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texture() cleanup.
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1 changed files with 330 additions and 219 deletions
331
skin.scad
331
skin.scad
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@ -2098,39 +2098,48 @@ function associate_vertices(polygons, split, curpoly=0) =
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// Section: Texturing
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// DefineHeader(Table;Headers=Texture Name|Type|Description): Texture Values
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// DefineHeader(Table;Headers=Texture Name|Args|Description): Heightfield Textures
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// DefineHeader(Table;Headers=Texture Name|Args|Description): VNF Textures
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// Function: texture()
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// Usage:
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// tx = texture(tex, [n], [m]);
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// tx = texture(tex, [n=], [inset=], [gap=], [roughness=]);
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// Topics: Textures, Knurling
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// Description:
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// Given a texture name, and two optional variables, returns a heightfield texture as a 2D array of scalars.
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// Given a texture name, returns a texture. Textures can come in two varieties:
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// - Heightfield textures which are 2D arrays of scalars. These are faster to render, but are less precise and prone to triangulation errors.
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// - VNF Tile textures, which are VNFs that completely tile the rectangle `[0,0]` to `[1,1]`. These tend to be slower to render, but are more precise.
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// Sometimes the geometry of a shape to be textured will cause a heightfield texture to be badly triangulated.
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// Switching to a similar VNF tile texture can solve this problem. Usually just by adding the prefix "vnf_".
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// Heightfield Textures:
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// "bricks" = `n`, `roughness` = A brick-wall pattern.
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// "diamonds" = `n` = Diamond shapes with tips aligned with the axes. Useful for knurling.
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// "hills" = `n` = Wavy sine-wave hills and valleys,
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// "pyramids" = `n` = Pyramids shapes with flat sides aligned with the axes. Also useful for knurling.
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// "ribs" = `n` = Vertically aligned triangular ribs.
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// "rough" = `n`, `roughness` = A pseudo-randomized rough surace texture.
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// "trunc_pyramids" = `n` = Like "pyramids" but with flattened tips.
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// "trunc_ribs" = `n` = Like "ribs" but with flat rib tips.
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// "wave_ribs" = `n` = Vertically aligned wavy ribs.
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// VNF Textures:
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// "vnf_bricks" = `inset`, `gap` = Like "bricks", but slower and more consistent in triangulation.
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// "vnf_checkers" = `inset` = A pattern of alternating checkerboard squares.
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// "vnf_cones" = `n`, `inset` = Raised conical spikes.
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// "vnf_cubes" = none = Cornercubes texture.
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// "vnf_diagonal_grid" = `inset` = A grid of thin lines at 45º angles.
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// "vnf_diamonds" = none = Like "diamonds", but slower and more consistent in triangulation.
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// "vnf_dimples" = `n`, `inset` = Small round divots.
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// "vnf_dots" = `n`, `inset` = Raised small round bumps.
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// "vnf_hex_grid" = `inset` = A hexagonal grid of thin lines.
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// "vnf_pyramids" = none = Like "pyramids", but slower and more consistent in triangulation.
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// "vnf_trunc_pyramids" = `inset` = Like "trunc_pyramids", but slower and more consistent in triangulation.
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// Arguments:
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// tex = The name of the texture to get.
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// n = Generally the number of vertices in one axis to make the texture from. Depends on the texture.
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// m = Generally the texture height. Depends on the texture.
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// Texture Values:
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// "bricks" = Heightfield = A brick-wall pattern.
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// "diamonds" = Heightfield = Diamond shapes with tips aligned with the axes. Useful for knurling.
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// "hills" = Heightfield = Wavy sine-wave hills and valleys,
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// "pyramids" = Heightfield = Pyramids shapes with flat sides aligned with the axes. Also useful for knurling.
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// "ribs" = Heightfield = Vertically aligned triangular ribs.
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// "rough" = Heightfield = A pseudo-randomized rough surace texture.
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// "trunc_pyramids" = Heightfield = Like "pyramids" but with flattened tips.
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// "trunc_ribs" = Heightfield = Like "ribs" but with flat rib tips.
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// "wave_ribs" = Heightfield = Vertically aligned wavy ribs.
