""" Great Ditrigonal Dodecicosidodecahedron 26.05.2021 www.3d-meier.de http://dmccooey.com/polyhedra/GreatDitrigonalDodecicosidodecahedron.html """ import c4d import math # Variablen und Konstanten Titel = 'Great Ditrigonal Dodecicosidodecahedron' # Name NP = 60 # Anzahl Punkte N3 = 20 # Anzahl Dreiecke N5 = 12 # Anzahl Fuenfecke N6 = 20 # Anzahl Sechsecke N10D = 12 # Anzahl Dekagramme Radius = 1.0 # Radius der Eckpunktkugeln C0 = (3 - math.sqrt(5)) / 4 C1 = (math.sqrt(5) - 1) / 2 C2 = (1 + math.sqrt(5)) / 4 C3 = math.sqrt(5) / 2 Punkte = [( -C2, 0.5, -C1), ( -C2, 0.5, C1), ( C2, 0.5, -C1), ( C2, 0.5, C1), ( -C2, -0.5, -C1), ( -C2, -0.5, C1), ( C2, -0.5, -C1), ( C2, -0.5, C1), ( 0.5, -C1, -C2), ( 0.5, -C1, C2), (-0.5, -C1, -C2), (-0.5, -C1, C2), ( 0.5, C1, -C2), ( 0.5, C1, C2), (-0.5, C1, -C2), (-0.5, C1, C2), ( -C1, -C2, 0.5), ( -C1, -C2, -0.5), ( C1, -C2, 0.5), ( C1, -C2, -0.5), ( -C1, C2, 0.5), ( -C1, C2, -0.5), ( C1, C2, 0.5), ( C1, C2, -0.5), ( -C3, 0.0, C0), ( -C3, 0.0, -C0), ( C3, 0.0, C0), ( C3, 0.0, -C0), ( 0.0, C0, -C3), ( 0.0, C0, C3), ( 0.0, -C0, -C3), ( 0.0, -C0, C3), ( C0, -C3, 0.0), ( -C0, -C3, 0.0), ( C0, C3, 0.0), ( -C0, C3, 0.0), ( 0.5, 1.0, C0), ( 0.5, 1.0, -C0), (-0.5, 1.0, C0), (-0.5, 1.0, -C0), ( 0.5, -1.0, C0), ( 0.5, -1.0, -C0), (-0.5, -1.0, C0), (-0.5, -1.0, -C0), ( 1.0, C0, 0.5), ( 1.0, C0, -0.5), (-1.0, C0, 0.5), (-1.0, C0, -0.5), ( 1.0, -C0, 0.5), ( 1.0, -C0, -0.5), (-1.0, -C0, 0.5), (-1.0, -C0, -0.5), ( C0, 0.5, 1.0), ( C0, 0.5, -1.0), ( -C0, 0.5, 1.0), ( -C0, 0.5, -1.0), ( C0, -0.5, 1.0), ( C0, -0.5, -1.0), ( -C0, -0.5, 1.0), ( -C0, -0.5, -1.0)] Fuenfecke = [( 24, 20, 52, 56, 16 ), ( 25, 17, 57, 53, 21 ), ( 26, 18, 58, 54, 22 ), ( 27, 23, 55, 59, 19 ), ( 28, 2, 36, 38, 0 ), ( 29, 1, 39, 37, 3 ), ( 30, 4, 42, 40, 6 ), ( 31, 7, 41, 43, 5 ), ( 32, 9, 44, 45, 8 ), ( 33, 10, 47, 46, 11 ), ( 34, 12, 49, 48, 13 ), ( 35, 15, 50, 51, 14 )] Dreiecke = [( 24, 4, 0, 0 ), ( 25, 1, 5, 5 ), ( 26, 2, 6, 6 ), ( 27, 7, 3, 3 ), ( 28, 10, 8, 8 ), ( 29, 9, 11, 11 ), ( 30, 12, 14, 14 ), ( 31, 15, 13, 13 ), ( 32, 17, 16, 16 ), ( 33, 18, 19, 19 ), ( 34, 20, 21, 21 ), ( 35, 23, 22, 22 ), ( 36, 44, 52, 52 ), ( 37, 53, 45, 45 ), ( 38, 54, 46, 46 ), ( 39, 47, 55, 55 ), ( 40, 56, 48, 48 ), ( 41, 49, 57, 57 ), ( 42, 50, 58, 58 ), ( 43, 59, 51, 51 )] Dekagramme = [( 0, 14, 55, 28, 30, 59, 10, 4, 51, 47), ( 0, 47, 25, 24, 46, 1, 20, 38, 39, 21), ( 2, 23, 37, 36, 22, 3, 44, 26, 27, 45), ( 2, 45, 49, 6, 8, 57, 30, 28, 53, 12), ( 5, 11, 58, 31, 29, 54, 15, 1, 46, 50), ( 5, 50, 