diff --git a/shapes3d.scad b/shapes3d.scad index 122d1e7..ae94e91 100644 --- a/shapes3d.scad +++ b/shapes3d.scad @@ -1194,6 +1194,7 @@ function cylinder(h, r1, r2, center, l, r, d, d1, d2, anchor, spin=0, orient=UP) // tex_scale = Scaling multiplier for the texture depth. // tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8 // tex_style = {{vnf_vertex_array()}} style used to triangulate heightfield textures. Default: "min_edge" +// tex_taper = If given as a number, tapers the texture height to zero over the first and last given percentage of the path. If given as a lookup table with indices between 0 and 100, uses the percentage lookup table to ramp the texture heights. Default: `undef` (no taper) // anchor = Translate so anchor point is at origin (0,0,0). See [anchor](attachments.scad#subsection-anchor). Default: `CENTER` // spin = Rotate this many degrees around the Z axis after anchor. See [spin](attachments.scad#subsection-spin). Default: `0` // orient = Vector to rotate top towards, after spin. See [orient](attachments.scad#subsection-orient). Default: `UP` diff --git a/skin.scad b/skin.scad index b5d345b..73c11be 100644 --- a/skin.scad +++ b/skin.scad @@ -3211,7 +3211,7 @@ function _find_vnf_tile_edge_path(vnf, val) = /// rot = If true, rotates the texture 90ยบ. /// shift = [X,Y] amount to translate the top, relative to the bottom. Default: [0,0] /// closed = If false, and shape is given as a path, then the revolved path will be sealed to the axis of rotation with untextured caps. Default: `true` -/// taper = If given, and `closed=false`, tapers the texture height to zero over the first and last given percentage of the path. Default: `undef` (no taper) +/// taper = If given, and `closed=false`, tapers the texture height to zero over the first and last given percentage of the path. If given as a lookup table with indices between 0 and 100, uses the percentage lookup table to ramp the texture heights. Default: `undef` (no taper) /// angle = The number of degrees counter-clockwise from X+ to revolve around the Z axis. Default: `360` /// style = The triangulation style used. See {{vnf_vertex_array()}} for valid styles. Used only with heightfield type textures. Default: `"min_edge"` /// counts = If given instead of tex_size, gives the tile repetition counts for textures over the surface length and height. @@ -3239,7 +3239,8 @@ function _textured_revolution( 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_undef(taper) || (is_finite(taper) && taper>=0 && taper<50)) + let( taper_is_ok = is_undef(taper) || (is_finite(taper) && taper>=0 && taper<50) || is_path(taper,2) ) + assert(taper_is_ok, "Bad taper= value.") assert(in_list(atype, _ANCHOR_TYPES), "Anchor type must be \"hull\" or \"intersect\"") let( regions = !is_path(shape,2)? region_parts(shape) : @@ -3324,7 +3325,16 @@ function _textured_revolution( ? max(1,round(angle/360*circumf/tex_size.x)) : ceil(6*angle/360*circumf/h), taper_lup = closed || is_undef(taper)? [[-1,1],[2,1]] : - [[-1,0], [0,0], [taper/100+EPSILON,1], [1-taper/100-EPSILON,1], [1,0], [2,0]], + is_num(taper)? [[-1,0], [0,0], [taper/100+EPSILON,1], [1-taper/100-EPSILON,1], [1,0], [2,0]] : + is_path(taper,2)? let( + retaper = [ + for (t=taper) + assert(t[0]>=0 && t[0]<=100, "taper lookup indices must be betweem 0 and 100 inclusive.") + [t[0]/100, t[1]] + ], + taperout = [[-1,retaper[0][1]], each retaper, [2,last(retaper)[1]]] + ) taperout : + assert(false, "Bad taper= argument value."), full_vnf = vnf_join([ for (rgn = regions) let( rgn_wall_vnf = vnf_join([