commit su soir, espoir

This commit is contained in:
Tonton Th 2026-01-22 02:38:31 +01:00
parent c08cd56637
commit 02556e71d3
16 changed files with 69 additions and 40 deletions

View File

@ -397,8 +397,8 @@ union {
#end // for #end // for
/* --------- les trucs dans le Y positif */ /* --------- les trucs dans le Y positif */
object { OpenBox(1.6, 0.11) translate <0, 2.58, 112> } object { OpenBox(1.6, 0.11) translate <-3, 3.58, 112> }
object { OpenBox(1.6, 0.11) rotate y*45 translate <0, 4.7, 166> } object { OpenBox(1.6, 0.11) rotate y*45 translate <3, 6.7, 166> }
} }
} }

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@ -147,12 +147,12 @@ object { HexaBenz ()
/* /*
* passage d'un hexawood près de la base * passage d'un hexawood près de la base
*/ */
#declare A = <-25, 0.4, (SzSol/2)+4>; #declare A = <-25, 0.4, (SzSol/2)+5>;
#declare B = < 29, 0.5, (SzSol/2)+1>; #declare B = < 29, 0.5, (SzSol/2)+2>;
#declare P = Interpolate(A, B, NormClock); #declare P = Interpolate(A, B, NormClock);
#local K = NormClock*31; #local K = NormClock*31;
#local R = 16.64 * cos(K); #local R = 16.64 * cos(K);
#local H = 0.52 * pow(sin(K), 3); #local H = 0.50 * pow(sin(K), 3);
#declare P_hexawood = P + <0, 0.26+H, 0>; #declare P_hexawood = P + <0, 0.26+H, 0>;
// #debug "+++++++++++++ P_hexawood defined\n" // #debug "+++++++++++++ P_hexawood defined\n"

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@ -308,7 +308,7 @@ union {
// ------------------------------------------------------ ## // ------------------------------------------------------ ##
#declare Selector = mod(int(clock/60)+20, 8); #declare Selector = mod(int(clock/80)+20, 8);
#debug concat("Selector = ", str(Selector, 6, 0), "\n") #debug concat("Selector = ", str(Selector, 6, 0), "\n")
#declare AngleCam = 17 - 3*Cos_01(NormClock); #declare AngleCam = 17 - 3*Cos_01(NormClock);

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@ -118,7 +118,7 @@ prism {
#if (rand(Rng1) < 0.5) texture { T_Beton_1 } #if (rand(Rng1) < 0.5) texture { T_Beton_1 }
#else texture { T_Beton_2 } #else texture { T_Beton_2 }
#end // if #end // if
scale 0.666 // WTF ? scale 0.621 // WTF ?
/* Pourquoi ce scale ? /* Pourquoi ce scale ?
* parce que la spline est 'hardcoded' quelques * parce que la spline est 'hardcoded' quelques
* lignes plus haut, et qu'il y a des méthodes * lignes plus haut, et qu'il y a des méthodes
@ -215,7 +215,7 @@ sphere {
#macro Un_Machin () #macro Un_Machin ()
union { union {
#for (Y, 1, 8, 1) #for (Y, 1, 8, 1)
object { Bubble() translate y*Y*0.11 } object { Bubble() translate y*Y*0.111 }
#end #end
} }
#end #end

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@ -48,8 +48,9 @@ global_settings {
#declare T_WIP_color = texture #declare T_WIP_color = texture
{ {
pigment { color Cyan*NormClock } #local V = (sin(clock*0.122) / 2) + 0.5;
finish { phong 0.23 ambient 0.50 } pigment { color Cyan * V }
finish { phong 0.23 ambient 0.30 }
} }
#declare T_WIP_alert = texture #declare T_WIP_alert = texture

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@ -47,13 +47,13 @@ texture { T_Beton_2 }
text { text {
ttf "datas/ComicMono-Bold.ttf" Texte 0.1, 0 ttf "datas/ComicMono-Bold.ttf" Texte 0.1, 0
// texture { T_WIP_alert } // texture { T_WIP_alert }
texture { T_WIP_bluewave scale 0.65 } texture { T_WIP_bluewave rotate x*clock scale 0.75 }
} }
} }
#declare Cabane_Compteur = object #declare Cabane_Compteur = object
{ {
union { union {
object { Compteur scale 0.55 object { Compteur scale 0.666
translate <-0.46, 0.22, 0.32> } translate <-0.46, 0.22, 0.32> }
object { Cabane_Base_2 } object { Cabane_Base_2 }
} }