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// "vnf_bricks" = VNF Tile = Like "bricks", but slower and more consistent in triangulation.
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// "vnf_checkers" = VNF Tile = A pattern of alternating checkerboard squares.
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// "vnf_cones" = VNF Tile = Raised conical spikes.
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// "vnf_cubes" = VNF Tile = Cornercubes texture.
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// "vnf_diagonal_grid" = VNF Tile = A grid of thin lines at 45º angles.
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// "vnf_diamonds" = VNF Tile = Like "diamonds", but slower and more consistent in triangulation.
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// "vnf_dimples" = VNF Tile = Small round divots.
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// "vnf_dots" = VNF Tile = Raised small round bumps.
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// "vnf_hex_grid" = VNF Tile = A hexagonal grid of thin lines.
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// "vnf_pyramids" = VNF Tile = Like "pyramids", but slower and more consistent in triangulation.
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// "vnf_trunc_pyramids" = VNF Tile = Like "trunc_pyramids", but slower and more consistent in triangulation.
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// ---
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// n = The general number of vertices to use to refine the resolution of the texture.
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// inset = The amount to inset part of a VNF tile texture. Generally between 0 and 0.5.
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// gap = The gap between some parts of a VNF tile. (ie: gap between bricks, etc.)
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// roughness = The amount of roughness used on the surface of some heightfield textures. Generally between 0 and 0.5.
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// See Also: textured_revolution(), textured_cylinder(), textured_linear_sweep(), heightfield(), cylindrical_heightfield(), texture()
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// Example(3D): "ribs" texture.
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// tex = texture("ribs");
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@ -2195,13 +2204,13 @@ function associate_vertices(polygons, split, curpoly=0) =
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// Example(3D): "vnf_dots" texture.
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// tex = texture("vnf_dots");
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// textured_linear_sweep(
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// rect(50), tex, h=40, tscale=3,
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// rect(50), tex, h=40, tscale=1,
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// tex_size=[10,10]
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// );
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// Example(3D): "vnf_dimples" texture.
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// tex = texture("vnf_dimples");
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// textured_linear_sweep(
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// rect(50), tex, h=40, tscale=3,
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// rect(50), tex, h=40, tscale=1,
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// tex_size=[10,10]
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// );
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// Example(3D): "vnf_cones" texture.
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@ -2246,31 +2255,89 @@ function associate_vertices(polygons, split, curpoly=0) =
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// rect(50), tex, h=40,
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// tex_size=[10,10], style="min_edge"
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// );
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function texture(tex,n,m,o) =
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tex=="ribs"? [[1,0]] :
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tex=="trunc_ribs"? [[each repeat(0,default(n,1)+1), each repeat(1,default(n,1)+1)]] :
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tex=="wave_ribs"? [[for(a=[0:360/default(n,8):359]) (cos(a)+1)/2]] :
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tex=="diamonds"? let(m=default(m,1)) [[m,0],[0,m]] :
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tex=="vnf_diamonds"? let(m=default(m,1)) [
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function texture(tex, n, inset, gap, roughness) =
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tex=="ribs"?
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let(
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n = quantup(default(n,2),2)
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) [[
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each lerpn(1,0,n/2,endpoint=false),
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each lerpn(0,1,n/2,endpoint=false),
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]] :
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tex=="trunc_ribs"?
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let(
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n = quantup(default(n,4),4)
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) [[
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each repeat(0,n/4),
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each lerpn(0,1,n/4,endpoint=false),
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each repeat(1,n/4),
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each lerpn(1,0,n/4,endpoint=false),
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]] :
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tex=="wave_ribs"?
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let(
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n = max(6,default(n,8))
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) [[
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for(a=[0:360/n:360-EPSILON])
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(cos(a)+1)/2
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]] :
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tex=="diamonds"?
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let(
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n = quantup(default(n,2),2)
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) [
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let(
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path = [
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each lerpn(0,1,n/2,endpoint=false),
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each lerpn(1,0,n/2,endpoint=false),
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]
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)
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for (i=[0:1:n-1]) [
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for (j=[0:1:n-1]) min(
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select(path,i+j),
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select(path,i-j)
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)
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],
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] :
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tex=="vnf_diamonds"?
