BOSL2/mutators.scad

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//////////////////////////////////////////////////////////////////////
// LibFile: transforms.scad
// Functions and modules to mutate children in various ways.
// To use, add the following lines to the beginning of your file:
// ```
// include <BOSL2/std.scad>
// ```
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
// Section: Halving Mutators
//////////////////////////////////////////////////////////////////////
// Module: half_of()
//
// Usage:
// half_of(v, [cp], [s]) ...
//
// Description:
// Slices an object at a cut plane, and masks away everything that is on one side.
//
// Arguments:
// v = Normal of plane to slice at. Keeps everything on the side the normal points to. Default: [0,0,1] (UP)
// cp = If given as a scalar, moves the cut plane along the normal by the given amount. If given as a point, specifies a point on the cut plane. This can be used to shift where it slices the object at. Default: [0,0,0]
// s = Mask size to use. Use a number larger than twice your object's largest axis. If you make this too large, it messes with centering your view. Default: 100
// planar = If true, this becomes a 2D operation. When planar, a `v` of `UP` or `DOWN` becomes equivalent of `BACK` and `FWD` respectively.
//
// Examples:
// half_of(DOWN+BACK, cp=[0,-10,0]) cylinder(h=40, r1=10, r2=0, center=false);
// half_of(DOWN+LEFT, s=200) sphere(d=150);
// Example(2D):
// half_of([1,1], planar=true) circle(d=50);
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module half_of(v=UP, cp, s=1000, planar=false)
{
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cp = is_vector(v,4)? assert(cp==undef, "Don't use cp with plane definition.") plane_normal(v) * v[3] :
is_vector(cp)? cp :
is_num(cp)? cp*unit(v) :
[0,0,0];
v = is_vector(v,4)? plane_normal(v) : v;
if (cp != [0,0,0]) {
translate(cp) half_of(v=v, s=s, planar=planar) translate(-cp) children();
} else if (planar) {
v = (v==UP)? BACK : (v==DOWN)? FWD : v;
ang = atan2(v.y, v.x);
difference() {
children();
rotate(ang+90) {
back(s/2) square(s, center=true);
}
}
} else {
difference() {
children();
rot(from=UP, to=-v) {
up(s/2) cube(s, center=true);
}
}
}
}
// Module: left_half()
//
// Usage:
// left_half([s], [x]) ...
// left_half(planar=true, [s], [x]) ...
//
// Description:
// Slices an object at a vertical Y-Z cut plane, and masks away everything that is right of it.
//
// Arguments:
// s = Mask size to use. Use a number larger than twice your object's largest axis. If you make this too large, OpenSCAD's preview rendering may be incorrect. Default: 10000
// x = The X coordinate of the cut-plane. Default: 0
// planar = If true, this becomes a 2D operation.
//
// Examples:
// left_half() sphere(r=20);
// left_half(x=-8) sphere(r=20);
// Example(2D):
// left_half(planar=true) circle(r=20);
module left_half(s=1000, x=0, planar=false)
{
dir = LEFT;
difference() {
children();
translate([x,0,0]-dir*s/2) {
if (planar) {
square(s, center=true);
} else {
cube(s, center=true);
}
}
}
}
// Module: right_half()
//
// Usage:
// right_half([s], [x]) ...
// right_half(planar=true, [s], [x]) ...
//
// Description:
// Slices an object at a vertical Y-Z cut plane, and masks away everything that is left of it.
//
// Arguments:
// s = Mask size to use. Use a number larger than twice your object's largest axis. If you make this too large, OpenSCAD's preview rendering may be incorrect. Default: 10000
// x = The X coordinate of the cut-plane. Default: 0
// planar = If true, this becomes a 2D operation.
//
// Examples(FlatSpin):
// right_half() sphere(r=20);
// right_half(x=-5) sphere(r=20);
// Example(2D):
// right_half(planar=true) circle(r=20);
module right_half(s=1000, x=0, planar=false)
{
dir = RIGHT;
difference() {
children();
translate([x,0,0]-dir*s/2) {
if (planar) {
square(s, center=true);
} else {
cube(s, center=true);
}
}
}
}
// Module: front_half()
//
// Usage:
// front_half([s], [y]) ...
// front_half(planar=true, [s], [y]) ...
