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322 lines
14 KiB
OpenSCAD
322 lines
14 KiB
OpenSCAD
//////////////////////////////////////////////////////////////////////
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// LibFile: constants.scad
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// Useful Constants.
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// To use this, add the following line to the top of your file.
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// ```
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// include <BOSL2/constants.scad>
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// ```
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//////////////////////////////////////////////////////////////////////
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/*
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BSD 2-Clause License
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Copyright (c) 2017, Revar Desmera
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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// Section: General Constants
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PRINTER_SLOP = 0.20; // The printer specific amount of slop in mm to print with to make parts fit exactly. You may need to override this value for your printer.
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// Section: Directional Vectors
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// Vectors useful for `rotate()`, `mirror()`, and `align` arguments for `cuboid()`, `cyl()`, etc.
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// Constant: LEFT
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// Description: Vector pointing left. [-1,0,0]
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// Example(3D): Usage with `align`
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// cuboid(20, align=LEFT);
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LEFT = [-1, 0, 0];
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// Constant: RIGHT
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// Description: Vector pointing right. [1,0,0]
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// Example(3D): Usage with `align`
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// cuboid(20, align=RIGHT);
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RIGHT = [ 1, 0, 0];
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// Constant: FWD
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// Description: Vector pointing forward. [0,-1,0]
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// Example(3D): Usage with `align`
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// cuboid(20, align=FWD);
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FWD = [ 0, -1, 0];
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// Constant: BACK
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// Description: Vector pointing back. [0,1,0]
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// Example(3D): Usage with `align`
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// cuboid(20, align=BACK);
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BACK = [ 0, 1, 0];
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// Constant: DOWN
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// Description: Vector pointing down. [0,0,-1]
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// Example(3D): Usage with `align`
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// cuboid(20, align=DOWN);
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DOWN = [ 0, 0, -1];
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// Constant: UP
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// Description: Vector pointing up. [0,0,1]
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// Example(3D): Usage with `align`
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// cuboid(20, align=UP);
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UP = [ 0, 0, 1];
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// Constant: ALLPOS
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// Description: Vector pointing right, back, and up. [1,1,1]
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// Example(3D): Usage with `align`
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// cuboid(20, align=ALLPOS);
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ALLPOS = [ 1, 1, 1]; // Vector pointing X+,Y+,Z+.
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// Constant: ALLNEG
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// Description: Vector pointing left, forwards, and down. [-1,-1,-1]
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// Example(3D): Usage with `align`
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// cuboid(20, align=ALLNEG);
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ALLNEG = [-1, -1, -1]; // Vector pointing X-,Y-,Z-.
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// Constant: CENTER
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// Description: Zero vector. Centered. [0,0,0]
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// Example(3D): Usage with `align`
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// cuboid(20, align=CENTER);
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CENTER = [ 0, 0, 0]; // Centered zero vector.
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// Section: Vector Aliases
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// Useful aliases for use with `align`.
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ABOVE = UP; // Vector pointing up, alias to `UP`.
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BELOW = DOWN; // Vector pointing down, alias to `DOWN`.
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BEFORE = FWD; // Vector pointing forward, alias to `FWD`.
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BEHIND = BACK; // Vector pointing back, alias to `BACK`.
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TOP = UP; // Vector pointing up, alias to `UP`.
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BOTTOM = DOWN; // Vector pointing down, alias to `DOWN`.
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FRONT = FWD; // Vector pointing forward, alias to `FWD`.
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REAR = BACK; // Vector pointing back, alias to `BACK`.
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FORWARD = FWD; // Vector pointing forward, alias to `FWD`.
