Moving to BelfrySCAD org.

This commit is contained in:
Revar Desmera 2023-05-21 21:00:05 -07:00
parent 1c8e5efa96
commit f53117b209
8 changed files with 16 additions and 16 deletions

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@ -11,7 +11,7 @@ jobs:
- name: Clone Wiki - name: Clone Wiki
uses: actions/checkout@v3 uses: actions/checkout@v3
with: with:
repository: revarbat/BOSL2.wiki repository: BelfrySCAD/BOSL2.wiki
path: BOSL2.wiki path: BOSL2.wiki
- name: Apt Update - name: Apt Update

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@ -11,7 +11,7 @@ jobs:
- name: Clone Wiki - name: Clone Wiki
uses: actions/checkout@v3 uses: actions/checkout@v3
with: with:
repository: revarbat/BOSL2.wiki repository: BelfrySCAD/BOSL2.wiki
path: BOSL2.wiki path: BOSL2.wiki
- name: Apt Update - name: Apt Update

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@ -33,7 +33,7 @@ jobs:
- name: Clone Wiki - name: Clone Wiki
uses: actions/checkout@v3 uses: actions/checkout@v3
with: with:
repository: revarbat/BOSL2.wiki repository: BelfrySCAD/BOSL2.wiki
path: BOSL2.wiki path: BOSL2.wiki
- name: Apt Update - name: Apt Update
@ -74,7 +74,7 @@ jobs:
- name: Clone Wiki - name: Clone Wiki
uses: actions/checkout@v3 uses: actions/checkout@v3
with: with:
repository: revarbat/BOSL2.wiki repository: BelfrySCAD/BOSL2.wiki
path: BOSL2.wiki path: BOSL2.wiki
- name: Apt Update - name: Apt Update

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@ -5,7 +5,7 @@ If you wish to contribute bugfixes or code to the BOSL2 project, the standard wa
1. Alternatively, you can install GitHub Desktop. 1. Alternatively, you can install GitHub Desktop.
- https://desktop.github.com - https://desktop.github.com
- https://docs.github.com/en/desktop - https://docs.github.com/en/desktop
1. Go to the main BOSL2 GitHub repo page: https://github.com/revarbat/BOSL2/ 1. Go to the main BOSL2 GitHub repo page: https://github.com/BelfrySCAD/BOSL2/
1. Fork the BOSL2 repository by clicking on the Fork button. 1. Fork the BOSL2 repository by clicking on the Fork button.
- https://docs.github.com/en/github/getting-started-with-github/fork-a-repo - https://docs.github.com/en/github/getting-started-with-github/fork-a-repo
@ -14,7 +14,7 @@ If you wish to contribute bugfixes or code to the BOSL2 project, the standard wa
``` ```
git clone git@github.com:YOURLOGIN/BOSL2.git git clone git@github.com:YOURLOGIN/BOSL2.git
cd BOSL2 cd BOSL2
git remote add upstream https://github.com/revarbat/BOSL2.git git remote add upstream https://github.com/BelfrySCAD/BOSL2.git
``` ```
- If using GitHub Desktop: - If using GitHub Desktop:

