Made texture functions/modules region aware.

This commit is contained in:
Garth Minette 2022-07-13 23:05:18 -07:00
parent f8ea3fb305
commit 186be66d4e

517
skin.scad
View file

@ -2100,9 +2100,9 @@ function associate_vertices(polygons, split, curpoly=0) =
// Section: Texturing
// DefineHeader(Table;Headers=Texture Name|Type|Description): Texture Values
// Function: get_texture()
// Function: texture()
// Usage:
// tx = get_texture(tex, [n], [m]);
// tx = texture(tex, [n], [m]);
// Topics: Textures, Knurling
// Description:
// Given a texture name, and two optional variables, returns a heightfield texture as a 2D array of scalars.
@ -2131,122 +2131,122 @@ function associate_vertices(polygons, split, curpoly=0) =
// "vnf_hex_grid" = VNF Tile = A hexagonal grid of thin lines.
// "vnf_pyramids" = VNF Tile = Like "pyramids", but slower and more consistent in triangulation.
// "vnf_trunc_pyramids" = VNF Tile = Like "trunc_pyramids", but slower and more consistent in triangulation.
// See Also: textured_revolution(), textured_cylinder(), textured_linear_sweep(), heightfield(), cylindrical_heightfield(), get_texture()
// See Also: textured_revolution(), textured_cylinder(), textured_linear_sweep(), heightfield(), cylindrical_heightfield(), texture()
// Example(3D): "ribs" texture.
// tex = get_texture("ribs");
// tex = texture("ribs");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[5,10], style="concave"
// rect(50), tex, h=40, tscale=3,
// tex_size=[10,10], style="concave"
// );
// Example(3D): Truncated "trunc_ribs" texture.
// tex = get_texture("trunc_ribs");
// tex = texture("trunc_ribs");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[5,10], style="concave"
// rect(50), tex, h=40, tscale=3,
// tex_size=[10,10], style="concave"
// );
// Example(3D): "wave_ribs" texture.
// tex = get_texture("wave_ribs");
// tex = texture("wave_ribs");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10], style="concave"
// );
// Example(3D): "diamonds" texture.
// tex = get_texture("diamonds");
// tex = texture("diamonds");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10], style="concave"
// );
// Example(3D): "vnf_diamonds" texture. Slower, but more consistent around complex curves.
// tex = get_texture("vnf_diamonds");
// tex = texture("vnf_diamonds");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10]
// );
// Example(3D): "pyramids" texture.
// tex = get_texture("pyramids");
// tex = texture("pyramids");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10], style="convex"
// );
// Example(3D): "vnf_pyramids" texture. Slower, but more consistent around complex curves.
// tex = get_texture("vnf_pyramids");
// tex = texture("vnf_pyramids");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10]
// );
// Example(3D): "trunc_pyramids" texture.
// tex = get_texture("trunc_pyramids");
// tex = texture("trunc_pyramids");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10], style="convex"
// );
// Example(3D): "vnf_trunc_pyramids" texture. Slower, but more consistent around complex curves.
// tex = get_texture("vnf_trunc_pyramids");
// tex = texture("vnf_trunc_pyramids");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10]
// );
// Example(3D): "hills" texture.
// tex = get_texture("hills");
// tex = texture("hills");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10], style="quincunx"
// );
// Example(3D): "vnf_dots" texture.
// tex = get_texture("vnf_dots");
// tex = texture("vnf_dots");
// textured_linear_sweep(
// rect(50), tex, h=40,
// rect(50), tex, h=40, tscale=3,
// tex_size=[10,10]
// );
// Example(3D): "vnf_dimples" texture.
// tex = get_texture("vnf_dimples");
// tex = texture("vnf_dimples");
// textured_linear_sweep(
// rect(50), tex, h=40,
// rect(50), tex, h=40, tscale=3,
// tex_size=[10,10]
// );
// Example(3D): "vnf_cones" texture.
// tex = get_texture("vnf_cones");
// tex = texture("vnf_cones");
// textured_linear_sweep(
// rect(50), tex, h=40,
// rect(50), tex, h=40, tscale=3,
// tex_size=[10,10]
// );
// Example(3D): "bricks" texture.
// tex = get_texture("bricks");
// tex = texture("bricks");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10]
// );
// Example(3D): "vnf_bricks" texture.
// tex = get_texture("vnf_bricks");
// tex = texture("vnf_bricks");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10]
// );
// Example(3D): "vnf_diagonal_grid" texture.
// tex = get_texture("vnf_diagonal_grid");
// tex = texture("vnf_diagonal_grid");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10]
// );
// Example(3D): "vnf_hex_grid" texture.
// tex = get_texture("vnf_hex_grid");
// tex = texture("vnf_hex_grid");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[12.5,20]
// );
// Example(3D): "vnf_checkers" texture.
// tex = get_texture("vnf_checkers");
// tex = texture("vnf_checkers");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10]
// );
// Example(3D): "rough" texture.
