Compare commits

..

287 Commits

Author SHA1 Message Date
Tonton Th
c37530d999 reglage texture 2026-03-04 21:40:09 +01:00
Tonton Th
15849c4aa2 ajustement horloge double 2026-03-04 21:39:25 +01:00
Tonton Th
3f57aec353 another another camera twiddling 2026-03-03 19:42:05 +01:00
Tonton Th
90562d2ce6 camera tuning 2026-03-01 21:09:10 +01:00
Tonton Th
daaa8eeb01 better metadata in vidz 2026-02-27 22:38:56 +01:00
Tonton Th
35e6c0dfb5 camera change 2026-02-25 14:14:45 +01:00
Tonton Th
6ee8932ba4 typographic perversity 2026-02-20 23:20:17 +01:00
Tonton Th
a3558cc1db adjust cameras before the next rendering batch 2026-02-20 23:14:10 +01:00
Tonton Th
2eea147f82 another bunch of little changes 2026-02-20 12:54:57 +01:00
Tonton Th
4dca1e7d79 geometry tuning 2026-02-20 12:52:50 +01:00
Tonton Th
0207fc942b add the "Vase" concept 2026-02-20 12:51:23 +01:00
Tonton Th
59c2b266ef small changes 2026-02-19 13:04:02 +01:00
Tonton Th
f6104c8b5d that was a bad idea 2026-02-18 19:19:20 +01:00
Tonton Th
676cf5bd87 clean the brotch 2026-02-18 02:02:10 +01:00
Tonton Th
c0a0d2467e hardening the camera 2026-02-17 23:15:31 +01:00
Tonton Th
5e5d0ae116 fix an excessive psychedelic effect 2026-02-17 23:14:51 +01:00
Tonton Th
b6ac4f8ce5 dynamic and camera tuning 2026-02-17 22:28:18 +01:00
Tonton Th
3fdfa5a0c0 swap two elements 2026-02-17 14:16:36 +01:00
Tonton Th
fd452889ea correction du planning 2026-02-17 14:16:08 +01:00
Tonton Th
b3030b886d Blob_Boxed is alive 2026-02-16 23:55:40 +01:00
Tonton Th
b246f3ba23 another try... 2026-02-16 23:53:20 +01:00
Tonton Th
27b37f17dd fix an of-by-0.2 bug 2026-02-16 19:51:47 +01:00
Tonton Th
ffd3f48b9d moving Blob_Boxed to the right file 2026-02-16 18:22:43 +01:00
Tonton Th
dfedf5f52c fine tuning 2026-02-16 18:10:58 +01:00
Tonton Th
dd4fe05229 radical change of the camera position 2026-02-16 12:44:06 +01:00
Tonton Th
0649930f7e hexablob + openbox -> boxed_blob 2026-02-15 16:12:53 +01:00
Tonton Th
606536c3f3 welcome here, hexa-patrol 2026-02-14 13:35:54 +01:00
Tonton Th
6a983ee560 add the "patrouille" sequence 2026-02-13 23:28:37 +01:00
Tonton Th
d349b23a91 fix a bug & enhance cli 2026-02-13 12:11:52 +01:00
Tonton Th
77c82f6e96 essential adjustements 2026-02-12 10:35:40 +01:00
Tonton Th
e5439eee54 nice try, but... 2026-02-12 10:21:52 +01:00
Tonton Th
fe3bdff7dd better hole borders 2026-02-11 00:00:47 +01:00
Tonton Th
f1fcebd77d a better name 2026-02-10 20:15:14 +01:00
Tonton Th
c47606438f last commits of this night 2026-02-10 04:59:43 +01:00
Tonton Th
ceb4dea907 add border to the hole 2026-02-10 04:08:49 +01:00
Tonton Th
1bef5baa93 tweak the dynamic 2026-02-10 01:21:32 +01:00
Tonton Th
2d5093eab9 changes are to small to be commited 2026-02-09 18:53:47 +01:00
Tonton Th
1ed6ce79d1 pour faire plaisir à brunus 2026-02-09 14:40:34 +01:00
Tonton Th
47a2089561 un bon gros paquet de changements :) 2026-02-09 12:29:28 +01:00
Tonton Th
9de6929b48 keep cool, bro ! 2026-02-02 14:41:01 +01:00
Tonton Th
9779b15176 slow down, bro ! 2026-02-02 14:39:38 +01:00
Tonton Th
8a6f4b3e12 + archi things 2026-01-31 09:27:58 +01:00
Tonton Th
a4025b907f add a new sequence: "around" 2026-01-26 22:23:49 +01:00
Tonton Th
957fb39ec2 add a new sequence: "around" 2026-01-26 22:22:32 +01:00
Tonton Th
438cb71b43 increase zoom-out 2026-01-25 08:42:30 +01:00
Tonton Th
d479b566b3 patch emerging tridents 2026-01-25 08:41:18 +01:00
Tonton Th
02556e71d3 commit su soir, espoir 2026-01-22 02:38:31 +01:00
Tonton Th
c08cd56637 silent superflous msg 2026-01-20 21:37:07 +01:00
Tonton Th
a51a963ba0 commit for rabbit 2026-01-16 18:29:15 +01:00
Tonton Th
77ebfd9018 some tweaks... 2026-01-15 20:30:08 +01:00
Tonton Th
4e88f481ff on the way to a new hexastar 2026-01-15 20:29:32 +01:00
Tonton Th
f251fbb825 mettre le Repere au bon endroit 2026-01-14 15:34:39 +01:00
Tonton Th
0c4aa1a31c a lot of patches 2026-01-14 14:01:20 +01:00
Tonton Th
83c8ce3f79 comment off an useless message 2026-01-14 13:50:54 +01:00
Tonton Th
243490996f slow down render for // builds 2026-01-11 13:49:18 +01:00
Tonton Th
5ae1cd149c small changes to the cam 2026-01-11 13:02:05 +01:00
Tonton Th
32eb08a0c1 typographic consmetic changes 2026-01-11 12:48:15 +01:00
Tonton Th
80044acb4c a little more doc 2026-01-11 12:22:21 +01:00
Tonton Th
6350c799db tuning 2026-01-09 20:28:50 +01:00
Tonton Th
fb126ec1b0 add comment & fix a bug ? 2026-01-08 12:01:28 +01:00
Tonton Th
eda56a4ac1 downsizing hexastar 2026-01-08 11:43:50 +01:00
Tonton Th
6032290f5e ops 2026-01-08 11:41:54 +01:00
Tonton Th
722795a45f adjust new objects 2026-01-06 06:47:42 +01:00
Tonton Th
e321cd510b oups camera 2026-01-06 06:46:10 +01:00
Tonton Th
297d0f478b adjuste the cam 2026-01-06 06:45:33 +01:00
Tonton Th
324198eb3f cosmetic 2026-01-06 06:44:43 +01:00
Tonton Th
4efc950a50 smaller is better 2026-01-06 06:44:04 +01:00
Tonton Th
ad0272bff1 rotación de la estrella 2026-01-06 06:42:37 +01:00
Tonton Th
bdd3a53a8c oups again... 2026-01-06 06:40:19 +01:00
Tonton Th
cf3fa8f1ce oupsss... 2026-01-06 06:12:44 +01:00
Tonton Th
0803d45d5c little cleanup 2026-01-05 12:38:25 +01:00
Tonton Th
111a7519f1 commits du dimanche soir, espoir 2026-01-04 23:01:37 +01:00
Tonton Th
90894f8008 explorations 2026-01-04 04:16:52 +01:00
Tonton Th
b0c0cc3140 little cosmetic change 2026-01-03 12:53:54 +01:00
Tonton Th
f5eb6cfe78 omfg, a bug in the Makefile ! 2026-01-03 08:39:40 +01:00
Tonton Th
36f1e1df37 fix an include order bug 2026-01-03 08:30:54 +01:00
Tonton Th
a575e428b2 big revamping, part 1 2026-01-02 21:15:55 +01:00
Tonton Th
f5b2e1c227 cosmetic again 2026-01-02 19:07:32 +01:00
Tonton Th
75cb2ff594 add a todo list 2026-01-02 19:05:16 +01:00
Tonton Th
2b92b3d584 more doc is better 2026-01-02 12:43:30 +01:00
Tonton Th
ebeb9abf11 l'anneau va tourner plus vite 2026-01-02 12:33:25 +01:00
Tonton Th
30ad204b5e more work on hexabenz 2026-01-01 08:46:21 +01:00
Tonton Th
8e58e59806 bla 2026-01-01 03:37:21 +01:00
Tonton Th
b83fee3574 welcome in 2026, random number generator 2026-01-01 02:05:51 +01:00
Tonton Th
0ba81b2668 les derniers commits de 2026 2026-01-01 00:50:52 +01:00
Tonton Th
d3e630b423 last sequence for 2025, part 2 2025-12-31 18:54:16 +01:00
Tonton Th
bef33435a0 last sequence for 2025 2025-12-31 18:53:22 +01:00
Tonton Th
86f8f3b53f dont know how to write a good spline 2025-12-30 09:47:03 +01:00
Tonton Th
6c78be63d8 cosmetic 2025-12-30 08:23:11 +01:00
Tonton Th
98248e6cbb slow down tracing of pngs 2025-12-29 17:25:08 +01:00
Tonton Th
b3bb7319a7 suppression message de debug 2025-12-29 15:01:34 +01:00
Tonton Th
836e8e7c17 last commits before xmas 2025-12-23 08:35:07 +01:00
Tonton Th
4e960026d2 no more useless msg in log 2025-12-22 18:25:03 +01:00
Tonton Th
83b32f6c27 calmer la camera qui bouge trop 2025-12-21 17:18:51 +01:00
Tonton Th
93ef224bac oups... 2025-12-21 06:09:48 +01:00
Tonton Th
33de761dcd work on texture and dynamic and something 2025-12-21 05:32:19 +01:00
Tonton Th
99496a7e57 tweak the trident 2025-12-20 11:51:54 +01:00
Tonton Th
5f69f2f286 one more, another to come 2025-12-19 21:42:37 +01:00
Tonton Th
674654cc62 ajust some dynamic knobes 2025-12-19 19:27:04 +01:00
Tonton Th
ef1737006d cosmetic, again... 2025-12-19 18:49:38 +01:00
Tonton Th
ada61cc4fb meilleure cahute ? 2025-12-19 18:29:44 +01:00
Tonton Th
d19c46c25e oups, forget the right ! 2025-12-19 18:06:40 +01:00
Tonton Th
2167808563 tuning on hexacone 2025-12-19 18:06:01 +01:00
Tonton Th
acbd813d9b faster pussy cat blink blink 2025-12-19 02:16:17 +01:00
Tonton Th
9aa1f37dcf le commit avant-sieste 2025-12-18 22:28:33 +01:00
Tonton Th
38d3863124 add ConeStack 2025-12-18 22:26:31 +01:00
Tonton Th
f2e324e038 trident in action 2025-12-18 22:25:33 +01:00
Tonton Th
f9054a1248 add a new seq for the trident 2025-12-18 21:53:36 +01:00
Tonton Th
936b3dda9e a new sequence is born 2025-12-18 13:55:42 +01:00
Tonton Th
48a85f3e70 look a the poor docs... 2025-12-18 12:46:51 +01:00
Tonton Th
0171c92682 ajust the camera 2025-12-18 11:28:16 +01:00
Tonton Th
93faad3ec2 a small tuning 2025-12-18 11:22:16 +01:00
Tonton Th
0f15000cf5 patch & explain 2025-12-18 11:21:03 +01:00
Tonton Th
2ec6a3f11c cosmetic 2025-12-18 11:19:51 +01:00
Tonton Th
8aaab36673 enlarge your heightfield 2025-12-18 11:18:18 +01:00
Tonton Th
77f4f50477 add a trident 2025-12-18 11:17:20 +01:00
Tonton Th
3a4532625e update the "fail image" color processing 2025-12-18 11:16:27 +01:00
Tonton Th
2f0894985d make camera more funny 2025-12-18 01:05:11 +01:00
Tonton Th
db527e05c2 changement papier pein 2025-12-18 01:04:02 +01:00
Tonton Th
768c10aa56 more tuning, rings and golddark 2025-12-18 01:03:15 +01:00
Tonton Th
346a4ed6ad the "fiouuu" commit 2025-12-17 19:36:17 +01:00
Tonton Th
a357cd0b1c nice cosmetic, bro 2025-12-17 19:05:08 +01:00
Tonton Th
7b9eb5743d FIX: position error 2025-12-17 00:12:42 +01:00
Tonton Th
7525862909 renaming a thing 2025-12-15 22:42:44 +01:00
Tonton Th
24469ba611 une chose presque meilleure 2025-12-15 14:46:25 +01:00
Tonton Th
23254ba7fa contexte plus contextuel 2025-12-15 14:34:10 +01:00
Tonton Th
636e019e97 cosmetic 2025-12-15 13:23:47 +01:00
Tonton Th
11c8461d38 tweaking the textures 2025-12-15 13:22:19 +01:00
Tonton Th
9ad8fcd1c9 some camera adjustements 2025-12-15 12:57:13 +01:00
Tonton Th
1fe506b568 make hexathings going more high 2025-12-15 12:54:06 +01:00
Tonton Th
5e57a65ea8 make hexathings going more high 2025-12-15 12:50:24 +01:00
Tonton Th
ab8c293cd1 add a mollyguard 2025-12-09 19:21:53 +01:00
Tonton Th
4f3140dd32 full sequences builder 2025-12-09 12:07:51 +01:00
Tonton Th
245740d2a2 meilleur pied pour la chose 2025-12-05 20:23:28 +01:00
Tonton Th
a924f62890 a new woup is coming 2025-12-05 20:22:06 +01:00
Tonton Th
3728c5f738 évolution de la chose 2025-12-03 12:51:23 +01:00
Tonton Th
aff60cf979 fine tuning 2025-12-03 12:50:28 +01:00
Tonton Th
454b2ddfbb redesign of "Chose" 2025-11-29 21:43:55 +01:00
Tonton Th
83d4e55871 change text colors 2025-11-29 21:38:40 +01:00
Tonton Th
c56db2a87d big commit, a lot of small adjustemnst 2025-11-25 02:36:52 +01:00
Tonton Th
fa8f9578b5 cosmetic 2025-11-19 15:19:10 +01:00
Tonton Th
58221df55c une couleur de plus 2025-11-15 03:51:33 +01:00
Tonton Th
32ca8c29c2 add six cones to the ring 2025-11-15 03:48:39 +01:00
Tonton Th
572bbc9561 working on textures 2025-11-15 03:47:45 +01:00
Tonton Th
f9cd36f83e complexification 2025-11-15 03:47:04 +01:00
Tonton Th
d7960898df trying a new noise 2025-11-15 03:46:17 +01:00
Tonton Th
7ad90524c1 add to contacts 2025-11-14 13:23:43 +01:00
Tonton Th
98f0354f91 camera change 2025-11-14 13:16:47 +01:00
Tonton Th
0e3a481e14 change colormap 2025-11-13 21:41:35 +01:00
Tonton Th
858c4201db correct the camera 2025-11-13 21:40:52 +01:00
Tonton Th
b123e035d2 symplify camera 2025-11-13 21:40:14 +01:00
Tonton Th
212993963d cosmetic 2025-11-13 19:20:50 +01:00
Tonton Th
9560b26090 slower gyros 2025-11-13 18:16:15 +01:00
Tonton Th
730b4d5a23 camera adjustements 2025-11-13 17:50:23 +01:00
Tonton Th
7fbcbec840 better ring 2025-11-13 17:32:16 +01:00
Tonton Th
46b0f2005b ajustements 2025-11-13 17:31:44 +01:00
Tonton Th
0b04ffd359 a lot of little changes 2025-11-13 02:15:11 +01:00
Tonton Th
030f2fb2cf add a new target 2025-11-13 00:19:21 +01:00
Tonton Th
b3e2cd4ac9 cosmetic 2025-11-12 22:27:10 +01:00
Tonton Th
75b1b9f741 a lot of minor changes 2025-11-04 13:28:16 +01:00
Tonton Th
8532b81c36 add a moving wagonnet 2025-11-04 13:26:11 +01:00
Tonton Th
29bed43554 add a missing png file 2025-11-02 14:47:32 +01:00
Tonton Th
40bf162ba8 moving a wagonet to a better file 2025-11-02 13:58:23 +01:00
Tonton Th
1a2fbe84b9 camera tuning 2025-11-02 09:54:01 +01:00
Tonton Th
4581bb3e37 make your things at the correct size 2025-11-01 18:30:14 +01:00
Tonton Th
63b99262a9 move things to the context 2025-10-31 20:45:03 +01:00
Tonton Th
bebb802f36 add new thins to the context 2025-10-31 20:29:14 +01:00
Tonton Th
048148967b a lot of cosmetic changes 2025-10-31 14:14:07 +01:00
Tonton Th
5706911bde enhance doc 2025-10-31 14:12:39 +01:00
Tonton Th
9f177bc3fd ajust useless messages 2025-10-31 12:34:52 +01:00
Tonton Th
876d574eec trying new things 2025-10-31 12:08:50 +01:00
Tonton Th
7c2fc424b3 some work on textures 2025-10-27 18:35:51 +01:00
Tonton Th
5aa179c8e8 fine tuning 2025-10-27 18:34:15 +01:00
Tonton Th
70469c7904 add splined sequence 2025-10-25 13:45:46 +02:00
Tonton Th
7a17acc39e patch for the futur ? 2025-10-25 11:18:40 +02:00
Tonton Th
da5afe8283 change default POV clock 2025-10-25 11:17:28 +02:00
Tonton Th
fcb1fb7467 enhance your spline seq 2025-10-22 03:00:56 +02:00
Tonton Th
fc8ae98193 camera change 2025-10-22 01:58:17 +02:00
Tonton Th
74892d028c add random texture 2025-10-22 01:56:13 +02:00
Tonton Th
be152900c4 + plot-timing 2025-10-22 01:55:18 +02:00
Tonton Th
fef45190f3 fix an off-by-one error 2025-10-22 01:53:39 +02:00
Tonton Th
3ab7c627d9 a lot of tweaks 2025-10-22 01:52:56 +02:00
Tonton Th
85c447f825 change text color 2025-10-22 01:51:36 +02:00
Tonton Th
b03e7f5571 better EGA colors 2025-10-21 14:45:49 +02:00
Tonton Th
2b1ffaf4cb tragic error, sorry 2025-10-20 12:19:19 +02:00
Tonton Th
d0bd061b50 mute useless message 2025-10-20 07:20:11 +02:00
Tonton Th
f127948f49 oups again... 2025-10-20 04:47:52 +02:00
Tonton Th
c30c7a7b11 oups... 2025-10-20 04:45:59 +02:00
Tonton Th
ac5272c2c5 add normalization 2025-10-20 04:41:59 +02:00
Tonton Th
aefee1de0b camera tweaking 2025-10-20 04:40:59 +02:00
Tonton Th
912eea2f3d better spline usage 2025-10-20 04:40:03 +02:00
Tonton Th
1f534e88cf add a new sequence 2025-10-19 21:42:42 +02:00
Tonton Th
150c546fb4 camera adjustements 2025-10-19 19:11:08 +02:00
Tonton Th
18c84133b6 more experiment 2025-10-19 19:09:46 +02:00
Tonton Th
d911af44c6 tuning colors 2025-10-19 19:08:42 +02:00
Tonton Th
319e44a072 patching the hexfighter 2025-10-19 19:07:53 +02:00
Tonton Th
75d51755cb bla 2025-10-19 19:06:55 +02:00
Tonton Th
90af7dd796 better EGA transcoding tool 2025-10-19 16:46:51 +02:00
Tonton Th
b2cbcd928f switch to EGA mode 2025-10-19 14:44:34 +02:00
Tonton Th
0f72fd1ed0 work on Chose, part 2 2025-10-19 06:33:12 +02:00
Tonton Th
c3b4d94977 work on Chose 2025-10-19 06:32:17 +02:00
Tonton Th
9a00f7317f adjust colorimetry 2025-10-19 06:31:44 +02:00
Tonton Th
1c2a4f9be2 tweaks... 2025-10-18 16:15:59 +02:00
Tonton Th
fd7c2fe707 La Chose est maintenant une macro 2025-10-18 16:14:59 +02:00
Tonton Th
3eae9b7308 making gif89a NOW ! 2025-10-18 16:13:10 +02:00
Tonton Th
b324d4a5df increase font size 2025-10-18 11:30:06 +02:00
Tonton Th
877b5aaef6 add more choses 2025-10-18 01:54:04 +02:00
Tonton Th
50199c18d4 better camera 2025-10-18 01:53:15 +02:00
Tonton Th
d823515699 move hexabenz 2025-10-18 01:52:36 +02:00
Tonton Th
34c94e0338 increase Y of camera 2025-10-18 01:51:55 +02:00
Tonton Th
48c5ccbe66 move camera hardly 2025-10-12 16:52:52 +02:00
Tonton Th
c156230406 ajout piliers sur rail circular 2025-10-12 16:49:28 +02:00
Tonton Th
8c60007b71 thi is a really big commit 2025-10-10 12:52:49 +02:00
Tonton Th
a5f2e41502 complexification de la chose 2025-10-07 11:01:51 +02:00
Tonton Th
302b25a790 kill useless message 2025-10-07 10:47:26 +02:00
Tonton Th
266c9cb543 add a debug msg 2025-09-27 16:03:09 +02:00
Tonton Th
f0e69c9478 a good camera 2025-09-27 02:19:49 +02:00
Tonton Th
6dde4cbf0f add a few explanation 2025-09-23 04:34:41 +02:00
Tonton Th
cb43cb4481 cutting sphere tuning 2025-09-23 03:18:44 +02:00
Tonton Th
97f6018cc9 some tuning 2025-09-23 03:17:34 +02:00
Tonton Th
a459f22073 add debug printf 2025-09-23 03:16:15 +02:00
Tonton Th
5b2ef0c558 add a new sequence 2025-09-23 00:51:38 +02:00
Tonton Th
55a174f4f2 adjustements MUST be tested 2025-09-16 14:21:20 +02:00
Tonton Th
7d6e50cb7d moving camera 2025-09-16 14:14:30 +02:00
Tonton Th
d620783ab8 je deviens vieux et pinailleur 2025-09-16 14:13:09 +02:00
Tonton Th
898828b49d a lot of cosmetic 2025-09-12 03:56:21 +02:00
Tonton Th
11717a4f6a use the new Define 2025-09-12 03:53:53 +02:00
Tonton Th
879dab3239 add a Define 2025-09-12 03:53:05 +02:00
Tonton Th
cf0bcb9cab enhance your tools 2025-09-12 03:52:23 +02:00
Tonton Th
32606a5a18 very small tuning 2025-09-09 22:05:29 +02:00
Tonton Th
abaa6437fd texturing is a mess 2025-09-06 20:38:46 +02:00
Tonton Th
f28b260f8d a lot of tweaks 2025-09-06 01:00:39 +02:00
Tonton Th
540c16b47f get more cpu powa 2025-09-05 14:23:33 +02:00
Tonton Th
29d23630b4 ajuster la camera 2025-09-02 16:07:50 +02:00
Tonton Th
d25c217e6a tuning textures 2025-09-02 11:32:58 +02:00
Tonton Th
d30036415a preparation edition automnale 2025-08-29 22:57:24 +02:00
Tonton Th
bf7550e52e small tuning 2025-08-29 17:40:26 +02:00
Tonton Th
5d105ccde9 small tuning 2025-08-29 17:39:37 +02:00
Tonton Th
bbd9cf40e5 small tuning 2025-08-29 17:38:35 +02:00
Tonton Th
fe94d3036e cosmetic 2025-06-21 02:45:41 +02:00
Tonton Th
3510b57523 cosmetic 2025-06-21 02:30:40 +02:00
Tonton Th
71cce4f60c very small refactoring 2025-06-19 14:54:49 +02:00
Tonton Th
3535e16a20 camera tuning 2025-06-19 14:34:53 +02:00
Tonton Th
92a015b46a add a sequence 2025-06-19 14:33:30 +02:00
Tonton Th
435d5b56b3 horloge 2025-05-24 14:20:20 +02:00
Tonton Th
3fd4ce827f + sequence carto 2025-05-21 14:39:34 +02:00
Tonton Th
9cb2d9f123 cam tuning 2025-05-17 19:19:27 +02:00
Tonton Th
9a3b4807e4 trying a new sky 2025-05-09 20:07:33 +02:00
Tonton Th
3ce1994e97 moving "Horloge" to a better place 2025-05-09 20:06:14 +02:00
Tonton Th
03c8c1cbd8 oups... 2025-05-07 17:24:15 +02:00
Tonton Th
3143bb87ba enhanced hexapole 2025-05-04 18:36:13 +02:00
Tonton Th
c2731bbfc2 move the cam ! 2025-05-04 12:58:14 +02:00
Tonton Th
2a3b3a65b4 adjust camera 2025-04-28 20:23:01 +02:00
Tonton Th
89e4e1420e cosmetic on texts 2025-04-28 20:09:04 +02:00
Tonton Th
41af9f42d2 adjust camera 2025-04-28 20:08:15 +02:00
Tonton Th
5de41466dd adjust a texture 2025-04-28 03:58:49 +02:00
Tonton Th
5c3a56bbef cosmetic 2025-04-27 20:55:04 +02:00
Tonton Th
1b50ba7616 ajust parameters of the bubble-cuting sphere 2025-04-27 20:33:52 +02:00
Tonton Th
802a4ab8c2 HexaPole is now a macro 2025-04-25 21:39:34 +02:00
Tonton Th
ffd73e832c add a new texture 2025-04-25 21:38:12 +02:00
Tonton Th
c82f6f4de5 le commit en chocolat 2025-04-22 00:49:18 +02:00
Tonton Th
a9ec016184 change textcolors, add bubblecut 2025-04-13 10:09:13 +02:00
Tonton Th
134fd180c1 oups... 2025-04-12 21:20:43 +02:00
Tonton Th
5361536d30 cosmetic 2025-04-06 13:17:03 +02:00
Tonton Th
ff733efaa7 add a new sequence 2025-04-04 00:50:48 +02:00
Tonton Th
363274e273 premier commit du printemps 2025-03-31 03:55:29 +02:00
Tonton Th
3c4012945f fine tuning 2025-03-27 00:47:41 +01:00
Tonton Th
f338b1e925 add hexawood view 2025-03-25 14:50:14 +01:00
Tonton Th
05ab348be3 cosmetic change of look_at 2025-03-21 20:49:03 +01:00
Tonton Th
80cd442a73 meilleur cadrage ? 2025-03-21 19:55:38 +01:00
Tonton Th
34e3ef5bf4 other kerning is cool 2025-03-21 19:21:09 +01:00
Tonton Th
a8009c0803 others colors are cool 2025-03-21 19:15:19 +01:00
Tonton Th
ebe9eba8da tweaking the trident 2025-03-20 21:23:43 +01:00
Tonton Th
bb68a37188 better rotation and look of gyrophares 2025-03-20 21:22:02 +01:00
Tonton Th
b072c816a4 patch the groundbase 2025-03-18 23:20:18 +01:00
Tonton Th
b385c14f79 oups... 2025-03-18 21:33:34 +01:00
Tonton Th
c03f402b4c commit du dimanche soir de la flemme 2025-03-16 21:32:23 +01:00
Tonton Th
095dfbdd39 remove faulty include 2025-03-16 10:30:15 +01:00
Tonton Th
8e7ccfda66 adjust camera 2025-03-13 02:25:56 +01:00
Tonton Th
04abd21718 cosmetic 2025-03-12 23:54:35 +01:00
Tonton Th
90eb52f548 add debug tool 2025-03-12 23:54:05 +01:00
Tonton Th
455578dc33 adjust cam position 2025-03-12 22:34:57 +01:00
Tonton Th
ba9c8e47c7 working on groundbase 2025-03-12 20:54:30 +01:00
Tonton Th
afbeaaf887 renaming a file 2025-03-12 15:36:32 +01:00
Tonton Th
c65090e4a2 commit big mess before refactoring 2025-03-07 10:51:57 +01:00
Tonton Th
f417711da3 cosmetic 2025-02-27 13:26:21 +01:00
Tonton Th
8bcb56e9ea timing adjust 2025-02-27 13:25:57 +01:00
52 changed files with 3309 additions and 666 deletions

