package main import ( "github.com/deadsy/sdfx/sdf" v2 "github.com/deadsy/sdfx/vec/v2" ) const ( BODY_SIZE_X = 300 BODY_SIZE_Y = 215 BODY_SIZE_Z = 2 + 0 + 0 //Top + Walls + Base BODY_CURVE = 10 WALL_THICKNESS = 6.9 ) // topPlane produces a 2D top-down image of the fightstick's top panel. func topPlane() sdf.SDF2 { top := sdf.Box2D(v2.Vec{X: BODY_SIZE_X, Y: BODY_SIZE_Y}, BODY_CURVE) joystick := joystick(v2.Vec{X: 84, Y: 10 + 10 + 20}) // as listed on jlfmeasure.jpg joystick = sdf.Transform2D(joystick, sdf.Rotate2d(sdf.DtoR(90))) joystick = loggedMovement(joystick, v2.Vec{X: -top.BoundingBox().Max.X / 2, Y: top.BoundingBox().Max.Y / 7}, "joystick") top = sdf.Difference2D(top, joystick) buttons := buttonRows() buttons = loggedMovement(buttons, v2.Vec{X: top.BoundingBox().Max.X / 2, Y: top.BoundingBox().Max.Y / 4}, "button cluster") top = sdf.Difference2D(top, buttons) screws := screwHoles() top = sdf.Difference2D(top, screws) return top } // wallsPlane produces a 2D top-down image of the fightstick's walls. // TODO: use trapezoid to create simpler internal corners for screw holes. func wallsPlane() sdf.SDF2 { walls := sdf.Box2D(v2.Vec{X: BODY_SIZE_X, Y: BODY_SIZE_Y}, BODY_CURVE) body := sdf.Box2D(v2.Vec{X: BODY_SIZE_X - WALL_THICKNESS, Y: BODY_SIZE_Y - WALL_THICKNESS}, BODY_CURVE) walls = sdf.Difference2D(walls, body) screwProtrosion := sdf.Box2D(v2.Vec{X: WALL_THICKNESS / 3, Y: WALL_THICKNESS * 2.2}, 0) rProt := loggedMovement(screwProtrosion, v2.Vec{X: (BODY_SIZE_X / 2) - (WALL_THICKNESS / 1.6), Y: 0}, "right screw protrosion") lProt := loggedMovement(screwProtrosion, v2.Vec{X: -(BODY_SIZE_X / 2) - -(WALL_THICKNESS / 1.6), Y: 0}, "left screw protrosion") tProt := sdf.Transform2D(screwProtrosion, sdf.Rotate2d(sdf.DtoR(90))) bProt := loggedMovement(tProt, v2.Vec{X: 0, Y: -(BODY_SIZE_Y / 2) - -(WALL_THICKNESS / 1.6)}, "bottom screw protrosion") tProt = loggedMovement(tProt, v2.Vec{X: 0, Y: (BODY_SIZE_Y / 2) - (WALL_THICKNESS / 1.6)}, "top screw protrosion") walls = sdf.Union2D(walls, rProt, lProt, tProt, bProt) screws := screwHoles() walls = sdf.Difference2D(walls, screws) return walls } // screwHoles produces m4 screwHoles along the sides of the piece. // TODO: Corners need to be adjusted. func screwHoles() sdf.SDF2 { hole, _ := sdf.Circle2D(M4_SCREW_DIAMETER / 2) holes := make([]sdf.SDF2, 14) // 1 top + 1 bottom + (1 * 2 corners) + 2 right, + 1 center = 7 for one side, 14 for two sides. for i := range holes { holes[i] = hole } centerOffset := 3.0 sideOffset := 4.0 buffer := 2.5 // right side holes[0] = sdf.Transform2D(holes[0], sdf.Translate2d(v2.Vec{X: centerOffset, Y: 0})) holes[1] = sdf.Transform2D(holes[1], sdf.Translate2d(v2.Vec{X: centerOffset, Y: (BODY_SIZE_Y / 2) - (WALL_THICKNESS / buffer)})) holes[2] = sdf.Transform2D(holes[1], sdf.MirrorX()) holes[3] = sdf.Transform2D(holes[3], sdf.Translate2d(v2.Vec{X: (BODY_SIZE_X / 2) - (WALL_THICKNESS / buffer), Y: (BODY_SIZE_Y / 2) - (WALL_THICKNESS / buffer)})) holes[4] = sdf.Transform2D(holes[3], sdf.MirrorX()) holes[5] = sdf.Transform2D(holes[5], sdf.Translate2d(v2.Vec{X: (BODY_SIZE_X / 2) - (WALL_THICKNESS / buffer), Y: sideOffset})) holes[6] = sdf.Transform2D(holes[5], sdf.MirrorX()) for o := 0; o < len(holes)/2; o++ { holes[o+len(holes)/2] = sdf.Transform2D(holes[o], sdf.MirrorY()) } return sdf.Union2D(holes...) }