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use function literals to make surface functions more fun
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customizer.scad
511
customizer.scad
@ -205,11 +205,7 @@ $warning_color = [1,0,0, 0.15];
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$minkowski_facets = 30;
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$minkowski_facets = 30;
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$shape_facets =30;
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$shape_facets =30;
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// 3d surface settings
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// unused for now
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$3d_surface_size = 100;
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// resolution in each axis. 10 = 10 divisions per x/y = 100 points total
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$3d_surface_step = 10;
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// "flat" / "dished" / "disable"
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// "flat" / "dished" / "disable"
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$inner_shape_type = "flat";
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$inner_shape_type = "flat";
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@ -220,6 +216,48 @@ $side_sculpting_factor = 4.5;
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$corner_sculpting_factor = 1;
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$corner_sculpting_factor = 1;
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// When doing more side sculpting corners, how much extra radius should be added
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// When doing more side sculpting corners, how much extra radius should be added
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$more_side_sculpting_factor = 0.4;
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$more_side_sculpting_factor = 0.4;
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// 3d surface functions (still in beta)
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// 3d surface settings
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// unused for now
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$3d_surface_size = 20;
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// resolution in each axis. 10 = 10 divisions per x/y = 100 points total.
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// 5 = 20 divisions per x/y
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$3d_surface_step = 1;
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// monotonically increasing function that distributes the points of the surface mesh
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// only for polar_3d_surface right now
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// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
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sinusoidal_surface_distribution = function(dim,size) sin(dim) * size;
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linear_surface_distribution = function(dim,size) sin(dim) * size;
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$surface_distribution_function = linear_surface_distribution;
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// the function that actually determines what the surface is.
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// feel free to override, the last one wins
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// debug
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// $surface_function = function(x,y) 1;
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cylindrical_surface = function(x,y) (sin(acos(x/$3d_surface_size)));
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spherical_surface = function(x,y) (1 - (x/$3d_surface_size)^2)^0.5 * (1 - (y/$3d_surface_size)^2)^0.5;
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// looks a lot like mt3
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quartic_surface = function(x,y) (1 - (x/$3d_surface_size)^4)^0.5 * (1 - (y/$3d_surface_size)^4)^0.5;
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ripple_surface = function(x,y) cos((x^2+y^2)^0.5 * 50)/4 + 0.75;
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rosenbrocks_banana_surface = function(x,y) (pow(1-(x/$3d_surface_size))^2 + 100 * pow((y/$3d_surface_size)-(x/$3d_surface_size)^2)^2)/200 + 0.1;
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spike_surface = function(x,y) 1/(((x/$3d_surface_size)^2+(y/$3d_surface_size)^2)^0.5) + .01;
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random_surface = function(x,y) sin(rands(0,90,1,x+y)[0]);
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bumps_surface = function(x,y) sin(20*x)*cos(20*y)/3+1;
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$surface_function = bumps_surface; // bumps_surface;
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// ripples
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/*
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// Rosenbrock's banana
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/* $
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// y=x revolved around the y axis
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/* $surface_function = */
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/* $surface_function = */
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// key width functions
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// key width functions
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module u(u=1) {
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module u(u=1) {
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@ -945,29 +983,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
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// I derived this through a bunch of trig reductions I don't really understand.
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// I derived this through a bunch of trig reductions I don't really understand.
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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// 3d surface functions (still in beta)
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// monotonically increasing function that distributes the points of the surface mesh
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// only for polar_3d_surface right now
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// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
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function surface_distribution_function(dim, size) = sin(dim) * size;
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// the function that actually determines what the surface is.
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// feel free to override, the last one wins
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// debug
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function surface_function(x,y) = 1;
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// cylindrical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
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// spherical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
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// ripples
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/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
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// Rosenbrock's banana
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/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
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// y=x revolved around the y axis
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/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
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/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
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// adds uniform rounding radius for round-anything polyRound
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// adds uniform rounding radius for round-anything polyRound
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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// computes millimeter length from unit length
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// computes millimeter length from unit length
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@ -1408,29 +1423,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
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// I derived this through a bunch of trig reductions I don't really understand.
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// I derived this through a bunch of trig reductions I don't really understand.
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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// 3d surface functions (still in beta)
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// monotonically increasing function that distributes the points of the surface mesh
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// only for polar_3d_surface right now
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// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
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function surface_distribution_function(dim, size) = sin(dim) * size;
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// the function that actually determines what the surface is.