3
.gitignore vendored
View File

@@ -6,10 +6,13 @@ datas/*.xcf
datas/*.ttf
datas/*.jpg
datas/*.webp
!datas/README.md
!datas/ega-16colors.png
WS/*timing
WS/log*
WS/*.done
WS/*.log
*.png
*.gif

View File

@@ -1,19 +1,44 @@
DIMS = -W1600 -H1200
# POVOPT = +q9 +a0.02 -d
POVOPT = +q9 +A -d
POVDEP = contexte.inc elements.inc hexabenz.inc \
POVOPT = +q9 +A0.05 -WT2 Declare=NbFrames=450 -d
POVDEP = contexte.inc hexacone.inc hexabenz.inc \
all.inc hexastar.inc \
architecture.inc \
globals.inc hexawood.inc datas/hf.png \
dynamic.inc trident.inc
dynamic.inc trident.inc groundbase.inc \
gadgets.inc xperiment.inc
CK=230
# ! Define a default value for the POV clock
# ! You can overide with this command line :
# $ make CK=449 essai.png
CK=225
PNG: essai.png scene.png topview.png passage.png \
orbite.png hexabenz.png escadrille.png \
hexacone.png remote.png survol.png cutoff.png
hexacone.png remote.png survol.png cutoff.png \
carto.png hexawood.png bubblecut.png \
circular.png panoramic.png splined.png \
trident.png approche.png hexastar.png \
patrouille.png
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)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
approche.png: approche.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
trident.png: trident.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
splined.png: splined.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
topview.png: topview.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
@@ -21,15 +46,26 @@ topview.png: topview.pov Makefile $(POVDEP)
cutoff.png: cutoff.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
essai.png: essai.pov Makefile $(POVDEP)
bubblecut.png: bubblecut.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
essai.png: essai.pov Makefile $(POVDEP) hexastar.inc
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
noise.png: essai.png Makefile
convert -verbose -noise 45x3 $< $@
hexabenz.png: hexabenz.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
hexacone.png: hexacone.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
hexawood.png: hexawood.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
hexastar.png: hexastar.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
passage.png: passage.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
@@ -47,3 +83,14 @@ remote.png: remote.pov Makefile $(POVDEP)
survol.png: survol.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
carto.png: carto.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
circular.png: circular.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
panoramic.png: panoramic.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@

View File

@@ -3,31 +3,36 @@
Un projet POVray né pendant l'hiver 2024/2025, au fin fond du Gers :
un objet **hexaconal**
prenant en compte les divergences d'opinion et les fluctuations
de la temprérature du salon.
de la température du salon.
Le concept initial, assez inprécis, sera amélioré au fil du temps,
et vous pouvez
suivre son évolution par l'intermédiaire de
[Mastodon](https://mastodon.tetaneutral.net/@tth)
avec le croisimot `#hexacone`.
Quelques images sont disponibles sur mon serveur
de [cuisine](http://maison.tth.netlib.re/p/hexacone.html).
avec le *croisimot* `#hexacone`.
Quelques images sont disponibles sur mon serveur de
[cuisine](http://maison.tth.netlib.re/pov/hexacone.html),
avec même des liens vers les vidz.
## Prérequis
Avant toute chose, il faut avoir installé les logiciels
suivants : bash, awk, gnuplot, imagemagick, et, bien
suivants : bash, awk, gnuplot, imagemagick, ffmpeg, et bien
entendu, [povray](https://povray.org/).
Une bonne maitrise des scripts shell (en Bash) sera un plus.
## Utilisation
Il y a deux choses que l'on peut tracer :
Il y a deux choses que l'on peut raytracer :
les images fixes, qui sont traitées
par un classique [`Makefile`](./Makefile) et les séquences animées
produites par un [script shell](./mkloop.sh).
Avant toute chose, vous devrez vérifier la présence de plusieurs
répertoires : d'un coté `./frames/<name>` pour stocker les images calculées :
répertoires :
D'un coté `./frames/<name>` pour stocker les images calculées
de chaque séquence et
./frames/Spool` pour l'assemblage de la vidéo intégrale :
```
frames/
@@ -39,13 +44,34 @@ répertoires : d'un coté `./frames/<name>` pour stocker les images calculées :
├── Spool
└── topview
```
et de l'autre coté `./WS/` pour ranger les fichiers de travail.
et de l'autre coté `./WS/` pour ranger les
[fichiers de travail](./WS/README.md).
Ensuite, il faut assembler toutes ces images calculées en une vidéo
de qualité (ce que fait je très empiriquement). Tout d'abord, on encode
(avec ce [script](./tools/encode.sh)) chaque séquence individuelle
pour les mettre dans le grand Ternet mondial à partir de mon
[ADSL](http://maison.tth.netlib.re/pov/hexacone.html) de campagne.
Ensuite, un autre [script](./tools/linkfarmer.sh) assemble toute
les séquences dans le produit
[final](http://maison.tth.netlib.re/v/hc/full.mp4), en ajoutant
générique et inter-titres.
À vous de jouer maintenant : *« Fork & Enjoy »*
## Contact
* La [mailing-list du tetalab](https://lists.tetalab.org/postorius/lists/tetalab.tetalab.org/) ;
* IRC canal `#tetalab` sur le
réseau de [Libera](https://libera.chat/).
* Par IRC, canal `#tetalab` ou `#povray` sur le réseau de [Libera](https://libera.chat/).
* Dans [Mastodon](https://mastodon.tetaneutral.net/@tth) et [Peertube](https://tube.interhacker.space/c/tth_channel/videos)
## La suite
Il reste bien des choses à faire : [TODO](TODO.md) list.
**Le gras c'est la vie** (proverbe local)

30
TODO.md Normal file
View File

@@ -0,0 +1,30 @@
# TODO hexagoniste
## Urgent
- finaliser le revamping du début de 2026.
## Outils
- automatiser la création des répertoires dans `frames/`
- Génération de sous titres automatisée.
## Trucages
- Se remettre à (enfin) améliorer
[libtthimage](https://git.tetalab.org/tTh/libtthimage).
- Relire le livre de Brunus sur ImageMagick.
## Audio
- Songer à un cadriciel pour la piste son.
- Trouver un compositeur et les musiciens.
- Étudier à fond la documentation de `sox`
## ... en bref ...
Il reste encore beaucoup de chemin à parcourir, mais la
route est bien plaisante.
Je me permet néamoins de déplorer le peu de présence de
[povistes](https://mastodon.tetaneutral.net/tags/Povray) dans
mon entourage.

31
all.inc Normal file
View File

@@ -0,0 +1,31 @@
/*
* Tous les includes dans le bon ordre
*/
#debug "+++++++++++++++++++++++++++ DEBUT ALL\n"
// tous les petits elements
#include "gadgets.inc"
// les hexatrucs qui sont OK
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "hexastar.inc"
// les machins avec des bugs
#include "architecture.inc"
// les constructions en chantier
#include "xperiment.inc"
// et on assemble tout !
#include "contexte.inc"
// les machins qui bougent
#if ( ! NO_DYNAMIC )
#include "dynamic.inc"
#end
#debug "+++++++++++++++++++++++++++ FIN ALL\n"

36
approche.pov Normal file
View File

@@ -0,0 +1,36 @@
/*
* H E X A C O N E - A P P R O C H E
*
* new: Sun Oct 19 05:20:49 PM UTC 2025
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
// =======================================================
#declare LocX = -0.5 + Cos_010(NormClock);
#declare LocY = 2.6 - NormClock;
#declare LocZ = -200 + (118 * NormClock);
#declare LocCam = <LocX, LocY, LocZ>;
#declare LatCam = <0, 0.92+NormClock, 0>;
// object { Repere scale 5 translate Interpolate(LocCam, LatCam, 0.50) }
camera {
location <LocX, LocY, LocZ>
look_at LatCam
right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.0, 0>
// aperture 0.046
// blur_samples 30
angle 42
}
// =======================================================

106
architecture.inc Normal file
View File

@@ -0,0 +1,106 @@
/*
* H E X A C O N E - A R C H I T E C T U R E
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*
* file created on Sat Jan 31 07:07:28 AM UTC 2026
*/
// ===========================================================
#declare SzC = 0.3;
#macro Base_Col_A ()
merge {
box { <-SzC, 0, -SzC>, <SzC, 0.222, SzC> }
#local B = SzC * 0.7;
box { <-B, 0, -B>, <B, 0.333, B> }
#local R = rand(Rng1);
#if (R < 0.33)
texture { T_Stone25 }
#else
texture { T_Stone26 }
#end
}
#end
// -----------------------------------------------------------
#macro Haut_Col_A ()
difference {
#local S = SzC * 0.87;
box { <-S, 0, -S>, <S, 0.222, S> }
#local E = SzC + 1;
#local R = S * 0.42;
cylinder { <-E, 0, S>, <E, 0, S>, R }
cylinder { <-E, 0, -S>, <E, 0, -S>, R }
#local R = rand(Rng1);
#if (R < 0.33)
texture { T_Stone27 }
#else
texture { T_Stone28 }
#end
}
#end
// -----------------------------------------------------------
#macro Fut_Col_A (H)
object {
cylinder { 0, H*y, 0.15 }
#local R = rand(Rng1);
#if (R < 0.43)
texture { T_Stone29 }
#else
texture { T_Stone34 scale 3 }
#end
}
#end
// -----------------------------------------------------------
#macro Colonne_A (H)
union {
object { Haut_Col_A () translate y*H }
object { Fut_Col_A (H) }
object { Base_Col_A () }
}
#end
// ===========================================================
// bon, on a un pilier/colonne donc de quoi poser
// dessus un linteau pour avoir un genre de portique
// pour remplacer les arches de l'approche.
#macro Linteau_A (Lg, Epp)
merge {
#local L = Lg + 0.42;
#local K = 0.28;
box { <-L, 0, -K>, <L, Epp, K> }
cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K }
#local R = rand(Rng1);
#if (R < 0.63)
texture { T_Grnt6 scale 4 }
#else
texture { T_Stone34 scale 3+rand(Rng1) }
#end
}
#end // macro
// -----------------------------------------------------------
#macro Linteau_B (Lg, Epp)
merge {
#local L = Lg + 0.20;
#local K = 0.36;
box { <-L, 0, -K>, <L, Epp, K> }
cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K }
texture { T_WIP_dents rotate y*(rand(Rng1)*77) }
}
#end // macro
// ===========================================================
#macro Portique_A ()
union {
#local Larg = 2.8;
#local Haut = 3.4;
object { Colonne_A (Haut) translate -x*Larg }
object { Colonne_A (Haut) translate x*Larg }
#local R = rand(Rng1);
#if (R < 0.80)
object { Linteau_A (Larg,0.26) translate y*(Haut+0.20) }
#else
object { Linteau_B (Larg,0.28) translate y*(Haut+0.20) }
#end
}
#end // macro
// ===========================================================

31
around.pov Normal file
View File

@@ -0,0 +1,31 @@
/*
* H E X A C O N E - A R O U N D
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*
* scene imaginée le 26 janvier 2026
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
// =======================================================
#declare R_around = 120;
#declare CK = 2.9 + (3.141592654 * NormClock);
#declare CamX = R_around * cos(CK);
#declare CamY = 15 + (6*Cos_010(NormClock));
#declare CamZ = R_around * 1.8 * sin(CK);
camera {
location <CamX, CamY, CamZ>
look_at <0, 0.5 + NormClock, 0>
right <image_width/image_height, 0, 0>
angle 36
}

60
bubblecut.pov Normal file
View File

@@ -0,0 +1,60 @@
/*
* H E X A C O N E - C U T O F F
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 1;
#include "all.inc"
// =======================================================
#declare POS_Cutoff = <-21, 0, -8>;
#local TY = 1.55;
#declare Position = <0.50, -0.70, 0.75>;
#declare Rayon = 0.70 + 1.52 * NormClock; // rayon de la sphere
// de découpe
#debug concat("Rayon decoupe = ", str(Rayon, 8, 3), "\n\n")
difference {
object { HexaBenz () }
sphere { Position, Rayon }
translate y*TY + POS_Cutoff
}
/*
sphere { Position, 0.020 translate y*TY + POS_Cutoff
texture { T_WIP_alert } }
*/
/* those are for for debugging */
// object { OpenBox (1, 0.05) translate y*TY + POS_Cutoff }
// object { Repere translate y*2.8 + POS_Cutoff }
// =======================================================
light_source {
<-24, 0.4, -1>
colour Orange
parallel
point_at y*TY + POS_Cutoff
}
object { Le_Decor }
// =======================================================
#local CamX = -27.4 + (2.29*Cos_01(NormClock));
#local CamY = 2.7 - (0.24*sqrt(NormClock));
#local CamZ = -0.85 + (2.02*NormClock);
camera {
location <CamX, CamY, CamZ>
look_at <0, 1.5, 0> + POS_Cutoff
right <image_width/image_height, 0, 0>
angle 35 - 5*Cos_01(NormClock)
}

38
carto.pov Normal file
View File

@@ -0,0 +1,38 @@
/*
* H E X A C O N E
* nouveau projet Thu Dec 5 11:37:05 AM UTC 2024
*
* cartographie de l'hexamonde
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// ---------------------------------------------------------
object { Repere scale 20 translate y*20 }
// ---------------------------------------------------------
// dessiner une grille
union {
#for (Foo, -140, 140, 10)
#local H = 0.07;
#local Ra = 0.05;
cylinder { <-150, H, Foo>, <150, H, Foo>, Ra }
cylinder { <Foo, H, -150>, <Foo, H, 150>, Ra }
#end
pigment { color Black }
}
// ---------------------------------------------------------
object { Le_Decor }
camera {
location <46, 149+(117*NormClock), 18-(12*NormClock)>
look_at <0, 1.18, 0.17 + (2.4*NormClock)>
right <image_width/image_height, 0, 0>
angle 50
}