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@ -10,17 +10,17 @@ Requires OpenSCAD 2021.01 or later.
- **NOTE:** BOSL2 IS BETA CODE. THE CODE IS STILL BEING REORGANIZED. - **NOTE:** BOSL2 IS BETA CODE. THE CODE IS STILL BEING REORGANIZED.
- **NOTE2:** CODE WRITTEN FOR BOSLv1 PROBABLY WON'T WORK WITH BOSL2! - **NOTE2:** CODE WRITTEN FOR BOSLv1 PROBABLY WON'T WORK WITH BOSL2!
[![Join the chat at https://gitter.im/revarbat/BOSL2](https://badges.gitter.im/revarbat/BOSL2.svg)](https://gitter.im/revarbat/BOSL2?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge) [![Join the chat at https://gitter.im/BelfrySCAD/BOSL2](https://badges.gitter.im/BelfrySCAD/BOSL2.svg)](https://gitter.im/BelfrySCAD/BOSL2?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
## Documentation ## Documentation
You can find the full BOSL2 library documentation at: https://github.com/revarbat/BOSL2/wiki You can find the full BOSL2 library documentation at: https://github.com/BelfrySCAD/BOSL2/wiki
## Installation ## Installation
1. Download the .zip or .tar.gz release file for this library. Currently you should be able to find this at https://github.com/revarbat/BOSL2/archive/refs/heads/master.zip 1. Download the .zip or .tar.gz release file for this library. Currently you should be able to find this at https://github.com/BelfrySCAD/BOSL2/archive/refs/heads/master.zip
2. Unpack it. Make sure that you unpack the whole file structure. Some zipfile unpackers call this option "Use folder names". It should create either a `BOSL-v2.0` or `BOSL2-master` directory with the library files within it. You should see "examples", "scripts", "tests", and other subdirectories. 2. Unpack it. Make sure that you unpack the whole file structure. Some zipfile unpackers call this option "Use folder names". It should create either a `BOSL-v2.0` or `BOSL2-master` directory with the library files within it. You should see "examples", "scripts", "tests", and other subdirectories.
3. Rename the unpacked main directory to `BOSL2`. 3. Rename the unpacked main directory to `BOSL2`.
4. Move the `BOSL2` directory into the apropriate OpenSCAD library directory for your platform: 4. Move the `BOSL2` directory into the apropriate OpenSCAD library directory for your platform:
@ -33,7 +33,7 @@ You can find the full BOSL2 library documentation at: https://github.com/revarba
## Examples ## Examples
A lot of the features of this library are to allow shorter, easier-to-read, intent-based coding. For example: A lot of the features of this library are to allow shorter, easier-to-read, intent-based coding. For example:
[`BOSL2/transforms.scad`](https://github.com/revarbat/BOSL2/wiki/transforms.scad) Examples | Raw OpenSCAD Equivalent [`BOSL2/transforms.scad`](https://github.com/BelfrySCAD/BOSL2/wiki/transforms.scad) Examples | Raw OpenSCAD Equivalent
------------------------------- | ------------------------------- ------------------------------- | -------------------------------
`up(5)` | `translate([0,0,5])` `up(5)` | `translate([0,0,5])`
`xrot(30,cp=[0,10,20])` | `translate([0,10,20]) rotate([30,0,0]) translate([0,-10,-20])` `xrot(30,cp=[0,10,20])` | `translate([0,10,20]) rotate([30,0,0]) translate([0,-10,-20])`
@ -41,7 +41,7 @@ A lot of the features of this library are to allow shorter, easier-to-read, inte
`zrot_copies(n=6,r=20)` | `for (zr=[0:5]) rotate([0,0,zr*60]) translate([20,0,0])` `zrot_copies(n=6,r=20)` | `for (zr=[0:5]) rotate([0,0,zr*60]) translate([20,0,0])`
`skew(sxz=0.5,syz=0.333)` | `multmatrix([[1,0,0.5,0],[0,1,0.333,0],[0,0,1,0],[0,0,0,1]])` `skew(sxz=0.5,syz=0.333)` | `multmatrix([[1,0,0.5,0],[0,1,0.333,0],[0,0,1,0],[0,0,0,1]])`
[`BOSL2/shapes.scad`](https://github.com/revarbat/BOSL2/wiki/shapes.scad) Examples | Raw OpenSCAD Equivalent [`BOSL2/shapes.scad`](https://github.com/BelfrySCAD/BOSL2/wiki/shapes.scad) Examples | Raw OpenSCAD Equivalent
---------------------------------- | ------------------------------- ---------------------------------- | -------------------------------
`cube([10,20,30], anchor=BOTTOM);` | `translate([0,0,15]) cube([10,20,30], center=true);` `cube([10,20,30], anchor=BOTTOM);` | `translate([0,0,15]) cube([10,20,30], center=true);`
`cuboid([20,20,30], rounding=5);` | `minkowski() {cube([10,10,20], center=true); sphere(r=5, $fn=32);}` `cuboid([20,20,30], rounding=5);` | `minkowski() {cube([10,10,20], center=true); sphere(r=5, $fn=32);}`

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@ -12,5 +12,5 @@ git init
git add . git add .
git commit -m "Purged wiki history." git commit -m "Purged wiki history."
git config pull.rebase false git config pull.rebase false
git remote add origin git@github.com:revarbat/BOSL2.wiki.git git remote add origin git@github.com:BelfrySCAD/BOSL2.wiki.git
git push -u --force origin master git push -u --force origin master

