// 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 } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 2.000; /* // Partes da cena: #declare bolinha = sphere{ < 0,0,0 >, 0.60 } #declare bolota = sphere{ < 0,0,0 >, 1.50 } #declare bola = sphere{ < 0.00, 0.00, 0.00 >, raio texture{ tx_plastico } } #declare pino = cylinder{ < -2.00, +2.00, -1.00 >, < +2.00, -2.00, +1.00 >, 0.75 texture{ tx_fosca } } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +2.00 >, 0.75*raio texture{ tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ eixos(3.00) } object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } object{ bolota translate < -2,+1,+3 > texture{ tx_espelho } } object{ bolinha translate < +5,+4,+2 > texture{ tx_vidro } interior { ior 1.01 } } difference{ union{ object{ bola } object{ pino } } object{ furo } } } */ #include "eixos.inc" #declare raio = 2.000; #declare cabeca = sphere { <0, 0, 5>, raio texture {tx_espelho} } #declare cabeca_sargento = sphere { <0,0,5>, raio texture {tx_plastico} } #declare corpo = cone { <0, 0, 5>, 0.1, <0, 0, 0>, raio texture {tx_espelho} } #declare perna = cylinder { <0, 0, -3.4>, <0, 0, 0>, raio * 0.3 texture{tx_espelho} } #declare braco = cylinder { <0, 0, 2>, <4, 0, 2>, raio*0.3 texture{tx_espelho} } #macro soldado(t_x, t_y, t_z) union { object{corpo translate<0+t_x, 0+t_y, 0+t_z>} object{cabeca translate<0+t_x, 0+t_y, 0+t_z>} object{perna translate<-0.9+t_x, 0+t_y, 0+t_z>} object{perna translate<0.9+t_x, 0+t_y, 0+t_z>} object{braco translate<0+t_x, 0+t_y, 0+t_z>} object{braco translate<-4+t_x, 0+t_y, 0+t_z>} } #end #macro sargento(t_x, t_y, t_z) union { object{corpo translate<0+t_x, 0+t_y, 0+t_z>} object{cabeca_sargento translate<0+t_x, 0+t_y, 0+t_z>} object{perna translate<-0.9+t_x, 0+t_y, 0+t_z>} object{perna translate<0.9+t_x, 0+t_y, 0+t_z>} object{braco translate<0+t_x, 0+t_y, 0+t_z>} object{braco translate<-4+t_x, 0+t_y, 0+t_z>} } #end #macro pelotao(linha, coluna) #declare dist = 12; #declare i = 0; #while (i < coluna) #declare j = 0; #while (j < linha) #if( (j = 0 & i = 0) | (j = 0 & i = coluna-1) | (j = linha-1 & i = 0) | (j = linha-1 & i = coluna-1) | (j = int(linha/2) & i =int( coluna/2))) sargento(i*dist, j*dist, 0) #else soldado(i*dist, j*dist, 0) #end #declare j = j + 1; #end #declare i = i+1; #end #end pelotao(5, 5) #macro soldado(t_x, t_y, t_z) union { object{corpo translate<0+t_x, 0+t_y, 0+t_z>} object{cabeca translate<0+t_x, 0+t_y, 0+t_z>} object{perna translate<-0.9+t_x, 0+t_y, 0+t_z>} object{perna translate<0.9+t_x, 0+t_y, 0+t_z>} object{braco translate<0+t_x, 0+t_y, 0+t_z>} object{braco translate<-4+t_x, 0+t_y, 0+t_z>} } #end #include "camlight.inc" #declare centro_cena = < 22, 0.00, 0.00 >; #declare raio_cena = 50.0; #declare dir_camera = < 0.00, 10.00, 5.00 >; #declare dist_camera = 320.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)