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// feel free to override, the last one wins
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// debug
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function surface_function(x,y) = 1;
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// cylindrical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
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// spherical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
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// ripples
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/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
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// Rosenbrock's banana
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/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
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// y=x revolved around the y axis
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/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
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/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
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// adds uniform rounding radius for round-anything polyRound
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// adds uniform rounding radius for round-anything polyRound
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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// computes millimeter length from unit length
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// computes millimeter length from unit length
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@ -1487,29 +1479,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
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// I derived this through a bunch of trig reductions I don't really understand.
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// I derived this through a bunch of trig reductions I don't really understand.
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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// 3d surface functions (still in beta)
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// monotonically increasing function that distributes the points of the surface mesh
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// only for polar_3d_surface right now
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// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
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function surface_distribution_function(dim, size) = sin(dim) * size;
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// the function that actually determines what the surface is.
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// feel free to override, the last one wins
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// debug
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function surface_function(x,y) = 1;
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// cylindrical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
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// spherical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
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// ripples
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/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
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// Rosenbrock's banana
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/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
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// y=x revolved around the y axis
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/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
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/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
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// adds uniform rounding radius for round-anything polyRound
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// adds uniform rounding radius for round-anything polyRound
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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// computes millimeter length from unit length
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// computes millimeter length from unit length
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@ -2422,29 +2391,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
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// I derived this through a bunch of trig reductions I don't really understand.
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// I derived this through a bunch of trig reductions I don't really understand.
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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// 3d surface functions (still in beta)
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// monotonically increasing function that distributes the points of the surface mesh
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// only for polar_3d_surface right now
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// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
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function surface_distribution_function(dim, size) = sin(dim) * size;
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// the function that actually determines what the surface is.
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// feel free to override, the last one wins
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// debug
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function surface_function(x,y) = 1;
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// cylindrical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
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// spherical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
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// ripples
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/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
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// Rosenbrock's banana
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/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
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// y=x revolved around the y axis
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/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
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/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
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// adds uniform rounding radius for round-anything polyRound
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// adds uniform rounding radius for round-anything polyRound
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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// computes millimeter length from unit length
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// computes millimeter length from unit length
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@ -3246,29 +3192,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
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// I derived this through a bunch of trig reductions I don't really understand.
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// I derived this through a bunch of trig reductions I don't really understand.
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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// 3d surface functions (still in beta)
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// monotonically increasing function that distributes the points of the surface mesh
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// only for polar_3d_surface right now
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// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
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function surface_distribution_function(dim, size) = sin(dim) * size;
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// the function that actually determines what the surface is.
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// feel free to override, the last one wins
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// debug
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function surface_function(x,y) = 1;
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// cylindrical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
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// spherical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
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// ripples
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/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
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// Rosenbrock's banana
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/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
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// y=x revolved around the y axis
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/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
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/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
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// adds uniform rounding radius for round-anything polyRound
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// adds uniform rounding radius for round-anything polyRound
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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// computes millimeter length from unit length
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// computes millimeter length from unit length
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@ -3436,29 +3359,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
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// I derived this through a bunch of trig reductions I don't really understand.
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// I derived this through a bunch of trig reductions I don't really understand.
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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// 3d surface functions (still in beta)
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// monotonically increasing function that distributes the points of the surface mesh
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// only for polar_3d_surface right now
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// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
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function surface_distribution_function(dim, size) = sin(dim) * size;
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// the function that actually determines what the surface is.
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// feel free to override, the last one wins
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// debug
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function surface_function(x,y) = 1;
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// cylindrical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
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// spherical
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function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
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// ripples
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/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
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// Rosenbrock's banana
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/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
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// y=x revolved around the y axis
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/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
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/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
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// adds uniform rounding radius for round-anything polyRound
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// adds uniform rounding radius for round-anything polyRound
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
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// computes millimeter length from unit length
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// computes millimeter length from unit length
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@ -3547,29 +3447,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
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// I derived this through a bunch of trig reductions I don't really understand.
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// I derived this through a bunch of trig reductions I don't really understand.