// tex = get_texture("rough");
// tex = texture("rough");
// textured_linear_sweep(
// rect(50), tex, h=40,
// tex_size=[10,10], style="min_edge"
// );
function get_texture(tex,n,m,o) =
function texture(tex,n,m,o) =
tex=="ribs"? [[1,0]] :
tex=="trunc_ribs"? [[each repeat(0,default(n,1)+1), each repeat(1,default(n,1)+1)]] :
tex=="wave_ribs"? [[for(a=[0:360/default(n,8):359]) (cos(a)+1)/2]] :
@ -2440,21 +2440,16 @@ function get_texture(tex,n,m,o) =
// Function&Module: textured_linear_sweep()
// Usage: As Function
// vnf = textured_linear_sweep(path, texture, tex_size, h, ...);
// vnf = textured_linear_sweep(path, texture, counts=, h=, ...);
// vnf = textured_linear_sweep(region, texture, tex_size, h, ...);
// vnf = textured_linear_sweep(region, texture, counts=, h=, ...);
// Usage: As Module
// textured_linear_sweep(path, texture, tex_size, h, ...) [ATTACHMENTS];
// textured_linear_sweep(path, texture, counts=, h=, ...) [ATTACHMENTS];
// textured_linear_sweep(region, texture, tex_size, h, ...) [ATTACHMENTS];
// textured_linear_sweep(region, texture, counts=, h=, ...) [ATTACHMENTS];
// Topics: Sweep, Extrusion, Textures, Knurling
// Description:
// Given a single polygon path, creates a linear extrusion of that polygon vertically, optionally twisted,
// scaled, and/or shifted, with a given texture tiled evenly over the side surfaces.
// If the path to be swept is clockwise on the XY plane, then the output shape should have its faces pointed outwards,
// though you can use `reverse=true` to reverse the face directions if needed. It is recommended that you preview with
// OpenSCAD's "Thrown Together" view mode, to verify the orientation of the faces. If you see purple, then your model is
// non-manifold, and not 3D print-able.
// The texture can be given in one of three ways:
// - As a texture name string. (See {{get_texture()}} for supported named textures.)
// Given a [[Region|regions.scad]], creates a linear extrusion of it vertically, optionally twisted, scaled, and/or shifted,
// with a given texture tiled evenly over the side surfaces. The texture can be given in one of three ways:
// - As a texture name string. (See {{texture()}} for supported named textures.)
// - As a 2D array of evenly spread height values. (AKA a heightfield.)
// - As a VNF texture tile. A VNF tile exactly defines a surface from `[0,0]` to `[1,1]`, with the Z coordinates
// being the height of the texture point from the surface. VNF tiles MUST be able to tile in both X and Y
@ -2462,8 +2457,8 @@ function get_texture(tex,n,m,o) =
// One script to convert a grayscale image to a texture heightfield array in a .scad file can be found at:
// https://raw.githubusercontent.com/revarbat/BOSL2/master/scripts/img2scad.py
// Arguments:
// path = The path to sweep/extrude.
// texture = A texture name string, or a rectangular array of scalar height values (0.0 to 1.0), or a VNF tile that defines the texture to apply to vertical surfaces. See {{get_texture()}} for what named textures are supported.
// region = The [[Region|regions.scad]] to sweep/extrude.
// texture = A texture name string, or a rectangular array of scalar height values (0.0 to 1.0), or a VNF tile that defines the texture to apply to vertical surfaces. See {{texture()}} for what named textures are supported.
// tex_size = An optional 2D target size for the textures. Actual texture sizes will be scaled somewhat to evenly fit the available surface. Default: `[5,5]`
// h / l = The height to extrude/sweep the path.
// ---
@ -2474,10 +2469,8 @@ function get_texture(tex,n,m,o) =
// twist = Degrees of twist for the top of the extrustion/sweep, compared to the bottom. Default: 0
// scale = Scaling multiplier for the top of the extrustion/sweep, compared to the bottom. Default: 1
// shift = [X,Y] amount to translate the top, relative to the bottom. Default: [0,0]
// caps = (function only) If true, create endcaps for the extruded shape.
// col_wrap = (function only) If true, the path is considered a closed polygon.
// style = The triangulation style used. See {{vnf_vertex_array()}} for valid styles. Used only with heightfield type textures. Default: `"min_edge"`
// reverse = If the default faces are facing the wrong way, you can reverse them by setting this to `true`. Default: `false`
// 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`
@ -2485,7 +2478,7 @@ function get_texture(tex,n,m,o) =
// centroid_top = The centroid of the top of the shape, oriented UP.
// centroid = The centroid of the center of the shape, oriented UP.
// centroid_bot = The centroid of the bottom of the shape, oriented DOWN.
// See Also: textured_revolution(), textured_cylinder(), textured_linear_sweep(), heightfield(), cylindrical_heightfield(), get_texture()
// See Also: textured_revolution(), textured_cylinder(), textured_linear_sweep(), heightfield(), cylindrical_heightfield(), texture()
// Example: "diamonds" texture.
