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

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@ -21,9 +21,13 @@ PNG: essai.png scene.png topview.png passage.png \
hexacone.png remote.png survol.png cutoff.png \ hexacone.png remote.png survol.png cutoff.png \
carto.png hexawood.png bubblecut.png \ carto.png hexawood.png bubblecut.png \
circular.png panoramic.png splined.png \ circular.png panoramic.png splined.png \
trident.png approche.png hexastar.png trident.png approche.png hexastar.png \
patrouille.png
echo "make PNG ck=$(CK) done" >> WS/log echo "make PNG ck=$(CK) done" >> WS/log
patrouille.png: patrouille.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
around.png: around.pov Makefile $(POVDEP) around.png: around.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@ povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@

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@ -19,6 +19,7 @@
- Songer à un cadriciel pour la piste son. - Songer à un cadriciel pour la piste son.
- Trouver un compositeur et les musiciens. - Trouver un compositeur et les musiciens.
- Étudier à fond la documentation de `sox`
## ... en bref ... ## ... en bref ...

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@ -69,9 +69,9 @@ merge {
cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K } cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K }
#local R = rand(Rng1); #local R = rand(Rng1);
#if (R < 0.63) #if (R < 0.63)
texture { T_Grnt6 scale 4 } texture { T_Grnt6 scale 4 }
#else #else
texture { T_Stone34 scale 3 } texture { T_Stone34 scale 3+rand(Rng2) }
#end #end
} }
#end // macro #end // macro
@ -82,7 +82,7 @@ merge {
#local K = 0.36; #local K = 0.36;
box { <-L, 0, -K>, <L, Epp, K> } box { <-L, 0, -K>, <L, Epp, K> }
cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K } cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K }
texture { T_WIP_rasta } texture { T_WIP_dents rotate y*(rand(Rng1)*77) }
} }
#end // macro #end // macro

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@ -21,11 +21,11 @@ object { Le_Decor }
#declare CamX = R_around * cos(CK); #declare CamX = R_around * cos(CK);
#declare CamY = 15.777 + (4*Cos_010(NormClock)); #declare CamY = 15.777 + (4*Cos_010(NormClock));
#declare CamZ = R_around * sin(CK); #declare CamZ = R_around * 1.5 * sin(CK);
camera { camera {
location <CamX, CamY, CamZ> location <CamX, CamY, CamZ>
look_at <0, 2, 0> look_at <0, 2, 0>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 45 angle 44
} }

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@ -13,22 +13,24 @@
#include "all.inc" #include "all.inc"
// --------------------------------------------------------- // ---------------------------------------------------------
object { Repere scale 20 translate y*20 }
// --------------------------------------------------------- // ---------------------------------------------------------
// dessiner une grille // dessiner une grille
union {
#for (Foo, -140, 140, 10) #for (Foo, -140, 140, 10)
#local H = 0.17; #local H = 0.07;
cylinder { <-150, H, Foo>, <150, H, Foo>, 0.06 } #local Ra = 0.05;
cylinder { <Foo, H, -150>, <Foo, H, 150>, 0.06 } cylinder { <-150, H, Foo>, <150, H, Foo>, Ra }
#end cylinder { <Foo, H, -150>, <Foo, H, 150>, Ra }
#end
pigment { color Black }
}
// --------------------------------------------------------- // ---------------------------------------------------------
object { Repere scale 20 translate y*20 }
object { Le_Decor } object { Le_Decor }
camera { camera {
location <45, 179+(76*NormClock), 18-(17*NormClock)> location <45, 149+(99*NormClock), 18-(12*NormClock)>
look_at <0, 1.18, 0.17 + (2.4*NormClock)> look_at <0, 1.18, 0.17 + (2.4*NormClock)>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 50 angle 50

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@ -26,12 +26,12 @@ object { Le_Decor }
#declare AV = 0.070; #declare AV = 0.070;
#declare LatX = R_circ * 0.96 * cos(CK + AV); #declare LatX = R_circ * 0.96 * cos(CK + AV);
#declare LatY = 2.65; #declare LatY = 2.65;
#declare LatZ = R_circ * 0.97 * sin(CK + AV); #declare LatZ = R_circ * 0.95 * sin(CK + AV);
camera { camera {
location <CamX, CamY, CamZ> location <CamX, CamY, CamZ>
look_at <LatX, LatY, LatZ> look_at <LatX, LatY, LatZ>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 60 angle 64
} }

