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doc fixes
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2 changed files with 6 additions and 6 deletions
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@ -61,7 +61,7 @@ _ANCHOR_TYPES = ["intersect","hull"];
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// object that you want the anchor for, relative to the center of the object. You can simply
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// object that you want the anchor for, relative to the center of the object. You can simply
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// specify a vector like `[0,0,1]` to anchor an object at the Z+ end, but you can also use
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// specify a vector like `[0,0,1]` to anchor an object at the Z+ end, but you can also use
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// directional constants with names like `TOP`, `BOTTOM`, `LEFT`, `RIGHT` and `BACK` that you can add together
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// directional constants with names like `TOP`, `BOTTOM`, `LEFT`, `RIGHT` and `BACK` that you can add together
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// to specify anchor points. See [specifying directions](subsection-specifying-directions)
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// to specify anchor points. See [specifying directions](attachments.scad#subsection-specifying-directions)
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// below for the full list of pre-defined directional constants.
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// below for the full list of pre-defined directional constants.
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// .
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// .
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// For example:
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// For example:
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@ -140,7 +140,7 @@ _ANCHOR_TYPES = ["intersect","hull"];
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// up(.12)move(TOP) text3d("TOP",size=.1,h=.01,anchor=RIGHT,orient=FRONT);
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// up(.12)move(TOP) text3d("TOP",size=.1,h=.01,anchor=RIGHT,orient=FRONT);
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// move(TOP) text3d("UP",size=.1,h=.01,anchor=RIGHT,orient=FRONT);
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// move(TOP) text3d("UP",size=.1,h=.01,anchor=RIGHT,orient=FRONT);
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// }
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// }
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// Figure(2D,Big): Named constants for direction vectors in 2D. For anchors the TOP and BOTTOM directions are collapsed into 2D as shown here, but do not try to use them as 2D directions in other situations.
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// Figure(2D,Big): Named constants for direction vectors in 2D. For anchors the TOP and BOTTOM directions are collapsed into 2D as shown here, but do not try to use TOP or BOTTOM as 2D directions in other situations.
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// $fn=12;
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// $fn=12;
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// stroke(path2d([[0,0,0],RIGHT]), endcap2="arrow2", width=.05);
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// stroke(path2d([[0,0,0],RIGHT]), endcap2="arrow2", width=.05);
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// color("black")fwd(.22)left(.05)move(RIGHT) text("RIGHT",size=.1,anchor=RIGHT);
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// color("black")fwd(.22)left(.05)move(RIGHT) text("RIGHT",size=.1,anchor=RIGHT);
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@ -738,7 +738,7 @@ module spiral_sweep(poly, h, r, turns=1, higbee, center, r1, r2, d, d1, d2, higb
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// and constructs a polyhedron by sweeping the shape along the path. When run as a module returns the polyhedron geometry.
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// and constructs a polyhedron by sweeping the shape along the path. When run as a module returns the polyhedron geometry.
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// When run as a function returns a VNF by default or if you set `transforms=true` then it returns a list of transformations suitable as input to `sweep`.
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// When run as a function returns a VNF by default or if you set `transforms=true` then it returns a list of transformations suitable as input to `sweep`.
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// .
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// .
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// Figure(3D,Big,VPR=[70,0,345],VPD=20,NoScales): This example shows how the shape, in this case the triangle defined by `[[0, 0], [0, 1], [1, 0]]`, appears as the cross section of the swept polyhedron. The blue line shows the path. The normal vector to the shape points upwards, in the Z direction.
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// Figure(3D,Big,VPR=[70,0,345],VPD=20,VPT=[5.5,10.8,-2.7],NoScales): This example shows how the shape, in this case the triangle defined by `[[0, 0], [0, 1], [1, 0]]`, appears as the cross section of the swept polyhedron. The blue line shows the path. The normal vector to the shape points upwards, in the Z direction.