// path = glued_circles(r=15, spread=40, tangent=45);
// textured_linear_sweep(
@ -2532,45 +2525,36 @@ function get_texture(tex,n,m,o) =
// tscale=1, style="convex");
// vnf_polyhedron(vnf, convexity=10);
function textured_linear_sweep(
path, texture,
region, texture,
tex_size=[5,5], h, counts,
inset=false, rot=false, tscale=1,
caps=true, col_wrap=true,
twist, scale, shift,
style="min_edge", reverse=false, l,
style="min_edge", l, samples,
anchor=CENTER, spin=0, orient=UP
) =
assert(is_path(path,[2]))
assert(is_bool(caps))
assert(is_bool(reverse))
assert(is_path(region,[2])||is_region(region))
assert(is_undef(samples) || is_int(samples))
assert(counts==undef || is_vector(counts,2))
assert(tex_size==undef || is_vector(tex_size,2))
assert(is_bool(rot) || in_list(rot,[0,90,180,270]))
let(
tex = is_string(texture)? get_texture(texture) : texture,
path = col_wrap && is_polygon_clockwise(path)? reverse(path) : path,
regions = is_path(region,2)? [[region]] : region_parts(region),
tex = is_string(texture)? texture(texture) : texture,
texture = !rot? tex :
is_vnf(tex)? zrot(is_num(rot)?rot:90, cp=[1/2,1/2], p=tex) :
rot==180? reverse([for (row=tex) reverse(row)]) :
rot==270? [for (row=transpose(tex)) reverse(row)] :
reverse(transpose(tex)),
h = first_defined([h, l, 1]),
inset = is_num(inset)? inset : inset? 1 : 0,
twist = default(twist, 0),
shift = default(shift, [0,0]),
scale = scale==undef? [1,1,1] : is_num(scale)? [scale,scale,1] : scale,
h = first_defined([h, l, 1]),
plen = path_length(path, closed=col_wrap),
counts = is_vector(counts,2)? counts :
is_vector(tex_size,2)
? [round(plen/tex_size.x), max(1,round(h/tex_size.y)), ]
: [ceil(6*plen/h), 6],
inset = is_num(inset)? inset : inset? 1 : 0,
samples = is_vnf(texture)? 12 : len(texture[0]),
obases = resample_path(path, n=counts.x * samples, closed=col_wrap),
onorms = path_normals(obases, closed=col_wrap),
bases = col_wrap? close_path(obases) : obases,
norms = col_wrap? close_path(onorms) : onorms,
vnf = is_vnf(texture)
? let( // VNF tile texture
scale = scale==undef? [1,1,1] :
is_num(scale)? [scale,scale,1] : scale,
samples = !is_vnf(texture)? len(texture[0]) :
is_num(samples)? samples : 8,
check_tex = is_vnf(texture)
? let( // Validate VNF tile texture
bounds = pointlist_bounds(texture[0]),
min_xy = point2d(bounds[0]),
max_xy = point2d(bounds[1])
@ -2583,8 +2567,30 @@ function textured_linear_sweep(
allgoody = all(vverts, function(v) any(vverts, function(w) w==[v.x, 1-v.y, v.z]))
)
assert(allgoodx && allgoody, "All VNF tile edge vertices must line up with a vertex on the opposite side of the tile.")
let(
tex2 = vnf_slice(texture, "X", list([1/8:1/8:7/8])),
: let( // Validate heightfield texture.
tex_dim = list_shape(texture)
)
assert(len(tex_dim) == 2, "Heightfield texture must be a 2D square array of scalar heights.")
assert(all_defined(tex_dim), "Heightfield texture must be a 2D square array of scalar heights."),
skmat = down(h/2) * skew(sxz=shift.x/h, syz=shift.y/h) * up(h/2),
tmat = scale(scale) * zrot(twist) * up(h/2),
final_vnf = vnf_join([
for (rgn = regions) let(
walls_vnf = vnf_join([
for (path = rgn) let(
path = reverse(path),
plen = path_length(path, closed=true),
counts = is_vector(counts,2)? counts :
is_vector(tex_size,2)
? [round(plen/tex_size.x), max(1,round(h/tex_size.y)), ]
: [ceil(6*plen/h), 6],
bases = close_path(resample_path(path, n=counts.x * samples, closed=true)),
norms = close_path(path_normals(bases, closed=true)),
vnf = is_vnf(texture)
? let( // VNF tile texture
tex2 = samples<=1? texture :
let( s = 1/samples )
vnf_slice(texture, "X", list([s:s:1-s/2])),
sorted_tile = _vnf_sort_vertices(tex2, idx=[1,0]),
vertzs = group_sort(sorted_tile[0], idx=1),
row_vnf = vnf_join([
@ -2621,12 +2627,8 @@ function textured_linear_sweep(
],
sorted_row[1]
]
]),
tmat = move(shift) * scale(scale) * zrot(twist) * up(h/2),
bpath = _find_vnf_z_edge_path(vnf1,-h/2),
vnf2 = vnf_from_region(bpath, down(h/2), reverse=true),
vnf3 = vnf_from_region(bpath, tmat, reverse=false)
) vnf_join([vnf1, vnf2, vnf3])
])
) vnf1
: let( // Heightfield texture
texcnt = [len(texture[0]), len(texture)],
tile_rows = [
@ -2658,22 +2660,29 @@ function textured_linear_sweep(
) apply(mat, tile_rows[ti])
]
) vnf_vertex_array(
tiles, caps=caps, style=style, reverse=reverse,
