From 457e395f0e60942a3ae8665d765f1aed57276919 Mon Sep 17 00:00:00 2001 From: Revar Desmera Date: Thu, 20 Oct 2022 19:55:49 -0700 Subject: [PATCH] Renamed textures. Reordered textures docs. Added tri_grid texture. --- shapes3d.scad | 8 +-- skin.scad | 167 +++++++++++++++++++++++++++++++------------------- 2 files changed, 109 insertions(+), 66 deletions(-) diff --git a/shapes3d.scad b/shapes3d.scad index 3f212a4..49d6ecb 100644 --- a/shapes3d.scad +++ b/shapes3d.scad @@ -1275,14 +1275,14 @@ function cylinder(h, r1, r2, center, l, r, d, d1, d2, anchor, spin=0, orient=UP) // texture="trunc_pyramids", // tex_size=[5,5], tex_style="convex"); // -// Example: Texturing with VNF tile "vnf_dots" +// Example: Texturing with VNF tile "dots" // cyl(h=40, r1=20, r2=15, rounding=9, -// texture="vnf_dots", tex_size=[5,5], +// texture="dots", tex_size=[5,5], // tex_samples=6); // -// Example: Texturing with VNF tile "vnf_bricks" +// Example: Texturing with VNF tile "bricks_vnf" // cyl(h=50, r1=25, r2=20, shift=[0,10], rounding1=-10, -// texture="vnf_bricks", tex_size=[10,10], +// texture="bricks_vnf", tex_size=[10,10], // tex_scale=0.5, tex_style="concave"); // // Example: No Texture Taper diff --git a/skin.scad b/skin.scad index f9132af..17dfad9 100644 --- a/skin.scad +++ b/skin.scad @@ -594,10 +594,10 @@ function skin(profiles, slices, refine=1, method="direct", sampling, caps, close // linear_sweep( // rect(50), texture="pyramids", tex_size=[10,10], // h=40, style="convex"); -// Example: "vnf_bricks" texture. +// Example: "bricks_vnf" texture. // path = glued_circles(r=15, spread=40, tangent=45); // linear_sweep( -// path, texture="vnf_bricks", tex_size=[10,10], +// path, texture="bricks_vnf", tex_size=[10,10], // tex_scale=0.25, h=40); // Example: User defined heightfield texture. // path = ellipse(r=[20,10]); @@ -817,7 +817,7 @@ function linear_sweep( // rotate_sweep(rgn); // Example: // path = right(50, p=circle(d=40)); -// rotate_sweep(path, texture="vnf_bricks", tex_size=[10,10], tex_scale=0.5, style="concave"); +// rotate_sweep(path, texture="bricks_vnf", tex_size=[10,10], tex_scale=0.5, style="concave"); // Example: // tex = [ // [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], @@ -2464,9 +2464,9 @@ function associate_vertices(polygons, split, curpoly=0) = +// DefineHeader(Table;Headers=Texture Name|Type|Description): Texture Values + // Section: Texturing -// DefineHeader(Table;Headers=Texture Name|Args|Description): Heightfield Textures -// DefineHeader(Table;Headers=Texture Name|Args|Description): VNF Textures // Function: texture() // Usage: @@ -2478,29 +2478,29 @@ function associate_vertices(polygons, split, curpoly=0) = // - VNF Tile textures, which are VNFs that completely tile the rectangle `[0,0]` to `[1,1]`. These tend to be slower to render, but are more precise. // Sometimes the geometry of a shape to be textured will cause a heightfield texture to be badly triangulated. // Switching to a similar VNF tile texture can solve this problem. Usually just by adding the prefix "vnf_". -// Heightfield Textures: -// "bricks" = `n`, `roughness` = A brick-wall pattern. -// "diamonds" = `n` = Diamond shapes with tips aligned with