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
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// 3d surface functions (still in beta)
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// monotonically increasing function that distributes the points of the surface mesh
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// only for polar_3d_surface right now
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// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
|
||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
|
||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
|
||||||
@ -3622,29 +3499,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
|
|||||||
// I derived this through a bunch of trig reductions I don't really understand.
|
// I derived this through a bunch of trig reductions I don't really understand.
|
||||||
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
||||||
|
|
||||||
// 3d surface functions (still in beta)
|
|
||||||
|
|
||||||
// monotonically increasing function that distributes the points of the surface mesh
|
|
||||||
// only for polar_3d_surface right now
|
|
||||||
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
|
||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
|
||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
|
||||||
@ -3743,29 +3597,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
|
|||||||
// I derived this through a bunch of trig reductions I don't really understand.
|
// I derived this through a bunch of trig reductions I don't really understand.
|
||||||
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
||||||
|
|
||||||
// 3d surface functions (still in beta)
|
|
||||||
|
|
||||||
// monotonically increasing function that distributes the points of the surface mesh
|
|
||||||
// only for polar_3d_surface right now
|
|
||||||
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
|
||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
|
||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
|
||||||
@ -3818,29 +3649,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
|
|||||||
// I derived this through a bunch of trig reductions I don't really understand.
|
// I derived this through a bunch of trig reductions I don't really understand.
|
||||||
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
||||||
|
|
||||||
// 3d surface functions (still in beta)
|
|
||||||
|
|
||||||
// monotonically increasing function that distributes the points of the surface mesh
|
|
||||||
// only for polar_3d_surface right now
|
|
||||||
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
|
||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
|
||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
|
||||||
@ -3957,29 +3765,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
|
|||||||
// I derived this through a bunch of trig reductions I don't really understand.
|
// I derived this through a bunch of trig reductions I don't really understand.
|
||||||
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
||||||
|
|
||||||
// 3d surface functions (still in beta)
|
|
||||||
|
|
||||||
// monotonically increasing function that distributes the points of the surface mesh
|
|
||||||
// only for polar_3d_surface right now
|
|
||||||
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
|
||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
|
||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
|
||||||
@ -4102,29 +3887,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
|
|||||||
// I derived this through a bunch of trig reductions I don't really understand.
|
// I derived this through a bunch of trig reductions I don't really understand.
|
||||||
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
||||||
|
|
||||||
// 3d surface functions (still in beta)
|
|
||||||
|
|
||||||
// monotonically increasing function that distributes the points of the surface mesh
|
|
||||||
// only for polar_3d_surface right now
|
|
||||||
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
|
||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
|
||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
|
||||||
@ -4177,29 +3939,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
|
|||||||
// I derived this through a bunch of trig reductions I don't really understand.
|
// I derived this through a bunch of trig reductions I don't really understand.
|
||||||
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
||||||
|
|
||||||
// 3d surface functions (still in beta)
|
|
||||||
|
|
||||||
// monotonically increasing function that distributes the points of the surface mesh
|
|
||||||
// only for polar_3d_surface right now
|
|
||||||
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
|
||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
|
||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
|
||||||
@ -4345,29 +4084,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
|
|||||||
// I derived this through a bunch of trig reductions I don't really understand.
|
// I derived this through a bunch of trig reductions I don't really understand.
|
||||||
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
||||||
|
|
||||||
// 3d surface functions (still in beta)
|
|
||||||
|
|
||||||
// monotonically increasing function that distributes the points of the surface mesh
|
|
||||||
// only for polar_3d_surface right now
|
|
||||||
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
|
||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
|
||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
|
||||||
@ -4420,29 +4136,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
|
|||||||
// I derived this through a bunch of trig reductions I don't really understand.
|
// I derived this through a bunch of trig reductions I don't really understand.
|
||||||
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
||||||
|
|
||||||
// 3d surface functions (still in beta)
|
|
||||||
|
|
||||||
// monotonically increasing function that distributes the points of the surface mesh
|
|
||||||
// only for polar_3d_surface right now
|
|
||||||
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
|
||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
|
||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
|
||||||
@ -4882,36 +4575,13 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
|
|||||||
// I derived this through a bunch of trig reductions I don't really understand.
|
// I derived this through a bunch of trig reductions I don't really understand.
