commit big mess before refactoring

This commit is contained in:
Tonton Th
2025-03-07 10:51:57 +01:00
parent f417711da3
commit c65090e4a2
18 changed files with 233 additions and 100 deletions

View File

@@ -9,10 +9,6 @@
* nouveau debut fevrier 2025 - we love raytracing
*
* une cabane pour faire riche.
*/
/*
* une seule forme de cabane pour le moment
*/
#declare Base_cabane_forme = object
@@ -48,8 +44,8 @@ texture { T_Beton_2 }
#declare GroudBase_coin = object
{
merge {
cylinder { 0, y*0.4, 0.09 }
sphere { 0, 0.09 scale <1, 0.23, 1> translate y*0.4 }
cylinder { 0, y*0.5, 0.09 }
sphere { 0, 0.10 scale <1, 0.23, 1> translate y*0.5 }
}
}
@@ -74,7 +70,7 @@ texture { T_Grnt7 rotate 49 scale 0.22 }
#declare GroundBase_b = object
{
#local Sz = SzBase - 0.02;
#local Sz = SzBase - 0.14;
union {
box { <-SzBase, 0, -SzBase>, <SzBase, H_base, SzBase> }
object { GroudBase_coin translate <-Sz, 0, -Sz> }
@@ -99,6 +95,7 @@ union {
object { GroundBase_a translate Dz }
object { Cabane_Base_2 rotate y*180 translate Dz }
}
translate y*H_sol
}
/* ======================================================= */
@@ -243,31 +240,41 @@ height_field {
// normal { bumps 0.035 scale 0.186 }
finish { phong 0.105 }
}
translate y*H_sol
}
}
/* ======================================================= */
#declare UnderHoles = array[6]
#fopen Holes "WS/holes.log" write
#for (Idx, 0, 5)
#local Angle = Idx* 1.07825;
#local Px = sin(Angle) * (SzSol * 1.21);
#local Pz = cos(Angle) * (SzSol * 1.21);
#declare UnderHoles[Idx] = <Px, 0, Pz>;
#write (Holes, Idx, " ", Angle, " ", UnderHoles[Idx], "\n")
#end
#fclose Holes
#declare Underground = object
{
difference {
// plane { y, 0 }
#local Big = 300;
box { <-Big, -0.01, -Big>, < Big, 0.01, Big> }
box { <-Big, -0.10, -Big>, < Big, 0.01, Big> }
#undef Big
#local W = SzSol * 1.204;
cylinder { <-W, -1, -W>, <-W, 1, -W>, 5 }
cylinder { <-W, -1, W>, <-W, 1, W>, 7 }
cylinder { < W, -1, W>, < W, 1, W>, 9 }
#undef W
#for (Foo, 0, 5)
cylinder { -y*5, y*5, 4 translate UnderHoles[Foo] }
#end
}
texture {
pigment { color Gray20 }
normal { bumps 0.38 scale 3 }
finish { phong 0.125 }
}
rotate y*35
translate -y*2.55
// translate -y*1.55
}
/* ======================================================= */