Skip to content

Tutorial Shapes3d

Revar Desmera edited this page Nov 20, 2024 · 1 revision

Basic Shapes Tutorial

Primitives

There are 3 built-in 3D primitive shapes that OpenSCAD provides: cube(), cylinder(), and sphere(). The BOSL2 library extends and provides alternative to these shapes so that they support more features, and more ways to simply reorient them.

3D Cubes

BOSL2 overrides the built-in cube() module. It still can be used as you expect from the built-in:

include <BOSL2/std.scad>
cube(100);

Figure 1

include <BOSL2/std.scad>
cube(100, center=true);

Figure 2

include <BOSL2/std.scad>
cube([50,40,20], center=true);

Figure 3

It is also enhanced to allow you to anchor, spin, orient, and attach it.

You can use anchor= similarly to how you use it with rect() or oval(), except you can also anchor vertically in 3D, allowing anchoring to faces, edges, and corners:

include <BOSL2/std.scad>
cube([50,40,20], anchor=BOTTOM);

Figure 4

include <BOSL2/std.scad>
cube([50,40,20], anchor=TOP+BACK);

Figure 5

include <BOSL2/std.scad>
cube([50,40,20], anchor=TOP+FRONT+LEFT);

Figure 6

You can use spin= to rotate around the Z axis after anchoring:

include <BOSL2/std.scad>
cube([50,40,20], anchor=FRONT, spin=30);

Figure 7

3D objects also can be given an orient= argument as a vector, pointing to where the top of the shape should be rotated towards.

include <BOSL2/std.scad>
cube([50,40,20], orient=UP+BACK+RIGHT);

Figure 8

If you use anchor=, spin=, and orient= together, the anchor is performed first, then the spin, then the orient:

include <BOSL2/std.scad>
cube([50,40,20], anchor=FRONT);

Figure 9

include <BOSL2/std.scad>
cube([50,40,20], anchor=FRONT, spin=45);

Figure 10

include <BOSL2/std.scad>
cube([50,40,20], anchor=FRONT, spin=45, orient=UP+FWD+RIGHT);

Figure 11

BOSL2 provides a cuboid() module that expands on cube(), by providing rounding and chamfering of edges. You can use it similarly to cube(), except that cuboid() centers by default.

You can round the edges with the rounding= argument:

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=20);

Figure 12

Similarly, you can chamfer the edges with the chamfer= argument:

include <BOSL2/std.scad>
cuboid([100,80,60], chamfer=10);

Figure 13

You can round only some edges, by using the edges= arguments. It can be given a few types of arguments. If you gave it a vector pointed at a face, it will only round the edges surrounding that face:

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=20, edges=TOP);

Figure 14

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=20, edges=RIGHT);

Figure 15

If you give edges= a vector pointing at a corner, it will round all edges that meet at that corner:

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=20, edges=RIGHT+FRONT+TOP);

Figure 16

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=20, edges=LEFT+FRONT+TOP);

Figure 17

If you give edges= a vector pointing at an edge, it will round only that edge:

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=10, edges=FRONT+TOP);

Figure 18

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=10, edges=RIGHT+FRONT);

Figure 19

If you give the string "X", "Y", or "Z", then all edges aligned with the specified axis will be rounded:

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=10, edges="X");

Figure 20

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=10, edges="Y");

Figure 21

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=10, edges="Z");

Figure 22

If you give a list of edge specs, then all edges referenced in the list will be rounded:

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=10, edges=[TOP,"Z",BOTTOM+RIGHT]);

Figure 23

The default value for edges= is EDGES_ALL, which is all edges. You can also give an except_edges= argument that specifies edges to NOT round:

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=10, except_edges=BOTTOM+RIGHT);

Figure 24

You can give the except_edges= argument any type of argument that you can give to edges=:

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=10, except_edges=[BOTTOM,"Z",TOP+RIGHT]);

Figure 25

You can give both edges= and except_edges=, to simplify edge specs:

include <BOSL2/std.scad>
cuboid([100,80,60], rounding=10, edges=[TOP,FRONT], except_edges=TOP+FRONT);

Figure 26

You can specify what edges to chamfer similarly:

include <BOSL2/std.scad>
cuboid([100,80,60], chamfer=10, edges=[TOP,FRONT], except_edges=TOP+FRONT);

Figure 27

3D Cylinder

BOSL2 overrides the built-in cylinder() module. It still can be used as you expect from the built-in:

include <BOSL2/std.scad>
cylinder(r=50,h=50);

Figure 28

include <BOSL2/std.scad>
cylinder(r=50,h=50,center=true);