|
||||||
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
||||||
|
|
||||||
// 3d surface functions (still in beta)
|
|
||||||
|
|
||||||
// monotonically increasing function that distributes the points of the surface mesh
|
|
||||||
// only for polar_3d_surface right now
|
|
||||||
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
|
||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
|
||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
|
||||||
function unit_length(length) = $unit * (length - 1) + 18.16;
|
function unit_length(length) = $unit * (length - 1) + 18.16;
|
||||||
|
|
||||||
module 3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-SMALLEST_POSSIBLE){
|
module 3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-SMALLEST_POSSIBLE){
|
||||||
function p(x, y) = [ x, y, max(0,surface_function(x, y)) ];
|
function p(x, y) = [ x, y, max(0,$surface_function(x, y)) ];
|
||||||
function p0(x, y) = [ x, y, bottom ];
|
function p0(x, y) = [ x, y, bottom ];
|
||||||
function rev(b, v) = b ? v : [ v[3], v[2], v[1], v[0] ];
|
function rev(b, v) = b ? v : [ v[3], v[2], v[1], v[0] ];
|
||||||
function face(x, y) = [ p(x, y + step), p(x + step, y + step), p(x + step, y), p(x + step, y), p(x, y), p(x, y + step) ];
|
function face(x, y) = [ p(x, y + step), p(x + step, y + step), p(x + step, y), p(x + step, y), p(x, y), p(x, y + step) ];
|
||||||
@ -4943,13 +4613,13 @@ module 3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-SMALLEST
|
|||||||
polyhedron(points, faces, convexity = 8);
|
polyhedron(points, faces, convexity = 8);
|
||||||
}
|
}
|
||||||
|
|
||||||
module polar_3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-SMALLEST_POSSIBLE){
|
module polar_3d_surface(size, step, bottom=-SMALLEST_POSSIBLE){
|
||||||
function to_polar(q, size) = q * (90 / size);
|
function to_polar(q, size) = q * (90 / size);
|
||||||
|
|
||||||
function p(x, y) = [
|
function p(x, y) = [
|
||||||
surface_distribution_function(to_polar(x, size), size),
|
$surface_distribution_function(to_polar(x, size), size),
|
||||||
surface_distribution_function(to_polar(y, size), size),
|
$surface_distribution_function(to_polar(y, size), size),
|
||||||
max(0,surface_function(surface_distribution_function(to_polar(x, size), size), surface_distribution_function(to_polar(y, size), size)))
|
max(0,$surface_function($surface_distribution_function(to_polar(x, size), size), $surface_distribution_function(to_polar(y, size), size)))
|
||||||
];
|
];
|
||||||
function p0(x, y) = [ x, y, bottom ];
|
function p0(x, y) = [ x, y, bottom ];
|
||||||
function rev(b, v) = b ? v : [ v[3], v[2], v[1], v[0] ];
|
function rev(b, v) = b ? v : [ v[3], v[2], v[1], v[0] ];
|
||||||
@ -4983,8 +4653,8 @@ module polar_3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-SM
|
|||||||
}
|
}
|
||||||
|
|
||||||
// defaults, overridden in functions.scad
|
// defaults, overridden in functions.scad
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
// $surface_distribution_function = function(dim, size) sin(dim) * size;
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
// $surface_function = function(x,y) (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
||||||
|
|
||||||
module 3d_surface_dish(width, height, depth, inverted) {
|
module 3d_surface_dish(width, height, depth, inverted) {
|
||||||
echo(inverted ? "inverted" : "not inverted");
|
echo(inverted ? "inverted" : "not inverted");
|
||||||
@ -4992,9 +4662,11 @@ module 3d_surface_dish(width, height, depth, inverted) {
|
|||||||
// it doesn't have to be dead reckoning for anything but sculpted sides
|
// it doesn't have to be dead reckoning for anything but sculpted sides
|
||||||
// we know the angle of the sides from the width difference, height difference,
|
// we know the angle of the sides from the width difference, height difference,
|
||||||
// skew and tilt of the top. it's a pain to calculate though
|
// skew and tilt of the top. it's a pain to calculate though
|
||||||
scale_factor = 1.1;
|
scale_factor = 1.11;
|
||||||
// the edges on this behave differently than with the previous dish implementations
|
// the edges on this behave differently than with the previous dish implementations
|
||||||
scale([width*scale_factor/$3d_surface_size/2,height*scale_factor/$3d_surface_size/2,depth]) rotate([inverted ? 0:180,0,180]) polar_3d_surface(bottom=-10);
|
scale([width*scale_factor/$3d_surface_size/2,height*scale_factor/$3d_surface_size/2,depth])
|
||||||
|
rotate([inverted ? 0:180,0,180])
|
||||||
|
polar_3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-10);
|
||||||
/* %scale([width*scale_factor/$3d_surface_size/2,height*scale_factor/$3d_surface_size/2,depth]) rotate([180,0,0]) polar_3d_surface(bottom=-10); */
|
/* %scale([width*scale_factor/$3d_surface_size/2,height*scale_factor/$3d_surface_size/2,depth]) rotate([180,0,0]) polar_3d_surface(bottom=-10); */
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -5012,7 +4684,7 @@ module dish(width, height, depth, inverted) {
|
|||||||
sideways_cylindrical_dish(width, height, depth, inverted);
|
sideways_cylindrical_dish(width, height, depth, inverted);
|
||||||
} else if ($dish_type == "old spherical") {
|
} else if ($dish_type == "old spherical") {
|
||||||
old_spherical_dish(width, height, depth, inverted);
|
old_spherical_dish(width, height, depth, inverted);
|
||||||
} else if ($dish_type == "3d_surface") {
|
} else if ($dish_type == "3d surface") {
|
||||||
3d_surface_dish(width, height, depth, inverted);
|
3d_surface_dish(width, height, depth, inverted);
|
||||||
} else if ($dish_type == "flat") {
|
} else if ($dish_type == "flat") {
|
||||||
flat_dish(width, height, depth, inverted);
|
flat_dish(width, height, depth, inverted);
|
||||||
@ -5074,29 +4746,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
|
|||||||
// I derived this through a bunch of trig reductions I don't really understand.
