Vertaa committeja

235 Commitit
Tekijä SHA1 Viesti Päivämäärä
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
Tonton Th db5eedffe1 a lot of change, stay tuned 2025-02-19 02:49:16 +01:00
Tonton Th 532560518c cosmetic 2025-02-19 02:48:45 +01:00
Tonton Th 479e4ee18d cosmetic 2025-02-19 02:48:26 +01:00
Tonton Th 3ff83f012d the best cosmetic change ever 2025-02-15 02:55:07 +01:00
Tonton Th cd65855f2c release of the official "full-v2" video 2025-02-14 19:47:29 +01:00
Tonton Th 14a03b78eb add the "hexawood" to the family 2025-02-12 14:09:11 +01:00
Tonton Th 39adef1e90 unused parts update 2025-02-11 18:04:48 +01:00
Tonton Th a95ff22653 better API 2025-02-10 23:57:32 +01:00
Tonton Th e7ccaf8089 misc changes 2025-02-10 16:11:51 +01:00
Tonton Th 14c6cbb818 more explanations 2025-02-10 16:10:46 +01:00
Tonton Th f9755cf0a2 La cabane part en prod' un lundi matin 2025-02-10 04:16:53 +01:00
Tonton Th 7e7f9fbe40 little tweak 2025-02-10 04:15:42 +01:00
Tonton Th 6407a3ed3a cosmetic 2025-02-10 04:15:02 +01:00
Tonton Th 701b6187a5 plot the last timing value 2025-02-10 04:14:38 +01:00
Tonton Th 6f637ca79a more doc, really ? 2025-02-10 02:25:39 +01:00
Tonton Th 97950f2483 cosmetic and addition of "survol" seq 2025-02-10 02:15:10 +01:00
Tonton Th 15eedb2034 change a default value 2025-02-09 22:15:04 +01:00
Tonton Th f487f35ccd centering 2025-02-09 20:44:55 +01:00
Tonton Th 66f54c283d fine tuning 2025-02-09 20:44:05 +01:00
Tonton Th 955af75151 tune the cam, bro 2025-02-09 19:06:00 +01:00
Tonton Th e3b13c0631 tuning the groundbase 2025-02-09 19:05:10 +01:00
Tonton Th 72d99f9400 add a "start from here" option 2025-02-09 19:03:26 +01:00
Tonton Th f737579090 etude pour une cabane 2025-02-09 19:02:32 +01:00
Tonton Th 46bb5ee3da cosmetic: change display of frame number 2025-02-07 23:16:17 +01:00
Tonton Th 8b5dbb7a99 reduction of image height for better aspect ratio 2025-02-07 23:14:59 +01:00
Tonton Th 3117141b52 commit du soir, espoir 2025-02-04 01:06:18 +01:00
Tonton Th aed3fa6cf7 add done files 2025-02-03 22:49:23 +01:00
Tonton Th 3ab1079214 view from the sky 2025-02-01 17:31:21 +01:00
Tonton Th 32f4b403e2 ready for prime time ? 2025-01-27 16:38:55 +01:00
Tonton Th 949d5b328d preparing the next release, stay tuned 2025-01-27 03:34:51 +01:00
Tonton Th 1944fdd337 add a new sequence : cutoff 2025-01-27 03:33:53 +01:00
Tonton Th b344d0b762 a lot a better things 2025-01-26 19:32:18 +01:00
Tonton Th 9962480356 remove useless message 2025-01-25 07:05:30 +01:00
Tonton Th 8e02e9e466 very fine tuning 2025-01-23 21:49:59 +01:00
Tonton Th 45ac640ba6 affiner le contexte... 2025-01-22 19:46:55 +01:00
Tonton Th 27891b70dc cosmetic 2025-01-22 19:30:23 +01:00
Tonton Th 05f40fae75 add intertitres 2025-01-22 19:29:20 +01:00
Tonton Th 070679ec5b add a new sequence 2025-01-19 21:45:56 +01:00
Tonton Th 1eac9d4cfc increase video size 2025-01-16 15:07:06 +01:00
Tonton Th cf899967ce moving the gyrophare to the right file 2025-01-16 13:01:46 +01:00
Tonton Th af4f9fc282 oups... 2025-01-16 01:11:56 +01:00
Tonton Th b9299568f4 using anti-aliasing 2025-01-16 01:04:49 +01:00
46 muutettua tiedostoa jossa 2921 lisäystä ja 436 poistoa
+4
Näytä tiedosto
@@ -6,9 +6,13 @@ datas/*.xcf
datas/*.ttf datas/*.ttf
datas/*.jpg datas/*.jpg
datas/*.webp datas/*.webp
!datas/README.md
!datas/ega-16colors.png
WS/*timing WS/*timing
WS/log* WS/log*
WS/*.done
WS/*.log
*.png *.png
*.gif *.gif
+48 -5
Näytä tiedosto
@@ -1,22 +1,47 @@
DIMS = -W1600 -H1200 DIMS = -W1600 -H1200
POVOPT = +q9 +a0.02 -d
POVDEP = contexte.inc elements.inc hexabenz.inc \
globals.inc datas/hf.png
CK=180 POVOPT = +q9 +A Declare=NbFrames=450 -d
POVDEP = contexte.inc hexacone.inc hexabenz.inc \
hexastar.inc \
globals.inc hexawood.inc datas/hf.png \
dynamic.inc trident.inc groundbase.inc \
gadgets.inc xperiment.inc
# ! 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 \ PNG: essai.png scene.png topview.png passage.png \
orbite.png hexabenz.png escadrille.png \ orbite.png hexabenz.png escadrille.png \
hexacone.png hexacone.png remote.png survol.png cutoff.png \
carto.png hexawood.png bubblecut.png \
circular.png panoramic.png splined.png \
trident.png
echo "make PNG ck=$(CK) done" >> WS/log
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) topview.png: topview.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@ povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
cutoff.png: cutoff.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
bubblecut.png: bubblecut.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
essai.png: essai.pov Makefile $(POVDEP) essai.png: essai.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@ povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
noise.png: essai.png Makefile
convert -verbose -noise 45x3 $< $@
hexabenz.png: hexabenz.pov Makefile $(POVDEP) hexabenz.png: hexabenz.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@ povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
@@ -24,6 +49,9 @@ hexabenz.png: hexabenz.pov Makefile $(POVDEP)
hexacone.png: hexacone.pov Makefile $(POVDEP) hexacone.png: hexacone.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@ povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
hexawood.png: hexawood.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
passage.png: passage.pov Makefile $(POVDEP) passage.png: passage.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@ povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
@@ -36,4 +64,19 @@ scene.png: scene.pov Makefile $(POVDEP)
escadrille.png: escadrille.pov Makefile $(POVDEP) escadrille.png: escadrille.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@ povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
remote.png: remote.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
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$< -o$@
+33 -13
Näytä tiedosto
@@ -9,12 +9,15 @@ et vous pouvez
suivre son évolution par l'intermédiaire de suivre son évolution par l'intermédiaire de
[Mastodon](https://mastodon.tetaneutral.net/@tth) [Mastodon](https://mastodon.tetaneutral.net/@tth)
avec le croisimot `#hexacone`. avec le croisimot `#hexacone`.
Quelques images sont disponibles sur mon serveur de
[cuisine](http://maison.tth.netlib.re/pov/hexacone.html).
## Prérequis ## Prérequis
Avant toute chose, il faut avoir installé les logiciels 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/). entendu, [povray](https://povray.org/).
Une bonne maitrise des scripts shell (en Bash) sera un plus.
## Utilisation ## Utilisation
@@ -24,26 +27,43 @@ par un classique [`Makefile`](./Makefile) et les séquences animées
produites par un [script shell](./mkloop.sh). produites par un [script shell](./mkloop.sh).
Avant toute chose, vous devrez vérifier la présence de plusieurs 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 et
./frames/Spool` pour l'assemblage de la vidéo intégrale :
``` ```
frames/ frames/
├── essai ├── essai
├── orbite ├── orbite
├── passage ├── passage
├── escadrille ├── escadrille
├── scene ├── scene
├── Spool ├── Spool
└── topview └── 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.
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 sequences dans le produit final, en ajoutant générique et
inter-titres.
À vous de jouer maintenant.
## Contact ## Contact
* La [mailing-list du tetalab](https://lists.tetalab.org/postorius/lists/tetalab.tetalab.org/) ; * La [mailing-list du tetalab](https://lists.tetalab.org/postorius/lists/tetalab.tetalab.org/) ;
* IRC canal `#tetalab` sur le * Par IRC, canal `#tetalab` sur le réseau de [Libera](https://libera.chat/).
réseau de [Libera](https://libera.chat/). * Dans [Mastodon](https://mastodon.tetaneutral.net/@tth) et [Peertube](https://tube.interhacker.space/c/tth_channel/videos)
**Le gras c'est la vie** (proverbe local)
+2 -2
Näytä tiedosto
@@ -1,3 +1,3 @@
# Workspace
For intermediates files, and timing log.
