Cube sphere with equal-area mapping
In your harnessMesh algorithmMIT
Map the six faces of a subdivided cube onto a sphere as one welded quad mesh, with a polynomial mapping that keeps cell areas within about 16 percent. Use it for planets and cube-map spheres.

What it takes and gives
- Entry points
- cube_to_sphere, cube_sphere, face_area_ratio, main
- Parameters
- radius, divisions, mapping
- Complexity
- O(divisions^2)
- Axes
- +Y up, metres
Limits. No texture coordinates in the welded mesh; per-face cube-map coordinates need the six faces split apart. Cells are even but not equal (largest over smallest area about 1.16 at 12 divisions with the equal_area mapping, about 4.2 with plain normalization).
Details
- Kind
- Mesh algorithm
- Engine
- Python 3.10 or later
- Files
- 10 files, 213.2 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands, writes files
- Checked with
- Godot 4.7.2, gl_compatibility, OpenGL 3 driver, Mesa llvmpipe under Xvfb
- Checks
- generator runs system python, generator runs verifier python, gltf strict structure, interpreters agree, example matches generator, godot headless gltf load, godot compatibility render
- Techniques
- Cube to sphere polynomial mapping x sqrt(1 - y^2/2 - z^2/2 + y^2 z^2/3), Integer lattice welding of cube faces
- Tags
- primitive, sphere, cube sphere, quad sphere, planet, cube map
- Identity
library.supply.creative_originals.3428dbd0c45fb47787f52d7e.6b39f714a7b8a0b2- Version
6b39f714a7b8a0b2044cb1bad46bb4073ae47f66a33c21e5cc3e2179b37f8398
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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