add a new seq for the trident
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29
trident.inc
29
trident.inc
@@ -16,7 +16,7 @@ difference {
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object { Trid_cone translate -y*0.001 }
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#local Foo = rand(Rng1);
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#if (Foo < 0.25) texture { T_Brass_2C }
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#elseif (Foo < 0.50) texture { T_Chrome_2C }
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#elseif (Foo < 0.50) texture { tPlasticOrange }
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#elseif (Foo < 0.75) texture { T_Chrome_3A }
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#else texture { GoldDark }
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#end // else
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@@ -34,8 +34,8 @@ union {
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#end // for
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#undef Tx
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#undef Tz
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torus { E*1.80, 0.02
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scale <1, 4, 1> translate y*0.05
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torus { E*1.51, 0.012
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scale <1, 3, 1> translate y*0.05
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texture { T_Chrome_3B } }
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}
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#end
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@@ -45,11 +45,12 @@ union {
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#local R = 0.095;
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merge {
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cylinder { <0, -L, 0>, <0, L, 0>, R }
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sphere { 0, R scale <1, 6, 1> translate y*L }
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#if (rand(Rng1) < 0.50)
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texture { T_Chrome_1C }
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#else
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texture { T_Brass_5E }
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sphere { 0, R scale <1, 6.11, 1> translate y*L }
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sphere { 0, R scale <1, 0.42, 1> translate -y*L }
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#local R = rand(Rng1);
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#if ( R < 0.333) texture { T_Chrome_1C }
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#elseif ( R < 0.666) texture { T_Silver_1C }
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#else texture { tPlasticGreen }
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#end
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}
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#undef L
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@@ -58,10 +59,12 @@ merge {
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#macro Trid_A_ailette ()
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union {
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#local E = 0.49;
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object { Trid_A_cone () scale 0.85
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translate <E, -0.05, 0> }
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cylinder { 0, x*E, 0.011
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scale <1, 5, 1> texture { T_Silver_3A } }
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object { Trid_A_cone () scale 0.85 translate <E, -0.05, 0> }
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cylinder { 0, x*E, 0.008 scale <1, 5, 1> }
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#local R = rand(Rng1);
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#if ( R < 0.8 ) texture { T_Silver_3A }
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#else texture { B_Texture }
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#end
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#undef E
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}
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#end
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@@ -77,7 +80,7 @@ union {
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// ------------------------------------------------------
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#macro Trident_A ()
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union {
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object { Trid_A_head () translate y*0.85 }
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object { Trid_A_head () translate y*0.83 }
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object { Trid_A_body () }
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object { Trid_A_tail () translate -y*0.6 }
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// object { Repere translate <0.1, 0, 0.1> }
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