big revamping, part 1
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33
splined.pov
33
splined.pov
@@ -9,39 +9,34 @@
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#include "globals.inc"
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#include "contexte.inc"
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#include "hexacone.inc"
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#include "hexabenz.inc"
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#include "hexawood.inc"
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#include "trident.inc"
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#include "dynamic.inc"
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#include "all.inc"
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object { Le_Decor }
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// =======================================================
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#declare Spline_1 =
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spline {
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cubic_spline
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-0.2, <-2, 1.0, -2>, // control point
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-0.2, <-2, 1.0, -3>, // control point
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0.0, < 0, 1.3, -2>, // start point
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0.2, < 2, 1.0, -1>,
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0.4, < 1, 1.5, 0>,
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0.6, < 0, 2.2, 0>,
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0.8, <-1, 0.9, 1>,
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1.0, < 2, 1.0, 2>, // end point
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0.0, <-0.5, 1.3, -2.7>, // start point
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0.2, < 2.0, 1.0, -1.0>,
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0.4, < 1.0, 1.5, 0.0>,
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0.6, < 0.0, 2.2, 0.1>,
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0.8, <-1.1, 1.6, 1.1>,
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1.0, < 2.0, 1.0, 2.0>, // end point
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1.2, < 4, 1.0, 2> // control point
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}
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#local Scaler = <2, 1, 3>;
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#local Scaler = <2, 1, 3>; // XXX please explain
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#declare ViewSpline = object
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{
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union {
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#for (CK, 0.00, 1.00, 0.0017)
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sphere { <0,0,0>, 0.022
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texture{
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pigment {color rgb <0.20, 0.14, 0.14> }
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#for (CK, 0.00, 1.00, 0.0021)
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sphere { <0,0,0>, 0.023
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texture{
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pigment {color rgb <0.20, 0.24, 0.14> }
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finish {ambient 0.15 diffuse 0.85 phong 0.6 }
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}
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translate (Scaler * Spline_1(CK))
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@@ -60,7 +55,7 @@ union {
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union {
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object { ViewSpline }
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#declare P1 = Scaler * Spline_1(V1);
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#declare P2 = <1, -1.3, 0.1> + (0.95 * Scaler * Spline_1(V2));
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#declare P2 = <1, -1.3, 0.2> + (0.95 * Scaler * Spline_1(V2));
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sphere {
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0, 0.06
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texture { B_Texture }
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