// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2023-08-16 20:54:02 by jevs // Original version by jstolfi // Moved Around by jevs // ====================================================================== // CORES E TEXTURAS // background{ color rgb < 0.45, 0.10, 0.20 > } background{ color rgb < 0, 0, 0 > } #declare tx_torso = 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_membro = texture{ pigment{ color rgb < 1.0, 1.0, 0.0 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.15, 0.6 , 0 >, color rgb < 0, 0 , 0 > } finish{ diffuse 0.9 ambient 0.1 } scale 5.0 } // ====================================================================== // DESCRI��O DA CENA //COMPONENTES BRACO #macro mao() #local hand = cylinder { <0, 0, 0>, <0, 0, 1>, 0.25 // center of one end, center of other end, radius } object{hand} #end #macro antebraco(D5) #local forearm = cylinder { <0, 0, 0>, <0, 0, 2>, 0.25 // center of one end, center of other end, radius } #local hand = object{ mao() rotate <0, D5, 0> translate <0, 0, 2> } union{ object{forearm} object{hand} } #end #macro braco(M4, D5) #local arm = cylinder { <0, 0, 0>, <0, 0, 3>, 0.25 // center of one end, center of other end, radius } #local forearm = object{ antebraco(D5) rotate <0, M4, 0> // translate <0, 0, 3> // } union { object{arm} object{forearm} } #end #macro membro(T1, T2, T3, M4, D5) #local arm = object{ braco(M4, D5) rotate // } object{ arm texture { tx_membro } } #end //====================================================================== #macro cabeca(T1, T2, T3, M4) #end //#macro robo(MLT, MLB, MRT, MRB, H) //#macro robo(MLTS1,MLTS2,MLTS3,MLTF1,MLTH1, MLB, MRT, MRB, H) #macro robo( MLTS1,MLTS2,MLTS3,MLTF1,MLTH1, MRTS1,MRTS2,MRTS3,MRTF1,MRTH1, MLBS1,MLBS2,MLBS3,MLBF1,MLBH1, MRBS1,MRBS2,MRBS3,MRBF1,MRBH1, HH1, HH2, HH3, HN1 ) #local torso = box { <0, 0, 0>, <3, 2, 4> // near lower left corner, far upper right corner texture { tx_torso } } #local leftTop = object{ membro(MLTS1,MLTS2,MLTS3,MLTF1,MLTH1) rotate<0,-90,0> } #local rightTop = object{ membro( MRTS1,MRTS2,MRTS3,MRTF1,MRTH1) rotate<0,90,00> } #local leftBottom = object{ membro(MLBS1,MLBS2,MLBS3,MLBF1,MLBH1) rotate <0, -90, 0> // } #local rightBottom = object{ membro(MRBS1,MRBS2,MRBS3,MRBF1,MRBH1) rotate<0,90,0> } union { object{torso} object{leftTop translate <0, 1, 3>} object{rightTop rotate <180, 0, 0> translate <3, 1, 3> } object{leftBottom translate <0, 1, 1>} object{rightBottom rotate <180, 0, 0> translate <3, 1, 1> } } #end // ======ALUNO SECTION END=============================================== // ====================================================================== #declare raio = 2.000; #declare raioIni = 3; #declare chao = disc { <0, 0, 0>, <0, 0, 1>, 200 texture { tx_xadrez } } #include "eixos.inc" // Aqui est� a cena, finalmente: union{ object{ eixos(3.00)} robo( 0,0,0,45,45 0,60,0,45,45 0,0,0,45,45 0,0,0,45,45 0,0,0,0, ) object{ chao translate < 0,0,-5 > texture{ tx_xadrez } } } #include "camlight.inc" #declare centro_cena = < 0.00, 0.00, 0.00 >; #declare raio_cena = 15.0; #declare dir_camera = < -10.00, 15.00, 10.00 >; #declare dist_camera = 10*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)