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vnf_vertex_array bugfix for flip styles & doc improvement
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29
vnf.scad
29
vnf.scad
@@ -40,15 +40,18 @@ EMPTY_VNF = [[],[]]; // The standard empty VNF with no vertices or faces.
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// and creating the faces defined by those edges. You can optionally create the edges and faces to wrap the last column
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// and creating the faces defined by those edges. You can optionally create the edges and faces to wrap the last column
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// back to the first column, or wrap the last row to the first. Endcaps can be added to either
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// back to the first column, or wrap the last row to the first. Endcaps can be added to either
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// the first and/or last rows. The style parameter determines how the quadrilaterals are divided into
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// the first and/or last rows. The style parameter determines how the quadrilaterals are divided into
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// triangles. The default style is an arbitrary, systematic subdivision in the same direction. The "alt" style
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// triangles. The styles are:
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// is the uniform subdivision in the other (alternate) direction. The "flip1" style is an arbitrary division that alternates the
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// * "default" — arbitrary, systematic subdivision in the same direction
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// direction for any adjacent pair of quadrilaterals. The "flip2" style is the alternating division that is the opposite of "flip1".
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// * "alt" — uniform subdivision in the other (alternate) direction
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// The "min_edge" style picks the shorter edge to
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// * "flip1" — arbitrary division that alternates the direction adjacent pairs of quadrilaterals.
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// subdivide for each quadrilateral, so the division may not be uniform across the shape. The "quincunx" style
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// * "flip2" — the alternating division that is the opposite of "flip1".
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// adds a vertex in the center of each quadrilateral and creates four triangles, and the "convex" and "concave" styles
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// * "min_edge" — subdivide each quadrilateral on its shorter edge, so the division may not be uniform across the shape
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// choose the locally convex/concave subdivision. The "min_area" option creates the triangulation with the minimal area.
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// * "min_area" — creates the triangulation with the minimal area.
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// The "quad" style makes quadrilateral edges, which may not be coplanar, relying on OpensCAD to decide how to handle them. Degenerate faces
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// * "quincunx" — adds a vertex in the center of each quadrilateral and creates four triangles
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// are not included in the output, but if this results in unused vertices, those unused vertices do still appear in the output.
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// * "convex" — choose the locally convex division
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// * "concave" — choose the locally concave division
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// * "quad" — makes quadrilateral edges, which may not be coplanar, relying on OpensCAD to decide how to handle them.
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// Degenerate faces are not included in the output, but if this results in unused vertices, those unused vertices do still appear in the output.
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// .
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// .
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// You can apply a texture to the vertex array VNF using the usual texture parameters.
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// You can apply a texture to the vertex array VNF using the usual texture parameters.
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// See [Texturing](skin.scad#section-texturing) for more details on how textures work.
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// See [Texturing](skin.scad#section-texturing) for more details on how textures work.
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@@ -388,9 +391,6 @@ function vnf_vertex_array(
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style=="quincunx"?
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style=="quincunx"?
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let(i5 = pcnt + r*colcnt + c)
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let(i5 = pcnt + r*colcnt + c)
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[[i1,i5,i2],[i2,i5,i3],[i3,i5,i4],[i4,i5,i1]]
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[[i1,i5,i2],[i2,i5,i3],[i3,i5,i4],[i4,i5,i1]]
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: style=="alt" || (style=="flip1" && ((r+c)%2==0)) || (style=="flip2" && ((r+c)%2==1)) || (style=="random" && rands(0,1,1)[0]<.5)?
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[[i1,i4,i2],[i2,i4,i3]]
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: style=="default" ? [[i1,i3,i2],[i1,i4,i3]]
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: style=="min_area"?
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: style=="min_area"?
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let(
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let(
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area42 = norm(cross(pts[i2]-pts[i1], pts[i4]-pts[i1]))+norm(cross(pts[i4]-pts[i3], pts[i2]-pts[i3])),
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area42 = norm(cross(pts[i2]-pts[i1], pts[i4]-pts[i1]))+norm(cross(pts[i4]-pts[i3], pts[i2]-pts[i3])),
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@@ -429,7 +429,10 @@ function vnf_vertex_array(
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: [[i1,i3,i2],[i1,i4,i3]]
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: [[i1,i3,i2],[i1,i4,i3]]
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)
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)
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concavefaces
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concavefaces
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: [[i1,i2,i3,i4]],
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: style=="quad" ? [[i1,i2,i3,i4]]
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: style=="alt" || (style=="flip1" && ((r+c)%2==0)) || (style=="flip2" && ((r+c)%2==1)) || (style=="random" && rands(0,1,1)[0]<.5)?
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[[i1,i4,i2],[i2,i4,i3]]
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: [[i1,i3,i2],[i1,i4,i3]],
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// remove degenerate faces
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// remove degenerate faces
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culled_faces= [for(face=faces)
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culled_faces= [for(face=faces)
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if (norm(cross(verts[face[1]]-verts[face[0]],
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if (norm(cross(verts[face[1]]-verts[face[0]],
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