// 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 < 1.0, 1.0, 1.0 > } #declare tx_plastico = texture{ pigment{ color rgb < 0.20, 0.70, 0.10 > } finish{ diffuse 0.8 ambient 0.1 specular 5.8 roughness 0.1 } } #declare tx_vidro = texture{ pigment{ color rgb < 0.1, 0.95, 0.20 > filter 0.85 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.1 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.42, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 1.0 } // ====================================================================== // DESCRIÇÃO DA CENA #macro interpola(f0, v0, f1, v1, f) #local ss= (f-f0)/(f1-f0); #local rr= 1 - ss; (rr*v0 + ss*v1) #end #macro interpola4(ti, v0, v1, v2, v3, tf, tt) #local v01 = interpola(ti, v0, tf, v1, tt); #local v12 = interpola(ti, v1, tf, v2, tt); #local v23 = interpola(ti, v2, tf, v3, tt); #local v012 = interpola(ti, v01, tf, v12, tt); #local v123 = interpola(ti, v12, tf, v23, tt); interpola(ti, v012, tf, v123, tt); #end #macro grafico(x0, y0, y1, y2, y3, x3, N) #local delta = (x3 - x0)/N; #local i = 0; #local xx = x0; #while(i < N) #local yy = interpola4(x0, y0, y1, y2, y3, x3, xx); object{ sphere { , 0.1 } } #local i = i + 1; #local xx = xx + delta; #end #end #macro grafico4(x0, y01, y02, y03, y12, y13, y22, y23, y32, y33, y34, x3, N) #local xx = x0; #local delta = (x3 - x0)/4; grafico(x0, y01, y02, y03, (y02 + y12)/2, xx+delta, N) #local xx = xx + delta; grafico(xx, (y02 + y12)/2, y12, y13, (y13 + y22)/2, xx+delta, N) #local xx = xx + delta; grafico(xx, (y13 + y22)/2 , y22, y23, (y23 + y32)/2, xx+delta, N) #local xx = xx + delta; grafico(xx, (y23 + y32)/2, y32, y33, y34, xx+delta, N) #end #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ eixos(3.00) } //object{ chao translate < 0,0,-4 > texture{ tx_xadrez } } grafico4(0, 1, 2, 3, 6, 7, -6, -7, 3, 2, -4, 5, 200) } #include "camlight.inc" #declare centro_cena = < 0.00, 1.60, 1.00 >; #declare raio_cena = 10.0; #declare dir_camera = < 0.01, -1.01, 10.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)