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@ -11,8 +11,8 @@
#macro Trois_Portiques (Dist) #macro Trois_Portiques (Dist)
union { union {
object { Portique_A () } object { Portique_A () }
object { Portique_A () scale <1, 1.15, 1> translate z*5 } object { Portique_A () scale <1, 1.2, 1> translate z*11 }
object { Portique_A () translate z*10 } object { Portique_A () rotate y*11 translate z*22 }
// XXX scale 1.85 // XXX scale 1.85
} }
#end // macro trois portiques #end // macro trois portiques
@ -22,17 +22,13 @@ union {
* essai du 12 mars 2025 * essai du 12 mars 2025
*/ */
#declare RedB_0_X = 19; #declare RedB_0_X = 19; #declare RedB_0_Z = 29;
#declare RedB_0_Z = 29;
#declare RedB_1_X = -24; #declare RedB_1_X = -24; #declare RedB_1_Z = 8;
#declare RedB_1_Z = 8;
#declare RedB_2_X = 36; #declare RedB_2_X = 36; #declare RedB_2_Z = -21;
#declare RedB_2_Z = -21;
#declare RedB_3_X = 42; #declare RedB_3_X = 42; #declare RedB_3_Z = -5;
#declare RedB_3_Z = -5;
#declare Pos_RedB_0 = <RedB_0_X, 0, RedB_0_Z>; #declare Pos_RedB_0 = <RedB_0_X, 0, RedB_0_Z>;
#declare Pos_RedB_1 = <RedB_1_X, 0, RedB_1_Z>; #declare Pos_RedB_1 = <RedB_1_X, 0, RedB_1_Z>;
@ -69,7 +65,7 @@ union {
#local R = rand(Rng1); #local R = rand(Rng1);
#if (R < 0.33) texture { T_Stone25 scale 1+rand(Rng1) } #if (R < 0.33) texture { T_Stone25 scale 1+rand(Rng1) }
#elseif (R < 0.66) texture { T_Stone15 scale 1+rand(Rng1) } #elseif (R < 0.66) texture { T_Stone15 scale 1+rand(Rng1) }
#else texture { T_Stone6 } #else texture { T_Stone6 scale 1+rand(Rng1) }
#end #end
#undef R #undef R
} }
@ -112,7 +108,7 @@ union {
#macro Les_GyroPhares () #macro Les_GyroPhares ()
union { union {
#local E = SzSol * 0.455; #local E = SzSol * 0.471;
#for (Idx, 0, 359, 60) #for (Idx, 0, 359, 60)
#local Ang = radians(Idx+9.33); #local Ang = radians(Idx+9.33);
#local Dx = E * sin(Ang); #local Dx = E * sin(Ang);
@ -125,11 +121,10 @@ union {
/* ======================================================= */ /* ======================================================= */
/* 11 avril 2025, je pose un grand cercle d'hexapoles /* 11 avril 2025, je pose un grand cercle d'hexapoles
* 9 octobre 2025, je rajoute un rail circulaire * 9 octobre 2025, je rajoute un rail circulaire
* les navettes qui circulent sont dans 'dynamic.inc'
*/ */
#declare Les_HexaPoles = object #declare Les_HexaPoles = object
{ {
union { union {
#for (Ang, 0, 359, 6) #for (Ang, 0, 359, 6)
#local De = 3.6 + (0.5*rand(Rng1)); #local De = 3.6 + (0.5*rand(Rng1));
@ -233,11 +228,12 @@ blob {
#for (Idx, 0, 5) #for (Idx, 0, 5)
#local Angle = (Idx + 0.19) * 1.09; // magic numbers ? #local Angle = (Idx + 0.19) * 1.09; // magic numbers ?