|
// I derived this through a bunch of trig reductions I don't really understand.
|
||||||
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
||||||
|
|
||||||
// 3d surface functions (still in beta)
|
|
||||||
|
|
||||||
// monotonically increasing function that distributes the points of the surface mesh
|
|
||||||
// only for polar_3d_surface right now
|
|
||||||
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
|
||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
|
||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
|
||||||
@ -6732,11 +6381,7 @@ $warning_color = [1,0,0, 0.15];
|
|||||||
$minkowski_facets = 30;
|
$minkowski_facets = 30;
|
||||||
$shape_facets =30;
|
$shape_facets =30;
|
||||||
|
|
||||||
// 3d surface settings
|
|
||||||
// unused for now
|
|
||||||
$3d_surface_size = 100;
|
|
||||||
// resolution in each axis. 10 = 10 divisions per x/y = 100 points total
|
|
||||||
$3d_surface_step = 10;
|
|
||||||
|
|
||||||
// "flat" / "dished" / "disable"
|
// "flat" / "dished" / "disable"
|
||||||
$inner_shape_type = "flat";
|
$inner_shape_type = "flat";
|
||||||
@ -6746,7 +6391,49 @@ $side_sculpting_factor = 4.5;
|
|||||||
// When sculpting corners, how much extra radius should be added
|
// When sculpting corners, how much extra radius should be added
|
||||||
$corner_sculpting_factor = 1;
|
$corner_sculpting_factor = 1;
|
||||||
// When doing more side sculpting corners, how much extra radius should be added
|
// When doing more side sculpting corners, how much extra radius should be added
|
||||||
$more_side_sculpting_factor = 0.4; key();
|
$more_side_sculpting_factor = 0.4;
|
||||||
|
|
||||||
|
// 3d surface functions (still in beta)
|
||||||
|
|
||||||
|
// 3d surface settings
|
||||||
|
// unused for now
|
||||||
|
$3d_surface_size = 20;
|
||||||
|
// resolution in each axis. 10 = 10 divisions per x/y = 100 points total.
|
||||||
|
// 5 = 20 divisions per x/y
|
||||||
|
$3d_surface_step = 1;
|
||||||
|
|
||||||
|
// monotonically increasing function that distributes the points of the surface mesh
|
||||||
|
// only for polar_3d_surface right now
|
||||||
|
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
||||||
|
sinusoidal_surface_distribution = function(dim,size) sin(dim) * size;
|
||||||
|
linear_surface_distribution = function(dim,size) sin(dim) * size;
|
||||||
|
|
||||||
|
$surface_distribution_function = linear_surface_distribution;
|
||||||
|
|
||||||
|
// the function that actually determines what the surface is.
