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texture fixes, relax checks, and added docs
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1 changed files with 154 additions and 26 deletions
180
skin.scad
180
skin.scad
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@ -507,7 +507,7 @@ function skin(profiles, slices, refine=1, method="direct", sampling, caps, close
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// Function&Module: linear_sweep()
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// Usage:
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// linear_sweep(region, [height], [center=], [slices=], [twist=], [scale=], [style=], [convexity=]) [ATTACHMENTS];
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// linear_sweep(region, [height], [center=], [slices=], [twist=], [scale=], [style=], [caps=], [convexity=]) [ATTACHMENTS];
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// Usage: With Texturing
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// linear_sweep(region, [height], [center=], texture=, [tex_size=]|[tex_counts=], [tex_scale=], [style=], [tex_samples=], ...) [ATTACHMENTS];
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// Description:
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@ -534,6 +534,7 @@ function skin(profiles, slices, refine=1, method="direct", sampling, caps, close
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// tex_scale = Scaling multiplier for the texture depth.
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// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
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// style = The style to use when triangulating the surface of the object. Valid values are `"default"`, `"alt"`, or `"quincunx"`.
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// caps = If false do not create end caps. Can be a boolean vector. Default: true
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// convexity = Max number of surfaces any single ray could pass through. Module use only.
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// cp = Centerpoint for determining intersection anchors or centering the shape. Determines the base of the anchor vector. Can be "centroid", "mean", "box" or a 3D point. Default: `"centroid"`
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// atype = Set to "hull" or "intersect" to select anchor type. Default: "hull"
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@ -624,6 +625,22 @@ function skin(profiles, slices, refine=1, method="direct", sampling, caps, close
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// ]
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// ];
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// linear_sweep(path, texture=tex, tex_size=[5,5], h=40);
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// Example: VNF tile that has no top/bottom edges and produces a disconnected result
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// shape = skin([
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// rect(2/5),
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// rect(2/3),
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// rect(2/5)
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// ],
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// z=[0,1/2,1],
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// slices=0,
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// caps=false);
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// tile = move([0,1/2,2/3],yrot(90,shape));
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// linear_sweep(
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// circle(20), texture=tile,
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// tex_size=[10,10],tex_scale=5,
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// h=40,convexity=4);
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// Example: As Function
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// path = glued_circles(r=15, spread=40, tangent=45);
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// vnf = linear_sweep(
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@ -634,7 +651,7 @@ function skin(profiles, slices, refine=1, method="direct", sampling, caps, close
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module linear_sweep(
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region, height, center,
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twist=0, scale=1, shift=[0,0],
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slices, maxseg, style="default", convexity,
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slices, maxseg, style="default", convexity, caps=true,
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texture, tex_size=[5,5], tex_counts,
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tex_inset=false, tex_rot=false,
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tex_scale=1, tex_samples,
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@ -648,7 +665,7 @@ module linear_sweep(
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center == false? "original_base" :
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default(anchor, "original_base");
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vnf = linear_sweep(
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region, height=h, style=style,
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region, height=h, style=style, caps=caps,
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twist=twist, scale=scale, shift=shift,
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texture=texture,
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tex_size=tex_size,
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@ -685,7 +702,7 @@ module linear_sweep(
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function linear_sweep(
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region, height, center,
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twist=0, scale=1, shift=[0,0],
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slices, maxseg, style="default",
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slices, maxseg, style="default", caps=true,
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cp, atype="hull", h,
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texture, tex_size=[5,5], tex_counts,
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tex_inset=false, tex_rot=false,
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@ -696,11 +713,12 @@ function linear_sweep(
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assert(is_region(region), "Input is not a region or polygon.")
