HexaCone/essai.pov
2025-10-31 12:08:50 +01:00

219 lines
4.4 KiB
POVRay

/*
* 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
*/
#macro Wagonnet_0 (Longueur)
object {
/* le corps */
merge {
#local L2 = Longueur / 2;
#local R = 0.50;
cylinder { <L2, 0, 0>, <-L2, 0, 0>, R }
sphere { <0, 0, 0>, R
scale <3, 1, 1>
translate x*L2
}
/* le kiosque (est-ce un sous-marin ?) */
sphere { <-L2, 0, 0>, R }
merge {
cylinder { <0, 0, 0>, <0, L2, 0>, R/4 }
sphere { <0, 0, 0>, R/4
scale <1, 0.4, 1> translate y*L2
}
scale <2, 1, 1> translate x*L2*0.70
}
#local R = rand(Rng1);
#if (R < 0.333)
texture { WIP_color }
#elseif (R < 0.666)
texture { GoldDark }
#else
texture { Flashy scale 17 }
#end
}
}
#end // macro
#declare Un_Wagonnet = object
{
#local R = 2;
object { Wagonnet_0 (3)
rotate y*clock
}
}
// =======================================================
/* nouveau du 7 octobre 2025 */
#macro Une_Boule ()
sphere {
0, 0.1111 + (rand(Rng1) * 0.20)
#local R = rand(Rng1);
#if (R < 0.333)
texture { C_Texture }
#elseif (R < 0.666)
texture { M_Texture }
#else
texture { Y_Texture }
#end
}
#end // macro
/* TODO
* trouver une meilleure méthode de placement
*/
#declare Les_Boules = object
{
union {
#for (A, 0, 24, 1)
#local CK = (NormClock*60.00) + (A*0.07);
object { Une_Boule ()
#local TX = 1.6 * sin(CK);
#local TY = 1.4 * cos(sin(CK));
#local TZ = 2.0 * cos(1-CK);
translate <TX, TY, TZ>
}
object { Repere scale 2 }
#end // for
}
}
// =======================================================
/*
* nouveau du 25 octobre 2025
*/
#declare Obj_BasicTexture = object
{
#local R = 0.333;
merge {
cylinder { 0, y, R }
sphere { 0, R scale <1, 0.20, 1> translate y }
}
}
#declare BasicTextures = object
{
#local TR = 2.20;
union {
object { Obj_BasicTexture texture { R_Texture }
translate <TR, 0, 0> }
object { Obj_BasicTexture texture { G_Texture }
translate <0, 0, 0> }
object { Obj_BasicTexture texture { B_Texture }
translate <0, 0, TR> }
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> }
}
}
// =======================================================
#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 <Dx, 0, Dz> }
#end
}
}
object { Gyros }
// ------------------------------------------------------ ##
#debug " !!! ACTION !!!\n"
// ------------------------------------------------------ ##
#declare Selector = mod(int(clock/60)+19, 8);
#debug concat("Selector = ", str(Selector, 6, 0), "\n")
#switch (Selector)
#case (0)
object { OpenBox translate y*2.1 }
#break
#case (1)
object { Les_Arches rotate -y*(clock*0.666) }
#break
#case (2)
object { HexaWood rotate -y*(clock*0.38) translate y }
#break
#case (3)
object { Chose () translate y*0.34 rotate -y*clock }
#break
#case (4)
object { HexaBenz () 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 y }
#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 <CamX, CamY, CamZ>
look_at <0, 1.6, 0>
angle 17 - 3*Cos_01(NormClock)
}