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@ -31,10 +31,11 @@ union {
{ {
union { union {
torus { HS_radius*0.73, 0.0180 } torus { HS_radius*0.73, 0.0180 }
#local L = 0.0032; #local L = 0.0028;
cylinder { -y*L, y*L, 0.059 } #local R = 0.0597;
sphere { 0, 0.059 translate -y*L } cylinder { -y*L, y*L, R }
sphere { 0, 0.059 translate y*L } sphere { 0, R translate -y*L }
sphere { 0, R translate y*L }
} }
scale <1, 25.10, 1> scale <1, 25.10, 1>
rotate z*90 rotate z*90
@ -54,7 +55,8 @@ union {
cone { < 0.44, 0, 0>, Small, < 0.88, 0, 0>, R_a } cone { < 0.44, 0, 0>, Small, < 0.88, 0, 0>, R_a }
sphere { 0, R_a scale <0.7, 1, 1> translate <0.88, 0, 0> } sphere { 0, R_a scale <0.7, 1, 1> translate <0.88, 0, 0> }
#local R = rand(Rng1); #local R = rand(Rng1);
#if ( R < 0.45 ) texture { C_Texture } #if ( R < 0.35 ) texture { C_Texture }
#elseif ( R < 0.50 ) texture { M_Texture }
#elseif ( R < 0.80 ) texture { Aluminum } #elseif ( R < 0.80 ) texture { Aluminum }
#else texture { T_Gold_3C } #else texture { T_Gold_3C }
#end #end

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@ -28,6 +28,6 @@ camera {
// focal_point <0.37, 0.0, 0> // focal_point <0.37, 0.0, 0>
// aperture 0.046 // aperture 0.046
// blur_samples 30 // blur_samples 30
angle 70 - 9 * Cos_01(NormClock) angle 70 - 11 * Cos_01(NormClock)
} }

View File

@ -84,7 +84,7 @@ merge {
#local RP = 0.040; #local RP = 0.040;
sphere { 0, RP scale <1, 0.84, 1> translate 0.35*y } sphere { 0, RP scale <1, 0.84, 1> translate 0.35*y }
cylinder { 0, 0.35*y, RP } cylinder { 0, 0.35*y, RP }
sphere { 0, 0.09 scale <1, 0.29, 1> } sphere { 0, 0.09 scale <1, 0.26, 1> }
} }
#local R = rand(Rng1); #local R = rand(Rng1);
#if ( R < 0.3 ) texture { Tinny_Brass } #if ( R < 0.3 ) texture { Tinny_Brass }
@ -109,7 +109,7 @@ union {
} }
/* ------------------------------------------------------------ */ /* ------------------------------------------------------------ */
#declare HW_Anneau0 = object #declare HW_Anneau_0 = object
{ {
merge { merge {
torus { Hc_rad*0.31, 0.0666 scale <1, 0.55, 1> } torus { Hc_rad*0.31, 0.0666 scale <1, 0.55, 1> }
@ -121,9 +121,35 @@ merge {
#end // FOR #end // FOR
} }
texture { GoldDark } texture { GoldDark }
rotate y * (1337 * NormClock) }
#declare HW_Anneau_1 = object
{
merge {
#for (Foo, 0, 359, 60)
#local DX = Hc_rad*0.35 * sin(radians(Foo+30));
#local DZ = Hc_rad*0.35 * cos(radians(Foo+30));
merge {
cylinder { 0, 0.05*y, 0.006 }
cone { 0.05*y, 0.006, 0.08*y, 0.012 }
translate <DX, 0, DZ>
}
#end
}
#local R = rand(Rng1);
texture { T_WIP_color }
}
#declare HW_Anneau = object
{
union {
object { HW_Anneau_0 }
object { HW_Anneau_1 }
}
rotate y * (1664 * NormClock)
translate y*0.32 translate y*0.32
} }
/* ------------------------------------------------------------ */ /* ------------------------------------------------------------ */
#declare HexaWood = object #declare HexaWood = object
{ {
@ -134,7 +160,7 @@ union {
light_source { 0.20*y rgb <0, 0.20, 0.99> } light_source { 0.20*y rgb <0, 0.20, 0.99> }
#end #end
object { HW_Cones () translate y*0.15 } object { HW_Cones () translate y*0.15 }
object { HW_Anneau0 } object { HW_Anneau }
} }
} }

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@ -25,6 +25,6 @@ camera {
location LOC location LOC
look_at LAT look_at LAT
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 16 + 2.71*NormClock angle 18 + 2.71*NormClock
} }

