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5f69f2f286
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5f69f2f286 | ||
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674654cc62 | ||
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ef1737006d | ||
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ada61cc4fb |
11
carto.pov
11
carto.pov
@ -20,18 +20,19 @@
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// ---------------------------------------------------------
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// dessiner une grille
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#for (Foo, -150, 150, 10)
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cylinder { <-150, 0, Foo>, <150, 0, Foo>, 0.11 }
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cylinder { <Foo, 0, -150>, <Foo, 0, 150>, 0.11 }
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#for (Foo, -140, 140, 10)
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#local H = 0.17;
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cylinder { <-150, H, Foo>, <150, H, Foo>, 0.06 }
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cylinder { <Foo, H, -150>, <Foo, H, 150>, 0.06 }
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#end
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// ---------------------------------------------------------
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object { Repere scale 10 translate y*7 }
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object { Repere scale 10 translate y*10 }
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object { Le_Decor }
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camera {
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location <45, 179+(56*NormClock), 18-(17*NormClock)>
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location <45, 179+(61*NormClock), 18-(17*NormClock)>
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look_at <0, 1.18, 0.17 + (2.4*NormClock)>
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right <image_width/image_height, 0, 0>
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angle 50
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@ -21,7 +21,7 @@
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#declare RedB_1_X = -24;
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#declare RedB_1_Z = 8;
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#declare RedB_2_X = 41;
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#declare RedB_2_X = 39;
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#declare RedB_2_Z = -14;
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#declare Pos_RedB_0 = <RedB_0_X, 0, RedB_0_Z>;
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10
dynamic.inc
10
dynamic.inc
@ -52,7 +52,8 @@ union {
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}
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object { BiCone rotate -y*(Cos_010(NormClock)*55.38) translate Pos_RedB_1 }
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object { Trident_A() rotate z * (3*NormClock)
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/* le trident posé sur son estrade */
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object { Trident_A() rotate z * (3.5*NormClock)
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translate x*0.80
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rotate y*(520*Cos_01(NormClock))
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translate Pos_RedB_2 + (y*2) }
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@ -65,7 +66,7 @@ object { Trident_A() rotate z * (3*NormClock)
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#declare P = Interpolate(A, B, NormClock);
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object { HexaCone () rotate y*((12*NormClock)+80) translate P }
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/*
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/* -----------------------------------------------
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* le vaisseau "trident" passe a travers les
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* trous de l'underground
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*/
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@ -73,10 +74,11 @@ object { HexaCone () rotate y*((12*NormClock)+80) translate P }
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#for (Foo, 0, 5)
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#declare Dy = rand(Rng1)-3+(11*NormClock);
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#declare Tr = UnderHoles[Foo] + <0, Dy, 0>;
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#declare Ry = ((rand(Rng1)-NormClock)*87);
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#declare Ry = ((rand(Rng1)-NormClock)*97);
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// #write (Trid, Foo, " ", NormClock, " ", Dy, " ",
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// Ry, " ", Tr, "\n")
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object { Trident_A () translate y*rand(Rng1) rotate y*Ry translate Tr }
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object { Trident_A () translate y+( (3*rand(Rng1)) - 1.5)
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rotate y*Ry translate Tr }
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#end
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// #fclose Trid
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@ -23,10 +23,10 @@ global_settings {
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* Some constants...
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*/
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#declare SzSol = 34;
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#declare SzSol = 36;
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#declare H_sol = 0.000; // c'est quoi exactement ?
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#declare SzBase = 2.90;
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#declare SzBase = 2.97;
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#declare H_base = 0.23;
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#declare R_basecone = 0.117;
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@ -34,7 +34,7 @@ do
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err=$?
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if [ $err != 0 ] ; then
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echo "$SEQNAME fail $frame" >> WS/log
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mogrify -colorspace gray -blur 5x5 -colors 16 $img
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mogrify -colorspace gray -blur 5x5 -colors 8 $img
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visual_sleep "render fail" 12
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continue
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fi
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@ -43,7 +43,7 @@ do
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# echo $frame $img $txt
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convert ${TMPIMG} \
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-font Courier-Bold \
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-pointsize 18 \
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-pointsize 20 \
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-kerning 3 \
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-fill ${TEXTCOL} \
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-gravity north \
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@ -147,18 +147,18 @@ difference {
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#local KX = KX * Mult;
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#local KH = KH * Mult;
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#local KZ = KZ * Mult;
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box { <-KX, 0, -KZ>, <KX, KH, KZ> }
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box { <-KX, 0.0001, -KZ>, <KX, KH, KZ> }
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cylinder { <-10, KH*0.70, 0>, <10, KH*0.72, 0>, KX * 0.666 }
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cylinder { <-10, KH*0.70, 0>, <10, KH*0.72, 0>, KX * 0.823 }
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#local R = rand(Rng1);
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// #debug concat("Random = ", str(R, 6, 4), "\n")
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#if ( R < 0.19 ) texture { T_Planete_A }
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#if ( R < 0.23 ) texture { T_Planete_A }
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#elseif ( R < 0.56 ) texture { T_Beton_1 }
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#else texture { T_Beton_2 }
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#end // if
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rotate y * (277 * rand(Rng1))
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rotate y * (207 * rand(Rng1))
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}
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#end // macro
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