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https://github.com/BelfrySCAD/BOSL2.git
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various fixes
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parent
67cf7e9cb8
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3 changed files with 13 additions and 12 deletions
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@ -1495,7 +1495,8 @@ module screw_head(screw_info,details=false, counterbore=0,flat_height,teardrop=f
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[20, .165]];
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[20, .165]];
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intersection() {
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intersection() {
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cyl(h=head_height/4, d=head_size, anchor=BOT)
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cyl(h=head_height/4, d=head_size, anchor=BOT)
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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));
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attach(TOP) cyl(l=head_height*3/4, d=head_size, anchor=BOT, texture="trunc_ribs", tex_reps=[31,1],
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tex_inset=true, tex_depth=-lookup(adj_diam,rib_size));
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cyl(h=head_height,d=head_size, chamfer2=adj_diam/10, anchor=BOT);
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cyl(h=head_height,d=head_size, chamfer2=adj_diam/10, anchor=BOT);
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}
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}
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}
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}
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@ -1292,9 +1292,9 @@ function cylinder(h, r1, r2, center, r, d, d1, d2, anchor, spin=0, orient=UP) =
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// cyl(l|h|length|height, r|d, rounding1=, rounding2=, ...);
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// cyl(l|h|length|height, r|d, rounding1=, rounding2=, ...);
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//
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//
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// Usage: Textured Cylinders
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// Usage: Textured Cylinders
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// cyl(l|h|length|height, r|d, texture=, [tex_size=]|[tex_reps=], [tex_scale=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
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// cyl(l|h|length|height, r|d, texture=, [tex_size=]|[tex_reps=], [tex_depth=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
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// cyl(l|h|length|height, r1=, r2=, texture=, [tex_size=]|[tex_reps=], [tex_scale=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
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// cyl(l|h|length|height, r1=, r2=, texture=, [tex_size=]|[tex_reps=], [tex_depth=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
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// cyl(l|h|length|height, d1=, d2=, texture=, [tex_size=]|[tex_reps=], [tex_scale=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
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// cyl(l|h|length|height, d1=, d2=, texture=, [tex_size=]|[tex_reps=], [tex_depth=], [tex_rot=], [tex_samples=], [style=], [tex_taper=], [tex_inset=], ...);
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//
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//
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// Usage: Caled as a function to get a VNF
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// Usage: Caled as a function to get a VNF
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// vnf = cyl(...);
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// vnf = cyl(...);
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@ -1364,7 +1364,7 @@ function cylinder(h, r1, r2, center, r, d, d1, d2, anchor, spin=0, orient=UP) =
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// 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.
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// 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.
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// 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]`
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// 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]`
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// tex_reps = If given instead of tex_size, a 2-vector giving the number of texture tile repetitions in the horizontal and vertical directions.
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// tex_reps = If given instead of tex_size, a 2-vector giving the number of texture tile repetitions in the horizontal and vertical directions.
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// 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`
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// 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`
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// 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
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// 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
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// tex_depth = Specify texture depth; if negative, invert the texture. Default: 1.
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// tex_depth = Specify texture depth; if negative, invert the texture. Default: 1.
