construction of sphere
@author
float radious = 200;
int resolution = 30;
int num = 0;
int numStep = 1;
int maxNum = resolution * (resolution / 2);
void setup(){
size(500, 500, P3D);
fill(255);
stroke(128);
strokeWeight(1);
}
void draw(){
background(0);
translate(width / 2, height / 2, 0);
rotateX(-PI / 4);
float step = TWO_PI / resolution;
int n = 0;
for(int i = 0; i < resolution / 2; i++){
for(int j = 0; j < resolution; j++){
float r1 = step * i;
float nr1 = step * (i + 1);
float r2 = step * j;
float nr2 = step * (j + 1);
PVector p1 = new PVector(radious * sin(r1) * cos(r2), radious * cos(r1), radious * sin(r1) * sin(r2));
PVector p2 = new PVector(radious * sin(nr1) * cos(r2), radious * cos(nr1), radious * sin(nr1) * sin(r2));
PVector p3 = new PVector(radious * sin(nr1) * cos(nr2), radious * cos(nr1), radious * sin(nr1) * sin(nr2));
PVector p4 = new PVector(radious * sin(r1) * cos(nr2), radious * cos(r1), radious * sin(r1) * sin(nr2));
beginShape();
vertex(p1.x, p1.y, p1.z);
vertex(p2.x, p2.y, p2.z);
vertex(p3.x, p3.y, p3.z);
vertex(p4.x, p4.y, p4.z);
endShape();
n++;
if(n > num){
num += numStep;
if(num == 0 || num == maxNum - 1){
numStep = -numStep;
}
return;
}
}
}
}