""" Johnson Körperr J91 Tunnel 18.02.2021 www.3d-meier.de """ import c4d import math # Variablen und Konstanten Titel = 'Johnson Körper J91 Tunnel' # Name NP = 20 # Anzahl Punkte N3 = 28 # Anzahl Dreiecke N5 = 4 # Anzahl Fuenfecke Radius = 1 # Radius der Eckpunktkugeln b = (1 + math.sqrt(5))/2.0 Punkte = [( 0.5, 0.0, b*b/2.0), ( 0.5, 0.0, -b*b/2.0), ( -0.5, 0.0, b*b/2.0), ( -0.5, 0.0, -b*b/2.0), ( b/2.0, 0.5, 0.5), ( b/2.0, 0.5, -0.5), ( b/2.0, -0.5, 0.5), ( b/2.0, -0.5, -0.5), (-b/2.0, 0.5, 0.5), (-b/2.0, 0.5, -0.5), (-b/2.0, -0.5, 0.5), (-b/2.0, -0.5, -0.5), ( 0.0, b/2.0, 0.0), ( 0.0, -b/2.0, 0.0)] a = 1 w = math.pi/5 c2 = math.sqrt(10 + 2*math.sqrt(5))/4.0 # Länge Diagonale Ri = a*math.sqrt(25 + 10*math.sqrt(5))/10.0 # Inkreisradius Fünffeck Ru = a*math.sqrt(50 + 10*math.sqrt(5))/10.0 # Umkreisradius Fünffeck h = a*math.sqrt((5-math.sqrt(5))/10) # Höhe Pyramide d = c2 - Ri Winkel = math.asin(2.0/math.sqrt(10+2*math.sqrt(5))) x = Ru*math.cos(2*math.pi*0/5)-d y = 0 z = Ru*math.sin(2*math.pi*0/5) Punkte.append(c4d.Vector(math.cos(Winkel) * x + math.sin(Winkel) * y, -math.sin(Winkel) * x + math.cos(Winkel) * y, z)) x = Ru*math.cos(2*math.pi*1/5)-d y = 0 z = Ru*math.sin(2*math.pi*1/5) Punkte.append(c4d.Vector(math.cos(Winkel) * x + math.sin(Winkel) * y, -math.sin(Winkel) * x + math.cos(Winkel) * y, z)) x = -d y = h z = 0 Punkte.append(c4d.Vector(math.cos(Winkel) * x + math.sin(Winkel) * y, -math.sin(Winkel) * x + math.cos(Winkel) * y, z)) x = Ru*math.cos(w+2*math.pi*2/5)+d y = 0 z = Ru*math.sin(w+2*math.pi*2/5) Punkte.append(c4d.Vector(math.cos(Winkel) * x + math.sin(Winkel) * y, -math.sin(Winkel) * x + math.cos(Winkel) * y, z)) x = Ru*math.cos(w+2*math.pi*3/5)+d y = 0 z = Ru*math.sin(w+2*math.pi*3/5) Punkte.append(c4d.Vector(math.cos(Winkel) * x + math.sin(Winkel) * y, -math.sin(Winkel) * x + math.cos(Winkel) * y, z)) x = d y = -h z = 0 Punkte.append(c4d.Vector(math.cos(Winkel) * x + math.sin(Winkel) * y, -math.sin(Winkel) * x + math.cos(Winkel) * y, z)) Dreiecke = [( 6, 4, 0, 0), (13, 7, 6, 6), ( 1, 5, 7, 7), ( 5, 12, 4, 4), (11, 13, 10, 10), ( 9, 8, 12, 12), (10, 2, 8, 8), ( 3, 11, 9, 9), ( 4, 14, 5, 5), (18, 5, 14, 14), ( 4, 15, 14, 14), (10, 17, 11, 11), (17, 18, 11, 11), (10, 15, 17, 17), ( 8, 9, 16, 16), (16, 9, 18, 18), (16, 18, 14, 14), (16, 14, 15, 15), (16, 15, 8, 8), ( 6, 7, 19, 19), (15, 6, 19, 19), (17, 15, 19, 19), (18, 17, 19, 19), ( 7, 18, 19, 19), ( 6, 15, 4, 4), (10, 8, 15, 15), (18, 9, 11, 11), ( 7, 5, 18, 18)] Fuenfecke = [(12, 5, 1, 3, 9), (12, 8, 2, 0, 4), (13, 6, 0, 2, 10), (13, 11, 3, 1, 7)] Faktor = 100 # Skalierungsfaktor k = 1 # Korrekturfaktor fuer Kantenlaenge 1 #************************************************************************ 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 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('Fünfecke') # 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 # Zaehler fuer Polygone zuruecksetzen 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 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-Fünfecke") 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 main(): nullobj1 = CreateNullobjekt1() nullobj2 = CreateNullobjekt2() # Ecken nullobj3 = CreateNullobjekt3() # Kanten nullobj4 = CreateNullobjekt4() # Polygone plyobj1 = CreateDreiecke() plyobj2 = CreateFuenfecke() splobj1 = CreateSplineDreiecke() splobj2 = CreateSplineFuenfecke() doc.InsertObject(nullobj1, None, None, True) doc.InsertObject(nullobj4, nullobj1, None, True) doc.InsertObject(nullobj3, nullobj1, None, True) doc.InsertObject(nullobj2, nullobj1, None, True) doc.InsertObject(splobj2, nullobj3, None, True) doc.InsertObject(splobj1, nullobj3, 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) c4d.EventAdd() if __name__=='__main__': main()