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// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
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// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
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@ -1449,7 +1449,7 @@ function cylinder(h, r1, r2, center, r, d, d1, d2, anchor, spin=0, orient=UP) =
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// Example: Texturing with VNF tile "bricks_vnf"
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// Example: Texturing with VNF tile "bricks_vnf"
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// cyl(h=50, r1=25, r2=20, shift=[0,10], rounding1=-10,
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// cyl(h=50, r1=25, r2=20, shift=[0,10], rounding1=-10,
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// texture="bricks_vnf", tex_size=[10,10],
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// texture="bricks_vnf", tex_size=[10,10],
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// tex_scale=0.5, style="concave");
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// tex_depth=0.5, style="concave");
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//
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//
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// Example: No Texture Taper
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// Example: No Texture Taper
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// cyl(d1=25, d2=20, h=30, rounding=5,
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// cyl(d1=25, d2=20, h=30, rounding=5,
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@ -1487,7 +1487,7 @@ function cylinder(h, r1, r2, center, r, d, d1, d2, anchor, spin=0, orient=UP) =
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// ];
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// ];
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// diff()
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// diff()
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// cyl(d=20*10/PI, h=10, chamfer=0,
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// cyl(d=20*10/PI, h=10, chamfer=0,
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// texture=tex, tex_reps=[20,1], tex_scale=-1,
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// texture=tex, tex_reps=[20,1], tex_depth=-1,
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// tex_taper=undef, style="concave") {
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// tex_taper=undef, style="concave") {
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// attach([TOP,BOT]) {
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// attach([TOP,BOT]) {
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// cyl(d1=20*10/PI, d2=30, h=5, anchor=BOT)
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// cyl(d1=20*10/PI, d2=30, h=5, anchor=BOT)
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@ -1628,7 +1628,7 @@ function cyl(
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) rotate_sweep(path,
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) rotate_sweep(path,
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texture=texture, tex_reps=tex_reps, tex_size=tex_size,
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texture=texture, tex_reps=tex_reps, tex_size=tex_size,
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tex_inset=tex_inset, tex_rot=tex_rot,
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tex_inset=tex_inset, tex_rot=tex_rot,
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tex_scale=tex_scale, tex_samples=tex_samples,
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tex_depth=tex_depth, tex_samples=tex_samples,
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tex_taper=tex_taper, style=style, closed=false
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tex_taper=tex_taper, style=style, closed=false
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),
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),
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skmat = down(l/2) *
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skmat = down(l/2) *
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@ -1709,7 +1709,7 @@ module cyl(
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from_end=from_end, from_end1=from_end1, from_end2=from_end2,
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from_end=from_end, from_end1=from_end1, from_end2=from_end2,
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teardrop=teardrop,
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teardrop=teardrop,
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texture=texture, tex_size=tex_size,
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texture=texture, tex_size=tex_size,
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tex_reps=tex_reps, tex_scale=tex_scale,
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tex_reps=tex_reps, tex_depth=tex_depth,
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tex_inset=tex_inset, tex_rot=tex_rot,
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tex_inset=tex_inset, tex_rot=tex_rot,
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style=style, tex_taper=tex_taper,
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style=style, tex_taper=tex_taper,
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tex_samples=tex_samples
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tex_samples=tex_samples
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@ -546,7 +546,7 @@ function skin(profiles, slices, refine=1, method="direct", sampling, caps, close
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// 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.
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// 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.
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// 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]`
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// 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]`
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// 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.
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// 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.
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// 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`
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// 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`
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// 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
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// 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
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// tex_depth = Specify texture depth; if negative, invert the texture. Default: 1.
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// tex_depth = Specify texture depth; if negative, invert the texture. Default: 1.
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// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
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// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
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@ -872,7 +872,7 @@ function linear_sweep(
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// 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.
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// 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.
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// 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]`
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// 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]`
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// 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.
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// 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.
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// 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`
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// 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`
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// 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
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// 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
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// tex_depth = Specify texture depth; if negative, invert the texture. Default: 1.
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// tex_depth = Specify texture depth; if negative, invert the texture. Default: 1.
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// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
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// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
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@ -2778,7 +2778,7 @@ function associate_vertices(polygons, split, curpoly=0) =
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// }
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// }
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// stroke([[12.25,0],[12.25,2]],width=.05,endcaps="arrow2",color="black");
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// stroke([[12.25,0],[12.25,2]],width=.05,endcaps="arrow2",color="black");
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// move([12.35,1])color("black")text("Depth=2", size=0.3,anchor=LEFT);
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// move([12.35,1])color("black")text("Depth=2", size=0.3,anchor=LEFT);
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// }
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// }
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// Continues:
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// Continues:
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// If you want to keep the texture the same size but make the slope
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// If you want to keep the texture the same size but make the slope
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// steeper you need to add more points to make the uniform grid fine enough
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// steeper you need to add more points to make the uniform grid fine enough
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