// Bernardo do Amaral Teodosio - 167494 - MC937 A // LAB 08 // ====================================================================== // CORES E TEXTURAS background{ color rgb < 0.75, 0.80, 0.85 > } #local 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 } } #local tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #local tx_fosca_2 = texture{ pigment{ color rgb < 0.40, 0.40, 0.40 > } finish{ diffuse 0.9 ambient 0.1 } } #local tx_fosca_3 = texture{ pigment{ color rgb < 1.00, 1.00, 0.00 > } finish{ diffuse 0.9 ambient 0.1 } } #local tx_fosca_black = texture{ pigment{ color rgb < 0.20, 0.20, 0.20 > } finish{ diffuse 0.9 ambient 0.1 } } #local tx_coke = texture{ pigment{ color rgb < 1, 0, 0 > } finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.85, 0.30 > ambient 0.1 } } #local tx_coke_2 = texture{ pigment{ color rgb < 0.9, 0.00, 0.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #local tx_fosca_4 = texture{ pigment{ color rgb < 0.5, 0.9, 0.5 > } finish{ diffuse 0.9 ambient 0.1 } } #local 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 } } #local 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 } } #local 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 } #local tx_xadrez_2 = texture{ pigment{ checker color rgb < 0.00, 0.02, 0.00 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 1 } // ====================================================================== // DESCRIÇÃO DA CENA // Partes da cena: #include "eixos.inc" // Lab 5 // CRIA O CIRCULO USANDO O COUNT DE QUANTAS ESFERAS QUER #macro createCircle(sphereRadius, sphereCount) union { #for(i, -pi, pi, 2*pi/sphereCount) sphere { <0, cos(i), sin(i)>, sphereRadius texture{ tx_coke_2 }} #end } #end #macro createCurve(sphereRadius) #local cursor = sphere{ < 0.00, 0.00, 0.00 >, sphereRadius texture{ tx_coke_2 } } union { #for(i, 0, 1, 0.001) #local MULTIPLIER = 10; #local value = i*MULTIPLIER; // part 1 (see notebook for parts) #if (i >= 0 & i < 1/8) #local tt0 = 0/8; #local tt1 = 1/8; #local vv0 = 0; #local vv1 = 1; #local targetValue = vv0 + ((i - tt0)/(tt1 - tt0)) * (vv1 - vv0); object { cursor translate <0, 0, targetValue> } #end #if (i >= 1/8 & i < 2/8) #local tt0 = 1/8; #local tt1 = 2/8; #local vv0 = pi/2; #local vv1 = pi; #local alphaAngle = vv0 + ((i - tt0)/(tt1 - tt0)) * (vv1 - vv0); object { cursor translate <0, 1 + cos(alphaAngle), 1 + sin(alphaAngle)>} #end #if (i >= 2/8 & i < 3/8) #local tt0 = 2/8; #local tt1 = 3/8; #local vv0 = 1; #local vv1 = 2; #local targetValue = vv0 + ((i - tt0)/(tt1 - tt0)) * (vv1 - vv0); object { cursor translate <0, targetValue, 2> } #end #if (i >= 3/8 & i < 4/8) #local tt0 = 3/8; #local tt1 = 4/8; #local vv0 = 3*pi/2; #local vv1 = 5*pi/2; #local alphaAngle = vv0 + ((i - tt0)/(tt1 - tt0)) * (vv1 - vv0); object { cursor translate <0, 2 + cos(alphaAngle), 3 + sin(alphaAngle)>} #end #if (i >= 4/8 & i < 5/8) #local tt0 = 4/8; #local tt1 = 5/8; #local vv0 = 3; #local vv1 = 0; #local targetValue = vv0 + ((i - tt0)/(tt1 - tt0)) * (vv1 - vv0); object { cursor translate <0, targetValue - 1, 4> } #end #if (i >= 5/8 & i < 6/8) #local tt0 = 5/8; #local tt1 = 6/8; #local vv0 = pi/2; #local vv1 = pi; #local alphaAngle = vv0 + ((i - tt0)/(tt1 - tt0)) * (vv1 - vv0); object { cursor translate <0, 0 + cos(alphaAngle) - 1, 3 + sin(alphaAngle)>} #end #if (i >= 6/8 & i < 7/8) #local tt0 = 6/8; #local tt1 = 7/8; #local vv0 = 3; #local vv1 = 0; #local targetValue = vv0 + ((i - tt0)/(tt1 - tt0)) * (vv1 - vv0); object { cursor translate <0, 0 - 2, targetValue> } #end #if (i >= 7/8 & i < 8/8) #local tt0 = 7/8; #local tt1 = 8/8; #local vv0 = pi; #local vv1 = 2*pi; #local alphaAngle = vv0 + ((i - tt0)/(tt1 - tt0)) * (vv1 - vv0); object { cursor translate <0, 0 + cos(alphaAngle) - 1, sin(alphaAngle)>} #end #end } #end #macro interpolNumber(t0, v0, t1, v1, tt) #local r = (tt - t0) / (t1 - t0); #local s = 1 - r; #local vv = s * v0 + r * v1; vv #end // returns a point #macro interpol(t0, v0, t1, v1, tt) #local r = (tt - t0) / (t1 - t0); #local s = 1 - r; #local vv = s * v0 + r * v1; #local returnX = s * v0.x + r * v1.x; #local returnY = s * v0.y + r * v1.y; #local returnZ = s * v0.z + r * v1.z; #end #macro createSquare(sphereRadius) #local cursor = sphere{ < 0.00, 0.00, 0.00 >, sphereRadius texture{ tx_coke_2 } } union { #for(i, 0, 1, 0.001) #local multiplier = 5; #local value = i*multiplier; #if (i >= 0 & i < 1/4) #local t0 = 0/4; #local t1 = 1/4; #local v0 = <0, 0, 0>; #local v1 = <0, 0, 1>; // object { cursor translate <0, 0, interpolNumber(t0, v0, t1, v1, i)> } object { cursor translate interpol(t0, v0, t1, v1, i) } #end #if (i >= 1/4 & i < 2/4) #local t0 = 1/4; #local t1 = 2/4; #local v0 = <0, 0, 1>; #local v1 = <0, 1, 1>; object { cursor translate interpol(t0, v0, t1, v1, i) } #end #if (i >= 2/4 & i < 3/4) #local t0 = 2/4; #local t1 = 3/4; #local v0 = <0, 1, 1>; #local v1 = <0, 1, 0>; object { cursor translate interpol(t0, v0, t1, v1, i) } #end #if (i >= 3/4 & i < 4/4) #local t0 = 3/4; #local t1 = 4/4; #local v0 = <0, 1, 0>; #local v1 = <0, 0, 0>; object { cursor translate interpol(t0, v0, t1, v1, i) } #end #end } #end #macro bezierArc(t0, t1, A, B, C, D, tt) #local AB = interpol(t0, A, t1, B, tt); #local BC = interpol(t0, B, t1, C, tt); #local CD = interpol(t0, C, t1, D, tt); #local ABC = interpol(t0, AB, t1, BC, tt); #local BCD = interpol(t0, BC, t1, CD, tt); #local ABCD = interpol(t0, ABC, t1, BCD, tt); ABCD #end #macro suavizar(P, N, i) // suaviza a juntaentre o arco i e o arco j = mod(i+1, N) #local j = mod(i+1, N); #local vv = (P[j][1] - P[i][2])/2; #local P[i][2] = P[i][3] - vv; #local P[j][1] = P[j][0] + vv; #end #macro createStrangeFigure(sphereRadius) #local cursor = sphere{ < 0.00, 0.00, 0.00 >, sphereRadius texture{ tx_coke_2 } } union { #for(i, 0, 1, 0.01) #local A = <0, 0, 0>; #local B = <0, 1, 2>; #local C = <0, 2, -2>; #local D = <0, 3, 1>; object { cursor translate bezierArc(0, 1, A, B, C, D, i) } #end } #end #macro createSmoothStrangeSquare(sphereRadius) #local cursor = sphere{ < 0.00, 0.00, 0.00 >, sphereRadius texture{ tx_coke_2 } } union { #for(i, 0, 1, 0.001) #if (i >= 0 & i < 1/4) #local t0 = 0/4; #local t1 = 1/4; #local PDA = <0, 0, 0>; #local VDA = <0, -2, 0.75>; #local PAB = <0, 0, 2>; #local VAB = <0, 2, 1.5>; #local A1 = PDA; #local A4 = PAB; #local A2 = A1 + VDA; #local A3 = A4 - VAB; object { cursor translate bezierArc(t0, t1, A1, A2, A3, A4, i) } #end #if (i >= 1/4 & i < 2/4) #local t0 = 1/4; #local t1 = 2/4; #local PDA = <0, 0, 0>; #local VDA = <0, -2, 0.75>; #local PAB = <0, 0, 2>; #local VAB = <0, 2, 1.5>; #local A1 = PEA; #local A4 = <0, 0, 2>; #local A2 = A1 + VDA; #local A3 = A4 - VAB; #local PBC = <0, 2, 2>; #local VBC = <0, 3, 1>; #local B1 = PAB; #local B4 = PBC; #local B2 = B1 + VAB; #local B3 = B4 - VBC; object { cursor translate bezierArc(t0, t1, B1, B2, B3, B4, i) } #end #if (i >= 2/4 & i < 3/4) #local t0 = 2/4; #local t1 = 