37
circular.pov Normal file
View File

@@ -0,0 +1,37 @@
/*
* H E X A C O N E - E S S A I
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
object { Le_Decor }
// =======================================================
#declare R_circ = R_circular + 0.07;
#declare CK = 2.9 + (1.51 * Cos_01(NormClock));
#declare CamX = R_circ * cos(CK);
#declare CamY = 3.08 + abs(sin(CK/4.00));
#declare CamZ = R_circ * sin(CK);
#declare AV = 0.070;
#declare LatX = R_circ * 0.96 * cos(CK + AV);
#declare LatY = 2.65;
#declare LatZ = R_circ * 0.95 * sin(CK + AV);
camera {
location <CamX, CamY, CamZ>
look_at <LatX, LatY, LatZ>
right <image_width/image_height, 0, 0>
angle 64
}

View File

@@ -5,139 +5,95 @@
/* voir aussi le fichier 'globals.inc' */
/* ======================================================= */
/*
* 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
{
difference {
#local Hc = 0.90;
box { <-0.90, 0, 0>, <0.90, Hc, 0.80> }
box { <-0.89, 0.01, -1> <0.89, Hc-0.01, 0.79> }
#local Hc = Hc * 0.75;
cylinder { <-1, Hc, -0.29>, <1, Hc, 0.29>, 0.09 }
#undef Hc
}
}
/*
* comparaison des deux textures par le rendu
* de la meme forme de cabane.
*/
#declare Cabane_Base_1 = object
{
object { Base_cabane_forme }
texture { T_Beton_1 }
}
#declare Cabane_Base_2 = object
{
object { Base_cabane_forme }
texture { T_Beton_2 }
}
// #debug "+++++++++++++++++++++ debut contexte\n"
/* ======================================================= */
#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 }
}
}
#declare GroundBase_a = object
{
#macro Trois_Portiques (Dist)
union {
#local Dx = 1.5;
#local Dz = 1.0;
box { <-Dx, 0, -Dz>, <Dx, H_base, Dz> }
#local Ha = y*(H_base*2);
cylinder { 0, Ha, 0.08 translate <Dx, 0, -Dz> }
#local Hb = Ha * 1.17;
cone { Ha, 0.08, Hb, 0.05 translate < Dx, 0, -Dz> }
cone { Ha, 0.08, Hb, 0.05 translate <-Dx, 0, -Dz> }
#undef Ha
#undef Hb
#undef Dx
#undef Dz
}
texture { T_Grnt7 rotate 49 scale 0.22 }
object { Portique_A () }
object { Portique_A () scale <1, 1.2, 1> translate z*11 }
object { Portique_A () rotate y*11 translate z*22 }
// XXX scale 1.85
}
#end // macro trois portiques
#declare GroundBase_b = object
{
#local Sz = SzBase - 0.02;
union {
box { <-SzBase, 0, -SzBase>, <SzBase, H_base, SzBase> }
object { GroudBase_coin translate <-Sz, 0, -Sz> }
object { GroudBase_coin translate < Sz, 0, -Sz> }
object { GroudBase_coin translate <-Sz, 0, Sz> }
object { GroudBase_coin translate < Sz, 0, Sz> }
}
texture { T_Grnt27 rotate 9 scale 0.32 }
#undef Sz
}
/* ------------------------------------------------------------ */
#declare La_GroundBase = object
{
union {
object { GroundBase_b }
/* ======================================================= */
/*
* ici, mettre la cabane
* essai du 12 mars 2025
*/
#local Dz = <0, 0, -7>;
object { GroundBase_a translate Dz }
object { Cabane_Base_2 rotate y*180 translate Dz }
}
#declare RedB_0_X = 19; #declare RedB_0_Z = 29;
#declare RedB_1_X = -24; #declare RedB_1_Z = 8;
// XXX #declare RedB_2_X = 36; #declare RedB_2_Z = -21;
#declare RedB_2_X = 2; #declare RedB_2_Z = -40;
#declare RedB_3_X = 42; #declare RedB_3_Z = -5;
#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_2 = <RedB_2_X, 0, RedB_2_Z>;
#declare Pos_RedB_3 = <RedB_3_X, 0, RedB_3_Z>;
#macro RoundBase_0 ( T )
difference {
#local R = 2.46;
cylinder { 0, y*0.40, R }
cylinder { 0, y*0.36, R*0.99 }
cone { y*0.37, R*0.80, y*0.425, R*0.83 }
#for (Foo, 0, 359, 10)
#if (rand(Rng1) > 0.17)
#local Dx = R * sin(radians(Foo));
#local Dz = R * cos(radians(Foo));
cone { 0, 0.01, y*0.41, 0.10 translate <Dx, 0, Dz> }
#end // if random
#end
}
texture { T }
#end // macro
/* ======================================================= */
#macro GyroPhare_mat ()
union {
cylinder { 0, y*H_gyro, R_gyro }
intersection {
sphere { 0, R_gyro scale <1, 1.414, 1> }
box { <-1, 0, -1>, <1, 1, 1> }
translate y*(H_gyro+H_gylampe+0.02)
sphere { 0, R_gyro scale <1, 1.717, 1> }
box { <-1, 0, -1>, <1, 1.94, 1> }
translate y*(H_gyro+H_gylampe+0.04)
}
#if (rand(Rng1) < 0.5)
texture { T_Stone25 scale 1+rand(Rng1) }
#else
texture { T_Stone6 }
#local R = rand(Rng1);
#if (R < 0.33) texture { T_Stone25 scale 1+rand(Rng1) }
#elseif (R < 0.66) texture { T_Stone15 scale 1+rand(Rng1) }
#else texture { T_Stone6 scale 1+rand(Rng1) }
#end
#undef R
}
#end // macro
#macro GyroPhare_lampe ()
union {
difference {
cylinder { 0, y*H_gylampe, R_gyro }
cylinder { 0, y*H_gylampe, R_gyro * 1.12345678 }
cylinder { y*0.01, y*(H_gylampe-0.01), R_gyro*0.97 }
#local WB = 0.015;
#local WB = 0.017;
union {
box { <-1, 0.03, -WB>, <1, (H_gylampe-0.03), WB> }
box { <-WB, 0.03, -1>, <WB, (H_gylampe-0.03), 1> }
}
#undef WB
pigment { color Gray90 }
#local Ro = 5.89*(0.5-rand(Rng1));
#if (abs(Ro) < 0.06)
#local Ro = Ro * 10;
#local Ro = 0.5 + (1.0 * rand(Rng1));
#if (rand(Rng1) < 0.50)
#local Ro = -Ro;
#end
rotate y * Ro * clock
#undef Ro
rotate y*(0.5-rand(Rng1)) * clock
}
light_source { y*0.10
rgb <0.8, 0.9, 0.999999999>
fade_distance 3.96
fade_distance 3.90
fade_power 1.55
}
}
@@ -147,32 +103,68 @@ union {
union {
object { GyroPhare_mat () }
object { GyroPhare_lampe ()
// rotate y*rand(Rng1)*clock
translate y*(H_gyro+0.02) }
}
#end // macro
#macro Les_GyroPhares ()
union {
#local E = SzSol * 0.488;
object { GyroPhare () translate <-E, 0, -E> }
object { GyroPhare () translate < E, 0, -E> }
object { GyroPhare () translate <-E, 0, E> }
object { GyroPhare () translate < E, 0, E> }
object { GyroPhare () translate <-E, 0, 0> }
object { GyroPhare () translate < E, 0, 0> }
object { GyroPhare () translate < 0, 0, -E> }
object { GyroPhare () translate < 0, 0, E> }
#local E = SzSol * 0.471;
#for (Idx, 0, 359, 60)
#local Ang = radians(Idx+9.33);
#local Dx = E * sin(Ang);
#local Dz = E * cos(Ang);
object { GyroPhare () translate <Dx, H_sol, Dz> }
#end
#undef E
}
#end
/* ======================================================= */
/* 11 avril 2025, je pose un grand cercle d'hexapoles
* 9 octobre 2025, je rajoute un rail circulaire
* les navettes qui circulent sont dans 'dynamic.inc'
*/
#declare Les_HexaPoles = object
{
union {
#for (Ang, 0, 359, 6)
#local De = 3.6 + (0.5*rand(Rng1));
#if (rand(Rng1) < 0.50)
#local E = R_circular + De;
#else
#local E = R_circular - De;
#end
#local Ra = radians(Ang);
#local Xp = E * cos(Ra);
#local Zp = E * sin(Ra);
object { HexaPole () translate <Xp, 0, Zp> }
#end // for
#declare Rhxba = 0.30;
#declare R2hxba = Rhxba * 0.48;
/* pourquoi ce truc est là ? */
torus { R_circular, 0.28
scale <1, 0.3210, 1>
translate 0.33*y
// !!! pigment { color Cyan }
texture { T_Planete_A scale 3 }
}
#for (Ang, 0,359, 2)
#local Ra = radians(Ang);
#local Xp = R_circular * cos(Ra);
#local Zp = R_circular * sin(Ra);
cylinder { 0, 0.33*y, 0.10
translate <Xp, 0, Zp>
texture { T_Planete_A scale 3 }
}
#end
}
}
/* ======================================================= */
#declare HexaBalls = object
{
#declare Rhxba = 0.30;
#declare R2hxba = Rhxba * 0.48;
merge {
sphere { 0, Rhxba }
#local E = Rhxba * 1.260;
@@ -186,130 +178,81 @@ merge {
}
}
#declare Les_Bibelots = object
#declare Les_HexaBalls = object
{
union {
object { HexaBalls
texture { Lightning1 scale 0.33 }
rotate <clock/3, clock/6, clock/9>
translate <2, -1.1+1.01*Cos_010(NormClock), 4>
texture { Lightning1 scale 0.44 }
rotate <clock/3, clock/4, clock/9>
translate <2, 0.57+Cos_010(NormClock), 4>
}
object { HexaBalls
texture { Lightning2 scale 0.56 }
rotate <-clock, clock*0.33333, clock>
translate <5, -1+0.92*Cos_010(NormClock), -3>
}
}
}
/* ------------------------------------------------------------ */
#declare RHBlo = 0.24;
#declare RHBlo2 = RHBlo * 0.666;
#declare HexaBlob = object
{
blob {
// threshold 0.01 + NormClock
threshold 0.01
sphere { <0, 0, 0>, RHBlo, 1 }
#local E = RHBlo * 1.210;
#local W = 0.1;
sphere { <-E, 0, 0>, RHBlo2, W }
sphere { < E, 0, 0>, RHBlo2, W }
sphere { < 0, -E, 0>, RHBlo2, W }
sphere { < 0, E, 0>, RHBlo2, W }
sphere { < 0, 0, -E>, RHBlo2, W }
sphere { < 0, 0, E>, RHBlo2, W }
}
}
/* ======================================================= */
#declare Le_Sol = object
{
height_field {
png "datas/hf.png"
smooth
translate <-.5, 0, -.5>
scale <SzSol, 1, SzSol>
texture {
pigment {
// color DarkGreen
image_map { png "datas/cmap.png" }
rotate x*90
translate <-.5, 0, -.5>
scale <SzSol, 1, SzSol>
}
// normal { bumps 0.035 scale 0.186 }
finish { phong 0.105 }
rotate <-clock, clock*0.33333, clock*3>
translate <4, 0.61+Cos_010(NormClock), -3>
}
}
}
/* ======================================================= */
/*
* on déclare et rempli le tableau avec la place des trous
*/
#declare UnderHoles = array[6]
#ifdef (DEBUG_LEVEL)
#debug "Underholes : DEBUG_LEVEL activated\n"
#fopen Trid "WS/underholes.log" write
#end // if debulevel
#for (Idx, 0, 5)
#local Angle = (Idx + 0.19) * 1.09; // magic numbers ?
#local Kr = 5 - (rand(Rng1)*2.5);
#local Px = Kr + sin(Angle) * (SzSol * 0.98);
#local Kr = 5 - (rand(Rng1)*2.5);
#local Pz = Kr + cos(Angle) * (SzSol * 1.02);
#ifdef (DEBUG_LEVEL)
#write (Trid, "Def_", Idx, " ", NormClock, " ", Px, " ", Pz, "\n")
#end
// put the coords in the array.
#declare UnderHoles[Idx] = <Px, 0, Pz>;
#end // for loop
#ifdef (DEBUG_LEVEL)
#fclose Trid
#end
#declare Underground = object
{
difference {
// plane { y, 0 }
#local Big = 300;
box { <-Big, -0.01, -Big>, < Big, 0.01, Big> }
box { <-Big, -0.21, -Big>, < Big, 0.0000, 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, R_hole translate UnderHoles[Foo] }
#end
texture { Ground_Texture }
}
texture {
pigment { color Gray20 }
normal { bumps 0.38 scale 3 }
finish { phong 0.125 }
}
rotate y*35
translate -y*2.55
}
/* ======================================================= */
#declare Repere = object
/* 10 fev 2026, on place des bordures autour des trous */
/* voir aussi -> xperiment.inc */
#declare Les_Bordures = object
{
union {
#local R = 0.008;
cylinder { 0, <1, 0, 0>, R pigment { color Red } }
cylinder { 0, <0, 1, 0>, R pigment { color Green } }
cylinder { 0, <0, 0, 1>, R pigment { color Blue } }
#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
}
}
/* ======================================================= */
#declare OpenBox = object
{
union {
#local R = 0.010;
/* les verticales */
cylinder { <-1, -1, -1>, <-1, 1, -1>, R }
cylinder { < 1, -1, -1>, < 1, 1, -1>, R }
cylinder { <-1, -1, 1>, <-1, 1, 1>, R }
cylinder { < 1, -1, 1>, < 1, 1, 1>, R }
/* en bas */
cylinder { < 1, -1, 1>, <-1, -1, 1>, R }
cylinder { < 1, -1, -1>, <-1, -1, -1>, R }
cylinder { <-1, -1, 1>, <-1, -1, -1>, R }
cylinder { < 1, -1, 1>, < 1, -1, -1>, R }
/* en haut */
cylinder { < 1, 1, 1>, <-1, 1, 1>, R }
cylinder { < 1, 1, -1>, <-1, 1, -1>, R }
cylinder { <-1, 1, 1>, <-1, 1, -1>, R }
cylinder { < 1, 1, 1>, < 1, 1, -1>, R }
#undef R
texture { WIP_color }
}
}
/* ======================================================= */
/*
* nouvel éclairage du 10 février 2025
@@ -320,7 +263,7 @@ light_source {
0
color White
fade_distance SzSol * 0.40
fade_power 1.20
fade_power 1.25
}
}
@@ -328,7 +271,6 @@ light_source {
{
#local T = E_QuadriLight;
#local H = H_QuadriLight;
// #local H = 5;
union {
object { Quad_lampe translate <-T, H, -T> }
@@ -336,18 +278,38 @@ union {
object { Quad_lampe translate <-T, H, T> }
object { Quad_lampe translate < T, H, T> }
}
rotate -12 * y
rotate -19 * y
}
/* ======================================================= */
/* new Fri Oct 17 07:13:51 PM CEST 2025 */
#declare Les_Choses = object
{
union {
/* a l'interieur du 'circular' */
object { Chose () translate <-25, 0, -31> }
object { Chose () translate < 20, 0, -36> }
/* a l'exterieur du 'circular' */
#for (foo, 0, 359, 18)
#local CK = radians(foo + (9*rand(Rng1)));
#local DX = 76 * sin(CK);
#local DZ = 74 * cos(CK);
object { Chose () translate < DX, 0, DZ> } // XXX
#end
}
}
/* ======================================================= */
/*
* cette partie demande des explications
*/
#declare Les_Lumieres = object
{
union {
#if (1)
light_source {
<2.3, 5.50, 2.8> color Gray70
<2.3, 5.50, 2.86> color Gray70
spotlight
radius 14 falloff 10 tightness 10
radius 19 falloff 10 tightness 8
point_at <0, 0.95, 0.22222222>
}
#end
@@ -366,63 +328,82 @@ union {
point_at <0, 0.95, -0.22>
}
#end
light_source {
<-4, 54, -7>
colour Gray50
parallel
point_at 0
}
}
}
/* ======================================================= */
// #declare Le_Ciel = object
// {
/*
* why a skysphere can't be an object ?
*/
sky_sphere {
pigment {
gradient y
color_map {
[ 0.2 color Gray10 ]
[ 0.4 color rgb <.4, .3, .8> ]
[ 0.7 color Gray20 ]
[ 0.8 color rgb <.95, .7, .6> ]
[ 1.0 color Gray10 ]
[ 0.2 color Gray20 ]
[ 0.4 color rgb <.5, .45, .43> ]
[ 0.7 color Gray50 ]
[ 0.9 color rgb <.5, .5, .47> ]
[ 1.0 color Gray20 ]
}
turbulence 3.14159 + 0.74 * Cos_010(NormClock)
scale 1.620
turbulence 3.14159 + 0.84 * Cos_010(NormClock)
scale 1.600
// translate -1
}
#local Kem = 0.09;
emission rgb <Kem, Kem, Kem>
}
// }
/* ======================================================= */
/* XXX XXX */
light_source {
<-4, 54, -17>
colour Gray40
parallel
point_at 0
}
/*
* Et on rassemble tous les éléments...
*/
#declare Le_Decor = object
{
union {
object { Le_Sol }
object { Underground }
object { Les_Bordures }
#include "groundbase.inc"
object { La_GroundBase }
// object { Les_Bibelots }
object { RoundBase_0 (T_Beton_1)
translate <RedB_0_X, 0, RedB_0_Z> }
object { RoundBase_0 (T_Beton_2)
translate <RedB_1_X, 0, RedB_1_Z> }
object { RoundBase_0 (T_Planete_B)
translate <RedB_2_X, 0, RedB_2_Z> }
object { RoundBase_0 (T_Planete_A)
translate <RedB_3_X, 0, RedB_3_Z> }
// object { Les_Lumieres }
object { QuadriLight }
object { Les_GyroPhares () }
object { Les_HexaPoles }
object { HorlogeDouble rotate y*(104*NormClock)
translate < 8, 0, -30> }
object { Les_Choses }
object { Les_Arches (1.9) rotate y*132 translate <-34, 0, -26> }
// XXX object { Les_Cahutes () rotate y*17 translate <2, 0, -40> }
object { Les_Cahutes () rotate y*17 translate <37, 0, -20> }
/* --------- les trucs dans le Y négatif */
// object { Trois_Arches (1.4) scale 2.4 translate <0, 0, -131> }
object { Trois_Portiques (1.4) translate <0, 0, -111> }
object { OpenBox(1.5, 0.06) translate <-19, 1.49, -88> }
object { OpenBox(1.5, 0.06) translate <-21, 1.52, -104> }
object { OpenBox(1.5, 0.06) translate <-20, 1.52, -144> }
#for (Foo, 0, 5)
object { Les_Cahutes () translate <27, 0, -(77+Foo*11)> }
#end // for
/* --------- les trucs dans le Y positif */
// object { OpenBox(1.6, 0.11) translate <-3, 3.58, 112> }
object { Blob_Boxed scale 4 translate <-3, 3.58, 112> }
object { Blob_Boxed scale 4 rotate y*45 translate <3, 6.7, 161> }
}
}
/* ------------------------------------------------------------ */

View File

@@ -7,37 +7,45 @@
#include "globals.inc"
#include "contexte.inc"
#include "elements.inc"
#include "hexabenz.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
// #debug concat("------ cutoff clock = ", str(clock,5,0),"\n")
#declare POS_Cutoff = <30.33, 0, -11>;
#local TY = 1.5;
#declare Kbox = (2.03*NormClock);
difference {
object { HexaCone () }
object { HexaCone () rotate <9-(11*NormClock), 6, -7> }
box { -1, 1 translate z*Kbox }
translate y*1.5
translate y*TY + POS_Cutoff
}
/* this one is for debugging */
// object { OpenBox translate <0, 1.5, Kbox> }
/* this two objects are for debugging */
// object { Repere scale 2 translate y*2.1 + POS_Cutoff }
// object { OpenBox (1, 0.02) translate y*TY + POS_Cutoff }
// =======================================================
light_source {
<-14, 0.4, -1>
colour Orange
parallel
point_at y*TY + POS_Cutoff
}
object { Le_Decor }
// object { Repere }
// =======================================================
#local CamX = -2.7 + (1.4*Cos_01(NormClock));
#local CamY = 2.58 + (0.034*sqrt(NormClock));
#local CamZ = 5.35;
#local CamX = POS_Cutoff.x + 3.5 + (3.14*Cos_01(NormClock));
#local CamY = 2.01 + (1.14*sqrt(NormClock));
#local CamZ = POS_Cutoff.z + 4.30 - (1.02*NormClock);
camera {
location <CamX, CamY, CamZ>
look_at <0, 1.6, 0>
angle 39 - 5*Cos_01(NormClock)
look_at <0, 1.5, 0> + POS_Cutoff
right <image_width/image_height, 0, 0>
angle 40 - 12*Cos_01(NormClock)
}

View File

@@ -1,4 +1,14 @@
# statics datas
Things like `height_fields` or `image_map` files...
This directory is the home of things like :
- `height_fields`, or « Champs d'altitude »
- `image_map`, or « Papier peint »
But you have to provide your homebrewed one, who must be of high
quality, larger than 512x512 pixels. On the other side, you are
free to experiment with ugly files *:)*
You can also see the colors for the EGA conversion :
![16 colors](ega-16colors.png), used by this
[script](tools/build-ega-mp4.sh).

