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Adrian Mariano 2021-11-19 22:23:04 -05:00
parent e58328b00b
commit 3d93795e7e

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