View File

@ -10,7 +10,7 @@
#include "all.inc" #include "all.inc"
// ======================================================= // =======================================================
#declare R_planete = 1.45; #declare R_planete = 1.85;
#declare Croute = object #declare Croute = object
{ {
@ -51,7 +51,7 @@ union {
} }
// ======================================================= // =======================================================
#local RO = 4.15; #local RO = 4.95;
#local CK = NormClock * 13.37; #local CK = NormClock * 13.37;
#declare PosX = RO * sin(CK); #declare PosX = RO * sin(CK);
@ -74,12 +74,12 @@ object { HexaStar
rotate y*CK*99.22 translate <PosX, PosY, PosZ> rotate y*CK*99.22 translate <PosX, PosY, PosZ>
} }
object { Planete rotate (-clock*0.21)*y } object { Planete rotate (-clock*0.31)*y }
light_source { <23, 6, 15>, rgb <0.77, 0.79, 0.80> } light_source { <23, 8, 15>, rgb <0.77, 0.79, 0.80> }
// ------------------------------------------------------------- // -------------------------------------------------------------
camera { camera {
location <3+NormClock, -1.0+(7.777*NormClock), 8.59> location <8+NormClock, -1.0+(8.6*NormClock), 11.59>
look_at <0.0, 0.0, 0> look_at <0.0, 0.0, 0>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
#if (0) #if (0)
@ -87,6 +87,6 @@ camera {
aperture 0.046 aperture 0.046
blur_samples 30 blur_samples 30
#end #end
angle 55 angle 57
} }

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@ -16,7 +16,7 @@ object { Le_Decor }
// ======================================================= // =======================================================
#declare CK = 1.8 + (2.72 * Cos_01(NormClock)); #declare CK = 1.97 + (2.72 * Cos_01(NormClock));
#declare CamX = 1.72; #declare CamX = 1.72;
#declare CamY = 7 + (4*Cos_01(NormClock)); #declare CamY = 7 + (4*Cos_01(NormClock));

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@ -33,7 +33,7 @@ object { Le_Decor }
// object { Repere scale 3 translate <SzSol, 2, SzSol> } // object { Repere scale 3 translate <SzSol, 2, SzSol> }
#local DistCam = 390; #local DistCam = 430 + (12 * NormClock);
#local CK = -1.101 - (0.051 * NormClock); #local CK = -1.101 - (0.051 * NormClock);
#declare CamX = DistCam * sin(CK); #declare CamX = DistCam * sin(CK);
#declare CamY = 28; #declare CamY = 28;

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@ -15,8 +15,8 @@ object { Le_Decor }
// XXX instrumenter la caméra serait un GROS plus !!! // XXX instrumenter la caméra serait un GROS plus !!!
// ======================================================= // =======================================================
#declare Debut = <-4, 89, 284> ; #declare Debut = <-14, 89, 284> ;
#declare Fin = < 5, 91, -6> ; #declare Fin = < 19, 81, -3> ;
#declare Pos = sqrt(NormClock); #declare Pos = sqrt(NormClock);
#declare PosCam = Interpolate(Debut, Fin, Pos); #declare PosCam = Interpolate(Debut, Fin, Pos);

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@ -35,7 +35,7 @@ object { HexaWood translate P }
object { Le_Decor } object { Le_Decor }
#declare CamY = 36 - (10.05 * Cos_01(NormClock)); #declare CamY = 36 - (10.01 * Cos_01(NormClock));
#declare LatY = -4 + ( 2.12 * NormClock); #declare LatY = -4 + ( 2.12 * NormClock);
camera { camera {

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@ -45,7 +45,7 @@ object {
/* le corps */ /* le corps */
merge { merge {
#local L2 = Longueur / 2; #local L2 = Longueur / 2;
#local R = 0.27; #local R = 0.29;
cylinder { <L2, 0, 0>, <-L2, 0, 0>, R } cylinder { <L2, 0, 0>, <-L2, 0, 0>, R }
sphere { <0, 0, 0>, R sphere { <0, 0, 0>, R
scale <3, 1, 1> scale <3, 1, 1>
@ -63,9 +63,9 @@ object {
scale <2.5, 1, 1> translate x*L2*0.75 scale <2.5, 1, 1> translate x*L2*0.75
} }
#local R = rand(Rng1); #local R = rand(Rng1);
#if (R < 0.333) texture { T_Brass_2C } #if (R < 0.27) texture { T_Brass_2C }
#elseif (R < 0.25) texture { GoldDark } #elseif (R < 0.56) texture { GoldDark }
#elseif (R < 0.50) texture { T_Chrome_5A } #elseif (R < 0.70) texture { T_Chrome_5A }
#else texture { T_Gold_3C } #else texture { T_Gold_3C }
#end #end
} }