// Last edited on 2013-12-11 11:24:34 by stolfilocal // Processed by remove-cam-lights #include "textures.inc" #include "eixos.inc" #include "camlight.inc" 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_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 0.2 } } #declare tx_red= texture{ pigment{ color rgb < 1.00, 0.0, 0.0 > } finish{ diffuse 0.9 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_glass = texture{ pigment{color rgb < 0.8, 0.8, 1 > filter 0.90 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.01 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 raio = 5.000; //#macro calc_retalho(p11,p12,p13,p14,p21,p22,p23,p24,p31,p32,p33,p34,p41,p42,p43,p44,q11,q12,q13,q14,q21,q22,q23,q24,q31,q32,q33,q34,q41,q42,q43,q44,rad,txg,txr) // retalho (p21+q31/2,p22+q32/2,p23+q33/2,p24+q34/2,p21,p22,p23,p24,p31,p32,p33,p34,p41,p42,p43,p44, rad,txg,txr) // // retalho (q11,q12,q13,q14,q21,q22,q23,q24,q31,q32,q33,q34,p21+q31/2,p22+q32/2,p23+q33/2,p24+q34/2, rad,txg,txr) //#end #declare chao = box{ <-20,-20,-1>, <+20,+20,0> translate <0,0,2>} #declare roda = difference { union { cylinder{ < 0.00, +0.00, +0.00 >, < 0.00, +0.00, +1.50 >, 0.75 rotate <0,270, 0> texture { tx_red} } cylinder{ < 0.00, +0.00, +0.75 >, < 2.85, +0.00, +0.75 >, 0.25 rotate <0,270, 0> } } cylinder{ < 0.00, +0.00, -1.00 >, < 0.00, +0.00, +1.60 >, 0.5 rotate <0,270, 0> texture { tx_red} } } #macro Interpola2(p0,p1,tt) ((1-tt)*p0 + tt*p1) #end #macro Interpola4 (p0,p1,p2,p3,tt) #local p01 = Interpola2(p0, p1,tt); #local p12 = Interpola2(p1, p2,tt); #local p23 = Interpola2(p2, p3,tt); #local p012 = Interpola2(p01, p12,tt); #local p123 = Interpola2(p12, p23,tt); #local p0123 = Interpola2(p012, p123,tt); p0123 #end #macro tentaculo (p0,p1,p2,q1,q2,q3) #local p3 = (p2+q1)/2; #local q0 = p3; union { #local i =0; #while (i<1) sphere { Interpola4(p0,p1,p2,p3,i), Interpola4(0.1,0.2,0.3,0.4,i) texture{ tx_red} } #local i = i + 0.01; #end #local i =0; #while (i<1) sphere { Interpola4(q0,q1,q2,q3,i), Interpola4(0.4,0.45,0.5,0.55,i) texture{ tx_red} } #declare i = i + 0.01; #end } #end #macro tentaculo_animado(p0,p1,p2,q1,q1,q2,q3,N) #end #macro polvo () union { tentaculo (,<0,1,1>,,<0,1,2.2>,<0,0.5,2.5>,<0,1,3>) object{tentaculo (,<0,1,1>,,<0,1,2.2>,<0,0.5,2.5>,<0,1,3>) rotate <0,0,180> translate <0,2,0 > } object{tentaculo (,<0,1,1>,,<0,1,2.2>,<0,0.5,2.5>,<0,1,3>) rotate <0,0,90> translate <1,1,0 > } object{tentaculo (,<0,1,1>,,<0,1,2.2>,<0,0.5,2.5>,<0,1,3>) rotate <0,0,-90> translate <-1,1,0 > } sphere {<0,1,3> 1 texture {tx_red}} } tentaculo (,<0,1,1>,,<0,1,2.2>,<0,0.5,2.5>,<0,1,3>) #end #declare nq = 2; //numero de quadros chave #declare nt= 4; //numero de tentáculos #declare np = 6; //numero de parametros por tentaculo #declare d = array[nq+1] //tempo de cada quadro chave #declare q = array[nq+1][nt][np]; //parametros de cada tentaculo em cada quadro-chave #declare d[0] =0; #declare d[nq] = 1; #declare q[0][0][0] = <0,0,0>; #declare q[0][0][1] = <0,1,1>; #declare q[0][0][2] = <0,-1,2>; #declare q[0][0][3] = <0,1,2.2>; #declare q[0][0][4] = <0,0.5,2.5>; #declare q[0][0][5] = <0,1,3>; #declare q[0][nt-1][np-1] = <0,1,3> ; #macro extrai_parametro_de_quadro(q, i, t1, qi, t2) #local p = 0; #while (p 1} object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } union { polvo() translate <0,2,-1.5+ 2*clock> rotate <0,0,clock*360> } #declare centro_cena = < 2, -1.5, 1 >; #declare raio_cena = 7; #declare dir_camera = < 2,-1,0 >; #declare dist_camera = 15; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)