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Lars W. <lar### [at] snafude> wrote:
: I wan't to construct an Sphere out of triangles ,( i know the standard
: POV-Sphere is faster and better and
: so on, but i need a trianglesphere ), does anybody know of resources, or has
: an tutorial by him self
: for doing that. it should be possible to say, how complex the sphere should
: be, and it should
: NOT look like an globe, best would be an sphere out of evenly sized
: triangles.
Distributing objects evenly on the surface of a sphere is a non-trivial
task.
If making a earth-looking globe (with latitude and longitude lines) is
enough, that's pretty easy with povray (you need some math, though).
Something like this:
#declare Radius=1;
#declare Size1=20;
#declare Size2=10;
mesh
{ #declare Ind2=0;
#while(Ind2<Size2)
#declare Ang2_1=pi*Ind2/Size2;
#declare Ang2_2=pi*(Ind2+1)/Size2;
#declare Ind1=0;
#while(Ind1<Size1)
#declare Ang1_1=2*pi*Ind1/Size1;
#declare Ang1_2=2*pi*(Ind1+1)/Size1;
#declare P1=<Radius*(sin(Ang1_1)*sin(Ang2_1)),
Radius*cos(Ang2_1),
Radius*(cos(Ang1_1)*sin(Ang2_1))>;
#declare P2=<Radius*(sin(Ang1_2)*sin(Ang2_1)),
Radius*cos(Ang2_1),
Radius*(cos(Ang1_2)*sin(Ang2_1))>;
#declare P3=<Radius*(sin(Ang1_2)*sin(Ang2_2)),
Radius*cos(Ang2_2),
Radius*(cos(Ang1_2)*sin(Ang2_2))>;
#declare P4=<Radius*(sin(Ang1_1)*sin(Ang2_2)),
Radius*cos(Ang2_2),
Radius*(cos(Ang1_1)*sin(Ang2_2))>;
triangle { P1,P2,P3 }
triangle { P1,P3,P4 }
#declare Ind1=Ind1+1;
#end
#declare Ind2=Ind2+1;
#end
}
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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