3/4; #local A = <0, 2, 2>; #local B = <0, 3, 1>; #local C = <0, 1, 0.5>; #local D = <0, 2, 0>; object { cursor translate bezierArc(t0, t1, A, B, C, D, i) } #end #if (i >= 3/4 & i < 4/4) #local t0 = 3/4; #local t1 = 4/4; #local v0 = <0, 2, 0>; #local v1 = <0, 0, 0>; object { cursor translate interpol(t0, v0, t1, v1, i) } #end #end } #end #macro createStrangeSquare(sphereRadius) #local cursor = sphere{ < 0.00, 0.00, 0.00 >, sphereRadius texture{ tx_coke_2 } } union { #for(i, 0, 1, 0.001) #if (i >= 0 & i < 1/4) #local t0 = 0/4; #local t1 = 1/4; #local A = <0, 0, 0>; #local B = <0, -2, 0.75>; #local C = <0, 2, 1.5>; #local D = <0, 0, 2>; object { cursor translate bezierArc(t0, t1, A, B, C, D, i) } #end #if (i >= 1/4 & i < 2/4) #local t0 = 1/4; #local t1 = 2/4; #local A = <0, 0, 2>; #local B = <0, 0.5, 4>; #local C = <0, 1.25, 0>; #local D = <0, 2, 2>; object { cursor translate bezierArc(t0, t1, A, B, C, D, i) } #end #if (i >= 2/4 & i < 3/4) #local t0 = 2/4; #local t1 = 3/4; #local A = <0, 2, 2>; #local B = <0, 3, 1>; #local C = <0, 1, 0.5>; #local D = <0, 2, 0>; object { cursor translate bezierArc(t0, t1, A, B, C, D, i) } #end #if (i >= 3/4 & i < 4/4) #local t0 = 3/4; #local t1 = 4/4; #local v0 = <0, 2, 0>; #local v1 = <0, 0, 0>; object { cursor translate interpol(t0, v0, t1, v1, i) } #end #end } #end // result in R // interpol P and Q elements // N is the number of lines // interpol(t0, v0, t1, v1, tt) #macro interpol1Matrix(P, Q, N, c0, c1, cc, R) #for(i, 0, N - 1, 1) #for(j, 0, 4 - 1, 1) #local R[i][j] = interpol(c0, P[i][j], c1, Q[i][j], cc); #end #end #end // P is the matrix // N is the number of lines of the matrix P // M is the number of spheres per arc #macro noh(P, N, M) #local sphereRadius = 0.1; #local cursor = sphere{ < 0.00, 0.00, 0.00 >, sphereRadius texture{ tx_coke_2 } } union { #for(matrixLine, 0, N - 1, 1) #for(i, 0, 1, 1/M) object { cursor translate bezierArc(0, 1, P[matrixLine][0], P[matrixLine][1], P[matrixLine][2], P[matrixLine][3], i) } #end #end } #end // result in R // interpol P , matrix of 3 dimensions // N is the number of lines. P[0] is a frame, represented by a matrix of N lines // f0 and f1 are the indexes of P to be interpolated (the frame indexes) // interpol(t0, v0, t1, v1, tt) #macro interpolMatrix(P, f0, f1, N, c0, c1, cc, R) #for(i, 0, N - 1, 1) #for(j, 0, 4 - 1, 1) #local R[i][j] = interpol(c0, P[f0][i][j], c1, P[f1][i][j], cc); #end #end #end #include "pontos.inc" #macro busca_tempo(clk, framesCount, frameTimeArray) #local valueToBeReturned = 0; #if (clk = 0) #local valueToBeReturned = 0; #elseif (clk = 1) #local valueToBeReturned = NK - 2; #else #for(i, 0, framesCount - 1, 1) #if (clk >= frameTimeArray[i]) #local valueToBeReturned = i; #end #end #end valueToBeReturned #end union { // object{ eixos(3.00) } // sphere{ < 0.00, 0.00 + 10 * clock, 0>, 0.1 texture{ tx_coke_2 } } // #local N = 4; // #if (clock <= 1/2) // interpolMatrix(P, 0, 1, N, 0, 1/2, clock, R) // object { noh(R, N, 100) } // #else // interpolMatrix(P, 1, 0, N, 1/2, 1, clock, R) // object { noh(R, N, 100) } // #end #local frameIndex = busca_tempo(clock, NK, tk); interpolMatrix(P, frameIndex, frameIndex + 1, N, 0, 1, clock, R) object { noh(R, N, 100) } } #include "camlight.inc" #local centro_cena = < 0.00, 0.00, 1.00 >; #local raio_cena = 6.0; #local dir_camera = < 14.00, 7.00, 4.00 >; #local dist_camera = 5*raio_cena; #local intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)