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[
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[0, 1,m], [1/2, 1,0], [1, 1,m],
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[0,1/2,0], [1/2,1/2,m], [1,1/2,0],
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[0, 0,m], [1/2, 0,0], [1, 0,m],
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[
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[0, 1, 1], [1/2, 1, 0], [1, 1, 1],
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[0, 1/2, 0], [1/2, 1/2, 1], [1, 1/2, 0],
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[0, 0, 1], [1/2, 0, 0], [1, 0, 1],
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], [
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[0,1,3], [2,5,1], [8,7,5], [6,3,7],
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[1,5,4], [5,7,4], [7,3,4], [4,3,1],
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]
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] :
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tex=="pyramids"? let(m=default(m,1)) [[0,0],[0,m]] :
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tex=="vnf_pyramids"? let(m=default(m,1)) [
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[ [0,1,0], [1,1,0], [1/2,1/2,m], [0,0,0], [1,0,0] ],
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tex=="pyramids"?
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let(
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n = quantup(default(n,2),2)
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) [
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for (i = [0:1:n-1]) [
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for (j = [0:1:n-1])
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1 - (max(abs(i-n/2), abs(j-n/2)) / (n/2))
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]
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] :
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tex=="vnf_pyramids"?
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[
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[ [0,1,0], [1,1,0], [1/2,1/2,1], [0,0,0], [1,0,0] ],
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[ [2,0,1], [2,1,4], [2,4,3], [2,3,0] ]
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] :
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tex=="trunc_pyramids"? let(n=default(n,3), m=default(m,1)) [repeat(0,n+2), each repeat([0, each repeat(m,n+1)], n+1)] :
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tex=="vnf_trunc_pyramids"? let(n=default(n,0.25), m=default(m,1)) [
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tex=="trunc_pyramids"?
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let(
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n = quantup(default(n,6),3)
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) [
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for (i = [0:1:n-1]) [
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for (j = [0:1:n-1])
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(1 - (max(n/6, abs(i-n/2), abs(j-n/2)) / (n/2))) * 1.5
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]
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] :
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tex=="vnf_trunc_pyramids"?
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let(
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inset = default(inset,0.25)
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) [
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[
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each path3d(square(1)),
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each move([1/2,1/2,m], p=path3d(rect(1-2*n))),
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each move([1/2,1/2,1], p=path3d(rect(1-2*inset))),
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], [
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for (i=[0:3]) each [
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[i, (i+1)%4, i+4],
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@ -2279,34 +2346,41 @@ function texture(tex,n,m,o) =
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[4,5,6], [4,6,7],
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]
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] :
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tex=="hills"? let(n=default(n,12)) [
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tex=="hills"?
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let(
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n = default(n,12)
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) [
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for (a=[0:360/n:359.999]) [
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for (b=[0:360/n:359.999])
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(cos(a)*cos(b)+1)/2
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]
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] :
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tex=="bricks"? let(n=default(n,16), m=default(m,0.05)) [
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for (y = [0:1:n*2-1])
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rands(-m/2, m/2, 2*n, seed=12345+y*678) + [
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for (x = [0:1:2*n-1])
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(y%n <= max(1,n/16))? 0 :
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let( even = floor(y/n)%2? n : 0 )
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(x+even) % (2*n) <= max(1,n/16)? 0 : 0.5
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tex=="bricks"?
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let(
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n = quantup(default(n,24),2),
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rough = default(roughness,0.05)
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) [
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for (y = [0:1:n-1])
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rands(-rough/2, rough/2, n, seed=12345+y*678) + [
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for (x = [0:1:n-1])
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(y%(n/2) <= max(1,n/16))? 0 :
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let( even = floor(y/(n/2))%2? n/2 : 0 )
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(x+even) % n <= max(1,n/16)? 0 : 0.5
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]
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] :
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tex=="vnf_bricks"? let(
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h=default(n,1),
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gap=default(m,0.05),
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inset=default(o,0.1)
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tex=="vnf_bricks"?