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assert(is_num(scale) || is_vector(scale))
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assert(is_vector(shift, 2), str(shift))
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assert(is_bool(caps) || is_bool_list(caps,2), "caps must be boolean or a list of two booleans")
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let(
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h = first_defined([h, height, 1])
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)
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!is_undef(texture)? _textured_linear_sweep(
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region, h=h,
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region, h=h, caps=caps,
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texture=texture, tex_size=tex_size,
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counts=tex_counts, inset=tex_inset,
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rot=tex_rot, tex_scale=tex_scale,
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@ -709,6 +727,7 @@ function linear_sweep(
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anchor=anchor, spin=spin, orient=orient
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) :
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let(
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caps = is_bool(caps) ? [caps,caps] : caps,
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anchor = center==true? "origin" :
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center == false? "original_base" :
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default(anchor, "original_base"),
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@ -747,8 +766,8 @@ function linear_sweep(
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) apply(m, path3d(path))
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]
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) vnf_vertex_array(verts, caps=false, col_wrap=true, style=style),
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for (rgn = regions) vnf_from_region(rgn, down(h/2), reverse=true),
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for (rgn = trgns) vnf_from_region(rgn, up(h/2), reverse=false)
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if (caps[0]) for (rgn = regions) vnf_from_region(rgn, down(h/2), reverse=true),
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if (caps[1]) for (rgn = trgns) vnf_from_region(rgn, up(h/2), reverse=false)
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]),
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anchors = [
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named_anchor("original_base", [0,0,-h/2], UP)
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@ -1087,7 +1106,6 @@ function spiral_sweep(poly, h, r, turns=1, taper, center, r1, r2, d, d1, d2, tap
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endpoint=false),
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last(anglist)
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],
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e=echo(lenlist=len(interp_ang)),
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skewmat = affine3d_skew_xz(xa=atan2(r2-r1,h)),
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points = [
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for (a = interp_ang) let (
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@ -2494,6 +2512,110 @@ function associate_vertices(polygons, split, curpoly=0) =
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// DefineHeader(Table;Headers=Texture Name|Type|Description): Texture Values
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// Section: Texturing
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// Some operations are able to add texture to the objects they create. A texture can be any regularly repeated variation in the height of the surface.
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// To define a texture you need to specify how the height should vary over a rectangular block that will be repeated to tile the object. Because textures
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// are based on rectangular tiling, this means adding textures to curved shapes may result in distortion of the basic texture unit. For example, if you
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// texture a cone, the scale of the texture will be larger at the wide end of the cone and smaller at the narrower end of the cone.
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// .
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// You can specify a texture using to method: a height field or a VNF. For each method you also must specify the scale of the texture, which
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// gives the size of the rectangular unit in your object that will correspond to one texture tile. Note that this scale does not preserve
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// aspect ratio: you can stretch the texture as desired.
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// Subsection: Height Field Texture Maps
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// The simplest way to specify a texture map is to give a 2d array of
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// height values which specify the height of the texture on a grid.
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// Values in the height field should range from 0 to 1. A zero height
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// in the height field corresponds to the height of the surface and 1
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// the heighest point in the texture.
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// .
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// Below is an example of a 2d texture described by a "grid" that just contains a single row. Such a texture can be used to create ribbing.
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// The texture is [[0, 1, 1, 0]], and the fixture shows three repetitions of the basic texture unit.
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// Figure(2D,Big,NoScales):
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// ftex1 = [0,1,1,0,0];
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// stroke( transpose([count(5),ftex1]), dots=true, dots_width=3,width=.05);
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// right(4)stroke( transpose([count(5),ftex1]), dots=true, width=.05,dots_color="red",color="blue",dots_width=3);
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// right(8)stroke( transpose([count(5),ftex1]), dots=true, dots_width=3,width=.05);
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// stroke([[4,-.3],[8,-.3]],width=.05,endcaps="arrow2",color="black");
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// move([6,-.4])color("black")text("Texture Size", size=0.3,anchor=BACK);
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// Continues:
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// Line segments connect the dots within the texture and also the dots between adjacent texture tiles.
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// The size of the texture (specified with `tex_size`) includes the segment that connects the tile to the next one.
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// Note that the grid is always uniformly spaced. 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.
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// Figure(2D,Big,NoScales):
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// ftex2 = xscale(4/11,transpose([count(12),[0,1,1,1,1,1,1,1,1,1,0,0]]));
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// stroke( ftex2, dots=true, dots_width=3,width=.05);
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// right(4)stroke( ftex2, dots=true, width=.05,dots_color="red",color="blue",dots_width=3);
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// right(8)stroke( ftex2, dots=true, dots_width=3,width=.05);
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// stroke([[4,-.3],[8,-.3]],width=.05,endcaps="arrow2",color="black");
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// move([6,-.4])color("black")text("Texture Size", size=0.3,anchor=BACK);
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// Continues:
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// A more serious limitation of height field textures is that some shapes, such as hexagons or circles, cannot be accurately represented because
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// their points don't fall on a grid. Trying to create such shapes is difficult and will require many points to approximate the
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// true point positions for the desired shape. This will make the texture slow to compute.