workspace
+65
Näytä tiedosto
@@ -0,0 +1,65 @@
/*
* 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"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
// =======================================================
#declare POS_Cutoff = <-20, 0, -7>;
#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 } }
*/
/* this one is 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)
}
+40
Näytä tiedosto
@@ -0,0 +1,40 @@
/*
* 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"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "xperiment.inc"
#include "dynamic.inc"
// ---------------------------------------------------------
// dessiner une grille
#for (Foo, -140, 140, 10)
#local H = 0.17;
cylinder { <-150, H, Foo>, <150, H, Foo>, 0.06 }
cylinder { <Foo, H, -150>, <Foo, H, 150>, 0.06 }
#end
// ---------------------------------------------------------
object { Repere scale 10 translate y*10 }
object { Le_Decor }
camera {
location <45, 179+(61*NormClock), 18-(17*NormClock)>
look_at <0, 1.18, 0.17 + (2.4*NormClock)>
right <image_width/image_height, 0, 0>
angle 50
}
+42
Näytä tiedosto
@@ -0,0 +1,42 @@
/*
* 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"
#include "contexte.inc"
#include "gadgets.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
// =======================================================
#include "dynamic.inc"
object { Le_Decor }
// =======================================================
#declare R_circ = R_circular + 0.07;
#declare CK = 1.9 + (1.23 * sqrt(NormClock * 3.141592654));
#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;
#declare LatZ = R_circ * 0.97 * sin(CK + AV);
camera {
location <CamX, CamY, CamZ>
look_at <LatX, LatY, LatZ>
right <image_width/image_height, 0, 0>
angle 60
}
+279 -54
Näytä tiedosto
@@ -4,13 +4,158 @@
/* voir aussi le fichier 'globals.inc' */ /* voir aussi le fichier 'globals.inc' */
/* ------------------------------------------------------------ */ /* ======================================================= */
#declare Rhxba = 0.30; #include "groundbase.inc"
#declare R2hxba = Rhxba * 0.48; #include "xperiment.inc"
#include "gadgets.inc"
/* ======================================================= */
/*
* essai du 12 mars 2025
*/
#declare RedB_0_X = 19;
#declare RedB_0_Z = 29;
#declare RedB_1_X = -24;
#declare RedB_1_Z = 8;
#declare RedB_2_X = 39;
#declare RedB_2_Z = -14;
#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>;
#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) > 0.16)
#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, 1.717, 1> }
box { <-1, 0, -1>, <1, 1.94, 1> }
translate y*(H_gyro+H_gylampe+0.04)
}
#local R = rand(Rng1);
#if (R < 0.33333) texture { T_Stone25 scale 1+rand(Rng1) }
#elseif (R < 0.66666) texture { T_Stone15 scale 1+rand(Rng1) }
#else texture { T_Stone6 }
#end
#undef R
}
#end // macro
#macro GyroPhare_lampe ()
union {
difference {
cylinder { 0, y*H_gylampe, R_gyro * 1.12345678 }
cylinder { y*0.01, y*(H_gylampe-0.01), R_gyro*0.97 }
#local WB = 0.017;
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 = 0.5 + (1.0 * rand(Rng1));
#if (rand(Rng1) < 0.50)
#local Ro = -Ro;
#end
rotate y * Ro * clock
#undef Ro
}
light_source { y*0.10
rgb <0.8, 0.9, 0.999999999>
fade_distance 3.90
fade_power 1.55
}
}
#end // macro
#macro GyroPhare ()
union {
object { GyroPhare_mat () }
object { GyroPhare_lampe ()
translate y*(H_gyro+0.02) }
}
#end // macro
#macro Les_GyroPhares ()
union {
#local E = SzSol * 0.431;
#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
*/
#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
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 HexaBalls = object
{ {
#declare Rhxba = 0.30;
#declare R2hxba = Rhxba * 0.48;
merge { merge {
sphere { 0, Rhxba } sphere { 0, Rhxba }
#local E = Rhxba * 1.260; #local E = Rhxba * 1.260;
@@ -20,22 +165,23 @@ merge {
sphere { 0, R2hxba translate < 0, E, 0> } sphere { 0, R2hxba translate < 0, E, 0> }
sphere { 0, R2hxba translate < 0, 0, -E> } sphere { 0, R2hxba translate < 0, 0, -E> }
sphere { 0, R2hxba translate < 0, 0, E> } sphere { 0, R2hxba translate < 0, 0, E> }
#undef E
} }
} }
#declare Les_Bibelots = object #declare Les_HexaBalls = object
{ {
union { union {
object { HexaBalls object { HexaBalls
texture { Lightning1 scale 0.33 } texture { Lightning1 scale 0.44 }
rotate <clock/3, clock/6, clock/9> rotate <clock/3, clock/4, clock/9>
translate <5, -1.2+1.01*Cos_010(NormClock), 7> translate <2, 0.51+Cos_010(NormClock), 4>
} }
object { HexaBalls object { HexaBalls
texture { Lightning2 scale 0.56 } texture { Lightning2 scale 0.56 }
// rotate <-clock, clock*0.33333, clock> rotate <-clock, clock*0.33333, clock*3>
translate <7, -1+0.89*Cos_010(NormClock), -6> translate <4, 0.31+Cos_010(NormClock), -3>
} }
} }
} }
@@ -60,60 +206,115 @@ blob {
} }
} }
// ======================================================= /* ======================================================= */
#declare Le_Sol = object #declare UnderHoles = array[6]
/*
* on rempli le tableau avec la place des trous
*/
// XXX #fopen Holes "WS/holes.log" write
#for (Idx, 0, 5)
#local Angle = (Idx + 0.19) * 1.090;
#local Px = sin(Angle) * (SzSol * 0.97);
#local Pz = cos(Angle) * (SzSol * 1.04);
#declare UnderHoles[Idx] = <Px, 0, Pz>;
// XXX #write (Holes, Idx, " ", Angle, " ", UnderHoles[Idx], "\n")
#end
// XXX #fclose Holes
#declare Underground = object
{ {
height_field { difference {
png "datas/hf.png" // plane { y, 0 }
smooth #local Big = 300;
translate <-.5, 0, -.5> box { <-Big, -0.19, -Big>, < Big, 0.0000, Big> }
scale <SzSol, 0.98, SzSol> #undef Big
texture { #for (Foo, 0, 5)
pigment { cylinder { -y*5, y*5, 3.2 translate UnderHoles[Foo] }
// color DarkGreen #end
image_map { png "datas/cmap.png" } texture { Ground_Texture }
translate <-.5, 0, -.5>
scale <SzSol, 0.98, SzSol>
}
// normal { bumps 0.035 scale 0.186 }
finish { phong 0.125 }
}
} }
} }
/* ======================================================= */
#declare Repere = object #declare Repere = object
{ {
union { union {
cylinder { 0, <1, 0, 0>, 0.008 pigment { color Red } } #local R = 0.015;
cylinder { 0, <0, 0, 1>, 0.008 pigment { color Blue } } 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 } }
} }
} }
// XXX object { Repere scale 25 translate y + Pos_RedB_2 }
/* ======================================================= */
/*
* nouvel éclairage du 10 février 2025
*/
#declare Quad_lampe = object
{
light_source {
0
color White
fade_distance SzSol * 0.40
fade_power 1.25
}
}
#declare QuadriLight = object
{
#local T = E_QuadriLight;
#local H = H_QuadriLight;
union {
object { Quad_lampe translate <-T, H, -T> }
object { Quad_lampe translate < T, H, -T> }
object { Quad_lampe translate <-T, H, T> }
object { Quad_lampe translate < T, H, T> }
}
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, -32> }
/* a l'exterieur du 'circular' */
#for (foo, 0, 359, 18)
#local CK = radians(foo + (5*rand(Rng1)));
#local DX = 66 * sin(CK);
#local DZ = 64 * cos(CK);
object { Chose () translate < DX, 0, DZ> } // XXX
#end
}
}
/* ======================================================= */
/*
* cette partie demande des explications
*/
#declare Les_Lumieres = object #declare Les_Lumieres = object
{ {
union { union {
#if (1) #if (1)
light_source { light_source {
<0.3, 3.50, 2.8> color Gray90 <2.3, 5.50, 2.86> color Gray70
spotlight spotlight
radius 14 falloff 10 tightness 10 radius 19 falloff 10 tightness 8
point_at <0, 0.95, 0.22222222> point_at <0, 0.95, 0.22222222>
} }
#end #end
#if ( (clock>166) & (clock<213) )
light_source {
<2, 10.30, -2> color Yellow
spotlight
radius 12 falloff 20 tightness 10
point_at <-0.08, 0.80, 0.17>
}
#end
#if (1) #if (1)
light_source { light_source {
<-5, 5.60, 8> <-5, 5.60, 18>
#if ( (clock > 290) & (clock<344) ) #if ( (clock > 290) & (clock<344) )
#local Couleur = rgb <0.20, 0.20, 0.90>; #local Couleur = rgb <0.20, 0.20, 0.90>;
#else #else
@@ -128,37 +329,61 @@ union {
} }
} }
// #declare Le_Ciel = object /* ======================================================= */
// { /*
* why a skysphere can't be an object ?
*/
sky_sphere { sky_sphere {
pigment { pigment {
gradient y gradient y
color_map { color_map {
[ 0.2 color Gray10 ] [ 0.2 color Gray20 ]
[ 0.4 color Gray60 ] [ 0.4 color rgb <.5, .4, .4> ]
[ 0.7 color Black ] [ 0.7 color Gray40 ]
[ 0.8 color White ] [ 0.9 color rgb <.5, .5, .4> ]
[ 1.0 color Gray10 ] [ 1.0 color Gray20 ]
} }
turbulence 3.14159 + 0.91 * Cos_010(NormClock) turbulence 3.14159 + 0.84 * Cos_010(NormClock)
scale 1.804 scale 1.600
// translate -1 // translate -1
} }
#local Kem = 0.09; #local Kem = 0.09;
emission rgb <Kem, Kem, Kem> emission rgb <Kem, Kem, Kem>
} }
// }
/* ------------------------------------------------------------ */ /* ======================================================= */
/* /*
* Et on rassemble tous les éléments... * Et on rassemble tous les éléments...
*/ */
#declare Le_Decor = object #declare Le_Decor = object
{ {
union { union {
object { Le_Sol } object { Underground }
object { Les_Bibelots } object { La_GroundBase }
object { Les_Lumieres } 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 { Les_Lumieres }
object { QuadriLight }
object { Les_GyroPhares () }
object { Les_HexaPoles }
object { Horloge rotate y*27 translate < 3, 0, -30> }
object { Les_Choses }
object { Les_Arches (1) rotate y*59 translate <-22, 0, -20> }
object { Les_Arches (2) rotate y*152 translate <-34, 0, -26> }
object { Les_Cahutes () translate <23, 0, -10> }
/* les trucs dans le Y négatif */
object { OpenBox(1.5, 0.06) translate <-16, 1.49, -88> }
object { OpenBox(1.5, 0.06) translate <-18, 1.52, -104> }
object { OpenBox(1.5, 0.06) translate <-17, 1.52, -134> }
object { Les_Cahutes () translate <27, 0, -79> }
object { Les_Cahutes () translate <31, 0, -91> }
object { Les_Cahutes () translate <29, 0, -104> }
} }
} }
/* ------------------------------------------------------------ */ /* ------------------------------------------------------------ */
+56
Näytä tiedosto
@@ -0,0 +1,56 @@
/*
* 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"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
// =======================================================
#declare POS_Cutoff = <30.33, 0, -11>;
#local TY = 1.5;
#declare Kbox = (2.03*NormClock);
difference {
object { HexaCone () }
box { -1, 1 translate z*Kbox }
translate y*TY + POS_Cutoff
}
/* 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 {
<-24, 0.4, -1>
colour Orange
parallel
point_at y*TY + POS_Cutoff
}
object { Le_Decor }
// =======================================================
#local CamX = POS_Cutoff.x + 3.5 + (3.14*Cos_01(NormClock));
#local CamY = 2.1 + (1.11*sqrt(NormClock));
#local CamZ = POS_Cutoff.z + 4.30 - (1.02*NormClock);
camera {
location <CamX, CamY, CamZ>
look_at <0, 1.5, 0> + POS_Cutoff
right <image_width/image_height, 0, 0>
angle 40 - 12*Cos_01(NormClock)
}
+11 -1
Näytä tiedosto
@@ -1,4 +1,14 @@
# statics datas
This directory is the home of things like :
statics datas, like height-fields files... - `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).
Binary file not shown.

