// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2009-03-09 18:44:03 by stolfi // ====================================================================== // C�MERA camera{ location 1.4* < 18.00, 7.00, 3.50 > // Posi��o do observador. right -.6*x // Largura RELATIVA da imagem. up 1.0*y // Altura RELATIVA da imagem. sky z // Qual dire��o � "para cima"? look_at < 0.00, 0.00, 2.00 > // Para onde a c�mera est� apontando. } // Nota: os par�metros "right" e "up" devem ter a mesma propor��o // que os par�metros ${WIDTH} e ${HEIGHT} no Makefile. // ====================================================================== // FONTES DE LUZ light_source{ 10 * < +50.0, +30.0, +50.0 > // Posi��o da l�mpada. color rgb 1.0 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } light_source{ 10 * < +50.0, -10.0, +10.0 > // Posi��o da l�mpada. color rgb 0.5 * < 1.00, 1.00, 1.00 > // Intensidade e corda luz. } // ====================================================================== // EIXOS DE COORDENADAS #macro eixo(ponta,cor,nome) union{ sphere{ <0,0,0>, 0.02 } cylinder{ <0,0,0>, 0.91*ponta, 0.02 } cone{ 0.90*ponta, 0.06, ponta, 0.00 } texture{ pigment{ color rgb cor } finish{ ambient 0.5 diffuse 0.5 } } } #end #macro eixos(tamanho) union{ object{ eixo( , <1.0,0.2,0.2>, "X") } object{ eixo( <0,tamanho,0>, <0.0,0.8,0.0>, "Y") } object{ eixo( <0,0,tamanho>, <0.3,0.3,1.0>, "Z") } } #end // ====================================================================== // 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_branco = texture{ pigment{ color rgb < 1.0, 1.0, 1.0 > } 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, 0.90, 0.70 > } finish{ diffuse 0.1 reflection 0.8*< 1.00, 0.90, 0.70 > ambient 0.1 } } #declare tx_vidro = texture{ pigment{ color rgb < 0.97, 0.98, 1.00 > filter 0.70 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 } } //#declare tx_janela = // texture{ // pigment{ image_map { jpeg "carro.jpg" } scale < 2.0,2.0,1> } // finish{ ambient 1.0 } // } //#declare tx_quadro = // texture{ // pigment{ image_map { jpeg "carro.jpg" } scale < 2.0,2.0,1> } // finish{ diffuse 0.8 ambient 0.02 } // } // ====================================================================== // DESCRI��O DA CENA #declare raio = 3.300; // Partes da cena: #declare Corpo = sphere{ < 0, 0, 0 >, 1.0 scale < 1.0, 4.0, 2.0 > texture{ tx_branco } } #declare Cabeca = union { sphere{ < 1.0, 0, 0.4 >, 0.1 } sphere{ < 0, 0, 0 >, 1.0 scale < 1.0, 1.0, 1.0 > texture{ tx_branco } } cone{ < 0, 0, 0 > , 0.5 , < 1.0, -2.0, -0.5 > , 0.1 texture{ tx_plastico} } } #macro Pescoco_e_cabeca( teta ) union { cylinder{ < 0, 0, 0 > , < 0, 0, 7.0 >, 0.3 texture{ tx_fosca } } object{ Cabeca rotate teta * x translate 7.0 * z } } #end #declare Pe = sphere{ < 0, 0, 0 >, 0.25 scale < 0, 0, 2.0 > texture{ tx_fosca } } #macro Canela_com_pe( teta ) union { cylinder{ < 0, 0, 0 > , < 0, 2, 0 >, 0.2 texture{ tx_fosca } } object{ Pe rotate teta * x translate 2 * y } } #end #macro Perna( teta, gama ) union { cylinder{ < 0, 0, 0 > , < 0, 2.0, 0 >, 0.2 texture{ tx_fosca } } sphere{ < 0, 2.0, 0 > 0.2 texture{ tx_branco } } object{ Canela_com_pe(teta) rotate gama * x translate 2 * y } sphere{ < 0, 0, 0 > 0.2 texture{ tx_branco } } } #end #declare asa = cone{ < 0, 0, 0 >, 0.25 , < 0, 1.0, 0 >, 0.1 texture{ tx_plastico } } #macro braco_com_asa( teta ) union { cylinder{ < 0, 0, 0 > , < 0, 1.5, 0 >, 0.2 texture{ tx_plastico } } sphere{ < 0, 1.5, 0 > 0.2 texture{ tx_branco } } object{ asa rotate teta * x translate 1.5 * y } sphere{ < 0, 0, 0 > 0.2 texture{ tx_branco } } } #end #declare rabo = cone{ < 0, 1, 0 >, 0.7 , < 1, 0, -1 >, 0 texture{ tx_plastico } } #macro Galinha( p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15 ) union { //object{ eixos(3.50) } object{ Corpo } object{ Pescoco_e_cabeca ( p1 ) rotate 10 * x translate -3 * y } object{ Perna (p2, p3) rotate -45 * x translate -1 *x translate -1.5 * z translate -3 * y} object{ Perna (p4, p5) rotate -45 * x translate -1.5 * z translate -2 * y} object{ Perna (p6, p7) rotate -45 * x translate -1 *x translate -1.5 * z translate -1 * y} object{ Perna (p8, p9) rotate -45 * x translate -1.5 * z translate 0 * y} object{ Perna (p10,p11) rotate -45 * x translate -1 *x translate -1.5 * z translate 1 * y} object{ Perna (p12,p13) rotate -45 * x translate -1.5 * z translate 2 * y} object{ braco_com_asa ( p14 ) rotate -45 * x translate 1.0 * x translate 0 * z translate -1.0 * y} object{ braco_com_asa ( p15 ) rotate -45 * x translate 1.0 * x translate 0 * z translate 1 * y} object{ rabo translate -0.9 * x translate 2 * z translate 3.3 * y} } #end //union { //object{ eixos(3.50) } //object{ Corpo } //ok //object{ Pescoco_e_cabeca ( 15 ) rotate 10 * x translate -3 * y } //ok //object{ Perna (10, -70) rotate -45 * x translate -1 *x translate -1.5 * z translate -3 * y} //object{ Perna (10, -70) rotate -45 * x translate -1.5 * z translate -2 * y} //object{ Perna (10, -70) rotate -45 * x translate -1 *x translate -1.5 * z translate -1 * y} //object{ Perna (10, -70) rotate -45 * x translate -1.5 * z translate 0 * y} //object{ Perna (10, -70) rotate -45 * x translate -1 *x translate -1.5 * z translate 1 * y} //object{ Perna (10, -70) rotate -45 * x translate -1.5 * z translate 2 * y} //object{ braco_com_asa ( 45 ) rotate -45 * x translate 1.0 * x translate 0 * z translate -1.0 * y} //object{ braco_com_asa ( 45 ) rotate -45 * x translate 1.0 * x translate 0 * z translate 1 * y} //} // Aqui est� a cena, finalmente: union { //Galinha 1 object{ Galinha(15,10,-70,10,-70,10,-70,10,-70,10,-70,10,-70,45,45) rotate 0 * x rotate 0 * y rotate 10 * z translate -15 *x translate -15 * z translate -15 * y scale 0.5 } //Galinha 2 object{ Galinha(25,15,-90,10,-90,10,-90,10,-90,10,-90,10,-90,45,45) rotate 0 * x rotate 10 * y rotate 0 * z translate 0 * x translate 0 * z translate 0 * y scale 0.5 } //Galinha 3 object{ Galinha(10,15,-50,15,-50,15,-50,15,-50,15,-50,15,-50,45,45) rotate 10 * x rotate 0 * y rotate 0 * z translate 10 * x translate 10 * z translate 10 * y scale 0.5 } }