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// Another serious limitation is more subtle. In the 2D examples above, it is obvious how to connect the
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// dots together. But in 3D example we need to triangulate the points on a grid, and this triangulation is not unique.
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// The `style` argument lets you specify how the points are triangulated using the styles supported by {{vnf_vertex_array()}}.
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// In the example below we have expanded the 2D example into 3D: [[0,0,0,0],[0,1,1,0],[0,1,1,0],[0,0,0,0]], and we show the
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// 3D triangulations produced by the different styles:
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// Figure(Big, NoAxes, VPR = [39.2, 0, 13.3], VPT = [3.76242, -5.50969, 4.51854], VPD = 32.0275):
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// tex = [
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// [0,0,0,0,0],
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// [0,1,1,0,0],
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// [0,1,1,0,0],
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// [0,0,0,0,0],
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// [0,0,0,0,0]
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// ];
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// hm = [for(i=[0:4]) [for(j=[0:4]) [i,-j,tex[i][j]]]];
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// types = ["quincunx", "convex", "concave","default","alt","min_edge"];
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// grid2d(spacing=5, n=[3,2]){
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// let(s = types[$row*3+$col]){
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// vnf_polyhedron(vnf_vertex_array(hm,style=s));
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// if ($row==1)
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// back(.8)right(2)rotate($vpr)color("black")text(s,size=.5,anchor=CENTER);
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// else
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// fwd(4.7)right(2)rotate($vpr)color("black")text(s,size=.5,anchor=CENTER);
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// }
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// }
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// Continues:
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// Note that of the six available styles, five produce a different result. You might think that simply identifying the
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// correct style will enable you to get the result you want. This is true if you apply the texture to a convex object, but for concave
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// objects, the triangulation rules for the styles may result in different triangulations in different parts of the surface.
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// For some cases, none of the six styles produces the correct result in every case.
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// [Can this actually happen? We need an example of this!]
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// Subsection: VNF Textures
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// VNF textures overcome all of the limitations of height field textures, but with two costs. They can be more difficult to construct than
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// a simple array of height values, and they are significantly slower to compute for a tile with the same number of points. Note, however, for
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// textures that don't neatly lie on a grid, a VNF tile will be more efficient than a finely sampled height field. With VNF textures you can create
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// textures that have disconnected components, or concavities that cannot be expressed with a single valued height map. However, you can also
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// create invalid textures that fail to close at the ends, so care is required to ensure that your resulting shape is valid.
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// .
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// A VNF texture is defined by defining the texture tile with a VNF whose projection onto the XY plane is contained in the unit square [0,1] x [0,1] so
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// that the VNF can be tiled. The VNF is tiled without a gap, matching the edges, so the vertices along corresponding edges must match to make a
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// consistent triangulation possible. The VNF cannot have any X or Y values outside the interval [0,1]. If you want a valid polyhedron
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// that OpenSCAD will render then you need to take care with edges of the tiles that correspond to endcap faces in the textured object.
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// So for example, in a linear sweep, the top and bottom edges of tiles end abruptly to form the end cap of the object. You can make a valid object
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// in two ways. One way is to create a tile with a single, complete edge along Y=0, and of course a corresponding edges along Y=1. The second way
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// to make a valid object is to have no points at all on the Y=0 line, and of course none on Y=1. In this case, the resulting texture produces
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// a collection of disconnected objects. Note that the Z coordinates of your tile can be anything, but for the dimensional settings on textures
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// to work intuitively, you should construct your tile so that Z ranges from 0 to 1.
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// Figure: This is the "hexgrid" VNF tile, which creates a hexagonal grid texture, something which doesn't work well with a height field because the edges of the hexagon don't align with the grid. Note how the tile ranges between 0 and 1 in both X, Y and Z.
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// tex = texture("hex_grid");
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// vnf_polyhedron(tex);
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// Figure: This is an example of a tile that has no edges at the top or bottom, so it creates disconnected rings. See below for examples showing this tile in use.
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// shape = skin([
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// rect(2/5),
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// rect(2/3),
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// rect(2/5)
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// ],
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// z=[0,1/2,1],
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// slices=0,
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// caps=false);
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// tile = move([0,1/2,2/3],yrot(90,shape));
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// vnf_polyhedron(tile);
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// Function: texture()
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// Usage:
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@ -2503,31 +2625,32 @@ function associate_vertices(polygons, split, curpoly=0) =
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// Given a texture name, returns a texture. Textures can come in two varieties:
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// - Heightfield textures which are 2D arrays of scalars. These are faster to render, but are less precise and prone to triangulation errors.
