mirror of
https://github.com/BelfrySCAD/BOSL2.git
synced 2024-12-28 15:59:45 +00:00
various fixes
This commit is contained in:
parent
67cf7e9cb8
commit
1b971dff82
3 changed files with 13 additions and 12 deletions
|
@ -1495,7 +1495,8 @@ module screw_head(screw_info,details=false, counterbore=0,flat_height,teardrop=f
|
|||
[20, .165]];
|
||||
intersection() {
|
||||
cyl(h=head_height/4, d=head_size, anchor=BOT)
|
||||
attach(TOP) cyl(l=head_height*3/4, d=head_size, anchor=BOT, texture="trunc_ribs", tex_reps=[31,1], tex_scale=-lookup(adj_diam,rib_size));
|
||||
attach(TOP) cyl(l=head_height*3/4, d=head_size, anchor=BOT, texture="trunc_ribs", tex_reps=[31,1],
|
||||
tex_inset=true, tex_depth=-lookup(adj_diam,rib_size));
|
||||
cyl(h=head_height,d=head_size, chamfer2=adj_diam/10, anchor=BOT);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1292,9 +1292,9 @@ function cylinder(h, r1, r2, center, r, d, d1, d2, anchor, spin=0, orient=UP) =
|
|||
// cyl(l|h|length|height, r|d, rounding1=, rounding2=, ...);
|
||||
//
|
||||
// Usage: Textured Cylinders
|
||||
// cyl(l|h|length|height, r|d, texture=, [tex_size=]|[tex_reps=], [tex_scale=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
|
||||
// cyl(l|h|length|height, r1=, r2=, texture=, [tex_size=]|[tex_reps=], [tex_scale=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
|
||||
// cyl(l|h|length|height, d1=, d2=, texture=, [tex_size=]|[tex_reps=], [tex_scale=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
|
||||
// cyl(l|h|length|height, r|d, texture=, [tex_size=]|[tex_reps=], [tex_depth=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
|
||||
// cyl(l|h|length|height, r1=, r2=, texture=, [tex_size=]|[tex_reps=], [tex_depth=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
|
||||
// cyl(l|h|length|height, d1=, d2=, texture=, [tex_size=]|[tex_reps=], [tex_depth=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
|
||||
//
|
||||
// Usage: Caled as a function to get a VNF
|
||||
// vnf = cyl(...);
|
||||
|
@ -1364,7 +1364,7 @@ function cylinder(h, r1, r2, center, r, d, d1, d2, anchor, spin=0, orient=UP) =
|
|||
// 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]`
|
||||
// tex_reps = If given instead of tex_size, a 2-vector giving the number of texture tile repetitions in the horizontal and vertical directions.
|
||||
// tex_inset = If numeric, lowers the texture into the surface by that amount, before the tex_scale multiplier is applied. If `true`, insets by exactly `1`. Default: `false`
|
||||
// tex_inset = If numeric, lowers the texture into the surface by the specified proportion, e.g. 0.5 would lower it half way into the surface. If `true`, insets by exactly its full depth. Default: `false`
|
||||
// tex_rot = Rotate texture by specified angle, which must be a multiple of 90 degrees. A value of true is equivalent to 90 deg, and false to 0. Default: 0
|
||||
// tex_depth = Specify texture depth; if negative, invert the texture. Default: 1.