#local Px = sin(Angle) * (SzSol * 0.98); #local Kr = 6 - (rand(Rng1)*3);
#local Pz = cos(Angle) * (SzSol * 1.02); #local Px = Kr + sin(Angle) * (SzSol * 0.98);
#local Kr = 6 - (rand(Rng1)*3);
#local Pz = Kr + cos(Angle) * (SzSol * 1.02);
#ifdef (DEBUG_LEVEL) #ifdef (DEBUG_LEVEL)
#write (Trid, "Def ", Idx, " ", NormClock, " ", Px, " ", Pz, "\n") #write (Trid, "Def_", Idx, " ", NormClock, " ", Px, " ", Pz, "\n")
#end #end
// put the coords in the array. // put the coords in the array.
#declare UnderHoles[Idx] = <Px, 0, Pz>; #declare UnderHoles[Idx] = <Px, 0, Pz>;
@ -261,13 +257,21 @@ difference {
} }
} }
/* 10 fev 2026, on place des bordures autour des trous */ /* 10 fev 2026, on place des bordures autour des trous */
/* -> xperiment.inc */ /* voir aussi -> xperiment.inc */
#for (foo, 0, 5) #declare Les_Bordures = object
#local YHB = (0.08 + (0.5*rand(Rng1)) * y); {
object { HoleBorder (1.14) translate YHB + UnderHoles[foo] } union {
#end #for (foo, 0, 5)
// #local YHB = (0.08 + (0.5*rand(Rng1)) * y);
#if (rand(Rng1) < 0.5)
object { HoleBorder_A (1.04) translate UnderHoles[foo] }
#else
object { HoleBorder_B (1.06) translate UnderHoles[foo] }
#end // if
#end // for
}
}
/* ======================================================= */ /* ======================================================= */
/* /*
* nouvel éclairage du 10 février 2025 * nouvel éclairage du 10 février 2025
@ -302,7 +306,7 @@ rotate -19 * y
union { union {
/* a l'interieur du 'circular' */ /* a l'interieur du 'circular' */
object { Chose () translate <-25, 0, -31> } object { Chose () translate <-25, 0, -31> }
object { Chose () translate < 20, 0, -32> } object { Chose () translate < 20, 0, -36> }
/* a l'exterieur du 'circular' */ /* a l'exterieur du 'circular' */
#for (foo, 0, 359, 18) #for (foo, 0, 359, 18)
#local CK = radians(foo + (9*rand(Rng1))); #local CK = radians(foo + (9*rand(Rng1)));
@ -376,6 +380,7 @@ sky_sphere {
{ {
union { union {
object { Underground } object { Underground }
object { Les_Bordures }
#include "groundbase.inc" #include "groundbase.inc"
object { La_GroundBase } object { La_GroundBase }
@ -393,7 +398,8 @@ union {
object { QuadriLight } object { QuadriLight }
object { Les_GyroPhares () } object { Les_GyroPhares () }
object { Les_HexaPoles } object { Les_HexaPoles }
object { Horloge rotate y*27 translate < 3, 0, -30> } object { HorlogeDouble rotate y*(27*NormClock)
translate < 3, 0, -30> }
object { Les_Choses } object { Les_Choses }
object { Les_Arches (1.9) rotate y*132 translate <-34, 0, -26> } object { Les_Arches (1.9) rotate y*132 translate <-34, 0, -26> }

