[1],fase); #end #if ((fase > tempo3) & (fase < tempo4)) #declare ang_1 = interpol(tempo3,ang_1[0],tempo4,ang_1[1],fase); #declare ang_2 = interpol(tempo3,ang_2[0],tempo4,ang_2[1],fase); #declare ang_3 = interpol(tempo3,ang_3[0],tempo4,ang_3[1],fase); #end #if ((fase > tempo4) & (fase < tempo5)) #declare ang_1 = interpol(tempo4,ang_1[0],tempo5,ang_1[1],fase); #declare ang_2 = interpol(tempo4,ang_2[0],tempo5,ang_2[1],fase); #declare ang_3 = interpol(tempo4,ang_3[0],tempo5,ang_3[1],fase); #end object { coelho_mexendo(ang_1,ang_2,ang_3) } #end object { coelho_dancando(clock) } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 11.0; #declare dir_camera = < 20, 0, 5 >; #declare dist_camera = 15.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)