code: import javafx.application.Application;
  import javafx.event.EventHandler;
  import javafx.geometry.Point3D;
  import javafx.scene.Group;
  import javafx.scene.Scene;
  import javafx.scene.input.KeyCode;
  import javafx.scene.input.KeyEvent;
  import javafx.scene.shape.MeshView;
  import javafx.scene.shape.TriangleMesh;
  import javafx.scene.transform.Rotate;
  import javafx.stage.Stage;
  public class DeathStar extends Application {
  
  	private static final int DIVISION = 200;// the bigger the higher resolution
  	float radius = 300;// radius of the sphere
  
  	@Override
  	public void start(Stage primaryStage) throws Exception {
  		Point3D otherSphere = new Point3D(-radius, 0, -radius * 1.5);
  		final TriangleMesh triangleMesh = createMesh(DIVISION, radius, otherSphere);
  		MeshView a = new MeshView(triangleMesh);
  
  		a.setTranslateY(radius);
  		a.setTranslateX(radius);
  		a.setRotationAxis(Rotate.Y_AXIS);
  		Scene scene = new Scene(new Group(a));
  //		uncomment if you want to move the other sphere
  		
  //		scene.setOnKeyPressed(new EventHandler<KeyEvent>() {
  //			Point3D sphere = otherSphere;
  //
  //			@Override
  //			public void handle(KeyEvent e) {
  //				KeyCode code = e.getCode();
  //				switch (code) {
  //				case UP:
  //					sphere = sphere.add(0, -10, 0);
  //					break;
  //				case DOWN:
  //					sphere = sphere.add(0, 10, 0);
  //					break;
  //				case LEFT:
  //					sphere = sphere.add(-10, 0, 0);
  //					break;
  //				case RIGHT:
  //					sphere = sphere.add(10, 0, 0);
  //					break;
  //				case W:
  //					sphere = sphere.add(0, 0, 10);
  //					break;
  //				case S:
  //					sphere = sphere.add(0, 0, -10);
  //					break;
  //				default:
  //					return;
  //				}
  //				a.setMesh(createMesh(DIVISION, radius, sphere));
  //
  //			}
  //		});
  
  		primaryStage.setScene(scene);
  		primaryStage.show();
  	}
  
  	static TriangleMesh createMesh(final int division, final float radius, final Point3D centerOtherSphere) {
  		Rotate rotate = new Rotate(180, centerOtherSphere);
  		final int div2 = division / 2;
  
  		final int nPoints = division * (div2 - 1) + 2;
  		final int nTPoints = (division + 1) * (div2 - 1) + division * 2;
  		final int nFaces = division * (div2 - 2) * 2 + division * 2;
  
  		final float rDiv = 1.f / division;
  
  		float points[] = new float[nPoints * 3];
  		float tPoints[] = new float[nTPoints * 2];
  		int faces[] = new int[nFaces * 6];
  
  		int pPos = 0, tPos = 0;
  
  		for (int y = 0; y < div2 - 1; ++y) {
  			float va = rDiv * (y + 1 - div2 / 2) * 2 * (float) Math.PI;
  			float sin_va = (float) Math.sin(va);
  			float cos_va = (float) Math.cos(va);
  
  			float ty = 0.5f + sin_va * 0.5f;
  			for (int i = 0; i < division; ++i) {
  				double a = rDiv * i * 2 * (float) Math.PI;
  				float hSin = (float) Math.sin(a);
  				float hCos = (float) Math.cos(a);
  				points[pPos + 0] = hSin * cos_va * radius;
  				points[pPos + 2] = hCos * cos_va * radius;
  				points[pPos + 1] = sin_va * radius;
  
  				final Point3D point3D = new Point3D(points[pPos + 0], points[pPos + 1], points[pPos + 2]);
  				double distance = centerOtherSphere.distance(point3D);
  				if (distance <= radius) {
  					Point3D subtract = centerOtherSphere.subtract(point3D);
  					Point3D transform = rotate.transform(subtract);
  					points[pPos + 0] = (float) transform.getX();
  					points[pPos + 1] = (float) transform.getY();
  					points[pPos + 2] = (float) transform.getZ();
  					