|
||||||
|
// feel free to override, the last one wins
|
||||||
|
|
||||||
|
// debug
|
||||||
|
// $surface_function = function(x,y) 1;
|
||||||
|
cylindrical_surface = function(x,y) (sin(acos(x/$3d_surface_size)));
|
||||||
|
spherical_surface = function(x,y) (1 - (x/$3d_surface_size)^2)^0.5 * (1 - (y/$3d_surface_size)^2)^0.5;
|
||||||
|
// looks a lot like mt3
|
||||||
|
quartic_surface = function(x,y) (1 - (x/$3d_surface_size)^4)^0.5 * (1 - (y/$3d_surface_size)^4)^0.5;
|
||||||
|
ripple_surface = function(x,y) cos((x^2+y^2)^0.5 * 50)/4 + 0.75;
|
||||||
|
rosenbrocks_banana_surface = function(x,y) (pow(1-(x/$3d_surface_size))^2 + 100 * pow((y/$3d_surface_size)-(x/$3d_surface_size)^2)^2)/200 + 0.1;
|
||||||
|
spike_surface = function(x,y) 1/(((x/$3d_surface_size)^2+(y/$3d_surface_size)^2)^0.5) + .01;
|
||||||
|
random_surface = function(x,y) sin(rands(0,90,1,x+y)[0]);
|
||||||
|
bumps_surface = function(x,y) sin(20*x)*cos(20*y)/3+1;
|
||||||
|
|
||||||
|
$surface_function = bumps_surface; // bumps_surface;
|
||||||
|
|
||||||
|
// ripples
|
||||||
|
/*
|
||||||
|
// Rosenbrock's banana
|
||||||
|
/* $
|
||||||
|
// y=x revolved around the y axis
|
||||||
|
/* $surface_function = */
|
||||||
|
/* $surface_function = */ key();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!$using_customizer) {
|
if (!$using_customizer) {
|
||||||
|
@ -22,7 +22,7 @@ module dish(width, height, depth, inverted) {
|
|||||||
sideways_cylindrical_dish(width, height, depth, inverted);
|
sideways_cylindrical_dish(width, height, depth, inverted);
|
||||||
} else if ($dish_type == "old spherical") {
|
} else if ($dish_type == "old spherical") {
|
||||||
old_spherical_dish(width, height, depth, inverted);
|
old_spherical_dish(width, height, depth, inverted);
|
||||||
} else if ($dish_type == "3d_surface") {
|
} else if ($dish_type == "3d surface") {
|
||||||
3d_surface_dish(width, height, depth, inverted);
|
3d_surface_dish(width, height, depth, inverted);
|
||||||
} else if ($dish_type == "flat") {
|
} else if ($dish_type == "flat") {
|
||||||
flat_dish(width, height, depth, inverted);
|
flat_dish(width, height, depth, inverted);
|
||||||
|
@ -6,9 +6,11 @@ module 3d_surface_dish(width, height, depth, inverted) {
|
|||||||
// it doesn't have to be dead reckoning for anything but sculpted sides
|
// it doesn't have to be dead reckoning for anything but sculpted sides
|
||||||
// we know the angle of the sides from the width difference, height difference,
|
// we know the angle of the sides from the width difference, height difference,
|
||||||
// skew and tilt of the top. it's a pain to calculate though
|
// skew and tilt of the top. it's a pain to calculate though
|
||||||
scale_factor = 1.1;
|
scale_factor = 1.11;
|
||||||
// the edges on this behave differently than with the previous dish implementations
|
// the edges on this behave differently than with the previous dish implementations
|
||||||
scale([width*scale_factor/$3d_surface_size/2,height*scale_factor/$3d_surface_size/2,depth]) rotate([inverted ? 0:180,0,180]) polar_3d_surface(bottom=-10);
|
scale([width*scale_factor/$3d_surface_size/2,height*scale_factor/$3d_surface_size/2,depth])
|
||||||
|
rotate([inverted ? 0:180,0,180])
|
||||||
|
polar_3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-10);
|
||||||
/* %scale([width*scale_factor/$3d_surface_size/2,height*scale_factor/$3d_surface_size/2,depth]) rotate([180,0,0]) polar_3d_surface(bottom=-10); */
|
/* %scale([width*scale_factor/$3d_surface_size/2,height*scale_factor/$3d_surface_size/2,depth]) rotate([180,0,0]) polar_3d_surface(bottom=-10); */
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -43,29 +43,6 @@ function vertical_inclination_due_to_top_tilt() = sin($top_tilt) * (top_total_ke
|
|||||||
// I derived this through a bunch of trig reductions I don't really understand.
|
// I derived this through a bunch of trig reductions I don't really understand.
|
||||||
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
function extra_keytop_length_for_flat_sides() = ($width_difference * vertical_inclination_due_to_top_tilt()) / ($total_depth);
|
||||||
|
|
||||||
// 3d surface functions (still in beta)
|
|
||||||
|
|
||||||
// monotonically increasing function that distributes the points of the surface mesh
|
|
||||||
// only for polar_3d_surface right now
|
|
||||||
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
|
||||||
|
|
||||||
// the function that actually determines what the surface is.