//
// Description:
// Slices an object at a vertical X-Z cut plane, and masks away everything that is behind it.
//
// Arguments:
// s = Mask size to use. Use a number larger than twice your object's largest axis. If you make this too large, OpenSCAD's preview rendering may be incorrect. Default: 10000
// y = The Y coordinate of the cut-plane. Default: 0
// planar = If true, this becomes a 2D operation.
//
// Examples(FlatSpin):
// front_half() sphere(r=20);
// front_half(y=5) sphere(r=20);
// Example(2D):
// front_half(planar=true) circle(r=20);
module front_half(s=1000, y=0, planar=false)
{
dir = FWD;
difference() {
children();
translate([0,y,0]-dir*s/2) {
if (planar) {
square(s, center=true);
} else {
cube(s, center=true);
}
}
}
}
// Module: back_half()
//
// Usage:
// back_half([s], [y]) ...
// back_half(planar=true, [s], [y]) ...
//
// Description:
// Slices an object at a vertical X-Z cut plane, and masks away everything that is in front of it.
//
// Arguments:
// s = Mask size to use. Use a number larger than twice your object's largest axis. If you make this too large, OpenSCAD's preview rendering may be incorrect. Default: 10000
// y = The Y coordinate of the cut-plane. Default: 0
// planar = If true, this becomes a 2D operation.
//
// Examples:
// back_half() sphere(r=20);
// back_half(y=8) sphere(r=20);
// Example(2D):
// back_half(planar=true) circle(r=20);
module back_half(s=1000, y=0, planar=false)
{
dir = BACK;
difference() {
children();
translate([0,y,0]-dir*s/2) {
if (planar) {
square(s, center=true);
} else {
cube(s, center=true);
}
}
}
}
// Module: bottom_half()
//
// Usage:
// bottom_half([s], [z]) ...
//
// Description:
// Slices an object at a horizontal X-Y cut plane, and masks away everything that is above it.
//
// Arguments:
// s = Mask size to use. Use a number larger than twice your object's largest axis. If you make this too large, OpenSCAD's preview rendering may be incorrect. Default: 10000
// z = The Z coordinate of the cut-plane. Default: 0
//
// Examples:
// bottom_half() sphere(r=20);
// bottom_half(z=-10) sphere(r=20);
module bottom_half(s=1000, z=0)
{
dir = DOWN;
difference() {
children();
translate([0,0,z]-dir*s/2) {
cube(s, center=true);
}
}
}
// Module: top_half()
//
// Usage:
// top_half([s], [z]) ...
//
// Description:
// Slices an object at a horizontal X-Y cut plane, and masks away everything that is below it.
//
// Arguments:
// s = Mask size to use. Use a number larger than twice your object's largest axis. If you make this too large, OpenSCAD's preview rendering may be incorrect. Default: 10000
// z = The Z coordinate of the cut-plane. Default: 0
//
// Examples(Spin):
// top_half() sphere(r=20);
// top_half(z=5) sphere(r=20);
module top_half(s=1000, z=0)
{
dir = UP;
difference() {
children();
translate([0,0,z]-dir*s/2) {
cube(s, center=true);
}
}
}
//////////////////////////////////////////////////////////////////////
// Section: Chain Mutators
//////////////////////////////////////////////////////////////////////
// Module: chain_hull()
//
// Usage:
// chain_hull() ...
//
// Description:
// Performs hull operations between consecutive pairs of children,
// then unions all of the hull results. This can be a very slow
// operation, but it can provide results that are hard to get
// otherwise.
//
// Side Effects:
// `$idx` is set to the index value of the first child of each hulling pair, and can be used to modify each child pair individually.
// `$primary` is set to true when the child is the first in a chain pair.