After

Leveys:  |  Korkeus:  |  Koko: 220 B

+144
Näytä tiedosto
@@ -0,0 +1,144 @@
/*
*/
#include "gadgets.inc"
// =======================================================
// on va tenter de placer quelques trucs
// qui bougent sur le rail circulaire
#for (foo, 0, 5)
#local CK = (NormClock+(foo*0.0197)) * 4.02; // 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. */
object { Les_HexaBalls rotate y*clock translate UnderHoles[2] }
object { Les_Machins rotate -y*clock translate UnderHoles[3] }
/// =======================================================
/*
* deux hexabenz sur une base exterieure
*/
#declare BiBenz = object
{
#local K = 1.39;
union {
object { HexaBenz () rotate y*90 translate <-K, 1.79, 0> }
object { HexaBenz () translate < K, 1.66, 0> }
}
}
object { BiBenz rotate -y*(clock*0.26) 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 <4, 1, 6> translate < K, 1.9, 0> }
}
}
object { BiCone rotate -y*(Cos_010(NormClock)*55.38) translate Pos_RedB_1 }
/* les tridents posés sur leur estrade */
#declare BiTrident = object
{
union {
object { Trident_A () rotate -z * 3.5 translate -x*0.90 }
object { Trident_A () rotate z * 3.5 translate x*0.90 }
}
}
object { BiTrident translate x*0.80
rotate y*(520*Cos_01(NormClock))
translate Pos_RedB_2 + (y*2)
}
/*
* on fait passer un hexatruc dans le ciel
*/
#declare A = <-SzSol, 22, -10>;
#declare B = < SzSol+4, 18, -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
*/
// #fopen Trid "WS/tridents.log" write
#for (Foo, 0, 5)
#declare Dy = rand(Rng1)-3+(11*NormClock);
#declare Tr = UnderHoles[Foo] + <0, Dy, 0>;
#declare Ry = ((rand(Rng1)-NormClock)*97);
// #write (Trid, Foo, " ", NormClock, " ", Dy, " ",
// Ry, " ", Tr, "\n")
object { Trident_A () translate y+( (5*rand(Rng1)) - 2.5)
rotate y*Ry translate Tr }
#end
// #fclose Trid
/*
* ----------------------------
* 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, RZ>
translate HC_P
}
#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 RX = Cos_01(NormClock);
#declare RY = -75 * (exp(NormClock*1.8) - 1.0);
#declare RZ = abs(33 * sin(NormClock*7.65));
object { HexaBenz ()
rotate <RX, RY, RZ> translate HB_P }
/*
* passage d'un hexawood près de la base
*/
#declare A = <-25, 0.4, (SzSol/2)+4>;
#declare B = < 29, 0.5, (SzSol/2)+1>;
#declare P = Interpolate(A, B, NormClock);
#local K = NormClock*31;
#local R = 16.64 * cos(K);
#local H = 0.52 * pow(sin(K), 3);
#declare P_hexawood = P + <0, 0.26+H, 0>;
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"
/* ----------------------------------- */
+45 -26
Näytä tiedosto
@@ -9,44 +9,63 @@
#include "globals.inc" #include "globals.inc"
#include "contexte.inc" #include "contexte.inc"
#include "elements.inc" #include "hexacone.inc"
#include "hexabenz.inc" #include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "xperiment.inc"
// ======================================================= // =======================================================
#for (idX, 0, 4) #include "dynamic.inc"
#for (idZ, 0, 4)
#local posX = (idX * 4.56) - 6.5; #local Y_mean = 0;
#local posY = 1.3 * (rand(Rng1)-0.5); #local Y_count = 0;
#local posZ = (idZ * 4.24) - 8.9;
#local Ry = (rand(Rng1) - 0.5) * 16; #for (idX, -3, 3)
#if (rand(Rng1) < 0.515) #for (idZ, -3, 3)
object { HexaCone ()
rotate y*Ry translate <posX, posY, posZ> } #local posX = (idX * 4.72) + (rand(Rng1)-0.5);
#else #local posY = 3.2 + (NormClock * 12 * (rand(Rng1)+0.75));
object { HexaBenz () #local posZ = (idZ * 4.37) ;
rotate y*Ry translate <posX, posY, posZ> } #local Rx = (rand(Rng1) - 0.5) * 12;
#end #local Ry = (rand(Rng1) - 0.5) * (24+NormClock);
#end #local Rz = (rand(Rng1) - 0.5) * 11;
#end
// #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;
#if (rand(Rng1) < 0.555)
object { HexaCone () rotate <Rx, Ry, Rz>
translate <posX, posY, posZ> }
#else
object { HexaBenz () rotate <Rx, Ry, Rz>
translate <posX, posY, posZ> }
#end
#end // if position...
#end // loop idX
#end // loop idZ
// ======================================================= // =======================================================
#if (NormClock < 0.08) object { Le_Decor }
light_source { <-8, 7, -9>, rgb <0.81, 0.65, NormClock> }
#end
light_source { < 11, 7, 4>, rgb <NormClock, 0.48, 0.80> } // object { Repere scale 5 translate y }
// object { Repere scale 5 } #local CamX = -8.7 + ( 6.9 * Cos_01(NormClock));
#local CamY = 0.42 + (17.06 * Cos_01(NormClock));
#local CamZ = 122 - (21.9 * Cos_01(NormClock));
#local CamX = -8.7+(6.6*NormClock); #local LatY = (Y_mean / Y_count) - NormClock;
#local CamY = -5+(11.9*Cos_01(NormClock)); #debug concat("Lat Y ", str(LatY, 7, 3),"\n")
#local CamZ = 15.06+(2.9*Cos_010(NormClock));
camera { camera {
location <CamX, CamY, CamZ> location <CamX, CamY, CamZ>
look_at <0.0, 0.0, 0> look_at <0.0, LatY, 0>
angle 53 - (3.57 * NormClock) right <image_width/image_height, 0, 0>
angle 56 - (19.84 * NormClock)
} }
+296 -78
Näytä tiedosto
@@ -8,102 +8,320 @@
#include "globals.inc" #include "globals.inc"
#include "contexte.inc" #include "contexte.inc"
#include "elements.inc" #include "gadgets.inc"
#include "hexacone.inc"
#include "hexabenz.inc" #include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
// XXX
#include "xperiment.inc"
// XXX
// ======================================================= // =======================================================
/*
* new Thu Dec 18 01:14:19 AM UTC 2025
*/
#macro GyroPhare_mat () #macro Le_ConeStack ()
cylinder {
0, y*H_gyro, R_gyro
#if (rand(Rng1) < 0.5)
texture { T_Stone25 scale 1+rand(Rng1) }
#else
texture { T_Stone6 }
#end
}
#end // macro
#macro GyroPhare_lampe ()
union { union {
difference { #local Hcs = 0.50;
cylinder { 0, y*0.20, R_gyro } #local Rco = R_basecone * 1.95;
cylinder { y*0.01, y*0.19, R_gyro*0.97 } #for (Foo, 0, 5)
#local WB = 0.015; #local Dy = Foo * 0.580;
box { <-1, 0.03, -WB>, <1, 0.18, WB> } union {
box { <-WB, 0.03, -1>, <WB, 0.18, 1> } cone { 0, Rco, <0, Hcs, 0>, 0.0001
#undef WB #if (rand(Rng1) < 0.50) texture { Y_Texture }
pigment { color White } #else texture { M_Texture }
rotate y*(0.5-rand(Rng1))*clock #end // if rand
} }
light_source { y*0.10 rgb <0.8, 0.9, 0.999999999> } cylinder { 0, -0.08*y, Rco
#if (rand(Rng1) < 0.50) texture { R_Texture }
#else texture { G_Texture }
#end // if rand
}
translate y * Dy
}
#end // for Foo
} }
#end // macro #end // macro
#macro GyroPhare ()
union {
object { GyroPhare_mat () }
object { GyroPhare_lampe ()
// rotate y*rand(Rng1)*clock
translate y*(H_gyro+0.02) }
}
#end // macro
// ======================================================= // =======================================================
/* nouveau du 20 octobre 2025
* Un semblant de wagonnet qui va tourner sur le
* rail circulaire
*/
#macro Bubble () #declare Les_Wagonnets = object
sphere {
0, 0.06
#if ( rand(Rng1) < 0.333 )
texture { Ruby_Glass }
#elseif ( rand(Rng1) < 0.666 )
texture { Orange_Glass }
#else
texture { Gold_Nugget }
#end
}
#end
#macro Un_Machin ()
union {
#for (Y, 1, 8, 1)
object { Bubble() translate y*Y*0.1 }
#end
}
#end
#declare Les_Machins = object
{ {
#local L = 2.4;
union { union {
#local Rk = 4.95; object { Wagonnet_0(L) translate <0, 1, 1.9> }
#for (foo, 0, 360, 15) object { Wagonnet_0(L+1) translate <0, 3+NormClock, 0> }
#local Xpos = Rk * sin(radians(foo)); object { Wagonnet_0(L) translate <0, 1, -1.8> }
#local Zpos = Rk * cos(radians(foo));
#if ( rand(Rng1) < 0.40 )
object { GyroPhare () translate <Xpos, 0, Zpos> }
#else
object { Un_Machin () translate <Xpos, 0.33, Zpos> }
#end
#end
#undef Rk
} }
} }
object { Les_Machins translate y*0.01} // =======================================================
/* nouveau du 7 octobre 2025 */
#macro Une_Boule ()
sphere {
0, 0.15 + (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 { specular 0.6 }
}
#end // macro
object { Le_Sol } /* TODO
// object { Repere } * 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
*/
#declare Obj_BasicTexture = object
{
#local R = 0.385;
#local H = 1.2;
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*0.39, R+0.6> }
cylinder { <R1, -1, R2>, <R1, 1, R2>, 0.27 }
}
}
}
// -------------------------------------------------------
#declare BasicTextures = object
{
#local TR = 2.20;
union {
object { Obj_BasicTexture texture { R_Texture }
translate <TR*1.4, 0, 0> }
object { Obj_BasicTexture texture { G_Texture }
translate <0, 0, -1> }
object { Obj_BasicTexture texture { B_Texture }
translate <0, 0, TR/2> }
object { Obj_BasicTexture texture { Y_Texture }
translate < TR, 0, TR> }
object { Obj_BasicTexture texture { M_Texture }
translate <-TR, 0, TR> }
object { Obj_BasicTexture texture { C_Texture }
translate <-TR, 0, -TR> }
object { Repere scale 1.5 translate y*2.5 }
}
}
// -------------------------------------------------------
/*
* Après lecture de la doc (et une bonne 8.6), j'ai
* décidé de me lancer dans la création de textures
*/
#declare T_WIP_R = texture
{
pigment { color Red }
finish { phong 0.23 ambient 0.50 }
}
#declare T_WIP_G = texture
{
pigment { color Green }
finish { phong 0.23 ambient 0.50 }
}
#declare T_WIP_B = texture
{
pigment { color Blue }
finish { phong 0.23 ambient 0.50 }
}
// deuxieme lot ----------------------
#declare T_WIP_1 = texture
{
pigment { color <0.36, 0.6, 0.79> }
normal { dents 0.94 scale 0.5}
finish { specular 0.40 ambient 0.69 }