BIN
datas/ega-16colors.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 220 B

View File

@@ -1,30 +1,178 @@
/*
*/
object { Les_Bibelots rotate y*clock translate <28, -1, -32> }
// =======================================================
// rajout d'une patrouille en vol
// 2 janvier 2026
object {
#local CK = (clock / 230) - 0.75; // en radians
#local RD = 63; // rayon deplacement
#local Xp = RD * sin(CK);
#local Zp = RD * cos(CK);
#declare Loc_Patrouille = <Xp+10, 70+(11*NormClock), Zp>;
#declare HC_A = <0.03, 1.18, 0.17>;
#declare HC_B = <2.0, 5.0, 9.0>;
object { Patrouille }
rotate y*degrees(CK)
translate Loc_Patrouille
}
// =======================================================
// on va tenter de placer quelques trucs
// qui bougent sur le rail circulaire
#for (foo, 0, 5)
#local CK = (NormClock+(foo*0.0200)) * 4.05; // radians
#declare Xpos = R_circular * sin(CK);
#declare Zpos = R_circular * cos(CK);
#declare AR = degrees(CK);
object {
Wagonnet_0 (2.4)
rotate y*AR
translate <Xpos, 0.75, Zpos>
}
#end // for
/// =======================================================
/* des trucs autour des trous du sol. */
// Les_Machins --> 'gadgets.inc'
object { Les_Machins rotate -y*clock translate UnderHoles[2] }
object { Les_Machins rotate y*clock translate UnderHoles[5] }
// object { Les_HexaBalls rotate y*clock translate UnderHoles[2] }
/// =======================================================
/*
* deux hexabenz sur une base exterieure
*/
#declare BiBenz = object
{
#local K = 1.39;
union {
object { HexaBenz () rotate y*94 translate <-K, 1.86, 0> }
object { HexaBenz () rotate -x*7 translate < K, 1.96, 0> }
}
}
object { BiBenz rotate -y*(clock*0.28) translate Pos_RedB_0 }
/*
* deux hexacones se tournent autour
*/
#declare BiCone = object
{
#local K = 1.27;
union {
object { HexaCone () rotate y*90 translate <-K, 1.7, 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 }
/* les tridents posés sur leur estrade */
#declare BiTrident = object
{
union {
object { Trident_A () rotate -z * 9.9 translate -x*0.92 }
object { Trident_A () rotate z * 8.4 translate x*0.90 }
}
}
object { BiTrident
rotate y*(670*Cos_01(NormClock))
translate Pos_RedB_2 + (y*2)
}
/* l'hexastar est une nouvelle venue du 4 janvier 2026 */
// elle est ici présentée sur son estrade.
object { HexaStar rotate -z*5
rotate y*(670*sin(NormClock))
translate Pos_RedB_3 + (y*2)
}
/*
* on fait passer un hexatruc dans le ciel
*/
#declare A = <-SzSol, 24, -10>;
#declare B = < SzSol+4, 26, -11>;
#declare P = Interpolate(A, B, NormClock);
object { HexaCone () rotate y*((12*NormClock)+80) translate P }
/* -----------------------------------------------
* * le vaisseau "trident" passe a travers les
* trous de l'underground.
* * les coordonnées de ces trous sont définies
* dans le fichier 'contexte.inc'.
*/
#ifdef (DEBUG_LEVEL)
#fopen Trid "WS/underholes.log" append
#end
#for (Foo, 0, 5)
#declare Dy = (14*rand(Rng1))-9+(14*NormClock);
#declare Tr = UnderHoles[Foo] + <0, Dy, 0>;
#declare Ry = (( 0.5+rand(Rng1)-NormClock ) * 166);
#ifdef (DEBUG_LEVEL)
#write (Trid, "Trid ", Foo, " ", NormClock, " ", Dy, " ",
Ry, " ", Tr, "\n")
#end
object { Trident_A () rotate y*Ry
// translate y+( (10*rand(Rng1)) - 5)
translate Tr }
#end
#ifdef (DEBUG_LEVEL)
#fclose Trid
#end
/*
* ----------------------------
* echange hexacone et hexabenz
*/
#declare HC_A = <0.03, 2.18, 0.17>;
#declare HC_B = <3.00, 11.07, 11.09>;
#declare HC_P = Interpolate(HC_A, HC_B, Cos_01(NormClock));
#declare RX = -9+(NormClock*11);
#declare RY = 122 * (exp(NormClock) - 1.0);
#declare RZ = 33 * cos(NormClock*7.65);
object { HexaCone ()
rotate <RX, RY, -4>
rotate <RX, RY, RZ>
translate HC_P
}
#declare HB_A = <-4.0, 7.0, 5.0>;
#declare HB_B = <0.03, 1.22, 0.17>;
#declare HB_A = <-5.00, 10.0, 6.33>;
#declare HB_B = < 0.03, 2.32, -0.37>;
#declare HB_P = Interpolate(HB_A, HB_B, Cos_01(NormClock));
#declare RY = -75 * (exp(NormClock*2) - 1.0);
#declare RZ = -7+(7*NormClock);
#declare RX = Cos_01(NormClock);
#declare RY = -75 * (exp(NormClock*1.8) - 1.0);
#declare RZ = abs(33 * sin(NormClock*7.65));
object { HexaBenz ()
rotate <6, RY, RZ> translate HB_P }
rotate <RX, RY, RZ> translate HB_P }
/*
* nouveau 11 fevrier 2025
* passage d'un hexawood près de la base
*/
#declare A = <-21, -1.9, (SzSol/2)+8>;
#declare B = < 24, -2.4, (SzSol/2)+5>;
#declare A = <-25, 0.4, (SzSol/2)+5>;
#declare B = < 29, 0.5, (SzSol/2)+2>;
#declare P = Interpolate(A, B, NormClock);
object { HexaWood translate P }
#local K = NormClock*31;
#local R = 16.64 * cos(K);
#local H = 0.50 * pow(sin(K), 3);
#declare P_hexawood = P + <0, 0.26+H, 0>;
// #debug "+++++++++++++ P_hexawood defined\n"
object { HexaWood rotate z*R translate P_hexawood }
/*
* survol par un trident
*/
#declare A = < 2, 47, -20>;
#declare B = <-3, 35, 22>;
#declare P = Interpolate(A, B, NormClock);
object { Trident_A () rotate y*(clock*2.7)
rotate z*80
rotate <2, 94, 0>
translate P }
/* ----------------------------------- */
#debug "dynamic is loaded\n"
/* ----------------------------------- */

View File

@@ -8,45 +8,60 @@
#include "globals.inc"
#include "contexte.inc"
#include "elements.inc"
#include "hexabenz.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
#for (idX, 0, 5)
#for (idZ, 0, 5)
#local Y_mean = 0;
#local Y_count = 0;
#local posX = (idX * 4.72) - 11.6 + (rand(Rng1)-0.5);
#local posY = 3.1 + (1.2*(rand(Rng1)-0.5));
#local posZ = (idZ * 4.37) - 7.9;
#local Rx = (rand(Rng1) - 0.5) * 8;
#local Ry = (rand(Rng1) - 0.5) * 14;
#for (idX, -3, 3)
#for (idZ, -3, 3)
#local posX = (idX * 4.76) + (rand(Rng1)-0.5);
#local posY = 3.2 + (NormClock * 17 * (rand(Rng1)+0.95));
#local posZ = (idZ * 4.44) ;
#local Rx = (rand(Rng1) - 0.5) * 12;
#local Ry = (rand(Rng1) - 0.5) * (24+NormClock);
#local Rz = (rand(Rng1) - 0.5) * 11;
#if (rand(Rng1) < 0.515)
object { HexaCone ()
rotate <Rx, Ry, Rz>
// #debug concat("X ", str(posX,7,3), " Z ", str(posZ,7,3), "\n")
// #debug concat("position Z ", str(posZ,7,3),"\n")
#declare Limit = 1.470;
#if ( (abs(posX)>Limit) & (abs(posZ)>Limit) ) // position
#local Y_mean = Y_mean + posY;
#local Y_count = Y_count + 1;
#local R = rand(Rng1);
#if (R < 0.30)
object { HexaCone () rotate <Rx, Ry, Rz>
translate <posX, posY, posZ> }
#elseif (R < 0.60)
object { HexaStar rotate y*90 rotate <Rx, Ry, Rz>
translate <posX, posY, posZ> }
#else
object { HexaBenz ()
rotate <Rx, Ry, Rz>
object { HexaBenz () rotate <Rx, Ry, Rz>
translate <posX, posY, posZ> }
#end
#end
#end
#end // if position...
#end // loop idX
#end // loop idZ
// =======================================================
object { Le_Decor }
// object { Repere scale 5 translate y }
#local CamX = 8.7 + ( 6.9 * Cos_01(NormClock));
#local CamY = 0.42 + (18.36 * Cos_01(NormClock));
#local CamZ = 122 - (22.9 * Cos_01(NormClock));
#local CamX = -8.7 + (6.6*Cos_01(NormClock));
#local CamY = 2.95 + (18.64*Cos_01(NormClock));
#local CamZ = 16.86 + (12.9*Cos_01(NormClock));
#local LatY = (Y_mean / Y_count) - (0.5*NormClock);
// #debug concat("escadrille: Lat Y ", str(LatY, 7, 3),"\n")
camera {
location <CamX, CamY, CamZ>
look_at <0.0, -NormClock, 0>
angle 60 - (3.97 * NormClock)
look_at <0.0, LatY, 0>
right <image_width/image_height, 0, 0>
angle 54 - (31 * NormClock)
}

413
essai.pov
View File

@@ -5,51 +5,398 @@
#version 3.7;
// #declare DEBUG_LEVEL = 1; // un nouveau test ?
#include "globals.inc"
#include "contexte.inc"
#include "gadgets.inc"
#include "elements.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
// =======================================================
#include "dynamic.inc"
// =======================================================
// 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, RZ> translate <9, 2.777, -11> }
#end
#declare NO_DYNAMIC = 1;
#include "all.inc"
/*
#declare A = <-21, -0.9, SzSol+9>;
#declare B = < 33, -0.7, SzSol+7>;
#declare P = Interpolate(A, B, NormClock);
object { HexaWood translate P }
* il faut faire le tri ici !
-* __________________________
*/
// =======================================================
// 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
}
#end // macro
// =======================================================
/*
* new Thu Dec 18 01:14:19 AM UTC 2025
* 14 janvier 2026, j'ajoute un truc pour {enfin} gérer
* un DEBUG_LEVEL correct.
*/
#macro Le_ConeStack ()
#ifdef (DEBUG_LEVEL)
#debug "Cone Stack : DEBUG_LEVEL activated\n"
#fopen Log "WS/log.essai" write
#end // debug level
union {
#local Hcs = 0.550;
#local Rco = R_basecone * 3.333;
#for (Foo, 0, 5)
#local Dx = 0.385 * sin(Foo+NormClock);
#local Dy = Foo * (Hcs + 0.0333);
#local Dz = 0.385 * cos(Foo+NormClock);
#local DV = <Dx, Dy, Dz>;
#ifdef (DEBUG_LEVEL)
#write (Log, Foo, " ", DV, "\n")
#end
union {
cone { 0, Rco, <0, Hcs, 0>, 0.001
#if (rand(Rng1) < 0.50) texture { Y_Texture }
#else texture { M_Texture }
#end // if rand
}
cylinder { 0, -0.08*y, Rco
#if (rand(Rng1) < 0.50) texture { R_Texture }
#else texture { G_Texture }
#end // if rand
}
translate DV
}
#end // for Foo
}
#ifdef (DEBUG_LEVEL)
#fclose Log
#end // debug level
#end // macro
// =======================================================
/* nouveau du 20 octobre 2025
* Un semblant de wagonnet qui va tourner sur le
* rail circulaire
*/
object { Repere scale 10 translate y*6 }
object { Le_Decor }
#declare Les_Wagonnets = object
{
#local L = 2.4;
union {
object { Wagonnet_0(L) translate <0, 1, 1.9> }
object { Wagonnet_0(L+1) translate <0, 3+NormClock, 0> }
object { Wagonnet_0(L) translate <0, 1, -1.8> }
}
}
// =======================================================
/*
* nouveau du 25 octobre 2025
*/
#declare Obj_BasicTexture = object
{
#local R = 0.385;
#local H = 1.51;
merge {
cylinder { 0, y*H, R }
sphere { 0, R scale <1, 0.50, 1> translate y*H }
difference {
#local R1 = R+0.46;
#local R2 = R+0.63;
box { <-0.19, 0, -0.17>, <R+0.4, H*0.48, R+0.6> }
cylinder { <R1, -1, R2>, <R1, 1, R2>, 0.33 }
}
}
}
// -------------------------------------------------------
// -------------------------------------------------------
// the place to try new textures
#declare ProtoTextures = object
{
#local TX = 2.55;
#local TZ = 2.95;
#local Kro = 32 + (NormClock * 37);
union {
object { Obj_BasicTexture texture { R_Texture }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, -TZ> }
object { Obj_BasicTexture texture { G_Texture }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, 0> }
object { Obj_BasicTexture texture { B_Texture }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, TZ> }
object { Obj_BasicTexture texture { T_WIP_dents }
rotate y * (rand(Rng1)*Kro)
translate <-TX, 0, TZ> }
object { Obj_BasicTexture texture { T_WIP_rasta }
rotate y * (rand(Rng1)*Kro)
translate <-TX, 0, 0> }
object { Obj_BasicTexture texture { T_WIP_bluewave }
rotate y * (rand(Rng1)*Kro)
translate <-TX, 0, -TZ> }
object { Repere scale 1.5 translate y*0.5 }
}
}
// =======================================================
/* Les choses, c'est l'espèce de vase avec des tiges
qui bougent, je devrais trouver un nom plus parlant.
Mieux, on garde la chose mais on en dérive le vase
*/
#macro Vase_le_corps_a ()
intersection {
box { <-5, -5, -5>, <5, 0, 5> }
difference {
sphere { 0, 0.34 }
sphere { 0, 0.30 }
scale <1, 1.64, 1>
}
texture { T_WIP_redwave scale 0.15 + 0.333*rand(Rng1)
rotate <75*rand(Rng1), 75*rand(Rng1), 75*rand(Rng1)>
}
}
#end
// ------------------------------------
#macro Vase_le_corps_b ()
union {
#for (foo, 0, 359.999, 60)
#local Dx = 0.35 * sin(radians(foo));
#local Dz = 0.35 * cos(radians(foo));
torus { 0.09, 0.016
rotate z*30 rotate y*(foo-90)
translate <Dx, 0, Dz>
#local R = rand(Rng1);
#if (R < 0.50) texture { Y_Texture }
#else texture { M_Texture }
#end // end if
} // torus
#end // end for (foo
}
#end // end macro
// ------------------------------------
// ASSEMBLER LE CORPS
#macro Vase_le_corps ()
union {
object { Vase_le_corps_a () }
object { Vase_le_corps_b () }
translate y*0.95
}
#end
// ------------------------------------
// LE PIED
#macro Vase_le_pied ()
union {
cylinder { 0, y*0.80, 0.07 texture { T_WIP_dents scale 0.2 } }
cylinder { 0, y*0.08, 0.20 texture { T_WIP_dents scale 0.4 } }
}
#end
// ------------------------------------
// LES TIGES
#macro Vase_les_tiges ()
union {
#local CK = NormClock * (7.876+rand(Rng1));
#for (Foo, 0, 9)
// tout cela est bien tortueux !
#local CK2 = CK + Foo;
#local C2X = (R_C + 0.051) * sin(CK2+rand(Rng1)) * sin(CK*3);
#local C2Z = (R_C + 0.051) * (sin(-CK2+rand(Rng1)) *
cos(CK*(rand(Rng1))));
#local Rt = 0.02+(0.02*Cos_010(NormClock))-0.03*rand(Rng1);
#local H = 0.38 + 0.55*rand(Rng1);
union {
cylinder { 0, <C2X, H, C2Z>, Rt }
sphere { <C2X, H, C2Z>, Rt }
#local R = rand(Rng1);
#if (R < 0.25) texture { tPlasticOrange }
#elseif (R < 0.50) texture { tPlasticBlue }
#elseif (R < 0.75) texture { tPlasticPrune }
#else texture { tPlasticGreen }
#end // if
}
#end // for
translate y*0.87
}
// #debug "== Fin chose les tiges\n"
#end // macro
// ------------------------------------
// ------------------------------------
#macro Vase ()
union {
Vase_le_pied ()
Vase_le_corps ()
Vase_les_tiges ()
}
#end // macro
// ------------------------------------
// =======================================================
#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));
#declare Des_Choses = object
{
union {
object { Vase () scale 2 translate < 2.2, 0, 2.32> }
object { Vase () scale 1.4 translate <-2.9, 0, 3.91> }
object { Vase () scale 2 translate < 2.9, 0, -4.07> }
object { Vase () translate <-4.5, 0, -4> }
object { Repere translate 0.15*y }
}
}
// =======================================================
#local K = 8;
#declare GyroTrucs = object
{
union {
#for (I, 0, 359, 30)
#declare E = 12 + (3*rand(Rng1));
#declare Dx = E * sin(radians(I));
#declare Dz = E * cos(radians(I));
#local R = rand(Rng1);
#if (R > 0.52)
object { GyroPhare () translate <Dx, 0, Dz> }
#elseif (R > 0.36)
object { Colonne_A (3.8)
rotate y*(90*rand(Rng1))
translate <Dx, 0, Dz> }
#else
object { Colonne_A (2.8)
rotate y*(90*rand(Rng1))
translate <Dx, 0, Dz> }
#end
#end // for
}
}
object { GyroTrucs }
// ========================================================##
#declare Architecture = object
{
union {
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 }
}
}
// ------------------------------------------------------ ##
#debug " !!! ACTION !!!\n"
#local Rv = 0.5 + (0.1*sin(clock*0.113));
#local Gv = 0.11;
#local Bv = 0.2 * abs(sin(clock*0.014));
light_source {
<-32, 40, -7>
colour <Rv, Gv, Bv>
parallel
point_at 0
}
// ------------------------------------------------------ ##
#declare Selector = int(clock/57);
#debug concat("Selector = ", str(Selector, 6, 0), "\n")
#declare AngleCam = 27 - 3*Cos_01(NormClock);
#switch (Selector)
#case (0)
object { Des_Choses }
#local AngleCam = 17;
#break
#case (1)
object { Architecture rotate -y*(clock*0.666) }
#local AngleCam = 31.0;
#break
#case (2)
object { HoleBorder_B (2.222) }
#break
#case (3)
object { HorlogeDouble scale 2 rotate -y*(6*clock) }
object { Repere translate y*1 }
#break
#case (4)
object { Blob_Boxed
scale 4.000
rotate <7, 0, 12> translate 3.7*y
}
#break
#case (5)
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 rotate y*(clock*1.5) translate y*3.5 }
#break
#case (7)
#local Pos = <0.5-NormClock, 0, 0>;
object { ProtoTextures rotate -y*(55*Cos_01(NormClock)) }
#break
#end // switch selector
plane {
y, 0
texture { Ground_Texture }
}
// =======================================================
#local CamX = -2.7 + (1.8*Cos_010(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 * 2;
#local CamY = CamY * K * 0.41;
#local CamZ = CamZ * K;
camera {
orthographic
location <CamX, CamY, CamZ>
look_at <0, 0.98, 0>
angle 32 - 5*Cos_01(NormClock)
look_at <0, 1.5, 0>
right <image_width/image_height, 0, 0>
angle AngleCam
}