|
|
||||||
// feel free to override, the last one wins
|
|
||||||
|
|
||||||
// debug
|
|
||||||
function surface_function(x,y) = 1;
|
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||||||
// cylindrical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size)));
|
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||||||
// spherical
|
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
|
||||||
// ripples
|
|
||||||
/* function surface_function(x,y) = cos(pow(pow(x,2)+pow(y,2),0.5)*10)/4+0.75; */
|
|
||||||
// Rosenbrock's banana
|
|
||||||
/* function surface_function(x,y) = (pow(1-(x/100), 2) + 100 * pow((y/100)-pow((x/100),2),2))/200 + 0.1; */
|
|
||||||
// y=x revolved around the y axis
|
|
||||||
/* function surface_function(x,y) = 1/(pow(pow(x,2)+pow(y,2),0.5)/100 + .01); */
|
|
||||||
/* function surface_function(x,y) = sin(rands(0,90,1,x+y)[0]); */
|
|
||||||
// adds uniform rounding radius for round-anything polyRound
|
// adds uniform rounding radius for round-anything polyRound
|
||||||
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
function add_rounding(p, radius)=[for(i=[0:len(p)-1])[p[i].x,p[i].y, radius]];
|
||||||
// computes millimeter length from unit length
|
// computes millimeter length from unit length
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||||||
|
@ -3,7 +3,7 @@
|
|||||||
include <../functions.scad>
|
include <../functions.scad>
|
||||||
|
|
||||||
module 3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-SMALLEST_POSSIBLE){
|
module 3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-SMALLEST_POSSIBLE){
|
||||||
function p(x, y) = [ x, y, max(0,surface_function(x, y)) ];
|
function p(x, y) = [ x, y, max(0,$surface_function(x, y)) ];
|
||||||
function p0(x, y) = [ x, y, bottom ];
|
function p0(x, y) = [ x, y, bottom ];
|
||||||
function rev(b, v) = b ? v : [ v[3], v[2], v[1], v[0] ];
|
function rev(b, v) = b ? v : [ v[3], v[2], v[1], v[0] ];
|
||||||
function face(x, y) = [ p(x, y + step), p(x + step, y + step), p(x + step, y), p(x + step, y), p(x, y), p(x, y + step) ];
|
function face(x, y) = [ p(x, y + step), p(x + step, y + step), p(x + step, y), p(x + step, y), p(x, y), p(x, y + step) ];
|
||||||
@ -35,13 +35,13 @@ module 3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-SMALLEST
|
|||||||
polyhedron(points, faces, convexity = 8);
|
polyhedron(points, faces, convexity = 8);
|
||||||
}
|
}
|
||||||
|
|
||||||
module polar_3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-SMALLEST_POSSIBLE){
|
module polar_3d_surface(size, step, bottom=-SMALLEST_POSSIBLE){
|
||||||
function to_polar(q, size) = q * (90 / size);
|
function to_polar(q, size) = q * (90 / size);
|
||||||
|
|
||||||
function p(x, y) = [
|
function p(x, y) = [
|
||||||
surface_distribution_function(to_polar(x, size), size),
|
$surface_distribution_function(to_polar(x, size), size),
|
||||||
surface_distribution_function(to_polar(y, size), size),
|
$surface_distribution_function(to_polar(y, size), size),
|
||||||
max(0,surface_function(surface_distribution_function(to_polar(x, size), size), surface_distribution_function(to_polar(y, size), size)))
|
max(0,$surface_function($surface_distribution_function(to_polar(x, size), size), $surface_distribution_function(to_polar(y, size), size)))
|
||||||
];
|
];
|
||||||
function p0(x, y) = [ x, y, bottom ];
|
function p0(x, y) = [ x, y, bottom ];
|
||||||
function rev(b, v) = b ? v : [ v[3], v[2], v[1], v[0] ];
|
function rev(b, v) = b ? v : [ v[3], v[2], v[1], v[0] ];
|
||||||
@ -75,5 +75,5 @@ module polar_3d_surface(size=$3d_surface_size, step=$3d_surface_step, bottom=-SM