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// CommonCode:
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// orientations = [
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// ORIENT_X, ORIENT_Y, ORIENT_Z,
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// ORIENT_XNEG, ORIENT_YNEG, ORIENT_ZNEG,
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// ORIENT_X_90, ORIENT_Y_90, ORIENT_Z_90,
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// ORIENT_XNEG_90, ORIENT_YNEG_90, ORIENT_ZNEG_90,
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// ORIENT_X_180, ORIENT_Y_180, ORIENT_Z_180,
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// ORIENT_XNEG_180, ORIENT_YNEG_180, ORIENT_ZNEG_180,
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// ORIENT_X_270, ORIENT_Y_270, ORIENT_Z_270,
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// ORIENT_XNEG_270, ORIENT_YNEG_270, ORIENT_ZNEG_270
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// ];
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// axiscolors = ["red", "forestgreen", "dodgerblue"];
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// module text3d(text, h=0.01, size=3) {
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// linear_extrude(height=h, convexity=10) {
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// text(text=text, size=size, valign="center", halign="center");
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// }
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// }
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// module orient_cube(ang) {
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// color("lightgray") cube(20, center=true);
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// color(axiscolors.x) up ((20-1)/2+0.01) back ((20-1)/2+0.01) cube([18,1,1], center=true);
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// color(axiscolors.y) up ((20-1)/2+0.01) right((20-1)/2+0.01) cube([1,18,1], center=true);
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// color(axiscolors.z) back((20-1)/2+0.01) right((20-1)/2+0.01) cube([1,1,18], center=true);
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// for (axis=[0:2], neg=[0:1]) {
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// idx = axis + 3*neg + 6*ang/90;
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// rotate(orientations[idx]) {
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// up(10) {
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// fwd(4) color("black") text3d(text=str(ang), size=4);
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// back(4) color(axiscolors[axis]) text3d(text=str(["X","Y","Z"][axis], ["+","NEG"][neg]), size=4);
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// }
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// }
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// }
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// }
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// Section: Standard Orientations
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// Orientations for `cyl()`, `prismoid()`, etc. They take the form of standard [X,Y,Z]
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// rotation angles for rotating a vertical shape into the given orientations.
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// Figure(Spin): Standard Orientations
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// orient_cube(0);
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ORIENT_X = [ 90, 0, 90]; // Orient along the X axis.
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ORIENT_Y = [ 90, 0, 180]; // Orient along the Y axis.
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ORIENT_Z = [ 0, 0, 0]; // Orient along the Z axis.
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ORIENT_XNEG = [ 90, 0, -90]; // Orient reversed along the X axis.
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ORIENT_YNEG = [ 90, 0, 0]; // Orient reversed along the Y axis.
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ORIENT_ZNEG = [ 0, 180, 0]; // Orient reversed along the Z axis.
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// Section: Orientations Rotated 90º
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// Orientations for `cyl()`, `prismoid()`, etc. They take the form of standard [X,Y,Z]
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// rotation angles for rotating a vertical shape into the given orientations.
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// Figure(Spin): Orientations Rotated 90º
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// orient_cube(90);
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ORIENT_X_90 = [ 90, -90, 90]; // Orient along the X axis, then rotate 90 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_Y_90 = [ 90, -90, 180]; // Orient along the Y axis, then rotate 90 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_Z_90 = [ 0, 0, 90]; // Orient along the Z axis, then rotate 90 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_XNEG_90 = [ 0, -90, 0]; // Orient reversed along the X axis, then rotate 90 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_YNEG_90 = [ 90, -90, 0]; // Orient reversed along the Y axis, then rotate 90 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_ZNEG_90 = [ 0, 180, -90]; // Orient reversed along the Z axis, then rotate 90 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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// Section: Orientations Rotated 180º
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// Orientations for `cyl()`, `prismoid()`, etc. They take the form of standard [X,Y,Z]
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// rotation angles for rotating a vertical shape into the given orientations.
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// Figure(Spin): Orientations Rotated 180º
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// orient_cube(180);
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ORIENT_X_180 = [-90, 0, -90]; // Orient along the X axis, then rotate 180 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_Y_180 = [-90, 0, 0]; // Orient along the Y axis, then rotate 180 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_Z_180 = [ 0, 0, 180]; // Orient along the Z axis, then rotate 180 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_XNEG_180 = [-90, 0, 90]; // Orient reversed along the X axis, then rotate 180 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_YNEG_180 = [-90, 0, 180]; // Orient reversed along the Y axis, then rotate 180 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_ZNEG_180 = [ 0, 180, 180]; // Orient reversed along the Z axis, then rotate 180 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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// Section: Orientations Rotated 270º
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// Orientations for `cyl()`, `prismoid()`, etc. They take the form of standard [X,Y,Z]
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// rotation angles for rotating a vertical shape into the given orientations.
