welcome here, hexa-patrol

This commit is contained in:
Tonton Th
2026-02-14 13:35:54 +01:00
parent 6a983ee560
commit 606536c3f3
18 changed files with 198 additions and 199 deletions

150
essai.pov
View File

@@ -5,7 +5,7 @@
#version 3.7;
#declare DEBUG_LEVEL = 1; // un nouveau test ?
// #declare DEBUG_LEVEL = 1; // un nouveau test ?
#include "globals.inc"
#declare NO_DYNAMIC = 1;
@@ -16,24 +16,27 @@
-* __________________________
*/
// =======================================================
// nouveau du 3 janvier 2026
#local Horloge2 = object
{
object { Horloge scale <1, 0.24, 1> rotate -x*90
translate x*0.45 }
}
#declare HorlogeDouble = object
{
union {
box { <-3.20, -0.08, -0.07>, <3.20, 1.61, 0.07>
texture { LeGris } }
#local EC = 0.22;
object { Horloge2 rotate y*180 translate z*EC }
object { Horloge2 translate -z*EC }
// nouveau du 10 février 2026
#macro Anemone_A (E, H)
union {
#for (foo, 0, 5)
#local A = radians(foo*60);
#local DX = E * sin(A);
#local DZ = E * cos(A);
cone { y*(H/8), 0.20, <DX, H, DZ>, 0.001
#local Rv = 0.7 + (0.2*rand(Rng1));
#local Gv = 0.6 + (0.2*rand(Rng1));
#local Bv = 0.6 + (0.3*rand(Rng1));
texture {
pigment { rgb <Rv, Gv, Bv> }
finish { phong 0.51 reflection 0.05 }
}
}
sphere { 0, 0.45 texture { T_WIP_color } }
#end // for
}
scale 0.8
translate y*2.35
}
#end // macro
// =======================================================
/*
* new Thu Dec 18 01:14:19 AM UTC 2025
@@ -122,78 +125,25 @@ merge {
// -------------------------------------------------------
#declare BasicTextures = object
{
#local TR = 2.20;
union {
object { Obj_BasicTexture texture { R_Texture }
translate <TR*1.4, 0, 0> }
object { Obj_BasicTexture texture { G_Texture }
translate <0, 0, -1> }
object { Obj_BasicTexture texture { B_Texture }
translate <0, 0, TR/2> }
object { Obj_BasicTexture texture { Y_Texture }
translate < TR, 0, TR> }
object { Obj_BasicTexture texture { M_Texture }
translate <-TR, 0, TR> }
object { Obj_BasicTexture texture { C_Texture }
translate <-TR, 0, -TR> }
object { Repere scale 1.5 translate y*2.5 }
}
}
// -------------------------------------------------------
/*
* Après lecture de la doc (et une bonne 8.6), j'ai
* décidé de me lancer dans la création de textures
*/
#declare T_WIP_R = texture
{
pigment { color Red }
finish { phong 0.42 ambient 0.50 }
}
#declare T_WIP_G = texture
{
pigment { color Green }
finish { phong 0.23 ambient 0.30 }
}
#declare T_WIP_B = texture
{
pigment { color Blue }
finish { phong 0.23 ambient 0.50 }
}
// deuxieme lot ----------------------
#declare T_WIP_1 = texture
{
pigment { color <0.36, 0.6, 0.79> }
normal { dents 2.94 scale 0.5 }
finish { specular 0.40 ambient 0.69 }
}
// -------------------------------------------------------
// the place to try new textures
#declare ProtoTextures = object
{
#local TX = 2.35;
#local TX = 2.55;
#local TZ = 2.95;
#local Kro = 32 + (NormClock * 17);
#local Kro = 32 + (NormClock * 37);
union {
object { Obj_BasicTexture texture { T_WIP_R }
object { Obj_BasicTexture texture { R_Texture }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, -TZ> }
object { Obj_BasicTexture texture { T_WIP_G }
