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Added missing include files.
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_include/helferleinSitting.inc

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#include "colors.inc"
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#include "functions.inc"
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#include "logo.inc"
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#include "metals.inc"
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#include "math.inc"
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//#include "coordinates2.inc"
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#include "shapes2.inc"
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#include "textures.inc"
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#include "E_Lampe.inc"
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//#include "Factory_hall.inc"
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//#include "claw.inc"
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//global_settings { max_trace_level 5 ambient_light rgb <1.0, 1.0, 0.95> }
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//camera {location <-6,2.0,-10> direction 3*z look_at < 4, 1.2, 0 >}
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//camera {location <4,2.0,2> direction 2*z look_at < 4, 2.0, 0 >}
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//camera {location <7.6,1.8,-1.8> direction 1*z look_at < 7.6, 1.8, 1.8 >}
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//camera {location <25,30,25> direction 2*z look_at < 0, 0, 5 >}
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//camera {location <0,10,25> direction 3*z look_at < 0, 1, 0 >}
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//camera {location <1,20,30> direction 1.8*z look_at < 1, 2, 0 >}
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//camera {location <0.5,-5,0.5> direction 0.3*z look_at < 0, 0, 0 >}
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//camera {location <0,2,150> direction 4*z look_at < 0, 2, 0 >}
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//camera {location <20,20,0> direction 5*z look_at < 5, 12, 0 >}
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//camera {location <-9,6,25> direction 5*z look_at <-9, 6, -3> }
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//camera {location <-9, 6, -6.0> direction 1*z look_at <-9, 5.8, -5> }
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//camera {location <-9, -3, -12.0> direction 3*z look_at <-9, 2, -6> }
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//light_source {<0,10,20> rgb <1.0, 1.0, 0.95>}
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//light_source {<-140,200,300> rgb <1.0, 1.0, 0.95>*1.5}
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//light_source {<1,2,0> rgb <1.0, 1.0, 0.95>*1.5} //in-hall lamp
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//light_source {<140,200,-300> rgb <0.9, 0.9, 1.00>*0.8 shadowless}
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//#declare scene_floor = plane
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//{ <0, -13, 0>, 0
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// pigment { checker color White, color Black }
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//}
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//object{ scene_floor }
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//object{ scene_floor2 }
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//object{ scene_floor translate <0, 6, 0> }
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//###############################
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#declare chrome = texture
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{
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pigment{ color rgbf <0.5, 0.5, 0.5> }
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finish{ diffuse 0.1
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specular 0.5
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reflection 0.7
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roughness 0.005
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metallic
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}
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}
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//-------------------------------------
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#declare Custom_SilverFinish = finish
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{
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metallic
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ambient 0.25
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diffuse 0.95
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reflection 0.05
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brilliance 6
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phong 1
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phong_size 100
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}
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//-------------------------------------
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//object{Koordinaten}
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#declare hip_width = 7;
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#declare femoral_length = 10;
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#declare shank_length = 8;
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#declare leg_length = (femoral_length + shank_length);
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#declare torso_height = leg_length * 0.63;
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#declare neck_length = torso_height * 0.15;
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#declare shoulder_width = hip_width * 1.15;
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#declare upper_arm_length = torso_height * 0.63;
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#declare lower_arm_length = upper_arm_length;
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#declare tube_diameter = 1;
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//set joints coordinates
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#declare local_clock = clock;
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#declare leg_step_angle = 60;
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//get_angles_for_one_step_left_leg(local_clock, leg_step_angle)
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#declare left_hip_angle = 90;
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#declare left_shank_angle = 0;
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//get_angles_for_one_step_right_leg(local_clock, leg_step_angle)
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#declare right_hip_angle = 90;
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#declare right_shank_angle = 0;
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#if( local_clock > 1 ) //>= 0.5 )
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#declare set_hip_y_offset = cos( (pi/180) * ( 90 - left_hip_angle )) * leg_length;
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#declare set_hip_x_offset = sin( (pi/180) * ( 90 - left_hip_angle )) * leg_length;
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#declare set_hip_x_offset = set_hip_x_offset + 2 * (sin( (pi/180) * ( 90 - leg_step_angle )) * leg_length);
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#else
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#declare set_hip_y_offset = cos((pi/180) * ( right_hip_angle - 90 )) * leg_length;
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#declare set_hip_x_offset = -sin((pi/180) * ( right_hip_angle - 90 )) * leg_length;
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#end
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#declare set_hip_y_offset = set_hip_y_offset + tube_diameter;
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//hip base
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#declare A = <0,0,0>;
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//left leg
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#declare B_ = A + <0, 0 , hip_width / 2>; //left hip joint
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#declare C_ = B_ + <-femoral_length, 0, 0>; //left knee joint
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#declare C_ = vrotate( C_, <0,20,40> ); //##linker Schenkel // " " "
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#declare D_ = A + <0,-shank_length, 0>; //left ankle
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#declare D_ = vrotate( D_, <0,0,left_shank_angle> ); // " "
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#declare D_ = D_ + C_; // " "
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//right leg
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#declare B__ = A + <0, 0 ,-hip_width / 2>; //right hip joint
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#declare C__ = B__ + <-femoral_length, 0, 0>; //right knee joint
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#declare C__ = vrotate( C__, <0,-20,40> ); //##rechter Schenkel // " " "
