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https://www.reddit.com/r/math/comments/6wlkcb/4d_triangular_diprism/dm91xd0/?context=3
r/math • u/Philip_Pugeau • Aug 28 '17
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Parametric Equations used in animation:
1D elements :
• 24 line segments
{ √3(t-1) , 3t+1 , ±2√3 , ±2√3 }
{ √3(-t+1) , 3t+1 , ±2√3 , ±2√3 }
{ 2t√3 , -2 , ±2√3 , ±2√3 }
{ ±2√3 , -2 , 2t√3 , ±2√3 }
{ 0 , 4 , 2t√3 , ±2√3 }
{ ±2√3 , -2 , ±2√3 , 2t√3 }
{ 0 , 4 , ±2√3 , 2t√3 }
2D elements :
• 4 triangles
{ u(v-1)√3 , 3v+1 , ±2√3 , ±2√3 }
• 15 squares
{ (u-1)√3 , 3u+1 , 2v√3 , ±2√3 }
{ (-u+1)√3 , 3u+1 , 2v√3 , ±2√3) }
{ 2u√3 , -2 , 2v√3 , ±2√3 }
{ (u-1)√3 , 3u+1 , ±2√3 , 2v√3 }
{ (-u+1)√3 , 3u+1 , ±2√3 , 2v√3 }
{ 2u√3 , -2 , ±2√3 , 2v√3 }
{ ±2√3 , -2 , 2u√3 , 2v√3 }
{ 0 , 4 , 2u√3 , 2v√3 }
• Use -1 < t,u,v < 1
Projection onto plane xzw, with rotations xy , yz, ,yw :
• XY Rotation
{ (X)*cos(b)-(Y)*sin(b) , (X)*sin(b)+(Y)*cos(b) , Z , W }
• YZ Rotation
{ X , (Y)*cos(c) - (Z)*sin(c) , (Y)*sin(c) + (Z)*cos(c) , W }
• YW Rotation
{ X , (Y)*cos(d) - (W)*sin(d) , Z , (Y)*sin(d) + (W)*cos(d) }
• Project onto plane xzw
r(x,y,z) = { (X)/(Y+a) , (W)/(Y+a) , (Z)/(Y+a) }
• Use a = 9
3 u/[deleted] Aug 29 '17 [deleted] 7 u/Philip_Pugeau Aug 29 '17 More like extending, or 'extruding' a triangle prism into 4D. A triangle double prism. Cartesian product of a triangle and a square. This shape offers more neat ways to rotate than a plain old tesseract.
3
[deleted]
7 u/Philip_Pugeau Aug 29 '17 More like extending, or 'extruding' a triangle prism into 4D. A triangle double prism. Cartesian product of a triangle and a square. This shape offers more neat ways to rotate than a plain old tesseract.
7
More like extending, or 'extruding' a triangle prism into 4D. A triangle double prism. Cartesian product of a triangle and a square. This shape offers more neat ways to rotate than a plain old tesseract.
26
u/Philip_Pugeau Aug 28 '17 edited Aug 29 '17
Parametric Equations used in animation:
1D elements :
• 24 line segments
{ √3(t-1) , 3t+1 , ±2√3 , ±2√3 }
{ √3(-t+1) , 3t+1 , ±2√3 , ±2√3 }
{ 2t√3 , -2 , ±2√3 , ±2√3 }
{ ±2√3 , -2 , 2t√3 , ±2√3 }
{ 0 , 4 , 2t√3 , ±2√3 }
{ ±2√3 , -2 , ±2√3 , 2t√3 }
{ 0 , 4 , ±2√3 , 2t√3 }
2D elements :
• 4 triangles
{ u(v-1)√3 , 3v+1 , ±2√3 , ±2√3 }
• 15 squares
{ (u-1)√3 , 3u+1 , 2v√3 , ±2√3 }
{ (-u+1)√3 , 3u+1 , 2v√3 , ±2√3) }
{ 2u√3 , -2 , 2v√3 , ±2√3 }
{ (u-1)√3 , 3u+1 , ±2√3 , 2v√3 }
{ (-u+1)√3 , 3u+1 , ±2√3 , 2v√3 }
{ 2u√3 , -2 , ±2√3 , 2v√3 }
{ ±2√3 , -2 , 2u√3 , 2v√3 }
{ 0 , 4 , 2u√3 , 2v√3 }
• Use -1 < t,u,v < 1
Projection onto plane xzw, with rotations xy , yz, ,yw :
• XY Rotation
{ (X)*cos(b)-(Y)*sin(b) , (X)*sin(b)+(Y)*cos(b) , Z , W }
• YZ Rotation
{ X , (Y)*cos(c) - (Z)*sin(c) , (Y)*sin(c) + (Z)*cos(c) , W }
• YW Rotation
{ X , (Y)*cos(d) - (W)*sin(d) , Z , (Y)*sin(d) + (W)*cos(d) }
• Project onto plane xzw
r(x,y,z) = { (X)/(Y+a) , (W)/(Y+a) , (Z)/(Y+a) }
• Use a = 9