thin wall thickness, create indents in wall because its cute
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6cbf595604
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@ -10,7 +10,7 @@ const (
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BODY_SIZE_Y = 220
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BODY_SIZE_Z = 2 + 0 + 0 //Top + Walls + Base
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BODY_CURVE = 10
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WALL_THICKNESS = 30
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WALL_THICKNESS = 15
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)
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// topPlane produces a 2D top-down image of the fightstick's top panel.
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@ -41,20 +41,29 @@ func wallsPlane() sdf.SDF2 {
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walls = sdf.Difference2D(walls, body)
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lrCutout := trapezoid(v2.Vec{X: (BODY_SIZE_Y - 20), Y: WALL_THICKNESS / 4}, -20)
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lCutout := sdf.Transform2D(lrCutout, sdf.Rotate2d(sdf.DtoR(270)))
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rCutout := sdf.Transform2D(lCutout, sdf.MirrorY())
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lCutout = sdf.Transform2D(lCutout, sdf.Translate2d(v2.Vec{X: -((BODY_SIZE_X / 2) - lCutout.BoundingBox().Max.X), Y: 0}))
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rCutout = sdf.Transform2D(rCutout, sdf.Translate2d(v2.Vec{X: (BODY_SIZE_X / 2) - rCutout.BoundingBox().Max.X, Y: 0}))
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walls = sdf.Difference2D(walls, lCutout)
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walls = sdf.Difference2D(walls, rCutout)
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// left and right side
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lrCutout := trapezoid(v2.Vec{X: (BODY_SIZE_Y - 20) / 2, Y: WALL_THICKNESS / 4}, -30)
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ltCutout := sdf.Transform2D(lrCutout, sdf.Rotate2d(sdf.DtoR(270)))
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ltCutout = sdf.Transform2D(ltCutout, sdf.Translate2d(v2.Vec{X: -((BODY_SIZE_X / 2) - ltCutout.BoundingBox().Max.X), Y: BODY_SIZE_Y / 4}))
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lbCutout := sdf.Transform2D(ltCutout, sdf.MirrorX())
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rtCutout := sdf.Transform2D(ltCutout, sdf.MirrorY())
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rbCutout := sdf.Transform2D(lbCutout, sdf.MirrorY())
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walls = sdf.Difference2D(walls, ltCutout)
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walls = sdf.Difference2D(walls, lbCutout)
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walls = sdf.Difference2D(walls, rtCutout)
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walls = sdf.Difference2D(walls, rbCutout)
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tbCutout := trapezoid(v2.Vec{X: (BODY_SIZE_X - 20), Y: WALL_THICKNESS / 4}, -20)
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tCutout := sdf.Transform2D(tbCutout, sdf.Rotate2d(sdf.DtoR(180)))
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tCutout = sdf.Transform2D(tCutout, sdf.Translate2d(v2.Vec{X: 0, Y: ((BODY_SIZE_Y / 2) - tbCutout.BoundingBox().Max.Y)}))
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bCutout := sdf.Transform2D(tbCutout, sdf.Translate2d(v2.Vec{X: 0, Y: -((BODY_SIZE_Y / 2) - tbCutout.BoundingBox().Max.Y)}))
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walls = sdf.Difference2D(walls, tCutout)
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walls = sdf.Difference2D(walls, bCutout)
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// top and bottom sides
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// TODO: This is producing holes in the render :(
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tbCutout := trapezoid(v2.Vec{X: (BODY_SIZE_X - 20) / 2, Y: WALL_THICKNESS / 4}, -40)
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blCutout := sdf.Transform2D(tbCutout, sdf.Translate2d(v2.Vec{X: -(BODY_SIZE_X / 4), Y: -((BODY_SIZE_Y / 2) - tbCutout.BoundingBox().Max.Y)}))
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brCutout := sdf.Transform2D(blCutout, sdf.MirrorY())
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tlCutout := sdf.Transform2D(blCutout, sdf.MirrorX())
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trCutout := sdf.Transform2D(tlCutout, sdf.MirrorY())
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walls = sdf.Difference2D(walls, blCutout)
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walls = sdf.Difference2D(walls, brCutout)
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walls = sdf.Difference2D(walls, tlCutout)
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walls = sdf.Difference2D(walls, trCutout)
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return walls
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}
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