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Copy pathstdlib_impl.cpp
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1436 lines (1247 loc) · 44.4 KB
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/*
libfive: a CAD kernel for modeling with implicit functions
Copyright (C) 2021 Matt Keeter
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this file,
You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#include "stdlib_impl.hpp"
namespace libfive {
#define LIBFIVE_DEFINE_XYZ() const auto x = Tree::X(); (void)x; \
const auto y = Tree::Y(); (void)y; \
const auto z = Tree::Z(); (void)z; ;
////////////////////////////////////////////////////////////////////////////////
// Operator overloads for C vecs
TreeVec2 operator+(const TreeVec2& a, const TreeVec2& b) {
return TreeVec2{a.x + b.x, a.y + b.y};
}
TreeVec2 operator-(const TreeVec2& a, const TreeVec2& b) {
return TreeVec2{a.x - b.x, a.y - b.y};
}
TreeVec2 operator-(const TreeVec2& a) {
return TreeVec2{-a.x, -a.y};
}
TreeVec2 operator*(const TreeVec2& a, const TreeFloat& b) {
return TreeVec2{a.x * b, a.y * b};
}
TreeVec2 operator/(const TreeVec2& a, const TreeFloat& b) {
return TreeVec2{a.x / b, a.y / b};
}
TreeVec3 operator+(const TreeVec3& a, const TreeVec3& b) {
return TreeVec3{a.x + b.x, a.y + b.y, a.z + b.z};
}
TreeVec3 operator-(const TreeVec3& a, const TreeVec3& b) {
return TreeVec3{a.x - b.x, a.y - b.y, a.z - b.z};
}
TreeVec3 operator-(const TreeVec3& a) {
return TreeVec3{-a.x, -a.y, -a.z};
}
TreeVec3 operator*(const TreeVec3& a, const TreeFloat& b) {
return TreeVec3{a.x * b, a.y * b, a.z * b};
}
TreeVec3 operator/(const TreeVec3& a, const TreeFloat& b) {
return TreeVec3{a.x / b, a.y / b, a.z / b};
}
////////////////////////////////////////////////////////////////////////////////
// csg
Tree _union(Tree a, Tree b) {
return min(a, b);
}
Tree intersection(Tree a, Tree b) {
return max(a, b);
}
Tree inverse(Tree a) {
return -a;
}
Tree difference(Tree a, Tree b) {
return intersection(a, inverse(b));
}
Tree offset(Tree a, TreeFloat off) {
return a - off;
}
Tree clearance(Tree a, Tree b, TreeFloat o) {
return difference(a, offset(b, o));
}
Tree shell(Tree a, TreeFloat o) {
return clearance(a, a, -abs(o));
}
Tree blend_expt(Tree a, Tree b, TreeFloat m) {
return -log(exp(-m * a) + exp(-m * b)) / m;
}
Tree blend_expt_unit(Tree a, Tree b, TreeFloat m) {
return blend_expt(a, b, 2.75 / pow(m, 2));
}
Tree blend_rough(Tree a, Tree b, TreeFloat m) {
auto c = sqrt(abs(a)) + sqrt(abs(b)) - m;
return _union(a, _union(b, c));
}
Tree blend_difference(Tree a, Tree b, TreeFloat m, TreeFloat o) {
return inverse(blend_expt_unit(inverse(a), offset(b, o), m));
}
Tree morph(Tree a, Tree b, TreeFloat m) {
return a * (1 - m) + b * m;
}
Tree loft(Tree a, Tree b, TreeFloat zmin, TreeFloat zmax) {
LIBFIVE_DEFINE_XYZ();
return max(z - zmax, max(zmin - z,
((z - zmin) * b + (zmax - z) * a) / (zmax - zmin)));
}
Tree loft_between(Tree a, Tree b, TreeVec3 lower, TreeVec3 upper) {
LIBFIVE_DEFINE_XYZ();
const auto f = (z - lower.z) / (upper.z - lower.z);
const auto g = (upper.z - z) / (upper.z - lower.z);
a = a.remap(
x + (f * (lower.x - upper.x)),
y + (f * (lower.y - upper.y)),
z);
b = b.remap(
x + (g * (upper.x - lower.x)),
