Geometric object definded in my
include file "shapes3.inc"
(formerly "shapes_lo.inc").
Facetted_Sphere
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general syntax:
object{ Facetted_Sphere(
Quarter_Meridian_Segments,
Equatorial_Segments
) //------------------------
texture{ ... }
} // end of object -------------- |
Quarter_Meridian_Segments =
number of segments in one quarter of a meridian,
Equatorial_Segments =
number of segments along the equator.
The radius of the outline is scaled to 1 unit.
Example:
#include "shapes3.inc"
object{ Facetted_Sphere (6, 16 )
texture{ pigment{ color rgb<1,1,1>}
finish { phong 0.1}
} // end texture
scale<1,1,1> rotate<0,0,0>
translate< 0, 1, 0>
} // end of object ------------------ |
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Here some variations of that macro:
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Variations of "Facetted_Sphere(...)"
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Macro in detail
This is realisized by an intersection of prisms with a sphere-like faccetted outline at one end:
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Facetted_Sphere - 1 prism element of the intersection
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Facetted_Sphere (6, 12 ) = intersection of 12 prism elements
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// ----------------------- macro Facetted_Sphere()
#macro Facetted_Sphere( Quarter_Meridian_Segments,
Equatorial_Segments
) //------------------------
#local Facets_Silhouette =
prism {
-2 ,2 ,
2*Quarter_Meridian_Segments+4
< -2,-1.00 >,
#local Nr = -Quarter_Meridian_Segments;
#local EndNr = Quarter_Meridian_Segments;
#while (Nr < EndNr+1)
#local Angle_degrees = Nr* 90/EndNr;
#local Angle_radians = radians(Angle_degrees);
< cos(Angle_radians) , sin(Angle_radians)>,
#local Nr = Nr + 1 ;
#end
< -2, 1 >,
< -2,-1 >
//turns prism in z direction:
rotate<-90,0,0> scale<1,1,-1>
} // end of prism object -------------------------
intersection{
#local Nr = 0; // start
#local EndNr = Equatorial_Segments; // end
#while (Nr < EndNr)
object{ Facets_Silhouette
rotate<0,Nr * 360/EndNr,0>
} //------------------------------
#local Nr = Nr + 1; // next Nr
#end // --------------- end of loop
} // end of intersection
#end //--------------- end of macro Facetted_Sphere() |
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