object { Obj_BasicTexture texture { G_Texture }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, 0> }
object { Obj_BasicTexture texture { T_WIP_B }
object { Obj_BasicTexture texture { B_Texture }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, TZ> }
object { Obj_BasicTexture texture { T_WIP_1 }
object { Obj_BasicTexture texture { T_WIP_dents }
rotate y * (rand(Rng1)*Kro)
translate <-TX, 0, TZ> }
object { Obj_BasicTexture texture { T_WIP_rasta }
@@ -252,11 +202,11 @@ object { GyroTrucs }
#declare Architecture = object
{
union {
object { Portique_A () translate z*4 }
object { Portique_A () scale 2 translate z*2 }
object { Portique_A () scale 1.5 }
object { Portique_A () scale 2 translate -z*2 }
object { Portique_A () translate -z*4 }
object { Portique_A () translate z*6.5 }
object { Portique_A () scale 2 translate z*2 }
object { Portique_A () scale 1.8 }
object { Portique_A () scale 2 translate -z*3 }
object { Portique_A () rotate y*9 translate -z*6.5 }
// object { Fleche translate y }
}
}
@@ -265,18 +215,18 @@ union {
#debug " !!! ACTION !!!\n"
light_source {
<-18, 54, -7>
colour Gray50
<-19, 44, -7>
colour Gray40
parallel
point_at 0
}
// ------------------------------------------------------ ##
#declare Selector = mod(int(clock/80), 8);
#declare Selector = int(clock/57);
#debug concat("Selector = ", str(Selector, 6, 0), "\n")
#declare AngleCam = 17 - 3*Cos_01(NormClock);
#declare AngleCam = 27 - 3*Cos_01(NormClock);
#switch (Selector)
#case (0)
@@ -287,27 +237,35 @@ union {
#local AngleCam = 31.0;
#break
#case (2)
object { Le_ConeStack () translate y*0.20 }
object { HoleBorder_A (2.12) translate y }
#break
#case (3)
object { HorlogeDouble rotate -y*(5*clock) }
// object { Repere translate y*1 }
object { HorlogeDouble scale 2 rotate -y*(6*clock) }
object { Repere translate y*1 }
#break
#case (4)
object { Trident_A ()
scale 1.8
rotate <35, 0, 12> translate 2.2*y
rotate <35, 0, 12> translate 2.6*y
rotate -y*(clock*2) }
#break
#case (5)
object { Les_Boules translate y*0.8 }
object { Anemone_A (3.10-NormClock, 1.50+NormClock)
translate < 4, 0, 0> }
object { Anemone_A (2.40-NormClock, 2.50+NormClock)
translate <-4, 0, 0> }
object { Anemone_A (1.40+NormClock, 1.50*NormClock)
translate < 0, 0, -4> }
object { Anemone_A (1.40+NormClock, 1.50-NormClock)
translate < 0, 0, 4> }
object { Repere }
#break
#case (6)
object { HexaStar scale 3 translate y*3 }
object { HexaStar scale 3 rotate y*(clock*0.5) translate y*3 }
#break
#case (7)
#local Pos = <0.5-NormClock, 0, 0>;
object { ProtoTextures rotate -y*clock translate 0 }
object { ProtoTextures rotate -y*(55*Cos_01(NormClock)) }
#break
#end // switch selector
@@ -320,17 +278,19 @@ plane {
// =======================================================
#local CamX = -2.7 + (1.8*Cos_010(NormClock));
#local CamY = 0.61 + (1.1*exp(NormClock));
#local CamY = 0.61 + (0.9*exp(NormClock));
#local CamZ = -5.777 + (1.2*Cos_01(NormClock));
#local K = 8.6;
#local CamX = CamX * K;
#local CamY = CamY * K * 0.61;
#local CamY = CamY * K * 0.41;
#local CamZ = CamZ * K;
camera {
orthographic
location <CamX, CamY, CamZ>
look_at <0, 1.6, 0>
right <image_width/image_height, 0, 0>
angle AngleCam
}