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31
hexastar.inc
31
hexastar.inc
@@ -8,7 +8,7 @@
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/* ============================================================ */
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/* Un des six éléments de base */
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#declare HS_radius = 0.407;
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#declare HS_radius = 0.409;
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#macro HS_element_pointe ()
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union {
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@@ -29,13 +29,23 @@ union {
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*/
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#macro HS_element_central ()
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union {
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torus { HS_radius*0.73, 0.0180 }
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#local HSCR = HS_radius*0.70;
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torus { HSCR, 0.0180 }
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// le noyau central
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#local L = 0.0028;
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#local R = 0.0597;
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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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scale <1, 24.10, 1>
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// les ailettes intérieures
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#for (foo, 0, 5)
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cylinder { 0, x*HSCR, R*0.15 rotate y*foo*60 }
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#end
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// traitement final
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scale <1, 23.10, 1>
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rotate z*90
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#local R = rand(Rng1);
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@@ -50,11 +60,11 @@ union {
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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 Small = 0.00001;
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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 }
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#if ( R < 0.35 ) texture { Rust rotate y*(rand(Rng1)*133)}
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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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@@ -76,12 +86,15 @@ union {
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#local Ty = E * cos(radians(Foo));
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#local Tz = E * sin(radians(Foo));
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union {
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object { HS_element_pointe () }
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object { HS_element_queue () }
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translate <0, Ty, Tz>
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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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}
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#end // end for
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object { HS_element_central () }
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// object { Repere }
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}
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}
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/* ============================================================ */
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