better rotation and look of gyrophares
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								contexte.inc
									
									
									
									
									
								
							@ -44,8 +44,8 @@ union	{
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	cylinder { 0, y*H_gyro, R_gyro }
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	intersection {
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		sphere { 0, R_gyro scale <1, 1.414, 1> }
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		box { <-1, 0, -1>, <1, 1, 1> }
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		translate y*(H_gyro+H_gylampe+0.02) 
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		box { <-1, 0, -1>, <1, 1.94, 1> }
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		translate y*(H_gyro+H_gylampe+0.04) 
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		}
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	#if (rand(Rng1) < 0.5)
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	  texture { T_Stone25 scale 1+rand(Rng1) }
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@ -61,16 +61,18 @@ union	{
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		cylinder { 0, y*H_gylampe,    R_gyro }
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		cylinder { y*0.01, y*(H_gylampe-0.01), R_gyro*0.97 }
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		#local WB = 0.017;
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		union {
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		  box { <-1, 0.03, -WB>, <1, (H_gylampe-0.03), WB> }
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		  box { <-WB, 0.03, -1>, <WB, (H_gylampe-0.03), 1> }
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		  }
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		#undef WB
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		pigment { color Gray90 }
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		#local Ro = 5.89*(0.5-rand(Rng1));
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		#if (abs(Ro) < 0.06)
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		  #local Ro = Ro * 10;
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		#local Ro = 0.5 + (2.0 * rand(Rng1));
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		#if (rand(Rng1) < 0.50)
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		  #local Ro = -Ro;
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		#end
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		rotate y * Ro * clock
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		#undef Ro
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		rotate y*(0.5-rand(Rng1)) * clock
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		}
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	light_source { y*0.10
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			rgb <0.8, 0.9, 0.999999999>
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@ -92,7 +94,7 @@ union	{
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#macro Les_GyroPhares ()
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union	{
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	#local E = SzSol * 0.431;
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	#for (Idx, 0, 360, 60)
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	#for (Idx, 0, 359, 60)
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	  #local Ang = radians(Idx+7.33);
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	  #local Dx  = E * sin(Ang);
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	  #local Dz  = E * cos(Ang);
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