col_wrap=col_wrap, row_wrap=false
),
cent = centroid(path),
tiles, caps=false, style=style,
col_wrap=true, row_wrap=false
)
) vnf
]),
brgn = _find_vnf_edge_paths(walls_vnf,2,-h/2),
bot_vnf = vnf_from_region(brgn, down(h/2), reverse=true),
top_vnf = vnf_from_region(brgn, tmat, reverse=false)
) vnf_join([walls_vnf, bot_vnf, top_vnf])
]),
cent = centroid(region),
anchors = [
named_anchor("centroid_top", point3d(cent, h/2), UP),
named_anchor("centroid", point3d(cent), UP),
named_anchor("centroid_bot", point3d(cent,-h/2), DOWN)
]
) reorient(anchor,spin,orient, vnf=vnf, extent=true, anchors=anchors, p=vnf);
) reorient(anchor,spin,orient, vnf=final_vnf, extent=true, anchors=anchors, p=final_vnf);
module textured_linear_sweep(
path, texture, tex_size=[5,5], h,
inset=false, rot=false, tscale=1,
twist, scale, shift,
twist, scale, shift, samples,
style="min_edge", reverse=false, l, counts,
anchor=CENTER, spin=0, orient=UP,
convexity=10
@ -2684,8 +2693,7 @@ module textured_linear_sweep(
tex_size=tex_size, counts=counts,
inset=inset, rot=rot, tscale=tscale,
twist=twist, scale=scale, shift=shift,
caps=true, col_wrap=true,
style=style, reverse=reverse,
samples=samples, style=style, reverse=reverse,
anchor=CENTER, spin=0, orient=UP
);
cent = centroid(path);
@ -2700,37 +2708,33 @@ module textured_linear_sweep(
}
}
function _find_vnf_z_edge_path(vnf, z) =
function _find_vnf_edge_paths(vnf, idx, val) =
let(
verts = vnf[0],
faces = vnf[1],
goods = [for (v = verts) approx(v.z, z)],
goods = [for (v = verts) approx(v[idx], val)],
fragments = [
for (face = faces)
for (seg = pair(face, wrap=true))
if (goods[seg[0]] && goods[seg[1]])
path2d([verts[seg[0]], verts[seg[1]]])
]
) _assemble_a_path_from_fragments(fragments, rightmost=true)[0];
) _assemble_path_fragments(fragments);
// Function&Module: textured_revolution()
// Usage: As Function
// vnf = textured_revolution(path, texture, tex_size, [tscale=], ...);
// vnf = textured_revolution(path, texture, counts=, [tscale=], ...);
// vnf = textured_revolution(region, texture, tex_size, [tscale=], ...);
// vnf = textured_revolution(region, texture, counts=, [tscale=], ...);
// Usage: As Module
// textured_revolution(path, texture, tex_size, [tscale=], ...) [ATTACHMENTS];
// textured_revolution(path, texture, counts=, [tscale=], ...) [ATTACHMENTS];
// textured_revolution(region, texture, tex_size, [tscale=], ...) [ATTACHMENTS];
// textured_revolution(region, texture, counts=, [tscale=], ...) [ATTACHMENTS];
// Topics: Sweep, Extrusion, Textures, Knurling
// Description:
// Given a single 2D path, fully in the X+ half-plane, revolves that path around the Z axis (after rotating its Y+ to Z+).
// This creates a solid from that surface of revolution, capped top and bottom, with the sides covered in a given tiled texture.
// If the path to be revolved is clockwise on the XY plane, then the output shape should have its faces pointed outwards,
// though you can use `reverse=true` to reverse the face directions if needed. It is recommended that you preview with
// OpenSCAD's "Thrown Together" view mode, to verify the orientation of the faces. If you see purple, then your model is
// non-manifold, and not 3D print-able.
// Given a 2D region or path, fully in the X+ half-plane, revolves that shape around the Z axis (after rotating its Y+ to Z+).
// This creates a solid from that surface of revolution, possibly capped top and bottom, with the sides covered in a given tiled texture.
// The texture can be given in one of three ways:
// - As a texture name string. (See {{get_texture()}} for supported named textures.)
// - As a texture name string. (See {{texture()}} for supported named textures.)
// - As a 2D array of evenly spread height values. (AKA a heightfield.)
// - As a VNF texture tile. A VNF tile exactly defines a surface from `[0,0]` to `[1,1]`, with the Z coordinates
// being the height of the texture point from the surface. VNF tiles MUST be able to tile in both X and Y
@ -2738,23 +2742,22 @@ function _find_vnf_z_edge_path(vnf, z) =
// One script to convert a grayscale image to a texture heightfield array in a .scad file can be found at:
// https://raw.githubusercontent.com/revarbat/BOSL2/master/scripts/img2scad.py
// Arguments:
// path = The path to sweep/extrude.
