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I did get it accepting the 2D vectors, as Chris had shown by forcing them
within the prism. I kept getting a 3D (or 4D or 5D?) when predeclaring even
with dot operators.
No dodecahedron (yet), so I leave that up to you to try and figure out.
Especially since I'm not sure what I'm doing with it. Chris's loop idea
sounds simpler but I couldn't get it to make one by rotating just the x
value, not with the loop he suggested though.
#declare v_01 = <0.5, 0>;
#declare v_02 = vrotate(<0.5, 0>,30*y);
#declare v_03 = vrotate(<0.5, 0>,60*y);
#declare v_04 = <0, -0.5>;
#declare v_05 = vrotate(<0, -0.5>,30*y);
#declare v_06 = vrotate(<0, -0.5>,60*y);
#declare v_07 = <-0.5, 0>;
#declare v_08 = vrotate(<-0.5, 0>,30*y);
#declare v_09 = vrotate(<-0.5, 0>,60*y);
#declare v_10 = <0, 0.5>;
#declare v_11 = vrotate(<0, 0.5>,30*y);
#declare v_12 = vrotate(<0, 0.5>,60*y);
prism {
linear_sweep
linear_spline
0, // sweep the following shape from here ...
1, // ... up through here
13, // the number of points making up the shape ...
<v_01.x,v_01.y>, <v_02.x,v_02.y>, <v_03.x,v_03.y>, <v_04.x,v_04.y>,
<v_05.x,v_05.y>, <v_06.x,v_06.y>, <v_07.x,v_07.y>,
<v_08.x,v_08.y>, <v_09.x,v_09.y>, <v_10.x,v_10.y>, <v_11.x,v_11.y>,
<v_12.x,v_12.y>, <v_01.x,v_01.y>
pigment { color rgb <0,1,0> }
rotate -90*x // face camera
}
camera {
location -4*z
look_at 0
}
light_source {
<10,10,-10>,<1,0.5,1>
}
light_source {
<-10,-10,-10>,<0.5,1,0.5>
}
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