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"JimT" <nomail@nomail> wrote:
> I would very much like to hear the long story.
oh u like headaches then? once you get thinking, there's no stopping you and no
telling what you did, aside from the few comments you've made.
bezier perimeter and a top curve = half a walnut shell.
(just invert and y scaled for a bottom half)
evenly space points along these lines
calculate normals and write the mesh
define faces in quads and triangles and define indices
strip edges define union of surfaces .... blah blah
sweep_pnts_array(0.24,0.001,bezier_length(ship_prim)/(79+1)+.0005,ship_prim,0)
sweep_pnts_arrayxy(0.24,0.001,bezier_length(ship_top)/(39+1)+.0005,ship_top,1)
bezierPrismQ(0,0,1.2,1,-90,14,0,1) //extrudHeight,,,,,slices,sub-edges,close
define number of edges and faces
ship.pov
#include "triangulation.inc"
#include "spheroid_dome.inc"
#include "bezier2.inc"
if you really want to play with it, I'll zip and post the files
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"Melody" <nomail@nomail> wrote:
> oh u like headaches then?
It becomes kind of obvious after a while. :D
We have a number of such individuals here, if you sift through the archives...
> bezier perimeter and a top curve = half a walnut shell.
> (just invert and y scaled for a bottom half)
>
> evenly space points along these lines
> calculate normals and write the mesh
> define faces in quads and triangles and define indices
> strip edges define union of surfaces .... blah blah
Oh yeah - you know THAT looks like a good time.
> if you really want to play with it, I'll zip and post the files
He does! He does!
Having done a - similar but somewhat less ambitious project, I wouldn't mind
looking through it as well.
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