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Fix missing reference, add figure for 2d directions
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1 changed files with 32 additions and 7 deletions
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@ -58,21 +58,28 @@ _ANCHOR_TYPES = ["intersect","hull"];
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// An anchor can be referred to in one of two ways; as a directional vector, or as a named anchor string.
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// .
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// When given as a vector, it points, in a general way, towards the face, edge, or corner of the
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// object that you want the anchor for, relative to the center of the object. There are directional
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// constants with names like `TOP`, `BOTTOM`, `LEFT`, `RIGHT` and `BACK` that you can add together
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// to specify an anchor point. See ?????? below for the full list of pre-defined directional constants.
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// object that you want the anchor for, relative to the center of the object. You can simply
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// specify a vector like `[0,0,1]` to anchor an object at the Z+ end, but you can also use
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// directional constants with names like `TOP`, `BOTTOM`, `LEFT`, `RIGHT` and `BACK` that you can add together
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// to specify anchor points. See [specifying directions](subsection-specifying-directions)
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// below for the full list of pre-defined directional constants.
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// .
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// For example:
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// - `[0,0,1]` is the same as `TOP` and refers to the center of the top face.
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// - `[-1,0,1]` is the same as `TOP+LEFT`, and refers to the center of the top-left edge.
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// - `[1,1,-1]` is the same as `BOTTOM+BACK+RIGHT`, and refers to the bottom-back-right corner.
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// .
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// When the object is cylindrical, conical, or spherical in nature, the anchors will be located
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// around the surface of the cylinder, cone, or sphere, relative to the center. The direction of a
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// face anchor will be perpendicular to the face, pointing outward. The direction of a edge anchor
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// When the object is cubical or rectangular in shape the anchors must have zero or one values
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// for their components and they refer to the face centers, edge centers, or corners of the object.
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// The direction of a face anchor will be perpendicular to the face, pointing outward. The direction of a edge anchor
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// will be the average of the anchor directions of the two faces the edge is between. The direction
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// of a corner anchor will be the average of the anchor directions of the three faces the corner is
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// on. The spin of all standard anchors is 0.
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// on.
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// .
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// When the object is cylindrical, conical, or spherical in nature, the anchors will be located
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// around the surface of the cylinder, cone, or sphere, relative to the center.
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// You can generally use an arbitrary vector to get an anchor positioned anywhere on the curved
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// surface of such an object, and the anchor direction will be the surface normal at the anchor location.
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// .
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// Some more complex objects, like screws and stepper motors, have named anchors to refer to places
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// on the object that are not at one of the standard faces, edges or corners. For example, stepper
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@ -125,6 +132,24 @@ _ANCHOR_TYPES = ["intersect","hull"];
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// up(.12)move(TOP) text3d("TOP",size=.1,h=.01,anchor=RIGHT,orient=FRONT);
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// move(TOP) text3d("UP",size=.1,h=.01,anchor=RIGHT,orient=FRONT);
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// }
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// Figure(2D,Big): Named constants for direction vectors in 2D. Some directions have more than one name.
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// $fn=12;
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// stroke(path2d([[0,0,0],RIGHT]), endcap2="arrow2", width=.05);
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// color("black")fwd(.22)left(.05)move(RIGHT) text("RIGHT",size=.1,anchor=RIGHT);
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// stroke(path2d([[0,0,0],LEFT]), endcap2="arrow2", width=.05);
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// color("black")right(.05)fwd(.22)move(LEFT) text("LEFT",size=.1,anchor=LEFT);
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// stroke(path2d([[0,0,0],FRONT]), endcap2="arrow2", width=.05);
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// color("black")
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// fwd(.2)
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// right(.15)
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// color("black")move(BACK) text("BACK",size=.1,anchor=LEFT);
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// color("black")
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// left(.15)back(.2){
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// back(.12)move(FRONT) text("FRONT",size=.1,anchor=RIGHT);
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// move(FRONT) text("FWD",size=.1,anchor=RIGHT);
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// fwd(.12)move(FRONT) text("FORWARD",size=.1,anchor=RIGHT);
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// }
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// stroke(path2d([[0,0,0],BACK]), endcap2="arrow2", width=.05);
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// Subsection: Specifying Faces
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// Modules operating on faces accept a list of faces to describe the faces to operate on. Each
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// face is given by a vector that points to that face. Attachments of cuboid objects onto their faces also
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