}
#declare T_WIP_bluewave = texture
{
pigment {
wood
color_map {
[0.0 color Gray70 ]
[0.5 color Gray80 ]
[0.5 color Blue ]
[1.0 color Blue ]
}
rotate y*49
translate <NormClock*0.1, sqrt(NormClock*0.4),
Cos_010(NormClock)*0.333>
scale <0.2, 0.3, 1>
}
finish { phong 1 }
}
// -------------------------------------------------------
#declare ProtoTextures = object
{
#local TX = 2.35;
#local TZ = 2.95;
#local Kro = 32 + (NormClock * 17);
union {
object { Obj_BasicTexture texture { T_WIP_R }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, -TZ> }
object { Obj_BasicTexture texture { T_WIP_G }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, 0> }
object { Obj_BasicTexture texture { T_WIP_B }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, TZ> }
object { Obj_BasicTexture texture { T_WIP_1 }
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 */
#declare Des_Choses = object
{
union {
object { Chose () translate < 2.0, 0, 2.32> }
object { Chose () translate <-2.9, 0, 3.91> }
object { Chose () translate < 2.9, 0, -4.07> }
object { Chose () translate <-3.4, 0, -3+NormClock> }
object { Repere scale <3, 4, 3> translate 0.05*y }
}
}
// =======================================================
#declare Gyros = object
{
// #debug " Les gyros !!!\n"
union {
#for (I, 0, 359, 30)
#declare E = 12 + rand(Rng1);
#declare Dx = E * sin(radians(I));
#declare Dz = E * cos(radians(I));
object { GyroPhare () translate <Dx, 0, Dz> }
#end
}
}
object { Gyros }
// ------------------------------------------------------ ##
#debug " !!! ACTION !!!\n"
light_source {
<-18, 54, -7>
colour Gray40
parallel
point_at 0
}
// ------------------------------------------------------ ##
#declare Selector = mod(int(clock/60)+20, 8);
#debug concat("Selector = ", str(Selector, 6, 0), "\n")
#declare AngleCam = 17 - 3*Cos_01(NormClock);
#switch (Selector)
#case (0)
object { BasicTextures rotate -y*clock }
#break
#case (1)
object { Les_Arches (1.57) rotate -y*(clock*0.666) }
#declare AngleCam = 22;
#break
#case (2)
object { Le_ConeStack () translate y*0.20 }
#break
#case (3)
object { Des_Choses }
#break
#case (4)
object { Trident_A()
scale 2
rotate <20, 0, 10> translate 2.1*y
rotate -y*clock }
#break
#case (5)
object { Les_Boules translate y*0.8 }
#break
#case (6)
object { Les_Wagonnets rotate y*(clock) }
#break
#case (7)
#local Pos = <0.5-NormClock, 0, 0>;
object { ProtoTextures rotate -y*clock translate 0 }
#break
#end // switch selector
plane {
y, 0
texture { Ground_Texture }
}
// object { Repere translate y*1.0 }
// ======================================================= // =======================================================
// light_source { <-8, 7, -9>, rgb <0.81, 0.65, NormClock> } #local CamX = -2.7 + (1.8*Cos_010(NormClock));
// light_source { < 11, 7, 4>, rgb <1-NormClock, 0.28, 0.80> } #local CamY = 0.41 + (1.2*exp(NormClock));
#local CamZ = -5.777 + (1.2*Cos_01(NormClock));
#local K = 8.6;
#local CamX = CamX * K;
#local CamY = CamY * K * 0.61;
#local CamZ = CamZ * K;
#local CamX = -12.7 + (5.8*NormClock);
#local CamY = 8.81 + (14*sqrt(NormClock));
camera { camera {
location <CamX, CamY, 9.99> location <CamX, CamY, CamZ>
look_at <0, 0, 0> look_at <0, 1.6, 0>
angle 42 + 8*Cos_01(NormClock) right <image_width/image_height, 0, 0>
angle AngleCam
} }
+13 -9
Näytä tiedosto
@@ -1,15 +1,19 @@
# Le silo des frames
Avant tout, il faut créer ces répertoires : Avant tout, il faut créer ces répertoires :
``` ```
frames/ frames/
├── essai +--- essai
├── orbite +--- orbite
├── passage +--- passage
├── scene +--- scene
├── scene +--- scene
├── orbite +--- orbite
├── escadrille +--- survol
└── topview +--- escadrille
+--- topview
+--- Spool
```
+227
Näytä tiedosto
@@ -0,0 +1,227 @@
/*
* H E X A C O N E - G A D G E T S
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*/
/* ======================================================= */
#declare R_C = 0.42;
/* 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 = 1.16;
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*1.05
}
// #debug "== Fin chose les tiges\n"
#end // macro
// ------------------------------------------------------ ##
#macro Chose_le_corps () // = object
difference {
#local H = 0.50 + (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 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 { tPlasticPrune }
}
scale 2.10
rotate 90*x
translate <-4.5, 0.043, 0>
}
// =======================================================
/*
* 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 0.666 // 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 = 0.04;
#local E = 0.51;
#local H = H_cone*1.25;
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*2 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 }
texture { Soft_Silver scale 6.50 }
}
#end
// =======================================================
/*
* first written macro for testing the generation of
* differente instances of the same shape.
*/
#macro Bubble ()
sphere {
0, 0.070
#local R = rand(Rng1);
#if ( R < 0.333 ) texture { Ruby_Glass }
#elseif ( R < 0.666 ) texture { Orange_Glass }
#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*0.11 }
#end
}
#end
// ------------------------------------------------------ ##
#declare Les_Machins = object
{
union {
#local Rk = 3.90 + NormClock;
#for (foo, 0, 359, 45)
#local Xpos = Rk * sin(radians(foo));
#local Zpos = Rk * cos(radians(foo));
object { Un_Machin () translate <Xpos, 0.20, Zpos> }
#end
#undef Rk
}
}
// =======================================================
+193 -9
Näytä tiedosto
@@ -1,7 +1,7 @@
global_settings { global_settings {
assumed_gamma 1.0 assumed_gamma 1.0
ambient_light rgb <0.18, 0.18, 0.21> ambient_light rgb <0.48, 0.49, 0.48>
max_trace_level 15 max_trace_level 15
} }
@@ -9,28 +9,203 @@ global_settings {
#include "metals.inc" #include "metals.inc"
#include "textures.inc" #include "textures.inc"
#include "stones.inc" #include "stones.inc"
#include "woods.inc"
#declare Rng1 = seed(1337); #declare Rng1 = seed(1957);
#declare foo = rand(Rng1); #declare foo = rand(Rng1);
#declare Rng2 = seed(now*24*60*60); #declare Rng2 = seed(now*24*60*60);
#declare bar = rand(Rng2); #declare bar = rand(Rng2);
#declare NormClock = clock / 360.0; #declare NormClock = clock / (NbFrames - 1);
/* ------------------------------------------------------------ */ /* ------------------------------------------------------------ */
/* /*
* Some constants... * Some constants...
*/ */
#declare SzSol = 30; #declare SzSol = 36;
#declare H_sol = 0.000; // c'est quoi exactement ?
#declare SzBase = 2.97;
#declare H_base = 0.23;
#declare R_basecone = 0.117; #declare R_basecone = 0.117;
#declare H_cone = 0.97; #declare H_cone = 0.97;
#declare R_gyro = 0.10; #declare R_gyro = 0.14;
#declare H_gyro = 1.20; #declare H_gyro = 1.80;
#declare H_gylampe = 0.25;
#declare H_QuadriLight = 37;
#declare E_QuadriLight = SzSol * 1.35;
#declare R_circular = (SzSol * 1.60);
/* ------------------------------------------------------------ */ /* ------------------------------------------------------------ */
/*
* Some textures...
*/
#declare WIP_color = texture
{
pigment { color Cyan*NormClock }
finish { phong 0.23 ambient 0.50 }
}
#declare T_WIP_alert = texture
{
pigment { color Red }
finish { ambient 1 specular 0.80 }
}
#declare T_Planete_A = texture
{
pigment { color rgb <0.20, 0.30, 0.10> }
normal { dents 0.28 scale 0.5}
finish { phong 0.70 reflection 0.05 }
}
#declare T_Planete_B = texture
{
pigment { rgb <0.42, 0.50, 0.70> }
normal { dents 0.14 scale 0.5}
finish { metallic 0.50 reflection 0.33 }
}
/* ------------------------------------------------------------ */
/*
* deux textures pour faire des batiments
*/
#declare T_Beton_1 = texture
{
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, 0.4> }
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 <0.50, 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 0.18
reflection { 0.4 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 0.40 }
scale <3, 4, 3>
}
/* ------------------------------------------------------------ */
#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 * Usefull macros
*/ */
@@ -41,4 +216,13 @@ global_settings {
(0.5-0.5*cos( 2 * 3.141592654 * X)) (0.5-0.5*cos( 2 * 3.141592654 * X))
#end #end
/* ------------------------------------------------------------ */ /* Interpolate */
#macro Interpolate(A, B, pos)
#local resultat = ( (B-A) * pos) +A;
resultat
#end
/* ============================================================ */
#debug "\n GLOBALS INCLUDED\n"
+154
Näytä tiedosto
@@ -0,0 +1,154 @@
/*
* _ _
* __ _ _ __ ___ _ _ _ __ __| || |__ __ _ ___ ___
* / _` || '__|/ _ \ | | | || '_ \ / _` || '_ \ / _` |/ __| / _ \
* | (_| || | | (_) || |_| || | | || (_| || |_) || (_| |\__ \| __/
* \__, ||_| \___/ \__,_||_| |_| \__,_||_.__/ \__,_||___/ \___|
* |___/
*
* 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 }
}
}
#declare Cabane_Compteur = object
{
union {
object { Compteur scale 0.55
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, 0.90, 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*0.51 }
}
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*2);
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, 0.12 }
sphere { 0, 0.12 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 ?
}
/* ======================================================= */
+97 -36
Näytä tiedosto
@@ -8,63 +8,87 @@
union { union {
#local RA = R_basecone; #local RA = R_basecone;
#local RB = 0.001; #local RB = 0.001;
cone { 0, RA, y*0.89, 0.0001 } difference {
sphere { 0, RA*1.098 scale <1, 0.62, 3.03> translate -0.02*y } cone { 0, RA, y*0.89, 0.0001 }
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 #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 Benz_Cones () // = object #macro Benz_Cones () // = object
// { // {
union { union {
#for (foo, 0, 360, 60) #for (foo, 0, 360, 60)
#local E = 0.38; #local E = 0.31;
#local Tx = E * sin(radians(foo)); #local Tx = E * sin(radians(foo));
#local Ty = E * cos(radians(foo)); #local Ty = E * cos(radians(foo));
object { object {
Benz_Cone_Base () Benz_Cone_Base ()
#if ( rand(Rng1) < 0.5 ) #local R = rand(Rng1);
#if ( R < 0.3333 )
texture { T_Silver_2C scale 11.50 } texture { T_Silver_2C scale 11.50 }
#else #elseif ( R < 0.6666 )
texture { T_Brass_2C scale 13.50 } texture { T_Brass_2C scale 13.50 }
#else
texture { T_Brass_4A scale 13.50 }
#end #end
rotate -z*foo rotate -z*foo
translate <Tx, Ty, 0> translate <Tx, Ty, 0>
} }
#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 #end
// ------------------------------------------------------ // ------------------------------------------------------
#local R_Tube = 0.20; #declare R_Tube = 0.17;
#local L_Tube = 0.54; #local L_Tube = 0.54;
#declare Benz_Tubules = object #macro Benz_Tubules ()
{
merge { merge {
#local E = R_Tube * 0.0910; #local E = R_Tube * 0.75;
#local R = 0.01; #local R = 0.009;
#for (foo, 0, 360, 20) #for (foo, 0, 360, 30)
#local Tx = E * sin(radians(foo)); #local Tx = E * sin(radians(foo));
#local Ty = E * cos(radians(foo)); #local Ty = E * cos(radians(foo));
#local Dza = z * 0.20; #local Dza = z * 0.25;
#local Dzb = z * 0.90; #local Dzb = z * 0.97;
cylinder { -Dza, Dzb, R translate <Tx, Ty, 0> } cylinder { -Dza, Dzb, R translate <Tx, Ty, 0> }
sphere { -Dza, R*1.8 translate <Tx, Ty, 0> } sphere { -Dza, R*1.8 translate <Tx, Ty, 0> }
sphere { Dzb, R*1.8 translate <Tx, Ty, 0> } sphere { Dzb, R*1.8 translate <Tx, Ty, 0> }
#end #end
#if ( rand(Rng1) < 0.520)
texture { Orange_Glass }
#else
texture { Yellow_Glass }
#end
} }
#if ( rand(Rng1) < 0.333)
texture { Orange_Glass }
#else
texture { Yellow_Glass }
#end #end
}
#declare Benz_Fuseau = object #macro Benz_Fuseau ()
{
difference { difference {
sphere { 0, R_Tube*0.39 } sphere { 0, R_Tube*0.39 }
sphere { 0, R_Tube*0.37 } sphere { 0, R_Tube*0.37 }
@@ -72,44 +96,81 @@ difference {
cylinder { < 1, 0, -1>, <-1, 0, 1>, R_Tube*0.21 } cylinder { < 1, 0, -1>, <-1, 0, 1>, R_Tube*0.21 }
} }
scale <1, 1, 4.4> scale <1, 1, 4.4>
texture { Shadow_Clouds scale 0.56 } #if ( rand(Rng1) < 0.390)
} texture { Shadow_Clouds scale 0.56 }
#else
texture { Flashy }
#end
#end // end macro
#declare Benz_Fuseau_Flash = object #declare Benz_Fuseau_Flash = object
{ {
union { union {
object { Benz_Fuseau } object { Benz_Fuseau () }
light_source { 0, light_source { 0,
rgb <rand(Rng2), rand(Rng2), rand(Rng2)> rgb <rand(Rng2), rand(Rng2), rand(Rng2)>
fade_distance 0.96 fade_distance 0.96
fade_power 1.95 fade_power 1.95
} }
} }
rotate -z*clock*6 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 #declare Benz_Cylindre = object
{ {
#local E_tube = 0.02;
#local R_int = R_Tube - E_tube;
difference { difference {
union { union {
cylinder { z*L_Tube*1.5, -z*L_Tube, R_Tube } cylinder { z*L_Tube*1.6, -z*L_Tube, R_Tube }
/* les deux bouts du cylindre creux */
#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 { R2, E_tube scale <1, 5, 1>
rotate x*90 translate -z*L_Tube }
/* cette sphere devrait devenir /* cette sphere devrait devenir
un vrai cockpit ? */ un vrai cockpit ? */
sphere { z*L_Tube*1.18, R_Tube*0.72 object { Forme_Cockpit
scale <1, 0.73, 1> translate y*R_Tube*0.97}
translate y*R_Tube*0.87}
} }
cylinder { z*4, -z*4, R_Tube*0.95 } cylinder { z*4, -z*4, R_int }
} }
texture { Soft_Silver scale 6.0 } texture { Soft_Silver scale 6.0 }
} }
// ------------------------------------------------------
#warning "===>> inserer antenne pour hexabenz"
// ------------------------------------------------------
#macro Benz_Tube () #macro Benz_Tube ()
// #declare Benz_Tube = object // #declare Benz_Tube = object
// { // {
union { union {
object { Benz_Tubules } object { Benz_Tubules () }
object { Benz_Fuseau_Flash translate z*0.40 } object { Benz_Fuseau_Flash translate z*0.40 }
object { Benz_Cylindre } object { Benz_Cylindre }
} }
@@ -122,7 +183,7 @@ union {
// #declare HexaBenz = object // #declare HexaBenz = object
// { // {
union { union {
#local Rk = (rand(Rng1)-0.5) * 1024; #local Rk = (rand(Rng1)-0.54) * 1312;
object { Benz_Cones () rotate z*NormClock*Rk} object { Benz_Cones () rotate z*NormClock*Rk}
object { Benz_Tube () } object { Benz_Tube () }
} }
+15 -17
Näytä tiedosto
@@ -6,33 +6,31 @@
#include "globals.inc" #include "globals.inc"
#include "colors.inc"
#include "metals.inc"
#include "textures.inc"
#include "stones.inc"
#include "contexte.inc" #include "contexte.inc"
#include "elements.inc" #include "hexacone.inc"
#include "hexabenz.inc" #include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
#local K = 1.48;
object { HexaBenz () rotate y*90 translate -x*K }
object { HexaBenz () translate x*K }
// ======================================================= // =======================================================
light_source { <19, 7, 14>, rgb <0.77, 0.79, 0.80> } object { Le_Decor }
light_source { <19, 9, -14>, rgb <0.87, 0.79, 0.70> }
// object { Repere scale 2 } // object { Repere scale 2 }
#declare Loc_cam = <0, 2, 2*NormClock> + (Pos_RedB_0 * 1.32);
camera { camera {
location <-1.9+(8*NormClock), 0.70, 7.59-NormClock> location Loc_cam
look_at <0.37, 0.0, 0> look_at Pos_RedB_0 + <0, 1.20, 0>
focal_point <0.37, 0.0, 0> right <image_width/image_height, 0, 0>
aperture 0.046 // focal_point <0.37, 0.0, 0>
blur_samples 30 // aperture 0.046
angle 60 - 28 * Cos_01(NormClock) // blur_samples 30
angle 40 - 14 * Cos_01(NormClock)
} }
+51 -26
Näytä tiedosto
@@ -35,12 +35,22 @@ union {
cylinder {-y, y, 0.11 } cylinder {-y, y, 0.11 }
cylinder {-z, z, 0.11 } cylinder {-z, z, 0.11 }
} }
// XXX not very tested
#local Sc = 3.87;
#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/ // clignotement de la lumiere \o/
#local kR = 0.065; #local kR = 0.065;
#local xR = (rand(Rng2)-0.5000) * kR; #local xR = (rand(Rng2)-0.5000) * kR;
#local yR = (rand(Rng2)-0.5000) * kR; #local yR = (rand(Rng2)-0.5000) * kR;
#local zR = (rand(Rng2)-0.5000) * kR; #local zR = (rand(Rng2)-0.5000) * kR;
#local Value = sin( (NormClock * 26.536) + (3.14*rand(Rng1)) ); #local Value = sin( (NormClock * 26.536) +
(3.14*rand(Rng1)) );
#if (Value < 0) #if (Value < 0)
#local Couleur = rgb <abs(Value), 0, 0>; #local Couleur = rgb <abs(Value), 0, 0>;
#else #else
@@ -53,9 +63,15 @@ union {
fade_power 1.58 fade_power 1.58
} }
} }
texture { New_Penny } #if (rand(Rng1) < 0.30)
// } texture { New_Penny }
#else
texture { GoldDark }
#end #end
// }
#end // macro
// ---------------------------------------------------------
/* /*
* *
*/ */
@@ -107,7 +123,7 @@ union {
#end #end
torus { R2, 0.0039 translate -0.08*y } torus { R2, 0.0039 translate -0.08*y }
} }
texture { T_Brass_1C scale 6.50 } texture { GoldDark scale 6.50 }
} }
/* --------------------------------------------------------- /* ---------------------------------------------------------
@@ -117,7 +133,7 @@ texture { T_Brass_1C scale 6.50 }
{ {
difference { difference {
merge { merge {
sphere { 0, 0.0137 scale <1, 1, 4.70> sphere { 0, 0.0141 scale <1, 1, 4.70>
translate <0, 0.26, -0.17> } translate <0, 0.26, -0.17> }
cone { <0, -0.1, 0>, 0.114, <0, 0.26, -0.17>, 0.0096 cone { <0, -0.1, 0>, 0.114, <0, 0.26, -0.17>, 0.0096
scale <0.15, 1, 1> } scale <0.15, 1, 1> }
@@ -135,11 +151,14 @@ union {
} }
} }
// ---------------------------------------------------------
#declare DTa = 0.278; #declare DTa = 0.278;
#declare DTb = 0.030; #declare DTb = 0.030;
#declare HexaCone_head = object // XXX #declare HexaCone_head = object
{ // XXX {
#macro HexaCone_head ()
merge { merge {
difference { difference {
torus { DTa, DTb } torus { DTa, DTb }
@@ -148,13 +167,17 @@ merge {
} }
sphere { 0, DTb*1.65 translate -DTa*x } sphere { 0, DTb*1.65 translate -DTa*x }
sphere { 0, DTb*1.65 translate DTa*x } sphere { 0, DTb*1.65 translate DTa*x }
#local R = rand(Rng1);
#if (R < 0.4)
texture { Orange_Glass }
#elseif (R < 0.8)
texture { Dark_Green_Glass }
#else
texture { Flashy }
#end
} }
#if (rand(Rng1) < 0.8) #end // macro
texture { Orange_Glass } // XXX }
#else
texture { Dark_Green_Glass }
#end
}
/* ------------------------------------------ /* ------------------------------------------
* new Sat Dec 21 11:17:36 PM UTC 2024 * new Sat Dec 21 11:17:36 PM UTC 2024
@@ -168,11 +191,10 @@ merge {
box { <-DXail, -DYail, -DZail> , <DXail, DYail, 0> } box { <-DXail, -DYail, -DZail> , <DXail, DYail, 0> }
} }
#declare Le_rotor = object #macro Le_rotor ()
{
#local Rrot = 0.0034;
#local Lrot = 0.13;
union { union {
#local Rrot = 0.0034;
#local Lrot = 0.13;
sphere { -x*Lrot, Rrot } sphere { -x*Lrot, Rrot }
cylinder { <-Lrot, 0, 0>, <Lrot, 0, 0>, Rrot } cylinder { <-Lrot, 0, 0>, <Lrot, 0, 0>, Rrot }
sphere { x*Lrot, Rrot } sphere { x*Lrot, Rrot }
@@ -183,14 +205,17 @@ union {
rotate (foo*35)*x rotate (foo*35)*x
translate (foo*0.013)*x } translate (foo*0.013)*x }
#end #end
} texture {
// texture { T_Chrome_1C } #if ( rand(Rng1) < 0.333 )
texture { pigment { color Orange }
pigment { color Orange } #else
pigment { color Magenta }
#end
// finish { emission 0.7 } // finish { emission 0.7 }
finish { ambient 0.7 phong 0.5 brilliance 0.9 metallic 0.7 } finish { ambient 0.7 phong 0.5 brilliance 0.9 }
}
} }
} #end
/* ------------------------------------------------------ /* ------------------------------------------------------
* *
@@ -228,7 +253,7 @@ texture { T_Brass_1C }
{ {
union { union {
object { Tuyere } object { Tuyere }
object { Le_rotor rotate x*(clock*5.8) translate -0.06*x } object { Le_rotor () rotate x*(clock*5.8) translate -0.06*x }
} }
} }
@@ -251,8 +276,8 @@ rotate -y*90
union { union {
object { HexaCone_Body () } object { HexaCone_Body () }
#local T = 0.55; #local T = 0.55;
object { HexaCone_head translate <0, 0, T+DTa> } 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> } object { HexaCone_radar_A translate <0, T+0.18, 0> }
#else #else
object { HexaCone_radar_B translate <0, T+0.18, 0> } object { HexaCone_radar_B translate <0, T+0.18, 0> }
+15 -27
Näytä tiedosto
@@ -6,41 +6,29 @@
#include "globals.inc" #include "globals.inc"
#include "colors.inc"
#include "metals.inc"
#include "textures.inc"
#include "stones.inc"
#include "contexte.inc" #include "contexte.inc"
#include "elements.inc" #include "hexacone.inc"
#include "hexabenz.inc" #include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
object { Le_Decor }
#declare Cone_Repere = object
{
union {
object { HexaCone () }
object { Repere translate <-0.4, -0.2, -0.5> }
}
}
#local K = 1.48;
object { Cone_Repere rotate y*90 translate -x*K }
object { Cone_Repere translate x*K }
// ======================================================= // =======================================================
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 } // object { Repere scale 2 }
#declare Loc_cam = <2, 2.5, 1> + (Pos_RedB_1 * 1.383);
camera { camera {
location <-1.9+(8*NormClock), 0.70, 7.59-NormClock> location Loc_cam
look_at <0.37, 0.0, 0> #local H = 1.16 + (NormClock*0.34);
focal_point <0.37, 0.0, 0> look_at Pos_RedB_1 + <0.02, H, 0>
aperture 0.046 right <image_width/image_height, 0, 0>
blur_samples 30 // focal_point <0.37, 0.90, 0>
angle 55 - 28 * Cos_01(NormClock) // aperture 0.046
// blur_samples 30
angle 55 - 26 * Cos_01(NormClock)
} }
+9
Näytä tiedosto
@@ -0,0 +1,9 @@
/*
* H E X A S T A R
*
*/
/* ------------------------------------------------------------ */
/* ------------------------------------------------------------ */
/* ------------------------------------------------------------ */
+143
Näytä tiedosto
@@ -0,0 +1,143 @@
/*
* H E X A W O O D
*/
// =======================================================
#declare Hc_ep = 0.42; // epaisseur chassis
#declare Hc_rad = 0.70; // rayon du chassis
#declare Hc_elo = 1.85; // elongation sur x
// -------------------------------------------------------
#macro HW_Un_Cone ()
merge {
#local RA = R_basecone * 0.92;
cone { 0, RA, y*0.91, 0.000001 }
sphere { 0, RA }
#undef RA
}
#end
/* ------------------------------------------------------------ */
#macro HW_Cones ()
union {
#for (foo, 0, 360, 60)
#local E = Hc_rad * 0.85;
#local Tx = Hc_elo * E * sin(radians(foo));
#local Tz = E * cos(radians(foo));
object {
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 1.33 }
// texture { T_WIP_alert }
#end
// rotate -z*foo
translate <Tx, Hc_ep - 0.22, Tz>
}
#end // end for
}
#end
/* ------------------------------------------------------------ */
#macro HW_Chassis ()
difference {
#local El = Hc_elo;
merge {
torus { Hc_rad, 0.20 translate y*0.20 }
cylinder { 0, y*0.40, Hc_rad }
scale <El, 0.5, 1>
}
/* trou pour mettre une lampe */
cylinder { -1*y, 0.12*y, 0.08 }
torus { Hc_rad*0.30, 0.18 scale <1, 1.45, 1>
translate y*0.39 }
#for (foo, 0, 360, 60)
#local E = Hc_rad * 0.85;
#local Tx = El * E * sin(radians(foo));
#local Tz = E * cos(radians(foo));
sphere { 0, 0.17 translate <Tx, 0.20, Tz> }
#local E = Hc_rad * 1.14;
#local Tx = El * E * sin(radians(foo+30));
#local Tz = E * cos(radians(foo+30));
cylinder { -y, y, 0.07 translate <Tx, 0, Tz> }
#end
#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 {
/* 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, 0.29, 1> }
}
#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 {
#local E = Hc_rad * 1.14;
#local El = Hc_elo;
#for (foo, 0, 360, 60)
#local Tx = El * E * sin(radians(foo+30));
#local Tz = E * cos(radians(foo+30));
object { HW_une_patte () translate <Tx, 0, Tz> }
#end
}
}
/* ------------------------------------------------------------ */
#declare HW_Anneau0 = 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 }
rotate y * (165 * NormClock)
translate y*0.32
}
/* ------------------------------------------------------------ */
#declare HexaWood = object
{
union {
object { HW_Chassis () }
object { HW_les_pattes }
#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_Anneau0 }
}
}
// =======================================================
+35
Näytä tiedosto
@@ -0,0 +1,35 @@
/*
* 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"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
// =======================================================
object { Le_Decor }
// object { Repere translate <10, 1, 10> }
#declare LOC = <19-NormClock, 1.60, 15.5-NormClock>;
#declare LAT = <P_hexawood.x, 0.95+(NormClock*0.1), P_hexawood.z>;
camera {
location LOC
look_at LAT
right <image_width/image_height, 0, 0>
angle 16 + 2.51*NormClock
}
+19 -14
Näytä tiedosto
@@ -7,17 +7,17 @@
#include "globals.inc" #include "globals.inc"
#include "contexte.inc" #include "contexte.inc"
#include "elements.inc" #include "hexacone.inc"
#include "hexabenz.inc" #include "hexabenz.inc"
// ======================================================= // =======================================================
#declare R_planete = 1.42; #declare R_planete = 1.45;
#declare Croute = object #declare Croute = object
{ {
#local R1 = R_planete * 1.05; #local R1 = R_planete * 1.05;
#local R2 = R_planete * 1.03; #local R2 = R_planete * 1.03;
#local HC = R_planete * 0.11; #local HC = R_planete * 0.12;
#local BN = R_planete * 3; #local BN = R_planete * 3;
difference { difference {
@@ -28,8 +28,9 @@ difference {
box { <-BN, -BN, -HC>, <BN, BN, HC> } box { <-BN, -BN, -HC>, <BN, BN, HC> }
} }
texture { texture {
pigment { color rgb <0.20, 0.40, 0.10> } pigment { color rgb <0.20, 0.30, 0.10> }
finish { reflection 0.25 } normal { dents 0.38 scale 0.5}
finish { phong 0.80 reflection 0.05 }
} }
} }
@@ -37,8 +38,8 @@ texture {
{ {
sphere { 0, R_planete } sphere { 0, R_planete }
texture { texture {
pigment { rgb <0.70, 0.50, 0.70> } pigment { rgb <0.40, 0.50, 0.70> }
finish { reflection 0.25 } finish { metallic 0.50 reflection 0.55 }
} }
} }
@@ -52,30 +53,34 @@ union {
// ======================================================= // =======================================================
#local RO = 4.15; #local RO = 4.15;
#local CK = NormClock * 7.87; #local CK = NormClock * 13.37;
#declare PosX = RO * sin(CK); #declare PosX = RO * sin(CK);
#declare PosY = 0; #declare PosY = 0;
#declare PosZ = RO * cos(CK); #declare PosZ = RO * cos(CK);
object { HexaBenz () object { HexaBenz ()
rotate -y*CK*2.333 translate <PosX, PosY, PosZ> rotate -y*CK*82.3 translate <PosX, PosY, PosZ>
} }
#declare PosX = RO * sin(CK+2.12); #declare PosX = RO * sin(CK+2.12);
#declare PosY = 0; #declare PosY = 0;
#declare PosZ = RO * cos(CK+2.23); #declare PosZ = RO * cos(CK+2.23);
object { HexaCone () object { HexaCone ()
rotate y*CK*3.222 translate <PosX, PosY, PosZ> rotate y*CK*99.22 translate <PosX, PosY, PosZ>
} }
object { Planete rotate (-clock*0.21)*y } object { Planete rotate (-clock*0.21)*y }
light_source { <19, 6, 15>, rgb <0.77, 0.79, 0.80> } light_source { <23, 6, 15>, rgb <0.77, 0.79, 0.80> }
// -------------------------------------------------------------
camera { camera {
location <3, 1.50, 7.59> location <3+NormClock, -1.0+(7.777*NormClock), 8.59>
look_at <0.0, 0.0, 0> look_at <0.0, 0.0, 0>
focal_point <0.07, 0.0, 0> right <image_width/image_height, 0, 0>
#if (0)
focal_point <0.0, 0.0, 0>
aperture 0.046 aperture 0.046
blur_samples 30 blur_samples 30
angle 62 #end
angle 55
} }
+41
Näytä tiedosto
@@ -0,0 +1,41 @@
/*
* 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"
#include "contexte.inc"
#include "gadgets.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "xperiment.inc"
// =======================================================
object { Le_Decor }
#include "dynamic.inc"
// =======================================================
#declare CK = 2.79 * Cos_01(NormClock);
#declare CamX = 1.22;
#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 71 + (NormClock * 10)
}
+18 -16
Näytä tiedosto
@@ -7,25 +7,26 @@
#include "globals.inc" #include "globals.inc"
#include "colors.inc"
#include "metals.inc"
#include "textures.inc"
#include "contexte.inc" #include "contexte.inc"
#include "elements.inc" #include "hexacone.inc"
#include "hexabenz.inc" #include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
// --------------------------------------- // ---------------------------------------
#include "dynamic.inc"
#declare PosX = 3.95;
#declare PosY = 3.80 + (NormClock*0.299);
#declare PosZ = (NormClock-0.5) * 44.27;
object { HexaCone () translate <PosX, PosY, PosZ> }
object { HexaCone () translate <PosX+2.96, PosY+3.22, PosZ-19.5> }
object { HexaBenz () translate <PosX-1.96, PosY+2.82, PosZ-17.5> }
object { Le_Decor } object { Le_Decor }
#declare PosX = 0.333;
#declare PosY = 1.10 + (NormClock*0.24);
#declare PosZ = (NormClock-0.5) * 53.27;
object { HexaBenz () translate <PosX, PosY, PosZ> }
object { HexaCone () translate <PosX+1.96, PosY+1.42, PosZ-11.5> }
object { HexaCone () translate <PosX-1.96, PosY+2.42, PosZ-17.5> }
#if ( (clock < 141) ) #if ( (clock < 141) )
light_source { light_source {
@@ -40,7 +41,7 @@ light_source {
#if ( (clock > 230) & (clock < 300) ) #if ( (clock > 230) & (clock < 300) )
light_source { light_source {
<2, 0.30, -2> color White <2, 0.30, -2> color Green
spotlight spotlight
radius .044 radius .044
falloff 2 falloff 2
@@ -50,11 +51,12 @@ light_source {
#end #end
camera { camera {
location <-1.76, 1.03, 9.76> location <-2.76, 1.53, 8.76>
look_at <PosX+0.08, PosY, PosZ> look_at <PosX+0.09, PosY, PosZ-0.03>
right <image_width/image_height, 0, 0>
// focal_point <0, 1, 0> // focal_point <0, 1, 0>
// aperture 0.046 // aperture 0.046
// blur_samples 30 // blur_samples 30
angle 34 angle 32
} }
+52
Näytä tiedosto
@@ -0,0 +1,52 @@
/*
* H E X A C O N E - R E M O T E
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*/
#version 3.7;
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.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> }
// ---------------------------------------------------------
#declare A = <-15, -1.9, SzSol>;
#declare B = < 23, -0.7, SzSol>;
#declare P = Interpolate(A, B, NormClock);
object { HexaWood translate P }
// ---------------------------------------------------------
object { Le_Decor }
// object { Repere scale 3 translate <SzSol, 2, SzSol> }
#local DistCam = 380;
#local CK = -1.101 - (0.130 * NormClock);
#declare CamX = DistCam * sin(CK);
#declare CamY = 28;
#declare CamZ = DistCam * cos(CK);
camera {
location <CamX, CamY, CamZ>
look_at <0, 0.3, 0>
right <image_width/image_height, 0, 0>
// focal_point <2, 1, 12>
// aperture 0.046
// blur_samples 30
angle 4.0
}
+19 -26
Näytä tiedosto
@@ -1,5 +1,5 @@
/* /*
* 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 * nouveau projet Thu Dec 5 11:37:05 AM UTC 2024
*/ */
@@ -7,40 +7,33 @@
#include "globals.inc" #include "globals.inc"
#include "colors.inc"
#include "metals.inc"
#include "textures.inc"
#declare NormClock = clock / 360.0;
#include "contexte.inc" #include "contexte.inc"
#include "elements.inc" #include "hexacone.inc"
#include "hexabenz.inc" #include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
// ---------------------------------------------------------
object { Le_Decor } object { Le_Decor }
object { HexaCone () #declare CK = 144 + (clock * 0.27);
rotate < 3, 0, -4> rotate y*17 translate y*1.11 }
object { HexaBenz () #declare Dcam = 3.75;
rotate <6, 40, -7> translate <-8, 3, 7> } #declare CamX = Dcam * cos(radians(CK));
#declare CamZ = Dcam * 1.20 * sin(radians(CK));
#declare CK = 96 + (clock * 1); #declare LatZ = 2.45 + (0.9 * Cos_010(NormClock));
#declare Dcam = 2.22;
#declare CamX = Dcam * sin(radians(CK));
#declare CamZ = Dcam * 1.20 * cos(radians(CK));
#declare CamZ = CamZ - 0.11;
#declare Lat = <0.03, 1.08, 0.17>;
camera { camera {
location <CamX, 1.23, CamZ> location <CamX, 1.97, CamZ>
look_at Lat look_at <0.03, LatZ, 0.17>
focal_point Lat right <image_width/image_height, 0, 0>
aperture 0.046 // focal_point Lat
blur_samples 30 // aperture 0.046
// blur_samples 30
angle 70 angle 70
} }
/**
light_source { <CamX*1.3, 1.35, 1.2+(CamZ*1.3)>,
rgb <0.47, 0.65, 0.49> }
**/
+127
Näytä tiedosto
@@ -0,0 +1,127 @@
/*
* 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"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
object { Le_Decor }
// =======================================================
#declare Spline_1 =
spline {
cubic_spline
-0.2, <-2, 1.0, -2>, // control point
0.0, < 0, 1.3, -2>, // start point
0.2, < 2, 1.0, -2>,
0.4, < 1, 1.5, 0>,
0.6, < 0, 2.2, 0>,
0.8, <-1, 0.9, 1>,
1.0, < 2, 1.0, 2>, // end point
1.2, < 4, 1.0, 2> // control point
}
#local Scaler = <2, 1, 3>;
#declare ViewSpline = object
{
union {
#for (CK, 0.00, 1.00, 0.0017)
sphere { <0,0,0>, 0.022
texture{
pigment {color rgb <0.20, 0.14, 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, 0.1> + (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 }
}
#fopen KP "WS/spline.log" append
#write (KP, clock, " / ", NbFrames, " -> ")
#write (KP, NormClock, " ", K1, " ", K2, " = ", V1, " ", V2, "\n")
#fclose KP
}
// =======================================================
#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
}
+40
Näytä tiedosto
@@ -0,0 +1,40 @@
/*
* H E X A C O N E - S U R V O L
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*/
#version 3.7;
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
// =======================================================
#include "dynamic.inc"
object { Le_Decor }
object { Repere scale 2 translate y*2 }
// =======================================================
#declare Debut = <-3, 89, 188> ;
#declare Fin = < 2, 91, -15> ;
#declare Pos = sqrt(NormClock+0.02);
#declare PosCam = Interpolate(Debut, Fin, Pos);
#declare LatX = 3 * sin(NormClock*7.1);
#declare LatCam = PosCam + <LatX, -20, -(4+(NormClock+11))>;
camera {
location PosCam
look_at LatCam
right <image_width/image_height, 0, 0>
angle 50
}
+31
Näytä tiedosto
@@ -2,10 +2,41 @@
Build system and utilities. Build system and utilities.
