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On 09/06/2013 02:24 PM, LanuHum wrote:
> Sphere_sweep: sphere along b-spline?
> If yes: how make box_sweep or prism_sweep, or other profile?
> For example:
> http://yadi.sk/d/eJafyasE8qMeT
>
>
>
// define the points
#declare Pt1 = <1.5,1,0>;
#declare Pt2 = <1,1,0>;
#declare Pt3 = <1,0.5,0>;
#declare Pt4 = <2,0.5,0>;
#declare Pt5 = <2,2,0>;
#declare Pt6 = <0,2,0>;
#declare Pt7 = <0,0,0>;
#declare Pt8 = <3,0,0>;
#declare Pt9 = <1,6,0>;
#declare PtA = <2.5,6.5,0>;
#declare PtB = <6,4.87,0>;
// create the shape (profile)
#declare TableLegShape =
spline {
natural_spline
0/10 Pt1
1/10 Pt2
2/10 Pt3
3/10 Pt4
4/10 Pt5
5/10 Pt6
6/10 Pt7
7/10 Pt8
8/10 Pt9
9/10 PtA
10/10 PtB
}
// the shape that will follow the profile
#declare TableLegSegment =
union {
sphere {0,0.1 translate z*0.125}
cylinder {<0,0,-0.125>, <0,0,0.125>, 0.1}
sphere {0,0.1 translate -z*0.125}
}
// the final shape
#declare TableLeg =
#declare ctr = 0;
union {
#while (ctr < 1)
object { TableLegSegment rotate z*0
translate TableLegShape (ctr)
}
#declare ctr = ctr + 0.00025;
#end
}
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