View File

@@ -3,26 +3,288 @@
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*/
#version 3.7;
#include "globals.inc"
// =======================================================
#declare QuadriPole = object
/* ======================================================= */
/* moved here from 'contexte.inc' */
#declare Repere = object
{
#local R = 0.02;
#local E = 0.25;
#local H = H_cone*2;
union {
cylinder { 0, y*H, R translate -x*E }
cylinder { 0, y*H, R translate x*E }
cylinder { 0, y*H, R translate -z*E }
cylinder { 0, y*H, R translate z*E }
#local R = 0.015;
#local R2 = R * 2.33;
#local LC = 1.15;
merge {
cylinder { 0, <1, 0, 0>, R }
cone { <1, 0, 0>, R2, <LC, 0, 0>, 0 }
texture { R_Texture }
}
texture { WIP_color }
merge {
cylinder { 0, <0, 1, 0>, R }
cone { <0, 1, 0>, R2, <0, LC, 0>, 0 }
texture { G_Texture }
}
merge {
cylinder { 0, <0, 0, 1>, R }
cone { <0, 0, 1>, R2, <0, 0, LC>, 0 }
texture { B_Texture }
}
}
}
#declare Fleche = object
{
union {
cylinder { -5*x, 5*x, 0.09 }
cone { 5*x, 0.27, 6.66*x, 0.00007 }
}
texture { LeGris }
}
// ------------------------------------------------------ ##
#declare R_C = 0.335;
/* ce truc mérite un nom plus parlant ! */
#macro Chose_le_pied ()
merge {
#local RCP = R_C * 0.666;
cylinder { 0, y/2, 0.07 }
sphere { 0, RCP scale <1, 0.17, 1> translate y*0.125 }
cylinder { 0, y*0.125, RCP }
#local R = rand(Rng1);
#if (R < 0.25) texture { tPlasticOrange }
#elseif (R < 0.50) texture { tPlasticBlue }
#elseif (R < 0.75) texture { tPlasticPrune }
#else texture { tPlasticGreen }
#end // if
}
// #debug "== Fin chose le pied\n"
#end // macro
// ------------------------------------------------------ ##
/*
* Il doit être possible de dissocier le noyau des tiges
* 29 novembre 2025, je tente l'expérience
*/
#macro Chose_les_tiges ()
union {
#local CK = NormClock * (7.876+rand(Rng1));
#for (Foo, 0, 7)
#local CK2 = CK + Foo;
#local C2X = (R_C + 0.1) * sin(CK2+rand(Rng1)) * sin(CK*3);
#local C2Z = (R_C + 0.1) * (sin(-CK2+rand(Rng1)) *
cos(CK*(rand(Rng1))));
#local Rt = 0.015+(0.03*Cos_010(NormClock));
#local B = <0, -0.05, 0>;
#local H = 0.80;
cylinder { B, <C2X, H, C2Z>, Rt }
sphere { <C2X, H, C2Z>, Rt }
#end
#local R = rand(Rng1);
#if (R < 0.25) texture { tPlasticOrange }
#elseif (R < 0.50) texture { tPlasticBlue }
#elseif (R < 0.75) texture { tPlasticPrune }
#else texture { tPlasticGreen }
#end // if
translate y*0.87
}
// #debug "== Fin chose les tiges\n"
#end // macro
// ------------------------------------------------------ ##
#macro Chose_le_corps () // = object
difference {
#local H = 0.42 + (0.10 * rand(Rng1));
cone { 0, R_C*0.52, y*H, R_C }
sphere { y*H, R_C*0.75 }
#local R = rand(Rng1);
#if (R < 0.25) texture { tPlasticOrange }
#elseif (R < 0.50) texture { tPlasticBlue }
#elseif (R < 0.75) texture { tPlasticPrune }
#else texture { tPlasticGreen }
#end // if
translate y*0.48
}
// #debug "== Fin chose le corps\n"
#end // macro
// ------------------------------------------------------ ##
#macro Chose ()
union {
Chose_le_pied ()
Chose_le_corps ()
Chose_les_tiges ()
}
#end // macro
/* ======================================================= */
/* ------------------------------------------------------------ */
#declare HexaBlob = object
{
#declare RHBlo = 0.24;
#declare RHBlo2 = RHBlo * 0.777;
blob {
// threshold 0.01 + NormClock
threshold 0.07
sphere { <0, 0, 0>, RHBlo, 1 }
#local E = RHBlo * 1.210; // XXX
#local W = 0.15;
sphere { <-E, 0, 0>, RHBlo2, W }
sphere { < E, 0, 0>, RHBlo2, W }
sphere { < 0, -E, 0>, RHBlo2, W }
sphere { < 0, E, 0>, RHBlo2, W }
sphere { < 0, 0, -E>, RHBlo2, W }
sphere { < 0, 0, E>, RHBlo2, W }
}
texture { T_WIP_bluewave scale 0.21 rotate <clock, clock/2, clock/3> }
}
/* ======================================================= */
/*
* 18 février 2026, cette horloge mérite vraiment
* d'être refaite de fond en comble, parce que ce
* code est vraiment gruik.
*/
#declare Horloge = object
{
#local Texte = str(NormClock, 6, 3);
#debug concat("Texte horloge ", Texte, "\n\n")
text {
// ttf "datas/DSEG7Classic-Regular.ttf" Texte 0.1, 0
ttf "datas/ComicMono-Bold.ttf" Texte 0.1, 0
texture { tPlasticBlue }
}
scale 1.96
rotate 90*x
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 <0.802, 0.18, 0> }
}
#declare HorlogeDouble = object
{
union {
box { <-3.10, 0.0, -0.06>, <3.10, 1.68, 0.06>
texture { LeGris } }
#local EC = 0.18;
object { Horloge2 rotate y*180 translate z*EC }
object { Horloge2 translate -z*EC }
}
scale 0.42
translate y*0.666
}
// =======================================================
/*
* need more work !
*/
#macro Base_hexapole ()
prism {
linear_sweep
linear_spline
0, // sweep the following shape from here ...
1, // ... up through here
7, // the number of points making up the shape ...
<3,5>, <-3,5>, <-5,0>, <-3,-5>, <3, -5>, <5,0>, <3,5>
#if (rand(Rng1) < 0.5) texture { T_Beton_1 }
#else texture { T_Beton_2 }
#end // if
scale 0.621 // WTF ?
/* Pourquoi ce scale ?
* parce que la spline est 'hardcoded' quelques
* lignes plus haut, et qu'il y a des méthodes
* probablement bien tordues pour rendre ça en
* même temps kitch et technofutile
*/
}
#end // macro
// ------------------------------------------------------ ##
#macro HexaPole_tubes ()
#local R = 0.033;
#local E = 0.49;
#local H = H_cone*0.705;
union {
#for (A, 0, 359, 60)
#local Xp = E * cos(radians(A));
#local Zp = E * sin(radians(A));
union {
#local H2 = H + rand(Rng1) + rand(Rng1);
cylinder { 0, y*H2, R }
sphere { 0, R*3 scale <1, 0.555, 1> }
sphere { 0, R*2 scale <1, 1.555, 1> translate y*H2 }
#local Ra = rand(Rng1);
#if (Ra < 0.25) texture { T_Chrome_1A }
#elseif (Ra < 0.50) texture { T_Chrome_4D }
#elseif (Ra < 0.75) texture { T_Brass_2C }
#else texture { Soft_Silver }
#end
translate <Xp, 0, Zp>
}
#end
}
#undef E
#undef H
#undef R
#end
// ------------------------------------------------------ ##
/*
* l'assemblage en grand cercle de ces trucs est
* dans le fichier "contexte.inc"
*/
#macro HexaPole ()
union {
object { Base_hexapole () scale <0.24, 0.2, 0.24> }
object { HexaPole_tubes () translate y*0.15 }
rotate y*(53*rand(Rng1))
}
#end // macro
// =======================================================
#macro OpenBox (D, R)
union {
/* les verticales */
cylinder { <-D, -D, -D>, <-D, D, -D>, R }
cylinder { < D, -D, -D>, < D, D, -D>, R }
cylinder { <-D, -D, D>, <-D, D, D>, R }
cylinder { < D, -D, D>, < D, D, D>, R }
/* en bas */
cylinder { < D, -D, D>, <-D, -D, D>, R }
cylinder { < D, -D, -D>, <-D, -D, -D>, R }
cylinder { <-D, -D, D>, <-D, -D, -D>, R }
cylinder { < D, -D, D>, < D, -D, -D>, R }
/* en haut */
cylinder { < D, D, D>, <-D, D, D>, R }
cylinder { < D, D, -D>, <-D, D, -D>, R }
cylinder { <-D, D, D>, <-D, D, -D>, R }
cylinder { < D, D, D>, < D, D, -D>, R }
/* les 8 coins */
#local R2 = R * 1.38;
sphere { <-D, -D, -D>, R2 }
sphere { < D, -D, -D>, R2 }
sphere { <-D, -D, D>, R2 }
sphere { < D, -D, D>, R2 }
sphere { <-D, D, -D>, R2 }
sphere { < D, D, -D>, R2 }
sphere { <-D, D, D>, R2 }
sphere { < D, D, D>, R2 }
texture { Soft_Silver scale 6.50 }
}
#end
// ----------------------------------------------------------- ##
/* XXX +++ make this a #macro +++ */
#declare Blob_Boxed = object
{
union {
object { OpenBox(0.5, 0.01) }
object { HexaBlob rotate <clock*0.9, clock*0.7, clock*0.5> }
}
}
// =======================================================
/*
@@ -31,35 +293,36 @@ texture { WIP_color }
*/
#macro Bubble ()
sphere {
0, 0.065
0, 0.070 + 0.056*rand(Rng1)
#local R = rand(Rng1);
#if ( R < 0.333 )
texture { Ruby_Glass }
#elseif ( R < 0.666 )
texture { Orange_Glass }
#else
texture { Gold_Nugget }
#if ( R < 0.25 ) texture { Ruby_Glass }
#elseif ( R < 0.50 ) texture { Orange_Glass }
#elseif ( R < 0.75 ) texture { Shadow_Clouds }
#else texture { Gold_Nugget }
#end
#undef R
scale <1.414, 1.000, 1.414>
}
#end
#macro Un_Machin ()
union {
#for (Y, 1, 8, 1)
object { Bubble() translate y*Y*0.1 }
object { Bubble() translate y*Y*0.115 }
#end
}
#end
// ------------------------------------------------------ ##
#declare Les_Machins = object
{
union {
#local Rk = 3.95 + NormClock;
#local Rk = 3.60 + NormClock;
#for (foo, 0, 359, 45)
#local Xpos = Rk * sin(radians(foo));
#local Zpos = Rk * cos(radians(foo));
object { Un_Machin () translate <Xpos, 0, Zpos> }
object { Un_Machin () translate <Xpos, 0.22, Zpos> }
#end
#undef Rk
}

3
gif89a/README.md Normal file
View File

@@ -0,0 +1,3 @@
Space for the flashy Compuserve pictures.

View File

@@ -1,7 +1,7 @@
global_settings {
assumed_gamma 1.0
ambient_light rgb <0.47, 0.47, 0.47>
ambient_light rgb <0.48, 0.49, 0.48>
max_trace_level 15
}
@@ -11,80 +11,260 @@ global_settings {
#include "stones.inc"
#include "woods.inc"
#declare Rng1 = seed(1664);
#declare Rng1 = seed(1221);
#declare foo = rand(Rng1);
#declare Rng2 = seed(now*24*60*60);
#declare bar = rand(Rng2);
#declare NormClock = clock / 360.0;
#declare NormClock = clock / (NbFrames - 1);
/* ------------------------------------------------------------ */
/*
* Some constants...
*/
#declare SzSol = 34;
#declare SzSol = 36;
#declare H_sol = 0.000; // c'est quoi exactement ?
#declare SzBase = 2.85;
#declare H_base = 0.10;
#declare SzBase = 2.97;
#declare H_base = 0.23;
#declare R_basecone = 0.117;
#declare H_cone = 0.97;
#declare R_gyro = 0.09;
#declare H_gyro = 1.20;
#declare R_gyro = 0.14;
#declare H_gyro = 1.80;
#declare H_gylampe = 0.25;
#declare H_QuadriLight = 36;
#declare H_QuadriLight = 37;
#declare E_QuadriLight = SzSol * 1.35;
#declare R_circular = (SzSol * 1.60);
#declare R_hole = 3.1; // holes in the background
/* ------------------------------------------------------------ */
/*
* Some textures...
*/
#declare WIP_color = texture
#declare LeGris = texture
{
pigment { color Cyan*0.60 }
finish { phong 0.01 }
/* moi j'dis qu'il est temps de définir un "gris de base" */
pigment { color Gray70 }
finish { phong 0.33 ambient 0.33 }
}
#declare T_WIP_color = texture
{
#local V = (sin(clock*0.142) / 2) + 0.5;
pigment { color Orange * V }
finish { phong 0.23 ambient 0.30 }
}
#declare T_WIP_alert = texture
{
pigment { color Red }
finish { specular 0.90 }
finish { ambient 1 specular 0.80 }
}
#declare T_Planete_A = texture
{
pigment { color rgb <0.20, 0.30, 0.10> }
normal { dents 0.38 scale 0.5}
finish { phong 0.80 reflection 0.05 }
normal { dents 0.28 scale 0.5}
finish { phong 0.70 reflection 0.05 }
}
#declare T_Planete_B = texture
{
pigment { rgb <0.40, 0.50, 0.70> }
finish { metallic 0.50 reflection 0.55 }
pigment { rgb <0.42, 0.50, 0.70> }
normal { dents 0.14 scale 0.5}
finish { metallic 0.50 reflection 0.33 }
}
/* ------------------------------------------------------------ */
/*
* deux textures
* deux textures pour faire des batiments
*/
#declare T_Beton_1 = texture
{
pigment { color <0.9, 0.8, 0.8> }
normal { dents 0.75 scale 0.3 }
pigment { color <0.9, 0.8, 0.7> }
normal { dents 1.75 scale 0.3 }
finish { roughness 1.00 }
}
#declare T_Beton_2 = texture
{
pigment { color <0.7, 0.6, 0.6> }
normal { dents 0.25 scale 2 }
pigment { color <0.7, 0.6, 0.4> }
normal { dents 0.35 scale 3 }
finish { roughness 1.00 }
}
/* ------------------------------------------------------------ */
/*
* XXX the finish need a refactoring
*/
#declare tPlasticOrange = texture
{
pigment{rgb <2.000, 0.50, 0.0>}
finish {
ambient 0.1
diffuse 0.6
specular 0.4
}
}
#declare tPlasticGreen = texture
{
pigment{rgb <0.20, 1.600, 0.0>}
finish {
ambient 0.1
diffuse 0.6
specular 0.4
}
}
#declare tPlasticBlue = texture
{
pigment{rgb <0.20, 0, 2.0>}
finish {
ambient 0.1
diffuse 0.6
specular 0.4
}
}
#declare tPlasticPrune = texture
{
pigment{rgb <1.50, 0.30, 1.50>}
finish {
ambient 0.1
diffuse 0.6
specular 0.4
}
}
/* ------------------------------------------------------------ */
/* this texture will be clock dependent XXX */
#declare Flashy = texture {
pigment {
onion
colour_map {
[0.00, Red * 0.70 ]
[0.33, Gray40 ]
[1.00, Blue * 0.70 ]
}
turbulence 3.14159 + sin(NormClock*3.14159)
scale 0.50
}
finish {
emission 0 ambient 0.717 diffuse 0.209 specular 0
}
}
/* ------------------------------------------------------------ */
/* new: 28 octobre 2025 */
#declare Ground_Texture = texture
{
pigment { rgb <0.31, 0.33, 0.24> }
normal { dents 0.22 scale 1.666}
finish {
ambient 0 specular 0.3 metallic roughness 0.33
reflection { 0.21 metallic }
}
}
/* ------------------------------------------------------------ */
/*
* Textures avec les six teintes "de base"
*/
#declare R_Texture = texture {
pigment { rgb <1.0, 0.0, 0.0> } finish { ambient 0.33 } }
#declare G_Texture = texture {
pigment { rgb <0.0, 1.0, 0.0> } finish { ambient 0.33 } }
#declare B_Texture = texture {
pigment { rgb <0.0, 0.0, 1.0> } finish { ambient 0.33 } }
#declare Y_Texture = texture {
pigment { rgb <0.8, 0.8, 0.0> } finish { ambient 0.33 } }
#declare M_Texture = texture {
pigment { rgb <0.8, 0.0, 0.8> } finish { ambient 0.33 } }
#declare C_Texture = texture {
pigment { rgb <0.0, 0.8, 0.8> } finish { ambient 0.33 } }
/* ------------------------------------------------------------ */
/* nouvelle texture du début du jour de l'hiver 2025 */
#declare T_WIP_rasta = texture
{
pigment {
granite
color_map {
[0.00 color Black ]
[0.30 color Red ]
[0.50 color Green ]
[0.70 color Yellow ]
[1.00 color Black ]
}
}
finish { phong 0.23 ambient 0.30 }
scale <3, 4, 3>
}
/* ------------------------------------------------------------ */
/* nouveau du lundi d'après noël 2025 */
#declare T_WIP_bluewave = texture
{
pigment {
wood
color_map {
[0.0 color Gray60 ]
[0.5 color Gray80 ]
[0.5 color Blue ]
[1.0 color Blue ]
}
turbulence 0.04
translate <NormClock*0.1, sqrt(NormClock*0.4),
NormClock*0.333>
scale <0.2, 0.3, 1>
}
finish { phong 1 }
}
#declare T_WIP_redwave = texture
{
pigment {
wood
color_map {
[0.0 color Gray60 ]
[0.49 color Gray80 ]
[0.51 color Red ]
[1.0 color Red ]
}
turbulence 0.14
translate <NormClock*0.5, sqrt(NormClock*0.49),
NormClock*0.6>
scale <0.7, 0.23, 1>
}
finish { ambient 0.7 }
}
// le 10 fevrier 2026 -----------------
#declare T_WIP_dents = texture
{
pigment { color <0.36, 0.6, 0.79> }
normal { dents 2.94 scale 0.15 }
rotate <12, 34, 56>
finish { specular 0.40 ambient 0.59 }
}
/* ------------------------------------------------------------ */
#declare GoldDark = texture
{
pigment{ rgb <0.81, 0.71, 0.23> }
finish{ diffuse 0.5 ambient 0 specular 1 metallic roughness 0.01
reflection{0.6 metallic}
}
} // This is a metal.
/* ============================================================ */
/*
* Usefull macros
*/
@@ -101,4 +281,7 @@ finish { roughness 1.00 }
resultat
#end
/* ------------------------------------------------------------ */
/* ============================================================ */
#debug "\n GLOBALS INCLUDED\n"

156
groundbase.inc Normal file
View File

@@ -0,0 +1,156 @@
/*
* _ _
* __ _ _ __ ___ _ _ _ __ __| || |__ __ _ ___ ___
* / _` || '__|/ _ \ | | | || '_ \ / _` || '_ \ / _` |/ __| / _ \
* | (_| || | | (_) || |_| || | | || (_| || |_) || (_| |\__ \| __/
* \__, ||_| \___/ \__,_||_| |_| \__,_||_.__/ \__,_||___/ \___|
* |___/
*
* 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
{
difference {
#local Hc = 0.90;
box { <-0.90, 0, 0>, <0.90, Hc, 0.80> }
box { <-0.89, 0.01, -1> <0.89, Hc-0.01, 0.79> }
#local Hc = Hc * 0.75;
cylinder { <-1, Hc, -0.29>, <1, Hc, 0.29>, 0.09 }
#undef Hc
}
}
/*
* comparaison des deux textures par le rendu
* de la meme forme de cabane.
*/
#declare Cabane_Base_1 = object
{
object { Base_cabane_forme }
texture { T_Beton_1 }
}
#declare Cabane_Base_2 = object
{
object { Base_cabane_forme }
texture { T_Beton_2 }
}
// ------------------------------------------------------ ##
#declare Compteur = object
{
#local Texte = str(clock, 3, 0);
#debug concat("Texte du compteur ", Texte, "\n\n")
text {
ttf "datas/ComicMono-Bold.ttf" Texte 0.1, 0
// texture { T_WIP_alert }
texture { T_WIP_bluewave rotate <clock, clock, clock>
scale 0.79 }
}
}
#declare Cabane_Compteur = object
{
union {
object { Compteur scale 0.666
translate <-0.46, 0.22, 0.32> }
object { Cabane_Base_2 }
}
}
/* ======================================================= */
#declare GroundBase_Sol = object
{
intersection {
height_field {
png "datas/hf.png" smooth
translate <-.5, 0, -.5>
#local SC = SzSol * 1.111;
scale <SC, 0.95, SC>
texture {
pigment {
image_map { png "datas/cuivre.png" }
rotate x*90
translate <-.5, 0, -.5>
scale <SC, 1, SC>
}
}
}
cylinder { -y*5, y*5, SzSol*0.52 }
}
finish { phong 0.096 }
translate y*H_sol
}
/* ======================================================= */
#declare GroundBase_a = object
{
/*
le soubassement de l'abribus
*/
union {
#local Dx = 1.5;
#local Dz = 1.0;
box { <-Dx, 0, -Dz>, <Dx, H_base, Dz> }
#local Ha = y*(H_base*3);
cylinder { 0, Ha, 0.08 translate < Dx, 0, -Dz> }
cylinder { 0, Ha, 0.08 translate <-Dx, 0, -Dz> }
#local Hb = Ha * 1.17;
cone { Ha, 0.08, Hb, 0.05 translate < Dx, 0, -Dz> }
cone { Ha, 0.08, Hb, 0.05 translate <-Dx, 0, -Dz> }
#undef Ha
#undef Hb
#undef Dx
#undef Dz
}
texture { T_Grnt7 rotate 49 scale 0.333 }
}
/* ------------------------------------------------------------ */
#declare GroudBase_coin = object
{
merge {
cylinder { 0, y*0.5, 0.14 }
sphere { 0, 0.14 scale <1, 0.25, 1> translate y*0.5 }
}
}
#declare GroundBase_estrade = object
{
#local Sz = SzBase - 0.14;
#local Hc = H_base;
union {
box { <-SzBase, 0, -SzBase>, <SzBase, H_base, SzBase> }
object { GroudBase_coin translate <-Sz, Hc, -Sz> }
object { GroudBase_coin translate < Sz, Hc, -Sz> }
object { GroudBase_coin translate <-Sz, Hc, Sz> }
object { GroudBase_coin translate < Sz, Hc, Sz> }
}
texture { T_Grnt27 rotate 9 scale 0.302 }
#undef Sz
#undef Hc
}
/* ------------------------------------------------------------ */
#declare La_GroundBase = object
{
union {
object { GroundBase_Sol }
object { GroundBase_estrade translate y*H_sol }
/*
* ici, mettre la cabane
*/
#local Dz = <0, 0, -7>;
object { GroundBase_a translate Dz }
object { Cabane_Compteur rotate y*180
translate Dz + y*H_base }
#undef Dz
}
translate y*(H_sol+H_base) // XXX Why ?
}
/* ======================================================= */

