//Nome: Rodrigo de Sousa Serafim da Silva //RA: 118607 //Laboratório 3 // ====================================================================== // 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 0.70 } 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 } } #include "eixos.inc" #declare CC = 6.2832; // = 2pi #macro interpolalin(t0,v0,t1,v1,tt) #local r = (tt-t0)/(t1-t0); #local s = 1-r; #local vv= s*v0 + r*v1; vv #end #macro arcobezier(t0,t1,A,B,C,D,tt) #local AB = interpolalin(t0,A,t1,B,tt); #local BC = interpolalin(t0,B,t1,C,tt); #local CD = interpolalin(t0,C,t1,D,tt); #local ABC = interpolalin(t0,AB,t1,BC,tt); #local BCD = interpolalin(t0,BC,t1,CD,tt); #local ABCD = interpolalin(t0,ABC,t1,BCD,tt); ABCD #end #macro esfera_quadrado2(nn,rr,dd) union{ #local a = sphere{<0,0,0>,rr texture {tx_fosca}} #local tt=0; #while (tt<1) #if(tt< 0.25) object{a translate interpolalin(0,<0,0,0>,0.25,<0,10,0>,tt)} #else #if(tt<0.5) object{a translate interpolalin(0.25,<0,10,0>,0.5,<0,10,10>,tt)} #else #if(tt<0.75) object{a translate interpolalin(0.5,<0,10,10>,0.75,<0,0,10>,tt)} #else object{a translate interpolalin(0.75,<0,0,10>,1,<0,0,0>,tt)} #end #end #end #local tt = tt + 1/dd; #end } #end //poligono regular de n lados onde cada lado é alterado pelo arco de bezier #macro esfera_poligono(nn,rr,dd) union{ #local a = sphere{<0,0,0>,rr texture {tx_fosca}} #local tt=0; #while (tt<1) #local t1 = int(tt*nn)/nn; #local t2 = (int(tt*nn)+1)/nn; #local tt1 = <0,10*cos(CC*t1),10*sin(CC*t1)>; #local tt2 = <0,10*cos(CC*t2),10*sin(CC*t2)>; //object{a translate arcobezier(t1,t2,tt1,<0,5*cos(CC*tt),0>,<0,0,5*sin(CC*tt)>,tt2,tt)} //B e C escolhidos ao acaso //object{a translate arcobezier(t1,t2,tt1,<0,0,5*sin(CC*tt)>,<0,5*cos(CC*tt),0>,tt2,tt)} //object {a translate <0,tt1,tt2>} //object{a translate arcobezier(0,0.25,<0,0,0>,<0,0,5>,<0,5,5>,<0,10,0>,tt)} #local tt = tt + 1/dd; #end } #end #macro esfera_poligono_suave(nn,rr,dd) union{ #local a = sphere{<0,0,0>,rr texture {tx_fosca}} #local tt=0; #while (tt<1) #local t1 = int(tt*nn)/nn; #local t2 = (int(tt*nn)+1)/nn; #local t0 = (int(tt*nn)-1)/nn; #local tt1 = <0,10*cos(CC*t1),10*sin(CC*t1)>; #local tt2 = <0,10*cos(CC*t2),10*sin(CC*t2)>; //#local tt1 = <10*sin(2*CC*tt),10*cos(CC*t1),10*sin(CC*t1)>; //#local tt2 = <10*sin(2*CC*tt),10*cos(CC*t2),10*sin(CC*t2)>; #local A1 = t1; //#local VEA = <0,-2,2>; //#local A2 = <0, //object{a translate arcobezier(t1,t2,tt1,<0,5*cos(CC*tt),0>,<0,0,5*sin(CC*tt)>,tt2,tt)} //B e C escolhidos ao acaso //object{a translate arcobezier(t1,t2,tt1,<10*sin(2*CC*tt),0,5*sin(CC*tt)>,<10*sin(2*CC*tt),5*cos(CC*tt),0>,tt2,tt)} //object{a translate arcobezier(0,0.25,<0,0,0>,<0,0,5>,<0,5,5>,<0,10,0>,tt)} object {a translate interpolalin(t1,tt1,t2,tt2,tt)} #local tt = tt + 1/dd; #end } #end #macro suavizaZ(P,N,i,vv) //suaviza a junta entre o arco i e o arco j = mod(i+1,N) #local j = mod(i+1,n); #declare P[i][z] = P[i]3] - vv; #declare P[j][1] = P[j][0] + vv; #end #macro suavizaX(P,n,i) #local j = mod(i+1,n); #local vv = (P[j][1]-P[i][2])/2; suavizaZ(P,n,i,vv) #end #macro interp3(A0,A1,A2,A3,t2,t3,tt) #local A01 = interpolalin(t2,A0,t3,A1,tt); #local A12 = interpolalin(t2,A1,t3,A2,tt); #local A23 = interpolalin(t2,A2,t3,A3,tt); #local A012 = interpolalin(t2,A01,t3,A12,tt); #local A123 = interpolalin(t2,A12,t3,A23,tt); #local A0123 = interpolalin(t2,A012,t3,A123,tt); A0123 #end #macro esfera_suave2(nnn,rr,dd) union{ #local a = sphere{<0,0,0>,rr texture {tx_fosca}} #declare nn = 4; #declare P = array [nn][4] #declare P[0][0] = <0,0,0>; #declare P[0][1] = <0,0,2>; #declare P[0][2] = <0,2,4>; #declare P[0][3] = <0,2,4>; #declare P[1][0] = <1,1,7>; #declare P[1][1] = <0,2,4>; #declare P[1][2] = <2,4,5>; #declare P[1][3] = <0,6,5>; #declare P[2][0] = <0,6,5>; #declare P[2][1] = <-1,3,4>; #declare P[2][2] = <-4,0,5>; #declare P[2][3] = <-2,1,6>; #declare P[3][0] = <-2,1,6>; #declare P[3][1] = <-1,-2,3>; #declare P[3][2] = <0,-2,0>; #declare P[3][3] = <0,0,0>; #local tt=0; #while (tt<1) #local t1 = int(tt*nn); #local t2 = mod((int(tt*nn)+1),nn); #local tt1 = int((tt-t1/nn)*nn*3); object{a translate interpolalin(t1/nn,P[t1][tt1],t2/nn,P[t1][tt1+1],tt)} #local tt = tt + 1/dd; #end } #end //object{esfera_quadrado2(1,0.2,1000)} //object{esfera_poligono_suave(6,0.2,2000)} //object{esfera_poligono(6,0.2,2000)} object{esfera_suave2(6,0.2,2000)} #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 30; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 5*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)