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let(
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inset = default(inset,0.05),
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gap = default(gap,0.05)
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) [
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[
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each path3d(square(1)),
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each move([gap/2, gap/2, 0], p=path3d(square([1-gap, 0.5-gap]))),
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each move([gap/2+inset/2, gap/2+inset/2, h], p=path3d(square([1-gap-inset, 0.5-gap-inset]))),
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each move([gap/2+inset/2, gap/2+inset/2, 1], p=path3d(square([1-gap-inset, 0.5-gap-inset]))),
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each move([0, 0.5+gap/2, 0], p=path3d(square([0.5-gap/2, 0.5-gap]))),
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each move([0, 0.5+gap/2+inset/2, h], p=path3d(square([0.5-gap/2-inset/2, 0.5-gap-inset]))),
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each move([0, 0.5+gap/2+inset/2, 1], p=path3d(square([0.5-gap/2-inset/2, 0.5-gap-inset]))),
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each move([0.5+gap/2, 0.5+gap/2, 0], p=path3d(square([0.5-gap/2, 0.5-gap]))),
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each move([0.5+gap/2+inset/2, 0.5+gap/2+inset/2, h], p=path3d(square([0.5-gap/2-inset/2, 0.5-gap-inset]))),
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each move([0.5+gap/2+inset/2, 0.5+gap/2+inset/2, 1], p=path3d(square([0.5-gap/2-inset/2, 0.5-gap-inset]))),
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], [
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[ 8, 9,10], [ 8,10,11], [16,17,18], [16,18,19], [24,25,26],
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[24,26,27], [ 0, 1, 5], [ 0, 5, 4], [ 1,13, 6], [ 1, 6, 5],
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@ -2319,16 +2393,19 @@ function texture(tex,n,m,o) =
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[ 7,11,10], [ 7,10, 6],
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]
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] :
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tex=="vnf_checkers"? let(n=default(n,0.05), m=default(m,1)) [
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tex=="vnf_checkers"?
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let(
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inset = default(inset,0.05)
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) [
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[
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each move([0,0], p=path3d(square(0.5-n),m)),
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each move([0,0.5], p=path3d(square(0.5-n))),
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each move([0.5,0], p=path3d(square(0.5-n))),
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each move([0.5,0.5], p=path3d(square(0.5-n),m)),
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[1/2-n/2,1/2-n/2,m/2], [0,1,m], [1/2-n,1,m],
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[1/2,1,0], [1-n,1,0], [1,0,m], [1,1/2-n,m],
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[1,1/2,0], [1,1-n,0], [1,1,m], [1/2-n/2,1-n/2,m/2],
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[1-n/2,1-n/2,m/2], [1-n/2,1/2-n/2,m/2],
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each move([0,0], p=path3d(square(0.5-inset),1)),
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each move([0,0.5], p=path3d(square(0.5-inset))),
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each move([0.5,0], p=path3d(square(0.5-inset))),
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each move([0.5,0.5], p=path3d(square(0.5-inset),1)),
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[1/2-inset/2,1/2-inset/2,1/2], [0,1,1], [1/2-inset,1,1],
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[1/2,1,0], [1-inset,1,0], [1,0,1], [1,1/2-inset,1],
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[1,1/2,0], [1,1-inset,0], [1,1,1], [1/2-inset/2,1-inset/2,1/2],
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[1-inset/2,1-inset/2,1/2], [1-inset/2,1/2-inset/2,1/2],
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], [
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for (i=[0:4:12]) each [[i,i+1,i+2], [i, i+2, i+3]],
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[10,13,11], [13,12,11], [2,5,4], [4,3,2],
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@ -2341,32 +2418,45 @@ function texture(tex,n,m,o) =
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[11,12,28], [12,23,28], [11,28,22], [23,22,28],
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]
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] :
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tex=="vnf_cones"? let(n=quant(default(n,12),4), m=default(m,1)) [
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tex=="vnf_cones"?