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#declare D__ = A + <0,-shank_length, 0>; //right ankle
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#declare D__ = vrotate( D__, <0,0,right_shank_angle> ); // " "
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#declare D__ = D__ + C__; // " "
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//#declare left_shoulder_angle = 90;
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//#declare right_shoulder_angle = 90;
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//#declare left_ellbow_angle = 0;
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//#declare right_ellbow_angle = 0;
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#declare E = A + <0, torso_height, 0>;
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#declare E_ = E + <0, neck_length, 0>; //head joint
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//left arm
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//get_angles_for_one_step_left_arm(clock)
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#declare left_shoulder_angle = 90;
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#declare left_ellbow_angle = 0;
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#declare F_ = E + <0,0, shoulder_width / 2> ; //left shoulder joint
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#declare G_ = A + <-upper_arm_length, 0, 0>; //left ellbow joint
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#declare G_ = vrotate( G_, <0,0,270> ); // " " "
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#declare G_ = G_ + F_ + <0,0,tube_diameter*1.9>; // " " "
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#declare H_ = A + <0, -lower_arm_length, 0>; //left hand joint
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#declare H_ = vrotate( H_, <0,0, 180> ); // " " "
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#declare H_ = H_ + G_; // " " "
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//right arm
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//get_angles_for_one_step_right_arm(clock)
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#declare right_shoulder_angle = 90;
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#declare right_ellbow_angle = 0;
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#declare F__ = E + <0,0,-shoulder_width / 2> ; //right shoulder joint
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#declare G__ = A + <-upper_arm_length, 0, 0>; //right ellbow joint
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#declare G__ = vrotate( G__, <0,0,270> ); // " " "
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#declare G__ = G__ + F__ + <0,0,-tube_diameter*1.9>; // " " "
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#declare H__ = A + <0, -lower_arm_length, 0>; //right hand joint
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#declare H__ = vrotate( H__, <0,0, 180> ); // " " "
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#declare H__ = H__ + G__; // " " "
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//correct height of all points due to walking movement
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#declare A = A + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare B_ = B_ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare B__ = B__ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare C_ = C_ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare C__ = C__ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare D_ = D_ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare D__ = D__ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare E = E + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare E_ = E_ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare F_ = F_ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare F__ = F__ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare G_ = G_ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare G__ = G__ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare H_ = H_ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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#declare H__ = H__ + < set_hip_x_offset, set_hip_y_offset, 0 >;
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//rotate around foot on ground to prevent other foot to go through ground
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#declare full_foot_rotate_angle = 5;
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#if( local_clock <= 1.00 )
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#declare R = D__;
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#declare foot_rotate_angle = full_foot_rotate_angle * (local_clock-0.75) * 4;
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#end
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#if( local_clock <= 0.75 )
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#declare R = D__;
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#declare foot_rotate_angle = full_foot_rotate_angle
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- full_foot_rotate_angle * (local_clock-0.50) * 4;
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#end
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#if( local_clock <= 0.50 )
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#declare R = D_;
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//#declare foot_rotate_angle = full_foot_rotate_angle * (local_clock-0.25) * 4;
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#declare foot_rotate_angle = full_foot_rotate_angle
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- full_foot_rotate_angle * (local_clock-0.00) * 4;
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#end
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#if( local_clock <= 0.25 )
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#declare R = D_;
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//#declare foot_rotate_angle = full_foot_rotate_angle
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// - full_foot_rotate_angle * (local_clock-0.00) * 4;
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#declare foot_rotate_angle = full_foot_rotate_angle * (local_clock-0.25) * 4;
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#end
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//#declare A = A + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare B_ = B_ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare B__ = B__ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare C_ = C_ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare C__ = C__ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare D_ = D_ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare D__ = D__ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare E = E + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare E_ = E_ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare F_ = F_ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare F__ = F__ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare G_ = G_ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare G__ = G__ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare H_ = H_ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare H__ = H__ + vrotate( R, <0,0,foot_rotate_angle> );
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//#declare S = C_ + vrotate( R, < 0, 0, (pi/180) * 5 > );
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//#declare S = vaxis_rotate( C_, R, 15 );
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//sphere{ R tube_diameter * 1.5 pigment{Red} }
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//sphere{ S tube_diameter * 1.5 pigment{Red} }
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////start walking from standing
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//time-dependend translation of coordinates (A is fixed)
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//left leg forward
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//#declare C_ = C_ + C_ * <femoral_length * sin(15), 0, 0>;
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//#declare D_ = D_ * <sin(0) , cos(0) , 0>;
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////Assemble body
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#declare helferlein = union
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{
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//hip
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cylinder{ B__ B_ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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//left leg
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sphere{ B_ tube_diameter*1.5 pigment{Grey} finish{Custom_SilverFinish} }
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cylinder{ B_ C_ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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sphere{ C_ tube_diameter*1.3 pigment{Grey} finish{Custom_SilverFinish} }
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cylinder{ C_ D_ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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sphere{ D_ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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//right leg