y + (g * (upper.y - lower.y)),
z);
return loft(a, b, lower.z, upper.z);
}
////////////////////////////////////////////////////////////////////////////////
// shapes
Tree circle(TreeFloat r, TreeVec2 center) {
LIBFIVE_DEFINE_XYZ();
auto c = sqrt(x * x + y * y) - r;
return move(c, {center.x, center.y, 0});
}
Tree ring(TreeFloat ro, TreeFloat ri, TreeVec2 center) {
return difference(circle(ro, center), circle(ri, center));
}
Tree polygon(TreeFloat r, int n, TreeVec2 center) {
LIBFIVE_DEFINE_XYZ();
r = r * cos(M_PI / n);
const auto half = y - r;
auto out = half;
for (int i=1; i < n; ++i) {
out = intersection(out, rotate_z(half, 2 * M_PI * i / n, {0, 0, 0}));
}
return move(out, {center.x, center.y, 0});
}
Tree rectangle(TreeVec2 a, TreeVec2 b) {
LIBFIVE_DEFINE_XYZ();
return max(
max(a.x - x, x - b.x),
max(a.y - y, y - b.y));
}
Tree rounded_rectangle(TreeVec2 a, TreeVec2 b, TreeFloat r) {
return _union(
_union(rectangle({a.x, a.y + r}, {b.x, b.y - r}),
rectangle({a.x + r, a.y}, {b.x - r, b.y})),
_union(
_union(circle(r, {a.x + r, a.y + r}),
circle(r, {b.x - r, b.y - r})),
_union(circle(r, {a.x + r, b.y - r}),
circle(r, {b.x - r, a.y + r}))));
}
Tree rectangle_exact(TreeVec2 a, TreeVec2 b) {
TreeVec2 size = b - a;
TreeVec2 center = (a + b) / 2;
return rectangle_centered_exact(size, center);
}
Tree rectangle_centered_exact(TreeVec2 size, TreeVec2 center) {
LIBFIVE_DEFINE_XYZ();
const auto dx = abs(x) - size.x/2;
const auto dy = abs(y) - size.y/2;
return move(
min(max(dx, dy), 0) +
sqrt(square(max(dx, 0)) + square(max(dy, 0))),
{center.x, center.y, 0});
}
Tree half_plane(TreeVec2 a, TreeVec2 b) {
LIBFIVE_DEFINE_XYZ();
return (b.y - a.y) * (x - a.x) - (b.x - a.x) * (y - a.y);
}
Tree triangle(TreeVec2 a, TreeVec2 b, TreeVec2 c) {
LIBFIVE_DEFINE_XYZ();
// We don't know which way the triangle is wound, and can't actually
// know (because it could be parameterized, so we return the union
// of both possible windings)
return _union(
intersection(intersection(
half_plane(a, b), half_plane(b, c)), half_plane(c, a)),
intersection(intersection(
half_plane(a, c), half_plane(c, b)), half_plane(b, a)));
}
//------------------------------------------------------------------------------
Tree box_mitered(TreeVec3 a, TreeVec3 b) {
return extrude_z(rectangle({a.x, a.y}, {b.x, b.y}), a.z, b.z);
}
Tree box_mitered_centered(TreeVec3 size, TreeVec3 center) {
return box_mitered(center - size / 2, center + size / 2);
}
Tree box_exact_centered(TreeVec3 size, TreeVec3 center) {
LIBFIVE_DEFINE_XYZ();
const auto dx = abs(x - center.x) - (size.x / 2);
const auto dy = abs(y - center.y) - (size.y / 2);
const auto dz = abs(z - center.z) - (size.z / 2);
return min(0, max(dx, max(dy, dz))) + sqrt(square(max(dx, 0)) +
square(max(dy, 0)) +
square(max(dz, 0)));
}
Tree box_exact(TreeVec3 a, TreeVec3 b) {
return box_exact_centered(b - a, (a + b) / 2);
}
Tree rounded_box(TreeVec3 a, TreeVec3 b, TreeFloat r) {
const auto d = b - a;
r = r * min(d.x, min(d.y, d.z)) / 2;
TreeVec3 v{r, r, r};
return offset(box_exact(a + v, b - v), r);
}
Tree sphere(TreeFloat r, TreeVec3 center) {
LIBFIVE_DEFINE_XYZ();
return move(sqrt(square(x) + square(y) + square(z)) - r, center);
}
Tree half_space(TreeVec3 norm, TreeVec3 point) {