View File

@@ -8,11 +8,32 @@
union {
#local RA = R_basecone;
#local RB = 0.001;
difference {
cone { 0, RA, y*0.89, 0.0001 }
sphere { 0, RA*1.098 scale <1, 0.58, 3.03> translate -0.02*y }
cone { 0, RA, y*0.89, 0.0001 translate -0.014*y }
}
difference {
sphere { 0, RA*1.098 scale <1, 0.58, 3.03> }
sphere { 0, RA*1.096 scale <1, 0.58, 3.03> }
translate -0.02*y
}
}
// }
#end
// ------------------------------------------------------
/* nouveau Fri Oct 17 05:54:38 PM UTC 2025 */
#macro Benz_attache_cones (Ec)
torus { Ec, Ec*0.06
scale <1, 2.4, 1> rotate x*90
#if ( rand(Rng1) < 0.55 )
texture { GoldDark }
#else
texture { T_Brass_1C }
#end
}
#end // macro
// ------------------------------------------------------
#macro Benz_Cones () // = object
// {
@@ -23,30 +44,27 @@ union {
#local Ty = E * cos(radians(foo));
object {
Benz_Cone_Base ()
#if ( rand(Rng1) < 0.5 )
#local R = rand(Rng1);
#if ( R < 0.3333 )
texture { T_Silver_2C scale 11.50 }
#else
#elseif ( R < 0.6666 )
texture { T_Brass_2C scale 13.50 }
#else
texture { T_Brass_4A scale 13.50 }
#end
rotate -z*foo
translate <Tx, Ty, 0>
}
torus { E, E*0.05
scale <1, 2.4, 1> rotate x*90
#if ( rand(Rng1) < 0.5 )
texture { T_Planete_A }
#else
texture { T_Planete_B }
#end
}
#end // end for
#local SBAC = 0.300;
object { Benz_attache_cones (SBAC) translate -z*0.175 }
object { Benz_attache_cones (SBAC) translate z*0.202 }
}
// }
#end
// ------------------------------------------------------
#declare R_Tube = 0.18;
#declare R_Tube = 0.17;
#local L_Tube = 0.54;
#macro Benz_Tubules ()
@@ -56,22 +74,20 @@ merge {
#for (foo, 0, 360, 30)
#local Tx = E * sin(radians(foo));
#local Ty = E * cos(radians(foo));
#local Dza = z * 0.20;
#local Dzb = z * 0.90;
#local Dza = z * 0.27;
#local Dzb = z * 0.97;
cylinder { -Dza, Dzb, R translate <Tx, Ty, 0> }
sphere { -Dza, R*1.8 translate <Tx, Ty, 0> }
sphere { Dzb, R*1.8 translate <Tx, Ty, 0> }
#end
#if ( rand(Rng1) < 0.360)
texture { Orange_Glass }
#else
texture { Yellow_Glass }
#local R = rand(Rng1);
#if ( R < 0.320) texture { Orange_Glass }
#elseif (R < 0.64) texture { Ruby_Glass }
#else texture { Yellow_Glass }
#end
}
#end
// XXX #declare Benz_Fuseau = object
// XXX {
#macro Benz_Fuseau ()
difference {
sphere { 0, R_Tube*0.39 }
@@ -80,14 +96,11 @@ difference {
cylinder { < 1, 0, -1>, <-1, 0, 1>, R_Tube*0.21 }
}
scale <1, 1, 4.4>
#if ( rand(Rng1) < 0.360)
texture { Shadow_Clouds scale 0.56 }
#else
texture { WIP_color }
#if ( rand(Rng1) < 0.420) texture { Shadow_Clouds scale 0.56 }
#else texture { Flashy }
#end
#end // end macro
// XXX }
#declare Benz_Fuseau_Flash = object
{
@@ -97,41 +110,88 @@ union {
rgb <rand(Rng2), rand(Rng2), rand(Rng2)>
fade_distance 0.96
fade_power 1.95
}
}
rotate -z*clock*8
}
// -------------------------------------------
/*
* This part need more work
*/
#local Forme_Cockpit = object
{
difference {
sphere { 0, R_Tube*0.72 }
sphere { 0, R_Tube*0.72 scale 0.99 }
#for (Foo, 0, 359, 36)
cylinder { x, 0, R_Tube*0.15
translate y*(R_Tube*0.34)
rotate y*Foo }
#end
}
scale <1, 0.92, 1>
translate z*L_Tube*1.18
}
#declare Benz_Cylindre = object
{
#local E_tube = 0.02;
#local R_int = R_Tube - E_tube;
difference {
union {
cylinder { z*L_Tube*1.6, -z*L_Tube, R_Tube }
/* les deux bouts du cylindre creux */
torus { R_Tube, 0.012
#local R2 = (R_Tube + R_int) / 2;
torus { R2, E_tube scale <1, 5, 1>
rotate x*90 translate z*L_Tube*1.6 }
torus { R_Tube, 0.012
torus { R2, E_tube scale <1, 5, 1>
rotate x*90 translate -z*L_Tube }
/* cette sphere devrait devenir
un vrai cockpit ? */
sphere { z*L_Tube*1.18, R_Tube*0.72
scale <1, 0.73, 1>
translate y*R_Tube*0.87}
object { Forme_Cockpit
translate y*R_Tube*0.97}
}
cylinder { z*4, -z*4, R_Tube*0.95 }
cylinder { z*4, -z*4, R_int }
}
texture { Soft_Silver scale 6.0 }
}
// ------------------------------------------------------
// 1er janvier 2026, il est temps de s'y remettre */
#macro Benz_Antenne ()
union {
#local RBA = 0.020;
sphere { 0, RBA scale <1, 1, 10> }
union {
#local RBA2 = RBA*0.149;
#local E = 0.018;
cylinder { E*z, <0, 0.20, E>, RBA2 }
cylinder { -E*z, <0, 0.20, E>, RBA2 }
scale <1, 1, 5.555>
}
#if ( mod(clock, 10+3*rand(Rng1)) < (10*rand(Rng1)) )
texture { tPlasticPrune }
#else texture { tPlasticGreen }
#end
}
#end
// ------------------------------------------------------
#macro Benz_Tube ()
// #declare Benz_Tube = object
// {
union {
object { Benz_Tubules () }
object { Benz_Fuseau_Flash translate z*0.40 }
object { Benz_Fuseau_Flash translate z*0.35 }
object { Benz_Cylindre }
/* XXX */
object { Benz_Antenne ()
translate <0, -0.37, 0.76>
rotate z*45 }
}
// }
#end
@@ -142,7 +202,7 @@ union {
// #declare HexaBenz = object
// {
union {
#local Rk = (rand(Rng1)-0.5) * 1312;
#local Rk = (rand(Rng1)-0.54) * 1312;
object { Benz_Cones () rotate z*NormClock*Rk}
object { Benz_Tube () }
}

View File

@@ -6,33 +6,24 @@
#include "globals.inc"
#include "colors.inc"
#include "metals.inc"
#include "textures.inc"
#include "stones.inc"
#include "contexte.inc"
#include "elements.inc"
#include "hexabenz.inc"
#local K = 1.48;
object { HexaBenz () rotate y*90 translate <-K, 1.85, 0> }
object { HexaBenz () translate < K, 1.67, 0> }
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
object { Le_Decor }
#declare Loc_cam = <0.63, 2, 2*NormClock> + (Pos_RedB_0 * 1.32);
// object { Repere scale 2 }
#declare Lat_Y = 1.21 + 0.16*NormClock;
camera {
location <-3.9+(11*NormClock), 1.90, 7.59-NormClock>
look_at <0.17, 1.47, 0>
location Loc_cam
look_at Pos_RedB_0 + <0, Lat_Y, 0>
right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.0, 0>
// aperture 0.046
// blur_samples 30
angle 60 - 28 * Cos_01(NormClock)
angle 40 - 15 * Cos_01(NormClock)
}

View File

@@ -35,6 +35,15 @@ union {
cylinder {-y, y, 0.11 }
cylinder {-z, z, 0.11 }
}
// XXX not very tested
#local Sc = 3.57;
#local Rt1 = 0.333;
#local Rta = Rt1 / Sc;
#local Rt2 = 0.0062;
torus { Rta, Rt2 scale <Sc, 1, Sc> }
torus { Rt1, Rt2 scale <1, Sc, 1> rotate x*90 }
torus { Rta, Rt2 scale <Sc, 1, Sc> rotate z*90 }
// clignotement de la lumiere \o/
#local kR = 0.065;
#local xR = (rand(Rng2)-0.5000) * kR;
@@ -54,9 +63,13 @@ union {
fade_power 1.58
}
}
#if (rand(Rng1) < 0.30)
texture { New_Penny }
// }
#else
texture { GoldDark }
#end
// }
#end // macro
// ---------------------------------------------------------
/*
@@ -110,7 +123,7 @@ union {
#end
torus { R2, 0.0039 translate -0.08*y }
}
texture { T_Brass_1C scale 6.50 }
texture { GoldDark scale 6.50 }
}
/* ---------------------------------------------------------
@@ -154,10 +167,13 @@ merge {
}
sphere { 0, DTb*1.65 translate -DTa*x }
sphere { 0, DTb*1.65 translate DTa*x }
#if (rand(Rng1) < 0.8)
#local R = rand(Rng1);
#if (R < 0.4)
texture { Orange_Glass }
#else
#elseif (R < 0.8)
texture { Dark_Green_Glass }
#else
texture { Flashy scale 2 }
#end
}
#end // macro
@@ -261,7 +277,7 @@ union {
object { HexaCone_Body () }
#local T = 0.55;
object { HexaCone_head () translate <0, 0, T+DTa> }
#if ( (rand(Rng1) > 0.27) )
#if ( (rand(Rng1) > 0.47) )
object { HexaCone_radar_A translate <0, T+0.18, 0> }
#else
object { HexaCone_radar_B translate <0, T+0.18, 0> }

View File

@@ -6,30 +6,26 @@
#include "globals.inc"
#include "contexte.inc"
#include "elements.inc"
#include "hexabenz.inc"
#local K = 1.48;
object { HexaCone () rotate y*90 translate <-K, 1.7, 1> }
object { HexaCone () translate < K, 1.6, 1> }
// #declare DEBUG_LEVEL = 1;
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
// =======================================================
// light_source { <19, 7, 14>, rgb <0.77, 0.79, 0.80> }
// light_source { <19, 9, -14>, rgb <0.87, 0.79, 0.70> }
// object { Repere scale 2 }
#declare Loc_cam = <2, 2.7-NormClock, 1> + (Pos_RedB_1 * 1.308);
camera {
location
<-1.9+(8*NormClock), 0.70+NormClock, 7.59-NormClock>
look_at <0.07, 1.55, 0>
location Loc_cam
#local H = 1.16 + (NormClock*0.39);
look_at Pos_RedB_1 + <0.02, H, 0>
right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.90, 0>
// aperture 0.046
// blur_samples 30
angle 55 - 26 * Cos_01(NormClock)
angle 59 - 25 * Cos_01(NormClock)
}

109
hexastar.inc Normal file
View File

@@ -0,0 +1,109 @@
/*
* H E X A S T A R
*
* nouveau du dernier jour de 2025, courage paur 2026 <3
*/
/* ------------------------------------------------------------ */
/* ============================================================ */
/* Un des six éléments de base */
#declare HS_radius = 0.409;
#macro HS_element_pointe ()
union {
#local R_a = HS_radius * 0.369;
#local Small = 0.00001;
cone { <-1.34, 0, 0>, Small, <-0.6, 0, 0>, R_a }
sphere { 0, R_a scale <0.42, 1, 1> translate <-0.6, 0, 0> }
#local R = rand(Rng1);
#if ( R < 0.45 ) texture { GoldDark }
#elseif ( R < 0.60 ) texture { Aluminum }
#else texture { T_Gold_3C }
#end
}
#end // macro
/* ------------------------------------------------------------ */
/*
* element central --- À REFAIRE EN MACRO !
*/
#macro HS_element_central ()
union {
#local HSCR = HS_radius*0.70;
torus { HSCR, 0.0180 }
// le noyau central
#local L = 0.0028;
#local R = 0.0577;
cylinder { -y*L, y*L, R }
sphere { 0, R translate y*L }
sphere { 0, R scale <1, 0.20, 1>translate -y*L }
// les ailettes intérieures
#for (foo, 0, 5)
cylinder { 0, x*HSCR, R*0.15 rotate y*foo*60 }
#end
// traitement final
scale <1, 23.10, 1>
rotate z*90
#local R = rand(Rng1);
#if ( R < 0.17 ) texture { Y_Texture }
#elseif ( R < 0.66 ) texture { T_Gold_1A }
#else texture { Aluminum }
#end
}
#end
/* ------------------------------------------------------------ */
/* nouveau 14 janvier 2026 */
#macro HS_element_queue ()
union {
#local R_a = HS_radius * 0.228;
#local Small = 0.001;
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> }
#local R = rand(Rng1);
#if ( R < 0.35 ) texture { Rust scale 3.33
rotate y*(rand(Rng1)*273) }
#elseif ( R < 0.50 ) texture { T_Gold_5A }
#elseif ( R < 0.80 ) texture { Aluminum }
#else texture { T_Gold_3C }
#end
}
#end // macro
/* ------------------------------------------------------------ */
/* nouveau XXX janvier 2026 */
// UNE ANTENNE ?
/* ============================================================ */
/* On regroupe les N*six élements */
#declare HS_les_elements = object
{
union {
#for (Foo, 0, 360, 60)
#local E = HS_radius;
#local Ty = E * cos(radians(Foo));
#local Tz = E * sin(radians(Foo));
union {
object { HS_element_pointe ()
translate <0, Ty*1.16, Tz*1.16> }
object { HS_element_queue ()
translate <0, Ty*0.80, Tz> }
}
#end // end for
object { HS_element_central () }
// object { Repere }
}
}
/* ============================================================ */
/* Et voici l'engin final */
#declare HexaStar = object
{
object { HS_les_elements }
}
// #debug "++++++++++ hexastar loaded !\n"
/* ============================================================ */

33
hexastar.pov Normal file
View File

@@ -0,0 +1,33 @@
/*
* H E X A C O N E - HE X A S T A R
* nouveau du 3 janvier 2026
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
object { Le_Decor }
#declare CK = 2.03 - (NormClock * 2.72);
#declare DX_cam = 6.1 * cos(CK);
#declare DZ_cam = 5.2 * sin(CK);
#declare Loc_cam = <DX_cam, 1.10, DZ_cam> + Pos_RedB_3;
#declare Lat_cam = <0, 1.95, 0> + Pos_RedB_3;
camera {
location Loc_cam
look_at Lat_cam
right <image_width/image_height, 0, 0>
/* quand j'aurais la bonne machine... */
// focal_point <0.37, 0.0, 0>
// aperture 0.046
// blur_samples 30
angle 65 - 11 * Cos_01(NormClock)
}

View File

@@ -18,6 +18,8 @@ merge {
}
#end
/* ------------------------------------------------------------ */
#macro HW_Cones ()
union {
#for (foo, 0, 360, 60)
@@ -28,10 +30,8 @@ union {
HW_Un_Cone ()
#if ( rand(Rng1) < 0.5 )
texture { T_Wood32 rotate 37 scale 1.30 }
// texture { WIP_color }
#else
texture { T_Wood23 rotate x*87 scale 1.23 }
// texture { T_WIP_alert }
texture { T_Wood23 rotate x*87 scale 1.33 }
#end
// rotate -z*foo
translate <Tx, Hc_ep - 0.22, Tz>
@@ -40,6 +40,7 @@ union {
}
#end
/* ------------------------------------------------------------ */
#macro HW_Chassis ()
difference {
@@ -61,32 +62,39 @@ difference {
#local Tx = El * E * sin(radians(foo));
#local Tz = E * cos(radians(foo));
sphere { 0, 0.17 translate <Tx, 0.20, Tz> }
#end
#for (foo, 0, 360, 60)
#local E = Hc_rad * 1.14;
#local Tx = El * E * sin(radians(foo+30));
#local Tz = E * cos(radians(foo+30));
cylinder { -y, y, 0.05 translate <Tx, 0, Tz> }
cylinder { -y, y, 0.07 translate <Tx, 0, Tz> }
#end
translate y*0.10
texture { T_Wood17 scale 0.82 }
#local R = rand(Rng1);
#if (R<0.20)
texture { T_Wood17 rotate <10, 20, 30> scale 0.82 }
#else
texture { T_Wood15 rotate <17, 28, 39> scale 1.42 }
#end
translate y*0.10 // why ?
}
#end
/* ------------------------------------------------------------ */
#macro HW_une_patte ()
merge {
sphere { 0, 0.02 scale <1, 0.24, 1> translate 0.30*y }
cylinder { 0, 0.30*y, 0.02 }
sphere { 0, 0.07 scale <1, 0.29, 1> }
/* XXX */
#local RP = 0.040;
sphere { 0, RP scale <1, 0.84, 1> translate 0.35*y }
cylinder { 0, 0.35*y, RP }
sphere { 0, 0.09 scale <1, 0.26, 1> }
}
#if ( rand(Rng1) < 0.3 )
texture { Tinny_Brass }
#else
texture { New_Penny }
#local R = rand(Rng1);
#if ( R < 0.3 ) texture { Tinny_Brass }
#elseif ( R < 0.8 ) texture { New_Penny }
#else texture { T_Brass_2C }
#end // if
#end // macro
/* ------------------------------------------------------------ */
#declare HW_les_pattes = object
{
union {
@@ -100,15 +108,59 @@ union {
}
}
/* ------------------------------------------------------------ */
#declare HW_Anneau_0 = object
{
merge {
torus { Hc_rad*0.31, 0.0666 scale <1, 0.55, 1> }
#for (Foo, 0, 359, 60)
#local DX = Hc_rad*0.31 * sin(radians(Foo));
#local DZ = Hc_rad*0.31 * cos(radians(Foo));
#local HC = 0.30 + (0.03*rand(Rng2));
cone { 0, 0.037, y*HC*1.2, 0.0001 translate <DX, 0, DZ> }
#end // FOR
}
texture { GoldDark }
}
#declare HW_Anneau_1 = object
{
merge {
#for (Foo, 0, 359, 60)
#local DX = Hc_rad*0.35 * sin(radians(Foo+30));
#local DZ = Hc_rad*0.35 * cos(radians(Foo+30));
merge {
cylinder { 0, 0.05*y, 0.006 }
cone { 0.03*y, 0.006, 0.08*y, 0.012 }
sphere { 0.08*y, 0.013 }
translate <DX, 0, DZ>
}
#end
}
texture { T_WIP_color }
}
#declare HW_Anneau = object
{
union {
object { HW_Anneau_0 }
object { HW_Anneau_1 }
}
rotate y * (1664 * NormClock)
translate y*0.32
}
/* ------------------------------------------------------------ */
#declare HexaWood = object
{
union {
object { HW_Chassis () }
object { HW_les_pattes }
#if (mod(clock, 10) < 6)
light_source { 0.20*y rgb <0, 0.20, 0.95> }
#if (mod(clock, 8) < 5)
light_source { 0.20*y rgb <0, 0.20, 0.99> }
#end
object { HW_Cones () translate y*0.15 }
object { HW_Anneau }
}
}