|
||||
// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
|
||||
|
@ -1449,7 +1449,7 @@ function cylinder(h, r1, r2, center, r, d, d1, d2, anchor, spin=0, orient=UP) =
|
|||
// Example: Texturing with VNF tile "bricks_vnf"
|
||||
// cyl(h=50, r1=25, r2=20, shift=[0,10], rounding1=-10,
|
||||
// texture="bricks_vnf", tex_size=[10,10],
|
||||
// tex_scale=0.5, style="concave");
|
||||
// tex_depth=0.5, style="concave");
|
||||
//
|
||||
// Example: No Texture Taper
|
||||
// cyl(d1=25, d2=20, h=30, rounding=5,
|
||||
|
@ -1487,7 +1487,7 @@ function cylinder(h, r1, r2, center, r, d, d1, d2, anchor, spin=0, orient=UP) =
|
|||
// ];
|
||||
// diff()
|
||||
// cyl(d=20*10/PI, h=10, chamfer=0,
|
||||
// texture=tex, tex_reps=[20,1], tex_scale=-1,
|
||||
// texture=tex, tex_reps=[20,1], tex_depth=-1,
|
||||
// tex_taper=undef, style="concave") {
|
||||
// attach([TOP,BOT]) {
|
||||
// cyl(d1=20*10/PI, d2=30, h=5, anchor=BOT)
|
||||
|
@ -1628,7 +1628,7 @@ function cyl(
|
|||
) rotate_sweep(path,
|
||||
texture=texture, tex_reps=tex_reps, tex_size=tex_size,
|
||||
tex_inset=tex_inset, tex_rot=tex_rot,
|
||||
tex_scale=tex_scale, tex_samples=tex_samples,
|
||||
tex_depth=tex_depth, tex_samples=tex_samples,
|
||||
tex_taper=tex_taper, style=style, closed=false
|
||||
),
|
||||
skmat = down(l/2) *
|
||||
|
@ -1709,7 +1709,7 @@ module cyl(
|
|||
from_end=from_end, from_end1=from_end1, from_end2=from_end2,
|
||||
teardrop=teardrop,
|
||||
texture=texture, tex_size=tex_size,
|
||||
tex_reps=tex_reps, tex_scale=tex_scale,
|
||||
tex_reps=tex_reps, tex_depth=tex_depth,
|
||||
tex_inset=tex_inset, tex_rot=tex_rot,
|
||||
style=style, tex_taper=tex_taper,
|
||||
tex_samples=tex_samples
|
||||
|
|
|
@ -546,7 +546,7 @@ function skin(profiles, slices, refine=1, method="direct", sampling, caps, close
|
|||
// 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]`
|
||||
// tex_reps = If given instead of tex_size, a 2-vector giving the number of texture tile repetitions in the horizontal and vertical directions on the extrusion.
|
||||
// tex_inset = If numeric, lowers the texture into the surface by that amount, before the tex_depth multiplier is applied. If `true`, insets by exactly `1`. Default: `false`
|
||||
// tex_inset = If numeric, lowers the texture into the surface by the specified proportion, e.g. 0.5 would lower it half way into the surface. If `true`, insets by exactly its full depth. Default: `false`
|
||||
// tex_rot = Rotate texture by specified angle, which must be a multiple of 90 degrees. A value of true is equivalent to 90 deg, and false to 0. Default: 0
|
||||
// tex_depth = Specify texture depth; if negative, invert the texture. Default: 1.
|
||||
// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
|
||||
|
@ -872,7 +872,7 @@ function linear_sweep(
|
|||
// 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]`
|
||||
// tex_reps = If given instead of tex_size, a 2-vector giving the number of texture tile repetitions in the direction perpendicular to extrusion and in the direction parallel to extrusion.
|
||||
// tex_inset = If numeric, lowers the texture into the surface by that amount, before the tex_depth multiplier is applied. If `true`, insets by exactly `1`. Default: `false`
|
||||
// tex_inset = If numeric, lowers the texture into the surface by the specified proportion, e.g. 0.5 would lower it half way into the surface. If `true`, insets by exactly its full depth. Default: `false`
|
||||
// tex_rot = Rotate texture by specified angle, which must be a multiple of 90 degrees. A value of true is equivalent to 90 deg, and false to 0. Default: 0
|
||||
// tex_depth = Specify texture depth; if negative, invert the texture. Default: 1.
|
||||
// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
|
||||
|
@ -2778,7 +2778,7 @@ function associate_vertices(polygons, split, curpoly=0) =
|
|||
// }
|
||||
// stroke([[12.25,0],[12.25,2]],width=.05,endcaps="arrow2",color="black");
|
||||
// move([12.35,1])color("black")text("Depth=2", size=0.3,anchor=LEFT);
|
||||
// }
|
||||
// }
|
||||
// Continues:
|
||||
// If you want to keep the texture the same size but make the slope
|
||||
// steeper you need to add more points to make the uniform grid fine enough
|
||||
|
|
Loading…
Reference in a new issue