/* * 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" #debug "\n GLOBALS INCLUDED\n" #include "contexte.inc" #include "gadgets.inc" #include "hexacone.inc" #include "hexabenz.inc" #include "hexawood.inc" #include "trident.inc" // XXX #include "xperiment.inc" // XXX // ======================================================= /* nouveau du 20 octobre 2025 * Un semblant de wagonnet qui va tourner sur le * rail circulaire */ #declare Un_Wagonnet = object { #local R = 3.2; object { Wagonnet_0 (R) rotate y*clock*2 } } // ======================================================= /* nouveau du 7 octobre 2025 */ #macro Une_Boule () sphere { 0, 0.15 + (rand(Rng1) * 0.07) #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 /* TODO * trouver une meilleure méthode de placement */ #declare Les_Boules = object { union { #for (A, 0, 32, 1) #local CK = (NormClock*55.00) + (A*0.08); object { Une_Boule () #local TX = 1.6 * sin(CK); #local TY = 1.4 * cos(sin(CK)); #local TZ = 2.0 * cos(1-CK); translate } object { Repere scale 2 } #end // for } } // ======================================================= /* * nouveau du 25 octobre 2025 */ #declare Obj_BasicTexture = object { #local R = 0.369; #local H = 1.2; merge { cylinder { 0, y*H, R } sphere { 0, R scale <1, 0.50, 1> translate y*H } box { <-0.19, 0, -0.17>, } } } #declare BasicTextures = object { #local TR = 2.20; union { object { Obj_BasicTexture texture { R_Texture } translate } 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 } } } // ======================================================= #declare Des_Choses = object { union { object { Chose () translate -<-1.7, 0, 0.8> } object { Chose () translate -< 1.5, 0, 1.2> rotate -y*clock } object { Chose () translate -< 1.1, 0, -1.2> rotate y*clock } } } // ======================================================= #declare Gyros = object { // #debug " Les gyros !!!\n" union { #for (I, 0, 359, 30) #declare E = 12; #declare Dx = E * sin(radians(I)); #declare Dz = E * cos(radians(I)); object { GyroPhare () translate } #end } } object { Gyros } // ------------------------------------------------------ ## #debug " !!! ACTION !!!\n" // ------------------------------------------------------ ## #declare Selector = mod(int(clock/60)+19, 8); #debug concat("Selector = ", str(Selector, 6, 0), "\n") #declare AngleCam = 17 - 3*Cos_01(NormClock); #switch (Selector) #case (0) union { object { OpenBox(1, 0.03) } object { OpenBox(0.55, 0.03) translate <0.4*rand(Rnd2), NormClock*0.74,cos(NormClock)> } translate y*2.1 } #break #case (1) object { Les_Arches (1.57) rotate -y*(clock*0.666) } #declare AngleCam = 22; #break #case (2) object { HexaPole translate y } #break #case (3) object { Des_Choses } #break #case (4) object { HexaCone () scale 2 translate 2.7*y rotate -y*clock } #break #case (5) object { Les_Boules translate y*0.8 } #break #case (6) object { Un_Wagonnet translate < 1, 1, 0> } object { Un_Wagonnet translate y+NormClock } object { Un_Wagonnet translate <-1, 1, 0> } #break #case (7) #local Pos = <0, 0, 0>; object { BasicTextures rotate -y*clock translate Pos } #break #end // switch selector plane { y, 0 texture { Ground_Texture } } // object { Repere translate y*1.0 } // ======================================================= #local CamX = -2.7 + (1.8*Cos_010(NormClock)); #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; camera { #if (clock < 225) orthographic #end location look_at <0, 1.6, 0> angle AngleCam }