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let(
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n = quant(default(n,12),4),
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inset = default(inset,0)
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)
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assert(inset>=0 && inset<0.5)
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[
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each move([1/2,1/2], p=path3d(circle(d=1,$fn=n))),
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[1/2,1/2,m],
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[
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each move([1/2,1/2], p=path3d(circle(d=1-inset,$fn=n))),
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[1/2,1/2,1],
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each path3d(square(1)),
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], [
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for (i=[0:1:n-1]) [i, (i+1)%n, n],
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for (i=[0:1:3], j=[0:1:n/4-1]) [n+1+i, (i*n/4+j+1)%n, i*n/4+j],
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if (inset > 0) for (i = [0:1:3]) [i+n+1, (i+1)%4+n+1, ((i+1)*n/4)%n],
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]
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] :
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tex=="vnf_cubes"? let(m=default(m,1)) [
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tex=="vnf_cubes"?
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[
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[0,1,m/2], [1,1,m/2], [1/2,5/6,m], [0,4/6,0], [1,4/6,0],
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[1/2,3/6,m/2], [0,2/6,m], [1,2/6,m], [1/2,1/6,0], [0,0,m/2],
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[1,0,m/2],
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[
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[0,1,1/2], [1,1,1/2], [1/2,5/6,1], [0,4/6,0], [1,4/6,0],
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[1/2,3/6,1/2], [0,2/6,1], [1,2/6,1], [1/2,1/6,0], [0,0,1/2],
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[1,0,1/2],
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], [
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[0,1,2], [0,2,3], [1,4,2], [2,5,3], [2,4,5],
|
||||
[6,3,5], [4,7,5], [7,8,5], [6,5,8], [10,8,7],
|
||||
[9,6,8], [10,9,8],
|
||||
]
|
||||
] :
|
||||
tex=="vnf_diagonal_grid"? let(m=default(m,1)) [
|
||||
tex=="vnf_diagonal_grid"?
|
||||
let(
|
||||
inset = default(inset,0.1)
|
||||
)
|
||||
assert(inset>0 && inset<0.5)
|
||||
[
|
||||
[
|
||||
each move([1/2,1/2,0], p=path3d(circle(d=1,$fn=4))),
|
||||
each move([1/2,1/2,m], p=path3d(circle(d=0.8,$fn=4))),
|
||||
for (a=[0:90:359]) each move([1/2,1/2], p=zrot(-a, p=[[1/2,0.1,m], [0.1,1/2,m], [1/2,1/2,m]]))
|
||||
each move([1/2,1/2,1], p=path3d(circle(d=1-inset*2,$fn=4))),
|
||||
for (a=[0:90:359]) each move([1/2,1/2], p=zrot(-a, p=[[1/2,inset,1], [inset,1/2,1], [1/2,1/2,1]]))
|
||||
], [
|
||||
for (i=[0:3]) each let(j=i*3+8) [
|
||||
[i,(i+1)%4,(i+1)%4+4], [i,(i+1)%4+4,i+4],
|
||||
|
@ -2375,15 +2465,19 @@ function texture(tex,n,m,o) =
|
|||
[4,5,6], [4,6,7],
|
||||
]
|
||||
] :
|
||||
tex=="vnf_dimples" || tex=="vnf_dots" ? let(
|
||||
n = quant(default(n,12),4),
|
||||
m = default(m,0.05),
|
||||
tex=="vnf_dimples" || tex=="vnf_dots" ?