LIBFIVE_DEFINE_XYZ();
// dot(pos - point, norm)
return (x - point.x) * norm.x +
(y - point.y) * norm.y +
(z - point.z) * norm.z;
}
Tree cylinder_z(TreeFloat r, TreeFloat h, TreeVec3 base) {
return extrude_z(circle(r, {base.x, base.y}), base.z, base.z + h);
}
Tree cone_ang_z(TreeFloat angle, TreeFloat height, TreeVec3 base) {
LIBFIVE_DEFINE_XYZ();
return move(max(-z, cos(angle) * sqrt(square(x) + square(y))
+ sin(angle) * z - height),
base);
}
Tree cone_z(TreeFloat radius, TreeFloat height, TreeVec3 base) {
return cone_ang_z(atan2(radius, height), height, base);
}
Tree pyramid_z(TreeVec2 a, TreeVec2 b, TreeFloat zmin, TreeFloat height) {
LIBFIVE_DEFINE_XYZ();
// Base of the xz triangle
const auto dx = (b.x - a.x) / 2;
// Hypotenuse of the xz triangle
const auto hy_x = sqrt(square(dx) + square(height));
// Area of the xz triangle, per numerically stable Heron's formula
const auto short_x = min(dx, height);
const auto mid_x = max(dx, height);
const auto area_x = sqrt(
(hy_x + (mid_x + short_x)) *
(short_x - (hy_x - mid_x)) *
(short_x + (hy_x - mid_x)) *
(hy_x + (mid_x - short_x))) / 4;
// Offset of the xz plane
const auto x_offset = 2 * area_x / hy_x;
// The actual xz planes
const auto x_plane = -(x * height / hy_x - z * dx/hy_x + x_offset);
const auto x_planes = intersection(x_plane, reflect_x(x_plane, 0.0));
// Now, do the same for yz
const auto dy = (b.y - a.y) / 2;
// Hypotenuse of the yz triangle
const auto hy_y = sqrt(square(dy) + square(height));
// Area of the yz triangle, per numerically stable Heron's formula
const auto short_y = min(dy, height);
const auto mid_y = max(dy, height);
const auto area_y = sqrt(
(hy_y + (mid_y + short_y)) *
(short_y - (hy_y - mid_y)) *
(short_y + (hy_y - mid_y)) *
(hy_y + (mid_y - short_y))) / 4;
// Offset of the yz plane
const auto y_offset = 2 * area_y / hy_y;
// The actual yz planes
const auto y_plane = -(y * height / hy_y - z * dy/hy_y + y_offset);
const auto y_planes = intersection(y_plane, reflect_y(y_plane, 0.0));
const auto planes = intersection(x_planes, y_planes);
const auto out = intersection(planes, -z);
const auto px = (a.x + b.x) / 2;
const auto py = (a.y + b.y) / 2;
return move(out, {px, py, zmin});
}
Tree torus_z(TreeFloat ro, TreeFloat ri, TreeVec3 center) {
LIBFIVE_DEFINE_XYZ();
return move(
sqrt(square(ro - sqrt(square(x) + square(y)))
+ square(z)) - ri,
center);
}
Tree gyroid(TreeVec3 period, TreeFloat thickness) {
LIBFIVE_DEFINE_XYZ();
const auto tau = 2 * M_PI;
return shell(
sin(x * period.x / tau) * cos(y * period.y / tau) +
sin(y * period.y / tau) * cos(z * period.z / tau) +
sin(z * period.z / tau) * cos(x * period.x / tau),
-thickness);
}
Tree emptiness_() { // Trailing underscore due to no arguments
return Tree(std::numeric_limits<float>::infinity());
}
//------------------------------------------------------------------------------
Tree array_x(Tree shape, int nx, TreeFloat dx) {
auto out = shape;
for (int i=1; i < nx; ++i) {
out = _union(out, move(shape, {dx * i, 0, 0}));
}
return out;
}
Tree array_xy(Tree shape, int nx, int ny, TreeVec2 delta) {
shape = array_x(shape, nx, delta.x);
auto out = shape;
for (int i=1; i < ny; ++i) {
out = _union(out, move(shape, {0, delta.y * i, 0}));
}
return out;
}
