#declare xrot=0 #declare yrot=0 #declare zrot=clock * 0 #declare fac=10 #declare a=fac*.5436890127 #declare b=fac*.2955977425 #declare A = #declare B = #declare C = #declare D = #declare E = <-fac, +a, -b> #declare F = <-fac, -a, +b> #declare G = <-fac, +b, +a> #declare H = <-fac, -b, -a> #declare I = <+a, fac, -b> #declare J = <-a, fac, +b> #declare K = <+b, fac, +a> #declare L = <-b, fac, -a> #declare M = <+a, -fac, +b> #declare N = <-a, -fac, -b> #declare O = <+b, -fac, -a> #declare P = <-b, -fac, +a> #declare Q = <+a, +b, +fac> #declare R = <-a, -b, +fac> #declare S = <+b, -a, +fac> #declare T = <-b, +a, +fac> #declare U = <+a, -b, -fac> #declare V = <-a, +b, -fac> #declare W = <+b, +a, -fac> #declare X = <-b, -a, -fac> #include "colors.inc" background { color Black } // background { color White } camera { location 6*<0,4, 0> look_at <0, 0, 0> right <1,0,0> // sky < 1,0,0> rotate orthographic } union{ light_source { <0,220,0> color White shadowless} light_source { <100,100,0> color White shadowless} rotate } #declare bodya = union { // Dreiecke mit Seiten an einem Quadrat (24 Stück aussen) triangle {A C I} triangle {E G J} triangle {A I K} triangle {E J L} triangle {B D M} triangle {F H N} triangle {B M O} triangle {F N P} triangle {A D Q} triangle {A K Q} triangle {F G R} triangle {F P R} triangle {D M S} triangle {M P S} triangle {D Q S} triangle {P R S} triangle {G J T} triangle {J K T} triangle {K Q T} triangle {G R T} triangle {B C U} triangle {B O U} triangle {E H V} triangle {E L V} triangle {C I W} triangle {I L W} triangle {C U W} triangle {L V W} triangle {H N X} triangle {N O X} triangle {O U X} triangle {H V X} } #declare bodyi1 = union{ //Dreiecke im inneren (Verbindung der ersten beiden Quadrate) triangle {A C H} triangle {C B F} triangle {B D G} triangle {D A E} triangle {H F C} triangle {F G B} triangle {G E D} triangle {E H A} } #declare bodyi2 = union{ // Verbindung der zweiten Quadrate triangle {K J N} triangle {J L O} triangle {L I M} triangle {I K P} triangle {P M I} triangle {M O L} triangle {O N J} triangle {N P K} } #declare bodyi3 = union{ // Verbindung der dritten beiden Quadrate triangle {R T W} triangle {T Q U} triangle {Q S X} triangle {S R V} triangle {X U Q} triangle {U W T} triangle {W V R} triangle {V X S} } /******************************************************************* Darstellung der Kanten als Zylinder *******************************************************************/ #declare zr = 0.03// Zylinderradius // war 0.02 #declare kanteni1 = union{ cylinder {A, E, zr} cylinder {A, H, zr} cylinder {B, F, zr} cylinder {B, G, zr} cylinder {C, F, zr} cylinder {C, H, zr} cylinder {D, E, zr} cylinder {D, G, zr} } #declare kanteni2 = union{ cylinder {I, M, zr} cylinder {I, P, zr} cylinder {J, N, zr} cylinder {J, O, zr} cylinder {K, N, zr} cylinder {K, P, zr} cylinder {L, M, zr} cylinder {L, O, zr} } #declare kanteni3= union{ cylinder {Q, U, zr} cylinder {Q, X, zr} cylinder {R, V, zr} cylinder {R, W, zr} cylinder {S, V, zr} cylinder {S, X, zr} cylinder {T, U, zr} cylinder {T, W, zr} } #declare Kanten = union { cylinder {A, C, zr} cylinder {A, D, zr} cylinder {A, I, zr} cylinder {A, K, zr} cylinder {A, Q, zr} cylinder {B, C, zr} cylinder {B, D, zr} cylinder {B, M, zr} cylinder {B, O, zr} cylinder {B, U, zr} cylinder {C, I, zr} cylinder {C, U, zr} cylinder {C, W, zr} cylinder {D, M, zr} cylinder {D, Q, zr} cylinder {D, S, zr} cylinder {E, G, zr} cylinder {E, H, zr} cylinder {E, J, zr} cylinder {E, L, zr} cylinder {E, V, zr} cylinder {F, G, zr} cylinder {F, H, zr} cylinder {F, N, zr} cylinder {F, P, zr} cylinder {F, R, zr} cylinder {G, J, zr} cylinder {G, R, zr} cylinder {G, T, zr} cylinder {H, N, zr} cylinder {H, V, zr} cylinder {H, X, zr} cylinder {I, K, zr} cylinder {I, L, zr} cylinder {I, W, zr} cylinder {J, K, zr} cylinder {J, L, zr} cylinder {J, T, zr} cylinder {K, J, zr} cylinder {K, Q, zr} cylinder {K, T, zr} cylinder {L, V, zr} cylinder {L, W, zr} cylinder {M, O, zr} cylinder {M, P, zr} cylinder {M, S, zr} cylinder {N, O, zr} cylinder {N, P, zr} cylinder {N, X, zr} cylinder {O, U, zr} cylinder {O, X, zr} cylinder {P, R, zr} cylinder {P, S, zr} cylinder {Q, S, zr} cylinder {Q, T, zr} cylinder {R, S, zr} cylinder {R, T, zr} cylinder {U, W, zr} cylinder {U, X, zr} cylinder {V, W, zr} cylinder {V, X, zr} } object { bodyi2 texture{ pigment { color Yellow} finish { ambient 0.1 diffuse 0.7 } } // rotate 360*clock*<1, 10, 0> // rotate } object { bodyi1 texture{ pigment { color Orange } } } object { bodyi3 texture{ pigment { color Orange } } } object { bodya texture{ pigment { color Yellow } } } union { object {Kanten} // object {kanteni1} object{kanteni2} // object{kanteni3} texture{ pigment { color Black }} }