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// Figure(Spin): Orientations Rotated 270º
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// orient_cube(270);
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ORIENT_X_270 = [ 90, 90, 90]; // Orient along the X axis, then rotate 270 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_Y_270 = [ 90, 90, 180]; // Orient along the Y axis, then rotate 270 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_Z_270 = [ 0, 0, -90]; // Orient along the Z axis, then rotate 270 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_XNEG_270 = [ 90, 90, -90]; // Orient reversed along the X axis, then rotate 270 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_YNEG_270 = [ 90, 90, 0]; // Orient reversed along the Y axis, then rotate 270 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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ORIENT_ZNEG_270 = [ 0, 180, 90]; // Orient reversed along the Z axis, then rotate 270 degrees counter-clockwise on that axis, as seen when facing the origin from that axis orientation.
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// Section: Individual Edges
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// Constants for specifying edges for `cuboid()`, etc.
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EDGE_TOP_BK = [[1,0,0,0], [0,0,0,0], [0,0,0,0]]; // Top Back edge.
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EDGE_TOP_FR = [[0,1,0,0], [0,0,0,0], [0,0,0,0]]; // Top Front edge.
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EDGE_BOT_FR = [[0,0,1,0], [0,0,0,0], [0,0,0,0]]; // Bottom Front Edge.
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EDGE_BOT_BK = [[0,0,0,1], [0,0,0,0], [0,0,0,0]]; // Bottom Back Edge.
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EDGE_TOP_RT = [[0,0,0,0], [1,0,0,0], [0,0,0,0]]; // Top Right edge.
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EDGE_TOP_LF = [[0,0,0,0], [0,1,0,0], [0,0,0,0]]; // Top Left edge.
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EDGE_BOT_LF = [[0,0,0,0], [0,0,1,0], [0,0,0,0]]; // Bottom Left edge.
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EDGE_BOT_RT = [[0,0,0,0], [0,0,0,1], [0,0,0,0]]; // Bottom Right edge.
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EDGE_BK_RT = [[0,0,0,0], [0,0,0,0], [1,0,0,0]]; // Back Right edge.
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EDGE_BK_LF = [[0,0,0,0], [0,0,0,0], [0,1,0,0]]; // Back Left edge.
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EDGE_FR_LF = [[0,0,0,0], [0,0,0,0], [0,0,1,0]]; // Front Left edge.
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EDGE_FR_RT = [[0,0,0,0], [0,0,0,0], [0,0,0,1]]; // Front Right edge.
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// Section: Sets of Edges
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// Constants for specifying edges for `cuboid()`, etc.
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EDGES_X_TOP = [[1,1,0,0], [0,0,0,0], [0,0,0,0]]; // Both X-aligned Top edges.
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EDGES_X_BOT = [[0,0,1,1], [0,0,0,0], [0,0,0,0]]; // Both X-aligned Bottom edges.
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EDGES_X_FR = [[0,1,1,0], [0,0,0,0], [0,0,0,0]]; // Both X-aligned Front edges.
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EDGES_X_BK = [[1,0,0,1], [0,0,0,0], [0,0,0,0]]; // Both X-aligned Back edges.
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EDGES_X_ALL = [[1,1,1,1], [0,0,0,0], [0,0,0,0]]; // All four X-aligned edges.
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EDGES_Y_TOP = [[0,0,0,0], [1,1,0,0], [0,0,0,0]]; // Both Y-aligned Top edges.
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EDGES_Y_BOT = [[0,0,0,0], [0,0,1,1], [0,0,0,0]]; // Both Y-aligned Bottom edges.
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EDGES_Y_LF = [[0,0,0,0], [0,1,1,0], [0,0,0,0]]; // Both Y-aligned Left edges.
