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![](/i/fill.gif) |
The center's a bit off, but this should work if
you don't cut it too deep.
#local A = <-1,0,0>;
#local B = <1,0,0>;
#local C = <0,sqrt(2),0>;
#local D = <0,0,1>;
#local RAD = 0.075;
#declare tetra = mesh {
triangle {A,B,C}
triangle {B,C,D}
triangle {C,D,A}
triangle {D,A,B}
inside_vector (A+B+C+D)/4
translate <0,0,-RAD>
}
#declare octaside = union {
sphere {A,RAD}
sphere {B,RAD}
sphere {C,RAD}
cylinder {A,B,RAD}
cylinder {C,B,RAD}
cylinder {A,C,RAD}
object{tetra}
rotate <45,0,0>
translate <0,0,-1>
};
#declare pyramid = union {
object {octaside}
object {octaside rotate <0,90,0>}
object {octaside rotate <0,180,0>}
object {octaside rotate <0,270,0>}
};
#declare octagon = union {
object {pyramid}
object {pyramid rotate <180,0,0>}
};
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![](/i/fill.gif) |