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Le 2022-01-04 à 09:13, Cabesa a écrit :
> Ive been trying to use the round_box shape but i dont really understand how to.
> If someone is willing to explain the way the shapes and the "macro?" idrk what
> it is, id appreciate it a lot.
>
You use it pretty much as a regular box, but with the hard edges
replaced with cylinders and spheres at the vertex. The faces are at the
same position as for a regular box.
The first two parameters are two 3D vectors that define the opposite
corners of the box in the exact same way as the two corners of the
regular box primitive. Those points are actually outside the final shape.
The third one is the radius of the edges, or, the size of the rounded
part. This is a single float value. If this value is to large, a warning
will be issued, and the radius adjusted to the actual size. To large
being more than half the smallest dimension of the box.
If you have this :
round_box( <2,1,1>, <-2,-1,-1>, 1, 0)
You end up with a cylinder capped by two half spheres.
Using those corners, ANY radius larger than 1 will result in the same
final shape.
The last one determine whether an union or a merge is to be used. UNLESS
your round_box is transparent or you are using SSLT, you should use the
union option. So, set this to zero. Using the union option renders faster.
Normal box:
box{ Corner_One, Corner_Two texture{ Some_Texture} }
The equivalent round box :
object{round_box( Corner_One, Corner_Two, radius, 0) texture{
Some_Texture} }
The object wrapper is needed to add a texture and to allow some
transform : rotation, scaling and translate.
The flat faces of the two objects are at the same location.
Those faces are connected using cylinders tangent with the adjacent faces.
Spheres tangent with the adjacent cylinders are used to fill the corners.
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