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// - 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.
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// Sometimes the geometry of a shape to be textured will cause a heightfield texture to be badly triangulated.
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// Switching to a similar VNF tile texture can solve this problem. Usually just by adding the prefix "vnf_".
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// Sometimes the geometry of a shape to be textured will cause a heightfield texture to be badly triangulated. The table below gives the recommended
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// style for the best triangulation of height field textures, but if results are still incorrect, switch to the similar VNF tile by adding the "_vnf" suffix
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// to the texture name.
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// Texture Values:
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// "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.
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// "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. Use `style="convex"`.
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// "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.
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// "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.
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// "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.
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// "cubes" = VNF Tile = Cornercubes texture.
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// "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`.
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// "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`. Use `style="concave"` for pointed bumps, or `style="default"` or `style="alt"` for diagonal ribs.
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// "diamonds_vnf" = VNF Tile = Like "diamonds", but slower and more consistent in triangulation.
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// "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.
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// "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.
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// "hex_grid" = VNF Tile = A hexagonal grid of thin lines. Giving `inset=` specifies the inset of the hex tops, relative to their bottoms.
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// "hills" = Heightfield = Wavy sine-wave hills and valleys, Giving `n=` sets the number of heightfield samples to `n` by `n`.
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// "hills" = Heightfield = Wavy sine-wave hills and valleys, Giving `n=` sets the number of heightfield samples to `n` by `n`. Set `style="quincunx"`.
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// "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`.
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// "pyramids_vnf" = VNF Tile = Like "pyramids", but slower and more consistent in triangulation.
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// "ribs" = Heightfield = Vertically aligned triangular ribs. Giving `n=` sets the number of heightfield samples to `n` by `1`.
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// "ribs" = Heightfield = Vertically aligned triangular ribs. Giving `n=` sets the number of heightfield samples to `n` by `1`. The choice of style does not matter.
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// "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.
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// "tri_grid" = VNF Tile = A triangular grid of thin lines. Giving `inset=` specifies the inset of the triangle tops, relative to their bottoms.
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// "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.
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// "trunc_pyramids" = Heightfield = Truncated pyramids. Like "pyramids" but with flattened tips. Giving `n=` sets the number of heightfield samples to `n` by `n`.
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// "trunc_pyramids" = Heightfield = Truncated pyramids. Like "pyramids" but with flattened tips. Giving `n=` sets the number of heightfield samples to `n` by `n`. Set `style="convex"`.
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// "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.
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// "trunc_ribs" = Heightfield = Truncated ribs. Like "ribs" but with flat rib tips. Giving `n=` sets the number of heightfield samples to `n` by `1`.
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// "trunc_ribs" = Heightfield = Truncated ribs. Like "ribs" but with flat rib tips. Giving `n=` sets the number of heightfield samples to `n` by `1`. The style does not matter.
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// "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.
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// "wave_ribs" = Heightfield = Vertically aligned wavy ribs. Giving `n=` sets the number of heightfield samples to `n` by `1`.
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// "wave_ribs" = Heightfield = Vertically aligned wavy ribs. Giving `n=` sets the number of heightfield samples to `n` by `1`. The style does not matter.
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// Arguments:
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// tex = The name of the texture to get.
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// ---
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@ -3072,15 +3195,16 @@ function _validate_texture(texture) =
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min_xy = point2d(bounds[0]),
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max_xy = point2d(bounds[1])
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)
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assert(min_xy==[0,0] && max_xy==[1,1], "VNF tiles must span exactly from [0,0] to [1,1] in the X and Y components.")
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//assert(min_xy==[0,0] && max_xy==[1,1],"VNF tiles must span exactly from [0,0] to [1,1] in the X and Y components."))
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assert(all_nonnegative(concat(min_xy,[1,1]-max_xy)), "VNF tile X and Y components must be between 0 and 1.")
