doc fixes and default tex_rot fix

This commit is contained in:
Adrian Mariano 2024-01-13 23:09:25 -05:00
parent 2c6cba73a4
commit f42bd57fbf
3 changed files with 34 additions and 19 deletions

View file

@ -1509,7 +1509,7 @@ function cyl(
teardrop=false,
from_end, from_end1, from_end2,
texture, tex_size=[5,5], tex_reps, tex_counts,
tex_inset=false, tex_rot=false,
tex_inset=false, tex_rot=0,
tex_scale, tex_depth, tex_samples, length, height,
tex_taper, style, tex_style,
anchor, spin=0, orient=UP
@ -1670,7 +1670,7 @@ module cyl(
teardrop=false,
from_end, from_end1, from_end2,
texture, tex_size=[5,5], tex_reps, tex_counts,
tex_inset=false, tex_rot=false,
tex_inset=false, tex_rot=0,
tex_scale, tex_depth, tex_samples, length, height,
tex_taper, style, tex_style,
anchor, spin=0, orient=UP

View file

@ -708,7 +708,7 @@ module linear_sweep(
twist=0, scale=1, shift=[0,0],
slices, maxseg, style="default", convexity, caps=true,
texture, tex_size=[5,5], tex_reps, tex_counts,
tex_inset=false, tex_rot=false,
tex_inset=false, tex_rot=0,
tex_depth, tex_scale, tex_samples,
cp, atype="hull", h,l,length,
anchor, spin=0, orient=UP
@ -761,7 +761,7 @@ function linear_sweep(
slices, maxseg, style="default", caps=true,
cp, atype="hull", h,
texture, tex_size=[5,5], tex_reps, tex_counts,
tex_inset=false, tex_rot=false,
tex_inset=false, tex_rot=0,
tex_scale, tex_depth, tex_samples, h, l, length,
anchor, spin=0, orient=UP
) =
@ -961,7 +961,7 @@ function linear_sweep(
function rotate_sweep(
shape, angle=360,
texture, tex_size=[5,5], tex_counts, tex_reps,
tex_inset=false, tex_rot=false,
tex_inset=false, tex_rot=0,
tex_scale, tex_depth, tex_samples,
tex_taper, shift=[0,0], closed=true,
style="min_edge", cp="centroid",
@ -1022,7 +1022,7 @@ function rotate_sweep(
module rotate_sweep(
shape, angle=360,
texture, tex_size=[5,5], tex_counts, tex_reps,
tex_inset=false, tex_rot=false,
tex_inset=false, tex_rot=0,
tex_scale, tex_depth, tex_samples,
tex_taper, shift=[0,0],
style="min_edge",
@ -2737,7 +2737,7 @@ function associate_vertices(polygons, split, curpoly=0) =
// Values in the height field should range from 0 to 1. A zero height
// in the height field corresponds to the height of the surface and 1
// the highest point in the texture above the surface being textured.
// Figure(2D,Big,NoScales): Here is a 2d texture described by a "grid" that just contains a single row. Such a texture can be used to create ribbing. The texture is `[[0, 1, 1, 0]]`, and the fixture shows three repetitions of the basic texture unit.
// Figure(2D,Big,NoScales,VPT=[6.21418,0.242814,0],VPD=28.8248,VPR=[0,0,0]): Here is a 2d texture described by a "grid" that just contains a single row. Such a texture can be used to create ribbing. The texture is `[[0, 1, 1, 0]]`, and the fixture shows three repetitions of the basic texture unit.
// ftex1 = [0,1,1,0,0];
// stroke( transpose([count(5),ftex1]), dots=true, dots_width=3,width=.05);
// right(4)stroke( transpose([count(5),ftex1]), dots=true, width=.05,dots_color="red",color="blue",dots_width=3);
@ -2753,7 +2753,7 @@ function associate_vertices(polygons, split, curpoly=0) =
// is correctly designed to span the range from 0 to 1. The `tex_depth` parameter can adjust
// this dimension of a texture without changing anything else, and setting `tex_depth` negative
// will invert a texture.
// Figure(2D,Big,NoScales):
// Figure(2D,Big,NoScales,VPR=[0,0,0],VPT=[6.86022,-1.91238,0],VPD=28.8248):
// ftex1 = [0,1,1,0,0];
// left(0)color(.6*[1,1,1])rect([12,1],anchor=BACK+LEFT);
// stroke( transpose([count(5),ftex1]), dots=true, dots_width=3,width=.05);
@ -2783,8 +2783,10 @@ function associate_vertices(polygons, split, curpoly=0) =
// If you want to keep the texture the same size but make the slope
// steeper you need to add more points to make the uniform grid fine enough
// to represent the slope you want. This means that creating sharp edges
// can require a large number of points, resulting in longer run times.
// Figure(2D,Big,NoScales):
// can require a large number of points, resulting in longer run times.
// When using the built-in textures you can control the number of points
