make hexathings going more high
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5e57a65ea8
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@ -13,19 +13,23 @@
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#include "hexabenz.inc"
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#include "hexabenz.inc"
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#include "hexawood.inc"
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#include "hexawood.inc"
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#include "trident.inc"
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#include "trident.inc"
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#include "xperiment.inc"
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// =======================================================
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// =======================================================
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#include "dynamic.inc"
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#include "dynamic.inc"
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#local Y_mean = 0;
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#local Y_count = 0;
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#for (idX, -3, 3)
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#for (idX, -3, 3)
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#for (idZ, -3, 3)
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#for (idZ, -3, 3)
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#local posX = (idX * 4.72) + (rand(Rng1)-0.5);
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#local posX = (idX * 4.72) + (rand(Rng1)-0.5);
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#local posY = 4.2 + (NormClock*2) + (.8*(rand(Rng1)-0.5));
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#local posY = 3.2 + (NormClock * 12 * (rand(Rng1)+0.75));
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#local posZ = (idZ * 4.37) ;
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#local posZ = (idZ * 4.37) ;
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#local Rx = (rand(Rng1) - 0.5) * 12;
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#local Rx = (rand(Rng1) - 0.5) * 12;
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#local Ry = (rand(Rng1) - 0.5) * (14+NormClock);
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#local Ry = (rand(Rng1) - 0.5) * (24+NormClock);
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#local Rz = (rand(Rng1) - 0.5) * 11;
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#local Rz = (rand(Rng1) - 0.5) * 11;
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// #debug concat("X ", str(posX,7,3), " Z ", str(posZ,7,3), "\n")
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// #debug concat("X ", str(posX,7,3), " Z ", str(posZ,7,3), "\n")
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@ -33,16 +37,15 @@
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#declare Limit = 1.470;
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#declare Limit = 1.470;
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#if ( (abs(posX)>Limit) & (abs(posZ)>Limit) ) // position
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#if ( (abs(posX)>Limit) & (abs(posZ)>Limit) ) // position
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#if (rand(Rng1) < 0.555)
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#local Y_mean = Y_mean + posY;
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object { HexaCone () rotate <Rx, Ry, Rz>
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#local Y_count = Y_count + 1;
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#if (rand(Rng1) < 0.555)
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object { HexaCone () rotate <Rx, Ry, Rz>
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translate <posX, posY, posZ> }
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translate <posX, posY, posZ> }
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#else
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#else
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object { HexaBenz () rotate <Rx, Ry, Rz>
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object { HexaBenz () rotate <Rx, Ry, Rz>
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translate <posX, posY, posZ> }
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translate <posX, posY, posZ> }
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#end
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#end
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// #debug "\n"
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#end // if position...
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#end // if position...
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#end // loop idX
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#end // loop idX
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#end // loop idZ
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#end // loop idZ
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@ -54,11 +57,14 @@ object { Le_Decor }
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// object { Repere scale 5 translate y }
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// object { Repere scale 5 translate y }
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#local CamX = -8.7 + ( 6.9 * Cos_01(NormClock));
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#local CamX = -8.7 + ( 6.9 * Cos_01(NormClock));
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#local CamY = 0.42 + (29.06 * Cos_01(NormClock));
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#local CamY = 0.42 + (17.06 * Cos_01(NormClock));
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#local CamZ = 122 - (18.9 * Cos_01(NormClock));
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#local CamZ = 122 - (21.9 * Cos_01(NormClock));
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#local LatY = (Y_mean / Y_count) - NormClock;
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#debug concat("Lat Y ", str(LatY, 7, 3),"\n")
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camera {
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camera {
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location <CamX, CamY, CamZ>
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location <CamX, CamY, CamZ>
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look_at <0.0, -NormClock, 0>
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look_at <0.0, LatY, 0>
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angle 64 - (9.84 * NormClock)
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angle 56 - (19.84 * NormClock)
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}
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}
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