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@ -5,25 +5,25 @@
// rajout d'une patrouille en vol // rajout d'une patrouille en vol
// 2 janvier 2026 // 2 janvier 2026
#local CK = clock / 150; // en radians
#local RD = 63; // rayon deplacement
#local Xp = RD * sin(CK);
#local Zp = RD * cos(CK);
object { object {
object { Patrouille } #local CK = clock / 210; // en radians
rotate y*degrees(CK) #local RD = 63; // rayon deplacement
translate <Xp, 79+(11*NormClock), Zp> #local Xp = RD * sin(CK);
translate <-30, 0, 0> #local Zp = RD * cos(CK);
} #declare Loc_Patrouille = <Xp+10, 75+(11*NormClock), Zp>;
object { Patrouille }
rotate y*degrees(CK)
translate Loc_Patrouille
}
// ======================================================= // =======================================================
// on va tenter de placer quelques trucs // on va tenter de placer quelques trucs
// qui bougent sur le rail circulaire // qui bougent sur le rail circulaire
#for (foo, 0, 5) #for (foo, 0, 5)
#local CK = (NormClock+(foo*0.0200)) * 4.02; // radians #local CK = (NormClock+(foo*0.0200)) * 4.05; // radians
#declare Xpos = R_circular * sin(CK); #declare Xpos = R_circular * sin(CK);
#declare Zpos = R_circular * cos(CK); #declare Zpos = R_circular * cos(CK);
#declare AR = degrees(CK); #declare AR = degrees(CK);
@ -62,7 +62,7 @@ object { BiBenz rotate -y*(clock*0.26) translate Pos_RedB_0 }
#local K = 1.27; #local K = 1.27;
union { union {
object { HexaCone () rotate y*90 translate <-K, 1.7, 0> } object { HexaCone () rotate y*90 translate <-K, 1.7, 0> }
object { HexaCone () rotate <4, 1, 7> translate < K, 1.9, 0> } object { HexaCone () rotate <9, 1, 7> translate < K, 1.9, 0> }
} }
} }
object { BiCone rotate -y*(Cos_010(NormClock)*65.38) translate Pos_RedB_1 } object { BiCone rotate -y*(Cos_010(NormClock)*65.38) translate Pos_RedB_1 }

