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tweaks
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@ -76,7 +76,6 @@ _ANCHOR_TYPES = ["intersect","hull"];
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// motors have anchors for `"screw1"`, `"screw2"`, etc. to refer to the various screwholes on the
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// stepper motor shape. The names, positions, directions, and spins of these anchors are
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// specific to the object, and are documented when they exist.
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// .
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// SubSection: Spin
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// Spin is specified with the `spin` argument in most shape modules. Specifying a scalar `spin`
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// when creating an object will rotate the object counter-clockwise around the Z axis by the given
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@ -84,14 +83,12 @@ _ANCHOR_TYPES = ["intersect","hull"];
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// axes by the number of degrees in each component of the vector. Spin is always applied after
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// anchoring, and before orientation. Since spin is applied after anchoring it is not what
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// you might think of intuitively as spinning the shape. To do that, apply `zrot()` to the shape before anchoring.
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// .
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// SubSection: Orient
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// Orientation is specified with the `orient` argument in most shape modules. Specifying `orient`
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// when creating an object will rotate the object such that the top of the object will be pointed
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// at the vector direction given in the `orient` argument. Orientation is always applied after
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// anchoring and spin. The constants `UP`, `DOWN`, `FRONT`, `BACK`, `LEFT`, and `RIGHT` can be
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// added together to form the directional vector for this. ie: `LEFT+BACK`
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// .
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// SubSection: Specifying Directions
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// You can use direction vectors to specify anchors for objects or to specify edges, faces, and
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// corners of cubes. You can simply specify these direction vectors numerically, but another
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