Acronym | ... |
Name | edge-beveled hexadecachoron |
General of army | (is itself convex) |
Colonel of regiment | (is itself locally convex) |
Face vector | 168, 352, 224, 40 |
Confer |
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Edge-only bevelling (here being applied to the hex) flatens the former edges into new elongated rhombohedral cells (ebauco, abx ooc4odo&#zx) while the former regular polyhedral cells (here: tets) get rasped down into chamfered versions thereof (bx3oo3oc&#zx). – It should be added here, that only the axial 4fold symmetry of the former edges makes it possible to get all edges in this edge-bevelling to the same size. For any other symmetry the rhombs at the tips of those new cells would deform into kites.
The non-regular hexagons {(h,H,H)2} are diagonally elongated squares. Their vertex angles are h = 90° resp. H = 135°. The rhombs {(r,R)2} are just a coplanar pair of regular triangles. Their vertex angles are r = 60° resp. R = 120°. The below mentioned node symbols a, b, c, and d all represent pseudo edges only.
Octa-diminishing this polychoron at the tips of the ebauco cells results in poxrico.
There is a deeper, terminal edge-bevelling of the hex too, which then reduces the original triangles to nothing. Then the hexagons will become rhombs and the total figure becomes the a'b'o3ooo3ooc4odo&#zx (with a' = a-x, b' = b-x). – When considering the below provided tegum sum Dynkin symbol, it becomes obvious that this figure here also can be seen as a Stott expansion of that a'b'o3ooo3ooc4odo&#zx.
Incidence matrix according to Dynkin symbol
abx3ooo3ooc4odo&#zx → height = 0, a = 1+2 sqrt(2) = 3.828427, b = w = 1+sqrt(2) = 2.414214, c = q = sqrt(2) = 1.414214, d = x = 1 o..3o..3o..4o.. | 8 * * | 8 0 0 | 12 0 0 | 6 0 verf: cube .o.3.o.3.o.4.o. | * 64 * | 1 3 0 | 3 3 0 | 3 1 ..o3..o3..o4..o | * * 96 | 0 2 2 | 1 4 1 | 2 2 --------------------+---------+-----------+----------+------ oo.3oo.3oo.4oo.&#x | 1 1 0 | 64 * * | 3 0 0 | 3 0 .oo3.oo3.oo4.oo&#x | 0 1 1 | * 192 * | 1 2 0 | 2 1 ..x ... ... ... | 0 0 2 | * * 96 | 0 2 1 | 1 2 --------------------+---------+-----------+----------+------ ... ... ... odo&#xt | 1 2 1 | 2 2 0 | 96 * * | 2 0 rhomb {(r,R)2} .bx ... .oc ...&#zx | 0 2 4 | 0 4 2 | * 96 * | 1 1 axial hexagon {(h,H,H)2} ..x3..o ... ... | 0 0 3 | 0 0 3 | * * 32 | 0 2 regular triangle {3} --------------------+---------+-----------+----------+------ abx ... ooc4odo&#zx | 2 8 8 | 8 16 4 | 8 4 0 | 24 * ebauco .bx3.oo3.oc ...&#zx | 0 4 12 | 0 12 12 | 0 6 4 | * 16 patex cube
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