welcome here, hexa-patrol
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17
hexastar.inc
17
hexastar.inc
@@ -12,10 +12,10 @@
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#macro HS_element_pointe ()
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union {
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#local R_a = HS_radius * 0.33333;
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#local R_a = HS_radius * 0.369;
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#local Small = 0.00001;
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cone { <-1.34, 0, 0>, Small, <-0.6, 0, 0>, R_a }
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sphere { 0, R_a scale <0.3, 1, 1> translate <-0.6, 0, 0> }
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sphere { 0, R_a scale <0.42, 1, 1> translate <-0.6, 0, 0> }
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#local R = rand(Rng1);
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#if ( R < 0.45 ) texture { GoldDark }
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#elseif ( R < 0.60 ) texture { Aluminum }
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@@ -35,9 +35,9 @@ union {
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// le noyau central
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#local L = 0.0028;
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#local R = 0.0577;
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cylinder { -y*L, y*L, R }
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sphere { 0, R translate -y*L }
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sphere { 0, R translate y*L }
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cylinder { -y*L, y*L, R }
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sphere { 0, R translate y*L }
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sphere { 0, R scale <1, 0.20, 1>translate -y*L }
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// les ailettes intérieures
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#for (foo, 0, 5)
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@@ -59,12 +59,13 @@ union {
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/* nouveau 14 janvier 2026 */
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#macro HS_element_queue ()
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union {
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#local R_a = HS_radius * 0.2222;
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#local R_a = HS_radius * 0.228;
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#local Small = 0.001;
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cone { < 0.44, 0, 0>, Small, < 0.88, 0, 0>, R_a }
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sphere { 0, R_a scale <0.7, 1, 1> translate <0.88, 0, 0> }
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#local R = rand(Rng1);
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#if ( R < 0.35 ) texture { Rust rotate y*(rand(Rng1)*133)}
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#if ( R < 0.35 ) texture { Rust scale 3.33
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rotate y*(rand(Rng1)*273) }
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#elseif ( R < 0.50 ) texture { T_Gold_5A }
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#elseif ( R < 0.80 ) texture { Aluminum }
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#else texture { T_Gold_3C }
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@@ -89,7 +90,7 @@ union {
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object { HS_element_pointe ()
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translate <0, Ty*1.16, Tz*1.16> }
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object { HS_element_queue ()
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translate <0, Ty, Tz> }
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translate <0, Ty*0.80, Tz> }
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}
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#end // end for
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object { HS_element_central () }
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