Tree array_xyz(Tree shape, int nx, int ny, int nz,
TreeVec3 delta) {
shape = array_xy(shape, nx, ny, {delta.x, delta.y});
auto out = shape;
for (int i=1; i < nz; ++i) {
out = _union(out, move(shape, {0, 0, delta.z * i}));
}
return out;
}
Tree array_polar_z(Tree shape, int n, TreeVec2 center) {
const float a = 2 * M_PI / n;
TreeVec3 c{center.x, center.y, 0};
auto out = shape;
for (int i=1; i < n; ++i) {
out = _union(out, rotate_z(shape, i * a, c));
}
return out;
}
Tree extrude_z(Tree t, TreeFloat zmin, TreeFloat zmax) {
LIBFIVE_DEFINE_XYZ();
return max(t, max(zmin - z, z - zmax));
}
////////////////////////////////////////////////////////////////////////////////
// transforms
Tree move(Tree t, TreeVec3 offset) {
LIBFIVE_DEFINE_XYZ();
return t.remap(x - offset.x, y - offset.y, z - offset.z);
}
Tree reflect_x(Tree t, TreeFloat x0) {
LIBFIVE_DEFINE_XYZ();
return t.remap(2*x0 - x, y, z);
}
Tree reflect_y(Tree t, TreeFloat y0) {
LIBFIVE_DEFINE_XYZ();
return t.remap(x, 2*y0 - y, z);
}
Tree reflect_z(Tree t, TreeFloat z0) {
LIBFIVE_DEFINE_XYZ();
return t.remap(x, y, 2*z0 - z);
}
Tree reflect_xy(Tree t) {
LIBFIVE_DEFINE_XYZ();
return t.remap(y, x, z);
}
Tree reflect_yz(Tree t) {
LIBFIVE_DEFINE_XYZ();
return t.remap(x, z, y);
}
Tree reflect_xz(Tree t) {
LIBFIVE_DEFINE_XYZ();
return t.remap(z, y, x);
}
Tree symmetric_x(Tree t) {
LIBFIVE_DEFINE_XYZ();
return t.remap(abs(x), y, z);
}
Tree symmetric_y(Tree t) {
LIBFIVE_DEFINE_XYZ();
return t.remap(x, abs(y), z);
}
Tree symmetric_z(Tree t) {
LIBFIVE_DEFINE_XYZ();
return t.remap(x, y, abs(z));
}
Tree scale_x(Tree t, TreeFloat sx, TreeFloat x0) {
LIBFIVE_DEFINE_XYZ();
return t.remap(x0 + (x - x0) / sx, y, z);
}
Tree scale_y(Tree t, TreeFloat sy, TreeFloat y0) {
LIBFIVE_DEFINE_XYZ();
return t.remap(x, y0 + (y - y0) / sy, z);
}
Tree scale_z(Tree t, TreeFloat sz, TreeFloat z0) {
LIBFIVE_DEFINE_XYZ();
return t.remap(x, y, z0 + (z - z0) / sz);
}
Tree scale_xyz(Tree t, TreeVec3 s, TreeVec3 center) {
LIBFIVE_DEFINE_XYZ();
return t.remap(
center.x + (x - center.x) / s.x,
center.y + (y - center.y) / s.y,
center.z + (z - center.z) / s.z);
}
Tree rotate_x(Tree t, TreeFloat angle, TreeVec3 center) {
LIBFIVE_DEFINE_XYZ();
t = move(t, {-center.x, -center.y, -center.z});
return move(t.remap(x,
cos(angle) * y + sin(angle) * z,
-sin(angle) * y + cos(angle) * z), center);
}
Tree rotate_y(Tree t, TreeFloat angle, TreeVec3 center) {
LIBFIVE_DEFINE_XYZ();
t = move(t, {-center.x, -center.y, -center.z});
return move(t.remap(cos(angle) * x + sin(angle) * z,
y,
-sin(angle) * x + cos(angle) * z), center);
}
Tree rotate_z(Tree t, TreeFloat angle, TreeVec3 center) {
LIBFIVE_DEFINE_XYZ();
t = move(t, {-center.x, -center.y, -center.z});
return move(t.remap(cos(angle) * x + sin(angle) * y,
-sin(angle) * x + cos(angle) * y, z), center);
}
Tree taper_x_y(Tree shape, TreeVec2 base, TreeFloat height,
TreeFloat scale, TreeFloat base_scale)
{
LIBFIVE_DEFINE_XYZ();
const auto s = height / (scale * y + base_scale * (height - y));
return move(
move(shape, {-base.x, -base.y, 0}).remap(x * s, y, z),
{base.x, base.y, 0});
}
Tree taper_xy_z(Tree shape, TreeVec3 base, TreeFloat height,
TreeFloat scale, TreeFloat base_scale)
{
LIBFIVE_DEFINE_XYZ();
const auto s = height / (scale * z + base_scale * (height - z));
