POV-Ray : Newsgroups : povray.binaries.images : Celtic knots : Re: Celtic knots Server Time
19 Apr 2024 22:52:40 EDT (-0400)
  Re: Celtic knots  
From: BayashiPascal
Date: 22 Dec 2021 19:25:00
Message: <web.61c3c1bc9e179f66c7449d78e0f8c582@news.povray.org>
"Mediat" <med### [at] hotmailfr> wrote:
> Hi every one
>
> To learn about Celtic knot : https://en.wikipedia.org/wiki/Celtic_knot
>
> Basically, to draw a celtic knot you need to handle 4 different shapes (the
> building blocks) that we call "brick":
>
> 1) the "corner" (from the center of a side to the center of an adjacent side)
> which exists in two different directions.
> 2) the "straight" (from the center of a side to the center of the opposite side)
> which exists in two different directions.
> 3) the "diagonal" (from a vertex to the opposite vertex) which exists in two
> different directions.
> 4) the "bend" (from a vertex to the center of a non adjacent side) which exists
> in eight different directions/symmetries.
>
> In my generator I designed 8 different types of straights and diagonals, 4
> different types of corners and 4 different types of bends.
>
> I added to the previous bricks,
> 1) 5 different types of "crossings" (the way the cords crosses), one of them is
> the historical crossing: one cord goes over the other one.
> 2) 5 different types of "muffs"  (the way a bend connects to another brick on
> its ends tha lies on a side)
>
> Before I publish the program I'm eager to answer questions and more than that,
> to read remarks and requests.
>
> For the time being the program deals only with rectangular shapes, it should be
> feasible to enhance it to handle rectangular shapes with rectangular holes, but
> not to handle circles or triangles.


Well done!

Having done something similar a few weeks ago I'm curious to know how you've
implemented it. Can you give more details ?

Pascal


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