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Documented tex_taper= for rotate_sweep()
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skin.scad
27
skin.scad
@ -878,6 +878,7 @@ function linear_sweep(
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// tex_rot = Rotate texture by specified angle, which must be a multiple of 90 degrees. Default: 0
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// tex_depth = Specify texture depth; if negative, invert the texture. Default: 1.
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// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
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// tex_taper = If given as a number, tapers the texture height to zero over the first and last given percentage of the path. If given as a lookup table with indices between 0 and 100, uses the percentage lookup table to ramp the texture heights. Default: `undef` (no taper)
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// style = {{vnf_vertex_array()}} style. Default: "min_edge"
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// closed = If false, and shape is given as a path, then the revolved path will be sealed to the axis of rotation with untextured caps. Default: `true`
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// convexity = (Module only) Convexity setting for use with polyhedron. Default: 10
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@ -961,6 +962,32 @@ function linear_sweep(
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// rgn, texture="diamonds",
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// tex_size=[10,10], tex_depth=1,
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// angle=240, style="concave");
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// Example: Tapering off the ends of the texturing.
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// path = [
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// [20, 30], [20, 20],
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// each arc(r=20, corner=[[20,20],[10,0],[20,-20]]),
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// [20,-20], [20,-30],
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// ];
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// rotate_sweep(
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// path, closed=false,
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// texture="trunc_pyramids",
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// tex_size=[5,5], tex_depth=1,
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// tex_taper=20,
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// style="convex",
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// convexity=10);
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// Example: Tapering of textures via lookup table.
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// path = [
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// [20, 30], [20, 20],
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// each arc(r=20, corner=[[20,20],[10,0],[20,-20]]),
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// [20,-20], [20,-30],
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// ];
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// rotate_sweep(
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// path, closed=false,
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// texture="trunc_pyramids",
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// tex_size=[5,5], tex_depth=1,
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// tex_taper=[[0,0], [10,0], [10.1,1], [100,1]],
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// style="convex",
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// convexity=10);
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function rotate_sweep(
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shape, angle=360,
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