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Creating the Vertice of a Sphere Polar coordinate in VEX

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hello, I'm trying to mesh a group of point, from an array.

It gives a meshed sphere but with hole, and overlapping points.

I guess I shd use some condition but I'm not really sure how..

int total =40;
int prim;
float r = 200.0;

float   lon    = -($PI); //-pi,pi
float   lat     = -($PI)/2;//-pi/2, pi/2

float   step_lon = lon/total; //angle sur la longitude
float   step_lat  = lat/total;//angle sur la latitude

int globe[] = {0,0,0};

for (int i=0 ; i<total+1; i++){
for (int j=0; j< total+2; j++){

   //polar to cartesian
   float x = r * sin(lon) * cos(lat);
   float y = r * sin(lon) * sin(lat);
   float z = r * cos(lon);

  //vector pos
  vector pos = set(x,y,z);
     //feed array, create points sphere
     globe[j]=addpoint(geoself(), pos);
     int v1 = globe[j];
     int v2 = globe[j+1];
     int v3 = globe[j+2];
     prim = addprim(geoself(), "poly");
     addvertex(geoself(), prim, v1);
     addvertex(geoself(), prim, v2);
     addvertex(geoself(), prim, v3);
     //setpointattrib(geoself(), "lat", v1, j, "set");
    // setpointattrib(geoself(), "lat", v2, j+1, "set");
     //setpointattrib(geoself(), "lat", v3, j+2, "set");
    lat += step_lat;

lon +=step_lon;



IT Looks like it miss half of the primitives.





Edited by ezza

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Are you trying to generate UV sphere? If I understand your goal correctly, using last 4 points is wrong technique here. It will only produce blade-like polygons. You need to determine primitives's point numbers by looking at generated points's numbers and possibly visualizing i and j values.



// Detail wrangle.

#include "voplib.h"

int rows = chi("rows");
int cols = chi("cols");
float radius = ch("radius");

for (int i = 0; i < rows; i++)
    float step_lon = PI / (rows - 1);
    float lon = i * step_lon;

    for (int j = 0; j < cols; j++)
        float step_lat = 2 * PI / cols;
        float lat = j * step_lat;

        addpoint(0, vop_frompolar(lat, lon, radius));

        if (i+1 == rows)

        int prim = addprim(0, "poly");
        int v1 = i*cols + j;
        int v2 = i*cols + (j+1)%cols;
        int v3 = v2 + cols;
        int v4 = v1 + cols;
        addvertex(0, prim, v1);
        addvertex(0, prim, v2);
        addvertex(0, prim, v3);
        addvertex(0, prim, v4);



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I cannot say how much I'm thankfull!! thas exactly what I was looking for, next exercice icosphere!

I may come back for other noob questions!!

thks a lot, great forum!!


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