the axes. Useful for knurling. -// "hills" = `n` = Wavy sine-wave hills and valleys, -// "pyramids" = `n` = Pyramids shapes with flat sides aligned with the axes. Also useful for knurling. -// "ribs" = `n` = Vertically aligned triangular ribs. -// "rough" = `n`, `roughness` = A pseudo-randomized rough surace texture. -// "trunc_pyramids" = `n` = Like "pyramids" but with flattened tips. -// "trunc_ribs" = `n` = Like "ribs" but with flat rib tips. -// "wave_ribs" = `n` = Vertically aligned wavy ribs. -// VNF Textures: -// "vnf_bricks" = `inset`, `gap` = Like "bricks", but slower and more consistent in triangulation. -// "vnf_checkers" = `inset` = A pattern of alternating checkerboard squares. -// "vnf_cones" = `n`, `inset` = Raised conical spikes. -// "vnf_cubes" = none = Cornercubes texture. -// "vnf_diagonal_grid" = `inset` = A grid of thin lines at 45º angles. -// "vnf_diamonds" = none = Like "diamonds", but slower and more consistent in triangulation. -// "vnf_dimples" = `n`, `inset` = Small round divots. -// "vnf_dots" = `n`, `inset` = Raised small round bumps. -// "vnf_hex_grid" = `inset` = A hexagonal grid of thin lines. -// "vnf_pyramids" = none = Like "pyramids", but slower and more consistent in triangulation. -// "vnf_trunc_pyramids" = `inset` = Like "trunc_pyramids", but slower and more consistent in triangulation. -// "vnf_trunc_ribs" = `inset`, `gap` = Like "trunc_ribs", but slower and more adjustable. +// Texture Values: +// "bricks" = Heightfield = A brick-wall pattern. Giving `n=` sets the number of heightfield samples to `n` by `n`. Giving `roughness=` adds a level of height randomization to add roughness to the texture. +// "bricks_vnf" = VNF Tile = Like "bricks", but slower and more consistent in triangulation. Giving `gap=` sets the mortar gap between bricks. Giving `inset=` specifies the inset of the brick tops, relative to their bottoms. +// "checkers" = VNF Tile = A pattern of alternating checkerboard squares. Giving `inset=` specifies the inset of the raised checker tile tops, relative to the lowered tiles. +// "cones" = VNF Tile = Raised conical spikes. Giving `n=` sets the number of sides to the cone. Giving `inset=` specifies the inset of the base of the cone, relative to the tile edges. +// "cubes" = VNF Tile = Cornercubes texture. +// "diamonds" = Heightfield = Diamond shapes with tips aligned with the axes. Useful for knurling. Giving `n=` sets the number of heightfield samples to `n` by `n`. +// "diamonds_vnf" = VNF Tile = Like "diamonds", but slower and more consistent in triangulation. +// "dimples" = VNF Tile = Small round divots. Giving `n=` sets the resolution of the divot curve. Giving `inset=` specifies the inset of the dimples, relative to the edge of the tile. +// "dots" = VNF Tile = Raised small round bumps. Giving `n=` sets the resolution of the bump curve. Giving `inset=` specifies the inset of the dots, relative to the edge of the tile. +// "hex_grid" = VNF Tile = A hexagonal grid of thin lines. Giving `inset=` specifies the inset of the hex tops, relative to their bottoms. +// "hills" = Heightfield = Wavy sine-wave hills and valleys, Giving `n=` sets the number of heightfield samples to `n` by `n`. +// "pyramids" = Heightfield = Pyramids shapes with flat sides aligned with the axes. Also useful for knurling. Giving `n=` sets the number of heightfield samples to `n` by `n`. +// "pyramids_vnf" = VNF Tile = Like "pyramids", but slower and more consistent in triangulation. +// "ribs" = Heightfield = Vertically aligned triangular ribs. Giving `n=` sets the number of heightfield samples to `n` by `1`. +// "rough" = Heightfield = A pseudo-randomized rough surace texture. Giving `n=` sets the number of heightfield samples to `n` by `n`. Giving `roughness=` adds a level of height randomization to add roughness to the texture. +// "tri_grid" = VNF Tile = A triangular grid of thin lines. Giving `inset=` specifies the inset of the triangle tops, relative to their bottoms. +// "trunc_diamonds" = VNF Tile = Truncated diamonds. A grid of thin lines at 45º angles. Giving `inset=` specifies the inset of the truncated diamond tops, relative to their bottoms. +// "trunc_pyramids" = Heightfield = Truncated pyramids. Like "pyramids" but with flattened tips. Giving `n=` sets the number of heightfield samples to `n` by `n`. +// "trunc_pyramids_vnf" = VNF Tile = Like "trunc_pyramids", but slower and more consistent in triangulation. Giving `inset=` specifies the inset of the truncated pyramid tops, relative to their bottoms. +// "trunc_ribs" = Heightfield = Truncated ribs. Like "ribs" but with flat rib tips. Giving `n=` sets the number of heightfield samples to `n` by `1`. +// "trunc_ribs_vnf" = VNF Tile = Like "trunc_ribs", but slower and more adjustable. Giving `gap=` sets the bottom gap between ribs. Giving `inset=` specifies the inset of the rib tops, relative to their bottoms. +// "wave_ribs" = Heightfield = Vertically aligned wavy ribs. Giving `n=` sets the number of heightfield samples to `n` by `1`. // Arguments: // tex = The name of the texture to get. // --- @@ -2522,8 +2522,8 @@ function associate_vertices(polygons, split, curpoly=0) = // tex_scale=3, tex_size=[10,10], // style="concave" // ); -// Example(3D): "vnf_trunc_ribs" texture. Slower, but more controllable. -// tex = texture("vnf_trunc_ribs", gap=0.25, inset=0.333); +// Example(3D): "trunc_ribs_vnf" texture. Slower, but more controllable. +// tex = texture("trunc_ribs_vnf", gap=0.25, inset=0.333); // linear_sweep( // rect(50), h=40, texture=tex, // tex_scale=3, tex_size=[10,10] @@ -2540,8 +2540,8 @@ function associate_vertices(polygons, split, curpoly=0) = // rect(50), texture=tex, h=40, // tex_size=[10,10], style="concave" // ); -// Example(3D): "vnf_diamonds" texture. Slower, but more consistent around complex curves. -// tex = texture("vnf_diamonds"); +// Example(3D): "diamonds_vnf" texture. Slower, but more consistent around complex curves. +// tex = texture("diamonds_vnf"); // linear_sweep( // rect(50), texture=tex, h=40, // tex_size=[10,10] @@ -2552,8 +2552,8 @@ function associate_vertices(polygons, split, curpoly=0) = // rect(50), texture=tex, h=40, // tex_size=[10,10], style="convex" // ); -// Example(3D): "vnf_pyramids" texture. Slower, but more consistent around complex curves. -// tex = texture("vnf_pyramids"); +// Example(3D): "pyramids_vnf" texture. Slower, but