//
// Example:
// chain_hull() {
// cube(5, center=true);
// translate([30, 0, 0]) sphere(d=15);
// translate([60, 30, 0]) cylinder(d=10, h=20);
// translate([60, 60, 0]) cube([10,1,20], center=false);
// }
// Example: Using `$idx` and `$primary`
// chain_hull() {
// zrot( 0) right(100) if ($primary) cube(5+3*$idx,center=true); else sphere(r=10+3*$idx);
// zrot( 45) right(100) if ($primary) cube(5+3*$idx,center=true); else sphere(r=10+3*$idx);
// zrot( 90) right(100) if ($primary) cube(5+3*$idx,center=true); else sphere(r=10+3*$idx);
// zrot(135) right(100) if ($primary) cube(5+3*$idx,center=true); else sphere(r=10+3*$idx);
// zrot(180) right(100) if ($primary) cube(5+3*$idx,center=true); else sphere(r=10+3*$idx);
// }
module chain_hull()
{
union() {
if ($children == 1) {
children();
} else if ($children > 1) {
for (i =[1:1:$children-1]) {
$idx = i;
hull() {
let($primary=true) children(i-1);
let($primary=false) children(i);
}
}
}
}
}
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//////////////////////////////////////////////////////////////////////
// Section: Warp Mutators
//////////////////////////////////////////////////////////////////////
// Module: cylindrical_extrude()
// Usage:
// cylindrical_extrude(size, ir|id, or|od, [convexity]) ...
// Description:
// Cylindrically extrudes all 2D children, curved around a cylidrical shape.
// Arguments:
// or = The outer radius to extrude to.
// od = The outer diameter to extrude to.
// ir = The inner radius to extrude from.
// id = The inner diameter to extrude from.
// size = The [X,Y] size of the 2D children to extrude. Default: [1000,1000]
// convexity = The max number of times a line could pass though a wall. Default: 10
// spin = Amount in degrees to spin around cylindrical axis. Default: 0
// orient = The orientation of the cylinder to wrap around, given as a vector. Default: UP
// Example:
// cylindrical_extrude(or=50, ir=45)
// text(text="Hello World!", size=10, halign="center", valign="center");
// Example: Spin Around the Cylindrical Axis
// cylindrical_extrude(or=50, ir=45, spin=90)
// text(text="Hello World!", size=10, halign="center", valign="center");
// Example: Orient to the Y Axis.
// cylindrical_extrude(or=40, ir=35, orient=BACK)
// text(text="Hello World!", size=10, halign="center", valign="center");
module cylindrical_extrude(or, ir, od, id, size=1000, convexity=10, spin=0, orient=UP) {
assert(is_num(size) || is_vector(size,2));
size = is_num(size)? [size,size] : size;
ir = get_radius(r=ir,d=id);
or = get_radius(r=or,d=od);
index_r = or;
circumf = 2 * PI * index_r;
width = min(size.x, circumf);
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assert(width <= circumf, "Shape would more than completely wrap around.");
sides = segs(or);
step = circumf / sides;
steps = ceil(width / step);
rot(from=UP, to=orient) rot(spin) {
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for (i=[0:1:steps-2]) {
x = (i+0.5-steps/2) * step;
zrot(360 * x / circumf) {
fwd(or*cos(180/sides)) {
xrot(-90) {
linear_extrude(height=or-ir, scale=[ir/or,1], center=false, convexity=convexity) {
yflip()
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intersection() {
left(x) children();
rect([step,size.y],center=true);
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}
}
}
}
}
}
}
}
//////////////////////////////////////////////////////////////////////
// Section: Offset Mutators
//////////////////////////////////////////////////////////////////////
// Module: round3d()
// Usage:
// round3d(r) ...
// round3d(or) ...
// round3d(ir) ...
// round3d(or, ir) ...
// Description:
// Rounds arbitrary 3D objects. Giving `r` rounds all concave and convex corners. Giving just `ir`
// rounds just concave corners. Giving just `or` rounds convex corners. Giving both `ir` and `or`
// can let you round to different radii for concave and convex corners. The 3D object must not have
// any parts narrower than twice the `or` radius. Such parts will disappear. This is an *extremely*
// slow operation. I cannot emphasize enough just how slow it is. It uses `minkowski()` multiple times.
// Use this as a last resort. This is so slow that no example images will be rendered.
// Arguments:
// r = Radius to round all concave and convex corners to.
// or = Radius to round only outside (convex) corners to. Use instead of `r`.
// ir = Radius to round only inside (concave) corners to. Use instead of `r`.
module round3d(r, or, ir, size=100)
{
or = get_radius(r1=or, r=r, dflt=0);
ir = get_radius(r1=ir, r=r, dflt=0);
offset3d(or, size=size)
offset3d(-ir-or, size=size)
offset3d(ir, size=size)
children();
}
// Module: offset3d()
// Usage:
// offset3d(r, [size], [convexity]);
// Description:
// Expands or contracts the surface of a 3D object by a given amount. This is very, very slow.
