// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2017-05-07 20:10:09 by stolfilocal // ====================================================================== // 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_peca = texture{ pigment{ color rgb < 0.5, 0.5, 0.5 > } 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 < 0.0, 0.0, 0.0 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 1.0 } // ====================================================================== // DESCRIÇÃO DA CENA #include "eixos.inc" #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 suaviza(P, n_arcos, n_chaves) #local i = 0; #local k = 0; #while (k < n_chaves) #while (i < n_arcos) #local j = mod(i+1, n_arcos); #local vv = (P[k][j][1] - P[k][i][2])/2; #declare P[k][i][2] = P[k][i][3] - vv; #declare P[k][j][1] = P[k][j][0] + vv; #local i = i + 1; #end #local i = 0; #local k = k + 1; #end #end #macro Noh(grossura, lado, P, n_bolas, tx) #local tt = 0; #local i = 0; #local j = 0; #while (j < n_bolas) #if ((tt >= i/n_arcos) & (tt < (i + 1)/n_arcos)) #declare centro = arcobezier(i/n_arcos, (i + 1)/n_arcos, P[i][0], P[i][1], P[i][2], P[i][3], tt); #local tt=tt+1/n_bolas; #local j=j+1; sphere{ lado*centro, grossura texture {tx} } #else #local i=i+1; #end #end #end #macro interpolaMatriz(P, k0, k1, n_arcos, c0, c1, cc, R) #local i = 0; #local j = 0; #while (i < n_arcos) #while (j < 4) #declare R[i][j] = interpolalin(c0, P[k0][i][j], c1 , P[k1][i][j], cc); #local j = j + 1; #end #local i = i + 1; #local j = 0; #end #end #macro cena(P, k0, k1, R, grossura, lado, n_arcos, n_bolas, n_cenas, tx) #local i = 0; #while (i < n_cenas) interpolaMatriz(P, k0, k1, n_arcos, 0, 1, i/n_cenas, R) Noh(grossura, lado, R, n_bolas, tx) #local i = i + 1; #end #end #macro vetorK(n_chaves) #local tk = array[n_chaves]; #local i = 0; #while (i < n_chaves) #local tk[i] = i/(n_chaves-1); #local i = i + 1; #end tk #end #macro buscaTempo(clk, n_chaves, tk) #local i = 0; #while (tk[i] < clk) #local i = i + 1; #end #if (i = 0) #local r = i; #else #local r = i - 1; #end r #end #declare lado = 40; #declare n_arcos = 4; #declare n_bolas = 1500; #declare grossura = 1; #declare tx = tx_fosca; #declare n_cenas = 10; #declare n_chaves = 4; #declare P = array[n_chaves][n_arcos][4]; #declare P[0][0][0] = <0,0,0>; #declare P[0][0][1] = <0.25,0,0.5>; #declare P[0][0][2] = <.7,0,.7>; #declare P[0][0][3] = <.5,0,.25>; #declare P[0][1][0] = P[0][0][3]; #declare P[0][1][1] = <-0.2,0,-0.8>; #declare P[0][1][2] = <-0.7,-.5,-0.5>; #declare P[0][1][3] = <-0.2,0,.6>; #declare P[0][2][0] = P[0][1][3]; #declare P[0][2][1] = <1,.5,0>; #declare P[0][2][2] = <0,2,-.5>; #declare P[0][2][3] = <0.5,0,.4>; #declare P[0][3][0] = P[0][2][3]; #declare P[0][3][1] = <1,0.8,-1>; #declare P[0][3][2] = <0,0.4,-0.2>; #declare P[0][3][3] = P[0][0][0]; #declare P[1][0][0] = <0,0,0>; #declare P[1][0][1] = <-0.25,0,-0.5>; #declare P[1][0][2] = <-.7,0,-.7>; #declare P[1][0][3] = <-.5,0,-.25>; #declare P[1][1][0] = P[1][0][3]; #declare P[1][1][1] = <0.2,0,0.8>; #declare P[1][1][2] = <0.7,.5,0.5>; #declare P[1][1][3] = <0.2,0,-.6>; #declare P[1][2][0] = P[1][1][3]; #declare P[1][2][1] = <-1,-.5,0>; #declare P[1][2][2] = <0,-2,.5>; #declare P[1][2][3] = <-0.5,0,-.4>; #declare P[1][3][0] = P[1][2][3]; #declare P[1][3][1] = <-1,-0.8,1>; #declare P[1][3][2] = <0,-0.4,0.2>; #declare P[1][3][3] = P[1][0][0]; #declare P[2][0][0] = <0,0,0>; #declare P[2][0][1] = <0.25,0,-0.5>; #declare P[2][0][2] = <.7,0,-.7>; #declare P[2][0][3] = <.5,0,-.25>; #declare P[2][1][0] = P[2][0][3]; #declare P[2][1][1] = <-0.2,0,0.8>; #declare P[2][1][2] = <-0.7,.5,0.5>; #declare P[2][1][3] = <-0.2,0,-.6>; #declare P[2][2][0] = P[2][1][3]; #declare P[2][2][1] = <1,-.5,0>; #declare P[2][2][2] = <0,-2,.5>; #declare P[2][2][3] = <0.5,0,-.4>; #declare P[2][3][0] = P[2][2][3]; #declare P[2][3][1] = <1,-0.8,1>; #declare P[2][3][2] = <0,-0.4,0.2>; #declare P[2][3][3] = P[2][0][0]; #declare P[3][0][0] = <0,0,0>; #declare P[3][0][1] = <-0.25,0,0.5>; #declare P[3][0][2] = <-.7,0,.7>; #declare P[3][0][3] = <-.5,0,.25>; #declare P[3][1][0] = P[3][0][3]; #declare P[3][1][1] = <0.2,0,-0.8>; #declare P[3][1][2] = <0.7,.5,-0.5>; #declare P[3][1][3] = <0.2,0,.6>; #declare P[3][2][0] = P[3][1][3]; #declare P[3][2][1] = <-1,-.5,0>; #declare P[3][2][2] = <0,-2,-.5>; #declare P[3][2][3] = <-0.5,0,.4>; #declare P[3][3][0] = P[3][2][3]; #declare P[3][3][1] = <-1,-0.8,-1>; #declare P[3][3][2] = <0,-0.4,-0.2>; #declare P[3][3][3] = P[3][0][0]; #declare R = array[n_arcos][4]; #for (i, 0, n_arcos-1, 1) #for (j, 0, 3, 1) #declare R[i][j] = <0,0,0>; #end #end #declare tk = vetorK(n_chaves); suaviza(P, n_arcos, n_chaves) #declare nk = buscaTempo(clock, n_chaves, tk); cena(P, nk, nk+1, R, grossura, lado, n_arcos, n_bolas, n_cenas, tx) #include "camlight.inc" #declare centro_cena = < 6, 0, 0 >; #declare raio_cena = 50; #declare dir_camera = < 10.00, 30.00, 5.00 >; #declare dist_camera = 5*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)