return move(
move(shape, -base).remap(x * s, y * s, z),
base);
}
Tree shear_x_y(Tree t, TreeVec2 base, TreeFloat height, TreeFloat offset,
TreeFloat base_offset)
{
LIBFIVE_DEFINE_XYZ();
const auto f = (y - base.y) / height;
return t.remap(x - (base_offset * (1 - f)) - offset * f, y, z);
}
#define AXIS_X 1
#define AXIS_Y 2
#define AXIS_Z 4
Tree attract_repel_generic(Tree shape, TreeVec3 locus,
TreeFloat radius, TreeFloat exaggerate, float sign,
uint8_t axes)
{
LIBFIVE_DEFINE_XYZ();
const auto norm = sqrt(
square((axes & AXIS_X) ? x : 0) +
square((axes & AXIS_Y) ? y : 0) +
square((axes & AXIS_Z) ? z : 0));
const auto fallout = 1 + sign * exaggerate * exp(-norm / radius);
return move(
move(shape, -locus).remap(
x * ((axes & AXIS_X) ? fallout : 1),
y * ((axes & AXIS_Y) ? fallout : 1),
z * ((axes & AXIS_Z) ? fallout : 1)),
locus);
}
Tree repel(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(
shape, locus, radius, exaggerate, -1,
AXIS_X | AXIS_Y | AXIS_Z);
}
Tree repel_x(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, -1, AXIS_X);
}
Tree repel_y(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, -1, AXIS_Y);
}
Tree repel_z(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, -1, AXIS_Z);
}
Tree repel_xy(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, -1, AXIS_X | AXIS_Y);
}
Tree repel_yz(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, -1, AXIS_Y | AXIS_Z);
}
Tree repel_xz(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, -1, AXIS_X | AXIS_Z);
}
Tree attract(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(
shape, locus, radius, exaggerate, 1,
AXIS_X | AXIS_Y | AXIS_Z);
}
Tree attract_x(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, 1, AXIS_X);
}
Tree attract_y(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, 1, AXIS_Y);
}
Tree attract_z(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, 1, AXIS_Z);
}
Tree attract_xy(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, 1, AXIS_X | AXIS_Y);
}
Tree attract_yz(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, 1, AXIS_Y | AXIS_Z);
}
Tree attract_xz(Tree shape, TreeVec3 locus, TreeFloat radius, TreeFloat exaggerate) {
return attract_repel_generic(shape, locus, radius, exaggerate, 1, AXIS_X | AXIS_Z);
}
Tree revolve_y(Tree shape, TreeFloat x0) {
LIBFIVE_DEFINE_XYZ();
const auto r = sqrt(square(x) + square(z));
const TreeVec3 center{x0, 0, 0};
shape = move(shape, -center);
return move(_union(shape.remap(r, y, z), shape.remap(-r, y, z)), center);
}
// This is directly ported from Scheme (hence the use of std::function), and
// I don't totally understand it - refactoring would be welcome.
Tree generic_centered_twirl_x(Tree shape, TreeFloat amount, TreeFloat radius,
TreeVec3 vec)
{
LIBFIVE_DEFINE_XYZ();
const auto norm = sqrt(square(vec.x) + square(vec.y) + square(vec.z));
const auto ca = cos(amount * exp(-norm / radius));
const auto sa = sin(amount * exp(-norm / radius));
return shape.remap(x,
ca * y + sa * z,
ca * z - sa * y);
}
Tree centered_twirl_x(Tree shape, TreeFloat amount, TreeFloat radius) {
LIBFIVE_DEFINE_XYZ();
return generic_centered_twirl_x(shape, amount, radius, {x, y, z});
}
Tree centered_twirl_axis_x(Tree shape, TreeFloat amount, TreeFloat radius) {