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let(
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verts = texture[0],
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uedges = _get_vnf_tile_edges(texture),
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edge_verts = [for (i = unique(flatten(uedges))) verts[i] ],
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hverts = [for(v = edge_verts) if(v.x==0 || v.x==1) v],
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vverts = [for(v = edge_verts) if(v.y==0 || v.y==1) v],
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allgoodx = all(hverts, function(v) any(hverts, function(w) w==[1-v.x, v.y, v.z])),
|
||||
allgoody = all(vverts, function(v) any(vverts, function(w) w==[v.x, 1-v.y, v.z]))
|
||||
allgoodx = all(hverts, function(v) any(hverts, function(w) approx(w,[1-v.x, v.y, v.z]))),
|
||||
allgoody = all(vverts, function(v) any(vverts, function(w) approx(w,[v.x, 1-v.y, v.z])))
|
||||
)
|
||||
assert(allgoodx && allgoody, "All VNF tile edge vertices must line up with a vertex on the opposite side of the tile.")
|
||||
true
|
||||
|
@ -3096,7 +3220,7 @@ function _textured_linear_sweep(
|
|||
region, texture, tex_size=[5,5],
|
||||
h, counts, inset=false, rot=false,
|
||||
tex_scale=1, twist, scale, shift,
|
||||
style="min_edge", l,
|
||||
style="min_edge", l, caps=true,
|
||||
height, length, samples,
|
||||
anchor=CENTER, spin=0, orient=UP
|
||||
) =
|
||||
|
@ -3105,7 +3229,9 @@ function _textured_linear_sweep(
|
|||
assert(counts==undef || is_vector(counts,2))
|
||||
assert(tex_size==undef || is_vector(tex_size,2))
|
||||
assert(is_bool(rot) || in_list(rot,[0,90,180,270]))
|
||||
assert(is_bool(caps) || is_bool_list(caps,2))
|
||||
let(
|
||||
caps = is_bool(caps) ? [caps,caps] : caps,
|
||||
regions = is_path(region,2)? [[region]] : region_parts(region),
|
||||
tex = is_string(texture)? texture(texture) : texture,
|
||||
texture = !rot? tex :
|
||||
|
@ -3263,8 +3389,8 @@ function _textured_linear_sweep(
|
|||
]
|
||||
) nupath
|
||||
],
|
||||
bot_vnf = vnf_from_region(brgn, down(h/2), reverse=true),
|
||||
top_vnf = vnf_from_region(brgn, tmat, reverse=false)
|
||||
bot_vnf = !caps[0] || brgn==[[]] ? EMPTY_VNF:vnf_from_region(brgn, down(h/2), reverse=true),
|
||||
top_vnf = !caps[1] || brgn==[[]] ? EMPTY_VNF:vnf_from_region(brgn, tmat, reverse=false)
|
||||
) vnf_join([walls_vnf, bot_vnf, top_vnf])
|
||||
]),
|
||||
skmat = down(h/2) * skew(sxz=shift.x/h, syz=shift.y/h) * up(h/2),
|
||||
|
@ -3281,7 +3407,7 @@ function _textured_linear_sweep(
|
|||
module _textured_linear_sweep(
|
||||
path, texture, tex_size=[5,5], h,
|
||||
inset=false, rot=false, tex_scale=1,
|
||||
twist, scale, shift, samples,
|
||||
twist, scale, shift, samples, caps=true,
|
||||
style="min_edge", l,
|
||||
height, length, counts,
|
||||
anchor=CENTER, spin=0, orient=UP,
|
||||
|
@ -3289,7 +3415,7 @@ module _textured_linear_sweep(
|
|||
) {
|
||||
h = first_defined([h, l, height, length, 1]);
|
||||
vnf = _textured_linear_sweep(
|
||||
path, texture, h=h,
|
||||
path, texture, h=h, caps=caps,
|
||||
tex_size=tex_size, counts=counts,
|
||||
inset=inset, rot=rot, tex_scale=tex_scale,
|
||||
twist=twist, scale=scale, shift=shift,
|
||||
|
@ -3320,7 +3446,9 @@ function _find_vnf_tile_edge_path(vnf, val) =
|
|||
],
|
||||
sfrags = sort(fragments, idx=[0,1]),
|
||||
rpath = _assemble_a_path_from_fragments(sfrags)[0],
|
||||
opath = rpath[0].x > last(rpath).x? reverse(rpath) : rpath
|
||||
opath = rpath==[]? []
|
||||
: rpath[0].x > last(rpath).x ? reverse(rpath)
|
||||
: rpath
|
||||
) opath;
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue