/* * 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; // #declare DEBUG_LEVEL = 1; // un nouveau test ? #include "globals.inc" #declare NO_DYNAMIC = 1; #include "all.inc" /* * il faut faire le tri ici ! -* __________________________ */ // ======================================================= // nouveau du 10 février 2026 #macro Anemone_A (E, H) union { #for (foo, 0, 5) #local A = radians(foo*60); #local DX = E * sin(A); #local DZ = E * cos(A); cone { y*(H/8), 0.20, , 0.001 #local Rv = 0.7 + (0.2*rand(Rng1)); #local Gv = 0.6 + (0.2*rand(Rng1)); #local Bv = 0.6 + (0.3*rand(Rng1)); texture { pigment { rgb } finish { phong 0.51 reflection 0.05 } } } sphere { 0, 0.45 texture { T_WIP_color } } #end // for } #end // macro // ======================================================= /* * new Thu Dec 18 01:14:19 AM UTC 2025 * 14 janvier 2026, j'ajoute un truc pour {enfin} gérer * un DEBUG_LEVEL correct. */ #macro Le_ConeStack () #ifdef (DEBUG_LEVEL) #debug "Cone Stack : DEBUG_LEVEL activated\n" #fopen Log "WS/log.essai" write #end // debug level union { #local Hcs = 0.550; #local Rco = R_basecone * 3.333; #for (Foo, 0, 5) #local Dx = 0.385 * sin(Foo+NormClock); #local Dy = Foo * (Hcs + 0.0333); #local Dz = 0.385 * cos(Foo+NormClock); #local DV = ; #ifdef (DEBUG_LEVEL) #write (Log, Foo, " ", DV, "\n") #end union { cone { 0, Rco, <0, Hcs, 0>, 0.001 #if (rand(Rng1) < 0.50) texture { Y_Texture } #else texture { M_Texture } #end // if rand } cylinder { 0, -0.08*y, Rco #if (rand(Rng1) < 0.50) texture { R_Texture } #else texture { G_Texture } #end // if rand } translate DV } #end // for Foo } #ifdef (DEBUG_LEVEL) #fclose Log #end // debug level #end // macro // ======================================================= /* nouveau du 20 octobre 2025 * Un semblant de wagonnet qui va tourner sur le * rail circulaire */ #declare Les_Wagonnets = object { #local L = 2.4; union { object { Wagonnet_0(L) translate <0, 1, 1.9> } object { Wagonnet_0(L+1) translate <0, 3+NormClock, 0> } object { Wagonnet_0(L) translate <0, 1, -1.8> } } } // ======================================================= /* * nouveau du 25 octobre 2025 */ #declare Obj_BasicTexture = object { #local R = 0.385; #local H = 1.51; merge { cylinder { 0, y*H, R } sphere { 0, R scale <1, 0.50, 1> translate y*H } difference { #local R1 = R+0.46; #local R2 = R+0.63; box { <-0.19, 0, -0.17>, } cylinder { , , 0.33 } } } } // ------------------------------------------------------- // ------------------------------------------------------- // the place to try new textures #declare ProtoTextures = object { #local TX = 2.55; #local TZ = 2.95; #local Kro = 32 + (NormClock * 37); union { object { Obj_BasicTexture texture { R_Texture } rotate y * (rand(Rng1)*Kro) translate } object { Obj_BasicTexture texture { G_Texture } rotate y * (rand(Rng1)*Kro) translate } object { Obj_BasicTexture texture { B_Texture } rotate y * (rand(Rng1)*Kro) translate } object { Obj_BasicTexture texture { T_WIP_dents } rotate y * (rand(Rng1)*Kro) translate <-TX, 0, TZ> } object { Obj_BasicTexture texture { T_WIP_rasta } rotate y * (rand(Rng1)*Kro) translate <-TX, 0, 0> } object { Obj_BasicTexture texture { T_WIP_bluewave } rotate y * (rand(Rng1)*Kro) translate <-TX, 0, -TZ> } object { Repere scale 1.5 translate y*0.5 } } } // ======================================================= /* Les choses, c'est l'espèce de vase avec des tiges qui bougent, je devrais trouver un nom plus parlant. Mieux, on garde la chose mais on en dérive le vase */ #macro Vase_le_corps_a () intersection { box { <-5, -5, -5>, <5, 0, 5> } difference { sphere { 0, 0.34 } sphere { 0, 0.30 } scale <1, 1.64, 1> } texture { T_WIP_redwave scale 0.15 + 0.333*rand(Rng1) rotate <75*rand(Rng1), 75*rand(Rng1), 75*rand(Rng1)> } } #end // ------------------------------------ #macro Vase_le_corps_b () union { #for (foo, 0, 359.999, 60) #local Dx = 0.35 * sin(radians(foo)); #local Dz = 0.35 * cos(radians(foo)); torus { 0.09, 0.016 rotate z*30 rotate y*(foo-90) translate #local R = rand(Rng1); #if (R < 0.50) texture { Y_Texture } #else texture { M_Texture } #end // end if } // torus #end // end for (foo } #end // end macro // ------------------------------------ // ASSEMBLER LE CORPS #macro Vase_le_corps () union { object { Vase_le_corps_a () } object { Vase_le_corps_b () } translate y*0.95 } #end // ------------------------------------ // LE PIED #macro Vase_le_pied () union { cylinder { 0, y*0.80, 0.07 texture { T_WIP_dents scale 0.2 } } cylinder { 0, y*0.08, 0.20 texture { T_WIP_dents scale 0.4 } } } #end // ------------------------------------ // LES TIGES #macro Vase_les_tiges () union { #local CK = NormClock * (7.876+rand(Rng1)); #for (Foo, 0, 9) // tout cela est bien tortueux ! #local CK2 = CK + Foo; #local C2X = (R_C + 0.051) * sin(CK2+rand(Rng1)) * sin(CK*3); #local C2Z = (R_C + 0.051) * (sin(-CK2+rand(Rng1)) * cos(CK*(rand(Rng1)))); #local Rt = 0.02+(0.02*Cos_010(NormClock))-0.03*rand(Rng1); #local H = 0.38 + 0.55*rand(Rng1); union { cylinder { 0, , Rt } sphere { , Rt } #local R = rand(Rng1); #if (R < 0.25) texture { tPlasticOrange } #elseif (R < 0.50) texture { tPlasticBlue } #elseif (R < 0.75) texture { tPlasticPrune } #else texture { tPlasticGreen } #end // if } #end // for translate y*0.87 } // #debug "== Fin chose les tiges\n" #end // macro // ------------------------------------ // ------------------------------------ #macro Vase () union { Vase_le_pied () Vase_le_corps () Vase_les_tiges () } #end // macro // ------------------------------------ // ======================================================= #declare Des_Choses = object { union { object { Vase () scale 2 translate < 2.2, 0, 2.32> } object { Vase () scale 1.4 translate <-2.9, 0, 3.91> } object { Vase () scale 2 translate < 2.9, 0, -4.07> } object { Vase () translate <-4.5, 0, -4> } object { Repere translate 0.15*y } } } // ======================================================= #declare GyroTrucs = object { union { #for (I, 0, 359, 30) #declare E = 12 + (3*rand(Rng1)); #declare Dx = E * sin(radians(I)); #declare Dz = E * cos(radians(I)); #local R = rand(Rng1); #if (R > 0.52) object { GyroPhare () translate } #elseif (R > 0.36) object { Colonne_A (3.8) rotate y*(90*rand(Rng1)) translate } #else object { Colonne_A (2.8) rotate y*(90*rand(Rng1)) translate } #end #end // for } } object { GyroTrucs } // ========================================================## #declare Architecture = object { union { object { Portique_A () translate z*6.5 } object { Portique_A () scale 2 translate z*2 } object { Portique_A () scale 1.8 } object { Portique_A () scale 2 translate -z*3 } object { Portique_A () rotate y*9 translate -z*6.5 } // object { Fleche translate y } } } // ------------------------------------------------------ ## #debug " !!! ACTION !!!\n" #local Rv = 0.5 + (0.1*sin(clock*0.113)); #local Gv = 0.11; #local Bv = 0.2 * abs(sin(clock*0.014)); light_source { <-32, 40, -7> colour parallel point_at 0 } // ------------------------------------------------------ ## #declare Selector = int(clock/57); #debug concat("Selector = ", str(Selector, 6, 0), "\n") #declare AngleCam = 27 - 3*Cos_01(NormClock); #switch (Selector) #case (0) object { Des_Choses } #local AngleCam = 17; #break #case (1) object { Architecture rotate -y*(clock*0.666) } #local AngleCam = 31.0; #break #case (2) object { HoleBorder_B (2.222) } #break #case (3) object { HorlogeDouble scale 2 rotate -y*(6*clock) } object { Repere translate y*1 } #break #case (4) object { Blob_Boxed scale 4.000 rotate <7, 0, 12> translate 3.7*y } #break #case (5) object { Anemone_A (3.10-NormClock, 1.50+NormClock) translate < 4, 0, 0> } object { Anemone_A (2.40-NormClock, 2.50+NormClock) translate <-4, 0, 0> } object { Anemone_A (1.40+NormClock, 1.50*NormClock) translate < 0, 0, -4> } object { Anemone_A (1.40+NormClock, 1.50-NormClock) translate < 0, 0, 4> } object { Repere } #break #case (6) object { HexaStar scale 3 rotate y*(clock*1.5) translate y*3.5 } #break #case (7) #local Pos = <0.5-NormClock, 0, 0>; object { ProtoTextures rotate -y*(55*Cos_01(NormClock)) } #break #end // switch selector plane { y, 0 texture { Ground_Texture } } // ======================================================= #local CamX = -2.7 + (1.8*Cos_010(NormClock)); #local CamY = 0.61 + (0.9*exp(NormClock)); #local CamZ = -5.777 + (1.2*Cos_01(NormClock)); #local K = 8.6; #local CamX = CamX * K; #local CamY = CamY * K * 0.41; #local CamZ = CamZ * K; camera { orthographic location look_at <0, 1.5, 0> right angle AngleCam }