|
||||
let(
|
||||
n = quant(default(n,16),4),
|
||||
inset = default(inset,0.05)
|
||||
)
|
||||
assert(inset>=0 && inset < 0.5)
|
||||
let(
|
||||
rows=ceil(n/4),
|
||||
r=adj_ang_to_hyp(1/2-m,45),
|
||||
r=adj_ang_to_hyp(1/2-inset,45),
|
||||
dots = tex=="vnf_dots",
|
||||
cp=[1/2, 1/2, r*sin(45)*(dots?-1:1)]
|
||||
) [
|
||||
[
|
||||
cp = [1/2, 1/2, r*sin(45)*(dots?-1:1)],
|
||||
sc = 1 / (r - abs(cp.z)),
|
||||
uverts = [
|
||||
each path3d(square(1)),
|
||||
for (p=[0:1:rows-1], t=[0:360/n:359.999])
|
||||
cp + (
|
||||
|
@ -2391,36 +2485,41 @@ function texture(tex,n,m,o) =
|
|||
spherical_to_xyz(r, -t, 135+45*p/rows)
|
||||
),
|
||||
cp + r * (dots?UP:DOWN),
|
||||
], [
|
||||
],
|
||||
verts = zscale(sc, p=uverts),
|
||||
faces = [
|
||||
for (i=[0:1:3], j=[0:1:n/4-1]) [i, 4+(i*n/4+j+1)%n, 4+i*n/4+j],
|
||||
for (i=[0:1:rows-2], j=[0:1:n-1]) each [
|
||||
[4+i*n+j, 4+(i+1)*n+(j+1)%n, 4+(i+1)*n+j],
|
||||
[4+i*n+j, 4+i*n+(j+1)%n, 4+(i+1)*n+(j+1)%n],
|
||||
],
|
||||
for (i=[0:1:n-1]) [4+(rows-1)*n+i, 4+(rows-1)*n+(i+1)%n, 4+rows*n],
|
||||
if (m>0) for (i=[0:3]) [i, (i+1)%4, 4+(i+1)%4*n/4]
|
||||
if (inset>0) for (i=[0:3]) [i, (i+1)%4, 4+(i+1)%4*n/4]
|
||||
]
|
||||
] :
|
||||
tex=="vnf_hex_grid"? let(
|
||||
h=default(n,1), inset=default(m,0.1),
|
||||
) [verts, faces] :
|
||||
tex=="vnf_hex_grid"?
|
||||
let(
|
||||
inset=default(inset,0.1)
|
||||
)
|
||||
assert(inset>=0 && inset<0.5)
|
||||
let(
|
||||
diag=opp_ang_to_hyp(inset,60),
|
||||
side=adj_ang_to_opp(1,30),
|
||||
hyp=adj_ang_to_hyp(0.5,30),
|
||||
check=assert(inset<0.5),
|
||||
sc = 1/3/hyp,
|
||||
hex=[ [1,2/6,0], [1/2,1/6,0], [0,2/6,0], [0,4/6,0], [1/2,5/6,0], [1,4/6,0] ]
|
||||
) [
|
||||
[
|
||||
each hex,
|
||||
each move([0.5,0.5], p=yscale(sc, p=path3d(ellipse(d=1-2*inset, circum=true, spin=-30,$fn=6),h))),
|
||||
hex[0]-[0,diag*sc,-h],
|
||||
for (ang=[270+60,270-60]) hex[1]+yscale(sc, p=cylindrical_to_xyz(diag,ang,h)),
|
||||
hex[2]-[0,diag*sc,-h],
|
||||
[0,0,h], [0.5-inset,0,h], [0.5,0,0], [0.5+inset,0,h], [1,0,h],
|
||||
hex[3]+[0,diag*sc,h],
|
||||
for (ang=[90+60,90-60]) hex[4]+yscale(sc, p=cylindrical_to_xyz(diag,ang,h)),
|
||||
hex[5]+[0,diag*sc,h],
|
||||
[0,1,h], [0.5-inset,1,h], [0.5,1,0], [0.5+inset,1,h], [1,1,h],
|
||||
each move([0.5,0.5], p=yscale(sc, p=path3d(ellipse(d=1-2*inset, circum=true, spin=-30,$fn=6),1))),
|
||||
hex[0]-[0,diag*sc,-1],
|
||||
for (ang=[270+60,270-60]) hex[1]+yscale(sc, p=cylindrical_to_xyz(diag,ang,1)),
|
||||
hex[2]-[0,diag*sc,-1],
|
||||
[0,0,1], [0.5-inset,0,1], [0.5,0,0], [0.5+inset,0,1], [1,0,1],
|
||||
hex[3]+[0,diag*sc,1],
|
||||
for (ang=[90+60,90-60]) hex[4]+yscale(sc, p=cylindrical_to_xyz(diag,ang,1)),
|
||||
hex[5]+[0,diag*sc,1],
|
||||
[0,1,1], [0.5-inset,1,1], [0.5,1,0], [0.5+inset,1,1], [1,1,1],
|
||||
], [
|
||||
for (i=[0:2:5]) let(b=6) [b+i, b+(i+1)%6, b+(i+2)%6], [6,8,10],
|
||||
for (i=[0:1:5]) each [ [i, (i+1)%6, (i+1)%6+6], [i, (i+1)%6+6, i+6] ],
|
||||
|
@ -2432,8 +2531,13 @@ function texture(tex,n,m,o) =
|
|||
[4,22,26], [4,26,27], [4,27,28], [4,28,23],
|
||||
]
|
||||
] :
|
||||
tex=="rough"? let(n=default(n,32), m=default(m,0.1)) [
|
||||
for (y = [0:1:n-1]) rands(0, m, n, seed=123456+29*y)
|
||||
tex=="rough"?