150
essai.pov
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@ -5,7 +5,7 @@
#version 3.7; #version 3.7;
#declare DEBUG_LEVEL = 1; // un nouveau test ? // #declare DEBUG_LEVEL = 1; // un nouveau test ?
#include "globals.inc" #include "globals.inc"
#declare NO_DYNAMIC = 1; #declare NO_DYNAMIC = 1;
@ -16,24 +16,27 @@
-* __________________________ -* __________________________
*/ */
// ======================================================= // =======================================================
// nouveau du 3 janvier 2026 // nouveau du 10 février 2026
#local Horloge2 = object #macro Anemone_A (E, H)
{ union {
object { Horloge scale <1, 0.24, 1> rotate -x*90 #for (foo, 0, 5)
translate x*0.45 } #local A = radians(foo*60);
} #local DX = E * sin(A);
#declare HorlogeDouble = object #local DZ = E * cos(A);
{ cone { y*(H/8), 0.20, <DX, H, DZ>, 0.001
union { #local Rv = 0.7 + (0.2*rand(Rng1));
box { <-3.20, -0.08, -0.07>, <3.20, 1.61, 0.07> #local Gv = 0.6 + (0.2*rand(Rng1));
texture { LeGris } } #local Bv = 0.6 + (0.3*rand(Rng1));
#local EC = 0.22; texture {
object { Horloge2 rotate y*180 translate z*EC } pigment { rgb <Rv, Gv, Bv> }
object { Horloge2 translate -z*EC } finish { phong 0.51 reflection 0.05 }
}
}
sphere { 0, 0.45 texture { T_WIP_color } }
#end // for
} }
scale 0.8 #end // macro
translate y*2.35
}
// ======================================================= // =======================================================
/* /*
* new Thu Dec 18 01:14:19 AM UTC 2025 * 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 // the place to try new textures
#declare ProtoTextures = object #declare ProtoTextures = object
{ {
#local TX = 2.35; #local TX = 2.55;
#local TZ = 2.95; #local TZ = 2.95;
#local Kro = 32 + (NormClock * 17); #local Kro = 32 + (NormClock * 37);
union { union {
object { Obj_BasicTexture texture { T_WIP_R } object { Obj_BasicTexture texture { R_Texture }
rotate y * (rand(Rng1)*Kro) rotate y * (rand(Rng1)*Kro)
translate <TX, 0, -TZ> } translate <TX, 0, -TZ> }
object { Obj_BasicTexture texture { T_WIP_G } object { Obj_BasicTexture texture { G_Texture }
rotate y * (rand(Rng1)*Kro) rotate y * (rand(Rng1)*Kro)
translate <TX, 0, 0> } translate <TX, 0, 0> }
object { Obj_BasicTexture texture { T_WIP_B } object { Obj_BasicTexture texture { B_Texture }
rotate y * (rand(Rng1)*Kro) rotate y * (rand(Rng1)*Kro)
translate <TX, 0, TZ> } translate <TX, 0, TZ> }
object { Obj_BasicTexture texture { T_WIP_1 } object { Obj_BasicTexture texture { T_WIP_dents }
rotate y * (rand(Rng1)*Kro) rotate y * (rand(Rng1)*Kro)
translate <-TX, 0, TZ> } translate <-TX, 0, TZ> }
object { Obj_BasicTexture texture { T_WIP_rasta } object { Obj_BasicTexture texture { T_WIP_rasta }
@ -252,11 +202,11 @@ object { GyroTrucs }
#declare Architecture = object #declare Architecture = object
{ {
union { union {
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 2 translate z*2 }
object { Portique_A () scale 1.5 } object { Portique_A () scale 1.8 }
object { Portique_A () scale 2 translate -z*2 } object { Portique_A () scale 2 translate -z*3 }
object { Portique_A () translate -z*4 } object { Portique_A () rotate y*9 translate -z*6.5 }
// object { Fleche translate y } // object { Fleche translate y }
} }
} }
@ -265,18 +215,18 @@ union {
#debug " !!! ACTION !!!\n" #debug " !!! ACTION !!!\n"
light_source { light_source {
<-18, 54, -7> <-19, 44, -7>
colour Gray50 colour Gray40
parallel parallel
point_at 0 point_at 0
} }
// ------------------------------------------------------ ## // ------------------------------------------------------ ##
#declare Selector = mod(int(clock/80), 8); #declare Selector = int(clock/57);
#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 = 27 - 3*Cos_01(NormClock);
#switch (Selector) #switch (Selector)
#case (0) #case (0)
@ -287,27 +237,35 @@ union {
#local AngleCam = 31.0; #local AngleCam = 31.0;
#break #break
#case (2) #case (2)
object { Le_ConeStack () translate y*0.20 } object { HoleBorder_A (2.12) translate y }
#break #break
#case (3) #case (3)
object { HorlogeDouble rotate -y*(5*clock) } object { HorlogeDouble scale 2 rotate -y*(6*clock) }
// object { Repere translate y*1 } object { Repere translate y*1 }
#break #break
#case (4) #case (4)
object { Trident_A () object { Trident_A ()
scale 1.8 scale 1.8
rotate <35, 0, 12> translate 2.2*y rotate <35, 0, 12> translate 2.6*y
rotate -y*(clock*2) } rotate -y*(clock*2) }
#break #break
#case (5) #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 #break
#case (6) #case (6)
object { HexaStar scale 3 translate y*3 } object { HexaStar scale 3 rotate y*(clock*0.5) translate y*3 }
#break #break
#case (7) #case (7)
#local Pos = <0.5-NormClock, 0, 0>; #local Pos = <0.5-NormClock, 0, 0>;
object { ProtoTextures rotate -y*clock translate 0 } object { ProtoTextures rotate -y*(55*Cos_01(NormClock)) }
#break #break
#end // switch selector #end // switch selector
@ -320,17 +278,19 @@ plane {
// ======================================================= // =======================================================
#local CamX = -2.7 + (1.8*Cos_010(NormClock)); #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 CamZ = -5.777 + (1.2*Cos_01(NormClock));
#local K = 8.6; #local K = 8.6;
#local CamX = CamX * K; #local CamX = CamX * K;
#local CamY = CamY * K * 0.61; #local CamY = CamY * K * 0.41;
#local CamZ = CamZ * K; #local CamZ = CamZ * K;
camera { camera {
orthographic
location <CamX, CamY, CamZ> location <CamX, CamY, CamZ>
look_at <0, 1.6, 0> look_at <0, 1.6, 0>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle AngleCam angle AngleCam
} }