## Make a sequence
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.
## Linkfarming ## 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.
## Encoding ## Encoding
Le [script](./encode.sh) n'est qu'un wrapper autour de
la fonction `ff_encodage()` de la lib des tools :
[fonctions.sh](fonctions.sh). Par défaut, il encode
la séquence *essai*.
Le fichier de sortie s'appelle *wip.mp4* dans tous les cas.
## Plot the timing ## 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*.
```
$ tools/plot-timing.sh essai && d timing.png
```
+38
Näytä tiedosto
@@ -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" >> WS/log
+27
Näytä tiedosto
@@ -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=$1
fi
GIF="t-$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
+10
Näytä tiedosto
@@ -0,0 +1,10 @@
# size of the video
Img_Width=1024
Img_Height=720
# for imagemagick
TEXTCOL="bisque"
STROKOL="SeaGreen"
NBFRAMES=450
+3 -2
Näytä tiedosto
@@ -2,11 +2,12 @@
set -e ; set -u set -e ; set -u
# set default value's)
srcdir="essai"
if [ $# == 1 ] if [ $# == 1 ]
then then
srcdir=$1 srcdir=$1
else
srcdir="essai"
fi fi
source tools/fonctions.sh source tools/fonctions.sh
+9 -4
Näytä tiedosto
@@ -4,8 +4,14 @@ set -eu
# -------------------------------------------------------------- # --------------------------------------------------------------
visual_sleep () visual_sleep ()
{ {
for foo in $(seq 0 $1) ; do msg="$1"
printf '*' nbre="$2"
# echo $msg ; echo $nbre
for foo in $(seq 0 $nbre) ; do
local bar=$(( $nbre - $foo ))
printf "======== %-20s %3d\r" "$msg" $bar
sleep 1 sleep 1
done done
echo echo
@@ -32,7 +38,7 @@ ff_encodage()
SRCDIR="$1" SRCDIR="$1"
FILMNAME="$2" FILMNAME="$2"
echo "Encoding $SRCDIR to $FILMNAME" | tee -a WS/log # echo "Encoding $SRCDIR to $FILMNAME" | tee -a WS/log
ffmpeg -nostdin \ ffmpeg -nostdin \
-y -r 30 -f image2 -i frames/${SRCDIR}/%05d.png \ -y -r 30 -f image2 -i frames/${SRCDIR}/%05d.png \
-metadata artist='--[ tTh ]--' \ -metadata artist='--[ tTh ]--' \
@@ -42,7 +48,6 @@ ffmpeg -nostdin \
-tune film \ -tune film \
$FILMNAME $FILMNAME
# wc -c $FILMNAME | tee -a WS/log
} }
# -------------------------------------------------------------- # --------------------------------------------------------------
# #
+45 -18
Näytä tiedosto
@@ -2,13 +2,13 @@
set -e ; set -u set -e ; set -u
source tools/config.sh
IDX=0 IDX=0
SPOOL="frames/Spool" SPOOL="frames/Spool"
SEQNAME="none" SEQNAME="none"
TMP="WS/tmp.png" TMP="WS/tmp.png"
FONTE="Helvetica-Bold" FONTE="Helvetica-Bold"
TEXTCOL="yellow"
STROKOL="darkblue"
source tools/fonctions.sh source tools/fonctions.sh
@@ -31,14 +31,27 @@ IDX=$(( IDX + 1 ))
linkfarm () linkfarm ()
{ {
SRC="frames/$1" 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 tools/plot-timing.sh $1
local NBRE=60 local NBRE=48
convert "WS/negatif.png" \
-gravity north \
-font $FONTE \
-pointsize 100 \
-kerning 8 \
-fill $TEXTCOL \
-strokewidth 2 -stroke $STROKOL \
-annotate +0+530 "$1" \
${INTER}
for foo in $(seq 0 $NBRE) for foo in $(seq 0 $NBRE)
do do
copy_a_file "WS/negatif.png" copy_a_file $INTER
# :
done done
for foo in $(seq 0 $NBRE) for foo in $(seq 0 $NBRE)
@@ -51,9 +64,11 @@ do
copy_a_file $src copy_a_file $src
done done
PIC=$( printf "%s/%05d.png" $SRC $((NBFRAMES-1)) )
# echo "End pic $PIC" >> WS/log
for foo in $(seq 0 $NBRE) for foo in $(seq 0 $NBRE)
do do
copy_a_file "$SRC/00359.png" copy_a_file "$PIC"
done done
} }
# ------------------------------------------------------- # -------------------------------------------------------
@@ -61,8 +76,8 @@ faire_le_titre ()
{ {
echo "faire le titre" echo "faire le titre"
local NBRE=180 local NBRE=300
local SRC="frames/passage/00059.png" local SRC="frames/hexawood/00199.png"
local GRAY="/dev/shm/tmp-titre.png" local GRAY="/dev/shm/tmp-titre.png"
convert -colorspace gray -colors 27 $SRC $GRAY convert -colorspace gray -colors 27 $SRC $GRAY
@@ -70,14 +85,14 @@ convert -colorspace gray -colors 27 $SRC $GRAY
for foo in $(seq 0 $NBRE) for foo in $(seq 0 $NBRE)
do do
Ypos=$(( -175 + foo )) Ypos=$(( -175 + foo ))
convert ${GRAY} \ convert ${GRAY} \
-gravity north \ -gravity north \
-font $FONTE \ -font $FONTE \
-pointsize 172 \ -pointsize 140 \
-kerning 6 \ -kerning 6 \
-fill $TEXTCOL \ -fill $TEXTCOL \
-strokewidth 3 -stroke $STROKOL \ -strokewidth 3 -stroke $STROKOL \
-annotate +0+${Ypos} "HexaCone" \ -annotate +0+${Ypos} "La famille\nHexaCone" \
${TMP} ${TMP}
# identify ${TMP} # identify ${TMP}
copy_a_file ${TMP} copy_a_file ${TMP}
@@ -88,14 +103,18 @@ echo
# ------------------------------------------------------- # -------------------------------------------------------
faire_la_fin () faire_la_fin ()
{ {
local NBRE=180 local NBRE=160
datetime=$(LANG=fr date -u +"%Y/%m/%d") datetime=$(LANG=fr date -u +"%Y/%m/%d %H:%M")
echo $datetime | tee -a WS/log echo $datetime | tee -a WS/log
local SRC="frames/escadrille/00299.png"
local GRAY="/dev/shm/tmp-titre.png"
convert -colorspace gray -colors 23 $SRC $GRAY
for foo in $(seq 0 $NBRE) for foo in $(seq 0 $NBRE)
do do
Ypos=$(( foo + 20 )) Ypos=$(( foo + 20 ))
convert "WS/negatif.png" \ convert ${GRAY} \
-gravity north \ -gravity north \
-font $FONTE \ -font $FONTE \
-pointsize 86 \ -pointsize 86 \
@@ -107,7 +126,7 @@ do
-pointsize 48 \ -pointsize 48 \
-strokewidth 1 \ -strokewidth 1 \
-gravity south \ -gravity south \
-annotate +0+170 "${datetime}" \ -annotate +0+110 "${datetime}" \
${TMP} ${TMP}
# identify ${TMP} # identify ${TMP}
copy_a_file ${TMP} copy_a_file ${TMP}
@@ -121,17 +140,25 @@ figlet "Link farmer"
rm -f frames/Spool/*.png rm -f frames/Spool/*.png
# tools/plot-timing.sh
faire_le_titre faire_le_titre
linkfarm hexabenz linkfarm hexabenz
linkfarm hexacone linkfarm splined
linkfarm hexawood
linkfarm escadrille linkfarm escadrille
linkfarm survol
linkfarm cutoff
linkfarm panoramic
linkfarm topview linkfarm topview
linkfarm trident
linkfarm passage linkfarm passage
linkfarm scene linkfarm scene
linkfarm carto
linkfarm circular
linkfarm bubblecut
linkfarm orbite linkfarm orbite
linkfarm hexacone
linkfarm remote
linkfarm essai linkfarm essai
tools/plot-timing.sh tools/plot-timing.sh
+30 -17
Näytä tiedosto
@@ -1,21 +1,30 @@
#!/bin/bash #!/bin/bash
set -e ; set -u set -e ; set -u
source tools/config.sh
source tools/fonctions.sh source tools/fonctions.sh
SEQNAME="$1" SEQNAME="$1"
NBFRAMES=360 START=0
if [ $# == 2 ]
then
START=$2
fi
echo "Running $0 $SEQNAME" >> WS/log echo "$0 $SEQNAME from $START" >> WS/log
DIMS="-W1024 -H768" DIMS="-W$Img_Width -H$Img_Height"
POVOPT="+q9 -a -d ${DIMS} -WT6" NBFR=" Declare=NbFrames=$NBFRAMES "
echo $NBFR
POVOPT="+q9 +A0.02 -d ${DIMS} ${NBFR} -WT7"
echo $POVOPT ; echo ; sleep 2 echo $POVOPT ; echo ; sleep 2
TMPIMG=/dev/shm/${SEQNAME}-tmp.png TMPIMG=/dev/shm/${SEQNAME}-tmp.png
echo "TMPIMG" ${TMPIMG} | tee -a WS/log # DEBUG !
