// 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 < 3.00, 3.00, 3.00 > } 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 botao = cylinder { <0,0,0>, <0,0.5,0>, 0.25 } #declare chave = union { cylinder { <0,0,0>, <0,0.25,-0.25>, 0.1 } box { <-0.25, 0, 0.25>, <0.25, -0.2, -0.25> } } #include "eixos.inc" // macro do painel #macro painel (largura) union{ #declare quadro = box{ <0, 0, 10>, <3*largura + 5, -1, 0> texture{tx_fosca}} object{quadro translate <-10, -0.2, -5>} // linha de botoes intercalando plastico e vidro #declare i = 0; #while ( i < largura ) #if (mod(i,2) = 0) object{botao translate <2*i, 0, 1.0> texture{tx_plastico}} #else object{botao translate <2*i, 0, 1.0> texture{tx_vidro}} #end #declare i = i + 1; #end // linha de chaves para baixo #declare i = 0; #while ( i < largura ) object{chave translate <2*i, 0, 0> texture{tx_plastico}} #declare i = i + 1; #end // linha de chaves alternando com botoes #declare i = 0; #while ( i < largura ) #if (mod(i,2) = 0) object{botao translate <2*i, 0, -1.0> texture{tx_vidro}} #else object{chave translate <2*i, 0, -1.0> texture{tx_plastico}} #end #declare i = i + 1; #end // linha de chaves alternando com botoes, e chaves alternando entre cima e baixo #declare i = 0; #while ( i < largura ) #if (mod(i,2) = 0) object{botao translate <2*i, 0, -2.0> texture{tx_vidro}} #else #if (mod(i,3) = 0) object{chave translate <2*i, 0, -2.0> texture{tx_plastico}} #else object{chave rotate <0, 180, 0> translate <2*i, 0, -2.0> texture{tx_plastico}} #end #end #declare i = i + 1; #end // parte diferente à direita #declare i = 0; #while ( i < 2 ) object{botao scale<2,2,2> translate <-2*i -2, 0, 0.5> texture{tx_plastico}} #declare i = i + 1; #end #declare i = 0; #while ( i < 2 ) object{botao scale<0.5,0.5,0.5> translate <-0.5*i -1.5, 0, -1.0> texture{tx_plastico}} object{botao scale<0.5,0.5,0.5> translate <-0.5*i -1.5, 0, -1.5> texture{tx_plastico}} #declare i = i + 1; #end object{chave scale<1.5,1.5,1.5> translate <-3.5, 0, -1.0> texture{tx_vidro}} box { <0,0,0> <4,-0.3, -0.5> translate <-4.5, 0, -2.5> texture{tx_espelho}} } #end // invocando a macro do painel para criar a cena painel(10) #include "camlight.inc" #declare centro_cena = < 2.00, 2.00, 2.00 >; #declare raio_cena = 15.0; #declare dir_camera = < -8.00, 8.00, 1.00 >; #declare dist_camera = 25.0; #declare intens_luz = 0.60; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)