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sphere{ B__ tube_diameter*1.5 pigment{Grey} finish{Custom_SilverFinish} }
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cylinder{ B__ C__ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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sphere{ C__ tube_diameter*1.3 pigment{Grey} finish{Custom_SilverFinish} }
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cylinder{ C__ D__ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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sphere{ D__ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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//torso
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cylinder{ A E tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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//neck
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sphere{ E tube_diameter*1.3 pigment{Grey} finish{Custom_SilverFinish} }
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cylinder{ E E_ tube_diameter*0.8 pigment{Grey} finish{Custom_SilverFinish} }
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#declare lamp_scale = 0.9;
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//object{ socket scale lamp_scale translate y*(torso_height + 2.2*neck_length)}
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object
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{
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socket
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scale lamp_scale
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translate E_ + <0,3.2*lamp_scale,0>
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pigment{Grey}
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finish{Custom_SilverFinish}
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}
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//head
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#switch( clock )
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#range( 0.0, 0.2 )
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// object{ lamp_off scale lamp_scale translate E_ + <0, torso_height + 2.2*neck_length + 4*lamp_scale, 0> }
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#break
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#range( 0.2, 0.3 )
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// object{ lamp_on scale lamp_scale translate E_ + <0, torso_height + 2.2*neck_length + 4*lamp_scale, 0> }
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#break
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#range( 0.3, 0.4 )
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// object{ lamp_off scale lamp_scale translate E_ + <0, torso_height + 2.2*neck_length + 4*lamp_scale, 0> }
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#break
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#range( 0.4, 0.6 )
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// object{ lamp_on scale lamp_scale translate E_ + <0, torso_height + 2.2*neck_length + 4*lamp_scale, 0> }
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#break
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#range( 0.6, 0.7 )
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// object{ lamp_off scale lamp_scale translate E_ + <0, torso_height + 2.2*neck_length + 4*lamp_scale, 0> }
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#break
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#range( 0.7, 1.0 )
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// object{ lamp_on scale lamp_scale translate E_ + <0, torso_height + 2.2*neck_length + 4*lamp_scale, 0> }
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#break
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#end
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//object{ lamp_off scale lamp_scale translate E_ + <0, (3.2 + 4)*lamp_scale, 0> }
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//shoulders
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cylinder{ F__ F_ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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//left arm
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sphere{ F_ tube_diameter*1.3 pigment{Grey} finish{Custom_SilverFinish} }
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cylinder{ F_ G_ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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sphere{ G_ tube_diameter*1.3 pigment{Grey} finish{Custom_SilverFinish} }
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cylinder{ G_ H_ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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sphere{ H_ tube_diameter*1.4 pigment{Grey} finish{Custom_SilverFinish} }
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//right arm
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sphere{ F__ tube_diameter*1.3 pigment{Grey} finish{Custom_SilverFinish} }
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cylinder{ F__ G__ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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sphere{ G__ tube_diameter*1.3 pigment{Grey} finish{Custom_SilverFinish} }
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cylinder{ G__ H__ tube_diameter pigment{Grey} finish{Custom_SilverFinish} }
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sphere{ H__ tube_diameter*1.4 pigment{Grey} finish{Custom_SilverFinish} }
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}
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#declare world_scale = 0.05*(1/0.9);
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//#declare body_x_offset = 4;
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#declare body_x_offset = 0;
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//#declare finger_angle = 9.9 + 25 - 25*clock;
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//#declare claw_ = get_claw(finger_angle)
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#declare thread_rise = rise * 0.7 * lamp_scale;
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#declare screw_height = thread_rise*16 - 4;
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#declare screw_height = (screw_height + 4) * world_scale;
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#declare lamp_free = object
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{
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lamp_on
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scale lamp_scale * world_scale
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}
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#declare lamp_free_obj =
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object{
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lamp_free
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// rotate <0, 0 + 1440*clock, 0>
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// translate E_*world_scale + <body_x_offset, ( 3.6 )*lamp_scale*world_scale, 0>
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translate E_*world_scale + <body_x_offset, lamp_scale*world_scale+0.1, 0>
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translate < 0,screw_height , 0>
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}
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#declare helferlein = union{
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object{ helferlein scale world_scale translate <body_x_offset,0,0>}
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object{lamp_free_obj}
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}

_include/kugel.inc

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//#include "kamera_standard.inc"
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#include "Start_Pos.inc"
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#include "KUGL.inc"
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#include "Rotor.inc"
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#declare flug_rx = 0; //rotate
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#declare flug_ry = 0; //rotate
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#declare flug_rz = 0; //rotate
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#declare flug_px = 0; //translate
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#declare flug_py = 0; //translate
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#declare flug_pz = 0; //translate
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#declare flug = 45; // rotation
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#declare CamKugel = union {
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object { KUGL scale 0.05 rotate < flug_rx, flug_ry, flug_rz > translate < flug_px, flug_py, flug_pz > }
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object { Rotor scale 0.05 rotate < flug_rx, 360*40*clock, flug_rz > translate < flug_px, flug_py, flug_pz > }
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}

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