  				}
  				tPoints[tPos + 0] = 1 - rDiv * i;
  				tPoints[tPos + 1] = ty;
  				pPos += 3;
  				tPos += 2;
  			}
  			tPoints[tPos + 0] = 0;
  			tPoints[tPos + 1] = ty;
  			tPos += 2;
  		}
  
  		points[pPos + 0] = 0;
  		points[pPos + 1] = -radius;
  		points[pPos + 2] = 0;
  		points[pPos + 3] = 0;
  		points[pPos + 4] = radius;
  		points[pPos + 5] = 0;
  		pPos += 6;
  
  		int pS = (div2 - 1) * division;
  
  		float textureDelta = 1.f / 256;
  		for (int i = 0; i < division; ++i) {
  			tPoints[tPos + 0] = rDiv * (0.5f + i);
  			tPoints[tPos + 1] = textureDelta;
  			tPos += 2;
  		}
  
  		for (int i = 0; i < division; ++i) {
  			tPoints[tPos + 0] = rDiv * (0.5f + i);
  			tPoints[tPos + 1] = 1 - textureDelta;
  			tPos += 2;
  		}
  
  		int fIndex = 0;
  		for (int y = 0; y < div2 - 2; ++y) {
  			for (int x = 0; x < division; ++x) {
  				int p0 = y * division + x;
  				int p1 = p0 + 1;
  				int p2 = p0 + division;
  				int p3 = p1 + division;
  
  				int t0 = p0 + y;
  				int t1 = t0 + 1;
  				int t2 = t0 + division + 1;
  				int t3 = t1 + division + 1;
  
  				// add p0, p1, p2
  				faces[fIndex + 0] = p0;
  				faces[fIndex + 1] = t0;
  				faces[fIndex + 2] = p1 % division == 0 ? p1 - division : p1;
  				faces[fIndex + 3] = t1;
  				faces[fIndex + 4] = p2;
  				faces[fIndex + 5] = t2;
  				fIndex += 6;
  
  				// add p3, p2, p1
  				faces[fIndex + 0] = p3 % division == 0 ? p3 - division : p3;
  				faces[fIndex + 1] = t3;
  				faces[fIndex + 2] = p2;
  				faces[fIndex + 3] = t2;
  				faces[fIndex + 4] = p1 % division == 0 ? p1 - division : p1;
  				faces[fIndex + 5] = t1;
  				fIndex += 6;
  			}
  		}
  
  		int p0 = pS;
  		int tB = (div2 - 1) * (division + 1);
  		for (int x = 0; x < division; ++x) {
  			int p2 = x, p1 = x + 1, t0 = tB + x;
  			faces[fIndex + 0] = p0;
  			faces[fIndex + 1] = t0;
  			faces[fIndex + 2] = p1 == division ? 0 : p1;
  			faces[fIndex + 3] = p1;
  			faces[fIndex + 4] = p2;
  			faces[fIndex + 5] = p2;
  			fIndex += 6;
  		}
  
  		p0 = p0 + 1;
  		tB = tB + division;
  		int pB = (div2 - 2) * division;
  
  		for (int x = 0; x < division; ++x) {
  			int p1 = pB + x, p2 = pB + x + 1, t0 = tB + x;
  			int t1 = (div2 - 2) * (division + 1) + x, t2 = t1 + 1;
  			faces[fIndex + 0] = p0;
  			faces[fIndex + 1] = t0;
  			faces[fIndex + 2] = p1;
  			faces[fIndex + 3] = t1;
  			faces[fIndex + 4] = p2 % division == 0 ? p2 - division : p2;
  			faces[fIndex + 5] = t2;
  			fIndex += 6;
  		}
  
  		TriangleMesh m = new TriangleMesh();
  		m.getPoints().setAll(points);
  		m.getTexCoords().setAll(tPoints);
  		m.getFaces().setAll(faces);
  
  		return m;
  	}
  
  	public static void main(String[] args) {
  
  		launch(args);
  	}
  
  }
  