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// tri= [[0, 0], [0, 1], [1, 0]];
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// tri= [[0, 0], [0, 1], [1, 0]];
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// % path_sweep(tri,path);
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// % path_sweep(tri,path);
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// path = arc(r=5,N=81,angle=[-20,65]);
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// path = arc(r=5,N=81,angle=[-20,65]);
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@ -755,7 +755,7 @@ module spiral_sweep(poly, h, r, turns=1, higbee, center, r1, r2, d, d1, d2, higb
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// pointing the triangle's normal vector (in black) along the tangent line of
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// pointing the triangle's normal vector (in black) along the tangent line of
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// the path, which is going in the direction of the blue arrow, requires that the triangle be "turned around". If we
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// the path, which is going in the direction of the blue arrow, requires that the triangle be "turned around". If we
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// reverse the order of points in the path we get a different result:
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// reverse the order of points in the path we get a different result:
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// Figure(3D,Big,VPR=[70,0,20],VPD=20,NoScales): The same sweep operation with the path traveling in the opposite direction.
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// Figure(3D,Big,VPR=[70,0,20],VPD=20,VPT=[1.25,9.25,-2.65],NoScales): The same sweep operation with the path traveling in the opposite direction.
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// tri= [[0, 0], [0, 1], [1, 0]];
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// tri= [[0, 0], [0, 1], [1, 0]];
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// % path_sweep(tri,path);
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// % path_sweep(tri,path);
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// path = reverse(arc(r=5,N=81,angle=[-20,65]));
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// path = reverse(arc(r=5,N=81,angle=[-20,65]));
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@ -767,7 +767,7 @@ module spiral_sweep(poly, h, r, turns=1, higbee, center, r1, r2, d, d1, d2, higb
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// other. This results in an invalid polyhedron, which may appear OK when previewed, but will give rise
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// other. This results in an invalid polyhedron, which may appear OK when previewed, but will give rise
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// to cryptic CGAL errors when rendered with a second object in your model. You may be able to use {{path_sweep2d()}}
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// to cryptic CGAL errors when rendered with a second object in your model. You may be able to use {{path_sweep2d()}}
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// to produce a valid model in cases like this.
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// to produce a valid model in cases like this.
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// Figure(3D,Big,VPR=[47,0,325],VPD=20): We have scaled the path to an ellipse and enlarged the triangle, and it is now sometimes bigger than the local radius of the path, leading to an invalid polyhedron.
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// Figure(3D,Big,VPR=[47,0,325],VPD=23,VPT=[6.8,4,-3.8],NoScales): We have scaled the path to an ellipse and enlarged the triangle, and it is now sometimes bigger than the local radius of the path, leading to an invalid polyhedron.
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// .
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// .
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// tri= scale([4.5,2.5],[[0, 0], [0, 1], [1, 0]]);
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// tri= scale([4.5,2.5],[[0, 0], [0, 1], [1, 0]]);
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// % path_sweep(tri,path);
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// % path_sweep(tri,path);
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@ -780,7 +780,7 @@ module spiral_sweep(poly, h, r, turns=1, higbee, center, r1, r2, d, d1, d2, higb
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// path, but this leaves an ambiguity about how the shape is rotated. For 2D paths it is easy to resolve
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// path, but this leaves an ambiguity about how the shape is rotated. For 2D paths it is easy to resolve
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// this ambiguity by aligning the Y axis in the shape to the Z axis in the swept polyhedron. We can force the
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// this ambiguity by aligning the Y axis in the shape to the Z axis in the swept polyhedron. We can force the
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// shape to twist with the `twist` parameter and get a result like this:
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// shape to twist with the `twist` parameter and get a result like this:
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// Figure(3D,Big,VPR=[66,0,14],VPD=20): The shape twists as we sweep. Note that it still aligns the origin in the shape with the path, and still aligns the normal vector with the path tangent vector.
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// Figure(3D,Big,VPR=[66,0,14],VPD=20,VPT=[3.4,4.5,-0.8]): The shape twists as we sweep. Note that it still aligns the origin in the shape with the path, and still aligns the normal vector with the path tangent vector.
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// tri= [[0, 0], [0, 1], [1, 0]];
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// tri= [[0, 0], [0, 1], [1, 0]];
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// % path_sweep(tri,path,twist=-60);
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// % path_sweep(tri,path,twist=-60);
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// path = arc(r=5,N=81,angle=[-20,65]);
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// path = arc(r=5,N=81,angle=[-20,65]);
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