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@ -3305,7 +3305,7 @@ module fillet(l=1.0, r, ang=90, overlap=0.01, d, length, h, height, anchor=CENTE
// Given a regular rectangular 2D grid of scalar values, or a function literal, generates a 3D // Given a regular rectangular 2D grid of scalar values, or a function literal, generates a 3D
// surface where the height at any given point is the scalar value for that position. // surface where the height at any given point is the scalar value for that position.
// One script to convert a grayscale image to a heightfield array in a .scad file can be found at: // One script to convert a grayscale image to a heightfield array in a .scad file can be found at:
// https://raw.githubusercontent.com/revarbat/BOSL2/master/scripts/img2scad.py // https://raw.githubusercontent.com/BelfrySCAD/BOSL2/master/scripts/img2scad.py
// Arguments: // Arguments:
// data = This is either the 2D rectangular array of heights, or a function literal that takes X and Y arguments. // data = This is either the 2D rectangular array of heights, or a function literal that takes X and Y arguments.
// size = The [X,Y] size of the surface to create. If given as a scalar, use it for both X and Y sizes. Default: `[100,100]` // size = The [X,Y] size of the surface to create. If given as a scalar, use it for both X and Y sizes. Default: `[100,100]`
@ -3437,7 +3437,7 @@ function heightfield(data, size=[100,100], bottom=-20, maxz=100, xrange=[-1:0.04
// a cylindrical 3D surface where the height at any given point above the radius `r=`, is the scalar value // a cylindrical 3D surface where the height at any given point above the radius `r=`, is the scalar value
// for that position. // for that position.
// One script to convert a grayscale image to a heightfield array in a .scad file can be found at: // One script to convert a grayscale image to a heightfield array in a .scad file can be found at:
// https://raw.githubusercontent.com/revarbat/BOSL2/master/scripts/img2scad.py // https://raw.githubusercontent.com/BelfrySCAD/BOSL2/master/scripts/img2scad.py
// Arguments: // Arguments:
// data = This is either the 2D rectangular array of heights, or a function literal of signature `(x, y)`. // data = This is either the 2D rectangular array of heights, or a function literal of signature `(x, y)`.
// l / length / h / height = The length of the cylinder to wrap around. // l / length / h / height = The length of the cylinder to wrap around.

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@ -3429,7 +3429,7 @@ function texture(tex, n, inset, gap, roughness) =
/// being the height of the texture point from the surface. VNF tiles MUST be able to tile in both X and Y /// being the height of the texture point from the surface. VNF tiles MUST be able to tile in both X and Y
/// directions with no gaps, with the front and back edges aligned exactly, and the left and right edges as well. /// directions with no gaps, with the front and back edges aligned exactly, and the left and right edges as well.
/// One script to convert a grayscale image to a texture heightfield array in a .scad file can be found at: /// One script to convert a grayscale image to a texture heightfield array in a .scad file can be found at:
/// https://raw.githubusercontent.com/revarbat/BOSL2/master/scripts/img2scad.py /// https://raw.githubusercontent.com/BelfrySCAD/BOSL2/master/scripts/img2scad.py
/// Arguments: /// Arguments:
/// region = The [[Region|regions.scad]] to sweep/extrude. /// region = The [[Region|regions.scad]] to sweep/extrude.
/// texture = A texture name string, or a rectangular array of scalar height values (0.0 to 1.0), or a VNF tile that defines the texture to apply to vertical surfaces. See {{texture()}} for what named textures are supported. /// texture = A texture name string, or a rectangular array of scalar height values (0.0 to 1.0), or a VNF tile that defines the texture to apply to vertical surfaces. See {{texture()}} for what named textures are supported.
@ -3723,7 +3723,7 @@ function _find_vnf_tile_edge_path(vnf, val) =
/// being the height of the texture point from the surface. VNF tiles MUST be able to tile in both X and Y /// being the height of the texture point from the surface. VNF tiles MUST be able to tile in both X and Y
/// directions with no gaps, with the front and back edges aligned exactly, and the left and right edges as well. /// directions with no gaps, with the front and back edges aligned exactly, and the left and right edges as well.
/// One script to convert a grayscale image to a texture heightfield array in a .scad file can be found at: /// One script to convert a grayscale image to a texture heightfield array in a .scad file can be found at:
/// https://raw.githubusercontent.com/revarbat/BOSL2/master/scripts/img2scad.py /// https://raw.githubusercontent.com/BelfrySCAD/BOSL2/master/scripts/img2scad.py
/// Arguments: /// Arguments:
/// shape = The path or region to sweep/extrude. /// shape = The path or region to sweep/extrude.
/// texture = A texture name string, or a rectangular array of scalar height values (0.0 to 1.0), or a VNF tile that defines the texture to apply to the revolution surface. See {{texture()}} for what named textures are supported. /// texture = A texture name string, or a rectangular array of scalar height values (0.0 to 1.0), or a VNF tile that defines the texture to apply to the revolution surface. See {{texture()}} for what named textures are supported.