|
|||||||
}
|
}
|
||||||
|
|
||||||
// defaults, overridden in functions.scad
|
// defaults, overridden in functions.scad
|
||||||
function surface_distribution_function(dim, size) = sin(dim) * size;
|
// $surface_distribution_function = function(dim, size) sin(dim) * size;
|
||||||
function surface_function(x,y) = (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
// $surface_function = function(x,y) (sin(acos(x/$3d_surface_size))) * sin(acos(y/$3d_surface_size));
|
||||||
|
@ -190,11 +190,7 @@ $warning_color = [1,0,0, 0.15];
|
|||||||
$minkowski_facets = 30;
|
$minkowski_facets = 30;
|
||||||
$shape_facets =30;
|
$shape_facets =30;
|
||||||
|
|
||||||
// 3d surface settings
|
|
||||||
// unused for now
|
|
||||||
$3d_surface_size = 100;
|
|
||||||
// resolution in each axis. 10 = 10 divisions per x/y = 100 points total
|
|
||||||
$3d_surface_step = 10;
|
|
||||||
|
|
||||||
// "flat" / "dished" / "disable"
|
// "flat" / "dished" / "disable"
|
||||||
$inner_shape_type = "flat";
|
$inner_shape_type = "flat";
|
||||||
@ -205,3 +201,45 @@ $side_sculpting_factor = 4.5;
|
|||||||
$corner_sculpting_factor = 1;
|
$corner_sculpting_factor = 1;
|
||||||
// When doing more side sculpting corners, how much extra radius should be added
|
// When doing more side sculpting corners, how much extra radius should be added
|
||||||
$more_side_sculpting_factor = 0.4;
|
$more_side_sculpting_factor = 0.4;
|
||||||
|
|
||||||
|
// 3d surface functions (still in beta)
|
||||||
|
|
||||||
|
// 3d surface settings
|
||||||
|
// unused for now
|
||||||
|
$3d_surface_size = 20;
|
||||||
|
// resolution in each axis. 10 = 10 divisions per x/y = 100 points total.
|
||||||
|
// 5 = 20 divisions per x/y
|
||||||
|
$3d_surface_step = 1;
|
||||||
|
|
||||||
|
// monotonically increasing function that distributes the points of the surface mesh
|
||||||
|
// only for polar_3d_surface right now
|
||||||
|
// if it's linear it's a grid. sin(dim) * size concentrates detail around the edges
|
||||||
|
sinusoidal_surface_distribution = function(dim,size) sin(dim) * size;
|
||||||
|
linear_surface_distribution = function(dim,size) sin(dim) * size;
|
||||||
|
|
||||||
|
$surface_distribution_function = linear_surface_distribution;
|
||||||
|
|
||||||
|
// the function that actually determines what the surface is.
|
||||||
|
// feel free to override, the last one wins
|
||||||
|
|
||||||
|
// debug
|
||||||
|
// $surface_function = function(x,y) 1;
|
||||||
|
cylindrical_surface = function(x,y) (sin(acos(x/$3d_surface_size)));
|
||||||
|
spherical_surface = function(x,y) (1 - (x/$3d_surface_size)^2)^0.5 * (1 - (y/$3d_surface_size)^2)^0.5;
|
||||||
|
// looks a lot like mt3
|
||||||
|
quartic_surface = function(x,y) (1 - (x/$3d_surface_size)^4)^0.5 * (1 - (y/$3d_surface_size)^4)^0.5;
|
||||||
|
ripple_surface = function(x,y) cos((x^2+y^2)^0.5 * 50)/4 + 0.75;
|
||||||
|
rosenbrocks_banana_surface = function(x,y) (pow(1-(x/$3d_surface_size))^2 + 100 * pow((y/$3d_surface_size)-(x/$3d_surface_size)^2)^2)/200 + 0.1;
|
||||||
|
spike_surface = function(x,y) 1/(((x/$3d_surface_size)^2+(y/$3d_surface_size)^2)^0.5) + .01;
|
||||||
|
random_surface = function(x,y) sin(rands(0,90,1,x+y)[0]);
|
||||||
|
bumps_surface = function(x,y) sin(20*x)*cos(20*y)/3+1;
|
||||||
|
|
||||||
|
$surface_function = bumps_surface; // bumps_surface;
|
||||||
|
|
||||||
|
// ripples
|
||||||
|
/*
|
||||||
|
// Rosenbrock's banana
|
||||||
|
/* $
|
||||||
|
// y=x revolved around the y axis
|
||||||
|
/* $surface_function = */
|
||||||
|
/* $surface_function = */
|
Loading…
Reference in New Issue
Block a user