more consistent around complex curves. +// tex = texture("pyramids_vnf"); // linear_sweep( // rect(50), texture=tex, h=40, // tex_size=[10,10] @@ -2564,8 +2564,8 @@ function associate_vertices(polygons, split, curpoly=0) = // rect(50), texture=tex, h=40, // tex_size=[10,10], style="convex" // ); -// Example(3D): "vnf_trunc_pyramids" texture. Slower, but more consistent around complex curves. -// tex = texture("vnf_trunc_pyramids"); +// Example(3D): "trunc_pyramids_vnf" texture. Slower, but more consistent around complex curves. +// tex = texture("trunc_pyramids_vnf"); // linear_sweep( // rect(50), texture=tex, h=40, // tex_size=[10,10] @@ -2576,20 +2576,20 @@ function associate_vertices(polygons, split, curpoly=0) = // rect(50), texture=tex, h=40, // tex_size=[10,10], style="quincunx" // ); -// Example(3D): "vnf_dots" texture. -// tex = texture("vnf_dots"); +// Example(3D): "dots" texture. +// tex = texture("dots"); // linear_sweep( // rect(50), texture=tex, h=40, tex_scale=1, // tex_size=[10,10] // ); -// Example(3D): "vnf_dimples" texture. -// tex = texture("vnf_dimples"); +// Example(3D): "dimples" texture. +// tex = texture("dimples"); // linear_sweep( // rect(50), texture=tex, h=40, tex_scale=1, // tex_size=[10,10] // ); -// Example(3D): "vnf_cones" texture. -// tex = texture("vnf_cones"); +// Example(3D): "cones" texture. +// tex = texture("cones"); // linear_sweep( // rect(50), texture=tex, h=40, tex_scale=3, // tex_size=[10,10] @@ -2600,26 +2600,32 @@ function associate_vertices(polygons, split, curpoly=0) = // rect(50), texture=tex, h=40, // tex_size=[10,10] // ); -// Example(3D): "vnf_bricks" texture. -// tex = texture("vnf_bricks"); +// Example(3D): "bricks_vnf" texture. +// tex = texture("bricks_vnf"); // linear_sweep( // rect(50), texture=tex, h=40, // tex_size=[10,10] // ); -// Example(3D): "vnf_diagonal_grid" texture. -// tex = texture("vnf_diagonal_grid"); +// Example(3D): "trunc_diamonds" texture. +// tex = texture("trunc_diamonds"); // linear_sweep( // rect(50), texture=tex, h=40, // tex_size=[10,10] // ); -// Example(3D): "vnf_hex_grid" texture. -// tex = texture("vnf_hex_grid"); +// Example(3D): "tri_grid" texture. +// tex = texture("tri_grid"); // linear_sweep( // rect(50), texture=tex, h=40, // tex_size=[12.5,20] // ); -// Example(3D): "vnf_checkers" texture. -// tex = texture("vnf_checkers"); +// Example(3D): "hex_grid" texture. +// tex = texture("hex_grid"); +// linear_sweep( +// rect(50), texture=tex, h=40, +// tex_size=[12.5,20] +// ); +// Example(3D): "checkers" texture. +// tex = texture("checkers"); // linear_sweep( // rect(50), texture=tex, h=40, // tex_size=[10,10] @@ -2648,7 +2654,7 @@ function texture(tex, n, inset, gap, roughness) = each repeat(1,n/4), each lerpn(1,0,n/4,endpoint=false), ]] : - tex=="vnf_trunc_ribs"? + tex=="trunc_ribs_vnf"? let( inset = default(inset,1/2), gap = default(gap,1/4) @@ -2692,7 +2698,7 @@ function texture(tex, n, inset, gap, roughness) = ) ], ] : - tex=="vnf_diamonds"? + tex=="diamonds_vnf"? [ [ [0, 1, 1], [1/2, 1, 0], [1, 1, 1], @@ -2712,7 +2718,7 @@ function texture(tex, n, inset, gap, roughness) = 1 - (max(abs(i-n/2), abs(j-n/2)) / (n/2)) ] ] : - tex=="vnf_pyramids"? + tex=="pyramids_vnf"? [ [ [0,1,0], [1,1,0], [1/2,1/2,1], [0,0,0], [1,0,0] ], [ [2,0,1], [2,1,4], [2,4,3], [2,3,0] ] @@ -2726,7 +2732,7 @@ function texture(tex, n, inset, gap, roughness) = (1 - (max(n/6, abs(i-n/2), abs(j-n/2)) / (n/2))) * 1.5 ] ] : - tex=="vnf_trunc_pyramids"? + tex=="trunc_pyramids_vnf"? let( inset = default(inset,0.25) ) [ @@ -2763,7 +2769,7 @@ function texture(tex, n, inset, gap, roughness) = (x+even) % n <= max(1,n/16)? 