// No really, this is unbearably slow. It uses `minkowski()`. Use this as a last resort.
// This is so slow that no example images will be rendered.
// Arguments:
// r = Radius to expand object by. Negative numbers contract the object.
// size = Maximum size of object to be contracted, given as a scalar. Default: 100
// convexity = Max number of times a line could intersect the walls of the object. Default: 10
module offset3d(r=1, size=100, convexity=10) {
n = quant(max(8,segs(abs(r))),4);
if (r==0) {
children();
} else if (r>0) {
render(convexity=convexity)
minkowski() {
children();
sphere(r, $fn=n);
}
} else {
size2 = size * [1,1,1];
size1 = size2 * 1.02;
render(convexity=convexity)
difference() {
cube(size2, center=true);
minkowski() {
difference() {
cube(size1, center=true);
children();
}
sphere(-r, $fn=n);
}
}
}
}
// Module: round2d()
// Usage:
// round2d(r) ...
// round2d(or) ...
// round2d(ir) ...
// round2d(or, ir) ...
// Description:
// Rounds arbitrary 2D objects. Giving `r` rounds all concave and convex corners. Giving just `ir`
// rounds just concave corners. Giving just `or` rounds convex corners. Giving both `ir` and `or`
// can let you round to different radii for concave and convex corners. The 2D object must not have
// any parts narrower than twice the `or` radius. Such parts will disappear.
// Arguments:
// r = Radius to round all concave and convex corners to.
// or = Radius to round only outside (convex) corners to. Use instead of `r`.
// ir = Radius to round only inside (concave) corners to. Use instead of `r`.
// Examples(2D):
// round2d(r=10) {square([40,100], center=true); square([100,40], center=true);}
// round2d(or=10) {square([40,100], center=true); square([100,40], center=true);}
// round2d(ir=10) {square([40,100], center=true); square([100,40], center=true);}
// round2d(or=16,ir=8) {square([40,100], center=true); square([100,40], center=true);}
module round2d(r, or, ir)
{
or = get_radius(r1=or, r=r, dflt=0);
ir = get_radius(r1=ir, r=r, dflt=0);
offset(or) offset(-ir-or) offset(delta=ir,chamfer=true) children();
}
// Module: shell2d()
// Usage:
// shell2d(thickness, [or], [ir], [fill], [round])
// Description:
// Creates a hollow shell from 2D children, with optional rounding.
// Arguments:
// thickness = Thickness of the shell. Positive to expand outward, negative to shrink inward, or a two-element list to do both.
// or = Radius to round convex corners/pointy bits on the outside of the shell.
// ir = Radius to round concave corners on the outside of the shell.
// round = Radius to round convex corners/pointy bits on the inside of the shell.
// fill = Radius to round concave corners on the inside of the shell.
// Examples(2D):
// shell2d(10) {square([40,100], center=true); square([100,40], center=true);}
// shell2d(-10) {square([40,100], center=true); square([100,40], center=true);}
// shell2d([-10,10]) {square([40,100], center=true); square([100,40], center=true);}
// shell2d(10,or=10) {square([40,100], center=true); square([100,40], center=true);}
// shell2d(10,ir=10) {square([40,100], center=true); square([100,40], center=true);}
// shell2d(10,round=10) {square([40,100], center=true); square([100,40], center=true);}
// shell2d(10,fill=10) {square([40,100], center=true); square([100,40], center=true);}
// shell2d(8,or=16,ir=8,round=16,fill=8) {square([40,100], center=true); square([100,40], center=true);}
module shell2d(thickness, or=0, ir=0, fill=0, round=0)
{
thickness = is_num(thickness)? (
thickness<0? [thickness,0] : [0,thickness]
) : (thickness[0]>thickness[1])? (
[thickness[1],thickness[0]]
) : thickness;
difference() {
round2d(or=or,ir=ir)
offset(delta=thickness[1])
children();
round2d(or=fill,ir=round)
offset(delta=thickness[0])
children();
}
}
//////////////////////////////////////////////////////////////////////
// Section: Colors
//////////////////////////////////////////////////////////////////////
// Function&Module: HSL()
// Usage:
// HSL(h,[s],[l],[a]) ...
