// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2023-08-16 20:54:02 by jevs // Original version by jstolfi // Moved Around by jevs // ====================================================================== // CORES E TEXTURAS // background{ color rgb < 0.45, 0.10, 0.20 > } #include "retalho.inc" background{ color rgb < 0, 0, 0 > } #declare tx_assento = 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_perna = texture{ pigment{ color rgb < 1.0, 1.0, 0.0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_braco = texture{ pigment{ color rgb < .55, 0.3, 0.08 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_encosto = texture{ pigment{ color rgb < .5, 0.0, 0.08 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.15, 0.6 , 0 >, color rgb < 0, 0 , 0 > } finish{ diffuse 0.9 ambient 0.1 } scale 5.0 } // ====================================================================== // DESCRI��O DA CENA // ======ALUNO SECTION END=============================================== // ====================================================================== #declare raio = 2.000; #declare raioIni = 3; #declare chao = disc { <0, 0, 0>, <0, 0, 1>, 200 texture { tx_xadrez } } #include "eixos.inc" // Aqui est� a cena, finalmente: // #declare mat = array[4][4]; // #declare mat[0][0] = <0, 0, 0>; // #declare mat[0][1] = <0, 1, 0>; // #declare mat[0][2] = <0, 2, 0>; // #declare mat[0][3] = <0, 3, 0>; // #declare mat[1][0] = <1, 0, 5>; // #declare mat[1][1] = <1, 1, 5>; // #declare mat[1][2] = <1, 2, 5>; // #declare mat[1][3] = <1, 3, 5>; // #declare mat[2][0] = <3, 0, 0>; // #declare mat[2][1] = <3, 1, 0>; // #declare mat[2][2] = <3, 2, 0>; // #declare mat[2][3] = <3, 3, 0>; // #declare mat[3][0] = <4, 0, 6>; // #declare mat[3][1] = <4, 1, 6>; // #declare mat[3][2] = <4, 2, 6>; // #declare mat[3][3] = <4, 3, 6>; // #declare retalho1 = retalho(mat, 0.0, tx_assento, tx_perna, 0, 0, 1, 1) #macro perna(mat) #local mat = array[4][4]; #local mat[0][0] = <0, 0, 0>; #local mat[0][1] = <0, 1, 0>; #local mat[0][2] = <0, 2, 0>; #local mat[0][3] = <0, 3, 0>; #local mat[1][0] = <1, 0, 2>; #local mat[1][1] = <1, 1, 2>; #local mat[1][2] = <1, 2, 2>; #local mat[1][3] = <1, 3, 2>; #local mat[2][0] = <2, 0, 4>; #local mat[2][1] = <2, 1, 4>; #local mat[2][2] = <2, 2, 4>; #local mat[2][3] = <2, 3, 4>; #local mat[3][0] = <3, 0, 4>; #local mat[3][1] = <3, 1, 4>; #local mat[3][2] = <3, 2, 4>; #local mat[3][3] = <3, 3, 4>; #local retalho1 = retalho(mat, 0.0, tx_assento, tx_perna, 0, 0, 1, 1) retalho1 #end #macro assento(mat) #local mat = array[4][4]; #local mat[0][0] = <3, 0, 4>; #local mat[0][1] = <3, 1, 4>; #local mat[0][2] = <3, 2, 4>; #local mat[0][3] = <3, 3, 4>; #local mat[1][0] = <4, 0, 4>; #local mat[1][1] = <4, 1, 4>; #local mat[1][2] = <4, 2, 4>; #local mat[1][3] = <4, 3, 4>; #local mat[2][0] = <5, 0, 4>; #local mat[2][1] = <5, 1, 4>; #local mat[2][2] = <5, 2, 4>; #local mat[2][3] = <5, 3, 4>; #local mat[3][0] = <6, 0, 5>; #local mat[3][1] = <6, 1, 5>; #local mat[3][2] = <6, 2, 5>; #local mat[3][3] = <6, 3, 5>; #local cabeceira = retalho(mat, 0.01, tx_assento, tx_perna, 0, 0, 1, 1) cabeceira #end #macro cadeira(perna, assento, encosto) #local oPerna = retalho(perna, 0.01, tx_perna, tx_perna, 0, 0, 1, 1) #local oAssento = retalho(assento, 0.0,tx_perna, tx_assento, 0, 0, 1, 1) #local oEncosto = retalho(encosto, 0.01, tx_perna, tx_encosto, 0, 0, 1, 1) union { object{oPerna} object{oAssento} object{oEncosto} } #end #local matPerna = array[4][4]; #local matAssento = array[4][4]; #local matEncosto = array[4][4]; #local matPerna[0][0] = <0, 0, 0>; #local