Figure 29

include <BOSL2/std.scad>
cylinder(d=100,h=50,center=true);

Figure 30

include <BOSL2/std.scad>
cylinder(d1=100,d2=80,h=50,center=true);

Figure 31

You can also anchor, spin, orient, and attach like the cuboid() module:

include <BOSL2/std.scad>
cylinder(r=50, h=50, anchor=TOP+FRONT);

Figure 32

include <BOSL2/std.scad>
cylinder(r=50, h=50, anchor=BOTTOM+LEFT);

Figure 33

include <BOSL2/std.scad>
cylinder(r=50, h=50, anchor=BOTTOM+LEFT, spin=30);

Figure 34

include <BOSL2/std.scad>
cylinder(r=50, h=50, anchor=BOTTOM, orient=UP+BACK+RIGHT);

Figure 35

BOSL2 provides a cyl() module that expands on cylinder(), by providing rounding and chamfering of edges. You can use it similarly to cylinder(), except that cyl() centers the cylinder by default.

include <BOSL2/std.scad>
cyl(r=60, l=100);

Figure 36

include <BOSL2/std.scad>
cyl(d=100, l=100);

Figure 37

include <BOSL2/std.scad>
cyl(d=100, l=100, anchor=TOP);

Figure 38

You can round the edges with the rounding= argument:

include <BOSL2/std.scad>
cyl(d=100, l=100, rounding=20);

Figure 39

Similarly, you can chamfer the edges with the chamfer= argument:

include <BOSL2/std.scad>
cyl(d=100, l=100, chamfer=10);

Figure 40

You can specify rounding and chamfering for each end individually:

include <BOSL2/std.scad>
cyl(d=100, l=100, rounding1=20);

Figure 41

include <BOSL2/std.scad>
cyl(d=100, l=100, rounding2=20);

Figure 42

include <BOSL2/std.scad>
cyl(d=100, l=100, chamfer1=10);

Figure 43

include <BOSL2/std.scad>
cyl(d=100, l=100, chamfer2=10);

Figure 44

You can even mix and match rounding and chamfering:

include <BOSL2/std.scad>
cyl(d=100, l=100, rounding1=20, chamfer2=10);

Figure 45

include <BOSL2/std.scad>
cyl(d=100, l=100, rounding2=20, chamfer1=10);

Figure 46

3D Spheres

BOSL2 overrides the built-in sphere() module. It still can be used as you expect from the built-in:

include <BOSL2/std.scad>
sphere(r=50);

Figure 47

include <BOSL2/std.scad>
sphere(d=100);

Figure 48

You can anchor, spin, and orient sphere()s, much like you can with cylinder() and cube():

include <BOSL2/std.scad>
sphere(d=100, anchor=FRONT);

Figure 49

include <BOSL2/std.scad>
sphere(d=100, anchor=FRONT, spin=30);

Figure 50

include <BOSL2/std.scad>
sphere(d=100, anchor=BOTTOM, orient=RIGHT+TOP);

Figure 51

BOSL2 also provides spheroid(), which enhances sphere() with a few features like the circum= and style= arguments:

You can use the circum=true argument to force the sphere to circumscribe the ideal sphere, as opposed to the default inscribing:

include <BOSL2/std.scad>
spheroid(d=100, circum=true);

Figure 52

The style= argument can choose the way that the sphere will be constructed: The "orig" style matches the sphere() built-in's construction.

include <BOSL2/std.scad>
spheroid(d=100, style="orig", $fn=20);

Figure 53

The "aligned" style will ensure that there is a vertex at each axis extrema, so long as $fn is a multiple of 4.

include <BOSL2/std.scad>
spheroid(d=100, style="aligned", $fn=20);

Figure 54

The "stagger" style will stagger the triangulation of the vertical rows:

include <BOSL2/std.scad>
spheroid(d=100, style="stagger", $fn=20);

Figure 55

The "icosa" style will make for roughly equal-sized triangles for the entire sphere surface, based on subdividing an icosahedron. This style will round the effective $fn to a multiple of 5 when constructing the spheroid:

include <BOSL2/std.scad>
spheroid(d=100, style="icosa", $fn=20);

Figure 56

The "octa" style will also make for roughly equal-sized triangles for the entire sphere surface, but based on subdividing an octahedron. This is useful in that it guarantees vertices at the axis extrema. This style will round the effective $fn to a multiple of 4 when constructing the spheroid:

include <BOSL2/std.scad>
spheroid(d=100, style="octa", $fn=20);

Figure 57

Clone this wiki locally