|
||||
let(
|
||||
n = default(n,32),
|
||||
rough = default(roughness, 0.2)
|
||||
) [
|
||||
for (y = [0:1:n-1])
|
||||
rands(0, rough, n, seed=123456+29*y)
|
||||
] :
|
||||
assert(false, str("Unrecognized texture name: ", tex));
|
||||
|
||||
|
@ -2487,7 +2591,7 @@ function texture(tex,n,m,o) =
|
|||
// Example: "pyramids" texture.
|
||||
// textured_linear_sweep(
|
||||
// rect(50), "pyramids", tex_size=[10,10],
|
||||
// h=40, style="concave");
|
||||
// h=40, style="convex");
|
||||
// Example: "vnf_bricks" texture.
|
||||
// path = glued_circles(r=15, spread=40, tangent=45);
|
||||
// textured_linear_sweep(
|
||||
|
@ -2524,6 +2628,7 @@ function texture(tex,n,m,o) =
|
|||
// path, h=40, "trunc_pyramids", tex_size=[5,5],
|
||||
// tscale=1, style="convex");
|
||||
// vnf_polyhedron(vnf, convexity=10);
|
||||
|
||||
function textured_linear_sweep(
|
||||
region, texture,
|
||||
tex_size=[5,5], h, counts,
|
||||
|
@ -2574,10 +2679,10 @@ function textured_linear_sweep(
|
|||
assert(all_defined(tex_dim), "Heightfield texture must be a 2D square array of scalar heights."),
|
||||
sorted_tile =
|
||||
!is_vnf(texture)? texture :
|
||||
samples<=1? texture :
|
||||
let(
|
||||
s = 1/samples,
|
||||
vnf = vnf_slice(texture, "X", list([s:s:1-s/2]))
|
||||
s = 1 / max(1, samples),
|
||||
vnf = samples<=1? texture :
|
||||
vnf_slice(texture, "X", list([s:s:1-s/2]))
|
||||
) _vnf_sort_vertices(vnf, idx=[1,0]),
|
||||
vertzs = !is_vnf(sorted_tile)? undef :
|
||||
group_sort(sorted_tile[0], idx=1),
|
||||
|
@ -2796,6 +2901,7 @@ function _find_vnf_tile_edge_path(vnf, val) =
|
|||
// angle = The number of degrees counter-clockwise from X+ to revolve around the Z axis. Default: `360`
|
||||
// style = The triangulation style used. See {{vnf_vertex_array()}} for valid styles. Used only with heightfield type textures. Default: `"min_edge"`
|
||||
// counts = If given instead of tex_size, gives the tile repetition counts for textures over the surface length and height.
|
||||
// samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
|
||||
// anchor = Translate so anchor point is at origin (0,0,0). See [anchor](attachments.scad#subsection-anchor). Default: `CENTER`
|
||||
// spin = Rotate this many degrees around the Z axis after anchor. See [spin](attachments.scad#subsection-spin). Default: `0`
|
||||
// orient = Vector to rotate top towards, after spin. See [orient](attachments.scad#subsection-orient). Default: `UP`
|
||||
|
@ -2844,6 +2950,7 @@ function _find_vnf_tile_edge_path(vnf, val) =
|
|||
// right(40, p=circle(d=40,$fn=6)),
|
||||
// ];
|
||||
// textured_revolution(rgn, texture="diamonds", tex_size=[10,10], tscale=1, angle=240, style="concave");
|
||||
|
||||
function textured_revolution(
|
||||
shape, texture, tex_size, tscale=1,
|
||||
inset=false, rot=false,
|
||||
|
@ -3169,6 +3276,7 @@ module textured_revolution(
|
|||
// rounding = If given, rounds the top and bottom of the cylinder to the given radius. If given a negative size, creates a roundover that juts *outward* from the cylinder.