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@ -119,13 +119,31 @@ union {
text { text {
// ttf "datas/DSEG7Classic-Regular.ttf" Texte 0.1, 0 // ttf "datas/DSEG7Classic-Regular.ttf" Texte 0.1, 0
ttf "datas/ComicMono-Bold.ttf" Texte 0.1, 0 ttf "datas/ComicMono-Bold.ttf" Texte 0.1, 0
texture { tPlasticPrune } texture { tPlasticBlue }
} }
scale 2.10 scale 1.96
rotate 90*x rotate 90*x
translate <-4.5, 0.043, 0> translate <-4.5, 0.046, 0>
}
// =======================================================
// nouveau du 3 janvier 2026
#local Horloge2 = object
{
object { Horloge scale <1, 0.28, 1> rotate -x*90
translate <0.442, 0.14, 0> }
}
#declare HorlogeDouble = object
{
union {
box { <-3.20, 0.0, -0.07>, <3.20, 1.64, 0.07>
texture { LeGris } }
#local EC = 0.19;
object { Horloge2 rotate y*180 translate z*EC }
object { Horloge2 translate -z*EC }
}
scale 0.51
translate y*1.35
} }
// ======================================================= // =======================================================
/* /*
* need more work ! * need more work !

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@ -123,7 +123,7 @@ finish { roughness 1.00 }
#declare tPlasticBlue = texture #declare tPlasticBlue = texture
{ {
pigment{rgb <0.50, 0, 2.0>} pigment{rgb <0.20, 0, 2.0>}
finish { finish {
ambient 0.1 ambient 0.1
diffuse 0.6 diffuse 0.6

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@ -12,10 +12,10 @@
#macro HS_element_pointe () #macro HS_element_pointe ()
union { union {
#local R_a = HS_radius * 0.33333; #local R_a = HS_radius * 0.369;
#local Small = 0.00001; #local Small = 0.00001;
cone { <-1.34, 0, 0>, Small, <-0.6, 0, 0>, R_a } cone { <-1.34, 0, 0>, Small, <-0.6, 0, 0>, R_a }
sphere { 0, R_a scale <0.3, 1, 1> translate <-0.6, 0, 0> } sphere { 0, R_a scale <0.42, 1, 1> translate <-0.6, 0, 0> }
#local R = rand(Rng1); #local R = rand(Rng1);
#if ( R < 0.45 ) texture { GoldDark } #if ( R < 0.45 ) texture { GoldDark }
#elseif ( R < 0.60 ) texture { Aluminum } #elseif ( R < 0.60 ) texture { Aluminum }
@ -35,9 +35,9 @@ union {
// le noyau central // le noyau central
#local L = 0.0028; #local L = 0.0028;
#local R = 0.0577; #local R = 0.0577;
cylinder { -y*L, y*L, R } cylinder { -y*L, y*L, R }
sphere { 0, R translate -y*L } sphere { 0, R translate y*L }
sphere { 0, R translate y*L } sphere { 0, R scale <1, 0.20, 1>translate -y*L }
// les ailettes intérieures // les ailettes intérieures
#for (foo, 0, 5) #for (foo, 0, 5)
@ -59,12 +59,13 @@ union {
/* nouveau 14 janvier 2026 */ /* nouveau 14 janvier 2026 */
#macro HS_element_queue () #macro HS_element_queue ()
union { union {
#local R_a = HS_radius * 0.2222; #local R_a = HS_radius * 0.228;
#local Small = 0.001; #local Small = 0.001;
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 < 0.35 ) texture { Rust rotate y*(rand(Rng1)*133)} #if ( R < 0.35 ) texture { Rust scale 3.33
rotate y*(rand(Rng1)*273) }
#elseif ( R < 0.50 ) texture { T_Gold_5A } #elseif ( R < 0.50 ) texture { T_Gold_5A }
#elseif ( R < 0.80 ) texture { Aluminum } #elseif ( R < 0.80 ) texture { Aluminum }
#else texture { T_Gold_3C } #else texture { T_Gold_3C }
@ -89,7 +90,7 @@ union {
object { HS_element_pointe () object { HS_element_pointe ()
translate <0, Ty*1.16, Tz*1.16> } translate <0, Ty*1.16, Tz*1.16> }
object { HS_element_queue () object { HS_element_queue ()
translate <0, Ty, Tz> } translate <0, Ty*0.80, Tz> }
} }
#end // end for #end // end for
object { HS_element_central () } object { HS_element_central () }

