// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2010-03-04 15:44:01 by stolfi // ====================================================================== // 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_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 < 0.10, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } #declare vermelho = texture{ pigment{ checker color rgb < 1, 0, 0 >, color rgb < 1.00, 0, 0 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 2.000; // Partes da cena: #declare caixa = box{<0,0,0> <7,5,1>} #declare visor = box{<0.25,0.25,1> <2.25,4.75,1.05>} #declare visor2 = box{<0.5,1,1.05> <1.5,4,1.1>} #declare peca_1 = box{<0,0,0><1,1,1>} #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ eixos(5.00) } object{ chao translate < 0,0,0 > texture{ tx_xadrez }} object{ caixa translate <0,0,0> texture{ tx_plastico } } object{ visor translate <0,0,0> texture{ tx_espelho} } object{ visor2 translate <0,0,0> } //botoes ao lado do visor #macro controle2(n) union{ #declare i=0; #declare botao_visor = cylinder{<0,0,0> <0,0,0.05> 0.25} #while (i } #declare i=i+1; #end } #end //botoes abaixo do visor #macro controle(n) union{ #declare i=0; #declare botao_visor = cylinder{<0,0,0> <0,0,0.05> 0.2} #while (i texture {vermelho}} #else object{ botao_visor translate <1.9,1.3+0.6*i,1.01> } #end #declare i=i+1; #end } #end /* //switches #macro switches(m,n) union{ #declare i=0; #declare s1 = cylinder{<0,0,0> <0,0,0.5> 0.4} #declare s2 = box {<0,0,0><1,1,0.5>} #declare s3 = box {<0,0,0><0.1,0.7,0.6>} #while (i } object{ s2 translate <0.5+1*j,0.6+2*i,0.71> } object{ s3 translate <0.9+1*j,0.6+2*i,0.71> } #declare j = j+1; #end #declare i=i+1; #end } #end */ controle2(2) controle(5) //switches(3,4) //object {braco_1 translate <2,2,2> } //object {braco_1 rotate <90,0,0> translate <2,6,2> } //object {braco_1 rotate <-45,0,0> translate <2,3.5,8> } //object {bolinha translate <2,5.2,4.7>} //object {braco_2 rotate <90,0,0> translate <2,2,1> } //object {toro rotate <75,0,0> translate <2,3,8> } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, -1.00 >; #declare raio_cena = 7.0; #declare dir_camera = < 10.00, 7,7 >; #declare dist_camera = 20.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)