24, 25, 51, 4, 17, 43, 42, 16), ( 7, 18, 40, 41, 19, 6, 49, 27, 26, 48), ( 7, 48, 44, 3, 13, 52, 29, 31, 56, 9), ( 33, 32, 40, 18, 9, 56, 58, 11, 16, 42), ( 33, 43, 17, 10, 59, 57, 8, 19, 41, 32), ( 34, 35, 38, 20, 15, 54, 52, 13, 22, 36), ( 34, 37, 23, 12, 53, 55, 14, 21, 39, 35)] Sechsecke = [( 0, 4, 42, 58, 54, 38 ), ( 0, 28, 8, 32, 16, 24 ), ( 3, 7, 41, 57, 53, 37 ), ( 3, 29, 11, 33, 19, 27 ), ( 17, 32, 9, 29, 1, 25 ), ( 17, 57, 49, 48, 56, 16 ), ( 18, 33, 10, 28, 2, 26 ), ( 18, 58, 50, 51, 59, 19 ), ( 34, 12, 30, 4, 24, 20 ), ( 34, 21, 25, 5, 31, 13 ), ( 35, 15, 31, 7, 27, 23 ), ( 35, 22, 26, 6, 30, 14 ), ( 40, 6, 2, 36, 52, 56 ), ( 40, 48, 13, 15, 50, 42 ), ( 43, 5, 1, 39, 55, 59 ), ( 43, 51, 14, 12, 49, 41 ), ( 44, 36, 38, 46, 11, 9 ), ( 44, 45, 53, 21, 20, 52 ), ( 47, 39, 37, 45, 8, 10 ), ( 47, 46, 54, 22, 23, 55 )] Faktor = 100 # Skalierungsfaktor k = 1 # Korrekturfaktor fuer Kantenlaenge ku = 256 # Unterteilung der Kugeln ru = math.sqrt(2*(17-3*math.sqrt(5)))/4 # Umkugelradius rk = math.sqrt(6*(5-math.sqrt(5)))/4 # Kantenkugelradius ri3 = (9*math.sqrt(3)-math.sqrt(15))/12 # Inkugelradius Dreieck ri5 = math.sqrt(10*(65-19*math.sqrt(5)))/20 # Inkugelradius Fünfeck ri10 = math.sqrt(2*(5+math.sqrt(5)))/4 # Inkugelradius Dekagramm #************************************************************************ # Geradengleichung def Gerade(a, b, r): c = b-a d = a + r*c return d #************************************************************************ def CreateNullobjekt1(): obj = c4d.BaseObject(c4d.Onull) obj.SetName(Titel) obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateNullobjekt2(): obj = c4d.BaseObject(c4d.Onull) obj.SetName('Ecken') obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateNullobjekt3(): obj = c4d.BaseObject(c4d.Onull) obj.SetName('Kanten') obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateNullobjekt4(): obj = c4d.BaseObject(c4d.Onull) obj.SetName('Polygone') obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateNullobjekt5(): obj = c4d.BaseObject(c4d.Onull) obj.SetName('Kugeln') obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateDreiecke(): obj = c4d.BaseObject(c4d.Opolygon) obj.ResizeObject(NP,N3) obj.SetName('Dreiecke') # Punkte uebergeben for i in xrange(NP): obj.SetPoint(i, c4d.Vector(Punkte[i][0]*Faktor*k, Punkte[i][1]*Faktor*k, Punkte[i][2]*Faktor*k)) # Dreiecke setzen for i in xrange(N3): obj.SetPolygon( i, c4d.CPolygon(Dreiecke[i][0], Dreiecke[i][1], Dreiecke[i][2], Dreiecke[i][3])) obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateFuenfecke(): obj = c4d.BaseObject(c4d.Opolygon) obj.ResizeObject(NP, N5*2) obj.SetName('Fuenfecke') # Punkte uebergeben for i in xrange(NP): obj.SetPoint(i, c4d.Vector(Punkte[i][0]*Faktor*k, Punkte[i][1]*Faktor*k, Punkte[i][2]*Faktor*k)) zz = 0 # Zähler für Polygone zurücksetzen for i in xrange(N5): obj.SetPolygon(zz, c4d.CPolygon(Fuenfecke[i][0], Fuenfecke[i][1], Fuenfecke[i][2], Fuenfecke[i][4])) zz = zz + 1 obj.SetPolygon(zz, c4d.CPolygon(Fuenfecke[i][2], Fuenfecke[i][3], Fuenfecke[i][4], Fuenfecke[i][4])) zz = zz + 1 obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateSechsecke(): obj = c4d.BaseObject(c4d.Opolygon) obj.ResizeObject(NP, N6*2) obj.SetName('Sechsecke') # Punkte uebergeben for i in xrange(NP): obj.SetPoint(i, c4d.Vector(Punkte[i][0]*Faktor*k, Punkte[i][1]*Faktor*k, Punkte[i][2]*Faktor*k)) # Vierecke setzen zz = 0 # Zähler für Polygone zurücksetzen for i in xrange(N6): obj.SetPolygon(zz, c4d.CPolygon(Sechsecke[i][0], Sechsecke[i][1], Sechsecke[i][2], Sechsecke[i][5])) zz = zz + 1 obj.SetPolygon(zz, c4d.CPolygon(Sechsecke[i][2], Sechsecke[i][3], Sechsecke[i][4], Sechsecke[i][5])) zz = zz + 1 obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateDekagramme(): obj = c4d.BaseObject(c4d.Opolygon) obj.ResizeObject(NP + N10D*20, N10D*24) obj.SetName('Dekagramme') phi = (1+math.sqrt(5))/2.0 r1 = math.sqrt(5) - 2 r2 = (3 - math.sqrt(5))/2 r3 = (math.sqrt(5) - 1)/2 r4 = 3 - math.sqrt(5) # Punkte uebergeben for i in xrange(NP): obj.SetPoint(i, c4d.Vector(Punkte[i][0]*Faktor*k, Punkte[i][1]*Faktor*k, Punkte[i][2]*Faktor*k)) for i in xrange(N10D): # Eckpunkte des Dekagramms in Vektoren umwandeln P0 = c4d.Vector(Punkte[Dekagramme[i][0]][0], Punkte[Dekagramme[i][0]][1], Punkte[Dekagramme[i][0]][2]) P1 = c4d.Vector(Punkte[Dekagramme[i][1]][0], Punkte[Dekagramme[i][1]][1], Punkte[Dekagramme[i][1]][2]) P2 = c4d.Vector(Punkte[Dekagramme[i][2]][0], Punkte[Dekagramme[i][2]][1], Punkte[Dekagramme[i][2]][2]) P3 = c4d.Vector(Punkte[Dekagramme[i][3]][0], Punkte[Dekagramme[i][3]][1], Punkte[Dekagramme[i][3]][2]) P4 = c4d.Vector(Punkte[Dekagramme[i][4]][0], Punkte[Dekagramme[i][4]][1], Punkte[Dekagramme[i][4]][2]) P5 = c4d.Vector(Punkte[Dekagramme[i][5]][0], Punkte[Dekagramme[i][5]][1], Punkte[Dekagramme[i][5]][2]) P6 = c4d.Vector(Punkte[Dekagramme[i][6]][0], Punkte[Dekagramme[i][6]][1], Punkte[Dekagramme[i][6]][2]) P7 = c4d.Vector(Punkte[Dekagramme[i][7]][0], Punkte[Dekagramme[i][7]][1], Punkte[Dekagramme[i][7]][2]) P8 = c4d.Vector(Punkte[Dekagramme[i][8]][0], Punkte[Dekagramme[i][8]][1], Punkte[Dekagramme[i][8]][2]) P9 = c4d.Vector(Punkte[Dekagramme[i][9]][0], Punkte[Dekagramme[i][9]][1], Punkte[Dekagramme[i][9]][2]) # Neue Punkte P10 = Gerade(P0, P3, r1) P11 = Gerade(P1, P4, r1) P12 = Gerade(P2, P5, r1) P13 = Gerade(P3, P6, r1) P14 = Gerade(P4, P7, r1) P15 = Gerade(P5, P8, r1) P16 = Gerade(P6, P9, r1) P17 = Gerade(P7, P0, r1) P18 = Gerade(P8, P1, r1) P19 = Gerade(P9, P2, r1) P20 = Gerade(P9, P2, r2) P21 = Gerade(P0, P3, r2) P22 = Gerade(P1, P4, r2) P23 = Gerade(P2, P5, r2) P24 = Gerade(P3, P6, r2) P25 = Gerade(P4, P7, r2) P26 = Gerade(P5, P8, r2) P27 = Gerade(P6, P9, r2) P28 = Gerade(P7, P0, r2) P29 = Gerade(P8, P1, r2) # Neue Punkte an Polygonobjekt uebergeben obj.SetPoint(20*i+NP , P10*Faktor*k) obj.SetPoint(20*i+NP+1 , P11*Faktor*k) obj.SetPoint(20*i+NP+2 , P12*Faktor*k) obj.SetPoint(20*i+NP+3 , P13*Faktor*k) obj.SetPoint(20*i+NP+4 , P14*Faktor*k) obj.SetPoint(20*i+NP+5 , P15*Faktor*k) obj.SetPoint(20*i+NP+6 , P16*Faktor*k) obj.SetPoint(20*i+NP+7 , P17*Faktor*k) obj.SetPoint(20*i+NP+8 , P18*Faktor*k) obj.SetPoint(20*i+NP+9 , P19*Faktor*k) obj.SetPoint(20*i+NP+10, P20*Faktor*k) obj.SetPoint(20*i+NP+11, P21*Faktor*k) obj.SetPoint(20*i+NP+12, P22*Faktor*k) obj.SetPoint(20*i+NP+13, P23*Faktor*k) obj.SetPoint(20*i+NP+14, P24*Faktor*k) obj.SetPoint(20*i+NP+15, P25*Faktor*k) obj.SetPoint(20*i+NP+16, P26*Faktor*k) obj.SetPoint(20*i+NP+17, P27*Faktor*k) obj.SetPoint(20*i+NP+18, P28*Faktor*k) obj.SetPoint(20*i+NP+19, P29*Faktor*k) # Polygone setzen obj.SetPolygon(24*i+0, c4d.CPolygon(Dekagramme[i][1], 20*i+NP+1, 20*i+NP+11, 20*i+NP )) obj.SetPolygon(24*i+1, c4d.CPolygon(Dekagramme[i][2], 20*i+NP+2, 20*i+NP+12, 20*i+NP+1 )) obj.SetPolygon(24*i+2, c4d.CPolygon(Dekagramme[i][3], 20*i+NP+3, 20*i+NP+13, 20*i+NP+2 )) obj.SetPolygon(24*i+3, c4d.CPolygon(Dekagramme[i][4], 20*i+NP+4, 20*i+NP+14, 20*i+NP+3 )) obj.SetPolygon(24*i+4, c4d.CPolygon(Dekagramme[i][5], 20*i+NP+5, 20*i+NP+15, 20*i+NP+4 )) obj.SetPolygon(24*i+5, c4d.CPolygon(Dekagramme[i][6], 20*i+NP+6, 20*i+NP+16, 20*i+NP+5 )) obj.SetPolygon(24*i+6, c4d.CPolygon(Dekagramme[i][7], 20*i+NP+7, 20*i+NP+17, 20*i+NP+6 )) obj.SetPolygon(24*i+7, c4d.CPolygon(Dekagramme[i][8], 20*i+NP+8, 20*i+NP+18, 20*i+NP+7 )) obj.SetPolygon(24*i+8, c4d.CPolygon(Dekagramme[i][9], 20*i+NP+9, 20*i+NP+19, 20*i+NP+8 )) obj.SetPolygon(24*i+9, c4d.CPolygon(Dekagramme[i][0], 20*i+NP , 20*i+NP+10, 20*i+NP+9 )) obj.SetPolygon(24*i+10, c4d.CPolygon(20*i+NP , 20*i+NP+11, 20*i+NP+10, 20*i+NP+10 )) obj.SetPolygon(24*i+11, c4d.CPolygon(20*i+NP+1 , 20*i+NP+12, 20*i+NP+11, 20*i+NP+11 )) obj.SetPolygon(24*i+12, c4d.CPolygon(20*i+NP+2 , 20*i+NP+13, 20*i+NP+12, 20*i+NP+12 )) obj.SetPolygon(24*i+13, c4d.CPolygon(20*i+NP+3 , 20*i+NP+14, 20*i+NP+13, 20*i+NP+13 )) obj.SetPolygon(24*i+14, c4d.CPolygon(20*i+NP+4 , 20*i+NP+15, 20*i+NP+14, 20*i+NP+14 )) obj.SetPolygon(24*i+15, c4d.CPolygon(20*i+NP+5 , 20*i+NP+16, 20*i+NP+15, 20*i+NP+15 )) obj.SetPolygon(24*i+16, c4d.CPolygon(20*i+NP+6 , 20*i+NP+17, 20*i+NP+16, 20*i+NP+16 )) obj.SetPolygon(24*i+17, c4d.CPolygon(20*i+NP+7 , 20*i+NP+18, 20*i+NP+17, 20*i+NP+17 )) obj.SetPolygon(24*i+18, c4d.CPolygon(20*i+NP+8 , 20*i+NP+19, 20*i+NP+18, 20*i+NP+18 )) obj.SetPolygon(24*i+19, c4d.CPolygon(20*i+NP+9 , 20*i+NP+10, 20*i+NP+19, 20*i+NP+19 )) obj.SetPolygon(24*i+20, c4d.CPolygon(20*i+NP+10, 20*i+NP+11, 20*i+NP+12, 20*i+NP+19 )) obj.SetPolygon(24*i+21, c4d.CPolygon(20*i+NP+12, 20*i+NP+13, 20*i+NP+18, 20*i+NP+19 )) obj.SetPolygon(24*i+22, c4d.CPolygon(20*i+NP+13, 20*i+NP+14, 20*i+NP+17, 20*i+NP+18 )) obj.SetPolygon(24*i+23, c4d.CPolygon(20*i+NP+14, 20*i+NP+15, 20*i+NP+16, 20*i+NP+17 )) obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateSplineDreiecke(): obj = c4d.BaseObject(c4d.Ospline) obj.SetName("Spline-Dreiecke") obj.ResizeObject(N3*3) zz = 0 for i in xrange(N3): for j in xrange(3): x = Punkte[Dreiecke[i][j]][0] y = Punkte[Dreiecke[i][j]][1] z = Punkte[Dreiecke[i][j]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 # Segmente erzeugen obj.MakeVariableTag(c4d.Tsegment, N3) for i in range(0, N3): obj.SetSegment(i, 3, True) # Spline schliessen obj[c4d.SPLINEOBJECT_CLOSED] = True obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateSplineFuenfecke(): obj = c4d.BaseObject(c4d.Ospline) obj.SetName("Spline-Fuenfecke") obj.ResizeObject(N5*5) zz = 0 for i in xrange(N5): for j in xrange(5): x = Punkte[Fuenfecke[i][j]][0] y = Punkte[Fuenfecke[i][j]][1] z = Punkte[Fuenfecke[i][j]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 # Segmente erzeugen obj.MakeVariableTag(c4d.Tsegment, N5) for i in range(0, N5): obj.SetSegment(i, 5, True) # Spline schliessen obj[c4d.SPLINEOBJECT_CLOSED] = True obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateSplineSechsecke(): obj = c4d.BaseObject(c4d.Ospline) obj.SetName("Spline-Sechsecke") obj.ResizeObject(N6*6) zz = 0 for i in xrange(N6): for j in xrange(6): x = Punkte[Sechsecke[i][j]][0] y = Punkte[Sechsecke[i][j]][1] z = Punkte[Sechsecke[i][j]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 # Segmente erzeugen obj.MakeVariableTag(c4d.Tsegment, N6) for i in range(0, N6): obj.SetSegment(i, 6, True) # Spline schliessen obj[c4d.SPLINEOBJECT_CLOSED] = True obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def CreateSplineDekagramme(): obj = c4d.BaseObject(c4d.Ospline) obj.SetName("Spline-Dekaagramme") obj.ResizeObject(N10D*10) zz = 0 for i in xrange(N10D): x = Punkte[Dekagramme[i][0]][0] y = Punkte[Dekagramme[i][0]][1] z = Punkte[Dekagramme[i][0]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 x = Punkte[Dekagramme[i][3]][0] y = Punkte[Dekagramme[i][3]][1] z = Punkte[Dekagramme[i][3]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 x = Punkte[Dekagramme[i][6]][0] y = Punkte[Dekagramme[i][6]][1] z = Punkte[Dekagramme[i][6]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 x = Punkte[Dekagramme[i][9]][0] y = Punkte[Dekagramme[i][9]][1] z = Punkte[Dekagramme[i][9]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 x = Punkte[Dekagramme[i][2]][0] y = Punkte[Dekagramme[i][2]][1] z = Punkte[Dekagramme[i][2]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 x = Punkte[Dekagramme[i][5]][0] y = Punkte[Dekagramme[i][5]][1] z = Punkte[Dekagramme[i][5]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 x = Punkte[Dekagramme[i][8]][0] y = Punkte[Dekagramme[i][8]][1] z = Punkte[Dekagramme[i][8]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 x = Punkte[Dekagramme[i][1]][0] y = Punkte[Dekagramme[i][1]][1] z = Punkte[Dekagramme[i][1]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 x = Punkte[Dekagramme[i][4]][0] y = Punkte[Dekagramme[i][4]][1] z = Punkte[Dekagramme[i][4]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 x = Punkte[Dekagramme[i][7]][0] y = Punkte[Dekagramme[i][7]][1] z = Punkte[Dekagramme[i][7]][2] obj.SetPoint(zz, c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) zz = zz + 1 # Segmente erzeugen obj.MakeVariableTag(c4d.Tsegment, N10D) for i in range(0, N10D): obj.SetSegment(i, 10, True) # Spline schliessen obj[c4d.SPLINEOBJECT_CLOSED] = True obj.Message(c4d.MSG_UPDATE) return obj #************************************************************************ def main(): nullobj1 = CreateNullobjekt1() nullobj2 = CreateNullobjekt2() # Ecken nullobj3 = CreateNullobjekt3() # Kanten nullobj4 = CreateNullobjekt4() # Polygone nullobj5 = CreateNullobjekt5() # Umkugel, etc. # plyobj1 = CreateSechsecke() plyobj1 = CreateDreiecke() plyobj2 = CreateFuenfecke() plyobj3 = CreateDekagramme() # splobj1 = CreateSplineSechsecke() splobj1 = CreateSplineDreiecke() splobj2 = CreateSplineFuenfecke() splobj3 = CreateSplineDekagramme() doc.InsertObject(nullobj1, None, None, True) doc.InsertObject(nullobj5, nullobj1, None, True) doc.InsertObject(nullobj4, nullobj1, None, True) doc.InsertObject(nullobj3, nullobj1, None, True) doc.InsertObject(nullobj2, nullobj1, None, True) doc.InsertObject(splobj3, nullobj3, None, True) doc.InsertObject(splobj2, nullobj3, None, True) doc.InsertObject(splobj1, nullobj3, None, True) doc.InsertObject(plyobj3, nullobj4, None, True) doc.InsertObject(plyobj2, nullobj4, None, True) doc.InsertObject(plyobj1, nullobj4, None, True) # Kugeln auf Eckpunkte setzen for i in range(0, NP): obj = c4d.BaseObject(c4d.Osphere) obj[c4d.PRIM_SPHERE_RAD] = Radius obj.SetName(str(i)) x = Punkte[i][0] y = Punkte[i][1] z = Punkte[i][2] obj.SetAbsPos(c4d.Vector(x*Faktor*k, y*Faktor*k, z*Faktor*k)) doc.InsertObject(obj, nullobj2, None, True) # Umkugel erzeugen obj = c4d.BaseObject(c4d.Osphere) obj[c4d.PRIM_SPHERE_SUB] = ku obj[c4d.PRIM_SPHERE_RAD] = ru*Faktor*k obj.SetName('Umkugel') obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] = 1 obj[c4d.ID_BASEOBJECT_VISIBILITY_RENDER] = 1 doc.InsertObject(obj, nullobj5, None, True) # Kantenkugel erzeugen obj = c4d.BaseObject(c4d.Osphere) obj[c4d.PRIM_SPHERE_SUB] = ku obj[c4d.PRIM_SPHERE_RAD] = rk*Faktor*k obj.SetName('Kantenkugel') obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] = 1 obj[c4d.ID_BASEOBJECT_VISIBILITY_RENDER] = 1 doc.InsertObject(obj, nullobj5, None, True) # Inkugel (Dreieck) erzeugen obj = c4d.BaseObject(c4d.Osphere) obj[c4d.PRIM_SPHERE_SUB] = ku obj[c4d.PRIM_SPHERE_RAD] = ri3*Faktor*k obj.SetName('Inkugel Dreieck') obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] = 1 obj[c4d.ID_BASEOBJECT_VISIBILITY_RENDER] = 1 doc.InsertObject(obj, nullobj5, None, True) # Inkugel (Fuenfeck) erzeugen obj = c4d.BaseObject(c4d.Osphere) obj[c4d.PRIM_SPHERE_SUB] = ku obj[c4d.PRIM_SPHERE_RAD] = ri5*Faktor*k obj.SetName('Inkugel Fuenfeck') obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] = 1 obj[c4d.ID_BASEOBJECT_VISIBILITY_RENDER] = 1 doc.InsertObject(obj, nullobj5, None, True) # Inkugel (Dekagramm) erzeugen obj = c4d.BaseObject(c4d.Osphere) obj[c4d.PRIM_SPHERE_SUB] = ku obj[c4d.PRIM_SPHERE_RAD] = ri10*Faktor*k obj.SetName('Inkugel Dekagramm') obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] = 1 obj[c4d.ID_BASEOBJECT_VISIBILITY_RENDER] = 1 doc.InsertObject(obj, nullobj5, None, True) c4d.EventAdd() if __name__=='__main__': main()