0 : 0.5 ] ] : - tex=="vnf_bricks"? + tex=="bricks_vnf"? let( inset = default(inset,0.05), gap = default(gap,0.05) @@ -2788,7 +2794,7 @@ function texture(tex, n, inset, gap, roughness) = [ 7,11,10], [ 7,10, 6], ] ] : - tex=="vnf_checkers"? + tex=="checkers"? let( inset = default(inset,0.05) ) [ @@ -2813,7 +2819,7 @@ function texture(tex, n, inset, gap, roughness) = [11,12,28], [12,23,28], [11,28,22], [23,22,28], ] ] : - tex=="vnf_cones"? + tex=="cones"? let( n = quant(default(n,12),4), inset = default(inset,0) @@ -2830,7 +2836,7 @@ function texture(tex, n, inset, gap, roughness) = if (inset > 0) for (i = [0:1:3]) [i+n+1, (i+1)%4+n+1, ((i+1)*n/4)%n], ] ] : - tex=="vnf_cubes"? + tex=="cubes"? [ [ [0,1,1/2], [1,1,1/2], [1/2,5/6,1], [0,4/6,0], [1,4/6,0], @@ -2842,7 +2848,7 @@ function texture(tex, n, inset, gap, roughness) = [9,6,8], [10,9,8], ] ] : - tex=="vnf_diagonal_grid"? + tex=="trunc_diamonds"? let( inset = default(inset,0.1) ) @@ -2860,7 +2866,7 @@ function texture(tex, n, inset, gap, roughness) = [4,5,6], [4,6,7], ] ] : - tex=="vnf_dimples" || tex=="vnf_dots" ? + tex=="dimples" || tex=="dots" ? let( n = quant(default(n,16),4), inset = default(inset,0.05) @@ -2869,7 +2875,7 @@ function texture(tex, n, inset, gap, roughness) = let( rows=ceil(n/4), r=adj_ang_to_hyp(1/2-inset,45), - dots = tex=="vnf_dots", + dots = tex=="dots", cp = [1/2, 1/2, r*sin(45)*(dots?-1:1)], sc = 1 / (r - abs(cp.z)), uverts = [ @@ -2892,7 +2898,44 @@ function texture(tex, n, inset, gap, roughness) = if (inset>0) for (i=[0:3]) [i, (i+1)%4, 4+(i+1)%4*n/4] ] ) [verts, faces] : - tex=="vnf_hex_grid"? + tex=="tri_grid"? + let( + inset = default(inset,0.1), + aspect = 1 / adj_ang_to_opp(1,60), + adj = opp_ang_to_adj(inset, 30), + hyp = opp_ang_to_hyp(inset, 30), + y1 = inset * aspect, + y2 = adj * aspect, + y3 = 0.5 - inset * aspect, + y4 = 0.5 + inset * aspect, + y5 = 1 - adj * aspect, + y6 = 1 - inset * aspect + ) + assert(inset>0 && inset<0.5) + [ + [ + [0,0,0], [1,0,0], + [adj,y1,1], [1-adj,y1,1], + [0,y2,1], [1,y2,1], + [0.5,0.5-adj*aspect,1], + [0,y3,1], [0.5-adj,y3,1], [0.5+adj,y3,1], [1,y3,1], + [0,0.5,0], [0.5,0.5,0], [1,0.5,0], + [0,y4,1], [0.5-adj,y4,1], [0.5+adj,y4,1], [1,y4,1], + [0.5,0.5+adj*aspect,1], + [0,y5,1], [1,y5,1], + [adj,y6,1], [1-adj,y6,1], + [0,1,0], [1,1,0], + ], [ + [0,2,3], [0,3,1], [2,6,3], [0,12,2], [2,12,6], [3,6,12], [3,12,1], + [0,4,8], [0,8,12], [4,7,8], [7,11,12], [7,12,8], + [1,12,9], [1,9,5], [5,9,10], [9,12,13], [9,13,10], + [11,14,15], [11,15,12], [19,15,14], [19,23,12], [19,12,15], + [12,16,13], [16,17,13], [16,20,17], [12,24,20], [12,20,16], + [21,22,18], [21,23,24], [21,24,22], [12,23,21], [12,21,18], + [12,18,22], [12,22,24], + ] + ] : + tex=="hex_grid"? let( inset=default(inset,0.1) )