matPerna[0][1] = <0, 1, 0>; #local matPerna[0][2] = <0, 2, 0>; #local matPerna[0][3] = <0, 3, 0>; #local matPerna[1][0] = <1, 0, 2>; #local matPerna[1][1] = <1, 1, 2>; #local matPerna[1][2] = <1, 2, 2>; #local matPerna[1][3] = <1, 3, 2>; #local matPerna[2][0] = <2, 0, 4>; #local matPerna[2][1] = <2, 1, 4>; #local matPerna[2][2] = <2, 2, 4>; #local matPerna[2][3] = <2, 3, 4>; #local matPerna[3][0] = <0,0,0>; #local matPerna[3][1] = <0,0,0>; #local matPerna[3][2] = <0,0,0>; #local matPerna[3][3] = <0,0,0>; #local matAssento[0][0] = <0,0,0>; #local matAssento[0][1] = <0,0,0>; #local matAssento[0][2] = <0,0,0>; #local matAssento[0][3] = <0,0,0>; #local matAssento[1][0] = <4, 0, 4>; #local matAssento[1][1] = <4, 1, 4>; #local matAssento[1][2] = <4, 2, 4>; #local matAssento[1][3] = <4, 3, 4>; #local matAssento[2][0] = <5, 0, 4>; #local matAssento[2][1] = <5, 1, 4>; #local matAssento[2][2] = <5, 2, 4>; #local matAssento[2][3] = <5, 3, 4>; #local matAssento[3][0] = <0,0,0>; #local matAssento[3][1] = <0,0,0>; #local matAssento[3][2] = <0,0,0>; #local matAssento[3][3] = <0,0,0>; //Encosto #local matEncosto[0][0] = <0,0,0>; #local matEncosto[0][1] = <0,0,0>; #local matEncosto[0][2] = <0,0,0>; #local matEncosto[0][3] = <0,0,0>; #local matEncosto[1][0] = <7, 0, 3>; #local matEncosto[1][1] = <7, 1, 3>; #local matEncosto[1][2] = <7, 2, 3>; #local matEncosto[1][3] = <7, 3, 3>; #local matEncosto[2][0] = <7.5, 0, 8>; #local matEncosto[2][1] = <7.5, 1, 8>; #local matEncosto[2][2] = <7.5, 2, 8>; #local matEncosto[2][3] = <7.5, 3, 8>; #local matEncosto[3][0] = <8, 0, 12>; #local matEncosto[3][1] = <8, 1, 12>; #local matEncosto[3][2] = <8, 2, 12>; #local matEncosto[3][3] = <8, 3, 12>; #local matBraco = array[4][4]; #local matBraco[0][0] = <0, 0, 0>; #local matBraco[0][1] = <0, 1, 0>; #local matBraco[0][2] = <0, 2, 0>; #local matBraco[0][3] = <0, 3, 0>; #local matBraco[1][0] = <4, 0, 4>; #local matBraco[1][1] = <4, 1, 4>; #local matBraco[1][2] = <4, 2, 4>; #local matBraco[1][3] = <4, 3, 4>; #local matBraco[2][0] = <5, 0, 4>; #local matBraco[2][1] = <5, 1, 4>; #local matBraco[2][2] = <5, 2, 4>; #local matBraco[2][3] = <5, 3, 4>; #local matBraco[3][0] = <6, 0, 5>; #local matBraco[3][1] = <6, 1, 5>; #local matBraco[3][2] = <6, 2, 5>; #local matBraco[3][3] = <6, 3, 5>; #local matPerna[3][0] = (matPerna[2][0]+matAssento[1][0])/2; #local matPerna[3][1] = (matPerna[2][1]+matAssento[1][1])/2; #local matPerna[3][2] = (matPerna[2][2]+matAssento[1][2])/2; #local matPerna[3][3] = (matPerna[2][3]+matAssento[1][3])/2; #local matAssento[0][0] = (matPerna[2][0]+matAssento[1][0])/2; #local matAssento[0][1] = (matPerna[2][1]+matAssento[1][1])/2; #local matAssento[0][2] = (matPerna[2][2]+matAssento[1][2])/2; #local matAssento[0][3] = (matPerna[2][3]+matAssento[1][3])/2; #local matAssento[3][0] = (matAssento[2][0]+matEncosto[1][0])/2; #local matAssento[3][1] = (matAssento[2][1]+matEncosto[1][1])/2; #local matAssento[3][2] = (matAssento[2][2]+matEncosto[1][2])/2; #local matAssento[3][3] = (matAssento[2][3]+matEncosto[1][3])/2; //Encosto #local matEncosto[0][0] = (matAssento[2][0]+matEncosto[1][0])/2; #local matEncosto[0][1] = (matAssento[2][1]+matEncosto[1][1])/2; #local matEncosto[0][2] = (matAssento[2][2]+matEncosto[1][2])/2; #local matEncosto[0][3] = (matAssento[2][3]+matEncosto[1][3])/2; union{ object{ eixos(3.00)} // perna() // assento() cadeira(matPerna, matAssento, matEncosto) object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 15.0; #declare dir_camera = < -10.00, 15.00, 10.00 >; #declare dist_camera = 10*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)