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@ -51,7 +51,7 @@ union {
} }
// ======================================================= // =======================================================
#local RO = 5.29; #local RO = 5.39;
#local CK = NormClock * 13.37; #local CK = NormClock * 13.37;
#declare PosX = RO * sin(CK); #declare PosX = RO * sin(CK);
@ -71,7 +71,7 @@ object { HexaCone ()
#declare PosY = 0; #declare PosY = 0;
#declare PosZ = RO * cos(CK+3.23); #declare PosZ = RO * cos(CK+3.23);
object { Trident_A () object { Trident_A ()
rotate x*clock rotate <clock*1.3, 0, clock*0.7>
rotate y*CK*99.22 translate <PosX, PosY, PosZ> rotate y*CK*99.22 translate <PosX, PosY, PosZ>
} }
@ -83,7 +83,7 @@ object { HexaStar
} }
object { Planete rotate (-clock*0.31)*y } object { Planete rotate (-clock*0.31)*y }
light_source { <23, 8, 15>, rgb <0.77, 0.79, 0.80> } light_source { <23, 10, 15>, rgb <0.77, 0.79, 0.80> }
// ------------------------------------------------------------- // -------------------------------------------------------------
camera { camera {

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@ -33,10 +33,10 @@ object { Le_Decor }
// object { Repere scale 3 translate <SzSol, 2, SzSol> } // object { Repere scale 3 translate <SzSol, 2, SzSol> }
#local DistCam = 440 + (12 * NormClock); #local DistCam = 460 + (16 * NormClock);
#local CK = -1.101 - (0.042 * NormClock); #local CK = -1.71 - (0.039 * NormClock);
#declare CamX = DistCam * sin(CK); #declare CamX = DistCam * sin(CK);
#declare CamY = 28; #declare CamY = 28 + NormClock;
#declare CamZ = DistCam * cos(CK); #declare CamZ = DistCam * cos(CK);
camera { camera {
@ -46,5 +46,5 @@ camera {
// focal_point <2, 1, 12> // focal_point <2, 1, 12>
// aperture 0.046 // aperture 0.046
// blur_samples 30 // blur_samples 30
angle 3.6 angle 3.5
} }

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@ -17,7 +17,7 @@ object { Le_Decor }
#declare CK = 144 + (clock * 0.27); #declare CK = 144 + (clock * 0.27);
#declare Dcam = 3.75; #declare Dcam = 3.75;
#declare CamX = Dcam * cos(radians(CK)); #declare CamX = Dcam * cos(radians(CK+0.9));
#declare CamZ = Dcam * 1.20 * sin(radians(CK)); #declare CamZ = Dcam * 1.20 * sin(radians(CK));
#declare LatZ = 2.45 + (0.9 * Cos_010(NormClock)); #declare LatZ = 2.45 + (0.9 * Cos_010(NormClock));

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@ -20,7 +20,7 @@ object { Le_Decor }
#declare Pos = sqrt(NormClock); #declare Pos = sqrt(NormClock);
#declare PosCam = Interpolate(Debut, Fin, Pos); #declare PosCam = Interpolate(Debut, Fin, Pos);
#declare LatX = 0.414 * sin(NormClock*6.1); #declare LatX = 0.614 * sin(NormClock*9.7);
#declare LatZ = -(150 + (7*NormClock)); #declare LatZ = -(150 + (7*NormClock));
#declare LatCam = PosCam + <LatX, -95, LatZ>; #declare LatCam = PosCam + <LatX, -95, LatZ>;

