gigantic refactoring, part one
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@@ -8,45 +8,45 @@
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#include "globals.inc"
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#include "colors.inc"
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#include "metals.inc"
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#include "textures.inc"
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#include "stones.inc"
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#declare NormClock = clock / 360.0;
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#include "contexte.inc"
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#include "elements.inc"
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#include "hexabenz.inc"
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// =======================================================
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#for (idX, 0, 3)
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#for (idZ, 0, 3)
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#for (idX, 0, 4)
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#for (idZ, 0, 4)
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#local posX = (idX * 4.56) - 4.7;
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#local posY = 1.8 * (rand(Rng1)-0.5);
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#local posZ = (idZ * 4.64) - 9.1;
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#local posX = (idX * 4.56) - 6.5;
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#local posY = 1.3 * (rand(Rng1)-0.5);
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#local posZ = (idZ * 4.24) - 8.9;
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#local Ry = (rand(Rng1) - 0.5) * 16;
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#if (rand(Rng1) < 0.25)
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object { HexaCone rotate y*Ry translate <posX, posY, posZ> }
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#if (rand(Rng1) < 0.515)
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object { HexaCone ()
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rotate y*Ry translate <posX, posY, posZ> }
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#else
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object { HexaBenz rotate y*Ry translate <posX, posY, posZ> }
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object { HexaBenz ()
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rotate y*Ry translate <posX, posY, posZ> }
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#end
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#end
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#end
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// =======================================================
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light_source { <-8, 7, -9>, rgb <0.81, 0.65, NormClock> }
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light_source { < 11, 7, 4>, rgb <1-NormClock, 0.28, 0.80> }
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object { Repere scale 5 }
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#if (NormClock < 0.08)
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light_source { <-8, 7, -9>, rgb <0.81, 0.65, NormClock> }
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#end
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#local CamX = -17.7+(2.6*NormClock);
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#local CamY = 11.81+(3.3*Cos_01(NormClock));
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#local CamZ = 16.06+Cos_010(NormClock);
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light_source { < 11, 7, 4>, rgb <NormClock, 0.28, 0.80> }
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// object { Repere scale 5 }
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#local CamX = -8.7+(2.6*NormClock);
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#local CamY = -5+(6.9*Cos_01(NormClock));
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#local CamZ = 15.06+(2.9*Cos_010(NormClock));
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camera {
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location <CamX, CamY, 16.09>
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location <CamX, CamY, CamZ>
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look_at <0.0, 0.0, 0>
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angle 48
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angle 48 - (3.57 * NormClock)
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}
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