// using the `n=` argument to {{texture()}}.
// Figure(2D,Big,NoScales,VPT=[6.21418,0.242814,0],VPD=28.8248,VPR=[0,0,0]):
// ftex2 = xscale(4/11,transpose([count(12),[0,1,1,1,1,1,1,1,1,1,0,0]]));
// stroke( ftex2, dots=true, dots_width=3,width=.05);
// right(4)stroke( ftex2, dots=true, width=.05,dots_color="red",color="blue",dots_width=3);
@ -2806,7 +2808,7 @@ function associate_vertices(polygons, split, curpoly=0) =
// [0,0,0,0]]
// ```
// and we show the 3D triangulations produced by the different styles:
// Figure(3D,Big,NoAxes,VPR=[39.2,0,13.3],VPT=[3.76242,-5.50969,4.51854],VPD=32.0275):
// Figure(3D,Big,NoAxes,VPR=[45.5,0,18.2],VPT=[2.3442,-6.25815,3.91529],VPD=35.5861):
// tex = [
// [0,0,0,0,0],
// [0,1,1,0,0],
@ -2815,18 +2817,20 @@ function associate_vertices(polygons, split, curpoly=0) =
// [0,0,0,0,0]
// ];
// hm = [for(i=[0:4]) [for(j=[0:4]) [i,-j,tex[i][j]]]];
// types = ["quincunx", "convex", "concave","default","alt","min_edge"];
// grid2d(spacing=5, n=[3,2]){
// let(s = types[$row*3+$col]){
// types = ["quincunx", "convex", "concave","min_area", "default","alt","min_edge"];
// grid_copies(spacing=5, n=[4,2]){
// let(s = types[$row*4+$col]){
// if (is_def(s)){
// vnf_polyhedron(vnf_vertex_array(hm,style=s));
// if ($row==1)
// back(.8)right(2)rotate($vpr)color("black")text(s,size=.5,anchor=CENTER);
// else
// fwd(4.7)right(2)rotate($vpr)color("black")text(s,size=.5,anchor=CENTER);
// fwd(4.7)right(2)rotate($vpr)color("black")text(s,size=.5,anchor=CENTER);
// }
// }
// }
// Continues:
// Note that of the six available styles, five produce a different result. There may exist some concave shape where none of the styles
// Note that of the seven available styles, five produce a different result. There may exist some concave shape where none of the styles
// produce the right result everywhere on the shape. If this happens it would be another limitation of height field textures. (If you have an
// example of such a texture and shape please let us know!)
// Subsection: VNF Textures
@ -2859,8 +2863,19 @@ function associate_vertices(polygons, split, curpoly=0) =
// caps=false);
// tile = move([0,1/2,2/3],yrot(90,shape));
// vnf_polyhedron(tile);
// Continues:
// A VNF texture provides a flat structure. In order to apply this structure to a cylinder or other curved object, the VNF must be sliced
// and "folded" so it can follow the curve. This folding is controlled by the `tex_samples` parameter to {{cyl()}}, {{linear_sweep()}},
// and {{rotate_sweep()}}. Note that you specify it when you **use** the texture, not when you create it. This differs from height
// fields, where the analogous parameter is the `n=` parameter of the {{texture()}} function. When `tex_samples` is too small, only the
// points given in the VNF will follow the surface, resulting in a blocky look and geometrical artifacts.
// Figure(3D,NoAxes): On the left the `tex_samples` value is small and the texture is blocky. On the right, the default value of 8 allows a reasonable fit to the cylinder.
// xdistribute(spacing=5){
// cyl(d=10/PI, h=5, chamfer=0,
// texture=texture("bricks_vnf"), tex_samples=1, tex_reps=[6,3], tex_depth=.2);
// cyl(d=10/PI, h=5, chamfer=0,
// texture=texture("bricks_vnf"), tex_samples=8, tex_reps=[6,3], tex_depth=.2);
// }
// Function: texture()
// Topics: Textures, Knurling

View file

@ -54,7 +54,7 @@ EMPTY_VNF = [[],[]]; // The standard empty VNF with no vertices or faces.
// col_wrap = If true, add faces to connect the last column to the first.
// row_wrap = If true, add faces to connect the last row to the first.
// reverse = If true, reverse all face normals.
// style = The style of subdividing the quads into faces. Valid options are "default", "alt", "min_edge", "quincunx", "convex" and "concave".
// style = The style of subdividing the quads into faces. Valid options are "default", "alt", "min_edge", "min_area", "quincunx", "convex" and "concave".
// triangulate = If true, triangulates endcaps to resolve possible CGAL issues. This can be an expensive operation if the endcaps are complex. Default: false
// Example(3D):
// vnf = vnf_vertex_array(