// texture = A texture name string, or a rectangular array of scalar height values (0.0 to 1.0), or a VNF tile that defines the texture to apply to the revolution surface. See {{get_texture()}} for what named textures are supported.
// shape = The path or region to sweep/extrude.
// texture = A texture name string, or a rectangular array of scalar height values (0.0 to 1.0), or a VNF tile that defines the texture to apply to the revolution surface. See {{texture()}} for what named textures are supported.
// tex_size = An optional 2D target size for the textures. Actual texture sizes will be scaled somewhat to evenly fit the available surface. Default: `[5,5]`
// ---
// shift = [X,Y] amount to translate the top, relative to the bottom. Default: [0,0]
// tscale = Scaling multiplier for the texture depth.
// ---
// inset = If numeric, lowers the texture into the surface by that amount, before the tscale multiplier is applied. If `true`, insets by exactly `1`. Default: `false`
// rot = If true, rotates the texture 90º.
// caps = (function only) If true, create endcaps for the extruded shape. Default: `true`
// wrap = (function only) If true, the path is considered a closed polygon. Useful mainly for things like making a textured torus. Default: `false`
// shift = [X,Y] amount to translate the top, relative to the bottom. Default: [0,0]
// closed = If false, and shape is given as a path, then the revolved path will be sealed to the axis of rotation with untextured caps. Default: `true`
// 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"`
// reverse = If the default faces are facing the wrong way, you can reverse them by setting this to `true`. Default: `false`
// counts = If given instead of tex_size, gives the tile repetition counts for textures over the surface length and height.
// 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`
// See Also: textured_revolution(), textured_cylinder(), textured_linear_sweep(), heightfield(), cylindrical_heightfield(), get_texture()
// See Also: textured_revolution(), textured_cylinder(), textured_linear_sweep(), heightfield(), cylindrical_heightfield(), texture()
// Example:
// path = right(50, p=circle(d=40));
// textured_revolution(path, "vnf_bricks", tex_size=[10,10], tscale=0.5, wrap=true, caps=false, style="concave");
@ -2794,50 +2797,34 @@ function _find_vnf_z_edge_path(vnf, z) =
// vnf = textured_revolution(path, "trunc_pyramids", tex_size=[5,5], tscale=1, style="convex");
// vnf_polyhedron(vnf, convexity=10);
function textured_revolution(
path, texture, tex_size,
tscale=1, inset=false, rot=false,
caps=true, wrap=false, shift=[0,0],
style="min_edge", reverse=false,
counts
shape, texture, tex_size, tscale=1,
inset=false, rot=false,
shift=[0,0], closed=true, angle=360,
style="min_edge", counts, samples
) =
assert(is_path(path,[2]))
assert(is_bool(caps))
assert(is_bool(wrap))
assert(is_bool(reverse))
assert(angle>0 && angle<=360)
assert(is_path(shape,[2]) || is_region(shape))
assert(is_undef(samples) || is_int(samples))
assert(is_bool(closed))
assert(counts==undef || is_vector(counts,2))
assert(tex_size==undef || is_vector(tex_size,2))
assert(is_bool(rot) || in_list(rot,[0,90,180,270]))
let(
tex = is_string(texture)? get_texture(texture) : texture,
regions = is_path(shape,2)? [[shape]] : region_parts(shape)
)
assert(closed || is_path(shape,2))
let(
tex = is_string(texture)? texture(texture) : texture,
texture = !rot? tex :
is_vnf(tex)? zrot(is_num(rot)?rot:90, cp=[1/2,1/2], p=tex) :
rot==180? reverse([for (row=tex) reverse(row)]) :
rot==270? [for (row=transpose(tex)) reverse(row)] :
reverse(transpose(tex)),
plen = path_length(path),
bounds = pointlist_bounds(path),
maxx = bounds[1].x,
miny = bounds[0].y,
maxy = bounds[1].y,
h = maxy - miny,
circumf = 2 * PI * maxx,
counts = is_vector(counts,2)? counts :
is_vector(tex_size,2)
? [max(1,round(circumf/tex_size.x)), max(1,round(plen/tex_size.y))]
: [ceil(6*circumf/(maxy-miny)), 6],
inset = is_num(inset)? inset : inset? 1 : 0,
samples = is_vnf(texture)? 12 : len(texture),
obases = resample_path(path, n=counts.y * samples + (wrap?0:1), closed=wrap),
onorms = path_normals(obases, closed=wrap),
rbases = wrap? close_path(obases) : obases,
rnorms = wrap? close_path(onorms) : onorms,
bases = xrot(90, p=path3d(rbases)),
norms = xrot(90, p=path3d(rnorms)),
vnf = is_vnf(texture)
? let( // VNF tile texture
tbounds = pointlist_bounds(texture[0]),
min_xy = point2d(tbounds[0]),
max_xy = point2d(tbounds[1])
check_tex = is_vnf(texture)
? let( // Validate VNF tile texture
bounds = pointlist_bounds(texture[0]),
min_xy = point2d(bounds[0]),
max_xy = point2d(bounds[1])
)
assert(min_xy==[0,0] && max_xy==[1,1], "VNF tiles must span exactly from [0,0] to [1,1] in the X and Y components.")
let(
@ -2847,12 +2834,52 @@ function textured_revolution(
allgoody = all(vverts, function(v) any(vverts, function(w) w==[v.x, 1-v.y, v.z]))
)
assert(allgoodx && allgoody, "All VNF tile edge vertices must line up with a vertex on the opposite side of the tile.")
