// 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 0.90 } 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 } #macro interpola(f0,v0,f1,v1,ff) #local ss = (ff-f0)/(f1-f0); #local rr = 1 -ss; (rr*v0 + ss *v1) #end #macro interpola4(t0,v0,v1,v2,v3,t1,tt) #local v01 = interpola(t0,v0,t1,v1,tt); #local v12 = interpola(t0,v1,t1,v2,tt); #local v23 = interpola(t0,v2,t1,v3,tt); #local v012 = interpola(t0,v01,t1,v12,tt); #local v123 = interpola(t0,v12,t1,v23,tt); #local v0123 = interpola(t0,v012,t1,v123,tt); (v0123 ) #end //#declare vv = interpola4(t0,v0,v1,v2,v3,t1,tt); #declare raio = 0.2; #declare ponto = sphere { <0,0,0>, raio texture {tx_head} } #macro grafico(x0,y0,y1,y2,y3,x3,N) union { #local i=x0; #while (i} object{ponto translate yy} #local i = i + (x3-x0)/N; #end } #end #declare chao = box{ <-20,-20,-1>, <+10,+10,0> } // Aqui está a cena, finalmente: #include "eixos.inc" #declare x0 =1; #declare x3 = 7; #declare y0 = 1; #declare y1 = 2; #declare y2 = 10; #declare y1_ = 3; #declare y2_ = 7; #declare y3_ = 1; #declare x0_ = x3; #declare x3_ = 15; #declare y0_= (y2 + y1_)/2; #declare y3 = y0_; #declare y1__ = 5; #declare y2__ = -4; //#declare y3__ = 0; #declare x0__ = x3_; #declare x3__ = 20; #declare y0__ = (y2_ + y1__)/2; #declare y3_ = y0__; //grafico 4 #declare y1___ = -10; #declare y2___ = 2; #declare y3___ = 7; #declare x0___ = x3__; #declare x3___ = 25; #declare y0___ = (y2__ + y1___)/2; #declare y3__ = y0___; //pontos A #declare x0A = 0; #declare x3A = 5; //#declare p0A = <1,12,3>; #declare p1A = <3,-7,1>; #declare p2A = <-5,7,1>; //pontos B #declare x3B = 10; #declare p1B = <7,3,1>; #declare p2B = <-5,-3,0>; //pontos C #declare x3C = 15; #declare p1C = <-9,3,4>; #declare p2C = <-1,7,8>; //pontos D #declare x3D = 20; #declare p1D = <9,9,1>; #declare p2D = <-5,-3,1>; //conexoes #declare x0B = x3A; #declare x0C = x3B; #declare x0D = x3C; #declare p3A = (p2A + p1B)/2; #declare p0B = p3A; #declare p3B = (p2B + p1C)/2; #declare p0C = p3B; #declare p3C = (p2C + p1D)/2; #declare p0D = p3C; #declare p0A = (p2D + p1A)/2; #declare p3D = p0A; union{ object{ eixos(3.00) } // object {texto1 translate<0,0,0>} //object{ chao translate < 5,10,-5 > texture{ tx_xadrez } } union { //object { grafico(x0,y0,y1,y2,y3,x3,15)} //object { grafico(x0_,y0_,y1_,y2_,y3_,x3_,15)} //object { grafico(x0__,y0__,y1__,y2__,y3__,x3__,15)} //object { grafico(x0___,y0___,y1___,y2___,y3___,x3___,15)} object {grafico(x0A,p0A,p1A,p2A,p3A,x3A,15)} object {grafico(x0B,p0B,p1B,p2B,p3B,x3B,15)} object {grafico(x0C,p0C,p1C,p2C,p3C,x3C,15)} object {grafico(x0D,p0D,p1D,p2D,p3D,x3D,15)} translate<0,0,0> } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 20.0; #declare dir_camera = < 0,0.00001 , 10 >; #declare dist_camera = 25.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)