30
hexawood.pov Normal file
View File

@@ -0,0 +1,30 @@
/*
* H E X A C O N E - H E X A W O O D
*
* le troisième de la famille.
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
object { Le_Decor }
// object { Repere translate <10, 1, 10> }
#declare LOC = <-3.4 - NormClock, 3.35, 31.9-NormClock>;
#declare LAT = <P_hexawood.x, 0.95+(NormClock*0.11), P_hexawood.z>;
camera {
location LOC
look_at LAT
right <image_width/image_height, 0, 0>
angle 20 + 2.87*NormClock
}

View File

@@ -6,12 +6,11 @@
#include "globals.inc"
#include "contexte.inc"
#include "elements.inc"
#include "hexabenz.inc"
#declare NO_DYNAMIC = 1;
#include "all.inc"
// =======================================================
#declare R_planete = 1.45;
#declare R_planete = 1.85;
#declare Croute = object
{
@@ -52,31 +51,50 @@ union {
}
// =======================================================
#local RO = 4.15;
#local RO = 5.39;
#local CK = NormClock * 13.37;
#declare PosX = RO * sin(CK);
#declare PosY = 0;
#declare PosZ = RO * cos(CK);
object { HexaBenz ()
rotate -y*CK*42.3 translate <PosX, PosY, PosZ>
rotate -y*CK*82.3 translate <PosX, PosY, PosZ>
}
#declare PosX = RO * sin(CK+2.12);
#declare PosY = 0;
#declare PosZ = RO * cos(CK+2.23);
object { HexaCone ()
rotate y*CK*49.22 translate <PosX, PosY, PosZ>
rotate y*CK*99.22 translate <PosX, PosY, PosZ>
}
object { Planete rotate (-clock*0.21)*y }
light_source { <19, 6, 15>, rgb <0.77, 0.79, 0.80> }
#declare PosX = RO * 1.5 * sin(CK+3.14);
#declare PosY = 0;
#declare PosZ = RO * cos(CK+3.23);
object { Trident_A ()
rotate <clock*1.3, 0, clock*0.7>
rotate y*CK*99.22 translate <PosX, PosY, PosZ>
}
#declare PosX = RO * sin(CK+5.14);
#declare PosY = 0;
#declare PosZ = RO * cos(CK+5.14);
object { HexaStar
rotate y*CK*99.22 translate <PosX, PosY, PosZ>
}
object { Planete rotate (-clock*0.31)*y }
light_source { <23, 10, 15>, rgb <0.77, 0.79, 0.80> }
// -------------------------------------------------------------
camera {
location <3, -1.0+(2*NormClock), 10.59>
location <9+NormClock, 1.60+(9.8*NormClock), 11.59>
look_at <0.0, 0.0, 0>
right <image_width/image_height, 0, 0>
#if (0)
focal_point <0.0, 0.0, 0>
aperture 0.046
blur_samples 30
angle 62
#end
angle 57
}

35
panoramic.pov Normal file
View File

@@ -0,0 +1,35 @@
/*
* H E X A C O N E - P A N O R A M I C
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
object { Le_Decor }
// =======================================================
#declare CK = 1.97 + (2.72 * Cos_01(NormClock));
#declare CamX = 1.72;
#declare CamY = 7 + (4*Cos_01(NormClock));
#declare LatX = 20 * cos(CK*1.08);
#declare LatY = 3.0 - sqrt(NormClock);
#declare LatZ = 20 * sin(CK);
// object { Repere scale 2 translate <LatX, LatY, LatZ> }
camera {
// orthographic
location <CamX, CamY, 0>
look_at <LatX, LatY, LatZ>
right <image_width/image_height, 0, 0>
angle 65 + (NormClock * 15)
}

View File

@@ -7,27 +7,23 @@
#include "globals.inc"
#include "contexte.inc"
#include "elements.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// ---------------------------------------
#include "dynamic.inc"
#declare PosX = 2.95;
#declare PosY = 2.60 + (NormClock*0.28);
#declare PosZ = (NormClock-0.5) * 53.27;
#declare PosX = 3.95;
#declare PosY = 3.80 + (NormClock*0.299);
#declare PosZ = (NormClock-0.5) * 45.27;
object { HexaCone () translate <PosX, PosY, PosZ> }
object { HexaCone () translate <PosX+2.96, PosY+1.72, PosZ-11.5> }
object { HexaBenz () translate <PosX-1.96, PosY+2.42, PosZ-17.5> }
/* XXX this two object in dynamic.inc ??? */
object { HexaBenz () translate <PosX+2.96, PosY+3.22, PosZ-19.5> }
object { HexaStar rotate y*90 translate <PosX-1.96, PosY+2.72, PosZ-17.5> }
object { Le_Decor }
#if ( (clock < 141) )
#if ( (clock < 181) )
light_source {
<3, 0.30, -8> color Blue
spotlight
@@ -38,23 +34,24 @@ light_source {
}
#end
#if ( (clock > 230) & (clock < 300) )
#if ( (clock > 230) & (clock < 340) )
light_source {
<2, 0.30, -2> color White
<2, 0.30, -2> color Green
spotlight
radius .044
falloff 2
tightness 3
point_at <PosX, PosY-0.30, PosZ>
point_at <PosX, PosY-0.10, PosZ>
}
#end
camera {
location <-2.76, 1.03, 9.76>
look_at <PosX+0.08, PosY, PosZ>
location <-2.76, 1.53, 8.76>
look_at <PosX+0.09, PosY, PosZ-0.03>
right <image_width/image_height, 0, 0>
// focal_point <0, 1, 0>
// aperture 0.046
// blur_samples 30
angle 34
angle 32
}

38
patrouille.pov Normal file
View File

@@ -0,0 +1,38 @@
/*
* H E X A C O N E - E S S A I
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*
* this sequence was created on Fri Feb 13 01:20:24 PM UTC 2026
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
// object { Repere scale 5 translate y*4 }
/* =============================================================== */
#declare CamX = 90 - (4 * NormClock);
#declare CamY = 176;
#declare CamZ = 170 - (33 * NormClock);
/* XXX to be verified !
#declare LatX = Loc_Patrouille.x;
#declare LatY = Loc_Patrouille.y;
#declare LatZ = Loc_Patrouille.z;
*/
camera {
location <CamX, CamY, CamZ>
look_at Loc_Patrouille
right <image_width/image_height, 0, 0>
angle 13
}
/* =============================================================== */

View File

@@ -7,26 +7,25 @@
#include "globals.inc"
#include "contexte.inc"
#include "elements.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
#declare A = <-SzSol, 16, -8>;
#declare B = <SzSol+4, 18, -11>;
#declare P = Interpolate(A, B, NormClock);
object { HexaCone () rotate y*((6*NormClock)+80) translate P }
#include "dynamic.inc"
object { HexaBenz () rotate y*(clock/9) translate <-9, 3, 7> }
// ---------------------------------------------------------
// WTF is that ??? XXX
#if (0)
#declare A = <-15, -1.9, SzSol>;
#declare B = < 23, -0.7, SzSol>;
#declare P = Interpolate(A, B, NormClock);
object { HexaWood translate P }
object { HexaWood scale 10 translate P }
#end
// ---------------------------------------------------------
@@ -34,17 +33,18 @@ object { Le_Decor }
// object { Repere scale 3 translate <SzSol, 2, SzSol> }
#local DistCam = 239;
#local CK = 0.56 + (0.72 * NormClock);
#local DistCam = 460 + (16 * NormClock);
#local CK = -1.71 - (0.039 * NormClock);
#declare CamX = DistCam * sin(CK);
#declare CamY = 28;
#declare CamY = 28 + NormClock;
#declare CamZ = DistCam * cos(CK);
camera {
location <CamX, CamY, CamZ>
look_at <0, 0.3, 0>
look_at <0, 0.35, 0>
right <image_width/image_height, 0, 0>
// focal_point <2, 1, 12>
// aperture 0.046
// blur_samples 30
angle 10
angle 3.5
}

View File

@@ -1,32 +1,32 @@
/*
* H E X A C O N E
* H E X A C O N E - S C E N E
* nouveau projet Thu Dec 5 11:37:05 AM UTC 2024
* The first one...
*/
#version 3.7;
#include "globals.inc"
#include "contexte.inc"
#include "elements.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// ---------------------------------------------------------
object { Le_Decor }
#declare CK = 96 + (clock * 0.36);
#declare Dcam = 3.55;
#declare CamX = Dcam * sin(radians(CK));
#declare CamZ = Dcam * 1.20 * cos(radians(CK));
#declare CK = 144 + (clock * 0.25);
#declare Dcam = 3.75;
#declare CamX = Dcam * cos(radians(CK+0.9));
#declare CamZ = Dcam * 1.20 * sin(radians(CK));
#declare LatY = 2.45 + (1.47 * Cos_010(NormClock));
#declare Lat = <0.03, 1.18, 0.17>;
camera {
location <CamX, 1.23, CamZ>
look_at Lat
location <CamX, 1.97, CamZ>
look_at <0.03, LatY, 0.17>
right <image_width/image_height, 0, 0>
// focal_point Lat
// aperture 0.046
// blur_samples 30

125
splined.pov Normal file
View File

@@ -0,0 +1,125 @@
/*
* H E X A C O N E - S P L I N E D
*
* new: Sun Oct 19 05:20:49 PM UTC 2025
* https://www.f-lohmueller.de/pov_tut/animate/anim210e.htm
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
// =======================================================
#declare Spline_1 =
spline {
cubic_spline
-0.2, <-2, 1.0, -3>, // control point
0.0, <-0.5, 1.3, -2.7>, // start point
0.2, < 2.0, 1.0, -1.0>,
0.4, < 1.0, 1.5, 0.0>,
0.6, < 0.0, 2.2, 0.1>,
0.8, <-1.1, 1.6, 1.1>,
1.0, < 2.0, 1.0, 2.0>, // end point
1.2, < 4, 1.0, 2> // control point
}
#local Scaler = <2, 1, 3>; // XXX please explain
#declare ViewSpline = object
{
union {
#for (CK, 0.00, 1.00, 0.0021)
sphere { <0,0,0>, 0.023
texture{
pigment {color rgb <0.20, 0.24, 0.14> }
finish {ambient 0.15 diffuse 0.85 phong 0.6 }
}
translate (Scaler * Spline_1(CK))
}
#end // for loop
} // closing union
}
#declare AllTheSpline = object
{
#local K1 = 0.90 - (NormClock * 0.003);
#local K2 = 1.00 - K1;
#local V1 = NormClock * K1;
#local V2 = V1 + K2;
union {
object { ViewSpline }
#declare P1 = Scaler * Spline_1(V1);
#declare P2 = <1, -1.3, 0.2> + (0.95 * Scaler * Spline_1(V2));
sphere {
0, 0.06
texture { B_Texture }
translate P1
}
sphere {
0, 0.06
texture { R_Texture }
translate P2
}
cylinder {
P1, P2, 0.017
texture { G_Texture }
}
finish { ambient 0.15 diffuse 0.65 phong 0.4 }
}
#if (0)
#fopen KP "WS/spline.log" append
#write (KP, clock, " ", NbFrames, " ")
#write (KP, NormClock, " ", K1, " ", K2, " ", V1, " ", V2, "\n")
#fclose KP
#end
}
// =======================================================
#declare Flag = (mod(clock,120) < 40);
#if ( Flag )
object { AllTheSpline scale 10 translate y*2 }
#debug " FLAG IS YES\n"
#else
#debug " FLAG IS NO\n"
#end
/* P1 and P2 are computed in AllTheSpline object */
#local P1B = (P1 * 10) + <0, 2, 0>;
#local P2B = (P2 * 8) + <0, 2, 0>;
#if ( Flag )
#declare Loc_cam = <87-(12*NormClock), 29-NormClock, 4-(9*exp(NormClock))>;
#declare Lat_tmp = Interpolate(P1, P2, 0.50);
#declare Lat_cam = (Lat_tmp * 10) + <0, 2, 0>;
#declare Ang_cam = 105;
#else
#declare Loc_cam = P1B;
#declare Lat_cam = P2B; // XXX * 0.85;
#declare Ang_cam = 52;
#end
// vstr(N,A,S,L,P)
#debug concat(" LOC: ", vstr(3, Loc_cam, " ", 6, 3), "\n")
#debug concat(" LAT: ", vstr(3, Lat_cam, " ", 6, 3), "\n")
// object { Repere scale 4 translate Lat_cam }
camera {
location Loc_cam
look_at Lat_cam
right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.0, 0>
// aperture 0.046
// blur_samples 30
angle Ang_cam
}

View File

@@ -7,42 +7,29 @@
#include "globals.inc"
#include "contexte.inc"
#include "elements.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
// =======================================================
/*
* on fait passer un hexatruc
*/
#declare A = <-SzSol, 16, 9>;
#declare B = < SzSol+4, 18, 11>;
#declare P = Interpolate(A, B, NormClock);
object { HexaCone () rotate y*((12*NormClock)+80) translate P }
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
// object { Repere translate y*2 }
// XXX instrumenter la caméra serait un GROS plus !!!
// =======================================================
#declare Debut = <-3, 57, 47> ;
#declare Fin = < 2, 53, 7> ;
#declare Pos = Cos_01(NormClock);
#declare Debut = <-33, 89, 289> ;
#declare Fin = < 36, 78, -2> ;
#declare Pos = sqrt(NormClock);
#declare PosCam = Interpolate(Debut, Fin, Pos);
#declare LatCam = PosCam + <-1, -20, -(NormClock+9)>;
#declare LatX = 0.614 * sin(NormClock*11.27);
#declare LatZ = -(150 + (7*NormClock));
#declare LatCam = PosCam + <LatX, -95, LatZ>;
// object { Repere scale 20 translate LatCam + y*5 }
camera {
location PosCam
look_at LatCam
angle 54
right <image_width/image_height, 0, 0>
angle 64
}

View File

@@ -1,23 +1,33 @@
# Tools
Build system and utilities.
The page for « Build system and utilities ».
## Make a sequence
Un argument pour construire la séquence entière ou deux pour démarrer au milieu, c'est pratique quand le disjoncteur fait un *beu-beu*. Exemples :
Un argument pour construire la séquence entière ou deux pour démarrer au
milieu, c'est parfois pratique quand le disjoncteur fait un *beu-beu* en
plein milieu. Exemples :
```
$ tools/mkloop.sh survol
$ tools/mkloop.sh survol 133
```
Et pour générer plusieurs séquences dans la foulée, avec les
post-processings (ega-mp4 et ega-gif89a) en même temps,
vous avez le script [Mk Sex](mkseqs.sh) à votre service.
Mkloop ajoute le nom de la séquence, le numéro de trame et le temps de
rendu au fichier `log/mp4.timing` permettant ainsi la création de
graphiques aussi jolis qu'inutiles.
## Linkfarming
C'est le directeur de la production, le grand
[script](./linkfarmer.sh)
d'assemblage des séquences avec générique et intertitres.
Hélas, il n'est pas encore configurable.
Hélas, il n'est pas encore configurable. Mais c'est
en projet pour juin 2026 ?
## Encoding
@@ -29,4 +39,18 @@ Le fichier de sortie s'appelle *wip.mp4* dans tous les cas.
## Plot the timing
On peut visualiser le temps de calcul d'une séquence avec la
commande [plot-timing.sh](./plot-timing.sh) qui génère un fichier
PNG. C'est un script basé sur *Awk* et *Gnuplot*.
Ces graphiques sont utilisés comme fond pour les
intertitres.
```
$ tools/plot-timing.sh essai && d timing.png
```
Cette commande utilise le fichier `log/mp4.timing`, lequel est généré
par le script de création de séquence vu plus haut.

38
tools/build-ega-mp4.sh Executable file
View File

@@ -0,0 +1,38 @@
#!/bin/bash
set -eu
source tools/fonctions.sh
# retour aux vieilles pratiques : EGA 640x350
# c'est une nouveauté du 18 octobre 2025
SEQ="essai"
if [ $# == 1 ] ; then
SEQ=$1
fi
# echo "[$SEQ] going EGA" | tee -a WS/log
debut=$(date +%s)
rm -f spool/EGA/*.png
for source in $(ls -1 frames/$SEQ/*.png)
do
bname=$( basename $source )
destname="frames/EGA/$bname"
# echo $source "==>" $destname
convert $source \
-equalize \
-dither none \
-resize '640x350!' \
-remap datas/ega-16colors.png \
$destname
done
ff_encodage "EGA/" "ega-$SEQ.mp4"
fin=$(date +%s)
echo "$SEQ -> ega" $(( fin-debut )) "secondes"

27
tools/build-gif89a.sh Executable file
View File

@@ -0,0 +1,27 @@
#!/bin/bash
set -eu
# retour aux vieilles pratiques : la Gif animée.
# c'est une nouveauté du 18 octobre 2025
SEQ="essai"
if [ $# == 1 ] ; then
SEQ=$1
fi
GIF="gif89a/$SEQ.gif"
# echo "seq $SEQ -> $GIF" | tee -a WS/log
convert \
-delay 7 \
-dither none \
-equalize \
-resize '320x240!' \
-remap datas/ega-16colors.png \
frames/$SEQ/00??[369].png \
$GIF

View File

@@ -1,9 +1,10 @@
# size of the video
Img_Width=1024
Img_Height=720
TEXTCOL="PowderBlue"
STROKOL="RosyBrown"
# for imagemagick
TEXTCOL="Yellow"
STROKOL="Green"
NBFRAMES=360
NBFRAMES=450

View File

@@ -38,11 +38,11 @@ ff_encodage()
SRCDIR="$1"
FILMNAME="$2"
echo "Encoding $SRCDIR to $FILMNAME" | tee -a WS/log
# echo "Encoding $SRCDIR to $FILMNAME" | tee -a WS/log
ffmpeg -nostdin \
-y -r 30 -f image2 -i frames/${SRCDIR}/%05d.png \
-metadata artist='--[ tTh ]--' \
-metadata title='-- HexaCone --' \
-metadata artist='--[ tTh des Bourtoulots ]--' \
-metadata title='--[ la famille HexaCone ]--' \
-c:v libx264 \
-pix_fmt yuv420p \
-tune film \

View File

@@ -31,26 +31,27 @@ IDX=$(( IDX + 1 ))
linkfarm ()
{
SRC="frames/$1"
echo "linkfarm $SRC" | tee -a WS/log
# echo "linkfarm $SRC" | tee -a WS/log
local INTER="/dev/shm/tmp-intertitre.png"
tools/plot-timing.sh $1
local NBRE=75
local NBRE=78
convert "WS/negatif.png" \
-gravity north \
-font $FONTE \
-pointsize 96 \
-pointsize 108 \
-kerning 8 \
-fill $TEXTCOL \
-strokewidth 2 -stroke $STROKOL \
-annotate +0+530 "$1" \
-strokewidth 3 -stroke $STROKOL \
-annotate +0+330 "$1" \
${INTER}
for foo in $(seq 0 $NBRE)
do
copy_a_file $INTER
# :
done
for foo in $(seq 0 $NBRE)
@@ -63,9 +64,11 @@ do
copy_a_file $src
done
PIC=$( printf "%s/%05d.png" $SRC $((NBFRAMES-1)) )
# echo "End pic $PIC" >> WS/log
for foo in $(seq 0 $NBRE)
do
copy_a_file "$SRC/00359.png"
copy_a_file "$PIC"
done
}
# -------------------------------------------------------
@@ -73,11 +76,11 @@ faire_le_titre ()
{
echo "faire le titre"
local NBRE=320
local SRC="frames/passage/00099.png"
local NBRE=300
local SRC="frames/hexacone/00199.png"
local GRAY="/dev/shm/tmp-titre.png"
convert -colorspace gray -colors 27 $SRC $GRAY
convert -colorspace gray -colors 90 $SRC $GRAY
for foo in $(seq 0 $NBRE)
do
@@ -88,7 +91,7 @@ do
-pointsize 140 \
-kerning 6 \
-fill $TEXTCOL \
-strokewidth 3 -stroke $STROKOL \
-strokewidth 5 -stroke $STROKOL \
-annotate +0+${Ypos} "La famille\nHexaCone" \
${TMP}
# identify ${TMP}
@@ -101,12 +104,12 @@ echo
faire_la_fin ()
{
local NBRE=180
datetime=$(LANG=fr date -u +"%Y/%m/%d")
echo $datetime | tee -a WS/log
datetime=$(LANG=fr date -u +"%Y/%m/%d %H:%M")
echo " $datetime" | tee -a WS/log
local SRC="frames/escadrille/00299.png"
local GRAY="/dev/shm/tmp-titre.png"
convert -colorspace gray -colors 27 $SRC $GRAY
local SRC="frames/patrouille/00165.png"
local GRAY="/dev/shm/tmp-fin.png"
convert -colorspace gray -colors 90 $SRC $GRAY
for foo in $(seq 0 $NBRE)
do
@@ -114,8 +117,8 @@ do
convert ${GRAY} \
-gravity north \
-font $FONTE \
-pointsize 86 \
-kerning 6 \
-pointsize 92 \
-kerning 5 \
-fill $TEXTCOL \
-strokewidth 2 -stroke $STROKOL \
-annotate +0+${Ypos} \
@@ -127,6 +130,7 @@ do
${TMP}
# identify ${TMP}
copy_a_file ${TMP}
printf "."
done
echo
@@ -139,22 +143,31 @@ rm -f frames/Spool/*.png
faire_le_titre
linkfarm hexabenz
linkfarm approche
linkfarm hexacone
linkfarm remote
linkfarm hexabenz
linkfarm patrouille # new St Valentine 2026
linkfarm hexawood
linkfarm escadrille
linkfarm survol
linkfarm around # new 26 jan 2026
linkfarm cutoff
linkfarm panoramic
linkfarm topview
linkfarm trident
linkfarm passage
linkfarm scene
linkfarm carto
linkfarm circular
linkfarm bubblecut
linkfarm orbite
linkfarm remote
linkfarm essai
tools/plot-timing.sh
faire_la_fin
ff_encodage Spool full.mp4
ff_encodage Spool the-hexacone-family.mp4
nb=$(( $IDX - 1 ))
echo "linkfarmed $nb files" | tee -a WS/log