: let( // Validate heightfield texture.
tex_dim = list_shape(texture)
)
assert(len(tex_dim) == 2, "Heightfield texture must be a 2D square array of scalar heights.")
assert(all_defined(tex_dim), "Heightfield texture must be a 2D square array of scalar heights."),
inset = is_num(inset)? inset : inset? 1 : 0,
samples = !is_vnf(texture)? len(texture) :
is_num(samples)? samples : 8,
bounds = pointlist_bounds(flatten(flatten(regions))),
maxx = bounds[1].x,
miny = bounds[0].y,
maxy = bounds[1].y,
h = maxy - miny,
circumf = 2 * PI * maxx,
tile = !is_vnf(texture)? texture :
let(
tex2 = vnf_slice(vnf_slice(texture, "X", list([1/8:1/8:7/8])), "Y", list([1/8:1/8:7/8])),
sorted_tile = _vnf_sort_vertices(tex2, idx=[0,1]),
vertzs = group_sort(sorted_tile[0], idx=0),
col_vnf = vnf_join([
for (j = [0:1:counts.y-1]) [
utex = samples<=1? texture :
let(
s = 1 / samples,
slices = list([s : s : 1-s/2]),
vnfx = vnf_slice(texture, "X", slices),
vnfy = vnf_slice(vnfx, "Y", slices),
vnft = vnf_triangulate(vnfy)
) vnft
) _vnf_sort_vertices(utex, idx=[0,1]),
vertzs = is_vnf(texture)? group_sort(tile[0], idx=0) : undef,
counts_x = is_vector(counts,2)? counts.x :
is_vector(tex_size,2)
? max(1,round(angle/360*circumf/tex_size.x))
: ceil(6*angle/360*circumf/h),
full_vnf = vnf_join([
for (rgn = regions) let(
rgn_wall_vnf = vnf_join([
for (path = rgn) let(
plen = path_length(path, closed=closed),
counts_y = is_vector(counts,2)? counts.y :
is_vector(tex_size,2)? max(1,round(plen/tex_size.y)) : 6,
obases = resample_path(path, n=counts_y * samples + (closed?0:1), closed=closed),
onorms = path_normals(obases, closed=closed),
rbases = closed? close_path(obases) : obases,
rnorms = closed? close_path(onorms) : onorms,
bases = xrot(90, p=path3d(rbases)),
norms = xrot(90, p=path3d(rnorms)),
vnf = is_vnf(texture)
? vnf_join([ // VNF tile texture
for (j = [0:1:counts_y-1]) [
[
for (group = vertzs) each [
for (vert = group) let(
@ -2860,50 +2887,39 @@ function textured_revolution(
u = floor(part),
uu = part - u,
tscale =
wrap? tscale :
caps && j==0 && approx(vert.y,0)? 0 :
caps && j==counts.y-1 && approx(vert.y,1)? 0 :
closed? tscale :
!closed && j==0 && approx(vert.y,0)? 0 :
!closed && j==counts_y-1 && approx(vert.y,1)? 0 :
tscale,
base = lerp(select(bases,u), select(bases,u+1), uu),
norm = unit(lerp(select(norms,u), select(norms,u+1), uu)),
texh = (vert.z - inset) * tscale * (base.x / maxx),
xyz = base - norm * texh
) zrot(vert.x*360/counts.x, p=xyz)
) zrot(vert.x*angle/counts_x, p=xyz)
]
],
sorted_tile[1]
tile[1]
]
]),
vnf1 = vnf_join([
for (i = [0:1:counts.x-1])
zrot(i*360/counts.x, col_vnf)
]),
skmat = down(-miny) * skew(sxz=shift.x/h, syz=shift.y/h) * up(-miny),
vnf_out = wrap? apply(skmat,vnf1) :
let(
bpath = _find_vnf_z_edge_path(vnf1,-h/2),
vnf2 = vnf_from_region(bpath, down(h/2), reverse=true),
vnf3 = vnf_from_region(bpath, up(h/2), reverse=false)
) apply(skmat, vnf_join([vnf1, vnf2, vnf3]))
) vnf_out
])
: let( // Heightfield texture
texcnt = [len(texture[0]), len(texture)],
skmat = down(-miny) * skew(sxz=shift.x/h, syz=shift.y/h) * up(-miny),
tiles = transpose([
for (j = [0:1:counts.x-1], tj = [0:1:texcnt.x-1]) let(
v = (j + (tj/texcnt.x)) / counts.x,
mat = skmat * zrot(v*360)
for (j = [0,1], tj = [0:1:texcnt.x-1])
if (j == 0 || tj == 0)
let(
v = (j + (tj/texcnt.x)) / counts_x,
mat = zrot(v*angle)
) apply(mat, [
for (i = [0:1:counts.y-(wrap?1:0)], ti = [0:1:texcnt.y-1])
if (i != counts.y || ti == 0)
for (i = [0:1:counts_y-(closed?1:0)], ti = [0:1:texcnt.y-1])
if (i != counts_y || ti == 0)
let(
part = (i + (ti/texcnt.y)) * samples,
u = floor(part),
uu = part - u,
tscale =
wrap? tscale :
caps && i==0 && ti==0? 0 :
caps && i==counts.y && ti==0? 0 :
closed? tscale :
!closed && i==0 && ti==0? 0 :
!closed && i==counts_y && ti==0? 0 :
tscale,
base = lerp(bases[u], select(bases,u+1), uu),
norm = unit(lerp(norms[u], select(norms,u+1), uu)),
@ -2913,28 +2929,134 @@ function textured_revolution(
])
])
) vnf_vertex_array(
tiles, caps=caps, style=style, reverse=reverse,
col_wrap=true, row_wrap=wrap
tiles, caps=false, style=style,
col_wrap=(angle==360), row_wrap=closed
)
) vnf;
) vnf
]),
walls_vnf = vnf_join([
for (i = [0:1:counts_x-1])
zrot(i*angle/counts_x, rgn_wall_vnf)
]),
endcap_vnf = angle == 360? EMPTY_VNF :
let(
cap_rgn = [
for (path = rgn) let(
plen = path_length(path, closed=closed),
counts_y = is_vector(counts,2)? counts.y :
is_vector(tex_size,2)? max(1,round(plen/tex_size.y)) : 6,
obases = resample_path(path, n=counts_y * samples + (closed?0:1), closed=closed),
bases = closed? close_path(obases) : obases,
ppath = is_vnf(texture)
? [ // VNF tile texture
for (j = [0:1:counts_y-1])
for (group = vertzs, vert = group)
if (vert.x == 0) let(
part = (j + vert.y) * samples,
u = floor(part),
uu = part - u
)
lerp(select(bases,u), select(bases,u+1), uu)
]
: let( // Heightfield texture
texcnt = [len(texture[0]), len(texture)]
) [
for (i = [0:1:counts_y-(closed?1:0)], ti = [0:1:texcnt.y-1])
if (i != counts_y || ti == 0)
let(
part = (i + (ti/texcnt.y)) * samples,
u = floor(part),
uu = part - u
)
lerp(select(bases,u), select(bases,u+1), uu)
],
path = closed? ppath : [
[0, ppath[0].y],
each ppath,
[0, last(ppath).y],
]
) deduplicate(path, closed=closed)
],
vnf2 = vnf_from_region(cap_rgn, xrot(90), reverse=false),
vnf3 = vnf_from_region(cap_rgn, rot([90,0,angle]), reverse=true)
) vnf_join([vnf2, vnf3]),
topcap_vnf = closed? EMPTY_VNF :
let(
rad = last(rgn[0]).x,
top_rgn = [
for (path = rgn) let(
ppath = is_vnf(texture)
? [ // VNF tile texture
for (j = [0:1:counts_x-1])
for (vert = tile[0])
if (vert.y == 1) let(
u = (j + vert.x) / counts_x
)
polar_to_xy(rad, angle*u)
]
: let( // Heightfield texture
texcnt = [len(texture[0]), len(texture)]
) [
for (i = [0:1:counts_x], ti = [0:1:texcnt.x-1])
if (i != counts_x || ti == 0)
let(
u = (i + (ti / texcnt.x)) / counts_x
)
polar_to_xy(rad, angle*u)
],
path = closed? ppath : concat(ppath, [[0,0]])
) deduplicate(path, closed=closed)
]
) vnf_from_region(top_rgn, up(last(rgn[0]).y), reverse=true),
botcap_vnf = closed? EMPTY_VNF :
let(
rad = rgn[0][0].x,
bot_rgn = [
for (path = rgn) let(
ppath = is_vnf(texture)
? [ // VNF tile texture
for (j = [0:1:counts_x-1])
for (vert = tile[0])
if (vert.y == 0) let(
u = (j + vert.x) / counts_x
)
polar_to_xy(rad, angle*u)
]
: let( // Heightfield texture
texcnt = [len(texture[0]), len(texture)]
) [
for (i = [0:1:counts_x], ti = [0:1:texcnt.x-1])
if (i != counts_x || ti == 0)
let(
u = (i + (ti / texcnt.x)) / counts_x
)
polar_to_xy(rad, angle*u)
],
path = closed? ppath : concat(ppath, [[0,0]])
) deduplicate(path, closed=closed)
]
) vnf_from_region(bot_rgn, up(rgn[0][0].y), reverse=false)
) vnf_join([walls_vnf, endcap_vnf, botcap_vnf, topcap_vnf])
]),
skmat = down(-miny) * skew(sxz=shift.x/h, syz=shift.y/h) * up(-miny)
) apply(skmat, full_vnf);
module textured_revolution(
path, texture, tex_size,
tscale=1, inset=false, rot=false,
caps=true, wrap=false, shift=[0,0],
style="min_edge", reverse=false,
atype="surface",
convexity=10, counts,
shape, texture, tex_size, tscale=1,
inset=false, rot=false, shift=[0,0],
closed=true, angle=360,
style="min_edge", atype="surface",
convexity=10, counts, samples,
anchor=CENTER, spin=0, orient=UP
) {
assert(in_list(atype, ["surface","extent"]));
vnf = textured_revolution(
path, texture, tex_size=tex_size,
shape, texture, tex_size=tex_size,
tscale=tscale, inset=inset, rot=rot,
caps=caps, wrap=wrap, style=style,
reverse=reverse, shift=shift,
counts=counts
closed=closed, style=style,
shift=shift, angle=angle,
samples=samples, counts=counts
);
geom = atype=="surface"
? attach_geom(vnf=vnf, extent=false)
@ -2957,7 +3079,7 @@ module textured_revolution(
// Description:
// Creates a cylinder or cone with optional chamfers or roundings, covered in a textured surface.
// The texture can be given in one of three ways:
// - As a texture name string. (See {{get_texture()}} for supported named textures.)
// - As a texture name string. (See {{texture()}} for supported named textures.)
// - As a 2D array of evenly spread height values. (AKA a heightfield.)
// - As a VNF texture tile. A VNF tile exactly defines a surface from `[0,0]` to `[1,1]`, with the Z coordinates
// being the height of the texture point from the surface. VNF tiles MUST be able to tile in both X and Y
@ -2967,7 +3089,7 @@ module textured_revolution(
// Arguments:
// h | l = The height of the cylinder.
// r = The radius of the cylinder.
// texture = A texture name string, or a rectangular array of scalar height values (0.0 to 1.0), or a VNF tile that defines the texture to apply to the cylinder wall surfaces. See {{get_texture()}} for what named textures are supported.
// texture = A texture name string, or a rectangular array of scalar height values (0.0 to 1.0), or a VNF tile that defines the texture to apply to the cylinder wall surfaces. See {{texture()}} for what named textures are supported.
// tex_size = An optional 2D target size for the textures. Actual texture sizes will be scaled somewhat to evenly fit the available surface. Default: `[5,5]`
// ---
// r1 = The radius of the bottom of the cylinder.
@ -2981,7 +3103,6 @@ module textured_revolution(
// caps = (function only) If true, create endcaps for the extruded shape. Default: `true`
// shift = [X,Y] amount to translate the top, relative to the bottom. Default: [0,0]
// style = The triangulation style used. See {{vnf_vertex_array()}} for valid styles. Default: `"min_edge"`
// reverse = If the default faces are facing the wrong way, you can reverse them by setting this to `true`. Default: `false`
// counts = If given instead of tex_size, gives the tile repetition counts for textures over the surface length and height.
// chamfer = If given, chamfers the top and bottom of the cylinder by the given size. If given a negative size, creates a chamfer that juts *outward* from the cylinder.
// chamfer1 = If given, chamfers the bottom of the cylinder by the given size. If given a negative size, creates a chamfer that juts *outward* from the cylinder.
@ -2992,7 +3113,7 @@ module textured_revolution(
// 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`
// See Also: textured_revolution(), textured_cylinder(), textured_linear_sweep(), heightfield(), cylindrical_heightfield(), get_texture()
// See Also: textured_revolution(), textured_cylinder(), textured_linear_sweep(), heightfield(), cylindrical_heightfield(), texture()
// Examples:
// 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");
@ -3003,8 +3124,7 @@ function textured_cylinder(
h, r, texture, tex_size=[1,1], counts,
tscale=1, inset=false, rot=false,
caps=true, style="min_edge",
reverse=false, shift=[0,0],
l, r1, r2, d, d1, d2,
shift=[0,0], l, r1, r2, d, d1, d2,
chamfer, chamfer1, chamfer2,
rounding, rounding1, rounding2
) =
@ -3032,11 +3152,10 @@ function textured_cylinder(
else [r2,h/2],
],
vnf = textured_revolution(
reverse(path), texture,
reverse(path), texture, closed=false,
tex_size=tex_size, counts=counts,
tscale=tscale, inset=inset, rot=rot,
caps=caps, style=style, reverse=reverse,
shift=shift
style=style, shift=shift
)
) vnf;
@ -3044,7 +3163,7 @@ function textured_cylinder(
module textured_cylinder(
h, r, texture, tex_size=[1,1],
counts, tscale=1, inset=false, rot=false,
style="min_edge", reverse=false, shift=[0,0],
style="min_edge", shift=[0,0],
l, r1, r2, d, d1, d2,
chamfer, chamfer1, chamfer2,
rounding, rounding1, rounding2,
@ -3063,7 +3182,7 @@ module textured_cylinder(
tscale=tscale, inset=inset, rot=rot,
counts=counts, tex_size=tex_size,
caps=true, style=style,
reverse=reverse, shift=shift,
shift=shift,
chamfer1=chamf1, chamfer2=chamf2,
rounding1=round1, rounding2=round2
);