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EDGES_Y_RT = [[0,0,0,0], [1,0,0,1], [0,0,0,0]]; // Both Y-aligned Right edges.
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EDGES_Y_ALL = [[0,0,0,0], [1,1,1,1], [0,0,0,0]]; // All four Y-aligned edges.
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EDGES_Z_BK = [[0,0,0,0], [0,0,0,0], [1,1,0,0]]; // Both Z-aligned Back edges.
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EDGES_Z_FR = [[0,0,0,0], [0,0,0,0], [0,0,1,1]]; // Both Z-aligned Front edges.
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EDGES_Z_LF = [[0,0,0,0], [0,0,0,0], [0,1,1,0]]; // Both Z-aligned Left edges.
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EDGES_Z_RT = [[0,0,0,0], [0,0,0,0], [1,0,0,1]]; // Both Z-aligned Right edges.
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EDGES_Z_ALL = [[0,0,0,0], [0,0,0,0], [1,1,1,1]]; // All four Z-aligned edges.
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EDGES_LEFT = [[0,0,0,0], [0,1,1,0], [0,1,1,0]]; // All four Left edges.
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EDGES_RIGHT = [[0,0,0,0], [1,0,0,1], [1,0,0,1]]; // All four Right edges.
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EDGES_FRONT = [[0,1,1,0], [0,0,0,0], [0,0,1,1]]; // All four Front edges.
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EDGES_BACK = [[1,0,0,1], [0,0,0,0], [1,1,0,0]]; // All four Back edges.
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EDGES_BOTTOM = [[0,0,1,1], [0,0,1,1], [0,0,0,0]]; // All four Bottom edges.
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EDGES_TOP = [[1,1,0,0], [1,1,0,0], [0,0,0,0]]; // All four Top edges.
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EDGES_NONE = [[0,0,0,0], [0,0,0,0], [0,0,0,0]]; // No edges.
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EDGES_ALL = [[1,1,1,1], [1,1,1,1], [1,1,1,1]]; // All edges.
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// Section: Edge Helpers
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EDGE_OFFSETS = [ // Array of XYZ offsets to the center of each edge.
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[[0, 1, 1], [ 0,-1, 1], [ 0,-1,-1], [0, 1,-1]],
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[[1, 0, 1], [-1, 0, 1], [-1, 0,-1], [1, 0,-1]],
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[[1, 1, 0], [-1, 1, 0], [-1,-1, 0], [1,-1, 0]]
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];
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// Function: corner_edge_count()
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// Description: Counts how many given edges intersect at a specific corner.
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// Arguments:
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// edges = Standard edges array.
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// v = Vector pointing to the corner to count edge intersections at.
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function corner_edge_count(edges, v) =
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(v[2]<=0)? (
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(v[1]<=0)? (
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(v[0]<=0)? (
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edges[0][2] + edges[1][2] + edges[2][2]
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) : (
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edges[0][2] + edges[1][3] + edges[2][3]
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)
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) : (
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(v[0]<=0)? (
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edges[0][3] + edges[1][2] + edges[2][1]
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) : (
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edges[0][3] + edges[1][3] + edges[2][0]
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)
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)
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) : (
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(v[1]<=0)? (
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(v[0]<=0)? (
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edges[0][1] + edges[1][1] + edges[2][2]
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) : (
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edges[0][1] + edges[1][0] + edges[2][3]
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)
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) : (
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(v[0]<=0)? (
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edges[0][0] + edges[1][1] + edges[2][1]
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) : (
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edges[0][0] + edges[1][0] + edges[2][0]
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)
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)
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);
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// Default values for attachment code.
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$color = undef;
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$overlap = 0.01;
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$attach_to = undef;
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$attach_conn = ["center", CENTER, UP, 0];
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$parent_size = undef;
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$parent_size2 = undef;
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$parent_shift = [0,0];
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$parent_orient = ORIENT_Z;
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$parent_align = "center";
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$parent_conns = [];
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$tags_shown = [];
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$tags_hidden = [];
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$tags = "";
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// vim: noexpandtab tabstop=4 shiftwidth=4 softtabstop=4 nowrap
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