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> "JC (Exether)" <no### [at] spamfr> wrote
>> I'm not quite sure what you want to do,
Alf Peake wrote:
> Basicly, making a polyhedron with thick faces. Well, OK, a buckyball.
Why not just define a solid model (centred at the origin) and subtract a
smaller from a bigger?
Hm, my http://www.ogre.nu/source/platon.inc has most of what you'd need
for that;
#declare Soccer = intersection {
#declare i=0;
#while (i<6)
plane { SixAxes[i], RP }
plane { -SixAxes[i], RP }
#declare i = i+1;
#end//while
#declare i=0;
#while (i<10)
plane { TenAxes[i], RH }
plane { -TenAxes[i], RH }
#declare i = i+1;
#end//while
}
difference { object {Soccer} object {Soccer scale 0.95} }
...I just don't know the appropriate ratio between RP and RH
(though I suppose I could derive it).
...On another hand, this sort of transform may be just what I'd need for
an idea that has kicked around in back of my mind: a gothic Fuller dome.
--
Anton Sherwood, http://www.ogre.nu/
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