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@ -10,24 +10,17 @@
#declare NO_DYNAMIC = 0; #declare NO_DYNAMIC = 0;
#include "all.inc" #include "all.inc"
/*
/* XXX * why this two moving hexathings are not in "dynamic.inc" ?
#declare TrX = 1.84 * sqrt(NormClock); */
#declare TrY = 0.90 + (3.5 * Cos_01(NormClock));
#declare TrZ = 9.999 * sqrt(NormClock);
#declare TrH = <TrX, TrY, TrZ>;
#declare RrY = 97 * sqrt(NormClock);
object { HexaCone () rotate y*RrY translate TrH }
*/
object { HexaCone () rotate z*9.1 translate <7, 3+NormClock, -8> } object { HexaCone () rotate z*9.1 translate <7, 3+NormClock, -8> }
object { HexaBenz () translate <-9+NormClock, 2, -6> } object { HexaBenz () translate <-9+NormClock, 2, -6> }
/* /*
* nouveau 11 fevrier 2025 * nouveau 11 fevrier 2025
*/ */
#declare A = <-24, -0.9, (SzSol/2)+9>; #declare A = <-29, -0.5, (SzSol/2)+9>;
#declare B = < 33, -0.7, (SzSol/2)+7>; #declare B = < 36, -0.7, (SzSol/2)+7>;
#declare P = Interpolate(A, B, NormClock); #declare P = Interpolate(A, B, NormClock);
object { HexaWood translate P } object { HexaWood translate P }
@ -40,7 +33,7 @@ object { Le_Decor }
camera { camera {
location <-3.60, CamY, 10.09> location <-3.60, CamY, 10.09>
look_at <0, LatY, 0> look_at <0.6, LatY, 0>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
// focal_point <2, 1, 12> // focal_point <2, 1, 12>
// aperture 0.046 // aperture 0.046

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@ -13,12 +13,13 @@
difference { difference {
#local RA = V * R_hole * 1.004; #local RA = V * R_hole * 1.004;
#local RB = V * R_hole * 0.996; #local RB = V * R_hole * 0.996;
cylinder { 0, y*0.42, RA } #local HB_H = 0.53;
cylinder { 0, y*HB_H, RA }
cylinder { -y, y*2, RB } cylinder { -y, y*2, RB }
#for (foo, 0, 179, 6) #for (foo, 0, 179, 4)
cylinder { cylinder {
<-20, 0, 0>, < 20, 0, 0>, 0.07 <-20, 0, 0>, < 20, 0, 0>, 0.075
scale <1, 2, 1> translate y*0.21 scale <1, 2.2, 1> translate y*(HB_H/2)
rotate y*foo rotate y*foo
} }
#end // for #end // for
@ -29,17 +30,30 @@ difference {
} }
#end #end
/* --------------------------------------------------------------- */ /* --------------------------------------------------------------- */
#macro HoleBorder_B (V) #macro HoleBorder_B (V)
union { union {
#local Ra = R_hole * 1.02; #local Ra = V * R_hole * 1.02;
#local Rb = 0.04; #local Rb = 0.028;
torus { Ra, Rb texture { tPlasticBlue } #local KY = 0.21;
translate y*0.50 } torus { Ra, Rb texture { T_Beton_2 } translate y*KY }
torus { Ra, Rb texture { T_WIP_color } torus { Ra, Rb texture { T_WIP_color } translate y*(KY*2) }
translate y*0.80 } torus { Ra, Rb texture { T_WIP_dents } translate y*(KY*3) }
torus { Ra, Rb texture { T_WIP_dents }
translate y*1.10 } #for (foo, 0, 359.99, 15)
#local Dx = Ra * sin(radians(foo));
#local Dz = Ra * cos(radians(foo));
cylinder { 0, y*(3.2*KY), Rb*0.72
#local R = rand(Rng1);
#if (R < 0.67) texture { tPlasticPrune }
#else texture { tPlasticGreen }
#end // if R
translate <Dx, 0, Dz>
}
#end // for
} }
#end #end
/* =============================================================== */ /* =============================================================== */
/* /*
@ -48,8 +62,8 @@ union {
#declare Patrouille = object #declare Patrouille = object
{ {
union { union {
#local EX = 2.4; #local EX = 1.9;
#local EZ = 2.1 + (0.5*sin(NormClock*2)); #local EZ = 2.0 + (0.5*sin(NormClock*2));
object { Trident_A () rotate x*87 } object { Trident_A () rotate x*87 }
object { HexaBenz () translate <-EX, 0, -EZ> } object { HexaBenz () translate <-EX, 0, -EZ> }
object { HexaCone () translate < EX, -0.4, -EZ> } object { HexaCone () translate < EX, -0.4, -EZ> }