a lot of change, stay tuned

This commit is contained in:
Tonton Th
2025-02-19 02:49:16 +01:00
parent 532560518c
commit db5eedffe1
17 changed files with 285 additions and 205 deletions

View File

@@ -15,59 +15,41 @@
// =======================================================
#include "dynamic.inc"
// =======================================================
/*
* nouvel éclairage du 10 février 2025
*/
#declare Quad_lampe = object
{
light_source {
0
color Gray90
fade_distance SzSol / 2
fade_power 1.5
}
}
#declare QuadriLight = object
{
#local T = E_QuadriLight;
#local H = H_QuadriLight * 2;
// #local H = 5;
union {
object { Quad_lampe translate <-T, H, -T> }
object { Quad_lampe translate < T, H, -T> }
object { Quad_lampe translate <-T, H, T> }
object { Quad_lampe translate < T, H, T> }
}
}
// =======================================================
// object { OpenBox translate y*1.30 }
#if (0)
#local RX = -11 + (10*sin(NormClock*9.81) + 3*sin(NormClock*23));
#local RZ = 26 - (14*Cos_010(NormClock));
object { HexaWood rotate <RX, 37, 0> translate y*0.777 }
// object { QuadriPole translate <-3, 0, 2> }
#local RZ = 26 - (14*Cos_010(NormClock));
object { HexaWood rotate <RX, 37, RZ> translate <9, 2.777, -11> }
#end
object { QuadriLight }
// object { Le_Decor }
object { Le_Sol }
object { Underground }
// object { La_GroundBase }
object { Les_GyroPhares () }
/*
#declare A = <-21, -0.9, SzSol+9>;
#declare B = < 33, -0.7, SzSol+7>;
#declare P = Interpolate(A, B, NormClock);
object { HexaWood translate P }
*/
// object { Repere translate y*2 }
object { Repere scale 10 translate y*6 }
object { Le_Decor }
// =======================================================
#local CamX = -2.7 + (3.8*Cos_010(NormClock));
#local CamY = 0.81 + (4*sqrt(NormClock));
#local CamZ = 6.9 - (0.8*Cos_010(NormClock));
#local CamX = -2.7 + (2.8*Cos_010(NormClock));
#local CamY = 0.81 + (3*exp(NormClock));
#local CamZ = 7.777 - (0.8*Cos_010(NormClock));
#local K = 8;
#local CamX = CamX * K;
#local CamY = CamY * K * 2;
#local CamZ = CamZ * K;
camera {
location <CamX, CamY, CamZ>
look_at <0, 0.92, 0>
angle 32 + 4*Cos_01(NormClock)
look_at <0, 0.98, 0>
angle 32 - 5*Cos_01(NormClock)
}