// 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 roleta = seed(600); #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 >, 0.60 } #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 chao = box{ <-70,-70,-1>, <+70,+70,0> } #declare caixa = box{ <0,0,0>, <+2,+2,+2> texture{ tx_plastico } } #declare tampa = box{ <0,0,2>, <-0.1,2,+4> texture{ tx_plastico } } #declare pescoco= cone { <+1.00, +1.00, 3.00>, 0.5 // Center and radius of one end <+1.00, +1.00, 4.00>, 0 // Center and radius of other end texture {tx_xadrez } } #declare suporte = box{ <1,1,2>, <0.5,1.5,4> texture{ tx_fosca } } #declare braco_dir_pe = box{ <0,0,0>, <-0.5,0.25,2> texture{ tx_vidro } } #declare braco_esq_pe = box{ <0,0,0>, <-0.5,0.25,2> texture{ tx_vidro } } #declare corpo = sphere{ < 0.00, 0.00, 0.00 >, 3 texture{ tx_fosca } } #declare cabeca = sphere{ < 0.00, 0.00, 0.00 >, 1.5 texture{ tx_fosca } } #declare braco_dir = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 2.00, 0.00 >, 0.75 texture{ tx_plastico } } #declare antebraco_dir = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 1.00, 0.00 >, 0.75 texture{ tx_espelho } } #declare mao_dir = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 0.50, 0.00 >, 0.75 texture{ tx_vidro } } #declare braco_esq = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, -2.00, 0.00 >, 0.75 texture{ tx_plastico } } #declare antebraco_esq = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, -1.00, 0.00 >, 0.75 texture{ tx_espelho } } #declare mao_esq = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, -0.50, 0.00 >, 0.75 texture{ tx_vidro } } #declare coxa_dir = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 0.0, -2.00 >, 0.75 texture{ tx_fosca } } #declare canela_dir = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 0, -2.00 >, 0.75 texture{ tx_plastico } } #declare coxa_esq = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 0.0, -2.00 >, 0.75 texture{ tx_fosca } } #declare canela_esq = cylinder{ < 0.00, 0.00, 0.00 >, < 0.00, 0, -2.00 >, 0.75 texture{ tx_plastico } } #include "eixos.inc" // Aqui está a cena, finalmente: #declare ladoesq = box { < 0.00, 0.00, 0.00 >, < -5.00, 5.00, 40.00 > texture { tx_fosca } } /* #declare ladodir = box { < 20.00, 0.00, 0.00 >, < 25.00, -3.00, 10.00 > texture { tx_fosca } } */ #declare ladocima = box { < 0.00, 0.00, 0.00 >, < -5.00, 55.00, 5.00 > texture { tx_fosca } } /* #declare ladobaixo = box { < 0.00, 0.00, -5.00 >, < 25.00, -3.00, 0.00 > texture { tx_fosca } } */ #declare ladoshor = box { < 0.00, 0.00, 0.00 >, < -5.00, 1.00, 40.00 > texture { tx_fosca } } #declare ladosvert = box { < 0.00, 0.00, 0.00 >, < -5.00, 50.00, 1.00 > texture { tx_fosca } } #declare bolinha = sphere{ < 0.00, 0.00, 0.00 >, 1.3 texture{ tx_plastico } } #declare bolinha2 = sphere{ < 0.00, 0.00, 0.00 >, 1.3 texture{ tx_xadrez } } #declare numeros = 5; #declare vetor = array[numeros]; #declare vetor[0] = 0*(1-clock)+clock*1; #declare vetor[1] = 1*(1-clock)+clock*2; #declare vetor[2] = 2*(1-clock)+clock*3; #declare vetor[3] = 3*(1-clock)+clock*4; #declare vetor[4] = 4*(1-clock)+clock*5; object{ chao texture{ tx_xadrez } } object{ ladocima } object{ ladoesq translate <0,0,5> } object{ ladoesq translate <0,50,5> } object{ ladocima translate <0,0,43>} object{ ladoshor translate <0,10,5>} object{ ladoshor translate <0,20,5>} object{ ladoshor translate <0,30,5>} object{ ladoshor translate <0,40,5>} object{ ladosvert translate <0,0,12>} object{ ladosvert translate <0,0,20>} object{ ladosvert translate <0,0,28>} object{ ladosvert translate <0,0,36>} //object{ bolinha translate <0,10,10>} //object{ ladodir } //object{ ladocima } //object{ ladobaixo } //object{ ladoesq translate} //object{ vareta } //object{ vareta translate <5, -1, 2>} #macro posicao(pos,i,numerofileira2,prob) #local def = (rand(roleta)} #else object{ bolinha translate <0,10*i,7.5*numerofileira2+4*pos>} #end #end #macro fileira(n,valor,numerofileira,prob) union{ #local r=int(valor); #local f=valor-r; #local i = n; #local valor2 = valor; /*#while(i > 0) object{ posicao(mod(valor2,2),i,numerofileira,prob) } #local i = i - 1; #local valor2 = int(valor2/2); #end*/ #while (i > 0) #local vv = mod(r,2); #if (vv=0) object{posicao(f,i,numerofileira,prob)} #local f = 0; #else object{posicao(1-f,i,numerofileira,prob)} #end #local i = i - 1; #local r = int(r/2); #end } #end /* #while (i > 0) #local vv = mod(r,2); #if (vv=0) object{bit(f,prob) translate <0,2*i,0>} #local f = 0; #else object{bit(1-f,prob) translate <0,2*i,0>} #end #local r = int(r/2); #local i = i-1; #end */ #macro abaco(numfil,bitfil,vetor,prob) union{ //#local numfil = 4; //#local bitfil = 4; #local num = numfil; #while(num > 0) object{ fileira(bitfil,vetor[num-1],num,prob) } #local num = num - 1; #end } #end //#object { abaco(4,10)} //#fileira(4,11,1) #abaco(5,4,vetor,0.2) #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 100.0; #declare dir_camera = < 14.00, 0.00, -4.00*(1-clock)+4*clock >; #declare dist_camera = 200.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)