// Last edited on DATE TIME by USER // Processed by remove-cam-lights #include "eixos.inc" #include "camlight.inc" #declare NQ = 6; // Numero de quadros-chave #declare fq = array[NQ] #declare fq[0] = 0; #declare fq[1] = 0.2; #declare fq[2] = 0.4; #declare fq[3] = 0.6; #declare fq[4] = 0.8; #declare fq[5] = 1; #declare argA = array[NQ] #declare argA[0] = 0; #declare argA[1] = 0; #declare argA[2] = 0; #declare argA[3] = 45; #declare argA[4] = 0; #declare argA[5] = 0; #declare argB = array[NQ] #declare argB[0] = 0; #declare argB[1] = -45; #declare argB[2] = 0; #declare argB[3] = 0; #declare argB[4] = 45; #declare argB[5] = 0; #declare argC = array[NQ] #declare argC[0] = 135; #declare argC[1] = 90; #declare argC[2] = 45; #declare argC[3] = 45; #declare argC[4] = 90; #declare argC[5] = 135; background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_preta = texture{ pigment{ color rgb < 1, 1, 1 > } } #declare tx_vermelha = texture{ pigment{ color rgb < 1.00, 0, 0 > } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_verde = texture{ pigment{ color rgb < 0, 1, 0 > } } #declare tx_azul = texture{ pigment{ color rgb < 0, 0, 1.00 > } } #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 } #declare cabeca = box{ < -0.75,-0.75,6 >, <0.75,0.75,7.5> texture{ tx_fosca } } #declare pescoco = box{ < -0.25,-0.25,5.75 >, <0.25,0.25,6> texture{ tx_fosca } } #declare cilindro = cylinder{ < 0, 0, 7.5 >, < 0, 0.5, 8.5 >, 0.25 texture{ tx_fosca } } #declare cilindro2 = cylinder{ < 0, 0, 7.5 >, < 0, -0.5, 8.5 >, 0.25 texture{ tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #macro corpo (a,b,c,d,e) union { object{ cabeca } object{ pescoco } object { cilindro } object { cilindro2 } box{ < -0.75,-1.5, 2.5 >, < 0.75, 1.5, 5.75 > texture{ tx_verde } } object {perna(a,b) rotate c*y translate <0,-1,2.5> } object {perna(a,b) rotate -c*y translate <0,1,2.5> } object {braco(d) rotate -e*x translate <0,-1.5,5.5> } object {braco(d) rotate e*x translate <0,1.5,5.5> } } #end #macro braco (d) union{ box{ < -0.25,-0.25, -1.803 >, <0.25,0.25,0> texture{ tx_verde } } object {antebraco() rotate -d*y translate <0, 0, -1.803> } } #end #macro antebraco () union{ box{ < -0.25,-0.25, -1 >, <0.25,0.25,0> texture{ tx_fosca } } } #end #macro bota () union{ box{ < 0,-0.25, -0.5 >, <1,0.25,0> texture{ tx_preta } } } #end #macro anteperna (a) union{ box{ < -0.25,-0.25, -1 >, <0.25,0.25,0> texture{ tx_fosca } } object{bota() rotate a*z translate <0, 0, -1> } } #end #macro perna (a, b) union{ box{ < -0.25,-0.25, -1 >, <0.25,0.25,0> texture{ tx_vermelha } } object {anteperna(a) rotate b*y translate <0,0,-1> } } #end #macro interpola(f0, v0, f1, v1, f) #local ss = (f-f0)/(f1-f0); #local rr = 1 - ss; (rr*v0+ss*v1) #end #macro quadro_anterior(fase) #local i = 0; #while (i< NQ-1) #if ((fq[i] <= fase) & (fq[i+1] >= fase)) #local resp = i; #end #local i = i + 1; #end resp; #end #macro boneco_dancante(fase) #local i = quadro_anterior(fase) #local A = interpola(fq[i], argA[i], fq[i+1], argA[i+1], fase); #local B = interpola(fq[i], argB[i], fq[i+1], argB[i+1], fase); #local C = interpola(fq[i], argC[i], fq[i+1], argC[i+1], fase); object{ corpo(0, A, B, 0, C)} #end boneco_dancante(clock) #declare centro_cena = < 0.00, 0.00, 4.00 >; #declare raio_cena = 13.0; #declare dir_camera = < 14.00, 7.00, 4.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)