View File

@@ -16,12 +16,15 @@ fi
echo "$0 $SEQNAME from $START" >> WS/log
DIMS="-W$Img_Width -H$Img_Height"
POVOPT="+q9 +A0.02 -d ${DIMS} -WT5"
NBFR=" Declare=NbFrames=$NBFRAMES "
POVOPT="+q9 +A0.02 -d ${DIMS} ${NBFR} -WT4"
echo $NBFR "frames."
echo $POVOPT ; echo ; sleep 2
TMPIMG=/dev/shm/${SEQNAME}-tmp.png
for frame in $(seq $START $((NBFRAMES-1)))
# echo "TMPIMG" ${TMPIMG} | tee -a WS/log # DEBUG !
INC=1
for frame in $(seq $START $INC $((NBFRAMES-1)))
do
img=$(printf "frames/%s/%05d.png" $SEQNAME $frame)
@@ -31,24 +34,27 @@ do
err=$?
if [ $err != 0 ] ; then
echo "$SEQNAME fail $frame" >> WS/log
mogrify -colorspace gray -blur 5x5 $img
mogrify -colorspace gray -blur 5x5 -colors 8 $img
visual_sleep "render fail" 12
continue
fi
set -e
txt=$(printf "%s %03d" ${SEQNAME} $frame | tr '01' 'ol')
sqn=$(echo ${SEQNAME} | tr [a-z] [A-Z])
txt=$(printf "%s %03d" ${sqn} ${frame} | \
tr '01' 'ol')
# echo $frame $img $txt
convert ${TMPIMG} \
-font Courier-Bold \
-pointsize 16 \
-kerning 8 \
-pointsize 44 \
-kerning 3 \
-fill ${TEXTCOL} \
-gravity north \
-annotate +12+5 "$txt" \
-strokewidth 2 -stroke $STROKOL \
-gravity south \
-annotate +0+5 "$txt" \
${img}
fin=$(date +%s)
echo
printf "%-12s %4d %4d\n" \
echo ; sleep 1
printf "%-12s %5d %5d\n" \
${SEQNAME} $frame $(( fin-debut )) | \
tee -a WS/mp4.timing
echo ; sleep 2
@@ -59,5 +65,6 @@ echo
ff_encodage $SEQNAME wip-${SEQNAME}.mp4
echo "+------- build of $SEQNAME done"
echo "build of '$SEQNAME' done" | tee -a WS/log

24
tools/mkseqs.sh Executable file
View File

@@ -0,0 +1,24 @@
#!/bin/bash
source tools/config.sh
source tools/fonctions.sh
echo "MKSEX ( $* )" | tee -a WS/log
sleep 1
for foo in $*
do
if [ -r "$foo.pov" ] ; then
tools/mkloop.sh $foo
tools/build-ega-mp4.sh $foo
tools/build-gif89a.sh $foo
else
echo "+++ Beurking on $foo" | tee -a WS/log
sleep 30
fi
visual_sleep "next render is comming" 20
done

43
tools/motionblur.sh Executable file
View File

@@ -0,0 +1,43 @@
#!/bin/bash
#
# a new experiment 2026/02/29
#
##############################
# THIS SOFTWARE IS A MESS #
# TOO SLOW FOR REAL USE #
##############################
set -e ; set -u
source tools/config.sh
source tools/fonctions.sh
START=1
if [ $# == 1 ]
then
START=$1
fi
NB_SRC=$(ls -1 frames/Spool | wc -l)
printf "%s: %d frames\n" $0 $NB_SRC | tee -a WS/log
# -------------------------------------------------------
# MAIN LOOP
for frame in $(seq $START $(( $NB_SRC-1 )) )
do
imgA=$(printf "frames/Spool/%05d.png" $frame)
imgB=$(printf "frames/Spool/%05d.png" $((frame-1)))
imgC=$(printf "frames/TMP/%05d.png" $frame)
# echo $imgA $imgB
printf "%8d" $frame
composite $imgA $imgB \
-blend 50% \
$imgC
done
ff_encodage TMP motion-blurred.mp4
# -------------------------------------------------------

View File

@@ -16,7 +16,10 @@ fi
# echo "plot timing $sequence" >> WS/log
grep $sequence WS/mp4.timing | tail -3600 | awk \
count=$( grep $sequence WS/mp4.timing | wc -l )
echo "$count samples for $sequence"
grep $sequence WS/mp4.timing | tail -4000 | awk \
-v nbframes=$NBFRAMES \
' \
BEGIN { \
@@ -56,7 +59,7 @@ gnuplot << __EOC__
set term png size $Img_Width,$Img_Height
set output "timing.png"
set grid
set xrange [:360]
set xrange [:450]
set yrange [0:]
set title "Séquence '${sequence}'"
set xlabel "numéro de la trame"

View File

@@ -7,31 +7,21 @@
#include "globals.inc"
#include "contexte.inc"
#include "elements.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
/* XXX
#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 }
/*
* XXX
* why this two moving hexathings are not in "dynamic.inc" ?
*/
#include "dynamic.inc"
object { HexaCone () rotate z*9.1 translate <7, 3, -8> }
object { HexaCone () rotate z*9.1 translate <7, 3+NormClock, -8> }
object { HexaBenz () translate <-9+NormClock, 2, -6> }
/*
* nouveau 11 fevrier 2025
*/
#declare A = <-21, -0.9, (SzSol/2)+9>;
#declare B = < 33, -0.7, (SzSol/2)+7>;
#declare A = <-29, -0.5, (SzSol/2)+9>;
#declare B = < 36, -0.7, (SzSol/2)+7>;
#declare P = Interpolate(A, B, NormClock);
object { HexaWood translate P }
@@ -39,14 +29,15 @@ object { HexaWood translate P }
object { Le_Decor }
#declare CamY = 31 + (13.37*Cos_01(NormClock));
#declare LatY = -3 + (1.12*NormClock);
#declare CamY = 47 - (9.50 * Cos_01(NormClock));
#declare LatY = -4 + ( 2.12 * NormClock);
camera {
location <-3.60, CamY, 21.09>
look_at <0, LatY, 0>
location <-3.60, CamY, 10.09>
look_at <0.6, LatY, 0>
right <image_width/image_height, 0, 0>
// focal_point <2, 1, 12>
// aperture 0.046
// blur_samples 30
angle 45 + (6*NormClock)
angle 45 + (65*NormClock)
}

View File

@@ -1,10 +1,101 @@
/* ------------------------------------------------------
*
/*
* H E X A C O N E T R I D E N T
*/
#declare Trid_length = 2;
// ------------------------------------------------------
/*
* 2026/01/15 : this object is malformed,
* please correct it as soon as possible.
*/
#declare Trid_cone = object
{
merge {
cone { 0, R_basecone, y*0.89, 0.0001 }
sphere { 0, R_basecone }
}
}
#macro Trid_A_cone ()
difference {
object { Trid_cone }
object { Trid_cone translate -y*0.06 }
#local Foo = rand(Rng1);
#if (Foo < 0.25) texture { T_Brass_2C }
#elseif (Foo < 0.50) texture { tPlasticOrange }
#elseif (Foo < 0.75) texture { T_Chrome_3A }
#else texture { GoldDark }
#end // else
#undef Foo
}
#end // macro
// ------------------------------------------------------
#macro Trid_A_head ()
union {
#for (A, 0, 360, 120)
#local E = 0.29;
#local Tx = E * sin(radians(A));
#local Tz = E * cos(radians(A));
object { Trid_A_cone () translate <Tx*2, 0, Tz> }
#end // for
#undef Tx
#undef Tz
torus { E*1.51, 0.012
scale <1, 3, 1> translate y*0.05
texture { T_Chrome_3B } }
}
#end
// ------------------------------------------------------
#macro Trid_A_body ()
#local L = Trid_length / 2;
#local R = 0.095;
merge {
cylinder { <0, -L, 0>, <0, L, 0>, R }
sphere { 0, R scale <1, 6.66, 1> translate y*L }
sphere { 0, R scale <1, 0.45, 1> translate -y*L }
#local R = rand(Rng1);
#if ( R < 0.333) texture { T_Chrome_1C }
#elseif ( R < 0.666) texture { T_Silver_1C }
#else texture { T_WIP_rasta scale 3 }
#end
}
#undef L
#end // macro
// ------------------------------------------------------
#macro Trid_A_ailette ()
union {
#local E = 0.49;
object { Trid_A_cone () scale 0.89 translate <E, -0.05, 0> }
cylinder { 0, x*E, 0.008 scale <1, 5, 1> }
#local R = rand(Rng1);
#if ( R < 0.86 ) texture { T_Silver_3A }
#else texture { T_WIP_rasta }
#end
#undef E
}
#end
// ------------------------------------------------------
#macro Trid_A_tail ()
union {
#for (A, 0, 359, 120)
#local RY = A + 27*rand(Rng1);
object { Trid_A_ailette () rotate RY*y }
#end // for
}
#end
// ------------------------------------------------------
// ------------------------------------------------------
#macro Trident_A ()
union {
object { Trid_A_head () translate y*0.83 }
object { Trid_A_body () }
object { Trid_A_tail () translate -y*0.60 }
// object { Repere translate <0.1, 0, 0.1> }
}
#end
// ------------------------------------------------------
// ------------------------------------------------------

39
trident.pov Normal file
View File

@@ -0,0 +1,39 @@
/*
* H E X A C O N E - T R I D E N T
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
object { Le_Decor }
// object { Repere scale 2 }
#declare CK = 0.8 - (NormClock * 0.71);
#if (NormClock < 0.5000)
#declare DX_cam = -6.9 * cos(CK);
#declare DZ_cam = -5.4 * sin(CK);
#else
#declare DX_cam = -6.9 * sin(CK);
#declare DZ_cam = -5.6 * cos(CK);
#end
#declare Loc_cam = <DX_cam, 1.0, DZ_cam> + Pos_RedB_2;
camera {
location Loc_cam
look_at Pos_RedB_2 + <0, 2.05+NormClock, 0>
right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.0, 0>
// aperture 0.046
// blur_samples 30
angle 65 - 7 * Cos_01(NormClock)
}

296
xperiment.inc Normal file
View File

@@ -0,0 +1,296 @@
/*
* H E X A C O N E - X P E R I M E N T
*
* A cosy place for experimental things (2025/10/27)
*
*/
/* =============================================================== */
/*
* nouveau : Tue Feb 10 12:42:43 AM UTC 2026
*/
#macro HoleBorder_A (V)
difference {
#local RA = V * R_hole * 1.004;
#local RB = V * R_hole * 0.996;
#local HB_H = 0.53;
cylinder { 0, y*HB_H, RA }
cylinder { -y, y*2, RB }
#for (foo, 0, 179, 4)
cylinder {
<-20, 0, 0>, < 20, 0, 0>, 0.075
scale <1, 2.2, 1> translate y*(HB_H/2)
rotate y*foo
}
#end // for
#local R = rand(Rng1);
#if (R < 0.42) texture { LeGris }
#elseif (R < 0.64) texture { T_Beton_2 }
#else texture { T_Beton_1 }
#end
}
#end
/* --------------------------------------------------------------- */
#macro HoleBorder_B (V)
union {
#local Ra = V * R_hole * 1.02;
#local Rb = 0.028;
#local KY = 0.21;
torus { Ra, Rb texture { T_Beton_2 } translate y*KY }
torus { Ra, Rb texture { T_WIP_color } translate y*(KY*2) }
torus { Ra, Rb texture { T_WIP_dents } translate y*(KY*3) }
#for (foo, 0, 359.99, 15)
#local Dx = Ra * sin(radians(foo));
#local Dz = Ra * cos(radians(foo));
cylinder { 0, y*(3*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
/* =============================================================== */
/*
* new Tue Dec 30 07:39:09 AM UTC 2025
*/
#declare Patrouille = object
{
union {
#local EX = 1.9;
#local EZ = 2.0 + (0.5*sin(NormClock*2));
object { Trident_A () rotate x*87 }
object { HexaBenz () translate <-EX, 0, -EZ> }
object { HexaCone () translate < EX, -0.4, -EZ> }
object { HexaStar rotate y*90 translate <-EX*2, 0, -EZ*2> }
object { HexaCone () translate < EX*2, 0.3, -EZ*2> }
}
rotate y*90 // pour pointer vers X
}
/* =============================================================== */
#macro Pointe_Wagonnet_0 ()
merge {
cone { 0, 0.06, y*0.33, 0.001 }
sphere { 0, 0.06 }
#local R = rand(Rng1);
#if (R < 0.25)
texture { T_Chrome_3A }
#elseif (R < 0.50)
texture { T_Chrome_2B }
#elseif (R < 0.75)
texture { T_Chrome_3C }
#else
texture { T_Chrome_3D }
#end // IF
}
#end // Macro
/* --------------------------------------------------------------- */
#macro Corps_Wagonnet_0 (Longueur)
object {
/* le corps */
merge {
#local L2 = Longueur / 2;
#local R = 0.29;
cylinder { <L2, 0, 0>, <-L2, 0, 0>, R }
sphere { <0, 0, 0>, R
scale <3, 1, 1>
translate x*L2
}
sphere { <-L2, 0, 0>, R }
/* le kiosque (est-ce un sous-marin ?) */
merge {
#local H2 = L2 * 0.50;
cylinder { <0, 0, 0>, <0, H2, 0>, R/4 }
sphere { <0, 0, 0>, R/4
scale <1, 0.5, 1> translate y*H2
}
scale <2.5, 1, 1> translate x*L2*0.75
}
#local R = rand(Rng1);
#if (R < 0.27) texture { T_Brass_2C }
#elseif (R < 0.56) texture { GoldDark }
#elseif (R < 0.70) texture { T_Chrome_5A }
#else texture { T_Gold_3C }
#end
}
}
#end // macro
/* --------------------------------------------------------------- */
#macro Wagonnet_0 (Longueur)
union {
object { Corps_Wagonnet_0 (Longueur) }
#for (Foo, 0, 5)
#local DX = 0.35 - (Foo*0.24);
#local RP = -30 + (60 * rand(Rng1));
object { Pointe_Wagonnet_0 ()
translate <DX, 0.31, 0> rotate x*RP }
#end
// object { Repere scale 0.75 translate <0.06, 0.55, 0.25> }
}
#end // macro
/* =============================================================== */
/* nouveau du 7 octobre 2025 */
#macro Une_Boule ()
sphere {
0, 0.18 + (rand(Rng1) * 0.06)
#local R = rand(Rng1);
#if (R < 0.333) texture { C_Texture }
#elseif (R < 0.666) texture { M_Texture }
#else texture { Y_Texture }
#end
finish { phong 0.7 specular 0.3 }
}
#end // macro
/* TODO
* trouver une meilleure méthode de placement
*/
#declare Les_Boules = object
{
union {
#for (A, 0, 64, 1)
#local CK = (NormClock*55.00) + (A*0.28);
object { Une_Boule ()
#local TX = 3.2 * sin(CK);
#local TY = 0.4 * cos(sin(CK));
#local TZ = 3.0 * cos(1-CK);
translate <TX, TY, TZ>
}
object { Repere scale 2 }
#end // for
}
}
/* =============================================================== */
/*
* nouveau du 25 octobre 2025
*/
#macro Une_Arche (Val)
object {
// #debug concat(" Arche, val = ", str(Val, 6, 4), "\n")
merge {
#local Ha = 1.80;
#local D2 = Val * 1.414;
// mettre une base de la colonne
cylinder { <-1, 0, 0>, <-1, 0.20, 0> D2 }
cylinder { < 1, 0, 0>, < 1, 0.20, 0> D2 }
sphere { 0, D2 scale <1, 0.5, 1> translate <-1, 0.20, 0> }
sphere { 0, D2 scale <1, 0.5, 1> translate < 1, 0.20, 0> }
// les deux futs de l'arche
cylinder { <-1, 0, 0>, <-1, Ha, 0>, Val }
cylinder { < 1, 0, 0>, < 1, Ha, 0>, Val }
#if (rand(Rng1) < 0.50)
torus { 0.008, Val*1.08 translate <-1, Ha, 0> }
torus { 0.008, Val*1.08 translate < 1, Ha, 0> }
#else
cylinder { y*(Ha-0.07), y*(Ha+0.01), Val*1.12 translate -x }
cylinder { y*(Ha-0.08), y*(Ha+0.01), Val*1.13 translate x }
#end
intersection {
torus { 1, Val }
box { <-20, -5, 0>, <20, 5, -20> }
rotate <90, 0, 0> translate Ha*y
}
#local R = rand(Rng1);
#if (R < 0.20) texture { T_Stone40 scale 5+rand(Rng1) }
#elseif (R < 0.40) texture { T_Stone44 scale 4+rand(Rng1) }
#elseif (R < 0.60) texture { T_Stone32 scale 6+3*rand(Rng1) }
#elseif (R < 0.80) texture { T_Stone24 scale 5+rand(Rng1) }
#else texture { T_Stone36 scale 3+rand(Rng1) }
#end
}
}
#end
#macro Les_Arches (EK)
union {
#local E = EK + (rand(Rng1) * 0.50);
object { Une_Arche (0.20) }
object { Une_Arche (0.16) translate -z*E }
object { Une_Arche (0.16) translate z*E }
object { Une_Arche (0.12) translate -z*E*2 }
object { Une_Arche (0.12) translate z*E*2 }
object { Une_Arche (0.08) translate -z*E*3 }
object { Une_Arche (0.08) translate z*E*3 }
}
#end // macro
#macro Trois_Arches (Dist)
union {
object { Une_Arche (0.05) }
object { Une_Arche (0.05) translate z*2 }
object { Une_Arche (0.05) translate z*4 }
scale 1.85
}
#end // macro trois arches
// ==============================================================
/*
* new Mon Oct 27 04:54:41 PM UTC 2025
*/
#macro Un_Pylone (Type, Hauteur)
#debug " Un pylone ?\n"
#end // macro
// ==============================================================
/*
* nouveau du 12 octobre 2025
*/
#macro Cahute_0 ()
difference {
#local KX = 0.52;
#local KH = 1.80 + rand(Rng1) ;
// #debug concat(" Cahute_0, KH = ", str(KH, 6, 4), "\n")
#local KZ = KX + (0.24*rand(Rng1));
box { <-KX, 0, -KZ>, <KX, KH, KZ> }
#local Mult = 0.97;
#local KX = KX * Mult;
#local KH = KH * Mult;
#local KZ = KZ * Mult;
box { <-KX, 0.0001, -KZ>, <KX, KH, KZ> }
cylinder { <-10, KH*0.70, 0>, <10, KH*0.72, 0>, KX * 0.823 }
#local R = rand(Rng1);
// #debug concat("Random = ", str(R, 6, 4), "\n")
#if ( R < 0.23 ) texture { T_Planete_A }
#elseif ( R < 0.56 ) texture { T_Beton_1 }
#else texture { T_Beton_2 }
#end // if
rotate y * (207 * rand(Rng1))
}
#end // macro
/* le support des cahutes XXX */
#macro Les_Cahutes ()
union {
#local H = 0.80;
#local K = 2.75;
union {
object { Cahute_0 () translate -x * K }
object { Cahute_0 () translate x * K }
object { Cahute_0 () translate -z * K }
object { Cahute_0 () translate z * K }
translate y*H
}
#local K2 = K + 1.35;
box { <-K2, 0, -K2>, <K2, H, K2> pigment { Gray30 } }
}
scale 0.5
// rotate -y * (clock*0.33)
#end
// =======================================================