LIBFIVE_DEFINE_XYZ();
return generic_centered_twirl_x(shape, amount, radius, {0, y, z});
}
Tree generic_twirl_n(Tree shape, TreeFloat amount,
TreeFloat radius, TreeVec3 center,
std::function<Tree(Tree, TreeFloat, TreeFloat)> method,
std::function<Tree(Tree)> remap)
{
shape = move(shape, -center);
shape = remap(shape);
shape = method(shape, amount, radius);
shape = remap(shape);
return move(shape, center);
}
Tree generic_twirl_x(Tree shape, TreeFloat amount, TreeFloat radius,
TreeVec3 center,
std::function<Tree(Tree, TreeFloat, TreeFloat)> method)
{
return generic_twirl_n(shape, amount, radius, center, method,
[](Tree t) { return t; });
}
Tree generic_twirl_y(Tree shape, TreeFloat amount, TreeFloat radius,
TreeVec3 center,
std::function<Tree(Tree, TreeFloat, TreeFloat)> method)
{
return generic_twirl_n(shape, amount, radius, center, method, reflect_xy);
}
Tree generic_twirl_z(Tree shape, TreeFloat amount, TreeFloat radius,
TreeVec3 center,
std::function<Tree(Tree, TreeFloat, TreeFloat)> method)
{
return generic_twirl_n(shape, amount, radius, center, method, reflect_xz);
}
Tree twirl_x(Tree shape, TreeFloat amount, TreeFloat radius, TreeVec3 center) {
return generic_twirl_x(shape, amount, radius, center, centered_twirl_x);
}
Tree twirl_axis_x(Tree shape, TreeFloat amount, TreeFloat radius, TreeVec3 center) {
return generic_twirl_x(shape, amount, radius, center, centered_twirl_axis_x);
}
Tree twirl_y(Tree shape, TreeFloat amount, TreeFloat radius, TreeVec3 center) {
return generic_twirl_y(shape, amount, radius, center, centered_twirl_x);
}
Tree twirl_axis_y(Tree shape, TreeFloat amount, TreeFloat radius, TreeVec3 center) {
return generic_twirl_y(shape, amount, radius, center, centered_twirl_axis_x);
}
Tree twirl_z(Tree shape, TreeFloat amount, TreeFloat radius, TreeVec3 center) {
return generic_twirl_z(shape, amount, radius, center, centered_twirl_x);
}
Tree twirl_axis_z(Tree shape, TreeFloat amount, TreeFloat radius, TreeVec3 center) {
return generic_twirl_z(shape, amount, radius, center, centered_twirl_axis_x);
}
////////////////////////////////////////////////////////////////////////////////
// Text
typedef std::pair<float, Tree> Glyph; // Glyphs are stored as [width, shape]
Glyph glyph_A(void) {
return Glyph(0.8,
_union(_union(_union(_union(
triangle({0, 0}, {0.35, 1}, {0.1, 0}),
triangle({0.1, 0}, {0.35, 1}, {0.45, 1})),
triangle({0.35, 1}, {0.45, 1}, {0.8, 0})),
triangle({0.7, 0}, {0.35, 1}, {0.8, 0})),
rectangle({0.2, 0.3}, {0.6, 0.4})));
}
Glyph glyph_a(void) {
return Glyph(0.58,
move(_union(
shear_x_y(
ring(0.275, 0.175, {0.25, 0.275}),
{0, 0}, 0.35, 0.1, 0),
rectangle({0.51, 0}, {0.61, 0.35})),
{-0.05, 0, 0}));
}
Glyph glyph_B(void) {
return Glyph(0.575,
_union(intersection(_union(ring(0.275, 0.175, {0.3, 0.725}),
ring(0.275, 0.175, {0.3, 0.275})),
rectangle({0.3, 0}, {1, 1})),
_union(_union(_union(
rectangle({0.1, 0}, {0.3, 0.1}),
rectangle({0.1, 0.45}, {0.3, 0.55})),
rectangle({0.1, 0.9}, {0.3, 1})),
// Main bar of the letter
rectangle({0, 0}, {0.1, 1}))));
}
Glyph glyph_b(void) {
return Glyph(0.525,
_union(intersection(ring(0.275, 0.175, {0.275, 0.275}),
rectangle({0.275, 0}, {1, 1})),
_union(_union(
rectangle({0.1, 0}, {0.275, 0.1}),