// rgb = HSL(h,[s],[l]);
// Description:
// When called as a function, returns the [R,G,B] color for the given hue `h`, saturation `s`, and lightness `l` from the HSL colorspace.
// When called as a module, sets the color to the given hue `h`, saturation `s`, and lightness `l` from the HSL colorspace.
// Arguments:
// h = The hue, given as a value between 0 and 360. 0=red, 60=yellow, 120=green, 180=cyan, 240=blue, 300=magenta.
// s = The saturation, given as a value between 0 and 1. 0 = grayscale, 1 = vivid colors. Default: 1
// l = The lightness, between 0 and 1. 0 = black, 0.5 = bright colors, 1 = white. Default: 0.5
// a = When called as a module, specifies the alpha channel as a value between 0 and 1. 0 = fully transparent, 1=opaque. Default: 1
// Example:
// HSL(h=120,s=1,l=0.5) sphere(d=60);
// Example:
// rgb = HSL(h=270,s=0.75,l=0.6);
// color(rgb) cube(60, center=true);
function HSL(h,s=1,l=0.5) =
let(
h=posmod(h,360)
) [
for (n=[0,8,4]) let(
k=(n+h/30)%12
) l - s*min(l,1-l)*max(min(k-3,9-k,1),-1)
];
module HSL(h,s=1,l=0.5,a=1) color(HSL(h,s,l),a) children();
// Function&Module: HSV()
// Usage:
// HSV(h,[s],[v],[a]) ...
// rgb = HSV(h,[s],[v]);
// Description:
// When called as a function, returns the [R,G,B] color for the given hue `h`, saturation `s`, and value `v` from the HSV colorspace.
// When called as a module, sets the color to the given hue `h`, saturation `s`, and value `v` from the HSV colorspace.
// Arguments:
// h = The hue, given as a value between 0 and 360. 0=red, 60=yellow, 120=green, 180=cyan, 240=blue, 300=magenta.
// s = The saturation, given as a value between 0 and 1. 0 = grayscale, 1 = vivid colors. Default: 1
// v = The value, between 0 and 1. 0 = darkest black, 1 = bright. Default: 1
// a = When called as a module, specifies the alpha channel as a value between 0 and 1. 0 = fully transparent, 1=opaque. Default: 1
// Example:
// HSV(h=120,s=1,v=1) sphere(d=60);
// Example:
// rgb = HSV(h=270,s=0.75,v=0.9);
// color(rgb) cube(60, center=true);
function HSV(h,s=1,v=1) =
let(
h=posmod(h,360),
v2=v*(1-s),
r=lookup(h,[[0,v], [60,v], [120,v2], [240,v2], [300,v], [360,v]]),
g=lookup(h,[[0,v2], [60,v], [180,v], [240,v2], [360,v2]]),
b=lookup(h,[[0,v2], [120,v2], [180,v], [300,v], [360,v2]])
) [r,g,b];
module HSV(h,s=1,v=1,a=1) color(HSV(h,s,v),a) children();
// Module: rainbow()
// Usage:
// rainbow(list) ...
// Description:
// Iterates the list, displaying children in different colors for each list item.
// This is useful for debugging lists of paths and such.
// Arguments:
// list = The list of items to iterate through.
// stride = Consecutive colors stride around the color wheel divided into this many parts.
// Side Effects:
// Sets the color to progressive values along the ROYGBIV spectrum for each item.
// Sets `$idx` to the index of the current item in `list` that we want to show.
// Sets `$item` to the current item in `list` that we want to show.
// Example(2D):
// rainbow(["Foo","Bar","Baz"]) fwd($idx*10) text(text=$item,size=8,halign="center",valign="center");
// Example(2D):
// rgn = [circle(d=45,$fn=3), circle(d=75,$fn=4), circle(d=50)];
// rainbow(rgn) stroke($item, closed=true);
module rainbow(list, stride=1)
{
ll = len(list);
huestep = 360 / ll;
hues = [for (i=[0:1:ll-1]) posmod(i*huestep+i*360/stride,360)];
for($idx=idx(list)) {
$item = list[$idx];
HSV(h=hues[$idx]) children();
}
}
// vim: noexpandtab tabstop=4 shiftwidth=4 softtabstop=4 nowrap