for frame in $(seq 0 $((NBFRAMES-1))) INC=1
for frame in $(seq $START $INC $((NBFRAMES-1)))
do do
img=$(printf "frames/%s/%05d.png" $SEQNAME $frame) img=$(printf "frames/%s/%05d.png" $SEQNAME $frame)
@@ -25,30 +34,34 @@ do
err=$? err=$?
if [ $err != 0 ] ; then if [ $err != 0 ] ; then
echo "$SEQNAME fail $frame" >> WS/log echo "$SEQNAME fail $frame" >> WS/log
mogrify -colorspace gray $img mogrify -colorspace gray -blur 5x5 -colors 8 $img
visual_sleep 12 visual_sleep "render fail" 12
continue continue
fi fi
set -e set -e
txt=$(printf "%s %03d" ${SEQNAME} $frame | tr '0' 'o') txt=$(printf "%s %03d" ${SEQNAME} $frame | tr '01' 'ol')
# echo $frame $img $txt # echo $frame $img $txt
convert ${TMPIMG} \ convert ${TMPIMG} \
-font Courier-Bold \ -font Courier-Bold \
-pointsize 18 \ -pointsize 20 \
-fill Gray80 \ -kerning 3 \
-gravity south \ -fill ${TEXTCOL} \
-annotate +0+5 "$txt" \ -gravity north \
-annotate +12+5 "$txt" \
${img} ${img}
fin=$(date +%s) fin=$(date +%s)
echo echo
echo ${SEQNAME} $frame $(( fin - debut )) | \ printf "%-12s %5d %5d\n" \
tee -a WS/mp4.timing ${SEQNAME} $frame $(( fin-debut )) | \
echo ; sleep 3 tee -a WS/mp4.timing
echo ; sleep 2
done done
date --utc > WS/$SEQNAME.done
echo echo
ff_encodage $SEQNAME wip-${SEQNAME}.mp4 ff_encodage $SEQNAME wip-${SEQNAME}.mp4
echo "+------- build of $SEQNAME done" echo "build of $SEQNAME done" | tee -a WS/log
+15
Näytä tiedosto
@@ -0,0 +1,15 @@
#!/bin/bash
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
fi
done
+32 -17
Näytä tiedosto
@@ -2,6 +2,8 @@
set -ue set -ue
source tools/config.sh
TMPFILE="/dev/shm/plot-timing.tmp" TMPFILE="/dev/shm/plot-timing.tmp"
IMAGE="timing.png" IMAGE="timing.png"
@@ -12,52 +14,65 @@ else
sequence="escadrille" sequence="escadrille"
fi fi
echo "plot timing $sequence" | tee -a WS/log # echo "plot timing $sequence" >> WS/log
# wc WS/mp4.timing | tee -a WS/log
grep $sequence WS/mp4.timing | tail -3600 | awk ' \ count=$( grep $sequence WS/mp4.timing | wc -l )
echo "$count samples for $sequence" | tee -a WS/log
grep $sequence WS/mp4.timing | tail -4000 | awk \
-v nbframes=$NBFRAMES \
' \
BEGIN { \ BEGIN { \
nbrames=360; \ # print "nb frames = ", nbframes; \
for (foo=0; foo<nbrames; foo++) { \ for (foo=0; foo<nbframes; foo++) { \
mini[foo] = 666; \ mini[foo] = 666; \
maxi[foo] = -42; \ maxi[foo] = -42; \
count[foo] = 0; \ count[foo] = 0; \
} \ } \
} \ } \
\
# for every line \
{ \ { \
accu[$2] += $3; \ accu[$2] += $3; \
count[$2]++; \ count[$2]++; \
if (mini[$2] > $3) mini[$2] = $3; \ if (mini[$2] > $3) mini[$2] = $3; \
if (maxi[$2] < $3) maxi[$2] = $3; \ if (maxi[$2] < $3) maxi[$2] = $3;
last[$2] = $3 \
} \ } \
\ \
END { \ END { \
for (foo=0; foo<nbrames; foo++) { \ for (foo=0; foo<nbframes; foo++) { \
if (count[foo] > 0) { \ if (count[foo] > 0) { \
mean = accu[foo] / count[foo]; \ mean = accu[foo] / count[foo]; \
printf "%4d %4f %4d %4d\n", foo, mean, \ printf "%4d %4f %4d %4d %4d\n",
mini[foo], maxi[foo]; \ foo, mean,
mini[foo], maxi[foo],
last[foo];
} \ } \
} \ } \
} \ } \
' > $TMPFILE ' > $TMPFILE
# cat -n $TMPFILE | tail # ; exit # head $TMPFILE ; exit
gnuplot << __EOC__ gnuplot << __EOC__
set term png size 1024,768 set term png size $Img_Width,$Img_Height
set output "timing.png" set output "timing.png"
set grid set grid
set xrange [:360] set xrange [:450]
set yrange [0:] set yrange [0:]
set title "Séquence '${sequence}'" set title "Séquence '${sequence}'"
set xlabel "numéro de la trame" set xlabel "numéro de la trame"
set ylabel "temps en secondes" set ylabel "temps en secondes"
plot "/dev/shm/plot-timing.tmp" u 1:4 w l lc "#ff0000" t "maximum", \ plot "/dev/shm/plot-timing.tmp" u 1:4 w l \
"/dev/shm/plot-timing.tmp" u 1:3 w l lc "#0000ff" t "minimum", \ lc "#ff0000" t "maximum", \
"/dev/shm/plot-timing.tmp" u 1:2 w l lc "#000000" t "moyenne", "/dev/shm/plot-timing.tmp" u 1:3 w l \
lc "#0000ff" t "minimum", \
"/dev/shm/plot-timing.tmp" u 1:2 w l \
lc "#00aa00" t "moyenne", \
"/dev/shm/plot-timing.tmp" u 1:5 w l \
lc "#000000" t "last"
__EOC__ __EOC__
convert -negate -colorspace gray -level -33% $IMAGE WS/negatif.png convert -negate -level -33% $IMAGE WS/negatif.png
+27 -19
Näytä tiedosto
@@ -7,39 +7,47 @@
#include "globals.inc" #include "globals.inc"
#include "colors.inc"
#include "metals.inc"
#include "textures.inc"
#include "contexte.inc" #include "contexte.inc"
#include "elements.inc" #include "hexacone.inc"
#include "hexabenz.inc" #include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
object { Le_Decor } /* XXX
#declare TrX = 1.84 * sqrt(NormClock); #declare TrX = 1.84 * sqrt(NormClock);
#declare TrY = 0.90 + (3.5 * Cos_01(NormClock)); #declare TrY = 0.90 + (3.5 * Cos_01(NormClock));
#declare TrZ = 9.999 * sqrt(NormClock); #declare TrZ = 9.999 * sqrt(NormClock);
#declare TrH = <TrX, TrY, TrZ>; #declare TrH = <TrX, TrY, TrZ>;
#declare RrY = 97 * sqrt(NormClock); #declare RrY = 97 * sqrt(NormClock);
object { HexaCone () rotate y*RrY translate TrH } object { HexaCone () rotate y*RrY translate TrH }
*/
object { HexaCone () rotate z*9.1 translate <5, 3, -8> } #include "dynamic.inc"
object { HexaBenz () translate <-4, 2, -6> }
object { HexaCone () rotate z*9.1 translate <7, 3, -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 P = Interpolate(A, B, NormClock);
object { HexaWood translate P }
light_source { <-16, 17, -24>, rgb <0.51, 0.65, 0.40> }
// object { Repere scale 2 } // object { Repere scale 2 }
#declare CamY = 19 - (4.5*NormClock); object { Le_Decor }
#declare LatY = -3 + NormClock;
#declare CamY = 36 - (21.36 * Cos_01(NormClock));
#declare LatY = -4 + ( 2.12 * NormClock);
camera { camera {
location <-3.60, CamY, 21.09> location <-3.60, CamY, 10.09>
look_at <0, LatY, 0> look_at <0, LatY, 0>
focal_point <2, 1, 12> right <image_width/image_height, 0, 0>
aperture 0.046 // focal_point <2, 1, 12>
blur_samples 30 // aperture 0.046
angle 45 + (5*NormClock) // blur_samples 30
angle 45 + (52*NormClock)
} }
+94
Näytä tiedosto
@@ -0,0 +1,94 @@
#declare Trid_length = 2;
// ------------------------------------------------------
#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*0.001 }
#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 = 0.28;
#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, 6.11, 1> translate y*L }
sphere { 0, R scale <1, 0.42, 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 }
#end
}
#undef L
#end // macro
// ------------------------------------------------------
#macro Trid_A_ailette ()
union {
#local E = 0.49;
object { Trid_A_cone () scale 0.85 translate <E, -0.05, 0> }
cylinder { 0, x*E, 0.008 scale <1, 5, 1> }
#local R = rand(Rng1);
#if ( R < 0.6 ) texture { T_Silver_3A }
#else texture { T_WIP_rasta }
#end
#undef E
}
#end
// ------------------------------------------------------
#macro Trid_A_tail ()
union {
#for (A, 0, 360, 120)
object { Trid_A_ailette () rotate (A+270)*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*0.6 }
// object { Repere translate <0.1, 0, 0.1> }
}
#end
// ------------------------------------------------------
+39
Näytä tiedosto
@@ -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"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
// =======================================================
object { Le_Decor }
// object { Repere scale 2 }
#declare CK = NormClock * 1.78;
#declare DX_cam = 6.9 * cos(CK);
#declare DZ_cam = 5.4 * sin(CK);
#declare Loc_cam = <DX_cam, 1.0, DZ_cam> + Pos_RedB_2;
camera {
location Loc_cam
look_at Pos_RedB_2 + <0, 1.95+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)
}
+188
Näytä tiedosto
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/*
* 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)
*
*/
/* =============================================================== */
#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_1A }
#elseif (R < 0.50)
texture { T_Chrome_2B }
#elseif (R < 0.75)
texture { T_Chrome_3C }
#else
texture { T_Chrome_4D }
#end // IF
}
#end // Macro
/* --------------------------------------------------------------- */
#macro Corps_Wagonnet_0 (Longueur)
object {
/* le corps */
merge {
#local L2 = Longueur / 2;
#local R = 0.27;
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 < 0.333) texture { T_Brass_2C }
#elseif (R < 0.25) texture { GoldDark }
#elseif (R < 0.50) 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 25 octobre 2025
*/
#macro Une_Arche (Val)
object {
// #debug concat(" Arche, val = ", str(Val, 6, 4), "\n")
merge {
#local Ha = 2;
#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
// ==============================================================
/*
* 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
// =======================================================
// ==============================================================