rectangle({0.1, 0.45}, {0.275, 0.55})),
rectangle({0, 0}, {0.1, 1}))));
}
Glyph glyph_C(void) {
return Glyph(0.57,
_union(difference(
_union(ring(0.275, 0.175, {0.3, 0.7}),
ring(0.275, 0.175, {0.3, 0.3})),
_union(rectangle({0, 0.3}, {0.6, 0.7}),
triangle({0.3, 0.5}, {1, 1.5}, {1, -0.5}))),
rectangle({0.025, 0.3}, {0.125, 0.7})));
}
Glyph glyph_c(void) {
return Glyph(0.48,
difference(ring(0.275, 0.175, {0.275, 0.275}),
triangle({0.275, 0.275}, {0.55, 0.555}, {0.55, 0})));
}
Glyph glyph_D(void) {
return Glyph(0.6,
_union(rectangle({0, 0}, {0.1, 1}),
intersection(rectangle({0, 0}, {1, 1}),
ring(0.5, 0.4, {0.1, 0.5}))));
}
Glyph glyph_d(void) {
auto g = glyph_b();
return Glyph(g.first, reflect_x(g.second, g.first/2));
}
Glyph glyph_E(void) {
return Glyph(0.6,
_union(_union(rectangle({0, 0}, {0.1, 1}),
rectangle({0, 0}, {0.6, 0.1})),
_union(rectangle({0, 0.9}, {0.6, 1}),
rectangle({0, 0.45}, {0.6, 0.55}))));
}
Glyph glyph_e(void) {
return Glyph(0.55,
intersection(
_union(
difference(
ring(0.275, 0.175, {0.275, 0.275}),
triangle({0.1, 0.275}, {0.75, 0.275}, {0.6, 0})),
rectangle({0.05, 0.225}, {0.55, 0.315})),
circle(0.275, {0.275, 0.275})));
}
Glyph glyph_F(void) {
return Glyph(0.6,
_union(_union(
rectangle({0, 0}, {0.1, 1}),
rectangle({0, 0.9}, {0.6, 1})),
rectangle({0, 0.45}, {0.6, 0.55})));
}
Glyph glyph_f(void) {
return Glyph(0.4,
_union(
intersection(ring(0.25, 0.15, {0.4, 0.75}),
rectangle({0, 0.75}, {0.4, 1})),
_union(
rectangle({0, 0.45}, {0.4, 0.55}),
rectangle({0.15, 0.}, {0.25, 0.75}))));
}
Glyph glyph_G(void) {
return Glyph(0.6,
_union(
_union(
rectangle({0, 0.3}, {0.1, 0.7}),
rectangle({0.5, 0.3}, {0.6, 0.4})),
_union(
rectangle({0.3, 0.4}, {0.6, 0.5}),
difference(
_union(ring(0.3, 0.2, {0.3, 0.7}),
ring(0.3, 0.2, {0.3, 0.3})),
rectangle({0, 0.3}, {0.6, 0.7})))));
}
Glyph glyph_g(void) {
return Glyph(0.55,
_union(intersection(
ring(0.275, 0.175, {0.275, -0.1}),
rectangle({0, -0.375}, {0.55, -0.1})),
_union(
ring(0.275, 0.175, {0.275, 0.275}),
rectangle({0.45, -0.1}, {0.55, 0.55}))));
}
Glyph glyph_H(void) {
return Glyph(0.6,
_union(rectangle({0, 0}, {0.1, 1}),
_union(rectangle({0.5, 0}, {0.6, 1}),
rectangle({0, 0.45}, {0.6, 0.55}))));
}
Glyph glyph_h(void) {
return Glyph(0.6,
_union(
intersection(ring(0.275, 0.175, {0.275, 0.275}),
rectangle({0, 0.275}, {0.55, 0.55})),
_union(
rectangle({0, 0}, {0.1, 1}),
rectangle({0.45, 0}, {0.55, 0.275}))));
}
Glyph glyph_I(void) {
return Glyph(0.5,
_union(rectangle({0.2, 0}, {0.3, 1}),
_union(rectangle({0, 0}, {0.5, 0.1}),
rectangle({0, 0.9}, {0.5, 1}))));
}
Glyph glyph_i(void) {
return Glyph(0.15,
_union(circle(0.075, {0.075, 0.7}),
rectangle({0.025, 0}, {0.125, 0.55})));
}
Glyph glyph_J(void) {
return Glyph(0.55,
_union(
rectangle({0.4, 0.275}, {0.5, 1}),
intersection(
ring(0.225, 0.125, {0.275, 0.275}),
rectangle({0, 0}, {0.55, 0.275}))));
}
Glyph glyph_j(void) {
return Glyph(0.3,
_union(_union(
circle(0.075, {0.225, 0.7}),
rectangle({0.175, -0.1}, {0.275, 0.55})),
intersection(
ring(0.275, 0.175, {0, -0.1}),
rectangle({0, -0.375}, {0.55, -0.1}))));
}
Glyph glyph_K(void) {
return Glyph(0.6,
difference(rectangle({0, 0}, {0.6, 1}),
_union(_union(
triangle({0.1, 1}, {0.5, 1}, {0.1, 0.6}),
triangle({0.5, 0}, {0.1, 0}, {0.1, 0.4})),