|
||||
// rounding1 = If given, rounds the bottom of the cylinder to the given radius. If given a negative size, creates a roundover that juts *outward* from the cylinder.
|
||||
// rounding2 = If given, rounds the top of the cylinder to the given radius. If given a negative size, creates a roundover that juts *outward* from the cylinder.
|
||||
// samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
|
||||
// anchor = Translate so anchor point is at origin (0,0,0). See [anchor](attachments.scad#subsection-anchor). Default: `CENTER`
|
||||
// spin = Rotate this many degrees around the Z axis after anchor. See [spin](attachments.scad#subsection-spin). Default: `0`
|
||||
// orient = Vector to rotate top towards, after spin. See [orient](attachments.scad#subsection-orient). Default: `UP`
|
||||
|
@ -3177,15 +3285,17 @@ module textured_revolution(
|
|||
// textured_cylinder(h=40, r=20, texture="diamonds", tex_size=[5,5]);
|
||||
// textured_cylinder(h=40, r1=20, r2=15, texture="pyramids", tex_size=[5,5], style="convex");
|
||||
// textured_cylinder(h=40, r1=20, r2=15, texture="trunc_pyramids", tex_size=[5,5], chamfer=5, style="convex");
|
||||
// textured_cylinder(h=40, r1=20, r2=15, texture="vnf_dots", tex_size=[5,5], rounding=8);
|
||||
// textured_cylinder(h=40, r1=20, r2=15, texture="vnf_dots", tex_size=[5,5], rounding=9, samples=6);
|
||||
// textured_cylinder(h=50, r1=25, r2=20, shift=[0,10], texture="bricks", rounding1=-10, tex_size=[10,10], tscale=0.5, style="concave");
|
||||
|
||||
function textured_cylinder(
|
||||
h, r, texture, tex_size=[1,1], counts,
|
||||
tscale=1, inset=false, rot=false,
|
||||
caps=true, style="min_edge",
|
||||
shift=[0,0], l, r1, r2, d, d1, d2,
|
||||
chamfer, chamfer1, chamfer2,
|
||||
rounding, rounding1, rounding2
|
||||
rounding, rounding1, rounding2,
|
||||
samples
|
||||
) =
|
||||
let(
|
||||
h = first_defined([h, l, 1]),
|
||||
|
@ -3214,7 +3324,8 @@ function textured_cylinder(
|
|||
reverse(path), texture, closed=false,
|
||||
tex_size=tex_size, counts=counts,
|
||||
tscale=tscale, inset=inset, rot=rot,
|
||||
style=style, shift=shift
|
||||
style=style, shift=shift,
|
||||
samples=samples
|
||||
)
|
||||
) vnf;
|
||||
|
||||
|
@ -3226,7 +3337,7 @@ module textured_cylinder(
|
|||
l, r1, r2, d, d1, d2,
|
||||
chamfer, chamfer1, chamfer2,
|
||||
rounding, rounding1, rounding2,
|
||||
convexity=10,
|
||||
convexity=10, samples,
|
||||
anchor=CENTER, spin=0, orient=UP
|
||||
) {
|
||||
h = first_defined([h, l, 1]);
|
||||
|
@ -3241,7 +3352,7 @@ module textured_cylinder(
|
|||
tscale=tscale, inset=inset, rot=rot,
|
||||
counts=counts, tex_size=tex_size,
|
||||
caps=true, style=style,
|
||||
shift=shift,
|
||||
shift=shift, samples=samples,
|
||||
chamfer1=chamf1, chamfer2=chamf2,
|
||||
rounding1=round1, rounding2=round2
|
||||
);
|
||||
|
|
Loading…
Reference in a new issue