big commit, a lot of small adjustemnst
This commit is contained in:
51
hexawood.inc
51
hexawood.inc
@@ -18,6 +18,8 @@ merge {
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}
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#end
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/* ------------------------------------------------------------ */
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#macro HW_Cones ()
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union {
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#for (foo, 0, 360, 60)
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@@ -40,6 +42,7 @@ union {
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}
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#end
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/* ------------------------------------------------------------ */
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#macro HW_Chassis ()
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difference {
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@@ -61,36 +64,39 @@ difference {
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#local Tx = El * E * sin(radians(foo));
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#local Tz = E * cos(radians(foo));
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sphere { 0, 0.17 translate <Tx, 0.20, Tz> }
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#end
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#for (foo, 0, 360, 60)
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#local E = Hc_rad * 1.14;
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#local Tx = El * E * sin(radians(foo+30));
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#local Tz = E * cos(radians(foo+30));
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cylinder { -y, y, 0.05 translate <Tx, 0, Tz> }
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cylinder { -y, y, 0.07 translate <Tx, 0, Tz> }
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#end
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translate y*0.10
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texture { T_Wood17 rotate <10, 20, 30> scale 0.82 }
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#local R = rand(Rng1);
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#if (R<0.20)
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texture { T_Wood17 rotate <10, 20, 30> scale 0.82 }
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#else
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texture { T_Wood15 rotate <17, 28, 39> scale 1.42 }
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#end
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translate y*0.10 // why ?
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}
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#end
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/* ------------------------------------------------------------ */
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#macro HW_une_patte ()
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merge {
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sphere { 0, 0.025 scale <1, 0.24, 1> translate 0.30*y }
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cylinder { 0, 0.30*y, 0.025 }
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sphere { 0, 0.07 scale <1, 0.29, 1> }
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/* XXX */
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#local RP = 0.042;
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sphere { 0, RP scale <1, 0.84, 1> translate 0.35*y }
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cylinder { 0, 0.35*y, RP }
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sphere { 0, 0.09 scale <1, 0.29, 1> }
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}
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#local R = rand(Rng1);
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#if ( R < 0.3 )
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texture { Tinny_Brass }
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#elseif ( R < 0.8 )
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texture { New_Penny }
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#else
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texture { T_Brass_2C }
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#end // if
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#local R = rand(Rng1);
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#if ( R < 0.3 ) texture { Tinny_Brass }
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#elseif ( R < 0.8 ) texture { New_Penny }
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#else texture { T_Brass_2C }
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#end // if
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#end // macro
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/* ------------------------------------------------------------ */
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#declare HW_les_pattes = object
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{
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union {
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@@ -104,22 +110,23 @@ union {
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}
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}
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/* ------------------------------------------------------------ */
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#declare HW_Anneau0 = object
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{
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merge {
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torus { Hc_rad*0.31, 0.06 scale <1, 0.55, 1> }
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torus { Hc_rad*0.31, 0.0666 scale <1, 0.55, 1> }
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#for (Foo, 0, 359, 60)
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#local DX = Hc_rad*0.31 * sin(radians(Foo));
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#local DZ = Hc_rad*0.31 * cos(radians(Foo));
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#local HC = 0.30 + (0.03*rand(Rng2));
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cone { 0, 0.035, y*HC, 0.0001 translate <DX, 0, DZ> }
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cone { 0, 0.037, y*HC*1.2, 0.0001 translate <DX, 0, DZ> }
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#end // FOR
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}
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texture { GoldDark }
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rotate y * 45 * Cos_010(NormClock)
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rotate y * 65 * Cos_010(NormClock)
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translate y*0.32
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}
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/* ------------------------------------------------------------ */
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#declare HexaWood = object
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{
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union {
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