triangle({0.6, 0.95}, {0.6, 0.05}, {0.18, 0.5}))));
}
Glyph glyph_k(void) {
return Glyph(0.5,
difference(rectangle({0, 0}, {0.5, 1}),
_union(_union(
triangle({0.1, 1}, {0.5, 1}, {0.1, 0.45}),
triangle({0.37, -0.1}, {0.1, -0.1}, {0.1, 0.25})),
_union(
triangle({0.6, 1}, {0.5, 0}, {0.18, 0.35}),
triangle({0.1, 1}, {0.6, 1}, {0.6, 0.5})))));
}
Glyph glyph_L(void) {
return Glyph(0.6,
_union(rectangle({0, 0}, {0.1, 1}),
rectangle({0, 0}, {0.6, 0.1})));
}
Glyph glyph_l(void) {
return Glyph(0.15,
rectangle({0.025, 0}, {0.125, 1}));
}
Glyph glyph_M(void) {
return Glyph(0.8,
_union(rectangle({0, 0}, {0.1, 1}),
_union(rectangle({0.7, 0}, {0.8, 1}),
_union(triangle({0, 1}, {0.1, 1}, {0.45, 0}),
_union(triangle({0.45, 0}, {0.35, 0}, {0, 1}),
_union(triangle({0.7, 1}, {0.8, 1}, {0.35, 0}),
triangle({0.35, 0}, {0.8, 1}, {0.45, 0})))))));
}
Glyph glyph_m(void) {
return Glyph(0.6,
_union(
intersection(
_union(ring(0.175, 0.075, {0.175, 0.35}),
ring(0.175, 0.075, {0.425, 0.35})),
rectangle({0, 0.35}, {0.65, 0.65})),
_union(rectangle({0, 0}, {0.1, 0.525}),
_union(rectangle({0.25, 0}, {0.35, 0.35}),
rectangle({0.5, 0}, {0.6, 0.35})))));
}
Glyph glyph_N(void) {
return Glyph(0.6,
_union(_union(rectangle({0, 0}, {0.1, 1}),
rectangle({0.5, 0}, {0.6, 1})),
_union(
triangle({0, 1}, {0.1, 1}, {0.6, 0}),
triangle({0.6, 0}, {0.5, 0}, {0, 1}))));
}
Glyph glyph_n(void) {
return Glyph(0.55,
_union(intersection(
ring(0.275, 0.175, {0.275, 0.275}),
rectangle({0, 0.325}, {0.55, 0.55})),
_union(
rectangle({0, 0}, {0.1, 0.55}),
rectangle({0.45, 0}, {0.55, 0.325}))));
}
Glyph glyph_O(void) {
return Glyph(0.6,
_union(_union(rectangle({0, 0.3}, {0.1, 0.7}),
rectangle({0.5, 0.3}, {0.6, 0.7})),
difference(
_union(ring(0.3, 0.2, {0.3, 0.7}),
ring(0.3, 0.2, {0.3, 0.3})),
rectangle({0, 0.3}, {0.6, 0.7}))));
}
Glyph glyph_o(void) {
return Glyph(0.55, ring(0.275, 0.175, {0.275, 0.275}));
}
Glyph glyph_P(void) {
return Glyph(0.575,
_union(difference(ring(0.275, 0.175, {0.3, 0.725}),
rectangle({0, 0}, {0.3, 1})),
_union(rectangle({0, 0}, {0.1, 1}),
_union(rectangle({0.1, 0.45}, {0.3, 0.55}),
rectangle({0.1, 0.9}, {0.3, 1})))));
}
Glyph glyph_p(void) {
return Glyph(0.55,
_union(ring(0.275, 0.175, {0.275, 0.275}),
rectangle({0, -0.375}, {0.1, 0.55})));
}
Glyph glyph_Q(void) {
return Glyph(0.6,
_union(rectangle({0, 0.3}, {0.1, 0.7}),
_union(rectangle({0.5, 0.3}, {0.6, 0.7}),
_union(
difference(
_union(ring(0.3, 0.2, {0.3, 0.7}),
ring(0.3, 0.2, {0.3, 0.3})),
rectangle({0, 0.3}, {0.6, 0.7})),
_union(triangle({0.5, 0.1}, {0.6, 0.1}, {0.6, 0}),
triangle({0.5, 0.1}, {0.5, 0.3}, {0.6, 0.1}))))));
}
Glyph glyph_q(void) {
return Glyph(0.55,
_union(ring(0.275, 0.175, {0.275, 0.275}),
rectangle({0.45, -0.375}, {0.55, 0.55})));
}
Glyph glyph_R(void) {
return Glyph(0.575,
_union(glyph_P().second,
_union(
triangle({0.3, 0.5}, {0.4, 0.5}, {0.575, 0}),
triangle({0.475, 0}, {0.3, 0.5}, {0.575, 0}))));
}
Glyph glyph_r(void) {
return Glyph(0.358,
_union(
scale_x(
intersection(
difference(
circle(0.55, {0.55, 0}),
scale_x(circle(0.45, {0.55, 0}), 0.8, 0.55)),
rectangle({0, 0}, {0.55, 0.55})), 0.7, 0),
rectangle({0, 0}, {0.1, 0.55})));
}
Glyph glyph_S(void) {
const auto half = difference(
ring(0.275, 0.175, {0.275, 0.725}),