// 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 = 0.500; // Partes da cena: #declare bola = sphere{ < 0.00, 0.00, 3.00 >, raio texture{ tx_plastico } } #declare caixa_superior = box{ < -0.50, -0.80, +2.50 >, < +0.50, +0.80, +1.00 > texture{ tx_plastico} } #declare perna = cone{ < 0.00, 0.00, 0.00 >, 0.40, < 0.00, 0.00, -1.00 >, 0.00 texture{ tx_plastico} } #declare braco_direito = cone{ < 0.00, +0.80, 2.00 >, 0.40, < 0.00, +1.40, 2.00 >, 0.00 texture{ tx_plastico} } #declare braco_esquerdo = cone{ < 0.00, -0.80, 2.00 >, 0.40, < 0.00, -1.40, 2.00 >, 0.00 texture{ tx_plastico} } #declare chapeu = cone{ < 0.00, 0.00, 3.50 >, 0.40, < 0.00, 0.00, 4.00 >, 0.00 texture{ tx_plastico} } #macro soldado (sargento) union { sphere{ < 0.00, 0.00, 3.00 >, raio texture{ tx_plastico } } box{ < -0.50, -0.80, +2.50 >, < +0.50, +0.80, +1.00 > texture{ tx_plastico} } cone{ < 0.00, -0.40, +1.00 >, 0.40, < 0.00, -0.40, 0.00 >, 0.00 texture{ tx_plastico} } cone{ < 0.00, +0.40, +1.00 >, 0.40, < 0.00, +0.40, 0.00 >, 0.00 texture{ tx_plastico} } cone{ < 0.00, +0.80, 2.00 >, 0.40, < 0.00, +1.40, 2.00 >, 0.00 texture{ tx_plastico} } cone{ < 0.00, -0.80, 2.00 >, 0.40, < 0.00, -1.40, 2.00 >, 0.00 texture{ tx_plastico} } #if (sargento = 1) cone{ < 0.00, 0.00, 3.50 >, 0.40, < 0.00, 0.00, 4.00 >, 0.00 texture{ tx_plastico} } #end } #end #macro pelotao (linha, coluna) union { #declare i = 0; #while (i < linha) #declare j = 0; #while (j < coluna) #if ((j = 0 & i = 0) | (j = 0 & i = linha - 1) | (j = coluna - 1 & i = 0) | (j = coluna - 1 & i = linha - 1) | (j = int(coluna / 2) & i = int(linha / 2))) object{ soldado(1) translate } #else object{ soldado(0) translate } #end #declare j = j + 1; #end #declare i = i + 1; #end } #end #include "eixos.inc" // Aqui está a cena, finalmente: object{ pelotao(3, 3)} union{ object{ eixos(3.00) } //object{ bola} //object{ caixa_superior} //object{ perna translate<0, -0.4, +1> } //object{ perna translate<0, +0.4, +1> } //object{ braco_direito} //object{ braco_esquerdo} //object{ chapeu} } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 1.00 >; #declare raio_cena = 10.0; #declare dir_camera = < 14.00, 7.00, 8.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)